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RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 2,533 posts (2,903 including aliases). No reviews. No lists. No wishlists. 8 Pathfinder Society characters. 16 aliases.



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RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So my girlfriend recently got her first character up to level 2, and we're going to go through the leveling up process before our next game tomorrow night. Since she's new to the game, I want to come up with a list of feats for her to pick from that will be simple enough for a new player to understand and use.

Her build is an Elf Fighter, using an Elven Curved Blade with Weapon Finesse and Power Attack. She also has the Lore Warden archetype for extra Knowledge skills.

So far, I've identified these candidates:
-Improved Trip (she'll get Combat Expertise for free from the archetype, and this will give her something to do besides swing for damage)
-Weapon Focus (simple, never need to remember to use it, and qualify for Weapon Specialization later, but rather boring)
-Blind-Fight (we had to fight in deeper darkness in the last game, so this might appeal to her, but it's situational)

Any other suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So this thread got me thinking: if a pure-classed Wizard can't cut it as a martial character, could the combined power of arcane AND divine buffs bring him up to snuff?

Here's what I'm looking at so far:

-Cleric with Trickery domain (for the 2nd-level divine SLA) and Plant domain (for barkskin as a domain spell)
-Wizard (transmuter)
-Tiefling for 2nd-level arcane SLA
-Start at level 6+ to use an agile dagger.
-Magical knack for cleric caster level, and Fate's Favored to boost divine favor

7/18/15/14/14/8

1: Cleric
2: Wizard
3: Wizard
4+: Mystic Theurge

By 6th level, he's casting as a 5th-level wizard and 4th-level cleric (CL 6). So he's got mage armor, heroism, false life, and greater magic weapon going from wizard slots, plus barkskin from a cleric slot, and divine favor when combat starts.

Are there any other long-duration (10 minutes or 1 hour per level) buffs I'm missing? How else could we make this work?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So my cleric just got to level 11, and I'm seriously considering retraining my Spell Focus feat from enchantment to either conjuration or necromancy. Both have some great offensive spells, and I specialize in save-or-sucks. I'm still trying to work through which school would be better for my Spell Focus.

Right now, my build includes:
-23 Wis (including a +4 headband, which I might upgrade to +6 soon)
-Selective Channel, Spell Focus (enchantment), Spell Penetration, Greater Spell Penetration, Improved Initiative, Divine Interference
-Lesser Bouncing Metamagic Rod (and likely a medium version soon)
-Lesser Persistent Metamagic Rod

So the spells I'm looking at using in each school are:
Conjuration:
2-Create Pit
3-Spiked Pit
6-Hungry Pit (from the Caves subdomain)
4-Hallucinogenic Smoke (30 foot cone, Fort save or be nauseated)
5-Plane Shift
6-Chains of Light (basically Hold Monster, but targeting Reflex and no SR)

Necromancy:
3-Blindness/Deafness
3-Bestow Curse
5-Major Curse
6-Harm
7-Destruction

I'm leaning toward Conjuration, because I can target all the saves, but I'm drooling over destruction also.

Any suggestions? I'm also open to retraining that feat to something else, if you have any other ideas.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I just got my PFS cleric to level 11, and I'm looking at level 6 spells to prepare. I enjoy using plane shift and the pit spells (from the Caves subdomain), so I'm considering retraining my Spell Focus to the conjuration school. I found this conjuration spell in Champions of Purity:

Chains of Light wrote:

School conjuration (creation) [good]; Level cleric 6, inquisitor 5,

paladin 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, F (a length of fine golden chain)
Range short (25 ft. + 5 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Reflex negates; Spell Resistance no
A creature targeted by this spell is held immobile by glowing
golden chains composed of pure light. The creature is paralyzed
and held in place, but may attempt a new saving throw each round
to end the effect. While held by the golden chains, a creature
cannot use any sort of extradimensional travel, such as astral
projection, blink, dimension door, ethereal jaunt, etherealness,
gate, maze, plane shift, shadow walk, teleport, and similar spells
and spell-like abilities. The spell does not affect creatures that are
already in ethereal or astral form when the spell is cast.

Anyone have any experience with this spell? Is it worth the 6th level slot?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.

This is an idea I've been refining for a while, and I think I just about have it down, but I'm looking for any tweaks to make it work any better. I'm going to start playing it at level 6 with GM credit, so I don't have to worry about the early levels.

Tiefling
7/19/14/18/10/5
(7/22/14/20/10/5 at level 6)
Traits: Student of Philosphy, Reactionary
Swashbuckler 1: (Weapon Finesse), Piranha Strike
Magus(Kensai) 1: EWP (wakizashi), Weapon Focus (wakizashi)
Magus 2: Armor of the Pit
Magus 3: Magus Arcana (familiar, greensting scorpion)
Magus 4: Arcane Strike
Magus 5: Combat Reflexes
Magus 6: Extra Grit/Panache, Magus Arcana (Empowered Magic?)
Magus 7:
Magus 8: Weapon Specialization (wakizashi)
Magus 9: Magus Arcana (???)
Magus 10: Lunge?

Skills: Acrobatics, Bluff, Diplomacy, Knowledge (arcana, dungeoneering, planes), Perception/Sense Motive, Spellcraft/Sleight of Hand

When I start at level 6, she should have about 27 AC, before using a wand of shield, plus good saves and decent HP (although I'm using the FCB for skills). She'll also be attacking with a +2 keen agile wakizashi with a +11 for 1d6+14/15-20.

I'm still a bit iffy on the arcana and the higher-level feats, since I've never built a magus before. I want this character to focus mostly on combat, with spells as a back-up.

Any suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

2 people marked this as a favorite.

The Heretics' Necropolis
==========
In the final days of the Chelaxian civil war, the agents of House Thrune dumped the bodies of their fallen enemies into mass graves in this field. When Thrune secured its power, it continued to be used as a potter's field, for those deceased who were deemed insufficiently devoted to their Hellish masters to merit burial in the main cemetery alongside the faithful of Asmodeus. However in such a cosmopolitan city, especially under the lax rule of Mayor Jilia Bainulus, what was meant to be a censure eventually became a sacred final refuge for freethinkers who bristled under Infernal rule.

