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Pathfinder Society Member. 923 posts. No reviews. No lists. No wishlists. 3 Pathfinder Society characters.


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There are always the four elemental races - Oread (earth), Undine (water), Sylph (air), Ifrit (fire). You could just use one of those and flavor it heavily towards its elemental heritage.

Alternately, while I'm having trouble imagining an elemental wizard or cleric, or something like gunslinger that relies heavily on gear, I could imagine them making pretty good spontaneous casters or melee types.


I'm curious: which would make a better debuffer, a shaman or a witch? Considering that they both have access to Evil Eye, Cackle/Chant, and Misfortune, it really could be either. What do you think, forums?


Two problems I can see:

-Why Enforcer instead of Power Attack and Cornugon Smash? It says you need a melee weapon - not sure touch attacks are going to do it here.

-Speaking of which, you're trying to make touch attacks, but you have a Strength of 8 and no Weapon Finesse. Even with wildshape bonuses and attacking touch AC, that's still not a great plan.

If I were you, I would go strength-based for this build, or maybe grab Weapon Finesse and go for tiny wildshapes and a dex-based build. I wouldn't expect for bad touch to work for that once you get into the higher levels, though.


Brawler! It has so many flippin options, and the effectiveness is really tied to how many lines of feats you know. I think a guide is much more vital to putting together a brawler than it is a hunter.

Really excited for the shaman guide, though - I've made a Bones shaman for an upcoming Skulls and Shackles game, and by the time I get Wandering Spirit it would be very helpful to have a guide to all the options. Thanks a lot!


shroudb wrote:

serpetine eidolon. pick up limbs(arms) to cast spells, grab (bite) constrict, bite (to up the damage), fly, large, increase damage (bite)

pick up final embrace feat line as well as rapid grappling line and imp damage(bite).

enjoy smashing the bones of your enemies to bits while wielding a metamagic rod on one hand and casting spells with the other.

as large creature with final embrace you can grab/constrict up to large, if there is space just enlarge yourself to grab up to huge.
(if there are plenty of tight spaces just dont be large and become large through evo surging/enlarging yourself)

pick up a cruel aomf. now you also apply shaken+sickened for debuffing your opponent.

keep a pair of dimenshional shckles nearby. against outsiders or castycasty types, tie them up with them in 1 round before crushing them

as a huge creature you can do up to 18d6 + 3xStr up to 3 times/round.

requires something like 12-13lvl though.

Woah, cool build! You know, I had been thinking of a "knight-in-shining-armor" type affair, but having that mentality and a monstrous body could also be a very interesting take on things. Heh, and having a halfling or small race that transforms into a giant snake would be fun too. :p I'll think about it!


Hmm, the aegis definitely seems to encapsulate the flavor I'm looking for, but I don't think I'm quite ready to plunge my playgroup into psionics.

Any suggestions to make it work for a summoner? I'm still lost as to feats... I could just take Arcane Strike, Power Attack, Furious Focus, Weapon Focus, and Lunge, but that seems pretty plain compared to the capabilities of the armor.


Hey all! Looking for some help fleshing out an idea: a synthesist summoner whose eidolon is a suit of super-armor. I like the idea of a guy who seems to be a typical Paladin-style armored knight, but then busts out a bunch of crazy powers and arcane spells.

So far I'm thinking Half-Orc for falchion proficiency and because Ferocity means you can stay up for one more round to summon something if you get hit so hard your armor fizzles out. Plus it has good RP value for a paladin-style character - I'm considering specializing in Diplomacy.

For evolutions, Improved Natural Armor, Ability Increase, Damage Reduction, Flying, and maybe Energy Resistance/Immunity all seem like natural choices, but I'm sure there's much more that can be done. Sadly Alignment Smite only affects a natural weapon. :'(

As for feats, other than Power Attack, I'm kind of stumped. Help please!


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Fey Blood is good if you can create difficult terrain; your team can charge, but the enemy can't. Infernal is an easy way to get flaming weapons for everyone, plus resistance to fire and poison (both of which are fairly common) at level 6.

