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I plan to play a beast rider (BR) cavalier.
The BR Archetype says that at level 4 I can choose a Lion as mount (what would be awesome).
From my point of view it makes no sense to give a class an ability which can't be used at the level the class get it.
Anyone knowns if there is some official errata/comment for it?
during some of my silly moments I got an intressting idea for a character and I'm looking into how to make it possible.
The idea would be a necromancer who didn't summon/create undeads but instead transfer his consciousness into an dead body and could control it this way.
The question now is, is this a feasible concept for PF (rulewise, RP wise etc.) and how to build it with the current classes/feats etc.
The gunslinger is a problem here.
Did anyone else have an issue with it?
I'm thinking of raising the base damage based on the gunslinger level, so instead of doing 2 attacks each with 1d12+X at level 6 he do one attack with 2d12+X damage (Higher damage due to more precise shooting because of more experience with the weapon)
Any thoughts on this?
as I always liked the concept of the war-priest I really looked forward to this class... and got disappointed.
One of the signature abilities of the warpriest is the sacred weapon, but let's take a look what does it do (and compare it to similar abilities):
2. At 4th level it allows you to boost your weapon (+1 at 4th, +2 at 8th level) for lvl/rounds per day.
Let's compare this time to the ability of a Paladin or Magus..
On top of this the warpriest have to have a weapon focus with the weapon to use this ability while Magus and Paladin can use it on every weapon they wield.
Did I miss something or is there something off with this ability?
On a site note:
I running a campaign at the moment which involves a lot of exploration and overland travel.
Did anyone know some products, websites etc. which could help me here?
One of my player is playing a summoner with a biped Eidolon.
Is this legit?
After a few posts and discussions with my DM we overhauled the Arcana Archer to make it more interesting.
No additional Armor or Weapon Proficiency
The AA can use his pool to enhance his bow for a short time. As a swift action he can spent one point of his pool to add an +1 enhancement bonus to his bow for 1 minute. This bonus stack with existing boni but the total bonues can be never higher then +5.
At 3rd level he can also adding fire, frost, shock or corrosive enhancement to his bow by reducing the bonus by 1 (the bow has to have at least a +1 bonus)
At 5th level he can also at Distance by reducing the bonus by 1
At 7th level he can also add the elemental burst enhancement to the bow by reducing the bonus by 2
At 9th level he can also add the holy, unholy, chaotic or lawful enhancement to the bow by reducing the bonus by 2
He has to choose at the beginning of the day (while preparing his spells) which bonus he want to apply to his bow for the day.
Imbue Arrow (Su)
Hail of Arrows
Arrow of Death
What do you think? Overpowered, underpowered, intressting, boring?
I planning to go the Arcane Archer root, but one thing bother me.
As the Enhance Arrows Bonus (+1) did not stack with an already existing bonus of arrow or bow, where is the sense behind this ability at all?
I'm playing RotRL and I'm not really happy with my character at the moment.
Character so far:
My first idea was to make a arcane (crossbow) archer out of him (DM approved), but unfortunately the AA abilities don't get me at all and I have to learn that a crossbow is a really weak wepaon compared to a bow :(
At the moment I'm the parties scout and dungeon expert.
If anyone has any intressting ideas feel free to post them. :)
Party consists of Monk, Summoner, Healer-Witch and Support-Cleric
Hi, we're playing RotRL at the moment and I have a problem with one character in the group.
One of our group plays a strength-build monk and he outshines everyone in the group, in combat and out of combat.
We're playing 15-points buy and are 5 player:
My problem with the monk is that there seems to be no weak side at the monk, he's always in all tasks perform best
AC in the top 20th to early 30th (witches ward and summoner add mage armor).
Out of combat (stealth, perception etc.): 4+Int skill points and a bunch of special abilities
Am I to jaelouse here or are Monks a little bit over the top compared to other classes?
(e.g. Fighter - good combat stats (even weak compared to the monk (2-4 attacks with less damage total per round), tradeoff no skill points, weak out of combat stats)
today I got this total crazy idea of an crossbow turret for my dwarf.
I think of an animated crossbow.
Animated Weapon Platform (Drone)
What do you think?
Does anyone has some suggestion were we can settle a "explore & conquer" homebrew campaign in Golarion?
I'm playing RotRL at the moment (15 Points-buy) and during the last few sessions we encountered some basic issues with our party composition (lvl 3): Monk, Summoner (Humanoid-Brawler Eidolon), Witch, Dwarf-Transmutation-Wizard.
The Monk and Summoner are very unexperienced players, so they lack a lot of group tactics, while the witch chracter is a little bit egocentric and silly (but in a fun way).
