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Graypelt

SmiloDan's page

RPG Superstar 2012 Top 32. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 8,177 posts. No reviews. No lists. No wishlists.


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RPG Superstar 2012 Top 32

I think the 3.5 Ravenloft had something similar. You had to go on different quests, and each quest stripped a protection from the BBEG (DR, SR, AC, regen, save bonuses, etc.). Maybe do the reverse of that? 7 altars have to be defiled, each one grants a benefit to the BBEG. Or each defiled altar just gives it a +2 to Str, Dex, Con, Int, Wis, Cha, natural armor, SR, DR/-, etc.

Maybe make it a demon with "fake" undeath-like abilities, like healing from negative energy, protection from mind-affecting effects, immunity to poison, etc.etc.

RPG Superstar 2012 Top 32

I think Ravenloft re-skinned half-orcs as Calibans. They were kind of like Frankenstein's monster, kind of like the Hunchback of Notre Dame, and kind of like their own thing.

Half-elves can be "elf-touched," blessed--or cursed--by the Fair Folk.

But in my experience, limiting player choices is sub-optimal. Give the players the gist of the campaign, and they will either self-limit themselves, or they will come up with really great justifications for their off the wall decisions.

RPG Superstar 2012 Top 32

Sundakan wrote:
Lorewalker wrote:
Sundakan wrote:

I'd say a solid 15% of the game. Which may not SOUND like a lot, but it's generally the most used sort of mechanics, or at least things people WANT to do.

Combat Maneuvers, for instance. Or Feats without a chain attached.

Combat maneuvers... you mean the "your whole character better be designed around this or it will be nearly impossible... and even then you might only be pretty good at it" mechanic?

Yes.

And even then...build your character around Steal, Reposition, or Overrun. I dare you.

I can see a Reposition-specialist being useful when partnered with a 2-weapon fighting rogue. The Rs would move in, reposition the opponent into a flanking position between the Rs and the 2wfr. Maybe even combined with some Bull Rushing or Pushing Assault. Spin the baddy around and then push them into the middle of all your allies.

Maybe not an optimized build, but it sounds like fun to me! :-D

RPG Superstar 2012 Top 32

I played a chaos gnome wannabe Sherlock Holmes brass dragon shaman (converted from 3.5 to PF) and took a couple feats from the Eberron campaign setting. One was Urban Tracking (which basically boosted the Gather Information part of Diplomacy) and Discern Clues (which let you use Search to find clues). At least I got a free Skill Focus in Diplomacy from being a dragon shaman. So I was really good at an ability I never really got to use. :-P

RPG Superstar 2012 Top 32

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Scott Wilhelm wrote:
Snowlilly wrote:
Any character class can be interesting and contribute both in and out of combat. It is the player that chooses not to build characters capable of doing so.

Yes, there are no small parts, only small actors.

Halflings and gnomes are small parts! ;-)

RPG Superstar 2012 Top 32

I was lucky. When I played a druid, the interpretation of the Monk's Belt was VERY beneficial.

RPG Superstar 2012 Top 32

And if you go scimitar & board, you can magically enhance your armor AND your shield, and you'll be saving money by casting barkskin instead of buying an Amulet of Natural Armor. If you have a spare feat, you can even take Craft Wondrous Item and be the party crafter of the +2/+2/+2 or +4/+4/+4 or +4/+4/+4 items and amulets and even some mental stat enhancers. And Cloaks of Resistance.

Maybe go human and take
1. Spell Focus conjuration
1. Augment Summoning
3. Craft Wondrous Item
5. Natural Spell
7. Superior Summoning or your favorite Combat Feat for your favorite Wild Shape form or maybe Spell Penetration.

RPG Superstar 2012 Top 32

You could go half-orc, trade in the Sacred Tattoo and whatever gives you Endurance, take Diehard, and use your great axe.

