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Pathfinder Adventure Path Subscriber. Organized Play Member. 40 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Grand Lodge

Pathfinder Adventure Path Subscriber

Pair the monk and the rogue. Use gangup and paired opertunist so that when the monk generates an AoO (should be getting a plenty of thise) it also generates a sneak attack for the rogue. Remember the master of many styles does not need to qualify for style feats taken as bonus feats. So snake fang can be taken withought the other two in the chain.

The only build I know of that generates more AoO is the swordlord. That build is just silly.

Grand Lodge

Pathfinder Adventure Path Subscriber

My jade crew included a druid, ninja, paladin, and a mystic. The druid used a long spear and had a panda companion. She would wildshape into a rapter, eagle, or late game a giant squid. She took feats to speak while wildshape and thus cast spells and had a special bag that allowed the use of items. All sorts of utility and battle field controll spells plus animal growth etc. Think giant flying kung-fu panda and a tenticle horrer with a 40ft grope. The grab ability wins combat sometimes before it starts.

The paladin used a shield for a primary weapon and a scimitar as a secondary. Self heals and buffs plus bypassing dr smite and shield slam. Shield Slam ruined many evil plans in hilarious ways.

The mystic started as an evocation wizard for damage and utility and a cleric with healing/fire domains. Healing, buffing, and evocation shinannagens. Knowledge skills and crafting. By lv 11 he made a staff of fireball with a ton of metamagic. AOE for 135 damage of any element. Took lots of pit spells too. If the evil guy managed to not fall in the pit...the paladin would slam him in...and back in if it tried to climb out.

Lastly our ninja. Sneeky stealthy lots of weapons borderline evil poof and gone cripple strike ninja. The party found...err looted an item the progressively turns a charater chaotic evil. And he liked it. Our mystic got ahold of it before he did and modified the item so it would make a charater good. Once used the item can't be lost. So we made him be good as part of the end story.

JR is a fantastic AP. The NPC interaction is really bolstered by the caravan setting and sometimes being mean to the npc's is just as much fun as being nice but with better benifits.

Grand Lodge

Pathfinder Adventure Path Subscriber

A few of my favorites.

Invulnerable Barbarian. High dmg makes him a threat so the baddies want to attack and they will hit you...every time. AC is not worth consideration for this build as it uses "come and get me". Basicly you wreck thinks with a falchen and crit constantly. Because of this enemies attack you but doing so provokes AoO. It's possible for an enemy to attack but die before making contact. And should a foe do some damage your DR is half your level plus 1-3 as you take rage powers. Ranged attacks and foes with reach larger than yours can be painful and paladins smite can bypass DR but your party should have you covered.

Shield Slam Paladin. Good armor and saves plus self heals and buffs...awesome. Even more fun is using the shield slam feats to bull rush foes. Got a wizard in the party? Even more fun! Wizard creates pit...put the baddies in the pit and when they climb out put them back. Tons of AoO's can be generated with bull rush. The cavalier has a similar build that uses teamwork feats and trample/bull rush to become a massive mobile meat grinder but that's more of a striker than a tank.

Sword Lord Dulist. This one is uses class abilities to disarm foes when attacking. You deal dmg like normal but send enemy weapons flying. You can perry attacks and get an AoO or you get one when hit. Not to mention the class does have good AC. Soon your foes will realize they should target someone else but that's ok. You can use "in harms way" and take the hit...provoking an AoO where you then disarm your foe deal dmg anyway and your ally escapes a thrashing. If your ally is smart and uses some teamwork not only do you get an AoO but they will too perhaps using a shield slam or something similar to the above mentioned that in turn generates another AoO for your buddy...and you. It's a complicated build but it is fun. Doesn't matter if you get hit or not or if you are the intended target or not.

A new player should start with the more simple invulnerable Barbarian. The build is powerful but easy to use. The other two demand more skill and when a player has that skill the correct build to make it work will be easy er to figure out.