I'm playing the Transmutation Wizard, my character concept is some sort of explorer who is facinated by Thassalonien. I wanted to got Pathfinder Savant, but during the last evenings (we are in the goblin keep North of Sandpoint at the moment) he was near death 3 times due to lack of spells.
So he decided to train his physical skills a little bit more. As he's already the parties "dungeon explorer" (disable device, perception, darkvision), I think of going a strange route for the character advancement.
Wizard (6) / Ranger (Dungeon Rover) 3 / Arcane Archer
My DM allows me to change the AA to a "Arcane Crossbow Archer".
Attributes (15 Points Buy): 10/14/14/10/16/8
The Build so far looks like this
What do you think? I know this is far from optimized, but can this work? He shouldn't be the main Damage Dealer, but a dungeon explorer and the parties guide (underground and in the wilderness).
I like the idea of using the Knowledge Skills to determinate Strength and weaknesses of monsters.
One thing I missed are building requirements, this is something I really miss in KM.
For my group I created a list with some requirements for the buildings. I used Kingdom Size/Ruler Title (to encourage players to expand), Buildings, min City size and "other".
Most of the basic buildings (e.g. smith, granary, tradesman) not have any requirements.
(e.g. a Libary needs an active Magister, Warehouse need 500gp base value, Slave Pens require that the Kingdoms alignment is any non-good, Granary requires at least one farm within 2 hex..., I think you get it^^)
Anyone else created requirement rules for their campaigns?
Ranger 4 (archery), Druid 3, Nature Warden 2 + 2x Boon Companion Feat.
So it came up to a ranged fighter with two combat Pets, which count as Level 7 (the ranger ones) and level 9 (the druid ones) due to the boon companion feat and the Nature Wardens Companion ability which states theat his level counts for " all classes that grant an animal companion for the purpose of determining her animal companion’s abilities."
So basicly he will now go straight NW and with it has two companions (char-lvl -2/char-lvl -1) and mid lvl druid spells.
Did I miss something or is this a very potent build?
So far the sheet only contains material from the S&S players guide.
What did the sheet do?
As their Kingdom is a little bit behind the "Kingdom in Background" (only 49 hex) and we're in Winter now, I decided to stage the attack on Tatzleford in the first spring days of the next year (no oen starts a war in winter^^).
So my player have 5 Month left.
As they're already planing to create their first army during the VV (but failed to do so yet), I expecting that they will have a armie ready for the attack on Tatzleford (or shortly after).
Now to the Problem:
I thinking about giving them a little bit insight to Fort Drelevs Situation and that an armie heading towards the town would probably result in Lord Drelevs flight. Then the remaining troops will run havoc in the city and raze it.
What do you think? Any Ideas/Tips ?
After they found Varnhold empty and fought against the spriggans (when two characters died) they resurected them and headed towards the centauren.
The group is now 8th level and consist of:
Does anyone have exoerience with a 8th level grp entering this dungeon?
after my character died the forth time in the campaign (already second char after first one died at level 5) I come to a point where I have to say "Would I come back?"
Do you ever had such a feeling to simply say "Let him rest in peace, I will reroll!"
What's your feeling about bringing a character back to life again and again and again?
as I will get my new tablet in a few days I'm looking for some programs I can use to help running Kingmaker.
I already found the awesome OpenOffice Sheet from RunebladeX (thanks a lot for it!) and now I'm loking for some mapping and campaign tracking tools.
Does anyone have some suggestions or already used some themself?
Correct me if I'm wrong but one feat at level 1, then 5,10,15,20 only summ up to 5 feats not 6 at level 20.
one of my player want to take the "Butterfly’s Sting" and I have a few problems with this feat.
The feat description is:
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.
Now my problem:
Some time in the future we will heading into the Lands of the undead. So Channel Energy will be a good source of damage.
The question is about the bleed effect of the Bloodfire/Bloodrain ability.
From a RP perspective I see no reason why a good god should give his follower the power to cause bleeding wounds at normal people but not at undead?
I'm running a Kingmaker group at the moment (as DM) and one of my players plays a alchemist who's always looking for some herbs if they explore a hex.
This brings me back to my P&P starts, I started with DSA (The Black Eye or Realms of Arcania).
Let my explain it by going back to the herbs (and the related alchemie).
But this is not only at this, let's take the spells descriptions:
The caster grabs some guano and sulfur, roll it in his hand to form a small ball. As he throws the ball toward his enemy the ball catch fire and grows, at the end it explodes in a ball of fire.