Or maybe try ranger? It's got the nature theme, full BAB, 2 good saves, d10 HD, 6 skill points per level, wild empathy, an eventual pet (or party buff), spellcasting, and other druidy bits. Plus all martial weapons, can wear metal armor, use metal shields, Track, favored enemy, favored terrain, etc. etc.

RPG Superstar 2012 Top 32

Back in the days of 3.5, I played an elf druid archer with a riding dog trained for war (which doesn't seem to be an option in PF).

I started at 1st level, and was so poor I didn't even bother buying a backpack because it would have bankrupted me, so it would have just been empty. But I was so poor because I had a shortbow.

Anyways, I was able to do archery to start the encounter, and have my animal companion move in to do melee. When it came time for melee, I would draw a club. I think I mostly prepared just cure light wounds for all of 1st level. It is that useful.

By 2nd level, I was rich enough to get barding for dog, a longbow, and a longsword--and a backpack! I started branching out with faerie fire and entangle. By 3rd level, I was comfortable using summon nature's allies I & II and, since I had Rapid Shot, produce flame.

At 5th level, I gained wild shape and Natural Spell at 6th level (this was 3.5). Also, my summons lasted pretty much the whole fight. By 9th I had Craft Wand to make wands of clw. At 12th, I got Empower Spell, mostly for my flame strikes. At 15th, I took Improved Counterspell (!), and it was fun to trade out 4th level flame strikes for the standard 3rd level evocations of my enemies.

(I might have had a Rod of Empower Spell and gotten Improved Counterspell at 12th. I remember putting skill points into Knowledge arcana for a different feat that dealt with energy types, but might have ended up skipping it... I know I traded a Rod of Empower Spell for a Rod of Extend Spell with the arcane trickster since I had so many long term buffs....)

So in my experience, druids are survivable from 1st level to 16th level, when my DM moved away.

EDIT:

I just realized why counterspelling as a druid wasn't super annoying and boring. I had an animal companion and summoned nature's allies to be my active action economy bits, so my druid could afford to be relatively passive and pre-active with soaking up damage (instead of healing it later--and much less efficiently!).

RPG Superstar 2012 Top 32

My 3.5 druid was our party healer, but I ended up taking Craft Wand just to make wands of cure light wounds. (It was in a campaign with no easy access to magic shops.)

But I didn't have access to a lot of those great condition removal spells. So I think the DM had pity on us.

RPG Superstar 2012 Top 32

I like how wish can be any 7th or 8th level spell or less. That makes it super versatile, if expensive. I've seen limited wish used similarly, and less expensively.

But this seems like kind of a no-brainer or super obvious. It also feels like cheating, since I'm pretty much saying every spell....

:-P

RPG Superstar 2012 Top 32

I mostly do 5th Edition nowadays, so it's nice to flex some old muscles with the PF stuff.

RPG Superstar 2012 Top 32

Yay!!!!

Sounds good.

I'll have re-explore the Evolver sometime. Compare it to hybrid, psychic, and vigilante classes.

RPG Superstar 2012 Top 32

Yes. Ugh.

My childhood was soooooooo long ago!!!

:-O

RPG Superstar 2012 Top 32

Any Prince Zartan shenanigans?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Heck, depending on your GM, blinded NPCs might attack their own allies!

RPG Superstar 2012 Top 32

Season 4 was really good.

RPG Superstar 2012 Top 32

I just saw the first episode. It was pretty good.

But:
at least in the first episode, they do not say FORM FEET AND LEGS!!! FORM ARMS AND TORSO!!! AND I'LL FORM: THE HEAD!!!!!!!

RPG Superstar 2012 Top 32

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If only there was a fellow time traveler who knows (of) the Flash AND Doctor Who....

And as a side note, how bad of a break-up does a couple have to go through for one half to end up in DC, and the other half in the Marvel Universe?

RPG Superstar 2012 Top 32

Do you think the fighter (and other martial classes) should have an Extra Attack ability (like 5th Edition) where they get multiple attacks as a standard action?

