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Tom S 820's page

960 posts. Alias of Tom Saksa.

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Blindness/Deafness
Glitter Dust
See Invisibility
Pox Pustules
Sickening Strikes
Vomit Swarm
Web
Hold Person


human
Alchemist
Barbarian
Eldritch Heritage Chain (Abyssal) Bloodline
Monstrous Physique and/or Undead Anatomy Poition


It work on both. If I take Spell focus Evocation and I am a MT it work for both Arcance and Divine list. If take Combat Casting and I am MT it work for both list.... AS RAW it work for both but you have 2 big weak pools.

Pool A Cleric 3(Base)+3(extar channel)+CHA MOD for #Dice equal to Cleric class Level/2+1... And Pool B Oracle 1(Base)+3(extar channel)+CHA MOD for #Dice equal to Orcale class Level/2+1

The easy fix is let the Oralce of life levels stack with levels of Cleric. Ie Oracle life with channel abilty 5 cleric 6 channels 7d6 for (3 cleric+ 1 Oracle)= 4+(CHA mod)+3 for extar channel feat= 7 time+(CHA Mod)per day. Pool that is not to big but dose level base healing or damage.


In linar combat Movement beats AC every day.

1)Best light armor Chain Shirt Base AC 4 Max DEX +4 total +8 Speed 30
2)Best Med Armor Brest Plate Base AC 6 MAX DEX +3 total AC +9 Speed 20
3)Best Heavey Armor Full Plate Base AC 9 MAX DEX +1 Total +10 Speed 20

There is 1 point of total AC between each case. All for loss of 10ft of speed.

Also in heavy armor no evasion, or ranger feat..

I would take lose of 2 AC for Ranger feat, evasion and 10ft of movement.
2 AC vs 3 other thing the 3 other thing wins in my book.

Besides with cherry pick Ranger 2 and Monk 2 and Anit Paladian 2 at level 6 your Reflex save will be +10 with out any items or stat Bumps. You may feel under power in you AC by going light armor but your over all power will be greater... Think about it. The other thing is with Monk get Acrobatics as class skill and heavy armor is big with Armor Check Penalty -6 vsr light chain shirt for -2. If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.


Eldritch Heritage feat chain and Arcane or Infernal blood line or pit touched. For flavor.

If was me I would
Ranger 1
Monk 1
Anti-Paladin1
Ranger 2
Monk 2
Anit Paladian the Rest


Tryn wrote:

Mystic Theurge needs "Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells."

As far as I remember the alchemist didn't count as arcane caster at all

Copyed form SRD

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

You are right it wiggles though...but is real close. I have seen Acrance Archer Build with achemist so I think it works...

If it walks like a duck talks like duck it a duck.


So to me it sound like a hard back version of this stuff put together: Classic Monster, Giant, Orc, Dungeon Denizes, Miss Fit Toy, Book of the Dammed I, Book of the Dammed II, & Book of the Dammed III. Haven't you guy been doing that all along? I mean what would you be putting in to this new book that that you have not put allready to this stuff?


CromoftheBloodhammer wrote:
Trying to make a Elric style (with intelligent sword and all) fetchling starsoul sorcerer. What would be the proper magic items to turn a frail sickly weak sorcerer into a combat capable force of terror for my PCs? (BTW he will be main enemy)

Class Magus

Bladebound (Archetype)
Hierloom Weapon Trait
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

*Benefit: When you select this trait, choose one of the following benefits:

•proficiency with that specific weapon
•a +1 trait bonus on attacks of opportunity with that specific weapon
•a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note: You pay the standard gp cost for the weapon.

Race Samsaran Racial Traits
All samsarans are humanoids with the samsaran subtype. They have the following racial traits.

+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.

Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Samsarans have a base speed of 30 feet.

Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.

Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

Shards of the Past (Ex): A samsaran's past lives grant her bonuses on two particular skills. A samsaran chooses two skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes.

Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran.

Alternate Racial Traits
The following racial trait may be selected instead of existing samsaran racial traits. Consult your GM before selecting this new options.

Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.


Do all the adding first.
Then Multiple....* Note if you have some thing that is doulded twice it base time 3. If you some thing that is doubled 3 times it base time 4 ect...


Alchemist 5 / Inquisitor 5/ Mystic Theurge 10 with
Extra Discovery, Extended Bane, Extra Bane

Rouge 2 /Inquistor 18 and take UMD...