Some wealthy citizens built mausoleums for their families, even disinterring long-dead ancestors to be moved there, where altars to forbidden gods are kept behind closed doors and away from the prying eyes of the Inquisitors. These tombs often serve as secret meeting houses of underground cults to the gods of chaos, and are popular with visiting sailors who wish to make supplications to Desna or Besmara before they take to the open sea again. Just as frequently, however, they serve as laboratories of dark magic that even the devil-worshipers find abhorrent. It is generally considered polite to ignore other mourners, in case they are Hellknight spies in disguise, or necromancers looking for a fresher corpse.

One crypt in particular looms over the Necropolis in reputation, if not in size. The Bernigot family always secretly honored Calistria in recognition of their elven ancestry, however rumors emerged that their recently-deceased patriarch, Tremol Bernigot, turned his pleasure-seeking toward more gruesome hungers of the flesh. The wizard was said to dabble in necromancy and worship Urgathoa, and though a sudden illness ended his life, most in-the-know citizens were not half as scared of him in life as they are in death. In the wake of his passing, they wait with trepidation to see what horrors might emerge from his tomb.

Guarding the Gluttons (CR 6)
==========
The howling wind has driven away any sleepless mourners or midnight trysts, leaving the Necropolis empty of any movement besides the bucking of a few scattered trees, whose scraggly limbs seem to clutch at the air. Gravestones adorned with a dozen different holy symbols spread out across the field, bathed in a bone-white light from the stars and quarter moon in the clear sky. The ornate stonework chimeras of the Bernigot mausoleum stare into the night with grotesque expressions, hinting at the monstrosities inside.

The rumors of Tremol's interest in undeath are true; later in life, he turned his devotion to the Pallid Princess, and began pursuing the study of necromancy. However his health failed him, and he died before he could secure his future as an eternal devotee of Urgathoa. A ghoul ally of his, a cleric of Urgathoa named Vergison, now seeks to animate his body into undeath and restore its power through a gruesome ritual.

The ghoul stares out from under its heavy hood and cloak, turning against the wind. "This should be easy money for you," he says. "You only have to guard the tomb for the next half hour or so; once the ritual is complete, Bernigot will be more than capable of defending himself." He reaches inside his pocket and produces a smooth wand of bone. "This will help you remain vigilant in the dark. You can keep it when you are finished; its power is beneath us." With a sneer, Vergison turns and retreats into the candle-lit maw of the mausoleum.

The PCs are tasked with guarding the mausoleum during the ritual (as followers of Urgathoa themselves, or simply mercenaries with no moral compass). Vergison provides them with a wand of perceive cues (Advanced Player's Guide 235) (CL 3rd, 12 charges) to assist in keeping watch. Strong winds (Core Rulebook 439) extinguish any mundane flames and impose a –2 penalty on all Perception checks, and the area is in dim light. The ritual takes 15 minutes to complete.

The doors to the mausoleum are slow to move, and require a full-round action to open. There is no lock, however the door handles allow the PCs to supply their own chain and lock if they wish. If they choose to search the perimeter, they find no windows on the crypt, and no obvious sign of structural weakness. A DC 15 Knowledge (engineering) check confirms that the building has not been tampered with, and that there is no indication of tunneling beneath it. The other mausoleums in the area are both sealed (DC 28 Strength check or DC 25 Disable Device check to open), and contain nothing of note besides 150 gp in jewelry in each.

Creatures: Two grymps received word of the rumors surrounding Tremol and chose to investigate the mausoleum. Ten minutes after the ritual begins, they arrive and begin to scout out the tomb. They use Stealth (Perception DC 26 to detect) to hide among the gravestones as they search for the best avenue of approach. Hiding from the grymps requires a DC 18 Stealth check. When they finish a circuit around the mausoleum (taking 2 minutes, which leaves 30 rounds before the ritual is complete), they identify the best opening to use Stealth to slip past the PCs, and use their meld into stone spell-like ability to pass through the wall; if discovered, they ignore the PCs and rush to get through the wall.

Grymps (2) CR 6
XP 1,200 each
hp 33 each (R2)

Once inside, the grymps begin slaughtering the human acolytes of Urgathoa to attempt to disrupt the ritual; between the two of them, they can kill one acolyte per round. When slain, an acolyte’s cries can be heard clearly by the PCs outside. Because they were willing sacrifices, they make no move to defend themselves, and their deaths do not interfere with the ritual. Once the acolytes are slain, the grymps move on to Vergison (flat-footed AC 16, hp 45, Fort save +6), who focuses all of his attention on completing the ritual. Vergison does not need to make concentration checks to maintain the ritual, but cannot move or take any actions. If Vergison is killed, the ritual abruptly ends with no effect. If he completes the ritual, any remaining acolytes are killed instantly.

The grymps rely on their spell resistance to protect them from magical attacks by the PCs, but if they are challenged with physical attacks, they retaliate and use their vanish spell-like ability to gain sneak attack damage; when these abilities are used up, they take to the air and refocus on Vergison and the acolytes with their bows (the ceiling is 15 feet high). The grymps are wholly dedicated to their cause, and fight to the death rather than flee or surrender.

Hazards: The necromantic energy of the ritual has partially animated the remains of many long-dead Bernigot ancestors in their burial niches. Anyone entering a square in location A is subject to a grapple maneuver by their mindlessly grasping hands (CMB +2, CMD 12). In addition to a combat maneuver check or Escape Artist check, creatures can break the grapple against themselves or an adjacent ally with a sunder attempt against the arms (hardness 2, hp 6).

Development: Once Vergison is slain, or the ritual is completed successfully, the grymps flee through the stone walls as they came. If captured and interrogated, the grymps begin as hostile. A DC 17 Intimidate check, or a DC 22 Diplomacy check after they have been made indifferent, persuades them to reveal that they were tipped off to the ritual by members of the Bernigot family.