Alternately, swift foot makes everyone a little faster. Renewed Vitality and Renewed Life let your team shrug off ability damage and negative levels, respectively. And grabbing Bestial Climber or Bestial Swimmer could be extremely useful in certain campaigns.


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I see the flavor coming across nicely with a Synthesist Summoner. You could fluff your eidolon as various suits of armor, and using Lesser Evolution Surge you could change its abilities at will. Add evolutions like Improved Natural Armor, Flight, and Energy Immunity, and combined with your spellcasting, you could be a pretty kickass warrior.


Yes, the Eldritch Heritage set of feats. You're going to be way feat starved, though.


Well, certainly you'll want Fortune, Misfortune, and Cackle.

Alternately, a halfling witch can take Malicious Eye, letting you hit someone with Hex and Jinx at the same time. You could then take the other jinx feats of your choice.

Humans also have a series of luck based feats, too.

Perhaps the Destined Bloodline might have some tools for you...


If you want to sink ships, the Saboteur Alchemist archetype (it's Gnome-only) gives you the Bore Bombs discovery, which lets you blast 5x5 holes in structures. An Ifrit oracle should work fine, but I probably wouldn't specialize in fire if I were you.


The Undead Master feat requires Spell Focus: Necromancy, but will let you control an extra 20 hit dice of undead critters. Quite a bit of extra firepower (and higher DCs on some nasty debuffs) for a pair of feats!

Also, instead of animating humans as simple skeletons or zombies, consider getting yourself a battalion of Belching Severed Heads. They're fragile - 100GP for each one for just 4 hit points - but with flying and a ranged touch attack energy damage, they can pester groundbound enemies quite well. Oh, though you will need access to the spell Fly somehow... Perhaps there's a wizard around who isn't too opposed to the idea of enchanting heads for you?


Dread Knight wrote:
I'm just going to say that the Spirit Warden Archetype seems to be more for destroying undead than making them.

True, but as far as I know it's the only way for the shaman to get Command Undead as a spell. I was going to flavor it as him wanting to make other undead either a) a part of his "merry" crew or b) destroyed for being party poopers.

Any suggestions for the build itself?


Hey all! I need suggestions for a build I'm working on: an Undine Shaman (Spirit Warden archetype) for Skulls and Shackles. However, I really don't know much about either shamans or necromancy, sadly. A few questions on my mind:

-If I have the Command Dead spell via Spirit Warden, plus Animate Dead, am I pretty much set for controlling the dead?

-Is the Undead Master feat chain worthwhile? What other feats are good?

-What are good main spirits for Skulls and Shackles, considering I'd already have a swim speed?

Thanks guys!


Step 1: Wolfy wolfy wolfy
Step 2: Two-handed Power Attack
Step 3: Outflank
Step 4: Spend the rest of the build on anything you want, because you're now proficient in combat! (some suggestions: Cornugon Smash for an intimidate build, Weapon Focus and Furious Focus for a better fighter, Iron Will or Great Fortitude for a more resilient character, Skill Focus for a skill monkey...)


If you're going half-elf, may I recommend you take Ancestral Arms to grab Sawblade Glaive (aka Ripsaw Glaive) proficiency? The only thing scarier than a monstrous half-elf with 20 foot reach is a monstrous half-elf wielding a chainsaw on a stick with 30 foot reach. (Plus, what amounts to a once per combat Weapon Specialization ain't too shabby.)


RainyDayNinja wrote:

But depending on the GM, I probably can't use the SLWS to pull out a potion, so it's a difference of a move action. But with that Accelerated Drinker trait, I could carry the potion in one hand and weapon in the other, then in the first round drink the potion of enlarge person, SLWS to get my wand, cast long arm, and have both my buffs up and weapon out, ready for AoOs with 20 feet of reach.

Hmm... *evil grin*

See, now you're talking! Grabbing the Aberrant Tumor feat and Improved Familiar can get you a buffing buddy, too, assuming you can have a pseudodragon or imp tumor.

Heh, a few days ago I actually started working on a character similar to this, though without Combat Patrol. He would be catfolk, and his name would be... LONGCAT!