Or leadership feat and take a Wizard, Sorcerer, Druid, or Alchemist cohort.

Enforcer Feat with any Inquistor


It a matter of time mangement for both player and DM.....Cause I do not want to waste 2 hour of real time to map out huge map of nonthingness. I want the roll play and role play time. Not mapping nothingness. So speed up the pre-fight stuff and get to game. Just remember to keep it balenced and fair what is good for player is good for GM.


16k and get head band of CHA+4
It 2 level of Paladian that dose not work well for you.
Divine grace dose not work
lay on hands is weaker but still works
Smite evil and Smite Chaos you loss CHA to Hit and AC
Talk to your GM and see if you can do a rebuild on your STAT
or drop alot money on STAT items or Drop this idea.

This is cool class but must be though out before hand.


Dirty Fighter 17/ Rake 2/ Diviner 1
3 True Stike per day
BaB +18 Fort +10 Reflex +8+ Will +7
Evasion
1 Rogue Talent
1D6 Sneak Attack
Scribe Scroll
Arcane Bond/ either item or pet=+7 to skills
Foresight School
Associated School: Divination.

Replacement Powers: The following school powers replace the diviner's fortune and scrying adept powers of the divination school.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cantrip
Sidestep
9 fighters Feat
10 Feats for level
Skill Ranks 52

So with on round of prep you should dirty any one 9 times per day. More if you scribe true strike scroll or get pearls of power 1.
Only need INT of 13
Dirty Fighter 1-2, Rake (1)3, Dirty Fighter (3-4) 5-6, Rake (2)7, Dirty Fighter (6-7) Diviner (1)9, Dirty Fighter (8-17)10-20
This give you True Strike trick once CMD start going insane or move diviner to level 7.

Quote:
1. Ideas on how to diverse apply dirty trick (like entangling something with no pants, or blinding something without sand)

Whip...Slash across the fore head, Good old three stooge poke to the eyes...

Quote:
2. What items beside the normal will support this?

Blinded ... poke to eyes or cut across fore head, turn or pull their hat or helm

dazzled... flash light in eye off you blade like a mirror
Deafened… hit to ears
entangled… whip….tassels’ on your weapon
shaken… look mean make ugly face
sickened… Dirty sock, Dirty underwear, Or dirty handkerchief to face. Foot, arm pit, butt, or groan to the face.A hit to the gut or groan.

Quote:
3. What order to apply dirty-trick debuffs in? Entangled or blinded would likely be first, with deafened second if a caster

Depend on foe, and the party make up

Blinded is good vs beater or shooter
Dazzled is weak only really good vs shooter would never use it immune to every thing elsss
Deafened is good in the surprised round or vs caster
Entangled is good vs spell casting shooter or some one who you do not want to get away
Shaken is good is you have save or suck caster in your party or some one else can shaken the a target. Stacking shaken once is Frightened. Twice is Panicked witch is awesome…
Sickened is good is you have save or suck caster in your party


The other thing is in general if you add young or Gaint temple you should increase or decrease HD by 50% as well.

This is Optional rule but should be use is add the young or gaint template more than once. But most GM ignore this rule or guid point for the sake of speed or time.

I mean if I have CR 7 monster size med monster with 6 HD and I add yong template once it is CR 6. Most of time. If lower HD by 3 it is mostly CR 5 or CR 4. If Add template again it will be CR 4 or CR 3. Then I lower HD to 1 it most likely CR 2 or CR 1.

I personaly will only add 1 template with out checking the whole thing all over. If have time I will still check if with only one template.


You can stack template or add class levels or gear...

But you need to check then new monster vs this table when you are done doing all your tinkering.

[url=http://paizo.com]http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html

To see if monster is right in the CR. Then adjustas you see fit.

Advanced a mnonter or make new one is art not science. Yea X+Y=Z but some time Y is not equal to Y.


Uma
Alignment: neutral evil
Portfolio: god of waters, monsters, and disaster
Domains: animal, destruction, evil, water, weather
Subdomains: catastrophe, fur, ice, oceans, rage, storms
Inquisitions: anger, conversion, heresy, torture, zeal
Favored Weapon: glaive

Harpoon maybe Fur, ice, and water.


