Here's Bromen, dwarven warrior of the olde style with a particular joy for thumping arcane spellcasters, ready for consideration.
He was made using the Rich Parents trait so I have to update that (and therefore the gear) unless 'unbalanced' is still ok?
nah, didn't think so......I should have it right in a day or so
Sorry, I see there are lots of threads out there on this one but they also seem to have some conflicting opinions.
a 5th level LN cleric channels positive energy and takes the Protection variant channeling. I think the first 2 are easy.......
1- "once this choice is made it cannot be altered". Meaning he doesn't choose between 'regular' or 'variant' each time he channels, he gets the Protection variant every time and that's it?
2- "Heal: creatures get channel bonus to AC". So he channels, heals everyone in radius 5d6 * 0.5, and they also get a +2 AC bonus.
3- "Harm: creatures get penalty to AC". This is where the other threads conflict a bit. This cleric gets to channel positive energy to harm undead so any zombies in the area take 5d6 * 0.5 damage and get a -2 AC penalty, that's easy enough....but what about using it on orcs? Positive energy won't hurt them so they don't take the damage, but does the positive energy heal them or anything? I assume no since that channel vs the zombies wouldn't affect PCs in the mix but since the variant is hitting the orcs with the variant ability Im not so sure.......
thanks as always to the collective braintrust!
as I keep reading and re-reading, I might change out my campaign trait.....I gave Bromen 'Old Money' to buy masterwork gear, but Im thinking that the 'Relic of the Dwarven Smithy' fits better with his background and still gets him the MW dorn.
Might tweak some of his gear selections, but still should have that done by the 11/8 deadline.
do you need to "help out" long term or just need a shot in the arm? I agree with all above that your fighter will never be a good skill monkey but you might be able to find a 1-level dip that gives you a little help. Currently Ive got two multiclass fighters and seeing some decent synergies that might help in your situation....
- Archaeologist Bard: no BAB but 6 skill points, +2 on 2 saves, and the Luck ability is a minor self buff (with your CHA its only a few rounds). LOTS of class skills, automatic +1 on all knowledge skills w Bardic Knowledge.
- Inquisitor: no BAB but also 6 skill points, +2 on 2 saves, Judgment is a minor self-buff for 1 combat. LOTS of class skills including Perception, +1 on Knowledge to ID monsters (monster lore), +1 to Sense Motive and Intimidate (stern gaze). You can also pick up an Inquisition to get a few other kicks: I'm a big fan of Spellkiller since you get Disruptive (a 6th level fighter feat) for free which helps with the 'loss' of a bonus feat by dipping. Other good ones are Heresy or Conversion, either of which will allow you to use your +1WIS bonus on some "face" skills instead of your -1CHA.
None of these are going to make you a skill monkey but could give you a bit of a leg up with a few bells and whistles besides...
I know you say the timing is flexible, but what has the 'norm' been recently? Id love to get into another game but Im on EST and my 3 kids have lots of Wed night activities......so if it was late enough Id love to throw my hat in the ring.
If its too early........well, as they say, "I could have gotten away with it if it wasn't for those meddling kids!"
Yes. See this thread.
My inquisitor keeps getting caught trying to Discern Lies so I came here looking for the same answer. Not sure I agree that Jason's comments about 'spells without components' applies to an ability that lets me look at people and know if they are telling the truth or not....but I know thats a huge debate that probably doesn't need to be restarted here.
First post of the thread linked above says it was addressed in an FAQ but Im not finding it when I search there......other than that component statement, does the FAQ have anything definitive on this topic?
Our party was told the area we are traveling to is filled with werewolves, so I want to make sure I'm using Bane correctly...
First the easy one:
pfsrd Inquisitor Description wrote:
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action.
pfsrd Bane Special Ability Description wrote:
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes
At first I was thinking it was +2 to hit and +2d6 damage, but reading it again Im thinking it should be +2 to hit AND damage, then the extra 2d6?
Now the harder one:
pfsrd Overcoming DR Description wrote:
I've got a +1 sword. Im thinking it becomes +3 when bane is active and should overcome the silver DR. But I can also see it as "youre Bane ability is giving you an extra +2, not changing your weapon" meaning I get the bonuses but I do not overcome the DR?
As always, thanks in advance to all!
* Is there any effect that could change my ability score to Wisdom for the normally-Charisma skills? I want a party face.