If the ritual is completed successfully, Tremol Bernigot is reanimated as a wight, and he and Vergison thank the PCs for their service, promising future work in exchange for riches and power. If the grymps escape, or are captured and released, they alert the local authorities to the threat of the cult of Urgathoa.

RPG Superstar 2014 Top 32, RPG Superstar 2013 Top 16

So I have a PFS game tomorrow that will be at the 1-2 tier, so I'm playing around with the 1st level rebuild. I had an idea for a summoner build with an summoner/eidolon pair like Bunsen and Beaker from the Muppets. Here's what I'm thinking so far:

Munsen
Human Summoner 1
10/14/14/16/10/14

Feats: Extra Evolution, Toughness(?)
Traits: Destined Diplomat, ???
Spells Known: 0-Acid Splash, Detect Magic, Light, Message; 1-Grease, Mage Armor
Skills: Craft (alchemy) +7, Diplomacy +6, Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +6

Meeker
Eidolon
16/12/13/7/10/11
AC 13
2 claws +4 (1d4+3)
Feats: Additional Traits (Self-Taught Scholar, Nature's Mimic)
Evolutions: Skilled (Knowledge (planes, nature), Linguistics, Perception)
Skills: Knowledge (nature) +11, Knowledge (planes) +10, Linguistics +10, Perception +12, Sense Motive +4

I'm still iffy on the second feat and trait. Any suggestions?

RPG Superstar 2014 Top 32, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

4 people marked this as a favorite.

This woman may have once been beautiful, but her withered body and haggard face betray a twisted psyche.
Shattered Dryad CR 4
XP 1,200
CE Medium Fey
Init +2; Senses low-light vision, tremorsense 60 ft. (within building only); Perception +6
Aura alienation (30 ft., DC 15)
----- Defense -----
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 21 (6d6)
Fort +2, Ref +7, Will +4
DR 5/cold iron; Immune confusion and insanity effects
Weaknesses building dependent
----- Offense -----
Speed 30 ft.
Melee dagger +5 (1d4-2/19–20)
Ranged dagger +5 (1d4-2/19–20)
Special Attacks structural mishap
Spell-Like Abilities (CL 6th; concentration +8)
At will—warp wood (warp only)
3/day—command (DC 13)
1/day—confusion (DC 16)
----- Statistics -----
Str 6, Dex 15, Con 11, Int 14, Wis 5, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats Iron Will, Stealthy, Weapon Finesse
Skills Climb +7, Craft (sculpture) +11, Escape Artist +13, Handle Animal +8, Knowledge (nature) +11, Perception +6, Stealth +13, Survival +3
Languages Common, Elven, Sylvan
----- Ecology -----
Environment any urban
Organization solitary or pair
Treasure standard (dagger, other treasure)
----- Special Abilities -----
Alienation (Su) All other creatures within 30 feet of a shattered dryad must make a DC 15 Will save, or else be overwhelmed by feelings of abandonment and separation from the things most important to them. A creature that makes this save is immune to its effects for 24 hours. Creatures who fail take a –2 penalty on all attack rolls, and any spells, spell-like abilities, or supernatural abilities it uses have a 20% chance of producing no effect. For druids, rangers, and fey creatures, this chance increases to 50%. This is a mind-affecting emotion effect. The save DC is Charisma-based.
Building Dependent (Su) A shattered dryad is mystically bonded to a single building composed primarily of wood, and must never stray more than 300 yards from it. Her connection to this building grants her tremorsense 60 feet within it. A shattered dryad who moves 300 yards beyond her bonded building immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A shattered dryad that is out of range of her bonded building for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the shattered dryad. A shattered dryad can never forge a new bond with a new building.
Structural Mishap (Su) While within her bonded building, a shattered dryad can cause the structure to break apart in a violent manner (such as a falling beam or shattering window), dealing 1d6+3 damage to a creature within 30 feet. The GM decides whether this damage is bludgeoning, piercing, or slashing damage. A DC 15 Reflex save halves this damage. The save DC is Charisma-based.

Most common around the Verduran Forest and other areas where civilization clashes with fey territory, shattered dryads were once normal dryads, whose minds were twisted when their bonded tree was harvested for lumber. This violent separation severed much of their magical connection to the natural world, and warped what remained into a gruesome mockery of what it once was.

Shattered dryads retain a shadow of their connection to their tree, which manifests as a bond with the building constructed from its lumber. They haunt this building, some seeking revenge against its builders and owners, but others fiercely protecting it from those they consider trespassers. Because of this, they are often mistaken for ghosts or mad beggars on the nearby streets.

RPG Superstar 2013 Top 16

So I've been toying around with this idea, and wanted to see if anyone had any input. I've got a GM credit baby who's still looking for an identity, so this would probably not see play until level 5 or 6.

N Male Tengu Inquisitor of Norgorber
Death (Murder) domain
12/17/12/14/16/7

Traits: Fate's Favored, Clever Wordplay (Diplomacy)

1: Weapon Finesse
2:
3: Two-Weapon Fighting, Precise Strike
4:
5: Piranha Strike
6: Outflank
7: Weapon Focus (???)
8:
9: Improved Two-Weapon Fighting, Shake It Off
10:
11: Improved Critical (???)

I'm kind of iffy on what weapon to use; Norgorber's favored weapon is the short sword, but he'd be proficient with kukris, and I like the bigger threat range (although it also has a smaller damage die).

I'd roleplay him something like Dexter. He joined the Pathfinder Society so he would have a constructive outlet for his urge to kill.

Thoughts? Suggestions?

RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

9 people marked this as a favorite.