RainyDayNinja wrote:
Tripping would be cool, but I'd be doing it with no feat support, so it may not be that effective. I think a wand of long arm in a spring-loaded wrist sheath is a good idea for a pre-combat buff. But the action economy on enlarge person (cast or potions) isn't great, unless I can get friendly casters to prep it for me.

Well, I would only recommend it against humanoid foes, particularly ones wearing heavy armor - their AC is likely to be higher than their CMD.

Also, I'm pretty sure it never takes more time than a standard action to drink a potion, even if the effects of the spell don't manifest immediately.


Argus The Slayer wrote:
Kazaan wrote:
Combat Patrol extends your threat range. So, maxed out, you get a total of 20' extended threat range and can move up to your speed to get to the target and take your AoO, off-turn. So it's like getting your full-attack with all attacks at full-BAB if they keep triggering AoOs.

That's exactly my point: you are giving up your attacks for the chance that you MIGHT make some AoOs. I don't see why that is an exciting option, unless your DM is going to spoon feed you a bunch of AoOs.

Combat Patrol sounds cool, but its a trap.

Depends on the module. There are a lot of scenarios with mindless foes that have little recourse except to shamble towards you, particularly if a choke point is involved. In which case you become a whirling dervish of terror.

@OP, though: You should really pick up a reach weapon. Grab some armor spikes or something so that you can make attacks against guys that get in close in a pinch, and you can threaten an absolutely ridiculous range. Get Enlarge Person and perhaps the Long Arms spell and you'll be unapproachable! (and not JUST because your blood is infested with the tainted spirit of the aberrant elder gods)

Remember - you don't provoke if the enemy can't reach you, so feel free to try to trip people with your AoOs, and smack them when they spend a move action to stand up again.


+1 for Haunted! I played a snake charmer Flame Oracle called Cagliostro the Great, and having access to Minor Image is fantastic. I would recommend Silent Spell and maybe Eldritch Heritage if you're stuck for feat choices - nabbing a familiar (which you can later upgrade with Improve Familiar) is really nice, especially if your GM rules that he can grab stuff from your pack for you.

Oh, and the Eversmoking Bottle is really OP with either the Ifrit feat or the Flames revelation to see through smoke. Check with your GM and party members first, because this will straight up wreck encounters.

PS: The Elemental Spell Metamagic is your friend.


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Archer inquisitor is a very viable choice here - with dex to damage you should be amazing. The skills and Detect spells are awesome for this party, too. If you have a Bard you should be free to dump charisma and focus on being the party radar, tracker, and DPS turret, plus divine caster.


Play a Gnomish Arcanist with the high scores to Int and Charisma and scheme your way to victory!

...assuming your abominable saves, HP, and AC don't kill you. ;)


Hey all! Looking for some help in constructing a Thor-inspired Dwarf Magus. I want a guy that can fly around, toss one-liners, and smack someone really hard with an electrified warhammer, preferably to the face.

Here's what I've got so far:

Str 16
Dex 12
Con 14
Int 14
Wis 12
Cha 6

Bruising Intellect (Intimidate as int-based skill)
Magical Lineage - Shocking Grasp

1 Steel Soul
3 Power Attack
5 Intensify Spell
5M Craft Magic Arms and Armor
7 Cornugon Smash
9 Lunge (or Improved Familiar)
11 Weapon Focus: Warhammer
11M Weapon Specialization: Warhammer

3 Familiar (Raven, Owl, or Armadillo)
6 Spell-Scars
9 Arcane Accuracy
12 Arcane Scent
15 Quickened Magic

I'd really love suggestions for magic items, or a good way to make a Returning Warhammer work out.

Also, to experienced magi: How often did you find yourself using Spellstrike without Spell Combat, vs. Spell Combat with a non-touch spell? Did you often need Arcane Accuracy to hit? What did you like best about playing the class?



Dwarf Cleric - get 20 Con and 20 Wis, grab a Guided weapon (to-hit and damage from Wisdom), take Heavy Armor Proficiency, and tank all day long. Dwarf Zen Archer would also be quite impressive.

EDIT: Though it may be tricky to wear heavy armor with 7 or 8 Str... eh, I'm sure there's a spell for that. (It would make a funny character quirk, too.)