2 at 6th, 3 at 11th, and 4 at 16th?

RPG Superstar 2012 Top 32

Yeah, if you're not excited to run an encounter, your players are unlikely to get excited to encounter it.

RPG Superstar 2012 Top 32

I'm thinking a paladin (Hospitaler) 4/oracle (Life) 3/Holy Vindicator 10 would be fun. Not sure what the last 3 levels should be. Paladin? Oracle?

RPG Superstar 2012 Top 32

I want to go to there!!!

If I ever get to play PF again, I'm going to play an oradin/holy vindicator. :-D

RPG Superstar 2012 Top 32

I probably had one of those prepared. Quickened searing light.

Yeah that's it. That's the ticket!

RPG Superstar 2012 Top 32

TriOmegaZero wrote:
So did you miss the clause that prevents Heal from reducing an undead's HP below 1? :)

Um, yes?

Oops!

RPG Superstar 2012 Top 32

MY Prismatic Spray Story:

In 3.5, we fast forwarded a campaign from 5-ish to 20th. I had a cleric 10/shiny servant of Pelor 10, the rest of the party was a warlock (the first we ever saw), and a swashbuckler.

We were fighting a lich. It cast prismatic spray, which my guy saved or avoided somehow, but the swashbuckler got dumped to another pain and the warlock got petrified (or vice versa).

So I cast mass heal, rolled a natural 20 on my caster level check to overcome its Spell Resistance, then it rolled a natural 1 on its saving throw. DUST!

Then I was able to unpetrify one ally and plane shift back the other.

So that was quick!

RPG Superstar 2012 Top 32

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Veilgn wrote:
Do cure light wound only abiable for divine spellcaster

Bards and witches get it. Probably skalds, too.

RPG Superstar 2012 Top 32

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Green Smashomancer wrote:

Dimension Door. It has feats to back it up, flashy style, and while it's crazy useful on it's own, it isn't "travel plot-line neuteringly" good, like Teleport.

Another shout-out for Plane Shift, too. No more efficient way to make a literal turn on the phrase "damn you to hell!" Or to get yourself a nice vacation home in the plane of fire.

But a low-level spell I like? Create Pit. Simple and effective, hysterically so on the supposed bane of spell-casters: Golems.

I also vote create pit as my third favorite spell. It also combines battlefield control with some direct damage and movement reduction.

RPG Superstar 2012 Top 32

Bralani from MS5 has cure serious wounds.

Lillend from MS6 has cure light wounds, cure serious wounds.

A bunch of celestials from MS9.

Summon Nature's Ally has some better options.

RPG Superstar 2012 Top 32

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Murderous command. Make your enemy fight your other enemy!

Black tentacles is a close second. I really like the visuals, and I really like the combination of battlefield control, direct damage, and grappling.

RPG Superstar 2012 Top 32

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Scythia wrote:
SmiloDan wrote:
Scythia wrote:
The best advice I can give about portraying travel is this: Read the Wheel of Time series, then don't ever do what it does.

Maybe save a few years of your life, and just listen to the wisdom of other people who HAVE read the Wheel of Time series.

;-)

True wisdom is learning from the mistakes of others. :P

THANK YOU!:

One time, in grad school, after the anthropology Xmas party, we were sitting in the office, and someone started to pass around this super salty, super liquorishy Finnish "candy" and everyone was going "Yuck!" or "Gross!" or "This is the worst thing I've ever had in my mouth!" or
"Oh, God! Oh God! I think it killed my tongue!" And when it got passed to me, I was like "No thank you." And everyone was acting shocked because I wouldn't try it. I had to explain that we were all anthropologists, and observing human behavior is our specialty, and part of that was poison avoidance by observing the reactions of conspecifics.

So I really appreciate learning from the mistakes of others.