Ironmorph Dust
Aura faint transmutation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
Description
This bag of powder has a sharp metallic odor. It can be applied to a willing adjacent creature as a standard action, or thrown as a ranged touch attack with a range increment of 10 feet. On contact, it causes the target's clothing to stiffen and harden (Fortitude DC 15 negates). If the target is wearing light or no armor, his clothing is treated as chainmail for all purposes (such as armor bonus, arcane spell failure chance, and armor check penalty) except weight. Exceptionally light clothing (such as a nightshirt or a harem girl's silks) is instead treated as a chain shirt. Exceptionally heavy clothing (such as a cold-weather outfit or elaborate ceremonial garb) is instead treated as full plate. If the target is already wearing medium or heavy armor, he instead gains DR 5/adamantine, but the maximum Dexterity bonus of his armor decreases by 3 (minimum 0), and its armor check penalty increases by 3. After 5 rounds, the clothing returns to normal.
Construction
Requirements Craft Wondrous Item, silk to steel; Cost 250 gp

RPG Superstar 2013 Top 16

So my brother is running "The Confirmation" for myself and other family members over the Christmas holiday. He already told me that he wouldn't let me run my Sorcerer build who would hit with shocking grasp for 5d6+5 at level 1. So now I want to find something even more powerful to make him regret it. But this time, I won't make the mistake of telling him about it first.

So what are your most broken builds for level 1 (PFS legal), to antagonize Jiggy with?

RPG Superstar 2013 Top 16

I'm running a PbP of the PFS scenario "The Sarkorian Prophecy," with 6 level 10 characters:

Kuwabara Kasei, Warpriest
Chara Ring, Swashbuckler
Lorkov Petulankor, Bloodrager
Barlo Balfori, Investigator
Arae Garven, Hunter
Alcibie Ligeia, Skald

The gameplay thread is here, if you want to follow along.

RPG Superstar 2013 Top 16

So I started a Recruitment thread for a level 10 playtest game, and I'm surprised that no one else has started one. I'd love a chance to build a character of my own and take it for a test drive. Is anyone else doing online playtests?

RPG Superstar 2013 Top 16

Dot

RPG Superstar 2013 Top 16

I've decided to start a PbP of "The Sarkorian Prophecy" at level 10-11 using the new classes, if anyone is interested. It's a PFS scenario, but won't be for PFS credit of course.

RPG Superstar 2013 Top 16

Opening.

RPG Superstar 2013 Top 16

I'd like to give the new classes from the Advanced Class Guide playtest a run for their money, so I'm going to start a PbP at mid levels. A few rules:

-This is a PFS scenario, but will NOT be PFS legal, because you'll be creating new ACG characters from scratch.
-Otherwise, we'll roughly follow PFS conventions (no crafting, all Paizo material legal, but no 3PP)
-You MUST play one of the ACG playtest classes. You can multiclass with other classes, but the ACG class has to be an integral part of your build (this is a playtest, after all)
-I'm shooting for between 4 and 6 players. If we only get 4, then we'll play at level 11, but if we get more than that, we'll play at level 10.
-Standard WBL, 20 point buy, full HP at first level and average rounded up after that.
-Submissions should have the character fully built to level 10, but gear can wait until after you're selected
-Since we're testing new mechanics, this will be a bit light on the roleplay, but still try to have a personality.

I'd like to get this started over Thanksgiving weekend, so submissions will close on the night of the 27th (unless we get a solid party before then). I don't expect posts on Thanksgiving Day, but I'd prefer if you have time to post the rest of the weekend.

Any other questions, just ask!

RPG Superstar 2013 Top 16

My PFS cleric just reached 10th level, so he has quite a few spells prepared each day. Does anyone have any practical tips on how to manage his prepared spells? Currently, I keep my character sheet inside a plastic sleeve, and keep an index card with his prepared spells paper-clipped to the upper corner (along with boxes in the bottom margin for other daily use abilities), and just mark them off with a dry erase marker when I use them.

But that index card is starting to get crowded, and since I have different spell lists for different kinds of missions (and sometimes have to customize even further), I have to pull it out to make changes. Is there a better way to manage this? Any useful apps, or something else?

** RPG Superstar 2013 Top 16

So I picked up a couple of these boons at a convention*, and I want to make sure I put it to good use. What +1 or +2 enchantments are worth putting on some ammunition?

-Evil Outsider Bane (Seems like the most obvious. Demons and devils are some of the toughest opponents you'll face.)
-Holy (much more expensive, but more generally useful)

Anything else I'm overlooking?

Also, could you apply 2 of these boons to a single character?

*You can choose one +1 or +2 enchantment, and buy ammunition with that enchantment in lots of 10 instead of 50. If you pay 4 PP, you can change the enchantment.

RPG Superstar 2013 Top 16

This is an idea I've been toying around with, possibly for a future PFS character.

Human Fighter 1/Witch X
17/12/14/18/10/7
Traits: Magical Knack, Reactionary
Patron: Strength

Fighter 1: Power Attack, Toughness, (Dual Talent: +2 Str, +2 Int)
Witch 1: Slumber hex
Witch 2: Misfortune hex, Weapon Focus
Witch 3: +1 Str
Witch 4: Flight hex, Still Spell
Witch 5:
Witch 6: Cackle hex, Furious Focus
Witch 7: +1 Int
Witch 8: Water Lung hex, Improved Initiative
Witch 9:
Witch 10: Ice Tomb hex, ???
Witch 11: +1 Int

He would be decked out in full plate, wielding a greatsword. Since hexes don't have components, I can rely on those for magical attacks, and Still Spell lets me cast my patron's buff spells (Divine Favor, Divine Power) with no failure chance.

He's still missing a feat, and I'm considering swapping Weapon Focus and Improved Initiative. The familiar would probably be one that grants +4 initiative, to make sure I can either drop a hex or a buff spell right out of the gate.

Any thoughts or suggestions?

RPG Superstar 2013 Top 16

Assuming equal wealth, who would win in a fight?

Go!

RPG Superstar 2013 Top 16

Anyone else participating this year?

I've decided it's high time that I try to whip my short novel (40k words) into shape, so rather than writing a new novel, I'm spending the month overhauling an existing one. I just finished revising the first chapter (of 15), and added 500 words, fleshed out the descriptions, and really tightened up some of the characterization.

How's yours going?

