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Pathfinder Society Member. 32 posts (33 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters.

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Just as an idea, incase you want to try something else some time:

Be shield focused. Use a shield as your main weapon, go with bull rush, and make sure to pick up improved tripping and felling smash.

When you smash someone with your shield (in a power attack), you get a trip and bull rush attempt on them. Lore warden can get you more bonuses on the maneuver bonus.

Not the greatest for damage, but hilarious. Just imagine some person running around hitting people with a shield, knocking them on their arse and into walls.


Thanks for all the input. Now I just need to decide...

The DM keeps shoving cure potions at us so healing isn't to bad. I keep urging everyone to pool together for a wand, but the response "Well I give lots of healing potions" keeps popping around.

The Magus combo seems pretty interesting. And I do like paladins. Although I'd prefer to stay at range (Might as well take advantage of all the space, plus the DM really likes grappling/tripping stuff). Plus fighting other spell casters (mainly sorcerers, it's his favorite class) makes running up to melee a little hazardous.

A lot of times we only do a few fights each day (one fight a day happens a good amount). Although having multiple (count: 12+) fights every so often isn't unheard of. Especially when we just so happened to end up in a dungeon/tower holding lots of baddies and a couple bosses.


Alright, so I play in a homebrew game that's at the 'epic' level. 25 point buy, or roll stats (4d6, ditch the lowest).

The party consists of a half elf sorcerer/rogue, kitsune rogue, dwarf fighter/monk, and a human black mage (custom class). Optimization level in our group is low.

I'm making a back-up character for when my current one dies, and I'm looking for something that doesn't need a lot of wealth. Character level will be 6. We're far off from the wealth chart (allowed 3k gold for buying stuff at level 6), so I'm trying to make sure I can be effective with small amounts of gold.

Fights usually always taken place in large open areas (even if it's in a room), outnumbered, or facing big bad strong guy.

So, I'm leaning towards a half-elf or human master summoner. The idea being I can just summon stuff to fight for us.

Ultimate magic, ultimate combat, advance players guide, core rule book, advanced race guide, and ultimate equipment are all allowed.

So, advice? Feats, tips, items, stuff to summon, etc.

Level 6, 3k gold to buy stuff, 25 point buy; character to survive 'epic' level game with very low wealth. Game is supposed to go up to (or even past) level 20


Alright, this is something that constantly keeps coming up in my group.

Do you need to have a clear shot at your target in order to hit them? Say there's a bunch of allies in front of you, can I still hit a target through them? Positioning example below:

[me]----{ally]---[enemy]

or some version of that, where there's a living body between me and what I want to shoot. Do I have to move and have a clear shot of no people in between me and my target, or can I still make the shot?

I know that if you fire at someone in melee, you take the -4 penalty unless you have precise shot. So what if the position is

{me][ally][enemy] standing exactly like that. Can I take the shot, or do I have to move?

What's the rules for being able to shoot a target. I'm small sized, so does this make it harder?


So like...

the 8 levels of the scout knife master rogue
5 of the skirmisher ranger for that swift action 5ft, 5ft step combo

then whatever else, making sure for two-weapon fighting, clustered shots, quick draw, close-quarters thrower

then at higher levels combat would be more moving around in 10ft increments making full attacks with thrown starknives (or daggers, while picking up the trait for extra damage).

critical items needed would be a blink back belt and magic daggers of different materials for sure.

Or doing all the above, but being mounted and just moving any distance to get the sneak attack damage.

So what would the build(s) look like then? Order of class levels and feats to take.


the scout knife master rogue with mobile fighter would make a nice gestalt character. (all the extra feats, and by level 11 could easily two-weapon fight rapid shot the knives after a little bit of movement. Could probably have gotten the other two-weapon fighting feats to get even more attacks)

would have to keep that in mind if I ever play a gestalt character, since I don't think I'll ever really be in a game that goes to level 20 for a scout knife master rogue 9/ mobile fighter 11


haven't looked at skirmisher ranger. Thanks for bringing it up.

Could replace fighter 1, rearrange the feats abit, and then pick it back up at level 10 to move onto being able to move and make full attacks.

That'll bring it all up to 13 character levels.
Pretty reasonable, I don't expect to play that far into the teens (this character would be for either society or a home game, and the home game i go to hardly ever makes it to even 10)


I just got a samsung tablet.