Do not restrict yourself to Core Weapon. A odd ball weapon used by worshiper or cleric may be the only light some of these weapon may ever see. The odd weapon will be what set them a part. I see that your using noncore Sub-domains/Inquisitions. Why not weapons as well....

Someone said wrote:


Chira
Alignment: lawful neutral
Portfolio: goddess of craftsmanship, wealth, and development
Domains: artifice, earth, fire, plant, strength
Subdomains: ash, caves, construct, decay, ferocity, metal
Inquisitions: conversion, fervor, heresy, imprisonment, persistence
Favored Weapon: battleaxe
In an elder age, Chira was a lesser goddess of dragonkind

K hammer may be cliche.... But Pick is tool to dig +1Cool(artifice, earth, caves, metal), it is x4 weapon +1 Cool(strength & ferocity), Is what you use to dig out of imprisonment+1 Cool, is Dragon claw or tooth like in shape.

Side note Plant dose not work with backstory for me...I would say Scalykind with subdomain of Dragon. Fits better than plant...

http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains /scalykind-domain/dragon


Phinico
Alignment: chaotic evil
Portfolio: god of vengeance, death, and undeath
Domains: chaos, death, destruction, madness, strength
Subdomains: catastrophe, ferocity, insanity, murder, nightmare, undead
Inquisitions: anger, conversion, heresy, persistence, vengeance
Favored Weapon: bastard sword

Again to me this scream Flambard: This two-handed sword has a wavy blade
that is especially useful for cutting through wooden weapons. If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword asa bastard sword


Quezolcol
Alignment: lawful evil
Portfolio: god of fertility, seasons, and blood sacrifice
Domains: air, animal, sun, war, weather
Subdomains: blood, day, feather, seasons, storms, wind
Inquisitions: conversion, heresy, illumination, imprisonment, order
Favored Weapon: throwing axe

Again with Air weather and war this screams Pilum(for miltary part) or Bolo (or Capture for sacrifce)


Kets
Alignment: lawful neutral
Portfolio: former god of agriculture, domestication, and vigilance
Domains: air, animal, law, sun, weather
Subdomains: cloud, day, feather, light, seasons, wind
Inquisitions: conversion, heresy, justice, order, tactics
Favored Weapon: javelin

This god scream fail or Sickle


Chira
Alignment: lawful neutral
Portfolio: goddess of craftsmanship, wealth, and development
Domains: artifice, earth, fire, plant, strength
Subdomains: ash, caves, construct, decay, ferocity, metal
Inquisitions: conversion, fervor, heresy, imprisonment, persistence
Favored Weapon: battleaxe

This good Screams Hammer or Pick to me


Tuur
Alignment: lawful good
Portfolio: father of civilization, the immovable guardian
Domains: artifice, good, law, strength, sun
Subdomains: agathion, archon, day, light, resolve, toil
Inquisitions: conversion, heresy, justice, truth, valor
Favored Weapon: shortspear, spear and longspear

Flavor question with STR Domain why did you not pick a 2 handed weapon?
Again flavor question with artifice why not some type of weapon that can be use as tool as well as weapon?


Rework Droagon bloodline powers to this for winter wolf then use
Eldritch Heritage feat chian to get these powers,

Bite (Su): Starting at 1st level, you can grow teeth as a free action. These teeth are treated as natural weapons, allowing you to make one bite attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength +1/2 modifier (1d3 if you are Small) pluss free trip . At 5th level, these bite are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these bite deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your bite for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Winter Resistances (Ex): At 3rd level, you gain resist 5 cold energy type and a +1 natural armor bonus. At 9th level, your cold energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day


This dose not work at all...

1)Lance reach weapon you can not attack 10ft out and bite is 5ft on wolf. Can not do both...

2)Wolf dose not get claw attack at level 1 or level 7

3)Lance pounce dose not work is has been said time and time again on the boards by Paizo guys.


Someone said wrote:
Pathfinder created more balanced classes and 20th level capstone abilities, negating most of the practical application

Capstones are cool! but in way is head shoulders better than 1 or 2 level dip in an other class in most cases HELL NO.

You have to play pass level 20 alot be fore it out wieghs the power of a level dip.

If you take that it take 12 hours to raise a level.
And play to level 20.

That 19x12= 228 hour playing nice level dip abilty vs 12 with Great capstone power.