RPG Superstar 2013 Top 16

1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Lore Warden wrote:
All Intelligence-based skills are class skills for lore wardens.
Pragmatic Activator wrote:
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

If a trait or other affect allows a character to use their Intelligence modifier for skills that ordinarily use a different ability modifier (such as Pragmatic Activator for UMD, or Precise Treatment for Heal), does it count as an Intelligence-based skill, and therefore become a class skill if he takes a level in Lore Warden?

If so, would this also apply for something like Student of Philosophy, which allows the use of Intelligence for certain kinds of Diplomacy or Bluff checks (Diplomacy to persuade, and Bluff to lie)? Would they be considered class skills only for those specific kinds of checks?

RPG Superstar 2013 Top 16

After a particularly harrowing experience in "The Hellknight's Feast," I'm considering starting to use the spell suppress charms and compulsions.

Suppress Charms and Compulsions wrote:
As remove fear, except the targets gain a +4 morale bonus on saves against charm and compulsion effects, and charms and compulsions in effect on the targets are suppressed for the duration of the spell.

It's marked as "Will negates (harmless)", which ususally means you don't have to worry about saving throws. But if you're casting it on a charmed or dominated ally, are they required to attempt to save against it?

RPG Superstar 2013 Top 16

I'm trying to get my PFS characters ready to go for CharCon this weekend, and that includes planning out their next level, in case I have to work it out quickly between slots.

My melee Nature Oracle is about to level up to 7 (including a 1-level dip into Cavalier), and I'm looking for my first 3rd-level spell. Since I plan on casting divine favor at the start of every fight, I'm not really looking for another buff. Here's what I'm looking at so far:

Daylight - Always good to have handy (and oils are expensive), but I could easily go multiple scenarios without needing it.
Invisibility Purge - Also very useful in the right situation
Blood Biography - Could be interesting, but never played with it before.
Bestow Curse - I don't have great save DCs, so this would only be if I got spell-storing armor (along with Magic Vestment at level 8 to keep my armor bonus up)

Any other ideas?

RPG Superstar 2013 Top 16

1 person marked this as a favorite.

So I've played some PFS scenarios lately that had some brutal swarms. They were at high enough level that carrying a few alchemist's fire just didn't cut it anymore. Obviously this isn't an issue for arcane casters, but what about martials and divine casters? What other options exist for dealing with higher-level swarms? Here's what I can think of:

Gear:
-Swarmbane Clasp (Expensive, and not useful against anything else)
-Necklace of Fireballs (Expensive, and risky)

Divine Spells:
-Sound Burst (Still low damage, and depending on GM, the stun effect might be useless)
-Wrathful Mantle (Mediocre damage, especially for a 3rd-level spell)

Anything else I should know about?

RPG Superstar 2013 Top 16

This is a build idea I've been toying with for my next GM credit baby. I wouldn't be playing it until 5th or 6th level (whenever I get my +1 agile wakizashi), but I'm unsure of what to take at higher levels.

Tiefling
Magus (Kensai)
7/19/14/18/10/5
Traits: Bruising Intellect/Student of Philosophy/Focused Mind/Magical Lineage (Shocking Grasp)

1: Weapon Focus (wakizashi), Weapon Finesse
2:
3: Piranha Strike, Magus Arcana: Familiar (compsognathus)
4:
5: Combat Reflexes, Armor of the Pit
6: Magus Arcana: ???
7: Arcane Strike/Intensify Spell/Weapon Specialization?

That's what I have so far. So he's going to have great initiative, AC (including touch), and damage will be solid with an agile weapon and piranha strike, even before spells.

I've never played a Magus before, so I'm not sure what arcana would be best to take. Since Kensai lose Spell Recall, I'll probably have more arcane pool points than I know what to do with, so something that will spend those would be nice. And if it uses up my swift action, I can drop Arcane Strike from the build.

I've got a few traits I'd like; taking one to use Intelligence for one or two social skills would make up for my abyssmal Charisma. Magical Lineage would help me get great damage on shocking grasp, but with reduced spellcasting and no Spell Recall, I feel like this build shouldn't invest that heavily into it.

Any suggestions?

RPG Superstar 2013 Top 16

I just leveled up my ninja, and I'm looking for my new Ninja Trick. Here's what I have so far:

Halfling Ninja 4/Fighter (Lore Warden) 2
9/20/12/13/12/16

Feats: Weapon Finesse, Combat Expertise, Dervish Dance, Improved Feint, Deceitful, Skill Focus (Bluff)
Tricks: Vanishing Trick, ?????

He focuses on Bluff and Disguise (+27 Bluff with the mask on, and +24 Disguise with my hat on), and is eventually going into the Master Spy prestige class. His combat ability is weak, only attacking for 1d4+6 plus 2d6 sneak attack. Here's what I'm considering for his level 4 Ninja Trick:

-Honeyed Words (once or twice per day, roll twice on Bluff and take the better result.) Good, but maybe overkill, since I'll eventually invest in UMD and use scrolls of glibness).

-Hard to Fool (once or twice per day, roll twice on Sense Motive and take the better result.) I'll already be investing in Sense Motive for the sake of the prestige class, and this would take it from a mediocre skill to good)

-Risky Striker (You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.) This, plus some potions of reduce person so I can use it on medium creatures, could help crank up my damage. However it might not be worth it.

Any thoughts? Any other options I've overlooked? Thanks for any suggestions.

RPG Superstar 2013 Top 16

I've been considering the possibility of using making a Magus with the Kensai archetype, using the Dagger Pistol as his chosen weapon (since it's also a dagger, it qualifies as a melee weapon). But it seems a bit feat-hungry, and without the Gunslinger's gun training, I'm afraid the damage will never be worthwhile. Can it work? Here's what I have so far:

Magus (Kensai)
Human
8/18/14/17/8/7
1: Gunsmithing
Human: Point Blank Shot
Kensai 1: Weapon Focus (Dagger Pistol)
3: Precise Shot
5: Deadly Aim
Kensai 5: Rapid Reload (Dagger Pistol)
7: Weapon Specialization
9: Rapid Shot

I'm not sure what arcanas would work well with this. And even if I'm always using my arcane pool to stick elemental enchantments on it, at 5th level, I'm still only doing about 1d4+2d6+4 damage (13.5 on average). Any ideas on how to make this more viable?

