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My group completed this adventure and now one of them wants to run it for another group. I'll be participating and while not metagaming too much I'm allowed to use the same piece of knowledge I gave them before they built characters.

Charisma matters, a lot. You can also become undead eventually.

With that in mind and the somewhat unique build rules (+2 skills/level, 25 point buy, bonus trait) I saw a chance to play an otherwise underwhelming character in a swashbuckler.

We also have one special home rule, +3,+4,+5 weapons don't bypass anything You need holy/unholy/spell buffs/metals to bypass DR.

Spoiler:
Swashbuckler
Inspired Blade
Half Orc

-City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

-Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

-Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

STR: 7
DEX: 20
CON: 12
INT: 14
WIS: 10
CHA: 14

Traits

9 Skill/Level :The swashbuckler's class skills are
Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha),Perception (Wis),
Sense Motive (Wis), Sleight of Hand (Dex), Knowledge (local) (Int), Stealth (Dex)

3 Traits:
+1 Will save Campg trait (High Treason),
Fate's Favored,
Highlander (Hills or Mountains) You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

1 Drawback: Paranoid

Feats It costs 5 feats to be a vampire. I will retrain several feats to it when we get there.
1B) Weapon finesse
1B) WF Rapier
1) Fencing Grace
3) Combat reflexes -> Vamp Feat
4) WS Rapier
5B) IC Rapier
5) Iron Will -> Vampire Feat
7) Vile leadership
8B) GWS Rapier
9) Lunge-> Vamp Feat
11) Improved Iron Will -> Vampire feat
12B) GWF Rapier
13) Vampire feat
15) Iron Will
16B) Lunge
17)
19)
20B)

My problems with the character are as follows

1) The best possible +1 weapon enchantment is also terrible later on because answering is like a jump forward but later on is straight up bad. What weapon enchants would you use? I'll 100% be using fortuitous because it's great but I like unholy due to home rules and bane humanoid is a pretty good investment if you go for answering.

2) This character at level 15+ feels like a joke a best due to know magic. Any remedy?

3) I don't really WANT to play a half orc I want a dex/cha -con or -str race but all the races I looked at with those mods don't have a way to improve your will save.

Any advice on these issues would be appreciated. Especially the weapon since it's not unusual to get+7-10 weapons in this game since it goes to 20.


What's the best way to use this besides a CL 20 Greater magic fang?


Spoiler:
Benefit: The longer the investigator studies his opponent, the greater the damage he ultimately deals with his studied strike. When the investigator makes a studied strike, he deal a number of points of additional damage equal to the number of consecutive rounds he studied the target with studied combat.

If I use this and refresh my studying I've still studied them for X consecutive rounds. Conceptually what I'm thinking is studying my prison guard for say 10 minutes then flicking a stone at the back of his head.

It's a fairly narrow useage but the ability isn't that great so I was curious. I'd be inclined to allow it because it's an interesting power and creates a funny situation where keeping an investigator locked up with someone guarding him is dangerous.


I want to play a java obsessed investigator who cannot work a case without a cup of coffee and all his alchemy involves pouring the stuff into his coffee.

Spoiler:
Investigator Empiricist

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Diplomacy (Int), Disable Device (Int), Knowledge (all) (Int), Perception (Int), Sense Motive (Int), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex).

STR: 18
DEX: 12
CON: 12
INT: 16
WIS: 10
CHA: 7
Traits
1) Student of Philosophy
2) Reactionary(reflavored to be wired)

Talents
3) Mutagen
5) Quick Study
5 EX) Alchemist Infusion
7) Sickening Offensive
7 EX) Amazing Inspiration
9) Combat Inpsiration
11)
13) Tenacious Inspiration

Feats
1) Potion Glutton
3) Power Attack
5) Extra Discovery Infusion
7) Extra Discovery Amazing Inspiration
9) Extra Discovery
11)
13)

Potion glutton has already been approved by the GM and been divorsed from urgotha as long as the god I worship indulges in excess, so I said Cayden and he's like "That's perfect."

My only problem? Feats. I'm clueless beyond PG and PA. Extra discovery is good but beyond that I have no clue. We're headed to 14-16 from level 1. I'll be using a falchion and bite attack to do some good damage with STR.

