Lem

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I'm playing an Ilsurian Archer in a campaign, and though I haven't gotten there yet, I'm looking at a potential problem with Vicious aim.

Vicious Aim (Ex): At 4th level, an Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.

So if I were to lets say start with Favored Enemy human and keep stacking it, at level 5 I would have +4 against humans, and +2 against anything else and the second favored enemy, lets say orcs

But at level 10, if I pump Favored Enemy Human again, would I have +6 vs humans, +2 vs orcs and +3 vs anything else? Or would it be +6 vs humans, +3 vs anything else?

The wording has me slightly confused, because I could see it going either way. Thoughts?


I am sure I have read the rules on it, but I can't find it now. How do you determine the caster level for SLAs from a class like Living Monolith?

I thought it was at the prestige class level, but in a discussion someone else said it should be based on character level.

I'm the one making the character in question, and obviously it would be better for me if this is the case, but I want to make sure its by the book.


I've been thinking about making a Kasatha character, but I'm not sure where to go with it.

So far my ideas have been.

-Multiweapon melee, maybe with sawtooth sabers. Maybe Two weapon Warrior

-Pistolero, they have bonuses to dex and wisdom, and could wield 3 guns and still have another hand to reload.

- Magus, wielding a one handed weapon two handed (I know there is disagreement on whether this works, I'll have to check with my dm) and a shield (one free hand to cast).

- Beastmorph Vivisectionist, going for natural weapon build.

I have some questions though. First, are the penalties for multiweapon fighting just too much for melee? I'm going to speak with the Dm about possessed hand, Hand's Autonomy, and the improved and greater two weapon fighting feats. (For the last two, it would be for only 1 extra attack each)

Next, I worry the pistolero is too cheesy, what do you guys think?

For the magus, I don't really know what you do for a build, there's the standard shocking grasp, but I don't know if I want to do that. Also won't be going dex build if I'm able to two hand the weapon. Any suggestions?

Alchemist, thanks to natively having four arms instead of Vestigial ones, the full attack could include extras, but I am blanking on ways to get extra claws, any suggestions? The only one I've thought up is two levels of Barbarian for beast Totem, which would make strength ridiculous too. Any other suggestions?

The character is for a backup, and will start out as either level 3 or 6 (depending on if it's tpk or just single death).

We're using a weird point buy, no stat may be above 20 or below 8 before racial adjustments, but 25 points on a one to one scale. By that I mean, if I make strength 20, it costs 10 points.

Any help would be appreciated.


Hey all, I'm working on an Alchemist build and when I checked out the guides, they looked like they seem to only go up to Ultimate Magic, so I wanted to see if there was anything newer I should keep an eye out for.

The character is for Hell's Rebels and we've played one session so the first level stuff is already locked. But I rolled pretty good for stats (4d6 drop the lowest reroll 1s)

Tiefling Vanilla Alchemist 1
Attributes post racial adjustment
STR 11
DEX 16
Con 16
Int 22
Wis 16
Cha 10

The dm let me trade out the SLA to roll on the variant chart and I got the +2 to int explaining the 22. I know I could have put the 18 to something else like Dex to have 2 18's but it just felt fun to go with int.

My plan is currently to go the bomber route, so I expect my first discovery will be precise bombs so I don't kill any party members (I can 1 shot the wizard with splash damage), and my first level feat is improved initiative.

Favored class bonus at level 1 was hp.

The dm is probably okay with me reworking somethings like archetype or my first feat, but race and attributes are pretty much dead set.

So besides precise bombs, any suggestions for where I should go with this?


So, I bought the special edition of Rise when it came out, and after many false starts, some gm switching, and a lot of time, last night the party ended the session standing on Karzoug's doorstep.

I think I might cry, because, besides the fact that we've never actually finished a campaign, this one is the one that we've tried the most. I'm the GM, so I've already started writing epilogues for the surviving characters, and I'm just so giddy!

I just had to talk to somebody about it.

Who else has gotten through, and was there anything notable you changed?


I recently saw someone argue that you shouldn't be able to multi class paladins and monks because both require them to be lawful, and that got me thinking, what is the strangest argument you have seen for our against something?


Alright, so I'm going to preface this by saying that I know that mystic theurge isn't great, but this is for a character who would be focused on being a support/ buffer, and I'm going into this knowing that the party he's joining is not very optimized so I was trying to pick something less than optimal, but optimized within that restriction.

So basically, how might you build it, and how might you build something similar in flavor who isn't a mystic theurge, preferably single classed. I'm looking for both, not just one or the other.


We're in book 2 now and it seems like everyone is behind on gear, any one else have this experience? Any good ways to acquire wealth or should we bite the bullet and draw more out of BP?


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So I took the vengeance feat after making my character using the ultimate campaign character builder, after being kidnapped by slavers as a child.