Riuken wrote:
Say I hit 3 enemies with a damage spell. Since there are at least 3, I'll assume they're no more than CR = my level (making an APL+3). At that level difference, I expect a blaster (meaning a character focused on it) to drop weaker enemies if they fail a save, and leave them around half HP on a pass. If they have resistance they might survive even on a fail, depending on the damage roll.

Well, once you can start layering Empowered, Intensified, and Maximized on your blasts, you should start to see that level of power. A 15th level crossblooded caster throwing out one Empowered Maximized Intensified Fireball and one Quickened Empowered Intensified Fireball per turn courtesy of Spell Perfection is truly a force to be reckoned with. At lower levels, sadly, you're just not going to get that board-clearing quality against any but the wispiest minions.

It's a tricky balancing act on the part of the developers. They don't want to let you murder everything in a 15-minute adventure day, and they don't want to let you run out of juice 20 minutes into a 10-hour dungeon crawl. "Blast power" is one of the dials they can crank to even things out, and they turned it down a little in Pathfinder to give other classes a chance - now you have to spend a significant chunk of your resources to solo a CR+1 or 2 encounter. :'/

Riuken wrote:
I've looked at magus and ultimately decided I want to shoot lighting, not hit with a shocking sword.

...Well, you could also hit with a shocking hammer. :p Seriously, though, there are a LOT of ways to flavor the Magus. I could see an Azula-style Magus that acrobatics up to a foe, uses an Agile Amulet of Mighty Fists to poke them in just the right spot to deal damage, then fires a Shocking Grasp into their heart at point-blank range. OTOH, I understand wanting to simply blast things - you're just going to have to be satisfied with the capabilities and setbacks of whatever crossblooded thingamajig the boards have decreed to be the most damaging build.


Riuken wrote:

Blasting because flavor/boredom.

I've played many a caster and done my fair share of summoning, controlling, SoD-ing, buffing, healing, etc. I want to do what I feel is a very iconic caster, and yet I have not seen it played due to its clear inferiority. I've also discovered I struggle with playing martial types, though that seems to be rooted in the "I hit it with my sword... again" repetitive gameplay. Even with a blaster I would have other spells to do other things 10%-50% of the time.

The way I envision the "lightning mage" is an extremely powerful and somewhat volatile caster. If my spells/day are limited, but a martial's attacks/day are not, I feel like it should follow that the spells deal more damage on a failed save. I'd be down with having 3 casts/day that aren't cantrips if those 3 spells were as impressive as I envision magic being. Basically, I want the choice to be which targets I fry to oblivion, not what I can find to do that...

Okay, I feel you. I know what you mean about martial frustration - heck, one of the classes I'm most excited about from the ACG is the Brawler with its interchangeable feats.

Sadly, straight-up single target damage is one of the few realms the Pathfinder developers decided to give to martial characters. A two-handed power attacker is going to be doing about as much on every swing at 5th level as your Shocking Grasp does, without even adding weapon enhancements and class features. That's why mages tend to excel at dealing damage to all enemies at once - something the martials can't do without a boatload of feats. However, if you can combine spells AND martial abilities, you can break the rules a little...

Honestly, it sounds to me like you should be playing a Magus. Magi excel at going nova and dealing drastic amounts of damage to a single target a few times a day. Pick up a scimitar or other high-crit wepaon, grab Arcana like Arcane Accuracy, Empowered Magic, Hasted Assault, and Critical Strike, burn some arcane pool points, and watch as you rip opponents to shreds.

I know you want the power to destroy an entire field of bad guys at once, but I'm afraid that's going to be really difficult until higher levels, particularly with lightning. 3 out of the 5 people you put forth as inspiration are quite martial, and even Zeus is pretty darn buff; you really ought to consider Magus.


Riuken wrote:

Thinking about it, I'm kinda irked that blasting is such a trap option in pathfinder.

I imagine many new players come in and want to kill things with magic, but it's just so much harder to be effective at blasting than doing literally ANYTHING else with magic, including melee. I know it's not a great option, but I still want to do it, so I'm looking for a way to make it work, at least to where it keeps up with average melee damage. A past "me" would approach this idea and make a very ineffective character.