I could also use help on skills. I'd love to be more rogueish without giving up too much and I'd like good abilities that go with investigator but honestly I'm at a loss. Most guides are for dex oriented rapiers not str oriented 2 handers.


37 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Or does it still by raw allow investigators and alchemists to drink as a swift?


A long time ago I knew far more than I know now about what is out and errated in pathfinder but Having not played in a long time I need some guidance on building

We are using 20 PB, 2 Traits, Standard/uncommon races allowed for a home game.

I love warpriests but in light of the gutting of sacred fist it leaves me few options.

Spoiler:

Warpriest Archer Human
STR: 14 DEX: 18 (+2) CON: 12 INT: 12 WIS: 14 CHA: 7

Skills: Perpception, Sense Motive, Spell Craft, Knowledge Religion

Traits: Fate's favored, Reactionary
Blessings: Ragathiel -> Destruction + Good
Feats:
BF) WF Longbow
1) Point Blank shot
1H) Precise shot
3rd Combat Bonus) Deadly aim
3) Rapid shot
5) Improved Initiative (?)
6th Combat Bonus) Many shot
6th Human Bonus Combat Feat) Weapon Specalization
7) Point Blank Master (?)
9) Clustered Shots
9th Combat Bonus) Greater Weapon focus
11) Quicken Blessing (Good)
12B) GWS
12HB) Improved Precise Shot
13) ?
<Reckless Aim>?

3rd Level Hit/Damage
+9/+9 to hit BAB +2, Weapon Bonus +1, Dex +4, Point Blank Shot +1, Weapon Focus +1, Divine Favor +2, -1 DA, -2 RS

1d8+8 Damage +2 Deadly Aim, +2 Str, +1 Weapon, +2 Divine Favor, +1 PBS

6th Level Damage

+12(2 arrow)/+12 BAB +4, Weapon Bonus +1, Dex +5, PBS +1, Weapon Focus +1, Divine Favor +3, DA -2, RS -2

1d8+13 +4 DA, +2 STR, +1 Weapon, +3 Divine Favor, +1 PBS, +2 WS

I want to play a ranged character with spell casting which a warpriest is well suited for since it get's manyshot on point with other martial classes. I was going to play a ZAM but the group has already seen what it does and thinks it's too much.

I could use advice on feats and possibly traits if something is better than reactionary. Additionally other stat buys could be considered but I honestly am pretty set on 16/14/14/12/12/7 as the total array.


You get fewer attacks.
You lose will saves (A real deal breaker for me).
You lose archetypes.
The BAB gain is worse than just having full flurry.

The only real gain is style strikes. Everything else Could more or less be gotten with an archetype.


So I've been GMing WotW home game for almost 7 months now and we are approaching the end. (Best evil game I've ever played btw. The party went from ordinary pathfinder level evil to people who would make hitler look like the less evil option)

When it finally concludes I will be shift to being a player (we rotate from AP to home game as desired by the players choice and GM who is capable of making their own games).

It's been so long since I've built a character and I am honestly a pretty devoted builder so in the weeks leading up to it I'm interested in figuring out what to play.

As far as a power level of the game I'd say it'll be on a 6/10 or 7/10 if raponathuk (Spelling) is a 10 and Rise of the Runelords is a 1-2/10. So difficult but fair. We'll need good damage and good awareness and access to the magic system to survive as such I can't really just take a character who is more or less a gimp in combat. We are starting at level 1 20PB All RP15 and lower allowed and going to 14-16. Only special rule is no animal companions/extra character effects from your class are allowed except familiars.

Now that's out of the way I've got a few ideas and a few rules out classes. I've ruled out a number of classes due to extreme weaknesses at higher levels, specifically poor will saves and a few classes due to extreme repetition. I was looking specifically at the following classes

A zen archer monk which I had played before in the emerald spire but not in regular situation. Pro's Really strong. Con's Probably too strong, character has literally no weaknesses in a cooperating party due to extreme defensive abilities and inherent rail gunnery.

A regular monk with the standard SLA trades (Barkskin and such). Good but I just can't see the way it's better than being a sacred fist with 6 levels of spell casting.

