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Being able to summon as a stardard action is money so the shaman archs are great. I threw this together last night. what do you all think?

Bowsong the Druid:

Half-Orc (Mystic) Druid (Eagle Shaman) 12/Monk (Zen Archer) 3
LN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +30
--------------------
Defense
--------------------
AC 27, touch 25, flat-footed 25 (+2 Dex, +3 deflection, +2 natural, +10 untyped)
hp 79 (15d8+15)
Fort +13, Ref +12, Will +20; +4 vs. fey and plant-targeted effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +11/+6/+1 (1d10)
Ranged +3 distance seeking longbow +25/+20/+15 (1d8+4/×3)
Special Attacks flurry of blows, wild shape 5/day, zen archery
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 10, Wis 27, Cha 10
Base Atk +11; CMB +11; CMD 36

Feats Augment Summoning, Clustered Shots, Deadly Aim, Endurance, Improved Unarmed Strike, Lightning Reflexes, Natural Spell, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Rapid Shot, Spell Focus (conjuration), Sunlight Summons, Superior Summoning, Weapon Focus (longbow)

Traits magical knack, reactionary

Skills Acrobatics +6 (+10 jump), Climb +4, Escape Artist +6, Fly +8, Handle Animal +7, Heal +12, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (nature) +8, Knowledge (religion) +6, Perception +30, Ride +6, Sense Motive +25, Spellcraft +13, Stealth +14, Survival +14, Swim +4; Racial Modifiers +4 Perception

Gear: staff of conjuration;+3 distance seeking longbow, bracers of archery, greater, headband of inspired wisdom +4, monk's robe, ring of protection +3, ring of sustenance, Amulet of Natural Armor +2, Pearl of Power(1st level)x3, Pearl of Power(2nd level)x3, Pearl of Power(3rd level)

Range Attack: Hawkeye+6, Deadly Aim -3/+6, Point Blank, Flurry
+27/+27/+22/+12 1d8+11
Range Vanilla: Rapid shot, Deadly Aim, Point Blank
+21/+21/+16/+11
Mellee Unarmed:
+11/+6/+1 1d10


Lorekeeper is an interesting idea. I would be concerned that i would spend all combat casting.
let say I went Eagle Sham with eagle domain
The Hawkeye domain skill gives a stout bonus to attack 3+wis and standard action to summon eagles, Rocs, or giant eagles.
With summons I am still contributing to combat and can cast and shoot my bow efficiently.

I wonder if there are any Wildshape forms that can use bows?...


I have considered that. Feat progression thru 12 is my main challenge. Race seens more like decoration.


I just had an unfortunate incident with my mage involving inter detentional travel and altitude. Needless to say landing in a lava hole didnt help. The denizens of this plane may be willing to let my spirit return to my body but based on how the dice have been to me lately...next character.

I am still needing to fill the party roll of battlefield control and AoE but i dont want to recreate my mage. To this end i am looking for the best way to utilise an archer druid. I am looking currently at the eagle domain and want to include augmented summons feats. 25Point build, all paizo books are ok. Setting is mostly naval with aquatic and land expeditions.


So I am trying to put together a Sunder Barbarian build and I am looking for clarification. How do Spell Sunder and Greater Sunder interact?
Spell Sunder: Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.

+
Greater Sunder : You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder.

Does this mean that when you dispel an effect completely you then apply damage to the target?


Aaaaaaahhhhh math!!!!! What ever you do dont blink


So simply put I suck at adding up handfulls of dice. Monk, rogue, wizard...all good dpr but way too many dice and variables.
I am looking for something simple that still packs a wallup.
any paizo published work 25 point buy minimal bookkeeping and not a one trick pony


KBrewer wrote:

Time for a new guide, this one for the Blockbuster Wizard: https://www.dropbox.com/s/5t2af1cwekhnrkj/BlockWiz.pdf

Oh, I'm trying out Dropbox.com instead of Google Docs - I'm running into issues with them destroying the quality of images embedded in PDFs. Please let me know how good/bad the document quality is for you. If it's suitable, I may start storing my guides in Dropbox instead of Google.

Is this guide in the Guide to Class guides post yet? I should be

Thanks for the awsomeness!!


