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TheSideKick's page
Organized Play Member. 1,737 posts (1,739 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.
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so ive been getting back into comics and super heroes. recently ive been reading Dr. Fate. for those of you who dont know who Dr. Fate is he is basically an artifact that has the consciousness of a being of order.
the artifact is a helmet, anyone who places the helmet on is basically taken over and enthralled into his service until he decides that his presence is unnecessary then releases you. in the process his power will destroy the weak and nonmagical, only a being capable of magic can truly contain his power and not die as a result eventually.
so i was thinking in my next home game, i would build Fate. it would be a helmet that has a high intelligence and Ego and once the helmet is placed on a NPC they would then be the vessel for my character, allowing a save vrs the possession from the artifact, no different then any other intelligent item.
im trying to get all aspects of playing this concept from the positives to negatives. if anyone has any observations of weaknesses and strengths i would love to hear them.
how the character works: humanoid places helmet on, saves vrs possession, then on a failed save my character stats override the target as if i were playing my level 5 character (or what ever), if the target isnt of 5th level and have access to arcane magic as a class feature the body withers and dies after one in game month requiring me to repeat the process or relinquish the vessel.
lawful neutral is the mandatory alignment for this concept. and im thinking a god wizard would fit this concept very well.
i was wondering if anyone knew of a compilation for sorcerer specific materials (feats, archetypes,peripheral material sources)
just trying to build a solid blaster sorcerer and im trying to see if i missed any magic items, feats, traits, spells, or "other" sorcerer options to augment his blasting.
ive given up on the concept of being OP. im an optimizer yes, but not single mindedly focused on DPR or having insane saves ect... i like to build and think up unique characters that have an very unique flavor to them.
as an example ive made a samurai (ninja) with waves oracle who uses widen spell and meta magic reduction traits to cast obscuring mist. ive made a monk ninja that has the ability to mundanely "blink" out of sight for a very effective DBZ style fighter. ive made many flavorful characters, and functional,so i was wondering if anyone else has had any success in creating unique characters, and if so if you would be willing to post them.
i will say this plainly, i dont care about your fighter who hits for 50k a swing or your generic spell sundering barb, im looking for a unique mixture of mechanics that translates into a very cool character that is much different then any other character of that class.
a few i know of but havent ever had a chance to play are:
ash catch'em (preservationist alchemist)
iron man (dwarven artificer cleric)
vultron (synthesis summoner)
octo-monk (druid monk)
incredible hulk (blood rager)
captian america (blood storm blade 3.5 book of the nine rings)
so im trying to get my friend to start playing pathfinder and other pen and paper RPG games. i like pathfinder the most of all of the systems ive played in, so i wanted to make a character for him to play.
he loves WoW and has played a shaman (enahncement)since the game first started, its been his main and he has plyed that character in high ranking arena teams, so he knows the class inside and out.
my issue is that there isnt a true interpertation of the WoW shaman in any form with this game. i mean i could try a barbarian / sorcerer but i couldn imagin that being very functional, it would need to dual wield, have access to all 4 elements of magic ( earth water air and fire) and still be able to hurt things well enough to shine as a melee front liner.
what i have so far:
race orc(half orc technically)
invulnerible rager 12/druid 8 (weather domain)
(racial toothy)
STR 18 (+2 racial)
dex 12
con 14
int 12
wis 14
cha 7
traits (metamagic reduction x2)
twf orcish battle axe(broke it in half for RP purposes)
rhyme spell
cant think of much more then this.
i was thinking magus, but the issue with magus is that it has no "nature flavor to it" so he wont like it, i showed it to him first. i dont like homebrewing classes, but im thinking i may just need to allow this character to use spellstrike in place of wild shape and maybe some of his dr or rage powers, to let him "spell strike" (not spell combat) with his casted spells, since thats what a shaman does.
im sorry to be nonproductive but isnt a ranger a fighter/druid mix? so why do we need a ranger/druid mix also? seems like this slot could have gone to a monk/cleric mix or even a thurge style character who blends arcane and devine magic, like a sorcerer(or wizard)/cleric mix.
this class just seems way unnecessary, almost like the ranger isnt enough of a caster so you're trying to rebuild it into one. i know this wont get the "hunter" removed from the ACG, this is more for my understanding.
ok so i fell in love with the visuals involved with the Stealth on Stealth character from the "lets make the rogue fun" thread. so i decided to add him into my random assassin encounter chart... but then i thought about hoe devastating this character would be in a fight, even against a group of 5 level 6-8 players.
