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I'll be starting a campaign soon with a Skald, Hunter, and a divine NPC played by the GM. What class would work best with this combo?
Originally I was going to make a wizard but I want to take what will work best with this party.


I'm about to start a game playing a divination Wizard and the other characters will be a hunter and a skald. I'm also just getting back into pathfinder after about 2 years, so I'm behind on the new stuff.

I'd like to build a "God" wizard per the guides available, and I have a good idea about how I would have done this 2 years ago, but what new things should I consider? Also, briefly going over the two classes, it looks like the skald will have knowledge checks covered and between the Hunter and my summons we should be able to create tanks. What skills and spells should I focus on to best support this group? I'll likely take the foresight us school with necromancy and enchantment as prohibited.

Thanks


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In a game I'm about to start the GM has asked us to make our own races with a 20 point race build. For mine I started with the concept of a Halastar Blackcloak type wizard magically crossing elves and halflings. Generations after the mad wizard dies, they form a creation myth out of the tomes and scrolls they piece together from the remains of the wizards belongings.

I want the race to use the human pantheon from galorian with a heavy focus on Abadar. I also want them to be at least as arrogant as Taldans, and value magic and study over the martial arts (although realize those are still a necessary evil).

Lastly, I would like this to fit into the Inner Sea Region, which I'm not spectacularly familiar with.

Here are the stats: (I'm not set on the name either so that can change if someone has a good idea.)

Thank you.

New Race: High-Borne (derogatory: Elfling)

Type Humanoid (halfling, Elf) 0 RP
Size Small 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers Standard (–2 Str, +2 Dex, +2 INT) 0 RP
Languages Standard 0 RP
Racial Traits
Defense Racial Traits
Stalker 1 RP
Lucky, lesser 2 RP
Elven Immunities (2 RP)
Prerequisites: Elf subtype.
Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Feat and Skill Racial Traits
Skill bonus (Perception) 2 RP
Stalker (1 RP)
Prerequisites: None.
Benefit: Perception and Stealth are always class skills for members of this race.
Quick Reactions (2 RP)
Prerequisites: None.
Benefit: Members of this race receive Improved Initiative as a bonus feat.

Senses Racial Traits
See in Darkness (4 RP)
Prerequisites: None.
Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Ability Score Racial Traits

Advanced Intelligence (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Intelligence.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.
Magical Racial Traits

Elven Magic (3 RP)

Prerequisites: Elf subtype.
Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus onSpellcraft checks made to identify the properties of magic items.


Im playing a nature oracle with the mount revelation. If I take Improved elder itch heritage: seprpantine bloodline and the third level power, do I get a familiar and keep my mount?


I'm making my first Oracle and I would like some advice on the build. It was a 26 pt buy using all pathfinder books. The write up isn't much, but I'm making it up as I go.
The concept is a Half-Orc who was the son of a minor noble (Human) and his mistress (Orc). At first, the noble tried to keep his birth a secret, but eventually he brought the child in as his own, bringing great disgrace (for the infidelity, and the chosen race) on his house. Still, Vragdush was raised as a noble and trained in the art of war (Feat: Noble Scion).
As he grew older, Vragdush became more aware of the whispers behind his back and in his heart. He began spending more time in the gardens, forest, and by the sea and less time in the court. In time, he came to recognize one of the whispers as the voice of Gozreh calling him to service. Vragdush bade his father farewell and began his spiritual journey.

As he levels, he'l buy a falchion, and get a mount, for spells, he'll focus on buffs, controll, and summons.