RPG Superstar 2012 Top 32

I once collapsed a temple on the party of 5, and they scattered in 3 directions. The poor cavalier (who had combat AND social skills) was alone in the one section of the dungeon with no combat or social encounters. He got to explore and kick in some locked doors. I felt really bad about that. At least I was able to cycle through the three groups pretty quickly and eventually get them back together again. But sometimes, specialists have to wallow through unspecialized activities.

RPG Superstar 2012 Top 32

Scythia wrote:
The best advice I can give about portraying travel is this: Read the Wheel of Time series, then don't ever do what it does.

Maybe save a few years of your life, and just listen to the wisdom of other people who HAVE read the Wheel of Time series.

;-)

RPG Superstar 2012 Top 32

Gisher wrote:
SmiloDan wrote:
DethBySquirl wrote:
There are battle masks, perfumes, unguents, trail rations, and a few other mundane items that provide a boost to Intimidate. The idea of applying something to an armor or helmet to boost your Intimidate isn't as far-fetched or cheesy as it sounds.

Trail rations?????

Are you being ironic?

Orc Trail Rations

Woah!

RPG Superstar 2012 Top 32

Throw in multiple low hit point monsters. If the monsters have 10 hit points, it doesn't matter if he does 12 points of damage or 25 points of damage, he still kills it one blow. Also, the others might kill them in one blow too.

You can also use ranged attacks against him, use Spring Attack against him, use all sorts of different spells (Stone Skin, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Fire Shield, Walls of Fire/Ice, Greater Invisibility, Bestow Curse, Enervation, Baleful Polymorph, Ray of Enfeeblement, Rusting Grasp, Slow, Cloudkill, Stinking Cloud, etc.).

Also, try using 5 foot wide corridors and the squeezing rules. Fights that move from room to room can be fun and dynamic.

2.5 foot wide corridors occasionally for zest.

Are your PCs {in}famous in the campaign world? Then their enemies might prep for the orc with the 12 foot long sword.

And you can also increase the hit points too. I'm pretty sure your rogue is doing around 5d6 points of damage per hit. The rage prophet is probably doing 1d12+5 at least, right? Plus non-weapon stuff, right?

Are you sure the PC is doing overwhelming damage, or is it about right for a 7th level melee specialist.

RPG Superstar 2012 Top 32

It really depends if you're focused on the journey or the destination.

"30 days later you arrive in Korvosa" is totally a legitimate segue into getting into the nitty gritty of what's happening in Korvosa.

Alternatively, you can plan travel encounters, especially if you want to focus on the journey and the changes to the landscape as the characters travel. 30 days on the road is a long journey. About a thousand miles, give or take. Depends if they're walking or riding horses or sitting in a carriage or wagon.

Brigands/bandits/highwaymen and wolves are appropriate encounters. Will-o-wisps can be very deadly since they have so many immunities; many parties lack the resources to deal with them when they are level-appropriate adversaries.

Encounters on the road can be fun, especially since the PCs usually only have one encounter per day, so they can use all their spells and stuff at once if they need to.

Maybe have someone or something get caught stealing something from camp and running away into the wilderness?

RPG Superstar 2012 Top 32

DethBySquirl wrote:
There are battle masks, perfumes, unguents, trail rations, and a few other mundane items that provide a boost to Intimidate. The idea of applying something to an armor or helmet to boost your Intimidate isn't as far-fetched or cheesy as it sounds.

Trail rations?????

Are you being ironic?

RPG Superstar 2012 Top 32

I think a dump stat can make a character interesting if roleplayed well. But often it's just a liability with no flavor. It really depends on the character, the player, and the campaign.

RPG Superstar 2012 Top 32

Hahaha!!!

Are you having trouble sleeping? Did you get a box of red wine and home movies from George Costanza's childhood?

RPG Superstar 2012 Top 32

Or a nun's ruler!

RPG Superstar 2012 Top 32

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I think it really depends on the encounter design.

A bunch of fights against simple opponents in empty boxes can get boring.

If the opponents are complex (either tactically or if they have special abilities or carrier effects) and/or the terrain and features of the combat's location is complex, then it is a lot less boring.