I am currently trying to get my GM to green light that :)


I like the way you are thinking Marshmallow. one question, is focus spell really worth the feat?
increasing DC is always good however with a blaster type build its seems counter productive to make sure you can hit on guy when you could desamate all of them even if they save using Intensify or empower. If you are trying to beat the fighter on damage output on a BBEG then yeah. so using a feat for once maybe twice an adventure...

Here is my train of thought. 1 Crossblood(orc,dragon) rest in Admix wizard. you are getting Preception as a class skill and giving yourself +2 damage per die on one damage type and +1 on everything else. To ice that those are affected by Empower and Intensify.


I got scribe at first (not a PFS game, Its in the Townworld setting)
Was thinking of taking a dip into Tattooed sorc for free Mage tat but onyl if my GM signs off on the crossblooded stacking with it


I am working on building a tiefling evoker.
Level 7 25 point build(house rule of no tanking stats)
Want to take the incribe tattoo feat as part of my fluff
That leaves me taking:
Spell focus Evocation
Spell Specialisation
Mage's Tattoo Evocation
and one Metamagic feat

What should it be and why?


you dont get to multiply the +4 from Intense Spells.
Since Empower Spell only affects Variable numbers and bonus to those dice you dont get 50% more dice.

11d6 x 1.5 + 4


8th level Evocation Wizard with:
Spell Focus:Evocation, Mage's Tattoo: Evocation, Spell Specialization: Fireball, Intensified Spell, and Magical Lineage:Fireball

Assuming I want to cast Intensified Fireball how does the damage calculate?

Now add in a Empower Rod...what changes?


blackbloodtroll wrote:
Rat, or Ratfolk?

Ratfolk,ratling, Muradai...what ever you want to call it. Hes a Mangus


So my Synth Summoner was just eaten by a frog demi-god so its time, once again, to build up a new one.

Current Party is a Rat Magus, Orc Rogue/Ranger, and an Elf Cleric.
My concept is to bring in a Tiefling Wizard for badly needed arcane support and aoe stuff.
My challange is that I have never played a wizard so have no idea about how to build to their strengths or even what they are. I had been dabling with an evoker blaster buy it feels very one note.
It is for this that I bring myself to this forum.

Basics:
32 point buy with no more than 22 in either mental or physical. Core, Apg, UC, UM and paizo published works only. Current level 7 with champain probably taking us up to the high teens


I am currently playing a synth using Biped for purly development reason. I did do a lot of build variable and in the end its a wash between the too until you have a bunch of evolution points then the pounce can pull the quadroped ahead.
The biggest thing you are going to want to do for damage is stick with as many attacks as you can. You save lots of evo points and feats if you just have 1 type ei Claw. if you do you only need imp dagage once plus you can get full advantage of the Improved Natural attack feat and rending claws feat witch stack. So at level 7 you can be pushing Clawx4 at 1d8 Plus 1d8 rend plus 1d6 Rending claw. Add in str and anything else and you can seariously put the hurt on. Toss on Reach evo and/or enlarge person and you dont have to pounce 10 feat you can kill them from were you are.
(i didnt mention magic or energy attacks because I am a wild Caller and cant use them)


you might also want to check out some of the TornWorld stuff. I have been playing it with its creators and its has so much variety and is insanely open.


I took the time to get used to the newest pcgen. Its better than i remember. It doesn,t seem to be calculating price right for some reason.
I built a test item using a Shirt adding 1 rank to 3 skills. base book calculation of price should be 400 using one at base+each other at x1.5. it showed 500. several other tests didn't add up. and i still don't know the craft dc or the spells needed to create. makes me sad :( I did just get Sethvir's email and i have not had a chance to look into it so I still have hope


hm maybe i am letting my negative past experience cloud my opinion. I will give it a try


I already know how to flip thru pages, don't have to worry about compatibility issues, all the crafting stuff is in 1 location online, and I will at least have the book to bash my head in with out of exasperation :)


yeah...pcgen is more clunky than my grandmothers bloomers. If you can figure out how to use it, after installing it and all the crap that it needs to run, you have to wander around a few dozen screens that are messy and convoluted and have the time dont reflect changes you have made. I don't want another character sheet tracking history that takes hours to get working. I want a straight up add this ability to this, roll this cast this interface


You are awesome sethvir


I will give you an example.
I want a shirt that gives me +5 to perception, +5 stealth, and expidition retreat 2x day

skill points cost bonus sq x 100gp
Spell ability cost Spell x CL x 1800gp / (5 / uses per day)

each one past the first(most expensive) gets multiplied by 1.5
this is the easy part because now you have to get the DC. basic DC is 5+CL of item +5 per prerequisite not met. In the above example what is the CL? What spells are needed? this is the wibbly wobbly part. I supose i should have been more explicit on that need.


