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Pathfinder Society Member. 799 posts. No reviews. No lists. No wishlists. 3 Pathfinder Society characters.

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Hey all, put your thinking caps on. I was looking at sorcerer bloodlines and found this neat ability from the Shaitan Bloodline:

d20pfsrd wrote:
Avalanche (Su): At 9th level, whenever you hit a single target with a spell that deals damage, you may make a bull rush check as a swift action. Your CMB for this maneuver is equal to your sorcerer caster level + your Charisma bonus. You can make this maneuver even if the target is not in melee range, and you do not provoke an attack of opportunity for making this maneuver. If the target is in contact with earth, stone, or rock, you gain a +4 bonus on your CMB check.

So what spells, feats, and abilities can you guys think of to make best use of this ability? It strikes me that if you cast True Strike and then next turn use a spell that doesn't require an attack roll (e.g. Fireball only targeting the one creature) you could get a +20 on your Bull Rush, which seems neat. I'd also definitely be taking Battering Blast for a Shaitan sorcerer.

Bonus points if you can think of hazards that can affect huge and/or flying creatures!


Hey all, I was brewing up a Drunken Master build (har har) and noticed a quite relevant trait: Iron Liver.

Iron Liver wrote:

Iron Liver

Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.

Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Source Adventurer's Armory 30

But try as I might, I can't find a listed Fort save for drinking - just this from the Game Mastery Guide:

Alcohol wrote:


Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.

So when would someone make a fort save vs. alcohol, and what would the DC be?



Hey all, I could use some suggestions for fun mountain-based encounters. (This is for a Kingmaker campaign, several level 8 players doing Varnhold Vanishing, so spoilers ahead. Ethan, Dan, Gabe, the rest of you: shoo, g'wan, get outta heayah.)

Long story short: the PCs have to chase down a bunch of spriggans into the mountains to recover a holy centaur longbow. I have a pretty good idea of what I want to do for that fight - it involves spriggans riding spiders, including the leader on a Huge spider. However, I'd love a few ideas for a good lead-up to the encounter. How do they track the spriggans? What monsters do they have to fight along the way? How will adventuring in the treacherous mountains be different than the forgiving plains?

So if anyone has had good mountaineering stories, lay 'em on me.

Party Makeup:

All level 8; I'll usually get 5-6 players at a given session.
Sylph storm druid, casting focused
Elvish rogue/barbarian
Human direbat-mounted cavalier. (dat custom horse reincarnation table)
Half-elf caster cleric (very new player)
Tiefling alchemist/sorcerer/barbarian/dragon disciple/madman
Fetchling summoner with giant greatsword-wielding eidolon
Elvish hex-happy witch

The witch, druid, and cavalier have consistent flight; the others need spells and whatnot.


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Hey all! If you were going to be playing a character solely at level 1 - that is, just playing him at level 1 for 1 or 2 sessions - what would you play? What are some fun builds that are effective right at level 1?

15 point buy, no stats below a 9 before racial bonuses, average starting GP according to class.

My first thought is a Don Quixote-style Cavalier...


Hey boards! What race/class combination would you award with the title of "Best Small Strength-Based Martial Character?"


  • We're looking specifically at small races with a Str penalty. No halfling-descended Aasimars or such. The point is to build around the penalty.

  • We're also looking for martial characters. It's fine if they can cast, but this character needs to stand on or near the front line.

  • Strength must be the primary attribute of the character. That doesn't mean it has to be the highest attribute - a Gnomish Barbarian could easily have more Con than Str - but no Dervish Dancers, no Guided weapons, etc. Damage and to-hit should be based on Strength.

  • "Best" in this case mostly means either "highest DPR" or "biggest awesome/fun factor." Versatility is a plus though.

Have at it!


Hey all. I know it's far from optimal, but how would you build and/or flavor a Summoner and Eidolon around the Trample ability? It's pretty fun flavor, and it opens a lot of room for defensive, sensory, and movement evolutions.

Remember, of course, that summoners get Enlarge Person on their spell list, and it does work on their eidolon. So at later levels you could be riding a Gargantuan eidolon as it tramples over the huge monster you're fighting.

PS: Rules check - using Burrow to overrun people in a tunnel is legit, right?


Let's say I'm playing a Halfling with 7 str and I get hit by Waves of Exhaustion, giving me a -6 penalty to Str. I now have an effective Str of 1, giving me a Heavy Load carrying capacity of 7-10 lbs. Since I'm small, this goes down to max heavy load of 7.5 lbs.

From the core rules:

A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).

From the halfling entry, average weight for a halfling is 35 lbs. This is more than even double my max load, even after shedding all gear.

So am I disabled, as if I had 0 str? Can I move? Can I wield a weapon? Can I cast spells? What happens?


OK, some exaggeration in the title, but I could use some advice here. My players finished Act II with a little less than half of the Greenbelt settled. By the beginning of Act III, they're supposed to have settled almost the entire thing! This represents at least a dozen or two kingdom rolls, for which I said they could take 10 on all of them.

Skimming ahead, though, it seems to me there are two reasons to keep bothering with the kingdom rolls:
1) The mass combat in Act V
2) The fact that many of the rewards/hazards in the AP are expressed in BP and bonuses/penalties to kingdom rolls

So, question to those who have gotten through the whole AP, or at least Act V: Do you think it was worth it to keep up the kingdom rolls? How well do the "kingdom in the background" sidebars cover what's going on?

IMO, I'm leaning towards getting rid of them. My players seem to enjoy exploration and divvying up leadership roles more than the actual upkeep involved with calculating economy checks and whatnot. However, I'm concerned that unless I come up with some kind of alternate system, half the sidequests will be pointless, and I don't want to deprive my players of mass combat fun. Help!