RPG Superstar 2013 Top 16

I've got an alchemist at level 6, focusing on bombs, and I'm trying to figure out what to do with him at higher levels. He's great with bombs, but I only get so many per day, and I'm getting to the point that poking with a masterwork longspear and 14 Str just isn't cutting it. Since there are no must-have feats for me at level 7, I'm thinking of how to keep him useful for more than a dozen rounds per day. Here's what I'm thinking:

1. Pick up Focused Shot at level 7, spend 5000 gp on Lesser Bracers of Archery and 2600 on a +1 Composite Longbow, and attack at +11 for 1d8+8. This would let me use a buckler for better AC, and maybe even pick up Deadly Aim at level 9 for more damage.

2. Pick up Focused Shot at level 7, and get a crossbow instead. This would save money, but I'd be doing slightly less damage, couldn't use a buckler, and it would take a big chunk out of my action economy.

3. Pick up some other feat (Extra Bombs? Toughness? Some other bomb discovery?) at level 7, and carry tons of alchemical weapons in a Handy Haversack. This would be the cheapest, and free up a feat, but then I'm only hitting for 1d6+5 damage.

Any suggestions?

Alchemist build:

Human Alchemist (Trap Breaker)
14/18/12/20/12/7
Feats: Point Blank Shot, Precise Shot, Splash Weapon Mastery
Discoveries: Acid Bomb, Frost Bomb, Wings, Precise Bombs

** RPG Superstar 2013 Top 16

Well, I got the new guide just 5 minutes before my bedtime, so I was only able to look over the change log. But so far I like what I see...

Even more excited for my imminent 2nd GM star!

RPG Superstar 2013 Top 16

I recently leveled up my Cavalier/Oracle, and my mount gets another feat. I already have Power Attack and Weapon Focus, and now I'm trying to figure out where to go from here. I'm leaning toward Step Up, and getting that entire chain by level 9. Any other suggestions?

For the record, this is an Axe Beak mount, with the celestial template, and I'm using the Aasimar Oracle favored class bonus to raise my effective Druid level. (I'm level 6, my mount is now level 8)

Qadira ***** RPG Superstar 2010 Top 16

2 people marked this as a favorite.

I like the idea of replay for those times when an adventure goes pear-shaped fast. The first encounter is a disaster, somebody gets eaten by his own horse, and the party earns 0 XP, 0 prestige, etc.

This is a chance to try that over again.

RPG Superstar 2013 Top 16

16 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

What is the spell level of a Spell-Like Ability that acts as an existing spell, but with some changes?

Examples:
Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairovoyance spell with a caster level equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Please FAQ!

RPG Superstar 2013 Top 16

With the new FAQ on SLAs qualifying for spellcasting prerequisites, I'm looking at making my newest character an Eldritch Knight by level 3. Here's what I have so far, through level 5:

Race: Elf
Traits: Magical Knack, Reactionary
14/17/12/16/10/8

Fighter1: Weapon Finesse, Weapon Focus (Elven Curved Blade)
Wizard1*: Spell Focus (???)
EK1: Power Attack, Arcane Strike
EK2:
EK3: Weapon Specialization (Elven Curved Blade)

I'd either rely on mage armor for my AC, or focus on non-somatic spells and wear regular armor. Which would be better?

What school should I put my Spell Focus into?

*With the Divination (scryer) subschool, I gain the following Spell-Like Ability:

Scryer wrote:
Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairovoyance spell with a caster level equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Since it's based on a 3rd-level arcane spell, it should qualify me. If anyone knows of any specific rules language confirming or denying this, by all means, show me where.

RPG Superstar 2013 Top 16

I'm currently planning my next PFS character, whom I'll be putting GM credit on for the first few levels. I want to go full-on blaster, using the Orc bloodline. Originally I had planned on specializing in Evocation, using Varisian Tattoo, Bloatmage Initiate, and Spell Specialization to boost my caster level and get more damage dice.

However, now I'm considering moving those feats to focus on Conjuration. While there aren't as many scaling damage spells in that school (and the gap at 3rd level is especially conspicuous), it would be more versatile.

Pros:
-More spells that ignore DR and/or don't allow saves
-Can easily pick up Augmented Summoning and have a second schtick

Cons:
-Fewer options
-Sometimes worse scaling
-3rd-level gap (although 3rd level is when many of the must-have buffs show up, like haste and fly

Thoughts? Suggestions?

RPG Superstar 2013 Top 16

This weekend, my lowest-level character should get to level 3, so I'm looking to get a new character started for playing in the low tier. But I'm stuck on what to play next. Here's what I have so far:

Dwarf Monk (Qinggong, Monk of the Four Winds) 9
Aasimar Cleric (casting focused) 7
Aasimar Oracle (Mounted, using a greatsword) 5
Halfling Ninja (Dervish-Dancing Bluff/Disguise specialist) 5
Human Alchemist (Trap Breaker/bomber) 5
Human Paladin (Sword & Board tank; I don't really like him anymore) 3
Wayang Fighter (archer) 2

I'm also putting GM credit on a new character who will be a blasting Sorcerer/Bloatmage

So what roles am I missing that I should try out? I'm intrigued by the idea of an inquisitor, but I haven't found a shtick that I'm excited about. Ditto on the Magus, or some kind of heavy-duty Barbarian or Fighter. I'm also interested in using an Elven Curved Blade (do any deities give the ECB as a favored weapon?).

Here are the requirements:
1. Since my GM credit is going elsewhere, this character has to be online and viable right out of the box.
2. I love skills. I'd say 4 total skill points/level minimum.

Any suggestions?

RPG Superstar 2013 Top 16

My cleric in PFS just got to level 7, and I'm trying to decide what gear to buy from here. I'd like to pick up something useful offensively before I start picking up all the little defensive things (like upgrading my armor and shield).