I have been trying to find a excel or something for calculating crafting costs for my characters. Potions and poisons are simple enough but once you start trying wonderous items and multiple enhancements it gets wibbly wobbly. Has anyone seen anything like that or know were i can get my hands on it?


My GM just gave me the green light for a wild caller synth summoner and I am look for ideas on feats. Stats are 22 points mental and 10 physical so easy prerequisites are met. Figure PA at 1 but then what? Work on summons or up toward eldrich claws. My party roll is face and melee frontliner. Input please.

PS
Sry for typos I am on my phone today because my laptop is on the fritz


In a synth gets his eidolon banished can he use the summon eidolon spell to get it back? I think this may be the Achilles heel of the synth


its all about controling a battlefield.
throw down a web then insinerat the creatures inside, fortune is a blast and misfortune is not to be underestimated. you can make a GMs day suck when they are rolling hot dice and critting only to have them take the meh on the reroll. The witch I am playing now makes great use of wands with UMD on the skill list. With other casters in your group you have a miriad of spells at your command, you just need one person with craft wand.


What you call a dog with no legs?

Dont matter because he aint gunna come :D


Deopends on the scene.
Force thiem for a party death
just about anything from Apocoliptica for a fight
and perhaps some kind of circus music for chases
:D


Below is an exerp from DPR Olympics
"I have read a number of pages at random from this thread and my interest was sparked. This is a tentative first build of a pouncing mounted combat summoner build. Pokey and his otherwordly friend punchy.

summoner specs:

Lvl 10 pokey the half-elf mounted combat summoner
Str 15+1lvls +2 half elf stat boost=18+2 enhancement=20
Dex 12
Con 13+1=14+2 enhancement=16
Int 10
Wis 8
Cha 14
HP=8 +4.5*9+30=78.5
AC=10+4 mage armor+2 shield ally+1 dex +4 NA from barkskin+1 deflection=22
Fortitude save=3 base+2 con+2circumstance=+7
Reflex=3 base+1 dex+2 circumstance=+6
Will save= 7 base+2 circumstance=+9
Skills: ride(+22), spellcraft(+13)
Bab=7 to hit=7 bab, 1 against medium and smaller creatures from being mounted, 5 str, 1 enhancement, 1 weapon focus, 1 when hasted.
Attacks while charging hasted: 18/18/13
Damage: d8+8 (x3 on charge)
Feats: martial weapon proficiency:lance, mounted combat, craft wondrous item , spirited charge, ride-by-attack, and weapon focus lance.
Aspect: pounce evolution, skilled(ride)
Spells known
1st(6 uses) lvl: mage armor, shield, enlarge person, expeditious retreat, rejuvenate eidolon.
2nd(5) lvl: barkskin, haste, invisibility, protection from arrows, resist energy
3rd(3) lvl: enlarge person(mass), heroism, stoneskin, greater magic fang.
4th(1) lvl:, overland flight, greater evolution surge
Equipment(57.3k out of 62k spent): ring of protection(2k), +1 lance(2.3k), ioun stone of +2con(4k), ioun stone of str+2(4k), boots of speed(6k)

eidolon specs:

Punchy the Quadraped Eidolon:
Str 24+4enhancement=28
Dex 16
Con 18
Int 7
Wis 10
Cha 11
Hp=10+7*5.5+64=112.5 avg
AC= 10+3 dex+14 NA+ 4 mage armor-1 size+1monk=31
Natural Armor(2 base+8 from lvls+ 2 large evolution+2 ina evolution)
Fortitude=6 base+4 con+2 resistence=+12
Reflex= 6 bsae+3 dex+2 res=+11
Will= 2 base+2 res+2 iron will=+6(+10 with devotion)
Bab=8
Evolutions: large, claw(on legs),Imp natural armor(1x), mount, pounce, limbs: armsx3
Feats: multiweapon fighting, simple weapon proficiency, lunge, iron will.
Equipment: shocking, frost Amulet of mighty fists +1(22.5k), monk’s robe(6.5k),cloak of resistence+2(2k), belt of giant strength+4(8k)

attack bonuses:

Summoner’s attack
Bab=7 to hit=7 bab, 1 against medium and smaller creatures from being mounted, 5 str, 1 enhancement, 1 weapon focus, 1 when hasted.
Regular Full attack: 15/10
Charge: 17/12
Attacks while charging hasted: 18/18/13
Damage: d8+8 (x3 on charge) =37.5 on average
Eidolon’s attack
Bab=8
To hit= 8 bab+14str+2 enhancement=+24
Gauntlets 21/21/21/21/21/21/18
Gauntlet damage= 2d6+2d6 elemental+8
2 claws 21/21
Claw damage= d6+2d6elemental+8
1 bite 21
D8+2d6elemental+8

My summoner made all his own wondrous items but bought everything else at market value. He will cast 2 mage armors, 1 barkskin on himself, and 1 stoneskin on himself as well before combats. Those buffs are all at or above 10min/lvl durations and are meant to increase their survivability. I will work out the dpr in another post.

I believe he can use pounce through his aspect because pounce is an evolution he has access to. Also since AoMF enhances all natural attacks and unarmed attacks I made his eidolon a gauntlet user as a way to save money."


I love the class as well but you will never find a warrior or barbarian or mage(well mabe a mage) that can dish out over 300dpr constantly. Thats why i beleive that.


Skylancer4 wrote:
As it is, the synth is horribly underpowered in comparison to a normal summoner.

This phrase is key. normal summoners make the rest of the party a null point. they are a one person party which is no fun for anyone else. I would rather nurf myself so that other can have some glory. You still end up insainly powerful.


what about running the limb(arms)evolition a few times and weilding a half dozen Daggers or a few longspears? how many atacks would those options net you? would they be better that evolution/gearing up to bypass dr?


Darkwolf117 wrote:

Biped base form, Large and Weapon Proficiency Evolutions, and get yourself a Large sized weapon.

Say the eidolon looks like a big goblin, and you've got a mythical goblin hero of old who is as tall as a giant, using a large weapon at least.

Upgrade when Huge becomes available :P

Yes that part i figured. its the stats and gear that have me stumped


do your weapons change size when you "join" with you eidolon? The reason is because HeroForge has weapons growing when they are weilded when synthed


I am working on a character for an ongoing champain.
Level 10
20 point buy
30,000gp worth of gear
All Pathfinder books avalable

Was thinking along the lines of Stich on crack. Little guy is obsessed with mythical goblin heroes of old who used huge weapons and were as tall as giants.


Anyone hear anything more on this?


Human hands down :)


Witches are fun. they make life hard on gm by nurfing all their monsters.
anything with UMD can stand in for a healer with wands and scrolls.
The thing you need to figure out first is what YOU want to play. the group will always make do with what they have and a gm worth his salt will recognise holes and addapt.


from what i get from raw it does nothing. the feat states Hand , light and reavy but does not say anything about reapeating


I currently am playing one using the ancestors patron and we are doining fine without that hex
Party is 2 warriors a archer monk and myself. I scribe and brew potions and that's all the heals we usually need.


Yeah I see your point. When you add in spell bonuses on weapons. Like weapon of awe and flames of the faithful it adds up


How would Dervish Dance dpr stand? I would think that it would be kinda low being only 1d4 as a small creature


I am thinking something along the CG lines glory freedom from oppression lines.
What about utilizing the repeating crossbow inquisitors are proficient with? they are expensive yes but have good damage and threat. is there a way to get more out of them than a bow?


Are there any teamwork feats that are good for ranged combat or would I be better off using the preacher arch type if I went bow?


lol


so you are thinking weapon fines or ranged combat?


I am looking at making an inquisitor but I dont want to be a regular joe. I love the flavor of goblins but I an not sure how an inquisitor would work. Any ideas of the most optimal build for a goblin inquisitor. non evil of course since evil is normal for a goblin.


This is the link to Spell-less Ranger

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