Hey all! I could use some advice on a neat summoner build I'm toying with. The basics of it is to use Combat Reflexes, reach, and Enlarge Person to get free attacks of opportunity at ridiculous distances from level 1. I'd love tips on how to make it better, or on flavorful ways to roleplay it. Gracias!

The Summoner:


Str 16
Dex 14
Con 14
Int 10
Wis 10
Cha 14

Weapon: Longspear/Spiked Gauntlet

Italicized feats are ones I'd consider replacing.

H Combat Reflexes
1 Bodyguard
3 Paired Opportunist
5 Broken Wing Gambit
7 Resilient Eidolon
9 Arcane Strike
11 Improved Shared Spells

The Eidolon:


1 Combat Reflexes
3 Paired Opportunist
6 Broken Wing Gambit
9 Power Attack
11 ?
14 ?

Key Evolutions:
Reach (Slam)
Push (Slam)
Improved Damage (Slam)
Ability Boost: Dex (more AoOs)

I'm leaning towards Biped because of the reach and strong slam attack, though not having trip hurts. I'm not really interested in a max damage Pounce build - I think I'd like to stick with one attack, since the build is around attacks of opportunity. (Push really helps with this!)


Hello all! I'm attempting to make an Intimidating Mounted Barbarian Gnome and could use some advice. I know having a -2 racial to Str and a -4 to Intimidate for being small nerf this build pretty hard compared to a Half Orc, but to me that's what makes it funny, so I'd like some help making it as effective as possible.

Here's the build:

Mounted Fury Gnomish Barbarian:

Mount: Wolf

20 point buy
Str 14
Dex 12
Con 16
Int 10
Wis 12
Cha 13

Suspicious (+1/CS sense motive)
Armor Expert (-1 Armor Check Penalty)

Skills (4-5/level)
Key: Ride, Intimidate, Perception, Sense Motive
Secondary: Climb, Handle Animal, Know: Nature, Swim, Survival

Weapon: He's not too picky. +1 Ferocious Greatsword/ +1 Keen Ferocious Falchion, whatevs. Lucerne hammers are nice. Bow for good measure
Armor: Agile Breastplate w/ armor spike

Feats & Rage Powers
1F Intimidating Prowess
2R Intimidating Glare
3F Power Attack
4R Fiend Totem, Lesser
5F Boon Companion
6R Ferocious Beast
7F Mounted Combat
8R Terrifying Howl
9F Cornugon Smash
10R Ferocious Beast, Greater
11F Trick Riding
12R Spirit Steed
13F Furious Focus
15F Mounted Skirmisher
17F Dreadful Carnage

Main things I need help with:
1) Is Intimidating Glare/Terrifying Howl/Cornugon Smash the best way to go about intimidating people?

2) What's the best way to improve Intimidate? Gotta get over that -4.

3) What should my mount's feats be? Note: he'll probably use Aid Another to help me when I intimidate out of combat.

4) How important is Mounted Combat in practice, esp. with a full-strength animal companion? I'd love to splice Raging Vitality into this build...

Thanks a bunch!

PS: Rules question - if my mount moves/double moves/charges up to the enemy, can I Intimidating Glare as a move action and attack as a standard? (Intimidating Glare requires you to be adjacent to the enemy.) RAW I think so, but I'm not sure... It seems to me that a very angry gnome, wielding a greatsword, riding a wolf straight at you, while glaring you straight in the eyes, is enough to warrant an intimidate check.


I've been brainstorming a halfling sorcerer build that will greatly feature Ghoul Touch, a touch-attack spell that paralyzes an opponent and sickens anyone that comes near. I realized that even if I had a few turns alone with a helpless opponent, a 6 str character really does not have a lot of options for finishing off an opponent. Coup De Grace using even a x4 small weapon (and simple weapons only go up to +3) with 6 strength only does at best (1d6 - 2)*4 damage, or 6 on average.

Now, I know I could simply increase strength and he'd be better at coup de grace-ing, and that crossbows don't take a strength damage penalty. However, as a touch attack sorcerer he'll be slightly MAD already, and crossbows have to be reloaded. Considering I don't want to poison my teammates accidentally if they go in and coup de grace, what are good ways for the little people to finish helpless enemies off?


Hey guys, though experiment: If your GM said that combat maneuvers don't provoke attacks of opportunity, even without the Improved/Greater feats, how would the game change? What kind of character would you make?


Hey all! Question for you archers out there: how do you keep things interesting in combat? Casters have to consider what spell to cast, and melee types have lots of positioning and potentially combat maneuvers to consider; but it seems to me that in combat, archers can simply maintain distance from the enemy and full attack nonstop. Our party needs an archer, and I'm sure I can build one capable of doing lots of things out of combat, but I feel like combat would become somewhat repetitive pretty quickly.

What do you guys think about this? Are there any classes that bring a lot of interesting decision-making to archery?


Hey all. Some of you may know of the ancient art of Panther Style, which allows one to retaliate against any fool foolish enough to strike you for moving around the battlefield. It's a powerful art, to be sure, but I've been scratching my head for days about a good way to utilize it, and I could use some more brainpower.

To use Panther Style to its fullest effectiveness, one must:
1) Be OK with getting attacked A LOT
2) Have something good to do with a standard action
3) Have a Wisdom of at least 15 to qualify for Panther Claw and Panther Parry
4) Have a decent move speed

So far the best thing I've come up with is a Titan Mauler Barbarian using Vital Strike, and a reach cleric with the Plant domain, but both of these builds have their problems.

So what are your best exemplars of the Panther style?

PS: Remember that one can start the turn with two hands on a weapon, take one hand off to move around with it, and then reaffirm their grip to attack.
PPS: Note that many builds, including the ones I said above, benefit from taking a level of Unarmed Fighter to get Improved Unarmed Strike and Panther Style for free.