Grand Lodge

Pathfinder Adventure Path Subscriber

Although I would not consider a FAQ RAW ya'll are free to do whatever you want. Considering the evolution of magic item creation within pathfinder I'm not even sure of any claim to original intent of the rule. Although the FAQ does give magic item creation more munchkinablility that I find both fantastic and horrifying.

Grand Lodge

Pathfinder Adventure Path Subscriber

Weapons and armor have caster level requirements that can not be avoided. To craft a bonus equivalent the craftsman must be 3x bonus caster equivalent. Only continuous bonuses to caster level that last for at least the crafting duration can be applied.

The only other hard rule for crafting that can not be avoided is the requirement of possessing the metamagic feat for crafting rods.

Grand Lodge

Pathfinder Adventure Path Subscriber

Not sure why there is so much hate for the shield slam pally. It's a solid build but does make for a MAD build. I suggest using a 12 dex initially and enhancing from there with a belt. Next try using a scimitar. Eventually you start your attack with a shield slam and if you hit follow up with a free bull rush. If you move your foe you then swing your scimitar. If that scimitar happens to crit 15-20 you follow that with another bull rush that should trigger yet another AoO. Each of which also triggers AoOs for your buddies.

1) Power Attack
2) Shield Focus
3) Shield Slam
4) Improved Shield Bash
5) Improved bull rush
6) Grater bull rush
7) Combat Reflex
8) Improved Crit
9) Bashing Crit
10) TWF
11) Improved TWF
12) Greater TWF

Something like that

Anyway. For carrion crown ditch the mount for the weapon perks. That way when you see a ghost it will be ok you don't have expensive ghost touch weapons.

As for lay of hands. That's for you...not yer buddies. If they need heals just slap the party cleric a few times.

Grand Lodge

Pathfinder Adventure Path Subscriber

I suggest looking at playing a mystic. With nack you only loose one caster level of cleric but you will have more spells than you know what to do with. Utility is high and the fire and healing domaines give a good blend of healing and blasting. I also suggest item creation feats and making use of rods. The build is 3 cleric/ 3 wizard admixture/ mystic.

Grand Lodge

Pathfinder Adventure Path Subscriber

If your DM wants to AoO you I suggest you party up with a swordlord with In Harms Way.

Then when you provoke your buddy takes the hit but also gets a free disarm attempt that still does damage.

DM plans ruined

Grand Lodge

Pathfinder Adventure Path Subscriber

My tip for playing with new players is a simple one. You should prompt them to make checks when appropriate so they can better understand skill mechanics. I also suggest the first session focus on party creation. Give them build and synergy tips for easy to play classes and don't fear a bit of pc cheese. Also have your casters make a spell book so they can check what spells they prep and use.

Grand Lodge

Pathfinder Adventure Path Subscriber

You could try playing a swordlord. With in harms way and a teamwork feat that escapes me at the moment you gain AoO's when you are hit or your buddy is hit. Not only do you get a free disarm that still does Dmg but your buddy gets an AoO every time you do.

If you are set with sword and board I suggest you try shield slam for free bull rush. This allows you to maneuver baddies away from squishes and give allies AoO.

Grand Lodge

Pathfinder Adventure Path Subscriber

I would suggest taking enchantment as your second opposition school. At higher levels mobs make their saves 70-95%...and the bard will do it better if you have a bard in the party.

Grand Lodge

Pathfinder Adventure Path Subscriber

Ranger would do very well. Favored enemy: Human (+++) or aquatic (+) Favored Terrain: Yer on a boat or in the water so bonus almost always (++)

Oracle or Druid. How about a Bard? A monk? Barbarian = win.

Just be sure to take at least one rank in profession sailor.

Grand Lodge

Pathfinder Adventure Path Subscriber

I suggest a bard. Rookie players do well as a bard. "what is that? Oh...bardic knowledge!". Give her a bow and a shinny dancing dress. Inspiration spells are win.

Grand Lodge

Pathfinder Adventure Path Subscriber

I would suggest using improved crit rather than keen but otherwise that's all there is really.

Not sure what direction you are going with multiple crits though. I would suggest avoiding crit feats that would be negated entirely with a save. By the that level mobs will make their saves 95%.