I was wondering if anyone knew any usefull apps that could help during a game? Dice rollers, random [insertthinghere] generators, intiative tracking...

Currently I'm trying to get pdfs of the books on it.

Also this could be like a list for other people to look for pathfinder-usefull apps for their samsung tablets.


10: Your tavern bill is due... gotta go make some cash!


Sometimes it doesn't make much sense.

I once ran a martial-only game for 3.5 - no magic users.

If I'm doing some cave-man or low low tech game, why would there be gunslingers? It even says that the guns don't have to be added in a game.

I hardly see ninja or samurai in games anyways, so yea.

I don't mind the whole banning, especially if there's reasons with it


So it'll be 2 points from arcane pool to make it a +1 shield and a +1 weapon?


So just to check that I'm getting this right....

Assuming that my DM does allow spike/bashing and stuff to stack (He lets alot of stuff go by)...

A +1 bashing spiked shield that I can also use as a +1 weapon costs abit like this:

+1 shield bashing spiked shield
4,000gp (plus the price of a spiked masterwork heavy shield)

Plus another 2300 gp for it to function as a +1 weapon

So that'll be about 6600xp plus the price of a spiked heavy shield, which would allow me to get a +3 shield bonus to my ac, and use it as a +1 weapon that deals 2d6 points of piercing damage.

am i right?


Thanks for some of the clarification. Using another weapon besides my shield didn't even register in my head!

Can't wait to just look at your class guide when it pops out.


For clarity: The TWF is so I can bash with a shield in one hand, and then cast a spell in my other right?

Also I'm going with the STR bit.
I'll make a note to boost up my int.
And I'll have to look at my spells abit more.

Can I still bash with a quickdraw?

Thanks for info already.
And wow, it can get pretty pricey enchanting the shield! But could I make the spike admantite and the shield itself mithril? Since I have to enchant them separately, can the two be made out of different materials?


I made a shield magus (can't remember the archetype name off hand) for a home game that my friend is starting.

Any feats I should make sure I take? What are some things I can do to improve the damage of my shield? How does enchanting the shield work (enchant as a weapon vs enchanting as a shield)?

As of right now I'm using a spiked heavy steel shield.

OH and another question, throwing shields? Should I get one of those? How would a throwing spiked heavy steel shield end up working? (And how would that get enchanted)?

As of right now (lvl 1, human) my feats are:
Improved Shield Bash
Weapon Focus (Heavy Shield)


Should have mentioned it, the game we're in is a 22 point buy.

Thanks for all the input.

I"ll try to use all this to help my argument for why the character should be reworked.


About how pistolero changes gun training,

it doesn't actually say that it does though.

So that would mean if you're just a pistolero, then you're getting gun training AND the pistol bit from pistolero at level 5.

Unless there's some errate/raw/whatever its called anywhere?


Mysterous stranger changes the grit to be based on cha


lvl 1 halfling gunslinger (Mysterious stranger, pistolero)
str 5
dex 20
con 10
int 7
wis 7
cha 20

Studded leather armor, heavy shield, +1 size, underfoot racial all gives him 22 ac.
Fleet of foot racial for 30ft movement

Alchemical cartridges, reload free action.

Just shoot pistol.

Is this build optimized? Or is it just junk? Are the benefits ofset by the weakness?

I'm trying to prove to a fellow player that his character is crap and useless. Even knowing he kills everything in like, 1 hit.

His argument: "Guns are the best. It's against touch ac! And I add my cha to damage!!!!"

Also, any other points I can maybe use to argue to him about gunslingers? All they really all that? Or are they just being over-hyped.


So how 'good' would a ranged focused Lore Warden be compared to one focusing on maneuvers? is one better then the other?

The Campaign I play alot in is mainly Humanoids. Also large numbers of enemies in giant open spaces.


With that dwarf bit in the second post, add in an internal alchemist and now you breathe twice a day.

Maybe some paladin dips too


2 people marked this as a favorite.

Hello!
I'm wondering if anyone has any good builds for a lore warden fighter?
Point buy doesn't matter, I'm just curious to see what people come up with.

Also any other fighter builds for something that's aibt different then the standard "Run up and smash until dead"?

