|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
My half-orc inquisitor 3 of Desna fed an owlbear.
Now I need a new PC.
We have a fighter (dueling sword) and Dark Tapestries oracle. Sometimes we have a psion, and we can and often hire player-controlled NPC meatshields.
I'm considering a paladin, a fire cleric, and an alchemist. We need lots of healing and some area effect damage. I don't really like arcane casters. Will consider a half-orc scarred witch doctor.
15 point buy, 3rd level, standard wealth by level, 2 traits.
Houserules is no AoOs, 20s autocrit, and if you can explain it, it trumps skill checks.
One of my players (half-elf alchemist) is leaving, so the remaining 2 players may have to double up and play two PCs each.
One is a LN dwarf inquisitor with a dorn-dergar. The other is a CN human gunslinger/pistorelo.
Any suggestions of what suggestions I should make to the players? Level 3.
Any tips on increasing the longevity of a BBEG? Or just a rival NPC?
I'm running a 2nd level campaign, and I want to introduce a party of rivals. My PCs are an alchemist, fighter, and gunslinger.
Since they're low on healing and condition removal magic, or even detect magic, I want to give them an allied church, but with rivals within the church. The rivals will be a party of "brethren"--cleric, inquisitor, monk, paladin, possibly oracle and Order of the Staff cavalier, maybe ranger, evangelical bard, and/or "white" necromancer.
I'm thinking of making the leader-type a Sunder specialist, and the paladin a half-elf Bludgeoner/Enforcer-type.
I'm thinking of the church being LN, so there will be LG good-guy allies/healers/sages, but also LE scoundrels.
But what do you do to keep NPC and PC rivals from killing each other?
I'm running a homebrew kinda-Weird Western-themed campaign. Level 2. The party is a human gunslinger, half-elf alchemist, and dwarf reach fighter (re-trained from inquisitor), 25 point builds. All level 2. They also "acquired" a ratfolk 15 point buy alchemist 2. So plenty of potions.
But not a lot of magic. Not even detect magic. All Cha-dumps, so not even UMD is likely.
What kind of problems will being low magic have for this party? They're all smart and imaginative players, but new to PF.
We might run a "classic style" campaign. 15 point buy.
I made a half-orc inquisitor 1.
I plan on being a switch hitter with longbow and greataxe.
I'm trying to determine what feat to take at 1st level. I'm thinking of Improved Initiative (with it, I can get +11 to initiative at 2nd level: +4 for feat, +2 for trait, +2 for Dex, +3 for Wisdom/Cunning Initiative), Diehard (since I have Endurance), and Point Blank Shot.
Initiative seems generally useful for both melee and ranged combat, and for spellchucking later on when I get more attacky spells. Diehard seems like it would let me pretty much double my hit points at 1st level, and it sounds like the campaign might be old school 1st Edition AD&D gritty and brutal. Point Blank Shot will obviously be good at archery, and I can take Power Attack at 3rd level for melee.
I don't know what the other PCs will be. One is usually a tricksy magic-user or swashbuckler type. The other is usually a ranger type or support type.
Hi. Just hit 7th level.
Real basic combat gear. AC 20, 63 hp (77 when raging).
1. Power Attack
I'm not sure what order to take the feats for levels 11-19. Also, any other suggestions? I've looked over the Magus Guide.
I usually self-buff (enlarge person and shield), and then use either spell combat with shocking grasp or rage and two-hand wield my dwarven waraxe with Arcane Strike.
Arcane Accuracy and Empowered Magic are my arcana.
What is the best anti-undead class? Say, 20 point buy, around 6th level?
Cleric? Life Oracle? Paladin? Ranger with undead as favored enemy?
Something cool I'm not thinking of?
Some kind of obscure archetype?
Undead Scourge paladin archetype looks pretty good, maybe with 2-Weapon Fighting and/or Power Attack and Cleave?
I'm starting a 3.5 campaign soon. Gonna be a human cleric of Kord, Luck and Strength domains.
Skills: Concentration, Diplomacy, Knowledge Religion, Spellcraft.
I plan on using a longspear and acting like a Reach Cleric, mostly casting and relying on AoOs to do melee. Will probably use domain granted enlarge person to get some 2d6+6 spear attacks.
I plan on preparing cause fear, comprehend languages, enlarge person at 1st level.