Name Vragdush, Oracle 1 (Nature, Lame) Race: Half-Orc (Favored bonus 1 spell added per level)
Starting Gold 120gp
Starting Outfit: Explorer's Outfit

Str: 14 +2
Dex: 09 -1
Con: 14 +2
Int: 12 +1
Wis: 12 +1
Cha: 19 +4

Fort: +2
Ref: -1
Will: +3

Revelation: Nature's Whispers

Equipment:
Club
Light Crossbow (35 gp)
10 Crossbow Bolts (1gp)
Scale Mail (50gp)
Spell Component Pouch (5gp)
Heavy Wooden Shield (7gp)
Sack (1sp)
Trail Rations, 10 (5gp)

attack bonus
+2 melee
-1 ranged
CMB +2
CMD +16

AC: 23
touch: 16
flat:17

init: +6
spd: 20

feats:
[lv1] Noble Scion (Scion of War)

five skill ranks:
Intimidate
knowledge Nature
Knowledge Nobility
Ride
spellcraft

spells:
lv 0
(Favored Class Bonus) Create Water
Detect Magic
Mending
Purify Food and Drink
Read Magic

lv1
Cure Light Wounds
Bless


I'm trying to build a gunslinger (Yes, i know there is hate) and I would like some assessment on my build. The concept is to make a mounted gunslinger that can do damage while remaining mobile. I didn't want a combat monster mount, so I avoided taking levels in classes with an animal companion mount.
For the DPR, I used one of Tejons calculators. I'm not sure if I used it correctly, so if anyone is bored and wants to double check thenumbers that would be awesome!
Outside of combat, he has access to survival, perception, Handle anmimal, and a few other skills.

I've posted the basics of this concept before, but not with the details available here.

Goblin Gus:

Goblin Gunslinger (Musket Master) 7, Monk (Sohei) 2, Fighter (Dragoon) 1

Ability Scores:
STR: 10 (+0) (12 base, -2 Race)
DEX: 26 (+8) (18 base, +2 level, +4 racial, +2 belt)
CON: 12 (+1) (10 Base, +2 belt)
INT: 12 (+1) (12 Base)
WIS: 18 (+4) (16 base, +2 headband)
CHA: 08 (-1) (8 base,-2 race, +2 headband)

HP: 108 HP (8d10+2d8+10)

Initiative: 8+2+5= 15

Saving Throws:
Fort: +11 Ref: +16 Will: +9 (+1 vs fear)

AC: 28 - Touch 26, Flatfooted 18 (10 +4 Wis, +8 dex, +1 Amulet of Natural Armor, +1 Ring of Protection, +2 Nimble, +1 bracers of armor, +1 size)

Attacks: +1 Musket +19/+14 or +14/+14/+9 (PBS use +15/+15/+10)(while mount is double moving, additional -2) Damage: 1d12+9 or 1d12+15 (PBS use 1d12+16) Crit: 20/x4

Class Abilities:
Deeds, grit, gunsmith, Nimble +2, Rapid Reloader, Musket Training, Skilled Rider (mounted combat and Skill focus ride), Devoted Guardian, Monk bonus feats x2, flurry of blows, unarmed strike, Evasion

BAB: +9 CMB: +8 CMD: 33

Feats:
Goblin Gunslinger (1)
Deadly Aim (3)
Point Blank Shot (GS Bonus)
Rapid Reload (5)
Mounted Combat (F Bonus)
Skill focus Ride (F Bonus)
Mounted Archery (M bonus)
Quick Draw (7)
Trick Riding (M Bonus)
Precise shot (9)

Skills:
Acrobatics: +14, Handle Animal +11, Perception +17, Ride, +31, Sleight of Hand +12, Stealth, +30, Survival +17, Swim +4

Gear:
+1 medium musket
+2 Belt of dex/con
Amulet of Natural Armor +1
Ring of Protection +1
Handy Haversack
Masterwork Great axe
+2 headband of Wis/Cha
Slate Spider x2
Miscelaneous other gear

Gus uses his trusty mount Penelope the pony XII for battlefeild mobility in order to keep moving while fireing full attacks. His trusty sidekicks, sam the spider I and II, clean his barrels to prevent misfires two minutes of each day.
Riding, using rapid shot and deadly aim, and having his mount take a double move, he suffers a -7 to his attacks. However, Penelope usually takes a standard move for a total penalty of -5.

Although Penelope XII only has 20 hp, with mounted combat and Trick Riding, Gus can increase her AC to between 32 ad 51 twice a round.

Gus's initiative score of +15 helps him to go first in each round. His perception of + 17 helps him to avoid ambushes. In the event of an ambush, Gus can still act in the surprize round due to his Devoted Gaurdian ability.