For reference, this is a casting-focused cleric. He's got Spell Focus (enchantment), and (Greater) Spell Penetration. He focuses on debuffs and control spells, and secondarily on positive channeling. He's already got a Lesser Metamagic Rod of Bouncing Spell, for things like hold person and murderous command. I was considering a Metamagic Rod of Toppling Spell (for spiritual weapon, spiritual ally, and eventually blade barrier). I also considered a Lesser Metamagic Rod of Persistent Spell.

Any thoughts?

** RPG Superstar 2013 Top 16

I got one of those Kitsune/Wayang/Nagaji race boons at a con recently, but since I have not particular desire to use any of those races, I plan on using it as an incentive to get people in my local PFS group to GM. Does anyone have suggestions on how to implement this?

I was thinking either:
1) Give it to the first person to GM 3 games, or
2) Make it a random drawing, in which each game someone GMs counts as one entry.

Thoughts?

RPG Superstar 2013 Top 16

I'm currently brainstorming for a writing project, and I need to know what was the first set of gods for the original Dungeons & Dragons. I tried to research it on Wikipedia, but the information was kind of muddled. Note that I'm not interested in what were the most iconic, or popular, etc., but which were published first chronologically. Can anyone point me in the right direction? Thanks.

** RPG Superstar 2013 Top 16

I've got a cleric who is about to hit level 7, and one of the 4th-level spells I'm looking at is divination. It seems like it could be incredibly useful, but I'm wondering how well it would really work out in an Organized Play environment. Does anyone have any experience with using spells like this?

RPG Superstar 2013 Top 16

Is anyone familiar with this system? It's a rules-light system (the entire rulebook is only about 100 pages) based on the science fiction from the 1800s. If there's interest, I might try to run a group through one of their pre-made adventures. You can check out the system HERE; it's shareware, so the whole thing is free.

Any takers?

RPG Superstar 2013 Top 16

3 people marked this as FAQ candidate.

I'm putting the finishing touches on my Cavalier 1/Oracle X for PFS (she's at level 5 from GM credit, and I haven't played her yet), and just discovered this line I'd previously overlooked:

Cavalier wrote:
The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

This puts a huge dent in my build, since I was planning on making extensive use of Divine Favor and Inheritor's Smite (which are both personal), while my mount did all the fighting. But then I had a thought: Could I circumvent this by taking a level of oracle first (with the bonded mount reveleation) to get Share Spells, then take my level of cavalier later? Would I retroactively lose the Share Spells ability? Would the levels simply not stack because they are incompatible?

RPG Superstar 2013 Top 16

Narrow Frame:

You do not take penalties on your attack rolls
or to your AC for squeezing through a narrow space that
is at least half as wide as your normal space, though each
move into or through a narrow space still counts as if it
were 2 squares.

While browsing the Animal Archive, I saw this feat. I'm working on a character who will eventually become a Mammoth Rider, with a Huge-sized mount (15 feet wide). Does that mean the feat would apply when squeezing through a space at least 7 feet wide (half of 15, rounded down), or 5 feet wide (half of 3 map squares, rounded down to one 5-foot square)?

RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

7 people marked this as a favorite.

This tree sways silently in the wind, its scraggly branches swinging from side to side as if searching for prey to seize in its clutches.
Iceroot Devourer CR 3
XP 800
N Large plant (cold)
Init-1; Senses blindsense 30 ft., low-light vision; Perception +0
Aura silence (20 ft.)
----- Defense -----
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
hp 26 (4d8+8)
Fort +5, Ref +0, Will +1
Defensive Abilities plant traits; DR 3/slashing; Immune cold
Weaknesses vulnerability to fire
----- Offense -----
Speed 20 ft.
Melee 2 claws +5 (1d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6 cold), seeping chill (DC 14)
----- Statistics -----
Str 17, Dex 8, Con 14, Int —, Wis 10, Cha 5
Base Atk +3; CMB +7 (+11 to grapple); CMD 16
SQ camouflage, snow step
----- Ecology -----
Environment cold forests
Organization solitary, pair, or grove (3-6)
Treasure incidental
----- Special Abilities -----
Aura of Silence (Su) Iceroot devourers deaden the sound around them in a 20-ft. radius, as the silence spell.
Camouflage (Ex) Because an iceroot devourer looks like a normal tree when at rest, a DC 18 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the tree.
Seeping Chill (Su) Whenever an iceroot devourer deals damage with its constrict attack, the target must succeed at a DC 14 Fortitude save, or else become fatigued. If already fatigued, the target instead becomes exhausted. If already exhausted, the target gains a temporary negative level. The save DC is Constitution-based.
Snow Step (Su) Iceroot devourers do not leave tracks when moving across snow, and cannot be tracked across it.

Iceroot devourers were once normal trees that became the final resting place of a traveler lost in the frozen wilderness. As the tree continued to grow around the corpse, it internalized the deathly cold and silence of the falling snow, and began to hunger for the warmth and life the traveler once possessed. When killed and broken open, the unfortunate traveler’s gear can usually be found intact within. The trunk is typically at least 3 feet in diameter, and the iceroot devourer can grow as tall as 40 feet. Most are formed from coniferous trees, but some deciduous versions exist, although they remain dormant during the warmer spring and summer months.

Iceroot devourers usually stay in one location, standing still while they wait for adventurers or animals to wander nearby. They can sense warm-blooded prey and other heat sources, and when that prey comes within reach, the iceroot devourer grabs it with claw-like branches to keep it from escaping, while the aura of silence keeps it from crying out to its companions.

Iceroot devourers are found mostly in the perpetual winter of Irrisen, but also in the more northerly taigas of the Lands of the Linnorm Kings and Mendev. There are even rumors that some of them were created on purpose through experiments with necromantic magic, by the servants of Baba Yaga.

RPG Superstar 2013 Top 32

So I'm using a Crypt Breaker alchemist in PFS, and I'm wondering how his bomb damage will interact with discoveries that would change it. The Crypt Breaker has special "Alkahest Bombs" like so:

Alkahest Bombs wrote:
A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level.