Hey all! I was thinking about how to best utilize the Crane Style line of feats, and realized that a Barbarian might be just about the best option. Here's my thinking:

When using Crane Style:

-you're probably fighting defensively, and so have -2 to your attacks
-you want to have one hand free
-you'll be able to parry one attack per turn, and possibly counterattack

So what does that get you? A character no enemy wants to attack, certainly, thanks to your defenses. But it also makes a character that isn't likely to hit (-2 to attacks) and likely deals less damage (no two-handed weapons, though check with your DM if you can two hand a longsword/whatever and then still have a hand free).

So why Barbarian?:

Well, barbarians love to charge into battle, get right in the middle of the enemies (Improved Uncanny Dodge says hello), and beat the heck out of people while tanking hits. Rage and full BAB means fighting defensively isn't a big deal, and Crane Style helps makes up for your lessened AC from charging and raging.

So how would you build a Crane Style Barbarian?

PS: By RAW, "While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration." Not sure if crane style requires "concentration," but if your GM says it does, Crane Style Urban Barbarian could still be pretty good. Share your thoughts!


Hey all. My players have just finished getting through most of the troll lair in Rivers Run Red, but we had to stop just before they got to Hargulka's room. As such, I thought I might take the time to make the encounter a little more interesting. As written, it's pretty much just a "what are you doing here, I'ma fight you" type encounter, leaving the Nyrissa implications to come from the map and other small details. I'd like to spice up the RP a bit to shed some light on Nyrissa for the PCs.

That being said, Hargulka is a troll, and probably doesn't have a lot of patience or excess brainpower for drawn-out conversation. I sent one troll ahead, so he'll be warned of their coming, but he could ignore it and thus allow a "PCs walk in on the villain talking to himself" type thing.

What do you guys think?

PS: I'm also open to advice on how to make the fight more interesting. I've got 7 6th level fairly-optimized PCs that are pretty worn out from fighting all the extra trolls I threw at them, and I'm thinking it will be Hargulka, a regular troll, an advanced trollhound, and *maybe* the rock troll I excluded from his proper room. The last battle took place almost entirely in the doorway of the barracks, with all the PCs bunched up in the hall; that's something I'd like to avoid this time.


Hey boards! I was just cooking up some ideas for summoners, and thought of a cool combo based very loosely on some mix of "the fox and the hound" and japanese/chinese mythology. I could use some help fleshing out the build, though - particularly in feats.

Here's what I've got so far:

Reynardine the Summoner:

Race: Kitsune

Str 8
Dex 16
Con 14
Int 12
Wis 8
Cha 18

Key skills: Stealth, Spellcraft, Diplomacy/Bluff (I'll pick one)
(note: traits will be used to improve these)

1: Improved Initiative
3: Craft Wondrous Item (maybe)
5: Fox Shape
7+: ?

Thematic spells:
1 Enlarge Person, Grease, Shield
2 Evolution Surge, lesser; Haste; Glitterdust; Slow
3 Charm Monster, Dimension Door; Greater Invisibility

Ysengrin the Eidolon:

Quadruped base form
Typically looks like a Shiba Inu, but in battle takes on the appearance of a foo dog

Primary evolutions:
Skilled: Perception
Skilled: Sense Motive
Reach (bite)
Trip (bite)

Feats: ?

The general idea being a "simple wanderer and his dog" that secretly is much more. Like I said, I'm aiming to evoke Asian folklore, utilizing the Kitsune bonuses to Cha and Enchantment DCs, as well as access to Fox Shape, to create a stealthy trickster; and a decent assortment of abilities, including the skilled evolutions, to make a loyal and almost preternaturally aware guard dog.

Currently the plan is to have the summoner use Daze, Acid Splash, and a crossbow to contribute to combat in early levels, and shift towards buffs, debuffs, and a tinge of battlefield control later on. If there's a good way to make a Kitsune flank buddy or mounted summoner, though, I'm all ears.

Thanks for the advice guys!


Opinions needed: which is better for a stealthy halfling?

Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

The build in mind is an Oracle of the Dark Tapestry (Seeker archetype, Deafened curse) that would act as party face, scout/trapfinder, and divine caster.

I'm tempted towards Fleet of Foot, because I think with all of the things available to boost stealth, I should be able to pump my stealth so high that a -5 doesn't matter. The lowered sniping penalty is interesting, but I don't think there are many great ray spells on the oracle spell list. What about you guys?


Purely for the lols, how would you make a blaster that specializes in Magic Missile, and what would you name him?


Hey guys, I could use your help with a build I'm thinking of. I was just mulling over the Oracle abilities, and realized that an oracle with the Dark Tapestry mystery and Deafened curse (free silent spells!) would make an amazing stealthy full caster/party face.

Note: I'm designing this in a vacuum. No idea whether it would be PFS or a regular campaign. Thus, I've left a few things (like Knowledge skill selection) variable.

Here's what I've got so far:

The Build:
Halfling Oracle of the Dark Tapestry

Curse: Deafened

Stats (20 point buy)
Str 6
Dex 16
Con 12
Int 14
Wis 10
Cha 18


Skills (6/level):
Key: Stealth, Acrobatics, Bluff, Diplomacy, Perception
Secondary: Knowledge (planes or arcana or religion), sense motive, spellcraft, disguise, linguistics (to read lips)

1 Cloak of Darkness
3 Many Forms
7 Wings of Darkness
11 Pierce the Veil

1 Skill Focus: Knowledge (Arcana/Planes/Religion)
3 Eldritch Heritage - Arcane (familiar - Monkey (only one that can use sign language))
5 Improved Initiative?
7 Improved Familiar? (maybe 9th depending on ruling)

So, already this guy is amazing at stealth and infiltration. The high Dex, Reactionary trait, Alertness, and Improved Initiative make up for the penalty from being deafened, and he can read lips and use sign language with his monkey to overcome that shortcoming as well. His ability to Alter Self (and eventually even polymorph into different animals), plus his high bluff, stealth, acrobatics, and silent spellcasting make him awesome at sneaking around places, and in combat he's got a high charisma and *full casting*!