Viper:
monk 2/unarmed fighter 1/shadowdancer 1/ninja 6 (m,m,n,n,n,n,f,s,n,n)
str 18 (16+2 racial)
dex 16 (14+2 levels)
con 10
wis 16 (14+2 headband)
int 13
cha 7
hit: bab 7 + 2 brawling + 1 WF + 6 str ( bull strength)= +16 + flat footed + stunning fist
damage: 7d6+ 8 (subdual)
AC: 5 dex (+cats grace) + chain shirt + dodge= 20 + mobility + conditions (-4 attack)
OR
snake style 18 + (1d20)
FORT 9
REF 15
WILL 10
feats:
H enforcer
1 skill focus stealth
m dodge
-
m combat reflexes
-
3 mobility
-
n weapon focus
-
5 dazzling display
-
n snake style
-
f snake fang
7 hell cat stealth
-
9 shatter defenses
-
n sap adept
skills:
havent fleshed out all his skills but the most important ones are..
stealth 24 + 10 elixir
sense motive 18
acrobatics 18
gear:
headband of wisdom +2
cruel AoMF
mithril chain shirt + brawler enchant
elixir of hiding
cloak of resistance + 1
potion of cats grace
bull strength
negate aroma
this character is a smart assassin who will target based on player appearance. high AC (medium and heavy armor)targets will be left for last while he picks off the softer looking targets with massive debuffs (enforcer+cruel+stunning fist (dc 18) which nets a -4 to saves making the dc 22) then restealths burns off kipool points to max his attacks per round, keeping the target in a state of stunned and or flat footed while he obliterates them. he starts fully buffed.
now my players are used to challenging NPC's so they are used to character death and don't throw tantrums when they die. but i also dont like to tpk them with challenges that they have no chance against.
keep in mind that stealth can be used in conjunction with any form of physical movement with this character since he has both hellcat stealth and hide in plain sight.
im playing a second level magus right now. he is NOT the dervish dance type of magus, he uses cestus and all electric based attacks, until he gets elemental spell, and can hit for quite a bit.
his normal attack + arcane pool gives him a +5 attack hitting for id4 +5 19-20, when using spell combat he has 2x +3 attacks at 1d4 + 5, and when he casts shocking grasp (against something with metal on it) a +8 attack (6 with spell combat) at 1d4+4d6+5. i achieved this by using spell specialization shocking grasp.
at this level im one hitting things, which makes me not want to play aggressively, and im concerned that i will single-handedly end combats with a good shocking grasp punch.
until 8th level im going to have scaling damage, and as the levels accrue im going to be able to be more liberal with my shocking punches, will i still have this issue of having to use restraint until closer to the end game or will the npc's be able to mitigate more of the damage sooner?
ok so i have a tetori with snapping turtle style. now on my turn i:
* move through a threatened space
* provoke the AOO
* after the target misses i use the counter grapple ability of turtle style which is an immediate action.
i then use my standard action to pin the target if my grapple is successful, everything is ok so far... but when does my swift/immediate action rest? is it when the person who won initiative goes or is it one full round from when the action was used, in this case my turn?
i was just thinking about my best character, by best i mean the one i liked the most, and it turned out to be a character i didnt think i would like when i first created the character.
my group needed a healer/tank to flush out the group. i suggested that i play a paladin since i knew it could fill both roles very well. when i talked tot he gm he advised me not to, becuse another player was playing a neutral evil character as well as a chaotic evil barbarian would be joining the group later.