Any advice? Any really great 1st level spells I should be considering?
We can use any 3.5 material.
I'm going to be playing a Two-Weapon Fighting Rogue (Swordmaster archetype) in a PbP. I plan on wielding twin wakazashi and eventually going for Butterfly Sting. 20 point buy.
1. Two-Weapon Fighting
Anyways, any idea what traits I should take?
We're playing the Kingmaker campaign, about to begin the 2nd chapter. It looks like our regular healer (aasimar cleric of Erastil, archer build) might have difficulty making sessions.
I GMed the 1st chapter, so I'm going to be a new PC. I was going to play a dwarf barbarian 1/magus 3, but if the party needs healing, I can step in. We have a cavalier, so I don't want to play a paladin. We also have a ranger (archer) and a rogue/witch, both with wands of CLW.
So I was thinking of playing an oracle archer, or maybe an elf druid archer. Possibly a bard, since there are 4 PCs, 2 animal companions (horse and leopard), and a familiar, so there is a lot of buffing bang for the buck.
Does anyone know anything about this locale? I'm going to be playing a dragon-hating dwarven barbarian 1/magus 3 in Kingmaker chapter 2, and I was thinking of having him come from there. Or maybe the Golushkin Mountains of Brevoy, like Grayhaven or Highdelve. Or maybe even both. I imagine his barbarian tribe got killed by some dragons, and he took on the path of the magus so he could use magic to fight dragons. I plan on taking the Wyrmscourged and Lore Keeper alternate race features. I figure he could be starting small and try to rid the Stolen Lands of tatzlwyrms.
But what's the deal with Sunder Horn? I couldn't find anything about it in the Inner Sea Guide or the Pathfinder Wiki.
I'm thinking of focusing on stat boosters, a ring of +5, and a cloak of +5, a cirlet of persuasion, and a few belts of battle. Probably a handy haversack, filled with some low-level weapons I get temporary proficiency in.
Any other ideas?
As a binder, I can summon +4 heavy fortification armor, have at will mindblank, swift summon a Large +3 anarchic warhammer, etc. etc.
I'm playing an elf barbarian in a PbP. He has Power Attack and Pushing Assault. His rage p owers are Auspicious Mark and Raging Leaper, working on Bestial Leaper so he can combine it with Vital Strike (eventually). He's been using the elven racial option for his favored class ability (+1 foot of speed per level).
It's not a terribly tactical-movementy campaign.
Any suggestions for my 5th level feat? I was going to take Shield of Swings, but now I'm questioning it.
I'm seriously considering re-mapping the Stag Lord's Keep.
My PCs should not read this!:
I think the official map is kind of cramped. Especially for an archer BBEG. I'm thinking of throwing in a big gallery, with a narrow ladder/bridge leading to the Stag Lord's area. The bridge would be over a pit with the owlbear in it. I want to include the 3 big goons too. Probably with the rogue teamed up with some thugs (for flanky goodness), the pal/bar off to the side near some useful equipment (ropes, grappling hooks, poles, etc.), where he can come in, fight, betray, join the PCs, etc. I think I want put the big dummy near the main entrance, and throw in some oubliettes for him to throw PCs into (I re-built him to be a Bludgeoner/Enforcer/Intimidating Prowess-type with a greatclub).
I also re-built the Stag Lord to be a ranger 3/rogue 6 (sniper), CR 7 with his drunkeness. The PCs are pretty competent, and get 3 Hero Points per session.
I'm also giving the major NPCs a Hero Point or 2, I think.
My PCs are 4th level already: A cavalier/fighter, a rogue/witch, an archer cleric, and an archer ranger.
Does this sound like a good idea?
Can a raging barbarian/magus use Arcane Strike?
"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."
What abilities exist that do not require patience or concentration?
I'm playing in a PbP. I have an elven Destined sorcerer 4 with a longspear, Combat Reflexes and Toughness. Spells include alarm, burning hands, color spray, grease, create pit.
Str 14, Dex 16, Con 12, Int 10, Wis 9, Cha 18
The rest of the party is an elven barbarian with a curveblade, an elven rogue archer, and a DMPC healer dog of some kind.
I'm thinking of taking my martial level next. Should I go Cavalier or Fighter? Are there any interesting Mount-less archetypes of Cavalier?