Heresy Inquisition lets you use WIS instead of CHA for Bluff and Intimidate. @ 4th level you get to roll twice and keep the best result.
Conversion Inquisition lets you use WIS for Bluff, Intimidate, and Diplomacy....but the additional power isn't my favorite.
Inquisitors are great for the type of versatility youre talking about but only get 1 domain/inquisition so youd have to choose one of these over feather or travel or the other great choices out there.
This is the character sheet for my real-life Carrion Crown inquisitor (we are close to finishing book 2) Items are AP-specific so far from optimal: he's a 2-hander but the best weapon the party has is a +1 keen longsword so Im stuck with it for the moment.
He's the party tank, and my plan had originally been to dip Inq and stay Fighter. But early on I found myself using the Inq abilities more than I expected so shifted gears. Feats like Judgment Surge and Extra Bane help to offset the fact the two fighter levels so he doesn't feel behind the rest of the party.
We just made 7th level so he is now the proud owner of bane. From a melee perspective, Power attack + furious focus + bane = AWESOME fun. Add to that the fact that the party rogue is always looking for the flank meaning I almost always getting the extra 1d6 from the Teamwork feat: so even with the poor weapon choice he's normally +15 to hit and doing 1d8+3d6+14 damage.
Not sure how that competes to some of the crazy optimal builds out there but he's FUN to play and the AP hasn't thrown much his way that he couldn't handle.........
But don't forget to check this Guide for some great tips.
crossbowman archetype doesn't help you until ftr3 unfortunately. Im a big fan of Lore Warden for a non-tank fighter: lose the heavy armor you weren't going to wear anyway, get the extra skill points which is always good for a rogue, and Combat Expertise for free opens up a lot of feat chain possibilities!
is the Repeater the only reason to take the Inq level? If you take a 2nd Fighter level instead you get another bonus feat (which you can use for Exotic Weapon Prof to get the xbow) and have another +1BAB. And there are some decent archetypes that replace the level 2 Bravery ability with other cool stuff you might like.....
I've known plenty of people who hoarde their wand charges, but to me this is the exact reason to use them; eventually they stop being worth it to you.
It might not be optimal, but for my low-level casters I always buy a wand of Mage Armor as soon as I can. Nothing worse than only having 2-3 spells a day and having to burn one of them to protect yourself every combat. Maybe not as big a problem with a witch and hexes but it can make you feel ineffective pretty fast.
So I but the wand and never prepare Mage Armor again, and by the time I run out of cyarges Im at the point where I can buy Bracers or a Ring or whatever and Im not so worried about my AC at the beginning of every single encounter.
YMMV of course, but it's worked well for me.........
Any interest in an Inquisitor dip? The Spellkiller Inquisition gives you Disruptive as a bonus feat along with AC bonuses when you defeat enemies which you can then use to stagger wizards.
And the Spellbreaker Archetype lets you roll every Will save against mind-affecting stuff twice and take the best result.
My level 5 Inquisitor is the party tank so I rarely wait to buff........I usually Bane in round 1 b/c I want my first attack to really do some damage. By the time Im up in round 2 we've got a good sense of whether or not the battle is going to need the extra kick of a Judgment. We are definitely one of those 'multi-encounter per day' groups so I tend to be stingy about my Judgments.
sorry, but Im been searching and cant find the answer, so Im going to hijack this thread with my 'dead horse beater'........can you vital strike and power attack?
doesn't say "standard action" or "attack action" or "confusing term that may or may not be an action", just "all melee attack rolls" soIm thinking yes....making it a decent choice for my two-handed fighter with power attack and furious focus. Or did I miss something else?
Spells are great, but when you're 5 levels behind on your casting to begin with, your spells start having a problem.
my favorite (and most powerful) character from my youth was a 2nd Edition cleric/wizard. Ive only just started playing Pathfinder after a many year break, and I haven't had the chance yet to redo that character as a theurge but Ive been tempted......so maybe Im missing something but how are they 5 levels behind?
Keeping to the absolute basics, I create a cleric3/wizard3/MU2. I totally get the negative impact on channeling, bonus feats, domain powers, etc. But unless Im reading it wrong Im an 8th level character and effectively casting as a 5th level cleric and a 5th level wizard. So that's only 3 caster-levels behind?
Obviously still not good but your comment about 5 makes me think I counted something incorrectly???