A kineticist, oh god I tried to make this good but you just do no damage and only have like 2 unique effects (Sure you can fly, so what?) being able to lift thousands of pounds and getting an early ring of invisibility. I tried getting damage from the flurry of blows archetype which does dramatically increase the total DPS output and dramatically improve it but I just cannot justify doing less damage than the barbarian and having less utility than spell sunder. I really want to play it but cannot justify how weak it is. To top it all off if you aren't dwarf your will save is pretty bad.

Sacred fist/MoMS or Straight SF are both things I'd love to play. But I see they've been nerfed into oblivion and are no longer playable.

Investigator is something I was interested in because I love the concept of being an empiricist and convincing people with logic and reason instead of force of personality. Unfortunately this class largely falls into "Gimp" in combat territory. I asked and I'm allowed to use potion glutton for his homebrew god of gluttony to drink as a swift and I still can't seem to make this class work.

Things I've liked but ruled out due to bad will saves Swashbuckler, Slayer, brawler, and fighter.

<Posted this in the wrong forum the first time>


So I've been GMing WotW home game for almost 7 months now and we are approaching the end. (Best evil game I've ever played btw. The party went from ordinary pathfinder level evil to people who would make hitler look like the less evil option)

When it finally concludes I will be shift to being a player (we rotate from AP to home game as desired by the players choice and GM who is capable of making their own games).

It's been so long since I've built a character and I am honestly a pretty devoted builder so in the weeks leading up to it I'm interested in figuring out what to play.

As far as a power level of the game I'd say it'll be on a 6/10 or 7/10 if raponathuk (Spelling) is a 10 and Rise of the Runelords is a 1-2/10. So difficult but fair. We'll need good damage and good awareness and access to the magic system to survive as such I can't really just take a character who is more or less a gimp in combat. We are starting at level 1 20PB All RP15 and lower allowed and going to 14-16. Only special rule is no animal companions/extra character effects from your class are allowed except familiars.

Now that's out of the way I've got a few ideas and a few rules out classes. I've ruled out a number of classes due to extreme weaknesses at higher levels, specifically poor will saves and a few classes due to extreme repetition. I was looking specifically at the following classes

A zen archer monk which I had played before in the emerald spire but not in regular situation. Pro's Really strong. Con's Probably too strong, character has literally no weaknesses in a cooperating party due to extreme defensive abilities and inherent rail gunnery.

A regular monk with the standard SLA trades (Barkskin and such). Good but I just can't see the way it's better than being a sacred fist with 6 levels of spell casting.

A kineticist, oh god I tried to make this good but you just do no damage and only have like 2 unique effects (Sure you can fly, so what?) being able to lift thousands of pounds and getting an early ring of invisibility. I tried getting damage from the flurry of blows archetype which does dramatically increase the total DPS output and dramatically improve it but I just cannot justify doing less damage than the barbarian and having less utility than spell sunder. I really want to play it but cannot justify how weak it is. To top it all off if you aren't dwarf your will save is pretty bad.

Sacred fist/MoMS or Straight SF are both things I'd love to play. But I see they've been nerfed into oblivion and are no longer playable.

Investigator is something I was interested in because I love the concept of being an empiricist and convincing people with logic and reason instead of force of personality. Unfortunately this class largely falls into "Gimp" in combat territory. I asked and I'm allowed to use potion glutton for his homebrew god of gluttony to drink as a swift and I still can't seem to make this class work.

Things I've liked but ruled out due to bad will saves Swashbuckler, Slayer, brawler, and fighter.


Solo Tactics

Spoiler:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Friendly Fire Maneuvers
Spoiler:
Benefit(s): Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe's attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.

Since one of the benefits of Solo tactics is that you're treated as allies having the feat for benefits does that mean no allies can provide soft cover O.o That seems really strong.

1/5

I know worshiping urgotha could cause problems but potion glutton seems like a beautiful feat especially with alchemical allocation. It is quicken spell on steroids for alchemists it seems.

I figure I play him as an extremely jaded heavy drinker who has come to hate basically all of the living and lost his faith in humanity but still has a job to do.

Is it worth worshiping a deity which might cause issues in some adventures to get potion glutton in a society setting?


Murder hobos, Vagrants of Valor, or Hobo's of the Abyss?


2 people marked this as FAQ candidate.