Or if there's any links to threads already like this.

Thanks in advance!


My dm is the same with rules.
He has no idea what's going on. He just makes it up. Always sets stuff against us.

Every fight starts "We're surrounded" or "We're ambushed!"

He forces us to stop travel. "Rain is to heavy" "The mud is magic, and your cart can't go through" "boulder kills all your horses, your cart can't move" "Orcs attacked your cart - your cart can't move"

The orcs part, there probably wasn't even any hardness or anything. it was like, 2 hits and it died.

Now he's on a grappling spree. Everything is large sized, and he adds like +8 to their grapple (even knowing their size is already in their cmb and stuff on stat blocks...)

Everyone has guns.

He just does whatever we build as characters. Player brought in gunslinger, now half the npcs use guns. They hide everywhere too.

NPC's know the exact duration of our spells.

and more...


Frying Pan of Perfect Eggs

This ordinary frying pan has a picture of an egg on the handle. When an egg is cracked into the pan, the egg begins to cook automatically. The pan can cook the egg any way (said as a command word, such as "Scrambled") and takes 2 minuets to cook. The egg is cooked perfectly, smells wonderful, never over cooks. The pan generates no heat while before, during, or after the cooking.
The egg that's cooked gains magic properities. It fills up whoever eats it so that they don't need to eat for the rest of the day, and it cures 1d4 points of health when eaten.


Advanced Half-fiend fast zombie cats? Their tiny sized, and the CR doesn't change.

First its an advanced cat, then a half-fiend cat. Then you slap zombie on it, and because zombie's CR are based on HD (which is still just 1) the CR drops back down to 1/4

I think the dex was 20-something. Also had 2 slams, 2 claws, and a bite on a full attack. Sure, the chance to hit is only a +3, and the damage is low, BUT the AC was 20-something (+2 size, +3 nat, then all the dex). You could throw them en-mass at your players. Some of those attacks will eventually hit, some may even crit!

TONS OF FLYING ZOMBIE KITTIES!


Mystic_Snowfang wrote:
Bag of conceament should work, only you can access it.

Wow, thanks. Didn't even know that existed, and it's ALOT simpler and cheaper.

Thank you!!!


So in a homebrew campaign I'm playing in i've managed to convert alot of my gold into gems. I want to keep them safe, but I'm having problems thinking of safe ways.

I don't want to just throw them in a bag of holding, and then have that stolen. (We deal with thieves alot)

So I'm wondering if anyone has ideas on 'super safe' storage for valuable items. I want to be able to carry it with on my person though, that's a must.

So I was wondering what about...

A small adamantite lock box with a superior lock built it (DC 40 disable). The lock box has a permanent arcane lock on it (increases DC to 50) and a fire trap on it. Inside of the lock box is a bag of holding (can that be arcane locked and fire trapped? if so then that goes on it too!) holding all the loot. Also i'm thinking the lock box has a permanent shrink object on it (which would bring it down to 1/16th of it size and be paper like). Then I fold it up and fit it into a ring (or amulet). Thoughts?

Also any ideas of super safe storage for keeping your shinnies away from anything and everything?


cr 5-7
a sort of snake like thing that has two arms that end in a scythe-like blade. I'm thinking more like how yaun-ti look (http://en.wikipedia.org/wiki/File:Yuan-ti.JPG)

But I want it to mainly be a ranged thing, shooting needle-like spines. Maybe with some kind of acid/venom thing on them?

And a bite too, since I'm thinking more of a mandible-styled mouth with lots of sharp teeth. Aberration type most likely.

And if it's possible I'd like for it to be able to burrow under ground :3


So the dm for the group i'm in just showed us this template he made for any 'boss' baddies. "To model after the boss's like in rpg's that you can't avoid and are tougher then everything else". So I'm putting it here to see what you all think.... I don't really know what to think; I would never want to fight this, and I wouldn't want to force any players to fight something that has such cheap moves. I'll stick to my advanced/half-fiend/giant templates (or just use a higher cr monster). "Meant to be tough" as the dm says.

Spoiler:

Ever get those enemies in any game that no matter what you do, or how high your stats are, you still no matter what have to fight them? I'm sure everyone at some point at another have fought those guys before. This template will have DMs create one of these kind of monsters.