Kukri's are the way to go for a knife master but since sneak attacks are not multiplied by crit.

Try looking at the Dervish classes.

To really go crazy with crit look for AoO combinations.

A few of my favorite combinations are

1) The tripper rogue or bard (fun but not as relevant to the crit concept)

2) Shield slamming Pally or fighter (You hit so you get to slam and you slam so you get a free bull rush and then an AoO for you and your allies for the bull rush. Scimitar + Large Shield. Drawback is the build doesn't start pulling together until 6th lv or so.

3) Swordlord. Add "In Harms Way" and a flanking buddy and some flanking teamwork feats and watch what happens. A swordlord that gets hit will get an AoO and teamwork would give an AoO to the buddy. If the mob decides to attack the buddy the swordlord can elect to be hit in place of her buddy...and the cycle continues. Unlike the bull rush of the Pally mentioned above you would be looking at disarm but to similar effect.

4) My favorite crit stomping crazy is hands down the Invulnerable rager. Massive damage multiplied by a good crit range. Greater Beast Totem's pounce and "Come and Get Me" make for AoO madness. An Invulnerable rager will get hit 95% but that's what she wants. AoOs that hit hard and hit before getting hit herself will spell the end for many enemies before their hits land. Further, good pairing of players can make a easy 3 man wrecking crew (assuming player 3 is a cleric).

5) Alternatively you can look at increasing your multiplier using the cavalier's charge with a lance. I would recommend the sword oath for Talking Dino mount pouncing crit crazyness. One strike with a lance is painful (4x as a cavalier and later 5x). Combine 4 and 5 and now you get a full attack with your lance with sickening dmg output. Oh and your dino mount gets their full attack too.

You may want to tone down the last two just a bit so one player doesn't outshine the others.

Grand Lodge

Pathfinder Adventure Path Subscriber

Remember that lawful alignment follows a set o laws...not nessesarly the laws of the land or what most folks would think is lawfull.

Grand Lodge

Pathfinder Adventure Path Subscriber

At lower levels High AC is great. At higher levels mobs start hitting with touch attacks and AC becomes less important. Best tank I ever played was a barbarian with 7 AC.

Grand Lodge

Pathfinder Adventure Path Subscriber

A Paladin would round out the party nicely as a tank. Now if you want to murder mobs try an invulnerable raging barbarian.

A rouge wouldn't be a bad choice either.

Grand Lodge

Pathfinder Adventure Path Subscriber

How about binding the caster with an item that deals non-lethal damage if a spell is cast...say 30D2 + 4 + 2D6 (bane) + (1D4 + 4) lethal. Min damage is 27 and the check for a lv 0 spell would be 10 + dmg + spell lv.

10 + 41 + 0 = 51

A 20th lv caster would make a check at

D20 + Caster lv + Ability mod

D20 + 20 + 10?

Min of 31, max of 50

How would this item work?

I imagine it to look much like masterwork manacles but with chains that wrap around the prisoner's entire body somewhat loosely allowing mostly normal movement (hands are still bound). Attempting to cast a spell would activate this item constricting the chains and acting as a gag as well (grapple 35 + 5-10 for chains). The prisoner would not only take damage from the constricting chains (30D2 + 4 + 2D6 (bane)) but also would drive small spikes into the prisoner ((1D4 + 4) lethal). The item would not release the prisoner until a command word is spoken. The player would be caught trying to use magic and could then be dealt with accordingly.

The player will soon get the idea. Don't use magic. And the damage won't kill the poor guy so that's a plus.

Grand Lodge

Pathfinder Adventure Path Subscriber

I would recommend S&B. Look into taking the shield feats and using bull rush and overrun to gain AoO's and give the same to your party. The Pally is very much the party player and makes a fantastic tank. If you want to be a lone hunter I would suggest trying a ranger.

Also, vital strike and cleave is a trap.