Capstone power are more for GM than a player. Since GM could using CR 19 bad guys as soon as APL 16. That gives GM APL 16, APL 17, APL 18, APL 19, and APL 20 to use Bad guy with Capsone abilty that 5 levels worth APL vs PC 1 level with cool power.

All so with out mult classing alot prestige class do not work or work poorly..Such as: Arcane Archer, Arcane Trickster, Eldritch Knight, Mystic Theurge, Battle Herald, Nature Warden, & Rage Prophet.

If you play APs most end at level 16 or 17 so no capstone power any way...


A CR 6 monster with 5 HD that is combat role that you add 6 levels spell casting class is CR 9.

Base CR 6 + 2CR for (first 5 level of spell casting class)+ 1 CR (1 level of spell casting class)= CR 9

Note after you advanced any monster you should check it vs table here

http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html

Or table 1-1 page 291 Bestiary to make sure it line for it CR.

Advancing a moster is an art.. Not a science... Results may vary


I say build the Fighter as well. NO Archetypes, NO Prestige Classes, and cut Feat list to work allways type. ie not thought; like Weapon Focus*, Weapon Spec., Vital Strike* chain, Toughness, Stealthy, Skill Focus, Run, Quick Draw*, Persuasive, Lightning Reflexes, Iron Will,Improved Critical*,Great Fortitude,Fleet, Dodge*, Mobility*, Spring Attack*, Endurance, Diehard, Combat Reflexes*, Stand Still*.

Stay away form power attack and combat exp to much math. (Hell it confuse me some times)

I would wait till to bring her in the game till the game resets to level 1. Thus letting her learn the PC as it levels she level. Spoon feed her she just needs a bite..You are giving here 10 couse meal or level 10 PC to much at one time. It hard to swallow it all at once or take it all in.

Option Card with her data on them.
Ie Start with 5 then each week add 1 or 2.
move and attack once melee
5ft step and full attack
Aid other
Use Potion
Use alchiemcal item

After each week talk to her. Ask what she option that other players did that she would like to do as well.

Use 9 pocket slip page and make items cards. With Magic items, and other gear.

Dry earse marke makers put PC in slip sheet and write and earse as needed.

Buff deck/ condition deck. Good maps. Show Picture of monsters to help her see it in her minds eye.

Helpfull but not bossy patry folks...let her fail and learn some on her own. Guild and help when asked do not drive it for her. Most of all time and practice do it again and again. Run drills with her ie small fights so she learns her PC moves of what it can do. Start small add to it each time. Check back in to see gets each old lesson.


I love rouges.....but I have to agree with Roberta Yang. But one simple fix make rouges worth it would be change Sneak attack Dice from d6 to d8.


I would say it fix to the point where it is cast. If more "sheet" the pit stay at the fixed point.


I story wise the Alter self can be done UMD skill (Add skill point form raising INT) and wand of alter self. And with a little looking you easy find Magic item to let it telaport...but the Wind walk abilty this to cool to not use it Just give it a way to turn invis. Ie ring or Potion.

Also dose story wise need to get away?

Story wise you may add come crazed priest as mocks to eat the PC action advanage.
Or
Unique Allip CR 6 I say advance it CR 7 and several
http://www.d20pfsrd.com
Allip Vortex (CR 9)
http://www.d20pfsrd.com
See Mountain Travel in SRD
See Weather(Blizard) in SRD
See Cold and Ice dangers in SRD

Or just think Walking dead but with Allips hordes of them yes there CR is weak..but give them the weight of numbers and run the same weak fight over and over till they meet up with the wendigo boss..I mean Room 1 10 allip find clue
Room 2 12 allip find next clue
ect
Desecrate spell
Insanity spell for the Witch Caster or as Trap

Maybe see the Winter wicth with undead patron and with the Abyssal
blood line stuff via Eldritch Heritage chian. Than is the real boss and the wendigo is just the front man or henchman for her?


How many player?
What the what is the APL?
Natural Armor Base 14 +4 for Advanced template twice for 18 yours given is 16
wind walk (DC 23; see below)Base +1 for 2 Hit dice +4 for Advanced Temple time is DC 28 not DC 31
It realy off I could go on


After looking at what you did it CR Base 17+2(advanced temple)+2(Hit dice)and maybe +1 for new abiltys so it about a CR 22 or 21 not 19


What CR are you looking for?


