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I'm playing a gnome ranger. Gnome racial bonuses pair well with ranger class features. Made sure he had a positive Charisma modifier because a gnome ranger who can't speak with animals at 1st level is just sad. Have discovered the fun of charging around the battlefield riding a combat-trained pony. Just hit 4th level so now the shenanigans truly begin. Muhahahaha!
How does this work again? Returning player feeling overwhelmed, could use some build ideas to help focus
You can't go wrong with a Core Rulebook wizard. High Intelligence, moderate Dex and Con. Pick a school that catches your interest. Make sure you have your bread and butter spells (detect magic, invisibility, dispel magic, stoneskin, true seeing, teleport without error, mind blank, etc.). Max out Spellcraft and Knowledge (arcana). Add familiar if desired. One book. No muss, no fuss. Oh, if you like summoning, it's handy to know their languages.
Reloading a repeating crossbow is a free action, changing the ammunition case is a full round action. Rapid reload can not make reloading any faster than a free action. There is no feat that makes changing the ammunition case faster.
Building off this conclusion, is the Crossbow Mastery feat similarly not applicable to a repeating crossbow? I'm playing a gnome ranger who grabbed exotic weapon proficiency (repeating light crossbow) at 1st level after our GM awarded the weapon to him as part of his starting gear. He's 3rd level now and I'm feeling the bottleneck created by changing the ammunition case.
I'm fond of longsword for a weapon-toting wizard. Lets you switch from one-hand to two-hand as needed. Choose universalist wizard, use your arcane bond to start with a masterwork weapon, grab martial weapon proficiency, have a decent intelligence and strength----and Hand of Apprentice your way to victory (while looking very cool).
If your stats aren't locked in, I'd put that 18 into Dex instead of Wisdom, even if you don't plan to fight much. As a ranged character, you'll want at least a few ranged feats (point blank shot, precise shot, etc) for those times when words don't hurt enough. Rangers don't have many social skills, so you'll be leaning heavily on Intimidate (unless you spend a trait on Diplomacy or Sense Motive). Max that out, along with Stealth, Perception, Ride, Survival, and Handle Animal (why limit yourself to only one animal ally?). Make sure you know the languages of the creatures you're likely to encounter. Heck, add those creatures as favored enemies to get miscellaneous bonuses when talking to them.
Surprised I forgot about this one. JRR himself.
Three Rings For The Elven Kings
Three Rings for the Elven-kings under the sky,
Drahliana Moonrunner wrote:
One could always dig up some old and classic Dr. Strange comics. Some of them get right up there with Lovecraft as far as scenery chewing verbiage.
Hmm. I remember a couple from way back
Bolts of bedevilment
By the Three who are Vishanti
and my favorite (had to look this one up)
The Emancipation Incantation:
Satannish, Watoomb and Raggadorr
You could also say the pouch is a 50 gp magic item that fills with the correct components when you prepare spells. As you cast spells, the components vanish. In theory, you could use the live spider from Spider Climb as the target for your Giant Vermin spell, but then you couldn't cast Spider Climb until you replaced the spider. Keeps your flavor and the ability to pull one-off stunts.
I would say Yes. Basing this off these two sections in the PRD.
"When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner."
"Only a creature or character that threatens the defender can help an attacker get a flanking bonus."
As long as the requirements are fulfilled, the defender is flanked.
No, no, no. . .we can do better than this. What you *need* is a larger cloak. You can modify a hoop skirt frame so that it is worn around the neck (attached to a gorget, possibly supported by pauldrons---we'll leave the details to your tailor). One billowy cloak, made to order.
Or, like on Highlander, you can have someone off-camera hand your PC their sword when you roll initiative.
Option 3. Players who gravitate toward primary casters learn to plan ahead. They scrutinize spells, prioritize them, figure out which ones can go into scrolls and wands, and generally map out how best to deploy their arsenal. Acquiring expensive material components plays into that mindset and is a minor inconvenience at worst.
If a player balks at this notion, figure out why. Are they bad at bookkeeping? Perhaps another player can help them out. Does every shopping trip take up half the game session? It's okay to say "you find a shop and buy what you need", especially in the later levels when PCs are expected to have tremendous wealth.
For this duo, if the options are cleric and wizard, I would choose cleric. You have decent melee capability, good armor options, and excellent support spells as you gain levels. In a four person group---assuming the other PCs have no casting---I'd prefer wizard. Wizard is more pro-active and can potentially buff the group, throw out some battlefield control and deal area damage.
All that said, I would avoid playing a cleric or wizard in either group if the main reason is "I need the most powerful caster possible because I'll be carrying this team".
Monks pair nicely with rogues (mobile combatant, stealthy, skilled,lots of chances for UMD), druids (fight/cast/sneak/summon without turning into a heal-bot), bards (buffing, archery or melee, UMD). Even fighter or ranger would be decent. You can debate how much cooler you are, run away from swarms together and bicker on how it was their turn to buy potions.
tl;dr: pick your class based on what would be fun.
Where is the army of giants going? Is the army headed toward a village or city? If so, maybe you can hold up in an outlying barn and lure the dragon into an ambush. (I imagine the druid flying around, harassing the dragon with call lightning, inciting it to chase him into said building where the rest of the group waits).
Summon Monster V is nice. Get a large elemental or 2 - 5 lantern archons. Only downsides are the full round casting time and the extra bookkeeping.
Another possibility is leaving the spell slot open and, if he has time, preparing an appropriate spell when he needs (like wall of stone if the group comes across some interesting ruins).
In 1E and 2E, negative modifiers for most stats started at 6 or 7. Bonuses started accruing at 16 or higher. Basically, a fighter with Str 8 and a fighter with Str 15 both have the same chance to hit and damage. So even terrible stats were more funny than terrible.
Also, character generation was a lot quicker. Even if your PC perished, with just a few dice rolls, you can be right back in the game.
Couple of favorites from the Gargoyles cartoon. The first makes a good Stone to Flesh spell. The second is a beautiful Geas.
Fearsome creature who would stay
Across the mists of space and time
Couple more from the Charmed TV series: Speak with Dead, summoning and Banishment.
Hear these words, hear my cry,
Powers of the witches rise,
Hell threw you from its inner core,
My eldritch knight used his longsword as his bonded item. Free masterwork weapon at 1st level. It paired nicely with Hand of the Apprentice. Got a lot of use out of the free spell throughout his career. It was stolen once, leading to a side quest to get it back. (If it was a familiar, it would've been kidnapped---these things happen).
I'd focus on how your PC would benefit from either choice and build on that. None of the cons are really deal breakers
If you're staying single class wizard, pick up Craft Magic Arms and Armor for your armor.
Endurance feat. Sleep in up to medium armor.
Elven chain (20% ASF) or mithral breastplate (25% ASF). Not sure if there are other materials or items that offset ASF (especially if you are going to wear heavy armor).
If you ever expect to wield a weapon, pick up the Arcane Strike feat.
If you can afford to multiclass, take a level of fighter and then Eldritch Knight prestige class. Offset the lost caster levels with the Magical Knack trait.