Grand Lodge

Pathfinder Adventure Path Subscriber

How to kill the Barbarian: Lesson 1

The barbarian has horrible AC...and he knows is...and doesn't care. At lv 16 he's got 300+ hp and the cleric heals 150 at 50ft or so. A testement to how much the barbarian don't care if he is hit is the "Come and get me" rage power. He wants you to hit him! Hell if he is smart he should also have DR 11/-

Lesson 2

A quick way around his DR is to blast him with spells right? Wrong. Again he is lv 16 and the dude should have his armor enchanted with some fire resist say 30 points per hit...ya he don't care if you light him on fire. Alright so fire won't work how about frost? Nope. Did you think his mage buddy was going to let you but the big guy on ice? Admixture mages get some nice abilities, one is the ability to toss fireballs that do frost damage and the other is the ability to change the energy type of anything within 30ft of him. So now the barbarian goes from fire resist 30 to resist everything 30. I'm sure there is an exception but not one that will deal the damage you need.

Lesson 3

How about sneak attack? Not so much. Remember this guy is lv 16 and should have heavy fortification armor. you get 1 in 4...good luck.

Lesson 4

Remember he is a crazy barbarian. What are the chances he is true neutral? Not much. Ahhh so how about a paladin. Give him a bow and smite and watch what happens. Smite adds the paladin lv to damage and after 6 arrows thats quite a bit of damage. And the best part, smite bypasses all of his DR. Oh and paladins get the ability to have all of their allies smite too. Now Mr. Barbarian is faced with a mob of smite. I'm sure the mage can figure out what to do to stop the arrows but still not a bad move.

Lesson 5

Invisibility. Not going to work. Once again he is lv 16. High level mobs have see invisibility...so should he. And flying too. Large and lunge gives him a 15ft reach so mobs will need 20ft reach. He will still murder his enemies on his turn though unless they have a 25ft reach. Doable but difficult...and without any splatbooks or over CR mobs.

Lesson 6

What about natural elements? Does the honey badger give a s!%%? No, and neither does the barbarian. Once again...he is lv 16. Dude doesn't need food, water, air, and only 2 hours of sleep. Hot or cold weather? No, he still doesn't care. Your not going to get him to slip and fall, or drown, or any of that. You won't get him with a skill check.

Lesson 7

Combat maneuvers may have a little success...maybe. Hes got 12 from str and 8 from dex, 16 bab, base of 10. That is 46...or more. Good luck with that. Disarm will be worse. 56 or more. How about sunder? nope. Dude is carrying a min +8 sword and you need at least that to hurt it. Do you want to give your players a +8 sword as loot...no, i didn't think so.

Lesson 8

Will saves. His are not so good, he knows it...and so does the party. A DC 30 will save is going to give the cleric some trouble and so too the barbarian. He should have about +16-18 will save so 60-70% fail. not so good. Now the cleric can give him a reroll with a +2 bonus...and the barbarian can take a reroll himself (thanks to the luck blade). Still 50% isn't bad but failing 3 times is not anything to hope for.

At this point I should add, there is an armor enchantment that forces an enemy to reroll. awww, sadface.

Lesson 9

Other things to expect from a high level party. The barbarian will also likely have regen and displacement. Further, his min damage is something like 60 and twice that on a crit 30% of the time. Haste will give him 4 attacks and we already know he gets insane AoO's.

Lesson 10

By now you should know...the barbarian is a murder machine. He walks around with Sir Crafts-a-lot, the guy that foils all of your traps without trying, and what will soon become the right hand of god. Good luck killing this guy without resorting to auto DM facemelting.

Now the other party members are a different story. Ignore the barbarian or just keep him busy and smash the remainder of the party. Cleric can't heal if he is dead. Once the casters are out have your pally take down the barb. Wasn't there a rouge too? Oh well, he will be dead soon anyway. lol.

And now you know how to kill the Barbarian

Grand Lodge

Pathfinder Adventure Path Subscriber
Kelsey MacAilbert wrote:
I think I want to take beast totem.

Its a good choice. Pounce is awesome and you will get to use it often.

Its certainly on par with the elemental totem, although to properly utilize the elemental totem and exploit additional weakness of your enemies you would need someone in the party able to access that information with knowledge checks. Many times that other player is a wizard, cleric, or bard.