Unlike other archetypes, which specify that the damage die goes down by a step (d6 becomes d4, d4 becomes d3, and so on), the Crypt Breaker just says they are d4s or d8s. So if I take a discovery such as Concussive Bombs ("Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6"), do I use d4s for all targets?

RPG Superstar 2013 Top 32 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

4 people marked this as a favorite.

Gralton Infiltrator (Alchemist)
Blending arcane talent and innate guile, the Gralton infiltrator crafts deceptions with as much care and study as his alchemical tinctures. He devotes his talent to rescuing Galtan nobles or engaging in espionage for one of the many secret societies in Gralton, always staying a step ahead of the Gray Gardeners.
Class Skills: A Gralton infiltrator gains Bluff, Disguise, Knowledge (local and nobility), Linguistics, and Stealth as class skills, and does not gain Appraise, Disable Device, Fly, Heal, Knowledge (nature), or Survival as class skills.
Infiltrator's Draught (Su): Rather than enhancing physical prowess with mutagens, the Gralton infiltrator creates special draughts which allow him to go unnoticed. When a Gralton infiltrator drinks one of these draughts, he gains an alchemical bonus equal to 4 plus 1/3 his level on Bluff checks, Disguise checks, and Linguistics checks to create forgeries. In addition, the draught conceals his alignment from all forms of divination, and masks the auras of all carried or worn magical items as unmagical, as if under the effects of magic aura (Will save DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier). The effects last for 10 minutes per alchemist level. At 14th level, the effects last for 1 hour per level.

This ability otherwise functions as and replaces the mutagen and persistent mutagen class abilities (a Gralton infiltrator cannot create mutagens unless he selects the mutagen discovery).
Discoveries: A Gralton infiltrator may take the following rogue talents as discoveries: camouflage, convincing lie, honeyed words, and quick disguise. At 10th level, add the master of disguise rogue talent to this list. Treat his alchemist level as his rogue level for these talents.
Extracts: Add the following spells to the Gralton infiltrator's extract list as extracts of the given level: innocence (1st), misdirection (2nd), glibness (3rd), detect scrying (4th), false vision (5th), mislead (5th). These extracts must still be added to his formula book as normal.
Coach of Deception (Su): A Gralton infiltrator is skilled at smuggling allies past their enemies. If he has an unused extract slot, he can spend 1d4 minutes on personal coaching of an ally. The ally gains an insight bonus to Bluff and Disguise checks equal to double the level of the extract slot. This bonus lasts 24 hours, or until that extract slot is used (whichever comes first). The same extract slot cannot be used for more than one ally. This ability replaces the Brew Potion bonus feat.
Mental Defenses (Ex): At 2nd level, a Gralton infiltrator adds his Intelligence modifier to Will saves against spells of the divination school, and abilities that detect lies or force the truth. This ability replaces poison resistance.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Dedicated Voter 2014 aka RainyDayNinja

Shattered Mirror of the Insect Queen
Aura faint conjuration and transmutation; CL 5th
Slot none; Price 10,800 gp; Weight 1 lb.
Description
This hand mirror is inscribed with hundreds of images of tiny insects, and the glass is broken into dozens of shards. Three times per day, the wielder can point the mirror at himself or another creature as a standard action. This is a gaze attack (range 30 feet, Fortitude DC 19 negates). If it fails the save, the targeted creature disintegrates into a swarm of hundreds of Tiny copies of itself. Any worn clothing, armor, or magic items shrink and split with the creature, but weapons and carried gear are left behind.

The affected creature becomes a swarm with a hive mind, gaining all swarm traits, the distraction special attack, and a swarm attack dealing damage equal to 1d6 plus 1d6 per 5 Hit Dice, plus the creature’s Strength bonus, if any. The affected creature gains a –4 size penalty to Strength, a +4 size bonus to Dexterity, and loses any natural armor bonus. Its speed is reduced by 10 feet (minimum 5 feet), and it is treated as a Tiny creature (for the purpose of size and armor bonuses to AC, etc.). It can still use spells or other abilities as normal.

The affected creature coalesces into its normal form after five minutes, or when it would be dispersed, such as from damage. It can be reduced to negative hit points as normal. If reduced to 0 hit points or dispersed by other means, the affected creature returns to its normal form, prone, unconscious, and stable at 0 hit points.
Construction
Requirements Craft Wondrous Item, reduce person, summon swarm; Cost 5,400 gp

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So I'm leveling up my Qinggong/Monk of the Four Winds, and I'm trying to decide on my feat for level 9. Here's what I have so far:

STR 18
DEX 14
CON 14
INT 10
WIS 20
CHA 5

Feats:
Dodge
Ironhide
Weapon Focus (Unarmed)
Deflect Arrows
Shaitan Style
Improved Trip
Improved Grapple

He just hit level 8, and I'm trying to decide where to put my stat bump. The further Shaitan Style feats require 15 CON, so I need to decide now if I want to take them. Here's what I'm considering:

-Shaitan Skin/Earthblast at 11 (Shaitan Earthblast sounds like tons of fun, but Shaitan Skin seems like a pretty weak feat tax to get there.)
-Mobility (Always useful, but I've been maxing out Acrobatics, and I can take this as my bonus feat at 10)
-Greater Grapple (Useful, but kind of boring)

What do you think? Are there any other good options I'm missing?

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Due to poor planning on my part, I'm soon going to have a table with an APL of 5 (level range of 3-5, weighted more toward the high end, with 7 players), but the character I'm building with GM credit is at level 3. So I'm looking for a scenario I can run at the 1-7 or 3-7 tier, which will still be challenging for a mob of characters, as high as level 5. The highest-level characters are a sword-and-board fighter and a summoner, so they don't even break a sweat in slug-fests.

Right now I'm thinking "Storming the Diamond Gate." I only played it at the 6-7 subtier, but due to the nature of the final fight

Spoiler:
a high-level wizard and archers, with difficult terrain and a long path between them and the PCs
I think it could really give them a run for their money. Any other ideas?

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