Well, remember that these boards are probably the biggest concentration of power gamers and system masters in the world. If the past you was playing with average-built party members (finesse rogues, sword-and-board paladins, low-strength monks, etc.) and fighting CR-appropriate baddies, you'd probably be doing fine with nothing but a metamagic rod.

That being said, you don't have to do crazy cross-crass shenanigans to be a decently powerful blaster. Grab Magical Lineage on your favorite blast, boost your casting stat a bit, pick up Empowered Spell, and if possible grab a +1 damage per die bloodline like Primal or Draconic, and you'll have a pretty competent boomstick. (Sorcerer, Arcanist, or Wizard can all work just fine.) Remember too that there are plenty of things resistant to lightning out there; you'll really want to be well-rounded and have something to do when fighting them.

I know people are badmouthing Lightning Bolt since line <<< spread, but IMO it makes a pretty interesting challenge. Suddenly you need to maneuver yourself and your enemies so that they're all in a line, then you can spear them like Zeus; it makes combat a lot more interesting compared to simply standing in the back and hucking fireballs. Clearly it's not as optimal, but it could be a lot of fun, and an unorthodox build.

The real question here is twofold, I think.
1. Why lightning?
2. Why blasting?

If you can answer those, we can probably build you something pretty sweet.


Hmm, that is a neat trick. Your GM may allow you to let yourself get hit by an attack, since I think most opponents would not be expecting that.

Another thing to consider might be a spell storing weapon with, say, Battering Blast or Force Punch stored in it. However, since normally bull rush doesn't use a weapon, you'd have to use this in combination with Bull Rush Strike or Shield Slam.

EDIT: Or just make your Dwarven Boulder Helmet spell storing, of course. :p


Rather than mechanical nerfing like spell failure chance, there are lots of ways, I think, to discourage one of your characters from cackling for hours at a time.

Does your party like getting ambushed? I sure hope so! Because all enemies will now hear them coming before they enter a room. All NPCs will think they're creepy as all hell. And even the party members may get tired of it - particularly if you force the witch him/herself to end every sentence with cackling.


For Wonder Woman, how about a Bloodrager with the Celestial bloodline? I always imagine Wonder Woman as the type of hero to charge into the fray, rather than stay at the back and provide support to the team. She seems to have a ferocity that befits a bloodrager, and heroism as a bloodline spell is very appropriate. (Though Skald is another reasonable choice.)

Ideally, someone could craft you some Bracers of Arrow Deflecting, instead of the common Gloves of Arrow Snaring...

EDIT: The Blood Conduit archetype might be appropriate too, especially if you're showing some skin (i.e., wearing light or no armor). It lets you pick up Improved Unarmed Strike or other maneuvers as bonus feats, and gives you the ability to cast touch spells as a swift action when delivering a combat maneuver or unarmed strike. Pow!


Unfortunately, being mounted does not give you Pounce.

Mounted Combat wrote:

Combat while Mounted

With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).

You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

IMO, familiars are just a bit too fragile to make good combat mounts. On the other hand, there's great opportunity for spellcasters: being able to maintain mobility while using your move actions to control spells like Flaming Sphere or casting full round/1 round spells like Summon Monster or Enlarge Person is hugely useful.

Honestly, I'm excited about it for Summoner and Cavalier - now you can have a medium creature riding a medium mount. This opens up whole realms of possibilities... including some very funny ones. :P


Barbarian fits quite well, I think - the only class more durable is Paladin, but I don't see most Paladins getting along too well with this party. I'm tempted to suggest melee Druid, but honestly you need someone with more HP/AC more than you need another caster. I would put Fighter, Cavalier, Samurai, Bloodrager, Warpriest, or Battle Oracle as solid choices, as well. (You have enough skill points already between the ninja & rogue that Warpriest is better than Inquisitor here, IMO.)

Another thing to consider is that both your other main damage sources (excluding the sorcerer) need sneak attack to be effective. Something with an animal companion (to flank with the ninja) or some kind of Dazzling Display build that lets your rogue get sneak attack (I know there's some trick to it - check Rogue Eidolon's guide to archery rogues) could be quite helpful.