Thinking about building a gnome sorcerer with the Elemental (fire) bloodline. According to the bloodline arcana, I can give him things like Ray of Fire instead of Ray of Frost.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Looking at the alternate racial traits the character seems a logical fit for Pyromaniac.
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
So here's the question: if I use the arcana power to cast Burning Grasp instead of Shocking Grasp, is that change of the 'type' qualify as a change of 'descriptor' so the spell get the 1 level trait bonus? Seems like it SHOULD but since they are called separate things I wasn't 100% sure......
Justin Rocket wrote:
Dwarves are dour. Illusionists are artsy-fartsy.
Isnt THIS your concept? If youre talking olde school stereotypes the fact that you've got a dwarven arcane caster is already "anti-dwarf".
So he's an artsy-fartsy dwarf who acts nothing like a dwarf at all. His family has always been outsiders, Im thinking the Lovegood family from Harry Potter. Hell, make him a clean-shaven guy who loves the open sky and hates getting dirty....spend a skill point on a musical instrument and drive the rest of the all-dwarf party nuts!
Archaeologist Bard has some pretty cool features for a "lock and trap" guy, and the Luck feature is very nice (might want to tweak that CHA though). Of course, it gives all sorts of Disable Device bonuses without actually having Disable Device as a class skill......but the Vagabond Child trait can solve that.
It says "enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire." The way I read it is there are 3 separate effects in round 1:
1- become shaken
then the ongoing 1d6 if they keep failing the save.
My inquisitor finally has this spell, but since we're stuck deep in th undead land that is Carrion Crown I haven't come across a creature I can intimidate yet!
Thraxxis (or anyone else)....
My GM has been using d20pro since we started Haunting of Harrowstone as level 1 characters and overall we've really liked it. We are now at the end of the second book (Trial of the Beast) and we've hit 7th level.
This AP has a lot of custom creatures in it, creating a lot more prep needs for the GM than before. Are there patches/downloads/whatever that include the info from the adventure paths we can purchase to make this part easier?
thanks in advance!
That Old Guy wrote:
My Pharasmin inquisitor is just now having the opportunity to return to civilization, and his key objective upcoming is to follow a cousin who was consigned to a Pharasmin monastery in Ustalav and has not been heard from since. There will be some heretical slaughter coming down, no doubt... Dunn is the strong left hand of the Lady of Graves, and he marches around like a black Santa Claus, handing out his deity's "gift" to all who are "deserving."
My Inquisitor of Pharasma is the typical Van Helsing type, monster hunting expert with the strongest focus on undead and other abominations against the Grey Lady. It's his job to investigate things and do what's necessary when necessary.
I've been playing him as a 'good soldier' for the first few levels but he just had a bad experience with the high priest of the city temple (guy didn't trust me and undermined a plan I had been working). Suddenly he finds himself realizing that the rules aren't always right and he needs to stop following anyone except Pharasma and himself.....
I took 2 Fighter levels for my Inquisitor in Carrion Crown because I wanted the martial weapons and the heavy armor (and I loves me some bonus feats). He's the party tank and has been definitely keeping up with the rest of the not-multiclassing party. OK, I cheated a little by taking Judgement Surge but I was really happy to have those fighter levels when we came across the mithral full plate in book 1.
We actually just made 7th level so I finally have Bane now, will get to use it for the first time @ this weekend's session. I'm already the top damage-dealer in the party, Bane will just put me over the top!
Hana Miyahara wrote:
Again, Bromen hears the snapping of bones echoing in his head. "Not quite what I had in mind. The beastie has made it's den in Arcus's smithy, we need to clear it out n' retrieve his blacksmith tools."
Over the next hour the dwarf's anxiousness to go is clear to see. He talks when spoken to but paces around a bit, glancing down the hall every few minutes to see if the wizard is done yet. He also moves up to look at the archways, curious if the one to Hazrit is as obvious as he was told, but he does not approach them too closely.
Nervous that his body might behave differently than it had before, Bromen would also go through a combat routine or two to loosen up and prepare for the journey.
NUTS - thanks for reminder to run final checks, I just realized that the Glory of Old isn't from APG!
Is this a "no traits outside APG without permission?" or is this "no traits outside APG"? With moments to go Im going to assume the latter and replace Glory of Old with Birthmark. Might not get to the profile within the time limit so hopefully this post covers me (although Id love to negotiate for Glory of Old, shame on me for not noticing sooner).