For anyone who chooses to use this, be sure only one monster has this template; and that is used in scripted sequences (such as dungeons or areas where the PCs cant run from). This template is not meant for more than one monster; as all this contains is boosts and buffs; with no weaknesses.

Challenge Rating: A boss retains the same CR as the original monster +3.

Hit die: Racial hit die is changed to d10s. Monster has an additional 3d10 HP at the start.

Type: Type and size of monster remains the same.

Armor class: A Boss has a natural armor class of +3.

Defensive abilities: A boss gains DR 5, and has spell resistance 10.

Spells: If the boss is a spell caster, it has +3 spells per day on all level spells.

Base attack: Bosses base attack increases by +2.

Speed: A boss retains its base land speed, +15.

Saving throws: All saving throws increase by +4.

CMD/CMB: CMD and CMB gain +4.
Bonus feats: Diehard

Skills: All class skills gain +4 misc modifer.

Special abilities: Arena, Special Senses, Death Armor, Special XP yield, Slam

Arena: The Boss has been well prepared for this encounter, and has made all nessecary preparations. Once the PCs have entered an the area that the boss has designated for the battle arena, the evironment itself was corral the PCs in. PCs cannot use spells such as teleport or items to escape the area, and all DCs for using skills to escape are deemed "Impossible." The only way for escape is to defeat the boss. Once the boss is defeated, the area will return to normal.

If the PCs attempt to teleport around the area, they will simply teleport into the designated area. Assume that all other areas carry an anti magic field.

Special Senses: PCs cannot use spells or stealth actions to escape the boss. If the PCs attempt to do so, they automatically fail.

Death armor: Bosses cannot be affected by spells that cause death, or cause them to disappear in anyway shape or form. If the PC decides to use this spell anyway, and it succeeds, the boss takes 6d6 damage in its place (plus modifers based on class).

Special XP yield: Destroying a boss takes more planning than the average fight. Once the boss is destroyed, the party gains twice the amount of XP earned than usual.

Slam: Boss gains the Slam attack as a special ability.

Ability scores: STR +4, DEX +4, CON +2, INT +2, WIS +4, CHA, +2

That's the exact copy of what was posted on our little facebook group page. I know every dm can do they're own thing but....

Ah well, maybe this will give someone ideas, or even have it used for your own games.


Human, lvl 2 ranger/lvl 4 fighter
feats: Quickdraw, rapid shot, Throw anything, Point Blank shot, Precise shot, Distance thrower, Two-handed thrower, Weapon focus (greatsword)

that let's me rapid shot greatswords into melee at 20ft range (no penalty). +10/+10 2d6+6. and then there's the favored enemy bonus. Plus it only get's better, adding in dodge, close quarters thrower, and charging hurler.

Going off an 18 str/18 dex of course

hue hue hue hue hue hue hue

That is if all my math is right. I never played this character, but I did write out the build for it!

edit:
It may not the be best, but it's pretty funny to picture some guy running around throwing greatswords at people


Thanks for the help. I didn't even think about full attacks :/

Edit: And the quickdraw shield idea sounds pretty nice


So I'm making a ranger switch hitter. All of the builds I've seen are saying that I need to take quickdraw, but do I really need to?

Quickdraw lets you draw a weapon as a free action.

But having a base attack of +1 allows you to draw a weapon in combination with a move action (usual move in and pull weapon then attack deal).

Dropping a weapon is a free action, and sheathing one is a move.

What I'm getting at:
Without the quickdraw feat, I can drop my bow as a free action, move in (and pull out my melee weapon) as a move action, and then attack as a standard action. Correct? And anytime something moves out of range I can just drop my melee, spend a move to pull out a thrown weapon and then a standard action to throw it (which by the time stuff is running away combat is practically already over so I wouldn't really need my melee anymore)

With the quickdraw feat I can drop my bow as a free action, move as a move action, draw a weapon as a free action, and attack as a standard action. That's the exact same as if I didn't have a feat!
The only benefit of getting quickdraw that I see is if something is running away, I sheath my melee, quickdraw a ranged and then spend a standard to throw it.

So is this all right? Or am I missing something? Because how I'm seeing it you don't really need quickdraw at all. Sheathing is still a move action either way, and I can always just draw a weapon while I move without the feat.



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