I've known archers that get bored with standing there and full attacking, even though that can be a very effective tactic.

I like dynamic fights with lots of movement and interaction with terrain features.

RPG Superstar 2012 Top 32

You have the BAB for Improved Critical, so if you took that for longsword, you'll threaten on 17-20, and your falchion only threatens on 18-20 (unless it's keen).

Divine Interference is a fun feat, but it uses up valuable spell slots.

RPG Superstar 2012 Top 32

I think your calendar is broken--deep frying a turkey in June???

:-O

;-)

And you have an intelligent ooze named after an Italian sandwich meat???

GONZO!

:-D

RPG Superstar 2012 Top 32

Xenomorphs of course. Some good old fashioned eusocial parasitology at its best.

Kif: an apex predator/raptor-based psychology
Atevi: Humanoid with non-human emotional psychology based on follow-the-leader style dominance (man'chi).
Mri: mercenary race of soldiers dedicated to honorable weapons
Hani: a pride-based apex predator-based psychology
Stsho: biologically incapable of violence
Mahendo'sat: simians with religious fads and linguistic hang-ups
T'ca & Chi: symbiotic serpentine & twig-like chlorine breathers with multipartite brains and matrix-based grammar
Knnn: wiry spidery insane geniuses
Majat: hive-mind insectoids

I want the aliens to be truly alien. Not just "humans in funny outfits," but with truly alien psychologies.

RPG Superstar 2012 Top 32

If you plan on doing a lot of "standard action stuff" (casting cures, channel energy, domain/revelation stuff), you might want to look at the Reach Cleric build. Even if you don't heavily invest in the feats, you can still use the tactic with aplomb.

Basically, you use a longspear (or other reach weapon if proficient) and position yourself between the enemies and where the enemies want to go (typically your squishies and archers in the back). You use your move action to move into position, your standard action to cast or channel or whatever, and then use your AoO to attack as they move by or towards you.

Essentially, it maximizes your action economy because you get to cast AND attack during the same round.

Also, if you do go the Evangelist route, you lose medium armor proficiency and shield proficiency, so you want to keep enemies at bay anyways, since you probably won't be rocking the tank in studded leather armor or a chain shirt.

RPG Superstar 2012 Top 32

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Cool!!! 10 years of DMing/GMing is a LONG time! Have a blast!

Clerics are fun. They can be the lynchpin that holds the party together.

RPG Superstar 2012 Top 32

Spellthief

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Intimidate, Knowledge arcana, Knowledge local, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier

Spellthieves are proficient in all Simple Weapons, all Light Martial Weapons, and Light Armor.

Spellthieves use the Paladin spells per day table. They may select spells from the Sorcerer/Wizard list from the schools of Abjuration, Divination, Enchantment, Illusion, and Transmutation.

LEVEL ABILITY
1. Sneak Attack +1d6, Steal Spell (0-1st), Trapfinding
2. Spell Grace +1, Steal Spell Effect, Talent
3. Steal Energy Resistance 10
4. Steal Spell (2nd), Talent
5. Sneak Attack +2d6, Steal Spell-like Ability
6. Steal Spell (3rd), Talent
7. Absorb Spell
8. Steal Spell (4th), Talent
9. Sneak Attack +3d6, Arcane Sight
10. Steal Spell (5th), Advanced Talents, Talent
11. Spell Grace +2, Steal Energy Resistance 20
12. Steal Spell (6th), Talent
13. Sneak Attack +4d6, Discover Spells
14. Steal Spell (7th), Talent
15. Steal Spell Resistance
16. Steal Spell (8th), Talent
17. Sneak Attack +5d6, Greater Arcane Sight
18. Steal Spell (9th), Talent
19. Steal Energy Resistance 30
20. Absorb Spell (immediate casting), Spell Grace +3, Talent

Talents. At 2nd level, and every 2 levels thereafter, the Spellthief gains one talent from the list below.