Sadly, the first few levels are going to be really hard on this guy, and I welcome suggestions to make them easier. No monkey = no pal with hearing, and little other than a small light crossbow to do damage with. (Perhaps I could just cast Sanctuary and use Aid Another?)

I'm also not super familiar with the cleric spell list, especially in the context, and would love recommendations for spells known. Also, if there are better feat options, I'm open to suggestions.

Thanks guys! Looking forward to making this guy awesome.


So we're in part 2 (Rivers Run Red) right now, and a plague (courtesy of the 3% chance of one on the "random events" table) has struck my PC's kingdom. I had the dryad with the scythe tree problem reward them with some plants that would help (read: +2 on the save), and more save bonuses for them establishing quarantine, etc., but some incredibly bad rolls means that their kingdom is about to fold under this plague. (And of course they've got what's-his-face the bard pinning the whole thing on them.)

Long story short, I need to come up with a sidequest for them to cure this plague - either modifying one of the exploration slots they haven't done yet, or putting one in an otherwise unoccupied hex. Anyone have any brilliant ideas?


So we were in a high-level custom dungeon crawl on Sunday, and my wizard stepped into an alcove that made him evil. (It also changed his gender, but that's irrelevant, and soon to be remedied with Break Enchantment.) Now, it happened that he turned back to good immediately after, but if he hadn't, what do you guys think is appropriate for a newly evil character? My first thought was to stab my party in the back during the next boss battle, but with no assurance that the boss would then make me his general or something, that would be too risky. Of course, he would have to hide it from the other PCs...

Long story short: if your GM turns you evil, is a TPK at a dramatically appropriate moment acceptable?


In a game I'm in now, I'm playing a 13th level god wizard, and my friend is playing a 13th level halfling ninja. He's very good at sneak attacking with shuriken and being the party face, but recently he's been pretty useless in combat against undead and elementals.

Are there any spells I could cast that would give him something useful to do in these situations? He's got 5 str and no weapon finesse, so I can't think of a useful polymorph form...


Hey guys, here's a thought experiment: how would you design a Rogue to disable and take out a high-level (10+) spellcaster? Assume the rogue is sneaky enough to get the drop on the caster; how would you take him out without getting leveled by a Dominate Person/Baleful Polymorph/etc., or losing him once he goes invisible and flies away?


Hey, all. I'm playing a Wildshape-focused Druid in an upcoming campaign, and I've decided I want a Rhinoceros as an animal companion. Here's what I've got so far for his feats:

1st: ?
2nd: Power Attack
3rd: Cleave
4th: Improved Natural Attack
5th: Vital Strike

For 1st, I was looking at three possibilities: Toughness, Light Armor Proficiency, and Improved Natural Armor. Which do you guys think is best? Also, Mage Armor can be cast on a rhino, right?

PS: Expecting to have a good time rolling Vital Strike with Strong Jaw, Improved Natural Attack, and Animal Growth at higher levels. ^_^


It seems to me that the druid could, in theory, make a great Combat Reflexes fighter. He gets large and huge shapes which, depending on the form you choose, can have 10 and 15 ft reach; and has a number of spells that create and let him navigate through difficult terrain.*

On the other hand, he gains natural proficiency with zero reach weapons, and receives penalties to Dex for becoming huge and large. To gain an advantage from Combat Reflexes while huge, he'd need at least 16 Dex pre-wildshape.

Does anyone have advice for how to create a good Combat Reflexes/Reach druid?

*Reach and Difficult Terrain:
For those unaware, having reach and the ability to take 5-foot steps in difficult terrain can give someone a huge advantage in combat. Since your opponent has to take a move action to get close to you (assuming your reach is longer than theirs), you get an AoO for them moving through your threatened area, and they only get a standard action to hit you; then on your turn, you can take a 5-foot step and full attack. Rinse and repeat.


I was looking for good deities and domains for a Shinto-style religion (i.e., worshipping kami/local spirits), but all of the pathfinder deities seem pretty monotheistic. Am I best off trying to convince my GM to let me houserule it, or is there a deity I missed? (I was kind of looking at Gozreh, but he seemed a little more like the Drowned God/Poseidon and a little less like what I was going for.)

Here's the character in question, incidentally. Advice is much appreciated!

Tengu Inquisitor:

Race: Tengu
Alignment: TBD - most likely pure neutral
Class: Inquisitor - Heresy inquisition

Stats (20 point buy)
Str 9
Dex 18 (2 racial)
Con 12 (-2 racial)
Int 14
Wis 16 (2 racial)
Cha 7

Skills (8/level)
Key: Stealth, Perception, Sense Motive, Bluff, Intimidate
Tertiary: Perform (dance), Spellcraft, Knowledge (several), Survival, Linguistics

Dirty Fighter (+1 dmg when flanking)
Reaction (+2 initiative)

1 Weapon Finesse
3 Dervish Dance
3 (TW) Precise Strike
5 Extended Bane
6 (TW) Outflank
7 Tengu Wings
9 Improved Judgment
9 (TW) Pack Attack

The character is designed as a skill monkey/monster encyclopedia that can also do pretty well in melee (especially if flanking). He also makes a pretty good lookout and party face, with his high wisdom, racial traits, and inquisition supporting initiative, perception, sense motive, and intimidate. I imagine the build will play somewhat like a divinely-empowered rogue that can "go nova" with Tengu Wings, Improved Judgment, bane, and spells.


It seems to me that Nimble Moves doesn't get enough love.

Nimble Moves
You can move across a single obstacle with ease.

Prerequisites: Dex 13.

Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Now, it's obviously not for everybody, but I see one big way to take advantage of it: if you and your opponent are on difficult terrain, and you have reach but your opponent does not, then Nimble Moves would let you practically double your attacks. If there's a 5 foot square between you, you can hit your opponent, but they can't hit you. If they take a move action to get closer to you, you get an AoO, and they get a standard attack. Then, you get to 5 foot step back and full attack, and the cycle repeats. Even if you don't use a reach weapon, I could see it coming in pretty handy whenever you run across or create difficult terrain, which for me is fairly often.

I feel like this is at least worth considering in some of the reach weapon/combat reflexes builds.


I'm an 11th level wizard in a homebrew game I'm in, and until now I've been specializing in battlefield control, especially walls and pit spells. But now we're starting to encounter a lot of flying enemies, as well as huge elementals that are too big for my pits and unaffected by a lot of other spells.

Now, summoning is always dandy, and I imagine casting Fly on a T-rex could have some fun results. But what other spells do you guys like to use on flying, huge, and otherwise troublesome opponents? (I really want Sirocco to be good for this, but it's only a DC15 fly check to stay in the air, which most things can make easily.)


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Rewatched The Lion King the other day (don't ask why, I don't know), and my friends and I started up the old "what class would he be" thing. I thought, hey, roleplaying Timon and Pumbaa could be really fun. And there's one class that can do it...


Halfling Summoner (Neutral Good)
Str 10
Dex 18
Con 14
Int 12
Wis 8
Cha 15 (+1 at 4th level)

1: Weapon Finesse
3: Mounted Combat
5: Combat Casting
7: Expanded Arcana

Stealth, Ride, Bluff (1 rank: know arcane, know nature, spellcraft)

Highlander (+1 on Stealth checks, Stealth is a class skill; +2 instead if in a hilly or rocky area)
Fast-Talker (+1 on Bluff, Bluff is a class skill)

Timon is a brown-haired, tan-robed summoner with a penchant for blowing his mouth off. Out of combat, he makes a good party face, with his high Bluff, and a good scout with high Stealth. In combat, he buffs himself and his eidolon up, and rides Pumbaa into battle using Weapon Finesse.


Eidolon (Quadruped)
Size: medium; Speed: 40ft; AC: +2 natural armor; Saves: Fort (good), Ref (good), Will (bad); Attack: bite (1d6)

Ability Scores:
Str 14
Dex 14
Con 13
Int 7
Wis 10
Cha 11

Feats: Combat Reflexes, Power Attack, Improved Natural Attack

Large (4)
Trip (2)
Reach (bite) (1)
Improved Damage (bite) (1)
Improved Natural Armor (1)
Skill Focus (Perception) (1)

Though he appears a large brown boar, Pumbaa is of the "dog" build of eidolon - one nasty bite attack that gets a lot of Attacks of Opportunity. He also has skill focus: perception, so at least one of the pair can pay attention.

I'm pretty confident on my build for Pumbaa, but I'd like some advice on how to build Timon. Right now I have him as a weapon finesse battler that rides on Pumbaa, but I could also picture him as a sling/archery type. I know Summoners can't rely very much on their low amount of spells, but what's the best thing to go with them?


There's a druid spell in Ultimate Magic called url=]Cape of Wasps[/url].

You summon a wasp swarm, which fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm’s distraction ability. As a free action on your turn, you may have the swarm cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the swarm to fly, it does not provide concealment or harm creatures that strike you. You can return the swarm to its protective shape as a free action on your turn.

My question is this: The spell states that the wasps fill at most a 5x5 square, so how does this spell behave if you wildshape into something Large or bigger?


Who likes getting +8 to strength? If you raised your hand, here's the topic of the discussion:

What is the best way to multiclass Alchemist and Barbarian?

Here's my initial thought: go Barbarian 1/Alchemist X, grab a greatsword and some medium armor, and tear s&$& up with Mutagen, Rage, and Enlarge Person (or your favorite buff of choice). Later on, you could have, say, a flying, hasted, invisible, raging beatstick!

Rough Stats:
Str 17
Dex 14
Con 14
Int 14
Wis 12
Cha 7

How would you do it?


As a battlefield control wizard, I love putting up walls, pits, clouds, etc. to trap and annoy my foes. But a lot of these aren't terribly effective against Huge or bigger enemies. What are your favorite spells or tactics against giant enemies, besides straight-up blasting?


An 11th level wizard can pick "True Name" as a feat, granting him control over an Outsider with 12 or less HD.

Has anyone taken this feat? How was it? Alternately, does anyone have a short list of good outsiders for this?


I'm about to start a Dwarven Fighter 1/Inquisitor X that uses a Tower Shield, wears Full Plate, and has 16 strength. I'm not terribly worried about his chances to hit (Weapon Focus and Inquisitor buffs help with that) nor his out-of-combat use (he's a detective with high intimidate, sense motive, survival, etc.). However, I'd love to know about other things that would help out in battle.

What are your guys' favorite feats, magic items, and enhancements for your tanks? Bonus points if it works at low levels, since this is for PFS play. For example, the Antagonize feat is really great for distracting melee opponents and maybe letting teammates get in attacks of opportunity. Something that lets you provoke an AoO in order to be able to attack them yourself would be awesome. What else do you guys like for defensive fighters?


I was just looking for targets for some of the polymorph spells, and I noticed that while Monstrous Physique II and III let you take on the form of tiny and diminutive monstrous humanoids, respectively, I can't find any in PFSRD that are that small!

I'd love to have a Tiny or Diminutive form that still allows me to cast spells. Anybody know of some?

PS: Could someone with Eschew Materials cast spells as a raven or a parrot?


