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Doing this from my phone, I'll try to update all relevant parts
Boris choked a curse, wincing at the blows the thing landed.What is this thing anyway?
Knowledge:Arcana: 1d20 + 7 ⇒ (17) + 7 = 24
Bolstered by song and blessing, Boris gripped his scimitar in both hands and belows: "Boris King of Dancings now Aspis wood-thing!" and attempts to strike it with brute force, since arcana power seemed ineffective.
1d20 + 3 + 2 + 1 ⇒ (12) + 3 + 2 + 1 = 181d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Oh. Well then, I stand corrected. I'm still going to say that the defense subdomain's replacement power and the spells it adds are worthy of a bump up, but I'll concede that the protection domain isn't one of the stronger choices.
With regards to the protection domain, I find that it warrants a rating higher than orange. The resistance bonus is a +1 for every five levels; not cleric levels, but levels. I checked the paizo SRD, my copy of the CRB and d20pfsrd to see if there were any clarifications about it being strictly dependent on cleric levels, but I haven't come across any. So it frees up your shoulder slot and provides a scaling resistance bonus, a nifty trick IMO. Resistant touch isn't all that great (I'd rate it red) and Aura of protection will come into play too late in the game for it to matter, but the base ability should be worth a bump to green.
Furthermore, the Defense subdomain's replacement power Deflection Aura is a great support tool that still finds it's use at higher levels with the static bonus it provides to CMD. Add to that that it will add barkskin to your spell list and it too warrants a bump up to green.
Beyond that, what are your thoughts on the Ecclesitheurge archetype?
Edit for spelling
Hi folks! I'm preparing a character for Iron Gods and I've been gravitating towards playing a Cleric (Eclesitheurge) 3/Sorcerer (Wildblooded, Empyreal) 1/MT X, using early-entry SLAs to qualify as early as possible. We are a four person party and the other roles so far seem to be a gunslinger, a sword and board fighter, and an alchemist. I've been itching to make a solid MT. I understand that it might not be on the razor's edge, but I'm trying to build as solid of a buffer/debuffer/healer/blaster as the MT will let me.
With that said I have some questions:
Thanks for your time.
Hi folks! I've been racking my brains to figure out how to best utilise the Varisian Weapon Training boon I received a while back. I'm flummoxed as to how to best use it, as any build I can think of so far already has access to the martial weapons listed. I can't think of something to do with the Exotic weapons either. So I come to you in the hopes that you could give me some thoughts as to how to incorporate this in a PFS character's build.
Thanks in advance!
Fruian Thistlefoot wrote:
The ring of Evasion was found as part of some monster's loot. Figured I'd make use of it.
Seems like I always neglect to provide all the information needed. >.>
To answer your questions, this character has:
Headband of Vast Int +4
This character is a tiefling conjurer. We do not have access to any crafting feats.
If there is anything else I neglected to mention for a more targeted answer, let me know!
Apart from the monthly meetings in lincon, is there ANY place that sells pathfinder stuff and also hosts games? My gaming store sells strict D&D and theres even an anti pathfinder group there. I need to find some place that is not so far from warwick....
Hi Daniel! I'm not sure that there are many stores that have a stock of Pathfinder books available. But I'm sure that Pat Maloney, the owner of Game On! would be more than happy to place an order for any Pathfinder book you desire to get. They might have D&D Next material in stock because of the history the store has with D&D Encounters being held there.
There is no PFS organized play being held in any FLGS south of Providence to my knowledge, but that could change in the future. We are running PFS organized play more frequently then when you last came up though.
I'm sorry I cannot provide you with any further help. But as a parting thought, I'm not sure that the people who attend D&D Encounters or play 13th Age at Game On! (which used to be called Veterans Gaming until it changed owners) necessarily think of themselves as anti-PFS, or anti-Pathfinder. A couple of them play Pathfinder regularly. They just prefer another type of organized play.
No, I don't want to be a summoning druid in this instance; as I indicated, I want this to be a /melee/ druid. And as such I don't see much future taking any levels of druid beyond level 6. A couple levels of Shapeshifter Ranger do seem to go a long way, thanks for that and the idea of planar wild shape.
I'm thinking perhaps Druid (Lion Shaman) 6/Ranger (Shapeshifter) 2/Barbarian (Brutal Pugalist)4.
Right, here's the meat of it:
Level 4 Human Lion Shaman
Feats: Improved Initiative
As I mentioned this is for Pathfinder Society, which caps at level 12. The character has a few levels on him, so starting from scratch, while possible isn't what I had in mind. I want to make this character work.
The idea was to either shift to great cat form or use Totem transformation to melee things to death. I was debating using a weapon by getting a level in either fighter or barbarian (or an archetype thereof) but that would only work while using totem transformation and would reduce all my remaining attack to secondary attacks. I'm at a loss as to what to do honestly.
Hi folks! I've been playing a Lion Shaman in PFS. This was my first character and I just wanted to play something different. I read Treantmonk's druid guide and wanted to give the melee-focused, shape shifting druid a shot. Since there was a a good amount of praise lavished on big cats, I thought I would be doing myself a favor by taking the Lion-Shaman archetype. Now I feel like it's going to run out of steam a little too early and I'm coming to you folks for some advice.