Whatever you pick, though, make sure it's someone that can take the heavy hits! Grabbing Diehard (the Unbreakable fighter gets it for free, I believe) might be a wise choice, regardless of class.


Ooh, I like that solution too. Tell him to use a Gnomish Battle Ladder. :p


A home rule we use in some of my games is that if you're intimidating via threat of physical harm, you use Strength, and the size penalties apply; but if you're using a more psychological threat (e.g., god's vengeance, social ruin, blackmail, etc.) you use Charisma and size doesn't matter. That way, the hulking bruiser with low charisma and the scheming gnome with low strength can both be quite intimidating.

From a reading of Nightmare Scars, it says you "take no penalty on Intimidate checks based on your size." Seems pretty clear to me that it wouldn't matter even if they were colossal and you were tiny.

Otherwise, maybe just try Enlarge Person? A medium-sized gnome would be pretty f-ing unsettling, even without other boosts to intimidate.


Not certain yet, but definitely something that can take advantage of their incredible flexibility. They seem like they could make great summoners, especially using the Occultist archetype. Occultist lets you expend [blank] points to cast Summon Monster [blank] lasting minutes/level as a standard action, which combined with the Swift Consume exploit essentially lets you convert any spell to the appropriate Summon Monster. Combine with the Evolved Summons feat, and you can throw out crazy summons with any 1 point evolution you see fit at the drop of a hat, without even learning the spells themselves! (Only 1 at a time, but it gets really annoying managing more than one, anyway.) Plus Plane Shift as a 5th level spell!

Something like:

Occultist Arcanist

1 Spell Focus: Conjuration
3 Augment Summoning
5 Evolved Summons
7 Improved Initiative
9 Evolved Summons
11 Extra Arcana: See Magic

1 Conjurer's Focus (Occultist)
3 Quick Study
5 Metamagic Knowledge: Silent Spell
7 Planar Contact (Occultist)
9 Swift Consume
11 Greater Metamagic Knowledge: Persistent Spell


You could pick Samurai, and have him be your vassal. He gets Resolve, an Order ability, Challenge 1/day, and even his very own mount.


You get a few fun things, like Fumbletongue, Ill Omen, and Mask Dweomer. Probably some other gnarly debuffs, too. On the whole it's a downgrade, though. : (


That's not quite right. A creature's remaining HP doesn't affect their flight; however, taking damage does.

From the fly skill:


Attacked While Flying

You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.

Collision While Flying

If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.

Also, this post should probably be in the Rules Question subforum, not Advice.


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revaar wrote:


Str 16 (14+2)
Dex 10
Con 14
Int 8
Wis 10
Cha 15

lvl 4 boost goes to Cha, all other boosts to Str.

Feats: Power Attack and Fey Foundling.

Pick up the heaviest armor you can, and two hand a big weapon.

For multiclassing, generally the answer is no. Usually it is not worth the delayed progression to your key abilities. However, if you find yourself in the role of main healer, it may be worth it to take a 1-4 level dip into Oracle (Life Mystery). The key here is the Life Link Revelation, which basically gives 1 ally per oracle level fast healing 5, by transfering 5 damage a round to you, which you can then heal as a swift action with lay on hands.

This is very solid advice! This will give you a durable paladin that's pretty potent in any melee battle. I have some other suggestions that are a little more specialized, but you might find pretty fun.

  • Halfling or Gnome, Mounted Paladin - Grab a lance and poke things with it for maximum damage. Minimum strength 14. Halflings and gnomes are better because they can ride medium-sized mounts, and because come on, it's hilarious.
  • Hospitaler Archetype - trade some smites per day for a supply of channels distinct from your Lay on Hands, plus a healing aura at 11th. Good if you're doing lots of healing but don't want to multiclass.
  • Dragon Paladin - become the dragon of justice by going Paladin 4/Sorcerer 1/Dragon Disciple X. Much worse at healing, and you'll have to be wary of spell failure %, but you get strength boosts and sorcerer spells which is pretty dandy.
  • The Silly Avenger - As Revaar's suggestion, but go Half Elf with Ancestral Arms and grab the silliest weapon you can think of. Smite your foes with a Gnomish Battle Ladder or a harpoon or something.