Am I right in assuming that you don't gain Weapon Finesse from transforming into a small (or smaller) creature? That is, even a gnome with a high dex modifier in the shape of, say, a viper, needs to have taken the feat Weapon Finesse before he has a snowball's chance in hell of hitting anything? Also, would an Agile Amulet of Mighty Fists be necessary to deal more than 1 damage per attack?


EDIT: Oh yeah, and Shield and Mage Armor continue to add their respective +4 bonuses when beast shaped, right?


As an alternative to my usual arcane caster/sneaky type character, I decided I wanted to try creating a detective character. I wanted this character to be good in melee and excellent at tracking down and interrogating criminals.

Here's what I came up with. I'm looking to make him even better. (This would probably be for PFS, so I'm trying to stick to Core, APG, UC, and UM, and focus on levels 1-11.)

Gruff McScruff, Dwarven Inquisitor of Torag (Conversion Inquisition)
Faction: Silver Crusade
Alignment: Lawful Neutral

Gruff was raised by his father, a Dwarven soldier, after his mother died in a riot. His father loved him, but kept a very orderly, militaristic household. Gruff learned to hate crime, and appreciated the stern, strategic, and unforgiving aspects of Torag, the Dwarven god of the forge. Eventually, he decided to become an inquisitor of Torag, to hunt down lawless criminals and others who would instill chaos on the land. While he might not give charity to beggars, he would hunt down lawbreakers to the ends of Absalom, and is equipped to do so.

For those who don't know, here's a quick rundown of Inquisitor features:
3/4 BAB progression, good Fort and Will saves

Proficiencies: Simple weapons, bows, patron deity's favored weapon; light and medium armor; shields

Skills: 6 ranks + int per level; many class skills

Spells: Wisdom-based spontaneous divine caster, not a ton of spells per day

Judgment: A bonus to damage OR attack rolls OR AC OR... lasts 1 combat, can change/start as a swift action; gets better as you level

Stern Gaze: +1/2 level to Sense Motive and Intimidate

Cunning Initiative: add Wis to Initiative

Detect Alignment at will

Track: +1/2 level to Survival to track something

Teamwork Feats/Solo Tactics: every 3rd level you pick a Teamwork Feat; you can change the last one selected as a Standard Action, and teammates are treated as though they have it.

Bane: at 5th level, weapon gains Bane for 1 round/level each day (nonconsecutive)

Discern Lies: at 5th level, free discern lies for #rounds equal to level

Str 16
Dex 10
Con 16
Int 12
Wis 16
Cha 6

Weapons: Dwarven War Axe, Composite Longbow
Armor: Breastplate


1: Intimidating Prowess (add Str to Intimidate checks)
3: Power Attack
Teamwork 3: Duck and Cover (uses ally's Reflex Save roll)
5: Antagonize (can force enemies to attack you using Intimidate or Diplomacy)
Teamwork 6: Outflank (+4 bonus when flanking)

-Conversion Inquisition -> Bluff, Diplomacy, and Intimidate are Wis-based
-Stern Gaze -> morale bonus on Intimidate and Sense Motive equal to half inquisitor level
-Monster Lore (2nd level) -> Wis instead of Int on Knowledge checks concerning creatures
-Track (2nd level) -> Adds half level on Survival checks to follow tracks

Max: Perception, Sense Motive, Intimidate, Diplomacy (to gather intel), Survival
1 rank: bluff, climb, heal, 5 knowledges, profession (soldier), ride(?), swim, spellcraft(?), stealth(?)

Spells through 6th level:
0: Detect Magic
0: Guidance
0: Light
0: Sift
0: Brand
0: Create Water
1: Shield of Faith
1: Expeditious Retreat
1: Interrogation
1: Protection from Evil
2: Hold Person
2: Detect Thoughts
2: Resist Energy
2: Invisibility

Magic Items, in order of desirability:
Dwarven Waraxe +X
Belt of Str +X
Headband of Wis +X
Cloak of Resistance
Boots of Speed
Wand of Cure Light Wounds
Breastplate +X
Ring of Protection
Amulet of Natural Armor
alternate material arrows/weapons

So here's what this build looks like at 6th level, halfway through his PFS career.

Melee (assume +1 Dwarven Waraxe, +2 belt of Str, Power Attack):
+8 (+10 if using Judgment) to hit for 1d10 + 10
If using bane: +10 to hit for 1d10 + 2d6 + 12

AC (assume +1 Breastplate): 17 (19 if using Shield of Faith)

Intimidate: 6 ranks + 3 (trained) + 4 Wis (assume Headband of Wis +2) + 4 (Intimidating Prowess) + 3 (Stern Glare) = +20

Sense Motive: 6 ranks + 3 (trained) + 4 Wis + 3 (Stern Glare) = +16

Survival: 6 ranks + 3 (trained) + 4 Wis + 3 (Track) = 16

Thoughts? Critiques? Thanks for your input, guys.


The Serpentine bloodline for sorcerers has the following arcana:

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

What spells does this affect, exactly? Can Charm/Dominate Person be used like Charm/Dominate Monster? How does Hideous Laughter work?



I've just started a Serpentine bloodline gnome in PFS, and realized that I have these cool fangs that are completely useless because of my low strength score. On the other hand, with a bit of work, they could be a really potent weapon.

Since I was thinking of making this guy into an infiltrator anyway (via invisibility, reduce person, etc.), would it be worthwhile to take Weapon Finesse and maybe one of the Beast Shape spells and going for the stealthed bite?

First, for reference, here's the Serpent's Fang ability - it really gets worthwhile at 7th level, where it requires 2 saves to heal.