Gus starts with regular powder and bullets, then uses alchemical paper cartriges for the free action reloading.

His average damage per round with deadly aim and rapid shot, and not within PBS is 72.45.Gaining an additional attack adds adds 24.58 DPR, a +1 to hit is worth 1.29 DPR, and +1 to damage is worth 3.22 DPR. Within PBS these change to 77.02, 25.67, 0.00, and 3.28 respectively

His expected damage with a single attack using Deadly aim and Rapid shot, not within PBS is 24.58. Within PBS this changes to 25.67

Thanks in advance.


Im building a Gunslinger and was considering the snapshot line with combat reflexes. Then I cam to this problem:
Snap shot allows AOOs with ranged weapons
Combat reflexes allow you to make more than one AOO
AOO's are made when it's not your turn
The fastest you can reload a gun or a crossbow (to my knowledge) is a free action
Free actions (except for speaking) can only be made during your turn

It appears, RAW, that you could never make more than 1 AOO per barrel per round since you can't reload it when it's not your turn.

Am I missing something or do I just have it wrong?


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Im looking to create a mounted gunslinger archtype for use in a campaign I am in. The character is level 1 so I can't replace any of those abilities. I am currently playing a musket master so I would like this to work with that archtype as well as pistolero. My GM and the other players will scrutinize this heavily as they all expect me to make something that gets rid of the bad stuff and give me free riding feats. While I would like to add some feats, I don't see anything they could reasonably replace.

Please take a look and let me know your opinions. If you come up with names for the abilities or archtype, or other abilities, I'd appreciate those as well.

I'm not looking to get a powerfull mount like an animal companion, just a way to help my abilities on the mount and to give the mounts a reasonable chance to survive area effects and the occasional attack.

Grit
Unnamed ability (Ex): At 7th level, as long as the buccaneer has at least 1 grit point, she gains a bonus on Handle Animal and Ride checks equal to her gunslinger level when mounted or adjacent to a creature that can be used as a mount. If she spends 1 grit point, her and her mounts move do not provoke attacks of opportunity. This replaces the dead shot deed.

Evasive Riding (Ex): At 15th level, when the gunslinger has at least 1 grit point and is mounted, she and the mount gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.  This ability replaces evasive.

Non-grit (stolen from rough rider fighter archtype)
Steadfast Mount (Ex): At 2nd level, after a gunslinger has spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while the roughrider is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd.  Replaces nimble


I'm making a Golin Musket master for a new game and I'd like advice on the build and what types of mounts I should be choosing.

Level 1 build:

Race Goblin
Class: gunslinger Musket Master
Stats after mods: STR 10, Dex 22, Con 10, Int 12, Wis 16, Cha 6
Traits: Reactionary (+2 init), Highlander (Stealth always a class skill and +1 to stealth, +2 in hilly or rocky terrian)
Feats: Goblin gunslinger
Ac: 19 (leather) touch 17, ff 13
Init +8
Saves: F2, R8, W4
Weapon: Medium musket, +8 atk 1d12 dmg; Great axe, +2 atk 1d10 dmg
Skills: Craft Alchemy +5, Handle Animal +2, Perception +7, Ride +14, Stealth +19, Survival +7

With the free +4 to ride, I'd like to have a mount, but I don't need a super tough mount as I'll primarily use it for mobility and carrying capacity. (I'll have a pack animal too) First level I'm limited to a pony or goblin dog if I can afford one, but what should I be looking for around level 5 and higher?
Also, using a mount effectively in combat requires a couple of feats as I see it. Mounted Combat and probably Mounted Archery, Trick Riding and Mounted Skirmisher. Of course that is feat intensive and takes away from some of the other feats I'll want as a gunslinger.

Looking for ideas on how to continue this build, and on how the build looks so far.

Thanks for the assistance.


In a new campaign, I am playing a LN wizard (Divanation/scryer) who is a follower of Abadar. I have found some information on Abadar on the web, but sadly I do not have Seven days to the grave or some of the other accessories which go into more detail about the god. What I am looking for are quotes or sayings a follow of Abadar, such as myself, might say in a given situation.