i was going through my list of characters i had played in the past and couldnt really think of anything that would be better then a paladin, or at least equal to. then i had a "moment of clarity" and started building a rage prophet (life oracle/invulnerable rager). when all was said and done the character was a beast, mechanically awesome, fit the role so well, and, contrary to my bias against barbarians, a blast to RP (like a shaman type character, wore a wolf skin over his head and back).
he went down as my best character i have ever played.
so what was your best?
so im playing a 6 invulnerable rager/2 life oracle/2 rage prophit.
rage powers are;moment of clerity and reckless abandon.
oracle is safe curing
im going to go deeper into barbarian for aditional dr and qualifying for extra damage reduction x3 rage power at 12th level i will have dr 9, channel positive, energy body, and safe curing.
im thinking that it will have the best mitigation for taking damage then any other character i can think to build. while still having adequate damage.
ok so im playing a dwarven grappler monk. right now its tetori 4 and was planning on going into lorewarden at 5 for the feat, armor profeciency light (brawler and armor spikes), and eventually +2 to grapple and combat expertise (bump up my CMD after i get the grapple going). not to mention i can add fire and acid resistance to armor for taking down things i normally cant grapple, (fire elementals, oozes!!, and other things with passive fire or acid damage on contact).
but i was thinking about it and i thought maybe going straight tetori would be better if only because my touch ac would be better, CMD would be much higher, and get grab asap for the net +4 to grapple and maintain. not to mention getting greater grapple one level faster. it would also net me increased speed, nice for a dwarf, and other monk things later on.
to sum up:
tetori9/lorewarden3:
* acid and fire resistance
* brawler enchant (+2 grapple +2 unarmed strike)
* armor spikes (1d6 +strength +any enchants i toss on them)
* combat expertise (+3 to cmd, ac, and touch ac)
* 2 extra feats
* light armor profeciency (allows me to use celestial armor)
tetori12:
* higher CMD (+5 at 4th level)
* faster run speed
* grab at 9 (+4 ac and maintain)
* greater grapple at 6 (instead of 7 or higher)
* all listed things are lost to armor
* remove freedom of movement <--- at 9 this is a big one
if i missed anything please let me know. but the equipment is going to be the same in essence, regardless as to how i build it. so im more concerned about the best net gain over all. this is a pfs character so those rules come into play, and im not concerned so much about levels 10-12 seeing as the group i play with doesn't have a group to play that tier yet.
so how would you play it?
chokehold seems to be the worst feat for grappling ive seen yet. it allows me to pin a target 1 size over me, which i can do anyway, just to let me stop them from talking? most casters cant handle the 35 concentration check to cast in melee with my guy at bab 6 (or monk 5)in the first place.
so why would i need to choke them? i guess if it stopped biting and breath weapons i would say its better, but they still can do those things.
assuming the npc has a 15 con would get 30 rounds of me choking them before they even got close to suffocation...
now with all that griping up above my rules question is this,
if im punching, kicking, tickeling or dunking there head beneath the water would that effect how many rounds they can hold their breath?
would a dirty trick, or any trick, help my character in shortening those rounds to make the suffocation an actual event in a normal combat?
im not seeing a feasible way to stay on someone for 30 rounds choking them, when most combats end at 10 or fewer rounds. especially when i can just hog-tie them and move on to the next target.
huh so im trying to think if paizo has opened up a way to have a player character have an at will, unlimited use, SA or SLA ability.
has anyone looked in to this? i would be really interested if someone found a way to do it.
ok so im playing a 14 monk/2 rogue in an upcoming one shot. the goal is to have the most op character possible. now i dont want to reveal my build more then i need to, so im going to be vague on my build so far.
monk 14, wisdom modifier of 10 = 17 ki pool points
feat adds 2 (i dont know if im keeping this)
rogue ki pool=5 more points
5 vows (none of them are vow of poverty)=10 points
so far i have maxed my pool at 34, anyone know any ways of getting it higher?