The black raven wrote:
Actually, James Jacobs is one of those who say that you cannot add an ability modifier twice unless you have something that specifically says that you can add it twice (not the case here).
Might not specifically say "ok to 2x WIS" but the text of both sounds like they should work together (IMHO).
Conversion Inquisition wrote:
You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
I read this as saying Wisdom becomes the 'normal modifier'.
Infiltrator Archetype wrote:
At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Bold mine....just my 2cps, but it seems that the archetype is agnostic to what the normal modifier is (doesn't say "add WIS to CHA"). Would make sense since there are multiple things that allow you to replace CHA for these kinds of checks, and there is nothing that says the archetype cares what the normal modifier is, just add WIS to it in addition.
As for the other bit about being thrown into the mist, there's no being resurrected from that as it literally destroys your soul as well. Not even True Resurrection brings you back from that. You literally cease to exist.
Looks like I missed this also.....so Im guessing we need to end our background with a more 'normal' death? Should we assume the mist was already part of everyday live before we died meaning we already have some knowledge of it, or should our deaths pre-date the mist making the new world order a bigger surprise?
Simple enough to make an adjustment either way. What are some of the threats in Hazrit that could cause a dwarven warrior to meet an untimely end?
(and since the thread is picking up speed, heres the profile again for reference)
On a side note, did everyone enjoy the opening flavor text that much? I keep getting praise for it.
Well deserved praise, and it keeps getting better the more you add!
Must admit Im a little jealous of some of these rolls, but my more 'average' stats should be fun to play: Bromen has lived his live being told he is destined for greatness, then he 'dies' and finds himself in the company of people more exceptional than he ever was.......sounds like a lot of fun to play!
"Failed to match any searches"
ARGH, that's what I get for trying to be fancy....sorry 'bout that! Finalized the gear, halved the remaining money, and fixed the profile but heres the info.
Str 14, Dex 14, Con 16, Int 13, Wis 15, Cha 10
Centuries ago the dwarven oracles predicted the end of the world, an end that would come in the form of arcane magic. The natural dwarven distrust of magic is routed in these prophecies, but for a few clans it became an all-encompassing obsession to prepare for this final battle. Clan Vrektel on the fringes of Hazrit was one of those clans. Magic had its place of course – it is hard to deny the added power an enchantment can give a weapon or armor – but the clan strived hard to keep themselves ‘pure’ by following the old ways and limiting its exposure to the corrupting influence of the arcane.
On the day of Bromen's birth the clan received another prophecy: the time was at hand, and this child would be the weapon against the enemy. His father Aralak was one of the clan elders and greatly respected, and he could not have been prouder to learn that his blood would have a part to play in the coming apocalypse. That very day the preparations started - ancient divine magics were used to alter the child’s normal dwarven abilities against magic, and he was trained in ancient traditional dwarven combat. His entire life he was given a single goal: be ready to fight against spellcasters to stop the end of the world.
The training was rigorous. Bromen was taught various strategies for stopping the threat of a spellcaster as they hide like cowards behind their minions and cannon fodder. Over the centuries the clan had perfected what they referred to as the 3 Pillars of Mage Combat – breaking through enemy lines to reach the caster, clearing the battlefield to expose the arcane threat, and controlling the battlefield so there was no place the wizard could go that was out of reach. Bromen was a good study, but since the clan knew he needed to be the penultimate warrior they trained him at an extremely slow pace.
On his 50th nameday there was a final prophecy. He was never told the details, just that it was time to go forth and fulfill his destiny. The clan was concerned that Bromen was not ready – he had mastered the first Pillar but he had so much more to learn, and while his immunities to magic were better than most he had not yet learned how to use that to disrupt the magic-users he was battling.
The oracles would not be swayed: it was time, and ready or not Bromen had to begin to fulfill his destiny. The clan gave him a dorn dergar of amazing quality, and Aralak proudly gave Bromen the fine armor he himself had been crafting for his son for years.
The clan held a great feast on the night before his departure, already treating him like a hero even though he had barely taken a step down his prophesized path. With all the young dwarf could not fall asleep so packed his gear well before the sun and set out on his quest. He had been on the road for almost an hour before he realized he was not walking in the pre-dawn darkness but that the land was being covered by a black mist………….