I'm using the Reach Cleric Guide as a....guide....for my build.
I'm going to have an intro session with only a couple players. I plan on having it take place on the road (trail?) from Restov to Oleg's.
Any ideas? I was thinking maybe some pyromaniac goblins. I was thinking one encounter with multiple little opponents (maybe 1 goblin alchemist and some warriors) and one with a single powerful opponent (something CR 1 or 2 at the most).
I think the PCs will be a magus and a cavalier or fighter. Eventually a 3rd PC will be a cleric or druid archer.
You didn't make the top 32, but you made a great item! You've gotten lots of advice and critiques. Has this inspired you to revise your item? Tweak it to follow the advice you got? Fix that fatal flaw that changed it from kind of neat to really awesome?
Well I've sure been inspired.
Here's my revised item!
Bracers of Daring Exploits
Aura moderate abjuration; CL 10th
Is there a design reason why Spring Attack is a special full-round action that lets you move, make a single melee attack, and move again, up to your speed?
Is there a design reason why it does not let you move, make a melee attack as a standard action, then move again during your turn, up to your speed?
The whole Spring Attack + Vital Strike combo seems like it would be a real fun combo. It's pretty feat and requirement intensive (Dodge, Mobility, Spring Attack, Vital Strike, BAB 6+, Dex 13+), so a character would have to be pretty dedicated to get a neat combat combo.
It doesn't seem that over-powered to me. What am I missing?
Anyone else read a lot of him? I really like his Newford series, especially the "cold peace" between the Native American cousins (animal people) and immigrant European faeries.
It's really cool how main characters in some stories are supporting characters in other stories. It leads to a big, inter-connected cast of characters.
I also like that a lot of Newford sounds like my neighborhood.
Are there going to be any Mythic Racial abilities? Perhaps representing paragons of each race?
Also, will there be any Mythic level-based (as opposed to tier-based) abilities? One pet peeve I have is that there are non-class abilities gained every odd level (feats) and every 4 levels (ability score increases), but nothing at levels 2, 6, 10, 14, and 18. Is this going to remedied in anyway?
Does Fighting Defensively improve your CMD? What about Total Defense?
RAW, it doesn't appear to, but RAI, I would think so.
Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.
It's your typical multiverse-spanning saga about a father seeking to rescue his daughter. It's supposed to be CJ Cherryh-esque, but it just kind of rips her off. It tried to do a scary tea party a la "Foreigner," but failed. It has psychic "horses" like "Rider at the Gate" and "Cloud's Rider," but they're not very original or anything. There are a bunch of different alien species, like the "Chanur" series, but they're not really original or psychologically interesting.
The main character is supposed to be a genius of some kind, but so far he hasn't done anything smart, makes all kinds of bad decisions, and has no special knowledge about anything. We're supposed to be in awe of him, all the other characters act in awe of him, but so far he's been super incompetent and annoying. Reminds me of Whiskeyjack from that "Gardens of the Moon" book. Everyone acted like he was cool, but the most impressive thing he ever did was have a cool name like Whiskeyjack. :-P
Has anyone else read this series? Does it get any better? It seems like a neat concept. I like how the alternate universe is giant plain (like a prairie, not a plane like totally flat field), but another annoying thing is that it's a universe with a ton of unoccupied square footage, but they're worried about an incursion from our universe, which is mostly empty space.
If you had a Firefly or Millenium Falcon-sized space ship, what would you want on it?
I'm figuring you would need a cockpit, engine room, crew dorms, galley, head, and cargo deck.
Nice amenities would be a machine shop, player piano, hydroponics for fruits and vegetables, mess hall, infirmatory, and kennel.
Any other ideas?
We're also considering running a party that is all 1 race. Don't know which race yet, though.
This series of spells was designed for my ab-druid base class. Basically an unnatural druid. Can I have some thoughts on these spells? They're based on the beast shape series of spells, but for aberrations and the ab-druid's weird shape ability.
Aberrant Anatomy I
When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability:
Aberrant Anatomy II
This spell functions as aberrant anatomy I, except that it also allows you to assume the form of a Tiny or Large creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, adhesive, all-around vision, darkvision 60 feet, low-light vision, scent, grab, guarded mind, mimic object, pull, spider empathy, strangle, web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
Aberrant Anatomy III
Aberrant Anatomy IV