Good luck! Please don't just be lawful stupid mcburlyguy unless that's actually the character you want to play - there are many, many ways to RP a Paladin, even with the same stats and feats. Check to see if your GM will let you be the paladin of a chaotic god like Cayden Cailean, or a neutral one like Gozreh - though even between the paladins of Erastil, Sarenrae, and Iomedae there would be big differences.


DominusMegadeus wrote:
That really doesn't make much sense, but I guess that's the rules.

I believe the intent is that if they make the initial reflex save, it symbolizes them getting their weapon out of the line of fire of your Grease spell, whereas if they fail, the subsequent saves represent trying to hold on to the greasy weapon.


Sorry, that's houserule stuff. There's a spell called Create Demiplane, and with the greater version you can affect the time flow inside it; but only half or double time, and you need to be a 17th level wizard to cast it.

You can read about the properties of the outer planes here.

D20pfsrd wrote:

Flowing Time

On some planes, the flow of time is consistently faster or slower. One may travel to another plane, spend a year there, and then return to the Material Plane to find that only 6 seconds have elapsed. Everything on the plane returned to is only a few seconds older. But for that traveler and the items, spells, and effects working on him, that year away was entirely real. When designating how time works on planes with flowing time, put the Material Plane's flow of time first, followed by the flow in the other plane.


Haha, you're going to have to pick one or the other, I'm afraid. :p Some strong spells from each:

1st: Obscuring Mist, Grease
2nd: Create Pit, Glitterdust, Web
3rd: Aqueous Orb, Stinking Cloud, Sleet Storm
4th: Black Tentacles, Dimension Door, Infernal Healing (Greater), Summon Monster IV
5th: Teleport, Cloudkill, Wall of Stone, Major Creation, Summon Monster V
6th: Ice Crystal Teleport, Summon Monster VI, Acid Fog

1st: Enlarge/Reduce Person, Feather Fall, Expeditious Retreat
2nd: Bear's Endurance, Knock, Pyrotechnics, Spider Climb
3rd: Burrow, Fly, Haste, Shrink Item, Slow
4th: Earth Glide, Obsidian Flow, Stone Shape, Beast Shape II
5th: Overland Flight, Baleful Polymorph, Fickle Winds, Passwall, Telekinesis, Elemental Body II, Transmute Rock to Mud
6th: Flesh to Stone, Disintegrate, Enemy Hammer, Form of the Dragon I, Undead Anatomy III

There are a few divination spells that might help you find things. Detect Magic, obviously, but also stuff like Detect Secret Doors or Locate Object.

Those are all standard fare for magic shops, though stuff like the Ring of Freedom of Movement might be over the pay grade of most shops.

Malikii411 wrote:
also I want to be utility maybe not battlefield controll or blast em dps, just make my party thankful my toon is there. obviously I wanna be somewhat useful in combat, lets face it most pathfinder games we play are 70% battles anyway, but when your stuck between an abyssal demon and a lava pit id like to be the one to save the day out of nowhere, maybe not kill the guy but live to fight another day, or just make the dungeons generally easier on the party

Either of those schools will work great with this. Many conjuration spells can affect the battlefield with NO save for the enemies - putting up strategic Walls of Stone can completely change the flow of a battle. Transmutation's buffs are also 100% guaranteed to work - your party would probably love you even if you did nothing but hand out Fly and Haste all day long.


Hi Malikii, welcome to the boards. : )

First off, while it is tempting to be able to do everything, you really are better off if you pick at least one area to focus in. Most of the arcane schools grant powerful abilities, as well as one bonus spell slot of every level you can cast (I can't overstate how good this is!); the universalist doesn't have much to offer next to that. You can also take the Opposition Research feat if you want, so that you only have one banned school. Remember, even if you pick something as an opposed school, you can still prep spells from it by using two slots.

What does the gnome sorcerer specialize in? Whatever it is, I would suggest picking that as an opposed school, and picking a favored school that does something no one else in the party can do. If you really don't know what to pick, I'm always a fan of Conjuration or Transmutation - there are a lot of really good spells in both schools that are almost always useful. If you pick Illusion or Enchantment, you may find yourself out of luck against undead and other mindless foes, especially if your campaign leans towards a dungeon crawl.