Edit: Just remember that your armor reduces the effectiveness of the beast totem by reducing your speed.

I assume the idea behind the AH, mechanically, is purely to increase AC.

Grand Lodge

Pathfinder Adventure Path Subscriber
Aelryinth wrote:

She's not playing an invulnerable character, she's playing an armored tank.

I agree on Cleave. Not worth taking unless all you do is fight mooks, and on standard actions...two strikes against it.

again, Furious Focus is a scaling Vital Strike without having to take the extra feats. There is no better feat for getting off a single blow and doing lots of extra damage...and still hitting. Take it instead of Vital Strike, and for laying the beat down on a charge...and still not missing.

==Aelryinth

True, she is playing an armored tank. This is why I suggested not playing an armored tank. If the idea is to use heavy armor that is fine. But if the idea is to be a tank and tanks use heavy armor then perhaps an invulnerable rager is a better fit.

Are we looking at the same feat?

Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Grand Lodge

Pathfinder Adventure Path Subscriber
Lastoth wrote:

Wait, what?

1) what is the fury enchantment? It's not on d20pfsrd
2) what is improved damage reduction? It's not on d20pfsrd
3) you suggest not taking cleave because you later get "more than one attack" but cleave is pretty much a tactic used to get more than one attack after a move action, enhanced later with the mighty cleaving enchantment.
4) dumping your AC completely is one way of doing it, but I've only seen it result in the death of the character who does this. Most of the APs contain monsters who will outdamage you, yet have many more hitpoints.

EDIT:

5) Lunge only works during your attack action, you wont be able to use it to get AOOs.

I guess I should be more clear. Yes, lunge only works during the turn it is activated hence it was more of an afterthought.

Combat reflexes is to get AoO's.

Furious is indeed on the SRD from the APG under magic weapons.

Improved DR is a rage feat that can be taken 3 times.

And I stand by my claim about cleave. Cleave may result in a second attack but at the cost of all other attacks and said second attack must strike an adjacent mob. If I had to choose between maybe getting a second attack and...getting a second attack I would choose the latter. I see where the enchantment is going, however, it still has the limitations of cleave. I'm not convinced cleave isn't a trap.

Now about furious focus. Think about what is going on mechanically, you ignore power attack penalties for the first attack. Sounds great but that first attack is at your highest bonus. Such a boost is only overkill with perhaps a few extraordinary exceptions. It's good yes but not needed for a feat starved barbarian.

I ran an invulnerable barbarian with 7AC through Tomb of the Iron Medusa (lv 14). My DM though I would drop in a matter of moments but he may have trouble hitting the 50AC T-Rex. Turns out the result was the reverse. You see, such a low AC seems to provoke mobs into attacking but with come-and-get-me mobs find themselves dead before their attacks hit. The events are as follows. barbed devil attacks barbarian. barbarian hits barbed devil for 60dmg. Then barbed devil hits barbarian for 31dmg taking 21dmg (that's about 8% total hp). When the barbed devil takes his next attack he gets dropped and the barbarian takes 0dmg.

With that said, the barbarians best friend is the healer. One may expect such a build to require lots of healing. Yes, but mostly out of battle. In battle healing during TotIM was limited to only 1 heal spell (not even full CL) during the boss fight. Almost every fight was me running to the mobs, soaking hits, and killing everything. May only get 1 attack in the first round but still get 4 AoO's.

The build is not without risks but the concept works well. An invulnerable barbarian wants to be attacked, doesn't care about getting hit, and enemies will regret every swing.

Grand Lodge

Pathfinder Adventure Path Subscriber

Any 3.5?

For a bard try: Dragon Heart Song, Words of Creation, and I can't remember but it allows a bard to use two performances at the same time.

your normal +2 inspire courage now does +6

Bard + bow = awesome

Knowledge everything and give away the mobs weaknesses so the fighter can bypass DR.

as for spells, timely inspiration!
and there is one that links the bards mind with another pc allowing that other pc to roll 2 D20's and keep the better on all D20 rolls until that pc rolls a Nat 20.

Think about what happens to a 30% crit crazy barb while under that spell.