I let my player any animal as AC. And it dose not cause any problems in my game. But by the RAW they can not do it as ranger. Or if player realy want Roc then take 1 level of druid before level 4 ranger. And take the Roc then advanced it with the ranger.


Why not Make Communal or mass verision of the spell of spell "X" and be done with it?


Class-bent Item Emporium!

Search the Boards for this


You are in Kingmaker AP and you allowed "per-game crafting"
What Scrolls? Casue Kingmaker start at level 1. And you can not get Craft Wonderous item feat till 3rd level and arms and Armor till 5th.

I mean seriously just do audit of all PC wealth gold, magic items ect. And judge for youself the power scale you want to play. High fantasy and high magic means you the GM High risk and high challenge CR monster with a ton of nobs to eat up actions.

On an other note this more in the PC favor. This guy is at least 5th level and has only 2 feat that is not crafting. That make this guy kinda weak. Cause he has less options that other PC.

So even your wealth to player ratio and your wealth to level ratio.

Controll down time crafting and do not allow them to use the kingdom wealth as their own. To Craft with.

All GM have made this mistake... Even me... More than once.... making the mistake of letting crafter get to strong is not big deal. Not fix it is.

Use monster with littel or no treasure ie animals or moster that do more that just HP damage that takes GP to fix, turn to stone, Curse,Feeblemind, Abilty damage/Drain, Negitive levels, Poison, and Disease.

Use these type of fights you even out level to gold ratio. By both rasing the level or EXP while at the same time lowering the GP wealth due to having to pay the cost to get them fixed.


I just notcied this is Kingmaker. We only you craft between Mods. And then I only let you Craft # day=to level+Casting Stat MOD.


Even with table you may need to use it a few times to truely judge the CR. It just a rough guilde


And do not forget Domiante Person Wizard that tell the PC to put all his stuff in the bag and robs them.


1 Control Down Time
2 Conttrol money
3 Find out the all player wealth compair it to the weatlth by level table. See link
http://paizo.com/pathfinderRPG/prd/gamemastering.html
4. Make sure all folks are on par or at level
5. Learn Sunder, Disarm, and steal rules. And use them. This will drive the point home to the PC.
6. Kill the PC and let him pay for the Resurrection 5K cost, and the 2 Resurrection for 2K.
7. Mage's Disjunction Trap


Well CR of 10HD Construct should be CR 8
Well HP of 50ish is CR 5
Well DC 18 Distraction is CR 8 or CR 9 so CR 8.5
Well Damage of 12 is about CR 3

If you add those factor up you get 24.5 and dived by 4 mean 6.125, So with the given data I would say CR 6.

Any time you make monster check it vs the table given on this like to judge your self.

http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html


It any Combat manuver BaB+STR+20insight is hard to beat.


I agree you do not need the feat to do it. But it can work as magic control fighter. With just the whip and true strike.


Simple use factional rules. So BaB and Save stay on curve no matter what level you take.

It simple per level
weak BaB +1/2, med BaB 3/4, Strong BaB +1 then get the total.

Saves per level weak add 1/3 or Strong add 1/2
If if strong then also add +2 once it.

So a Rogue 2 Bard 2 by the book is BaB of +2 and Fort +0 Reflex +6 and Will of +3

Look at the for a sec BaB is lower by one so they miss more offten and save way out wack. You quiver any time some one says make Fort and laugh at any Reflex save. I mean you are 4th level with strong save equal to 8th level striaght PC. So to chalenge your reflex the GM need to send DC +4 higher than normal. So might take some damage. But if he dose do that he smokes the rest of the party because you made a mutt. No fun for the other 3 folks at the table. Or Throw normal DC any you make it most the time. No risk for you so no fun. You BaB one lower so you miss alot more and do not help pull you own weight in the fight. With the higher BaB you hit more offten and pull more of your own wieght in the fight there by keep the party alive more offten that not. And you will have more fun. Because you do what you should be able to do in the first place.

If you go by factional rules your BaB is +3 Fort +1 1/3 or +1 Reflex is +4 and Will +3 2/3. This much more in line with what 4th level PC should be.

I know adding frations is hard... but you learn it the fourth grade. It step up basic math the game is based on 1st grade math.