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
8 ranks: 4(Fighter) +2(Int)+2(Favored)
+2 Appraise: 1(ranks) +1(INT), +2 trait bonus if contains gems/precious stones
+6 Knowledge(Dungeoneering): 2(ranks) +1(INT)+3(class)
+4 Perception: 2(ranks) +2(WIS); +6 to notice unusual stonework
+2 Spellcraft: 1(ranks)+1(INT)
+7 Survival: 2(ranks) +2(WIS) +3(class)
Shattering Strike (Ex) +1 bonus to CMB and CMD on sunder attempts
(Total Weight: 91.5 lbs)
Explorer's Outfit (8 lbs)
MW Breastplate (30 lbs)
MW Dwarven Dorn Dergar (Chain Flail) (15 lbs)
3 Dwarven Arrows (Light Hammers) (8 lbs)
Dagger (1 lb)
Belt Pouch (2.5 lbs)
-Flint and Steel
MW Backpack (25 lbs loaded) (max medium load = 133 lbs)
-Dwarven Arrow (Light Hammer)
- 50’ Silk Rope
- Mess Kit
- Dwarven Trail Rations (5 days)
- Wineskin: 8 cups Dwarven Stout
- Sack (empty)
Waterskin (2 lbs)
Coins: 11 sp, 8 gp
of course, when I say "flesh out the character over the weekend" what I mean is "blow off the rest of my workday and work on him".
I need to recheck the math on the gear, but other than that I present for consideration Bromen Spellbane, sworn to protect the world from destruction at the hand of Arcane magic.
I made some assumptions about how the TWK took place but I can of course tweak the story as necessary.
About me...........live in Upstate NY, USA, Im also relatively new to PbP but am currently involved in 4 campaigns (although 2 are currently on hiatus until further notice). I work from home so am blessed/cursed with the ability to check the threads multiple times a day.
Please let me know if there are any questions, and thanks in advance for the consideration!
dotting for interest. Have a character idea for an OLDE school dwarf who was prophesized to be the 'chosen one destined to stop the end of the world".....might be fun to put him into a scenario where he obviously failed but might get another shot.
4d6 ⇒ (5, 5, 2, 4) = 16 -2 = 14
4d6 ⇒ (6, 1, 3, 4) = 14 -1 = 13
4d6 ⇒ (4, 6, 4, 1) = 15 -1 = 14
4d6 ⇒ (2, 4, 3, 2) = 11 -2 = 9 DROP
4d6 ⇒ (2, 2, 5, 6) = 15 -2 = 13
4d6 ⇒ (6, 2, 4, 4) = 16 -2 = 14
4d6 ⇒ (3, 3, 1, 6) = 13 -1 = 12
Results: 14/14/14/13/13/12.........well, she ain't pretty, but I think she can dance!
will flesh out the rest of the character this weekend
Veteran of Battle is nice too: +1 to Init and a free weapon draw.
Other option for a fighter is to use the trait to pick up extra skils: want to bounce around the battlefield? Use Jenivere Crew to make Acrobatics a class skill for you. Want to add a little info gathering to the character? Affable gives you bonuses to Diplomacy and Knowledge (local) and makes them class skills.
There are tons of traits like this, almost for every skill out there. I like these because they give you a trait bonus AND since the skill is now a class skill you get the +3 as well. As an example, Affable gives you +5 to Diplomacy and Knowledge (Local) for the cost of a single trait, thats pretty cheap!
You can strike two adjacent foes with a single swing.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
When you strike down an opponent, you can continue your swing into another target.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Lets say I have 2 enemies in front of me and they are adjacent.
Scenario 1: I declare a Cleave action, then attack #1 and hit. This triggers a Cleave, so I take the cleave attack on #2 and drop him. This triggers the Cleaving Finish.......am I allowed to attack #1 with the 'Finish even though I already attacked him this round with the Cleave?
Scenario 2: I declare a Cleave action, then attack #1 and drop him. This triggers both the Cleave and the Cleaving Finish.......am I allowed to take both on #2?
I think the answer is 'yes' to both since Cleave and Cleaving Finish are separate actions therefore the limits around attacking the same enemy only once are looked at separately also, but figure I'd tap into the vast knowledge of the forum to confirm. Thanks in advance!
And Lightning Bolts no longer "reflect" off walls. I still remember trying to figure out angles on ye olde battle mat...........it was like playing pool!
I've got to admit, I never quite understood the crafting math:957sp times 172 weeks = 164,604sp or 16,460 gp. 172 weeks to save 40gp??