I was thinking of multiclassing into barbarian so as to take advantage of Rage and rage powers but it feels a little ... underwhelming, especially since I won't be able to take advantage of iterative attacks, with my focus being on natural attacks.
What do you think?
I like to customize my player's magical items by giving their weapons names. One of my players is parting ways with his current magical greatsword (a +1 keen shocking burst adamantine greatsword I had the blacksmith name "Splitstrike") and using his funds to buy a new sword. He is considering either getting a +1 Holy Shocking adamantine greatsword or a +1 Omnious Ghost touch Flaming cold iron greatsword. I'm drawing a blank on naming either of these. Any suggestions?
Now I'm confused. I was asking if it was a good idea to use a medium sized firearm as a small creature given the conditions I've mentioned, or if I should craft my next firearm as an appropriately sized one (small). I thought it was possible to do wield an oversized weapon (as in my character wielding a medium sized weapon) albeit with a -2 penalty. I've looked ta the FAQ and it was my understanding that that was just a clarification on whether or not the -2 penalty per size difference would apply. What you seem to be suggesting is that it's not possible period?
Me and my party are playing through RotR and last session I failed a massive damage save against an outerdimentional overweight lava spewing ... thing. 60 points of lava damage almost cooked off my ammo, and definitely cooked me up.
So the druid in her infinite kindness reincarnated me. Surprise, I'm now a Snirfveblin! None of my clothes fit, nor does my armor and my gun is a size category larger than I am.
I've looked up the rules on oversized firearms and this is where I'm looking for advice. I'd be taking a-2 penalty for using my current gun. Now I was already considering making a new gun once we got out of our current predicament. But I'm seriously considering making my next firearm a medium sized firearm as well, instead of making a small sized version. -2 to attack rolls at level 12, even considering all the other penalties I can choose to tack on (Rapid Shot, Deadly aim), and given that my attack bonus went up by an additional +1 seems like it wouldn't penalize me as much as it might otherwise.
What do you think about it?
(From a character perspective I believe that my character would want to see his appearance and size restored, so it would make sense that he would craft his next weapon as if he's going back to that size. I myself am going to hope that my party members will want to help me find a way to restore my towering stature and rugged good looks, as getting a wish spell seems remote at best and the party's wizard has already scoffed saying there are much better uses of a wish spell.)
I cannot answer the second part of your question. Concerning the first part, the common strategy for Ravenloft is "play smart" Undead, DPR ... all of those things are completely irrelevant if the DM has any clue what he's doing. Honestly it sounds like he's giving you enough rope to hang yourselves with.I'd make sure you have a good will save. Typically Ravenloft calls for a lot of those, not to shrug off spell effects, but to resist going bananas bonkers/catatonic/looking for a ledge to throw yourself off of.
Otherwise, I wouldn't try to play an a-hole. A DM in Ravenloft will make what's known as "Powers checks" whenever you do something a little rough.
Finally don't get cursed. Not as in being affected by the "bestow curse" spell. I mean, if some old lady NPC curses you, you are going to have some very interesting times ahead of you.
I just started a campaign where we were told to make 35 point buy characters and add another 10 skill points to our characters to invest in professions, crafts and all those "lifestyle" skills. This has led to a number of players creating very efficient characters. I chose to play a cleric, opting to try and tone things down so to speak, given my relative ignorance of the class. However, as things have progressed, some of these same players have taken upon themselves to take their newfound power to try and cause trouble by being excessively provocative.
As I lurk around these forums quite a bit and fancy myself to be a well meaning gent, I took the approach most frequently advised in these forums: Talk. Talked to the parties involved, talked to the GM about toning things down and thus far I have been rebuffed in some way or another. I have also considered leaving (another time-tested suggestion around here) but me being involved here is a necessary evil. You'll have to take my word on it.
So, I have been going around and peeking at some of the advice given for clerics; the guides to building one, various optimization questions, and that has helped somewhat but I'd like to push the envelope. Which might help me get my point across (hope flows eternal).
I settled for a melee cleric as the group was lacking anyone who could take a serious hit. I do want to keep doing that. Here is the build so far. I believe I could ask to move some things around, but that's by no means assured.
Hit Points: 32
Experience: 5000 / 9000
Alignment: Neutral Good
Speed: Walk 20 ft.