Assumeing that it take 12 to 16 hours get a level.
That 19* (12+16)/2=266 gaming hours with cool low level power vs 14 hour with capstone power. This assumes that you make to level 20 play. I do not see where that is even remotely even. So build straight build and have cool cap stone power for 14 hours. I will have 252 more hours of fun useing cool level dip ability.


MCPooge wrote:

There is a whole lot of very helpful information here, and I will try to address things as best I can.

1) It is beginning to look like I can't salvage my damage if I focus on CMB shenanigans as a Magus.

Well by "CMB shenanigns" you changed your roll from striker to melee Debuffer/Controler. With a whip and spell combat true stike you will be able to trip/ steal/ disarm/ pull/ dirty trick any fig on the board. To set the to be in the kill box on thier but. To take thier gear or weapon. Or make them blind or sick or what ever else you want with dity trick. This guy set the table for other guys in the party. To make any other melee guy stronger by settting flank puting them on thier but I +4 to hit them.


I do not know if this the best build but this can help...Try useing factional rules for your BaB instede of waiting till you get whole numbers. This will keep you more one line as what you BaB should be instead of being down 1 or 2 ponts. ie +1/2 per level for weak class, +3/4 for medium, and +1 strong BaB. Then add up only use the whole number. For exampel Rouge 3/ Magus 5/ AT 1, by the books is BaB of +5 at level 9 or if you use fractinal rules it +6 1/2 or +6 and will be +7 not matter what class you take at level 10. This keep you nearer to a normal pace.

On a differnet note what rouge like things are you wanting to do with this magus?

I mean is his main trick to cast true stike and trip/steal/dirty the bad guy?

If so a level of Diviner for 3 more true stike per day is not bad 1 level dip. With kicker abilty

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Also Craft Wonderous item for Pearl of power 1 to recall the True Stike spell.


Ganryu wrote:

Uhh... It turns out one of the players is tired of this character and his recent questionable behavior has an explanation. He's trying to kill his character so that he can make a new one... Not exactly good timing for such antics.

Anyway. We have gotten back to our hideout and I have about 1200 gp I can burn on stuff if necessary. We had some old unsold and unused loot.

I suspect I'll get these spells:

Cantrips: Detect Magic, Light, Acid Splash (3*15)
Level 1: Magic Missile, Silent Image, Protection from Evil (3*60)
Level 2: Acid Arrow, Flaming Sphere, Invisibility, Glitterdust (3*135)
Level 3: Haste, Aqueous Orb (2*240)

1110 gp

I suspect that Aqueous Orb can be useful against that gaze attack creature to disrupt it from moving. We are going to strike at it first, then we will focus on the trolls if our loot is not where we look first.

You may want to drop/swap Flaming shere for this Create Pit. That spell pluss Aqueous Orb Wreak havoc on my game all time. We call it the toilet tatic. Vs large or smaller oppent that can not fly...Round cast create pit(some Verison)on bad guy. If they fail they fall in the hole

PC win. If the save then round 2 cast Aqueous orb on bad guy and move them in hole. If Save secound time then use ord to keep trying in round 3 or more till you catch them and put them in the hole. Then kill them at you leisure casue it then like shotting fish in a barrel. Target at your level will take 2d6 each round in orb +2 2d6 falling. It will need to make Reflex save at -2 due to being entangled form the orb then make climd check DC 30 (25 base for the spell +5 for Surface is slippery for being wet form the orb. If the taget get out the catch them with the orb again and move them back down in to the pit.


It to strong as it only 2 feat to set up Sneak attack....VS 3 feat for Dodge, mobilty, spring attack and a flanker or Improved int and good int roll for me and bad int roll for you then it only for one round only.

Or 3 feat and BaB of +13 to get it get full attack route in.
I mean the round you get sneak attack set you should get only one. After it is locked with flank you are toast.

I know that there is a feat tax to get there but there is a reason...With out it the rouge will smoke stuff hole sale.

As rouge player I would not want this feat to work that way...Cause the GM will put more fig on the board with sneak attack than is in the party...It way stronger for the GM than the player...That is why you said this

Someone said wrote:


This is mainly to give the rogue a bit of a leg up (and of course the evil ninjas the party is fighting, heh heh heh).

This help you the GM way more than the palyers.

It is not fair. It is way to strong....And you know it that why you heh heh heh. As GM you have ton way to kill your players. Why break or change the rules to make it easyer for you as GM?

Play fair do not cheat or change rules just to help you out.

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