**found a trait, thats 35 max**
ok so im playing a 2 handed magus with a great sword. im going to eventually go barbarian and oricle later on but right now im a 1st level magus.
my gm this game had a disagreement with me on the action sequence with my character. what im going to do at second level is:
1 cast shocking grasp while holding (not wielding)a 2 handed weapon.
2 move and place my hand on the weapon (wielding it)
3 free action spellstrike while using the 2 handed weapon.
i was under the impression that this was legal, but they are convinced that it is against the rules. anyone know if this does work? also this is a PFS game so the rules may be different then normal.
ok so im talking to my friend about my cleric that uses a tower shield, then i made a joke about adding a immovable rod and *sovereign* glue to make the shield support its self while i cast from behind it...
then i thought about it, it might actually work...
if i use a standard action to give myself cover from attacks then active the rod, would it continue to function as cover for the following rounds? by raw i think it has to be activated by using a standard action to give cover, but then again in the text of the shield it says its almost as tall as i am. so would the shield count as a wall that grants total cover when stadning up on its own?
hmmm...
*i didnt even notice i called it solvent glue lol*
a looonnng time ago in a galaxy far far away... wait no it happened on these boards, any way a loong debate thread about these 2 feats and if they function together or not.
i personally was of the opinion that they do infact work in conjunction with each other but i never heard if they had came to an official conclusion.
so pack lords gain the ability to communicate empathically. so if im nervous or anxious my pets feel that, but what about the desire to kill?
using empathic link would my pack lord be able to send out the attack command by just feeling it?and if thats the case would all of my animal companions function in suprise round with me? would this negate the need for the attack command trick?
ok so im having a little confusion about the half elf cleric favored class bonus from the arg.
"•Cleric Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy."
does that mean 1/3 a point of damage? or 1/3 of total damage, im just assuming it means 1/3 a point of damage, otherwise this would seem over powering.
when casting from a scroll or wand, do you still need the focus for that spell?
i have a friend who is trying to cast shield other on someone from a wand, but he didnt have the platnium rings for the focus. does he have a useless wand until he buys the rings?
ok so i got into an arguement about skills use in pvp. i was told that in 3.5 you can use bluff to force a player character to believe something. now i remember , somewhere, it said players cannot influence other players with skills, unless a skill or ability has a set dc to force an action.
now i couldnt find the rueling from 3.5 since it was a long time ago, which made me think how this works in pathfinder.
can i use a skill to force a player to believe something?
if you can do it, then that just seems wrong.
basically im sick of devils and demons vrs angles. it seems like the most powerful creatures in the game are either good, or evil. what about neutral alignments?
it seems to me, when looking through both the magic items section and classes i didnt see a single "arbiter" type weapon, or even better an "arbiter" pc class.
an arbiter is basically a winged paladin no healing abilities but in there place the most powerful form of smite. one that isnt hindered by morality. their smite dosent descriminate over good evil law or chaos.
now i really want to play this type of character, because they are my favorite supernatural, mythological creature/character type.
so does anyone have a character, other then an inquisitor, or magical items that they feel would match this play style? i cant seem to make a character that could match a paladin in combat.
1 person marked this as FAQ candidate.
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if an ability, for instance Incendiary Cloud, says "each round" does that damage start the same turn the effect goes into play, or does it wait until the next turn to start.
"An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.
As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.
As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater."
if im remembering correctly in 3.5 it dosent happen until the next turn.
so im wracking my brain thinking which feats to choose for my level 5 alt character. so far im taking
H no clue
1 extra evolution
3 no clue
5 extra evolution
the theme of the character is to be a paladin-ish avatar of a god that is trying to establish himself in the material plane. im doing: wings + martial weapon proficency + frightful presence + large size with the bipedal base. a fiery death dealer that is chaotic good.
so with this build im thinking powerattack, then cleave. but also dodge, mobility, spring attack, into whirlwind attack seems like a good choice also, then lunge + the reach evolution later on to make a board sweeper.
if anyone has better feat choices i would love to hear them.