Then a few stats
At least some "modifications" which can be applied (similar to the alchemistical items as maic focus stuff from the adventurers armory).
I understood why DnD took this approach, they have to cover a lot of different worlds (but even they brought some flavour via the Splat books). Pathfinder is focused on one world (which is by the way a little to "let's take the best of all" in my opinion^^), so why not bring some flavour to the world?
One posibility would be a Spell Book, where you have complete descriptions (also I have to refer to DSA "Codex Cantiones").
Our group has very short downtimes, so we're most time "on the run".
But what is if you have a Ring of Sustenance?
The group need to rest at least 10 hours (we have three spellcasters and me, so from guard rotation you're at 10 hours), from this I only need 2 hours rest, so 8 hours left.
Can I work this time at my weapon enchantment? and if yes, how much did it count?
I would guess half (to stay in line with the 4/2 hours of "in field crafting"), so from this each day in field would count as 6 hours instead of 2.
What do you think?
So here's my idea:
By the Book:
Maybe this could also be a alternative Bonus for the universal wizards.
What do you think about it?
Something similar to this pictures:
(Yeah, a very "iconic" dwarf)
Anyone has an idea?
Sword, Bastard: A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
You will ask TWF why?
Attack would be: +4/+4 if using two mw scimitars
What do you think about this "build"?
So the Origin:
So far for the background.
Race should be Human.
I thought of somethink like 5th level Fighter (Mobile Fighter or Archer) and 3 Level Rogue (Swashbuckler)
Any further ideas?^^
Did this means If I chose a dwarven waraxe, the spirits will do 1d10+1/3 CL or did they always do 1d8+1/3 CL (like spiritual weapon) only the type change?
Is it possible to write the rune at lets say a wooden plate, throw it and while the plate is in the air, read it?
"The explosive runes detonate when read" the question is, how near have you be to read it. :)
Pool Strike (Su): A magus with this magus arcana can expend 1 point from his arcane pool to charge his hand with elemental power as a standard action. He can make a melee touch attack as a free action as part of activating this ability. If the attack hits, it releases the charge and deals 1d6 points of energy damage of a type of his choosing, either acid, cold, electricity, or fire. He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates.
The description clearly say I can use it to "empower" my weapon with it via Spellstrike, but can I use it with spellcombat intead of the spell?
I playing a magus at the moment, level 3, and I have 4 spell slots.
Sure a wizard/magus knows more spells (at my example 11), but he has to choose which spells he will cast in advance. The Sorcerer know less spells (3 at this time), but he can choose which one he cast spontaneous.
Most times you will, even if you are a wizard, use only a limited number of different spells, because most of them are very specialised, and you will always not memorized the spell you need (I think all know this situation^^).
Also the wizard is a master of arcane art, but being outnumbered by the sorcerer.
(We run a very combat orinetated campaign and most times I save my few spells for the BBEG, but i thought spellcaster named spellcaster, because they cast spells....)
Books I have are the Pathfinder CoreRulke Book, GMG and APG.
Any Ideas? Advises?
The Subription (e.g. Pathfinder Roleplaying Game Ongoing Subscription) means that Paizo will sent me every new Product from this area (in this example http://paizo.com/pathfinderRPG) as soon as it's released, additional they will give me the free pdf for this book.
My Account will be only charged for the book, not the pdf.
An let's say i don't want the ultimate magic, can I cancel the subscription before it's released without any problems or is there a minimum time the subscription have to run?
I thinking of the following changes:
- remove the "only light weapons" restriction
Any comments? Ideas?
As we are lacking of real Healing-Power (Druid alwyas use other spells and OoF is more the "Blaster-Type"), i thinking of a Dwarven Cleric.
Books i have are:
The goal should be a Front Line Cleric, who can heal his friends and build the last line of defense. The Campaign is mainly vs. Undead and Demons/Devils.
Create Methode: 4d6 drop lowest
So my first ideas:
I also like the idea of a "Golem" Companion, but I can't find a way to create an effective one, without destroying the "flair" of the classic dwarf.
So have anyone any ideas?^^
As the subject stated, can this spell be used as combat spell?
Let's say you asked a goblin warchief for the name of the queens sister:
"t must answer truthfully in the same language as the question or take 1d6 points of damage per two caster levels" because the goblin can't speak the same language
Additional, means truthfully the truth from the victims point of view, so a "I don't know" count, or does it means the thruth (in this case the name of the sister), even if the victim doesn't know it?
I'm locking for a web-host who provides a side where I can add written text, set a structure (tree shape like in the pdf-files) and allow other, registred user to modifiy the the text and new structures.
Did anybody know such a webside?