I know I've gone a bit buff wild here but for good reason. Buffs work all the time, no pc is going to not want buffs. debuffs and control spells however follow an inverse log function. At low levels mobs don't save well but at higher levels they save all the time...even with high DC's and rolling a 2.

Grand Lodge

Pathfinder Adventure Path Subscriber
Kelsey MacAilbert wrote:
TheGuyOverThere9888 wrote:

How does powerful blow fit in with the story?

I like how you have tailored the build to fit the story.

Powerful blow just seemed like something a notoriously ferocious warrior might have.

I suggest trading for guarded life. Powerful blow is like cleave, awesome until you get more than one attack...then its useless. Are you willing to trade 100dmg/round...most likely not. Furious focus is a trap, and reckless is awesome.

I understand the concept but it lags in damage potential for very little AC bonus. Case in point, your AC is going to suck no matter what you do and the higher you climb in lv's the less mobs care about your AC.

A bit counter intuitive but the best tank I ever played only had an AC of 7.

Strap on a shinny breast plate, grab a falchen, and go go invulnerable rage.

Its all the fury awesome and then some. Add things like raging vitality, and come and get me, and improved DR. You can even get a fury enchantment for your blade and fortification for your armor.

You don't need armor to be a knight. And with a low AC mobs will drool at the chance to attack you...and they will hit you...but you wont care (High HP and DR=1/2 lv + improved DRx3). Even better, when you add come and get me mobs will get +4 dmg vs you but again you wont care...oh and they will only hit you if you don't kill them first.

Lv 14 you are looking at a +44 hit and min 50dmg with a 30% crit range

elemental>beast
pounce is fun and all but switching elements every time you rage gives untold versatility.

oh and take lunge and combat reflex to get AoO's

Grand Lodge

Pathfinder Adventure Path Subscriber
shallowsoul wrote:
I have been reading up on the Celestial/Infernal template and it states that creatures of this type are from the lower planes such as hell or the abyss and I believe they are considered outsiders. Are they or are they not outsiders?

Yes, they are considered outsiders. PC's outsiders, in many cases, also keep their home plane as the material plane. So the banish spell wouldn't work even though they are outsiders.

Can't remember where exactly i've seen the above but I know its in several places.

Grand Lodge

Pathfinder Adventure Path Subscriber

None of the bonus stack because its the same type of bonus.

You can however pay to increase say a +4 to a +6 by expending the cost difference.

Also, if you have a belt +6 str and your party mage casts bull str on you...you only use the enchantment that gives you the best boost. That is to say, the spell doesn't stack either because it to is the same type.

Further, these stat items give a temporary bonus for the first 24 hours and then are considered permanent for the time the item is on. So a +2 int headband does give +1/lv skill point but only after 24 hours.

I suggest looking at the dueling gloves from the APG. If I remember correctly it boosts your fighter bonus for a number of things. Its a must have item.

Grand Lodge

Pathfinder Adventure Path Subscriber
Theos Imarion wrote:
Is their some feat which increases your crit modifier, I seem to remember one?

That would be improved crit

Grand Lodge

Pathfinder Adventure Path Subscriber

How does powerful blow fit in with the story?

I like how you have tailored the build to fit the story.

Grand Lodge

Pathfinder Adventure Path Subscriber
Theos Imarion wrote:
wow thank's TheGuyOverTheir, which crit feats should I get?

Bleed dmg is hard to stick at high level so you may want to stay clear of bleeding crit. Also assume mobs will always save. I suggest picking crit feats with this in mind. With that you may want to try Exhausting, Blinding, or Stunning.

Grand Lodge

Pathfinder Adventure Path Subscriber

I suggest elf mystic with warrior of old and magical knack (cleric) traits.

healing and fire domains, evocation admixture school.

take crafting feats.

pump dex, wis, and int. Take some con, and forget cha. str 8 works just fine.

now you are a crafty casting ball of awesome. you do loose out on one CL of cleric and three CL of wizard as well as wizard bonus feats and channel energy after 3rd.

i'm sure you can think of plenty of cool items to make that will make you and your party even more awesome.