Serpent's Fang:
Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

And here are my stats:

Str 6
Dex 14
Con 16
Int 12
Wis 10
Cha 18

Let's suppose it's 8th level and I've taken Beast Shape II, which allows me to turn into a Tiny or Large animal, and gives +4 Dex, -2 Str, and +1 Natural Armor (which I fear doesn't stack with the Serpentine Bloodline's NA). If I have 4 ranks in Stealth and a +2 Belt of Dex and I transform into, say, a Viper, I would have a Stealth check of +17 (including the bonus for being Tiny), an AC of 18 (bumped to 22 by Mage Armor and 26 by Shield), and a to-hit of +11 (or +13 and no dex bonus to the enemy if I'm invisible).

I'm imagining that eventually, I'll be able to use Greater Invisibility to bite an opponent a few times and run away, giving them an almost impossible to save against poison that whittles their Con away to 0 over the course of a few rounds. (Remember, every point of Con damage they take lowers their Fort save, leading to more Con damage, leading to a lower Fort save...)

Do you guys think this is viable for Pathfinder Society? If not, is Weapon Finesse itself worthwhile? Thanks for your critiques!

PS: Mage Armor and Shield continue to work when transformed, right?
PPS: If I choose to become a Raven, can I still cast spells with verbal components?
PPPS: The Polymorph subschool says that sorcerers maintain their ability to get claws, etc. while transformed, so I assume I keep my fangs and venom.


I was just looking at my "prepare everyday" spells for my 9th level wizard (coming soon to a game near me) and I'm now wondering if it's even worthwhile to prepare Mage Armor. Yes, it's a +4 to AC for a measly 1st level slot, but according to professor Q's equipment guide, you need a 19 AC at 9th level for AC to even begin to matter. Assuming a Dex bonus of +2, Mage Armor leaves me with an AC of 16. If I were to cast Shield as well my AC would bump up to 20, just barely above the threshold; but now we're at two 1st level slots, one of which has to be cast within minutes of battle.

So, I ask more experienced players: is Mage Armor worth it? Are there some higher-level foes for which it makes a difference, e.g. mage-on-mage knife fights? Or should I save my 1st level slots for extra copies of Silent Image, Grease, Magic Missile, etc.?


I've been thinking about what a front-line sorcerer would look like, and realized that certain parts of sorcerers dovetail beautifully with Monk.

For example, take the following character:

Dwarven Monk (Flowing) X/Sorcerer (Empyreal) X
Str 7
Dex 18
Con 16
Int 7
Wis 18
Cha 7

Right off the bat, this guy has an AC of 18, which can be pumped to 22 with Mage Armor and 26 with Shield. (At first level!) Not to mention the cool reposition/trip thing Flowing Monk allows. Assuming he takes Weapon Finesse as a Monk bonus feat, he'll start with a +4 (plus BAB) to hit, which means he should easily be able to hit touch AC with his favorite Sorcerer spells as the game goes on. Also, all of his saves are going to be amazing.

Starting with a base like this, how would you guys develop this character?


I have a couple queries on the spell Aqueous Orb:

Aqeuous Orb:
You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any non-magical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.

Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.

First, the description says they get a reflex save each round to escape; is that like Glitterdust, where they get a Will save each round not to be blind for free? Or is it more like escaping a grapple, where they actually have to take an action to break free? (They are Entangled, after all.)

Second, suppose I end the sphere in or next to someone's square using my move action. (If I end it in their square, they presumably have to make the saves; if they make them, I assume they're hiding in one of the corners of the 10-ft square.) Now I cast Hydraulic Push or Telekinesis to attempt a bull rush on them. If they fail, are they automatically sucked into the orb? What if I use the "violent thrust" version of Telekinesis?

Third, suppose I end the orb next to or extruding 5 feet over a Create Pit spell. Does it hover there until I can direct it all the way into the hole? At that point, what happens? You'd think the rules for falling onto a yielding surface apply... or does the orb just dissipate due to the force of the impact? Can I dismiss the orb as they fall (and if so, does that require an action)? What happens if they fall into a spiked, acid, or hungry pit?

Fourth, if I use a Persistent Rod, they have to make 2 saves for the first effect and 2 for the last (if they fail the first) every time, right?

Fifth, if I hoover up someone under the effect of Hideous Laughter, do they start drowning immediately? If I get a spellcaster, can they cast spells with somatic components?

Sixth, I can start the orb wherever I like within range, right? Including on top of some enemies?

Thanks a lot for your help, guys - I started out with two questions, and then the list started growing as I thought about it...


So, the feat Superior Summoning (requirements: Augment Summoning, which requires Spell Focus: Conjuration) says that each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

So that means, with, say, Summon Monster IV, you could summon 1 monster off of the 4 list, 1d3+1 from the 3 list, or 1d4+2 from the 2 list.

I was looking at the math, and it seems to me that for summoning beatsticks (so we're not looking at SLAs here) for a given level of summon it's almost always best to summon from the second-best level if they can all get at the enemy. (In hallways these rules cease to apply.)
EDIT: It seems we have to include "no damage resistance" for this to be true, as well.

Assume 1d3+1 results in a 3, and that we have Augment Summoning (I've figured this into the math already). Let's also assume that all 3 can charge one enemy, which makes sense considering you can summon them anywhere within 25ft + 10ft/2 levels - or, failing that, they can attack different enemies. Here are some of the best beaters on the Summon Monster IV list and their attacks:

Bison - gore +12 (2d6 + 15) or trample (2d6+15 - Ref DC 20 for half) - avg 22 damage if it hits/they fail their save

Lion - bite +9 (1d8+7 plus grab), 2 claws +9 (1d4+7), pounce, rake (2 claws +9, 1d4+7) - on a charge gets 5 attacks for avg 49.5 if all hit on a charge, or 30.5 on a full attack if all hit

Bear - 2 claws +9 (1d6+7 plus grab), bite +9 (1d6+7) - avg 31.5 if all hit

Hound Archon - bite +10 (1d8+5), slam +10 (1d4+3) or mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+3) - avg 15 with natural, 31.5 with sword & bite