ok so im playing a wizard, and im playing with a cavalier and paladin that value honor over their allies lives. after almost dying to a cr8 fighter npc i decided ive had enough of the cavalier not caring about his friends and ive decided to humble him. the only problem is that i cant get past the over powering mount the gm gave him. a level 5 cavalier with a f$$*ing pegasus mount.
with just that mount alone he can by pass anything i throw at him at low levels. now keep in mind im a role player at heart so im not trying to metagame to beat him. im only looking for spells or strategies that may have over looked. if im not mistaken he has a beefed up pegasus mount so taking that out of the fight is not possible, i think its a cr 10+ version of the pegasus.
now something else that is pissing me off(but not related), is that my character gained no cheeze after the mount was distrbuted, so im a standard level4 wizard/1 ranger while he has something that makes him a near unstopable wrecking ball.
in my spell book now. spells are near impossible to get for the time being.
L1
color spray
gravity bow
enlarge person
reduce person
sleep
endure elements
pro alignments
grease
mount
obscuring mist
burning hands
hydrolic push
feather fall
jump
L2
create pit
stone call
scorching ray
cats grace
eagles splendor
if i can get him off his mount somehow, i could beat him. but my gm will cock block me from attacking his RL friend if i dont have RAW to back up what i do. any advice would be appreciated, but my charcter has already decided on his course of action i just need to have a solid gameplan for the combat. my character knows, from experience of past combats, that if he gets hit even one time, hes dead.
um im just wondering if i can use spell storing enchant (+1) to enchant my arrows with this ability. now i remember ... somewhere, that you can use an arrow as a melee weapon , light, 1d2 damage, x20. i cant remember if its a feat or a rulling somewhere.
now would i be able to enchant said arrows with spell storing seeing as it is only for melee weapons? now it dosent say in the description that you must use a melee weapon, but the mechanic require the weapon to strike the target, which makes ranged weapons unable to be used.
or so im told. anyone do this or figure out the raw for doing this?
im looking for help making a good random encounter chart with depth and cr adjustments that are very organized. i planned on making them myself but i dont have the time. anyone have a pdf/spread sheet format available for print that covers a wide selection of cr encounters aside from the standard monsters list in the beastiary?
if anyone has one premade that would be great, i just need something to use for a few weeks until i can come up with a custom one.
thanks in advance for any help.
ok so here is what im doing with my character:
ranger using bear traps (APG). they have a dc 15 perception to find them, but thats to low past level 5. here are my questions:
1. can i use disguise to increase the dc for the trap? i read the rules but i didnt see a disguise for objects.
2. can i add an enchantment/spell to them, like alter self or polymorph any object, to change the perception dc.
3. if the 2 previous ideas dont work... how can you change the dc for the perception?
ok so im playing a caster/archer. using gravity bow in conjunction with rapid and many shot at later levels. but here is my issue...
i have 2 builds i want to play for PFS. the first is 6 fighter/2 wizard/4 arcane archer. the other is 1 fighter/5 wizard/6 eldritch knight.
the arcane archer ends with an 11 bab with will net me improved precise shot and a ton of feats to max my potential to hit with my "great sword" (gravity bow)witch i would also be able to utilize enlarge person and not care about the negative factors to deal 3d6(x5) + strength(x5)+ magaical modifiers(x5) making one full round action worth of ass whoop. pretty much a round one kill on any cr 12-14 mob assuming no misses. BUT it would lack ,in comparison to the eldritch knight, in spell casting topping out at caster level 5.
the eldritch knight on the other hand would be a CL 10/fighter 7 with a bab of 9. 5th level spells are sexy and very diversified. not to mention i would be able to do 2d6(x4)+ str(x4)+ magical modifiers (x4) with a substantionally lower to hit (almost a 35% chance lower). but flesh to stone, and stone to mud as well as the 20 trillion other spell combos you can throw out to make a CR appropriate encounter easier by far for the group.
so there it is, do i make a monstrous one round killing machine, or do i make a group support/caster/archer/melee switch hitter?
if i have a masterwork sword/armor that does not have a magic bonus.
now i want to turn that item into a magic sword/armor into a +1 would i need to "reforge" the item via a craft check, or could i,as a cleric, just say i add a +1 to the item pay the cost and keep that same item.