Channel Spell (Su). As the duskblade ability. The spellthief must be at least 4th level to choose this Talent.

Cantrips (Sp). The spellthief learns a number of cantrips equal to his Charisma bonus (minimum 1).

Disrupt Caster (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to the spellthief's number of sneak attack dice on caster level checks.

Disrupt Concentration (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to twice the spellthief's number of sneak attack dice on Concentration checks to Cast Defensively for as long as the spellthief threatens the target.

Familiar (Su). The spellthief gains a familiar as if he had a wizard level equal to his spellthief class level.

Focusing Attack (Ex). If the spellthief successfully sneak attacks a target, for 1 minute the target suffers a penalty equal to the number of sneak attack dice the spellthief has on Saving Throws for any spells the spellthief casts on the target.

Spell Power (Ex). If the spellthief successfully sneak attacks a target, for 1 minute, he gains a bonus on caster level checks to overcome the target's Spell Resistance equal to the number of sneak attack dice the spellthief has.

Advanced Talents. Beginning at 10th level, the Spellthief adds the following Advanced Talents to the list of Talents he may choose from.

Anchoring Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Dimensional Anchor. The caster level for this effect is equal to the spellthief's level.

Banishing Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Banishment. The caster level for this effect is equal to the spellthief's level. The spellthief must have the Anchoring Attack talent before choosing this talent.

Disjoining Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot use any spellcasting, spell-like, or supernatural abilities for 1 round. The spellthief must have the Greater Dispelling Attack talent before selecting this talent.

Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level.

Forbidden Magic (Ex). The spellthief adds a single spell, up to the highest level spell he can cast, to his list of spells known. This spell must be of the Conjuration, Evocation, or Necromancy school. The spellthief may select this Talent multiple times, selecting a different spell each time.

Greater Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Greater Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level. The spellthief must have the Dispelling Attack talent before selecting this talent.

Greater Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot benefit from any magical healing for 1 hour per level of the spellthief.

Impromptu Sneak Attack (Ex). Once per day, the spellthief can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against this attack). The spellthief may select this talent multiple times, each time gaining 1 additional daily use of this ability.

Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are forced to make a saving throw against the effects of any conjuration (healing) effect for 1 hour per level of the spellthief.

Quick Cast (Ex). Once per day, the spellthief can cast any spell he knows as a swift action, as if using the metamagic feat Quicken Spell, without increasing the level of the spell.

Skill Mastery (Ex). As the rogue ability with the same name.

Slippery Mind (Ex). As the rogue ability with the same name.

Spellbreaker (Ex). The spellthief gains Spellbreaker as a bonus feat. He does not need to meet the requirements of the feat to select this talent.

Sudden Metamagic (Ex). Once per day, the spellthief can apply any metamagic feat he knows to a single spell he casts without increasing the level of the spell or the casting time.

RPG Superstar 2012 Top 32

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If multiclassing, paladin/ninja might be fun. Cha-based ki, Good Reflex Saves, more skills, sneak attack, ki-powers and ninja tricks, fun stuff like that.

But multiclassing paladin has significant costs.

RPG Superstar 2012 Top 32

Merciful Blade is a trait that might be a good replacement for Bludgeoner. Bully (the trait) will give you +1 to Intimidate.

Nevermind, saw you're using the Earthbreaker.

I made a half-elf paladin that two-weapon fought with warhammer & shield, Enforcer & Bludgeoner & Improved Shield Bashing, Bully & Skill Focus & paladin-level Charisma. The two-weapon fighting penalty was offset by the opponent being shaken. It was very feat intensive, and I had to put all my 4th level up ability increases into Dexterity to keep it going (I think it was 20 or 25 point buy, so doable without totally trashing my Int & Wis). This was my wannabe Captain America/Thor/Ironman combo character. :-P

RPG Superstar 2012 Top 32

Paladin? Ninja? Sorcerer? Oracle? Bard? Summoner? Swashbuckler? Bloodrager? Skald?

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