Compare that to the best of the Summon Monster III list:

Aurochs - gore +9 (1d8+12), stampede, trample (2d6+12, DC 19) - avg 16.5 if gore hits, 19 if trample and enemy fails Reflex - which if stampeding (charging with 2 other) has its DC get +2

Leopard - bite +7 (1d6+5 plus grab), 2 claws +7 (1d3+5), pounce, rake (2 claws +7, 1d3+5) - avg 36.5 on a charge if all hit, or 22.5 on a full attack if all hit

Crocodile - bite +7 (1d8+6 plus grab) and tail slap +2 (1d12+3);
Special Attack - death roll (1d8+9 plus trip) - avg 17 on a regular full attack if all hit

Now, obviously, a single lion will hit with more of its attacks than a single leopard. However, a charging lion gets 5 attacks at +9, but 3 charging leopards get 15 attacks at +7 - obviously the leopards will hit more times total. Suppose half of the lion's attacks hit, and a third of each leopard's attacks hit (which is favorable for the lion): the lion would deal ~25 damage, and the leopards ~37. On defense, a lion has AC 15 and 42 hp; each leopard has AC 15 and 25, for a total of 75 between three of them.

What do you guys think? Also, did I screw up the math anywhere? (Entirely possible - I just got finished with a mechanical engineering final and my brain is still sizzling slightly)

PS: Comparing a dire lion (bite +14 (1d8+9 plus grab), 2 claws +14 (1d6+9), pounce, rake (2 claws +14, 1d6+9)) and 1d4+2 (avg 4.5) leopards: avg 63.5 if all hit for the dire lion, 155.25 if all hit for the leopards - but the dire lion has double the attack bonus of the leopards. Plus rolling 20+ attacks is a real headache.

EDIT: Noticed I did miss something - charging gets you a +2 on the attack, which I assume transfers to all the attacks in a pounce. I didn't include this in the math above, but it should favor the multiple creature case, since it lowers the difference in attack bonus between them and the single, bigger monster.

EDIT 2: Also forgot about applying the Celestial/Fiendish templates, which I think would also favor the smaller creatures, but not sure about this one.


The spell Shrink Item ( lets you shrink down objects up to 2 cubic feet/caster level to 1/16 their size, and potentially also lets you change them to cloth.

Shrink Item:
Range touch
Target one touched object of up to 2 cu. ft./level
Duration 1 day/level; see text
Saving Throw Will negates (object); Spell Resistance yes (object)

You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

Now, suppose I have my 9th-level wizard, over the course of a few days, shrinks a bunch of 2.6 ft boulders down to a bunch of 2 inch pebbles and puts them in a bag of holding. Suppose he's traveling and devotes half his 3rd, 4th, and 5th level spell slots to this cause - say, 6 spells a day for a week = 42 rocks.

The next day, he gets in combat. He decides to fly up and empty his bag of holding onto the enemies, thus dropping 42 2.5ftx2.5ftx2.5ft boulders on the enemy(ies). What happens?


I'm a little confused as to how many uses of spell-like abilities things get per day. Let's take a Lillend Azata, for example:

Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance (20 rounds/day), constrict (2d6+5)

Spell-Like Abilities (CL 7th)

3/day—darkness, hallucinatory terrain (DC 18), knock, light
1/day—charm person (DC 15), speak with animals, speak with plants

Spells Known (CL 7th)

3rd (2/day)—charm monster (DC 17), cure serious wounds
2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion
1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic (DC 16)

Now, the Lillend casts as a bard (a spontaneous caster), so obviously when it comes to spells, she gets 2 TOTAL uses of either charm monster and/or cure serious wounds each day. But what about the SLAs? Can she cast 1 Darkness, 1 Knock, and 1 Light in a day? Or could she cast 3 of each of Darkness, Hallucinatory Terrain, Knock, and Light?

Similarly, Gnomes with CHA 11 or better get Gnome Magic:

Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Can they use each of those once per day, or one of them each day?


As a wizard, what are some good spells/tactics for lowering an opponent's saves? I know both Shakened and Sickened give -2 on saving throws, so some effects that cause those would be nice.

Also, how do you know which of an enemy's saves is weakest? Obviously archers are going to have good Reflex, spellcasters will have good Will, fighters will have good Fort, etc.; but what about when its not so obvious? Could Knowledge checks do this, and if so, how should making them in the middle of a fight be handled?


I'm going to start playing a wizard soon, and I was curious about something. How do you guys and your DMs treat learning new spells as a wizard? By default you only get two new ones per level - hardly better than a sorcerer.

I know the default ways are stealing other wizards' spellbooks, finding scrolls, and recording them from other wizards' spellbooks. I'd much prefer the last, as it's very cheap and you get to choose what spells you get; but how often do your DMs let you do so?

The wizard I'm playing is going to be a Conjuration: Creation specialist - he's (I'm) all about finding unique solutions and fun spell combinations (Stinking Cloud + Summon Monster for earth elemental + Create Pit, anyone?), so I'd really like to be able to pick and choose from the whole spell list.


I'm thinking of making a Gnome or Halfling character that uses Reduce Person to make himself Tiny. (This might be a PC, or it might be an NPC the party I'm GMing for fights - in which case, using a Potion of Reduce Person to do so is fine.)

He'd probably be a rogue or a vivisectionist alchemist - someone that likes sneaking around, possibly setting traps, and laughing at the big lugs that try to catch him while he pokes them in painful places. Obviously it would be a finesse build. A pure spellcaster is possible, but kind of defeats the point. (Arcane Trickster might be viable, though.)

Any fun ideas for this, guys?

PS: I know Tiny creatures don't threaten outside of their square, and they have to move into others' squares to attack (inducing AoOs) - does that mean they can end a move in an opponent's square, even though they take up a quarter of a square?

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