As for your fail orc friend, I suggest either a pally or invulnerable barb.

pally is a self-healing tank with shield slam

the barb is also a tank (with 7AC). The idea here is the barb gets hit all the time but doesn't care (DR + HP) but enemies foolish enough to attack him will regret every swing...before they hit.

for your other buddies, bards are awesome, druids are fantastic, rouge = win, and rangers can be good. I here good things about summoners.

Grand Lodge

Pathfinder Adventure Path Subscriber
Theos Imarion wrote:

Human 2-weapon Fighter 20lvl

Hp 324
AC 44(49)(10+10 celestial armor+8 dex+10(2 ring’s of protection)+5(clock of resistance)+1 dodge (+5 when full attack))
Str 28(16 +2 +2 +2+6+2wish)
Dex 28 (15+2+2+6+3wish)
Con 30 (15 +2 +2+6+3wish)
Int 10
Wis 10
Cha 7
Attack 2 speed keen vorpal mstrwrk short swords+1(from wish) (37/37) from haste/37/37/37/37/37/32/32/27/27/22 1d6+9/2d6+18 17-20/ vorpal
Belt of physical perfection +6, boots of speed 3 rings of 3 wishes, lavender/green ellipsoid ioun stone (Absorbs spells of 8th level or lower), ring of invisibility, hand of glory, ring of protection X2 +5

Defensive flurry+5, twin blades, double strike, improved Balance, equal opportunity, perfect balance, deft doublestrike, double defense
Feats: Dodge, 2-weapon fighting, power attack,cleave, weapon focus (short sword), double slice, mobility, sidestep, imp. Sidestep, two weapon fighting greater, two weapon fighting improved, weapon focus greater, improved inititave, death from above, wind stance, lightning stance, weapon finesse, piranha strike, toughness, diehard, godless healing,

a few things to start

1) Max magic bonus for armor is +5 although you can add another +5 in other goodies...like free breath of life 1/day or energy resistance or fortify.

2) Ring of protection wont stack with another ring of protection. Try ring of displacement or ring of regeneration.

3) Cloak of resistance is a must, however, it is for saves not ac.

4) Headband, you do need Wis for will saves so you don't turn on your party.

5) Kukri's are a good choice. Make then +5 and you won't have an issue with DR. Make one of them menacing to give you and allies an extra +2 hit for flanking. Haste and speed don't stack so drop speed and keep the boots...unless your DM will let you make a vest of haste or something then pick up stride boots. Oh, and vorpal will be nice when you roll Nat 20 but good luck with that. So ya drop vorpal for burst energy of some kind or holy or bane.

6) You might think ring of invisibility is good...but its not. By the time you can afford it mobs will see you anyway. As for ring of 3 wishes boosting your stats, that seems solid but expensive.

7) Ione stones. Get a bunch of them. Dusty rose and cracked dusty rose stack for ac, there is one for not needing air and another for food. All kinds of goodies here so check it out...you can have as many as you want and implant them in your skin too.

8) Your a fighter...why do you not have gloves? APG has dueling gloves that boost fighter abilities. Oh and remember haste only gives you 1 extra attack not 1 per weapon or bab step...just one.

9) You can do better than hand of glory...think natural armor.

10) You must be able to fly. And take a bow.

11) cleave is a trap. forget you ever thought about it.

12) I know you are on this AC kick but at high level mobs don't care what your AC is. Last game I was in the 50 ac T-Rex got hit almost every round but the 7 AC barb got hit far less despite being the subject of many more attacks. But that is a trick for another day.

13) piranha strike doesn't stack with power attack so drop it and finesse. godless healing...waste of time. tell your cleric to do his job and heal you and buffs are nice too. Diehard is ok at best but death from above is just silly. Not sure what you are don't with sidestep. As for wind/lightning stance, why? If you more more than 5ft you only get one attack...no matter what you do. Sidestep doesn't help. and if you run away you certainly aren't killing things. There are better things to do with your feats like improved crit.

14) Weapon spec!