MAD MONKEYS on a witches spell list? im wanting to play a monkey based witch in my PFS game, i can make 3 tiny monkeys, i can summon monster as a monkey, i can do beast form as a monkey, but i cant seem to figure out how to get mad monkeys on my spell list, should i just max my UMD and get a staff of Mad Monkeys? such a funny spell not to be on my list.
situation:
weilding a reach weapon, an npc moved through my threatened (10 feet away and provoked an AoO) space on its way to hit me. then runs into an adjacent square to me. i have a spell that allows me to make an AoO(a second AoO)if they stand next to me.
so my question is would i be able to drop my reach weapon and smack them with my spiked gauntlet, if it isn't my turn?
seeing as though a ninja>a rogue :(
Ok I've been pouring over my books for a while now. im trying to make a character that uses "symbol" type magic, I.E. symbol of pain , sleep and so on. i was wondering if anyone knows a way to put other spells on a trigger type of activation. kind of like putting a scroll on a wall, similar to a poster, and having the spell activate without needing to read it. i know there was a way to do this in 3.5 , attach the scroll to an arrow and have it trigger when it hit the target. i would love to play that type of character in a PFS or pure PF game.
this is just for flavor, im playing an archer type character. it would be awesome to have exploding rune arrows or something similar.
i'm playing a grappling monk with the jaw breaker and greater grapple. so here is my question:
if i have a cleric grappled, disarmed him of his holy symbol, then i break his jaw, will he be able to heal his jaw or cast without the silent spell meta-magic feat?
my GM is saying that a cleric doesn't need a physical holy symbol in pathfinder, that if his clothing has the symbol of his god that it is good enough.
so if that is true how would i stop that cleric from casting spells?
i need to know if the character i built is going to be functional in the pfs game im playing in tomorrow. if not i need to build something tonight. please help me lol. i scanned the forums and nothing has been set in stone
trying to play a tetori in my pathfinder society game tomorrow. i need to know if it is actually legal as is, seeing as though it has feats that dont exist. other wise i will play a maneuver master instead.
Feats like "spell perfection" apply to one spell. So my question is, if you choose a spell with greater and Lesser versions does it apply to those spells as well? I don't believe and of these spells would be effected by the feat in question, in the pathfinder system, in a beneficial way. this is more of a rules clerification.
I have DM'd many games. They were with people who have been playing for years as I have. I'm DMing a game with my family right now. IT IS HORRIBLE!!! EVERY SESSON IS WORSE AND WORSE. Let me describe the situation a little better.
I have 3 players in my game, my GF, her brother,and their cousin. The cousin is very relaxed and dosnt cause problems, very passive agressive.
The brother is your generic "I have to play a fighter in every game" has no ability to RP and does the " I punch him in the face" or the "do what I say or die" new player crap, that male players do. And he's older then I am.
Then you have my gf who for lack of a better term is "touchy". She cannot let in game and out of game stay seperated and when she RPs she clls people by their real name.
The brother and sister fight like... well brothers and sisters, and will take up between
3-4 hours of the game fighting.
So whith this said how do i:
Get them to rp better
Get them to stop fighting
Get them to understand that a character with a 14 is a genius and wouldn't do the same stupi stuff every game (getting your self killed)
That running into a Group of mobs solo is stupid
That if you are being tortured that you don't " take it like a man"
I honestly haven't ever had so much trouble, and swear to god I DM'd rpga for 10-14 year olds
Hello, I'm making an arcane archer. The build goes:
Elf
Zen archer monk 8 levels
Wizzard 2 levels
Arcane archer 10 levels
Using kung fu genius as a base feat makes using a monk vastly superior to a fighter or rogue. Now here is my question, does anyone know of a way to allow my arcane archer to use touch spells through his bow. I know for a fact I have seen this some where but I can't remember where. I know its in the D&D 3.5 system but I'm having serious builders block.
Thanks in advance for any help.
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