Here are some other recommendations that are generally good all-around, though.

Improved Initiative
Spell Focus
Improved Familiar
Combat Casting
Craft Wondrous Item
Fast Study
Skill Focus
Iron Fortitude
Metamagics (Silent, Persistent, Empowered, etc.)

Pearls of Power
Cloak of Resistance
Metamagic rods
Headband of Intelligence
Belt of Physical Perfection (Dex and Con)
Ring of Freedom of Movement
Handy Haversack
Tree Feather Token
Potions of Cure Moderate/Serious Wounds
Potions of Lesser Restoration


Thelemic_Noun wrote:

Spell resistance, once an important part of the game, is now *gigglesnort* territory. I wouldn't worry about it.

This is why.

Well, that is 500gp a pop... The thing is, though, blasting is best done on a crowd, and I find it's pretty rare that you fight A WHOLE BUNCH of dudes with Spell Resistance. Usually it's just the one dragon or something, and you're often better off buffing your friends anyway because the enemy's saves are monstrously high.


With their flexible casting and access to both bloodlines and arcane schools, Arcanists definitely have the potential to be the best blasters out there.

Your build looks very solid to me. Picking Fire Snake as your Magical Lineage spell will mean you won't really get into top form until you're in the teen levels, but I can definitely understand wanting to pick something other than Fireball.

If I were you, I might trade out Rime Spell or one of the DC-boosters for Improved Initiative, or maybe Extra Exploit: Familiar (and pick an initiative-granting critter). It's really nice to be able to get blasts off while the enemies are still all clustered together, and before your teammates go charging in to beat them with sticks. The Reactionary trait helps with that, too. Your current +2 is pretty paltry.

I wouldn't worry too much about getting Spell Penetration - just use your Greater Metamagic Knowledge to grab Piercing if you're expecting foes with that oh-so-irksome spell resistance, and always have a no-SR spell or two in your back pocket.

I'm curious what the story behind this guy is. :p


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As soon as I saw the elemental bloodline can get you a constant (while raging) 60 foot flight speed, I was hooked.

Now I want to make a Halfling bloodrager that wears Mistmail, can electrify his attacks, and has Flyby Attack, so that by 9th level he can literally just be a stormcloud that flies down to smack/zap people.


Arturius Fischer wrote:
What gets me is you can change this EACH TIME you cast the Summon spell. So you can customize them on the fly. Awesome.

Holy Schmidt, I didn't even see that. This feat just got 10x more awesome. <:D


Eltacolibre wrote:

Doesn't matter for druids, ANIMAL SOUL, DRUIDS ARE ANIMALS from level 1, Animal growth druids with huge weapons, time to slice and dice!

But yeah the evolutions, tho, will make sure that people don't feel like picking up the most optimal animal now, since now your t-rex can have the same abilities as your dire tigers (apparently best summons from level 6 and above).

Careful now - just because you CAN cast animal growth on yourself doesn't mean that you can now stack size changes from different polymorph effects. You're still stuck to Huge at best, unfortunately. On the other hand, Atavism is a pretty sweet buff...


Razal-Thule wrote:
Damn why does it have to be summon monster. This would be a huge boost to druids as well. But i guess only pokiemancers get to have all the fun now a days.

Well, at least they get to buff up their pet. (If they're a little charismatic, at least.)

Evolved Companion:
Evolved Companion

Your animal companion has abilities that makes it
different from others of its kind.

Prerequisites: Cha 13, animal companion class feature.

Benefit: Select a 1-point evolution from those available
to a summoner’s eidolon. Your animal companion gains
this evolution. The animal companion must conform to
any limitations of the evolution. For instance, only an
animal companion of an appropriate size and base form
can have the mount evolution.
If you gain a new animal companion, your old animal
companion loses this evolution, and you can select a new
1-point evolution for the new animal companion.
Special: You can take this feat multiple times. Each
time you do, select an additional 1-point evolution for
your animal companion.

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