Stat Score Mod
STR 16 (+3)
DEX 13 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 18 (+4)
CHA 14 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics -5 0.0 1 -6
Acrobatics (Jump) -9 0.0 1 -10
Appraise 0 0.0 0 0
Bluff 2 0.0 2 0
Climb -3 0.0 3 -6
Craft (Untrained) 0 0.0 0 0
Diplomacy 2 0.0 2 0
Disguise 2 0.0 2 0
Escape Artist -5 0.0 1 -6
Fly -5 0.0 1 -6
Heal 4 0.0 4 0
Intimidate 2 0.0 2 0
Knowledge (Arcana) 6 3.0 0 3
Knowledge (Geography) 1 1.0 0 0
Knowledge (History) 6 3.0 0 3
Knowledge (Religion) 6 3.0 0 3
Perception 7 3.0 4 0
Perform (Untrained) 2 0.0 2 0
Profession (Soldier) 8 1.0 4 3
Ride -5 0.0 1 -6
Sense Motive 8 1.0 4 3
Spellcraft 4 1.0 0 3
Stealth -5 0.0 1 -6
Survival 4 0.0 4 0
Swim -3 0.0 3 -6
-------------------------- Feats ---------------------------
Armor Proficiency, Medium
Simple Weapon Proficiency
I was thinking of trying to make a holy vindicator, but as I've said, I haven't really played a cleric. Do you have any suggestions to offer with the build and further optimizing it?
My DM is running a homebrew setting in which divine casters are disliked and arcane casters reviled. Last session he gave my character an item with which I could learn any three spells I know of or have heard of and add them to my spellbook as arcane spells. I could do this for any level but it seems that holding onto such an item forever would be a waste, given that we are only level 4. That's why I'm looking at level 3 spells as the selection of good arcane spells available is in of itself worth spending all three "charges" on spells from that list.
I'm liking the feedback so far, but I need to keep in mind that I have to have heard of that spell before attempting to use the item on it.
I've managed to come upon the ability to learn three level 3 spells from any spell list and cast them as if they were on my own spell list (currently playing a wizard). So while I can thank Treantmonk for his advice on wizard spells I'm at a bit of a loss when it comes to evaluating other spells from other spell lists. What spells would complement my wizard ? The spell's level must be 3. And if you could please provide multiple choices and grade their cheese factor; I'd like to minimize my cheese.
So I'm preparing future adventures for my PCs and I wanted to run them through the Tomb of Horrors (because I've run through it and I want them to experience the thrill and possible horror of dying to a booby trapped item). However I just found the excellent X2 Castle Amber conversion that has been put up here by the gracious daemonslye and I'm conflicted as to in what sequence I should run them. The description in the foreword of Castle Amber mentions that the PC's should hit level 11-12 by the time they are done with the module. Tomb of Horrors is intended for level 9 characters according to the WotC conversion available online, but given it's lethality perhaps another level or two couldn't hurt; but where does that leave the sense of trepidation that one has when going through Acererak's tomb?
What do you think? In what sequence should I run these two modules?
Ok, so I'm finally home where I have access to my notes. His (or her as I have in the notes) CMD is a 21. I think the problem is that I have a feeling they will have exhausted a lot of their supplies just exploring, and will not think of resting just prior to "that one guy" . So forget about them being fresh; they will be hurting. So I'm thinking perhaps I should instead go for a skeletal champion as described above and save the Graveknight for a later day. It's not like there wont be other opportunities to slip that one into the story.
I wish I could answer your questions about the party's resources, but I have only looked at their sheets once so far. I would have a better idea if, as I had asked, they had sent me a copy of their sheets, but they didn't which has led me to prepare ... well ... a CR6 monstrosity with 31 AC. Which I suspected after last session's encounter would eat them alive. Thank you for confirming that.
By the way, noone answered if this was in fact correct; is this a "legal" CR6 opponent? (forget about him being beatable, and go over my numbers.)
Spells, bombs and combat maneuvers. Is there something you aren't telling us?
If I'm not, it isn't intentional. As I said I want to give them a challenge, and a good sized one, but not a TPK. But I also want to introduce them to "thinking on their feet" and going beyond standard tactics.
I think it all stems from the fact that this is a lizardman graveknight.
Lizardmen have a +5 bonus to natural armor. (+5)
Adds up to 31 AC
I wouldn't mind switching to an alternate template, such as the skeletal champion for a total CR of 5, but it will still be a lizardfolk base as that is the theme I'm going for (Plot reasons).
The party I'm DM'ing is about to encounter a BBEG with an AC of 31 (a Graveknight lizardfolk Fighter 3 with Dex 12 and a ring of protection +1). Now while that might not be a problem for certain parties, This party is made of two fighters (both of whom are two-handed weapon fighters), an alchemist and a wizard (whom in this particular instance decided to leave his spellbook somewhere he cannot access it prior to the encounter).
You're right, some details might be needed here.
Currently we are on the ground searching for something, but we will doubtlessly board the airship at least one more time for a trip lasting anywhere between 2days to a week +.
This is a custom setting: here, gnomes have access to a mix of technology and arcane magic beyond that of the rest of the world, as the rest of the world is domineered by an empire who believes that arcane magic is devil-magic. The gnomes also have access to guns and gunpowder. So I would imagine that we can find on board our ship anything that would be gun-related or ship-related. Oh and the airship is held aloft by a big bladder of gas. Should I mention the ship's name is the Hindenburg?
My character is Rogue (Scout) 3 / Fighter (Weapon Master) 2 and has the following miscellaneous items:
Let me know if you need me to mention weapons and armor.