Hope this helps

Grand Lodge

Pathfinder Adventure Path Subscriber

I think the item creation rules specify how much intelligent item abilities cost. If I remember correctly the ability to cast 1 lv 1 spell 3/day is on that list as you point out 1200gp. It seems to me that only the 1200 is required.

Further, the item would need to be masterwork and would need a casting score of 11 or better. (200gp)

I think the difference in price has to do with activating the ability. Remember, an intelligent item determines independent of the PC if it will act. That is to say, the item may help you...or not. And if it does act such action does not expend any PC action.

Grand Lodge

Pathfinder Adventure Path Subscriber

Indeed you are correct.

Grand Lodge

Pathfinder Adventure Path Subscriber

Granted, if the bonus was active for the entire duration it would simplify matters greatly.

Think about this. If a caster was to cast a spell that lasted 1min/CL using a karma bead, would the duration of the spell be shortened post fact?

I'm not convinced that any spell required for crafting would need to be continuously cast repeatedly for crafting to take place. Otherwise I would expect many spell slots to be expended and not just one.

Now if said caster would be unable to work, what i presume to be the essence of a single spell, without the necessary CL. That saying, even though the caster could cast the correct spell the caster could no longer craft with a spell the caster could no longer cast. However, this can not be the case since a caster can have another caster cast the required spell for an item instead of doing it him/herself. Besides the difficulty of crafting is represented by the craft DC not the difficulty of any individual component process.

I think the key to understanding this question has to do with modeling what is actually taking place. Is a magic item like a mass of magic energy stuffed inside a physical shell by the caster drop by drop or rather spell by spell?

Grand Lodge

Pathfinder Adventure Path Subscriber

Anyone else care to chime in?

Grand Lodge

Pathfinder Adventure Path Subscriber

Now talking about game balance, I don't think crafting requirements (feats aside) were put in place for game balance. It seems like craft DC and gp/level constraints preform that task adequately. The DC's scale just fine with difficulty and wealth presents variable difficulty in game play as it determines the quality/quantity of equipment.

Simply, what will stop a low level player from creating high level equipment? GP limits should do the trick.

Why could a low level caster make boots of haste but not armor of haste?

Once again this refers us back to the original question.

Why Paizo? Why?

Grand Lodge

Pathfinder Adventure Path Subscriber

I seems like CL is a requirement because an appropriate spell does not exist. This leads me to think that the process is the same as if casting a spell. In such a case a caster crafting a magic item does not continuously cast the required spell as that would require many spell slots. Rather, since all required materials are expended initially (including spell components) and the spell slot is expended as if casting the required spell each day, it follows that the required spell is expended initially as well. This is to say, the spell slot would be expended just after activating the karma bead (unless the casting time is more than 10min.

So if the requirement works like casting a spell simply meeting the CL during said proxy casting each day should work.

If the CL is actually associated with a corresponding spell level then it follows that a spell slot of the appropriate level would be expended in place of an actual spell. Thus a second level spell would be expended to create a +1 enhancement a third level spell for a +2 (corresponding to the highest spell slot of a CL 6 caster.

I'm sure there are many more possibilities, however, other than the rule seems to have been carried over from previous versions the text gives few clues as to the creators intentions mechanically.

Grand Lodge

Pathfinder Adventure Path Subscriber

My thought is the enhancement bonus CL requirement works like spell requirements. If the spell is currently accessible on the spell list its good to go for crafting. Likewise if caster level meets the requirement for crafting magic arms and armor then its good to go for crafting.

I haven't found anything specific in the rules thus far. With that, I suspect the answer to my questions may require enlightenment from the Paizo crew as to their intentions regarding mechanical design elements of crafting magic arms and armor.

Grand Lodge

Pathfinder Adventure Path Subscriber

A mandatory pre-req for crafting magic arms and armor is caster level must be at least three times the enhancement bonus.

The karma bead increases caster level by +4 for 10min.

Can a cleric lv 8 use the karma bead to bump their caster level to 12 for crafting magic arms and armor with an enhancement bonus of +4?

Side note: Why does crafting magic arms and armor uses CL rather than a spell? Mechanically why is there a need for such differing requirements?