We were level 3 when the Staglord attacked Olegs, the night after he said he would attack in 3 days and did fairly well in the battle. Auchs's head was blown off second turn when our musket master crit, Devon died in one hit when I crit with my orc Skull ram crit during a rage, Akiros surrendered after disarming his opponent, and knocking out the rogue sneaking up on him because he saw the others go down.

That's when the Staglord took the field, and my character recognized him as the slaver who had taken him as a child. He was the last one standing, so we all rushed him. My barbarian hit him first, and hard, but he laughed it off.

The Party hunter and his wolfhound got to attack him but didn't do much damage, and everybody else was still moving to position.

That's when her dropped what was in his hand.

It was a glass orb with a spell that created a duel. The Hunter and his companion were pushed out, leaving just me and the Staglord, and he stepped up and crit me, taking most of my health.

The Musket Master got in range and fired, but it bounced off the spell, and the Arcanist's magic missile couldn't get through, making it clear I was totally alone.

I dropped the orc skull ram (not enough room for a reach weapon in the dueling area) and pulled out this weird magic axe Bokken had given me. I wasn't sure what it did, but previously when I hit it made the wound look rotten and maggots appeared in the wound.

I hit and rolled minimum damage and said out of character "Welp, I'm about to die. "

Then the Staglord missed.

I attacked again 20, but no confirm, then he hit me.

And rolled minimum damage, leaving me at 3 hp.

I attacked, hit him and the DM asked for a luck check, which is very rare. I rolled well, and he told me I suddenly felt like I should say "Doom".

When I did the Staglord's wounds exploded.

I passed the reflex save, but with only 3 hp still went down, my rage stopped and I dropped to -11 hp, but Staglord went negative too.

The dueling spell fell, I was healed, and got to coup De grace the man who had enslaved me.

I've never really liked story feats before, but the dm suggested it when we were making the character. Honestly, it was probably the best night of gaming I've ever had and I just had to share it.


I can't for the life of me think of what to play in an upcoming campaign, and was wondering if anyone had any suggestions. It is going to be a mythic campaign, and nothing is decided yet, except that I have already rolled my stats with 4d6, drop the lowest.

In no particular order they are 19, 15, 13, 10, 12 and 12. They can be placed anywhere and this is preracial. (The 19 came from rolling 4 6's. the dm gave me a bonus)

So yeah, any suggestions? Also any suggestions for when you can't think of what character to make?


I was thinking about making a spider themed character (preferably a druid) but I can't seem to find a good way to do it. I can't find a way to wild shape into a spider, and is it just me or is the spider animal companion a little lackluster? I am not super familiar with AC rules, but its stat block seems weak.

I am open to other classes, but I do want to be able to fight as a spider. So any suggestions?


I tried searching the site, and I looked at PRD, d20pfsrd, and outright googling it, but I could not find any resolute answer about this. Maybe I am missed something, if so sorry about that.

What is the "Pure Strain" spell that Imperious Bloodline Sorcerers are supposed to get? Or what spell should they get in its place if it does not exist?


I recently started a game, and a 3.5 feat came up called, I believe, Spell Thematics. It allowed you to customize how your spells look in terms of fluff or flavor, as well as giving you a bonus against people trying to figure out what spell you cast.

This sounded silly to me as I was under the impression that you could already personalize spells like this (though the bonus might help), but I realized I had nothing to back it up. Was I just dealing with a GM's personal decision before or is there some rule on personalizing spells?


I want to make a mounted fury barbarian (starting at level 7), but I am not sure how I should do it. Currently I intend to take boon companion at 5 so at level 7 the T-Rex I am riding will be large. Other than that I am kinda stuck, I have never made a mounted character before, any suggestions for Race, feats and rage powers.

The primary concept behind this character is to be a raging barbarian with a raging T-Rex mount, so I would rather not switch over to cavalier or other class.


10 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

I searched for it, but the only topic I found on it was over a year old (although my search fu is weak, perhaps I missed something else)

In reading the Totem warrior archetype in the book and on the PRD, there is nothing suggesting it does anything but suggest rage powers.

However, if we go to the rage power section on the barbarian page we see that apparently being a totem warrior allows you to take multiple totemsas we see here

Specifically

PRD said wrote:
Rage Powers: Any barbarian who meets the powers' prerequisites can select and use the following new rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power (see the Advanced Player's Guide) cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title), unless she has the totem warrior archetype.

Emphasis mine.

So this archetype gives up nothing, but allows the use of multiple totems.

I just don't understand why you would not play a totem warrior. There is no reason to play a Vanilla barbarian or even any archetype without the totem warrior as well, you lose nothing and gain something handy.

So my question is was this the intent? Or was the Totem warrior supposed to give something up?