Dazed condition

Quote:
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Freedom of movement

Quote:

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.

The question is simply do the first lines of these abilities mean you negate the dazed condition under the effects of FOM? I'm inclined to say yes given that paralysis is explicitly stated and has the following wording

Quote:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.


2 people marked this as a favorite.

But not hate doing incredible damage that 1 shots the target?

A pouncing barb/archer/gunslinger/fighter/animal companion can all 1 shot most targets while save or suck/dies do the same thing it's just the GM rolling the dice.

So yeah why do people hate save or sucks but not hate high damage?


Simple question I could not find an answer to.


2 people marked this as a favorite.

I figure I'm going to eventually be stuck playing Core only so I'm making a druid who is essentially my original first PFS character minus superior summons and divine interference. The upshot is if it ever converts to regular PFS then I need a whopping 5 PP to fully return to my original character. I could re figure power attack to level 3 but then that leaves my 7th and 11th feats open.

Spoiler:

Race: Human
STR: 16
DEX: 12
CON: 14
INT: 12
WIS: 16 <Stat bumps here>
CHA: 7

Animal Companion: Big Cat(Tiger)

Animal Companion: Big Cat (Tiger)
1: Light Armor Prof
2: Power attack
5: Weapon Focus
8: Improved Natural Armor
10: Improved Natural Armor

Cat, Big (Lion, Tiger)
Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6) .

Feats
H: SF conjuration
1: Augmented summoning
3:
5: Natural spell
7: Power attack
9: Quicken spell
11:
Traits
Reactionary
Ease of faith (Diplomacy is a class skill and add 1 to diplomacy)

Skills: Perception, Diplomacy, Handle animal, Know-Nature, Spellcraft, Survival

Item purchase order (due to fame)
LVL2 Cloak of resistance +1
LVL4 (+2 mods) +2 str
LVL4 (+2 mods) +2 wisdom item
LVL5 +2 cloak of resistance
LVL5 Eyes of the eagle
LVL6 Amulet of mighty fists
LVL7 +3 cloak of resistance
LVL8 +4 wis
LVL9 +4 str

I need to replace my 3rd level feat and my 11th level feat (Possibly instead my race/stat build) That's the only rules I'll need to replace to Core only my first character as my first core character.


Vicious weapons are one of the few enchantments which (can) provide more DPR than another +1 to the weapon.

However this power comes at a price. Who do you think should get vicious weapons?

What about in PFS for example where edilons or animal companions are expendable since they auto replace at the end of the adventure.


1 person marked this as a favorite.

I don't know how people play characters without good will saves. I really just don't I've done it before and about half of the time you end up failing a will save and waiting for combat to end.

I'm not talking about alleged bad will saves (Looking at you superstitious) I'm talking about honest to god bad will saves like fighters, slayers, and such.

Do you invest in iron will?
Is there another magic item which buffs your will save beyond the cloak/stone?
Do you pump wisdom?

1/5

In the days prior to season 5 when faction missions were in every adventure you would have things like "You must brand a (Powerful) creature before you kill it.", "You have to steal something from a good aligned merchant", "You have to convince someone to surrender even though they attack you on sight." All of the faction missions were MUCH more difficult than most of the other faction missions and in some cases Especially noticable in some season 4 7-11's where 9 of the factions had "Kill the boss" the Silver crusade had a really tough one, and in another doing the SC faction mission triggers an avoidable encounter with a strong good aligned dragon.

In season 5 and 6 it seems like they're at it again only it's even worse. In season 5, the year of the DEMON where you literally fight with the crusade on an every other adventure basis. Yet there were few faction missions and they aren't nearly as easy as most of the others. I say this as someone who has 2 silver crusaders and at least one PC of everything but grand lodge (2 Edge, 2 Dark Arch, 1 of the rest) all of the other faction missions I've ever had have been either easy or flat out impossible (You lack knowledge X, Linguistics, or whatever skill).

So does anyone else feel like the writers hate the SC faction?
Is it because they don't like the goodie goodies?
Am I just wrong?
Does anyone feel like there is any faction which consistently has hard faction missions besides SC or even harder than SC?

1/5

1 person marked this as a favorite.

Destiny of the sands 3 spoilers

Spoiler:
Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.

Spoiler:

The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.

Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –5
*You must have some sort of connection to a creature of which you have no knowledge.

It's never made clear what is "attracted" to you or even if they know who you are. Given that the DC is minimum it's unlikely an actual caster is doing this and more likely that it's an effect. What bonus DC modifier do you get for this save? +10? +5? It's definitely not +0 or -5


We all know there are weapon properties for ranged or melee weapons only. Seeking, Brilliant energy, Spell storing I'm sure I could go on.

Most of these properties obviously cannot be enhanced on one weapon type.

What about methods that instill these into the weapon without buying them?

Forgemaster Dwarf

Spoiler:
*Spellglyph: The inscribed weapon gains the spell storing special ability. The forgemaster must be at least 4th level before learning this rune.

Warpriest

Spoiler:
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

Warpriest Blessing
Spoiler:

Spell-Storing Weapon (major): At 10th level, you can cast a spell into a magic weapon as if it had the spell storing weapon special ability. If the stored spell is not used within 10 minutes, it dissipates.

Magus

Spoiler:
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Paladin

Spoiler:

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

As you can see there are a huge number of these abilities in existence there are also spells which confer these abilities and some of them are worded differently than others.


I've recently run low on character ideas. I've looked over classes and can't really find much more I'm interested in building. I've listed my builds which made it past second level (Most PFS but not a big deal).

The things I like most in a character

1) Good will saves. I simply am unwilling to ever start a character which doesn't get at least "Good" will saves. If it has less than full progression will saves (Like my barb) I go dwarf with steel soul so dwarf should be good with it. I've been feared/dominated/confused/insane enough before and am tired of it.

2) I don't like being the face for social stuff but can be. If I have good cha so be it but skills are low on my priority list.

3) I'd like to play something new or at least which feels different than any of these.

Spoiler:

Druid Menhir Savant
Archer Oath of vengeance paladin.
Dwarf Cleric Forgemaster
Invulnerable Rager Dwarf Barb
Sin Mage Wizard (Sloth)
MoMS/Sacred fist
Zen Archer Monk Dwarf
Reach weapon Warpriest
Shaman

4) I'd like the character to not be dependent on other characters (So no bard/skald) because I often take builds and translate them to PFS. It can help them (Haste or whatever) But sometimes you get the all caster table.

5) Lastly I'd like it to be something people like to play with. I don't wan't to make another druid or wizard spamming superior summoned monsters which is groaned about.

Thanks in advance for the ideas!


For example

Monk +4 Point buy
Paladin +0 Point buy
Wizard -5 Point buy

Numbers not specific just an example. Having this number to tune would help a lot for game balance.


A while back I started a wizard (Now level 5)for PFS. Conjuration based summoning sloth sin mage with summons, mad monkies, pit spells, glitter dust and other greatest hit's of conjuration.

His bonded object is a ring.

A long time ago I thought the ring of invisibility was awesome if crafted. Now I'm not so sure. He can activate it before entering any room but can't use it to scout any more. I thought it was really cool because invisibility is not on my spell list.

Now I have very little in the way of interesting rings to craft if I don't go invisibility. Where would you go with this. Keeping in mind PFS ends at 11 (Well he might be my second seeker tier character) and fame limits the choices to lower end rings mostly. I was looking at blink but that 20% change to spell fail is a huge turn off. Evasion isn't great with a meh reflex save, and freedom of movement would likely not be available to even craft until about 10th level.


If I craft my own magic item with a spell level effect does it use my caster level or the caster level listed? Example if I craft a hat of disguise is the duration based on the normal level of the item or the level of my own caster level at the time of creation


Quote:

At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Does this line mean you can maintain the buff for free after using a swift action to start it?

The line implies you can enhance both weapons at the same time with two swifts.

Can you maintain sacred weapon as a free action?

Any clarity on this?

1/5

As a GM I ran an adventure which has a spellbook and scrolls.
I don't think I can but can I scribe them into my wizard spellbook ?


2 people marked this as FAQ candidate.

Spoiler:
Prerequisite(s): Wandering hex class feature.

Benefit: Once per day as a swift action, you can change your wandering hex. When you change your hex, the new hex must be associated with the wandering spirit with which you are currently bonded. At 12th level, you can change either or both of your wandering hexes with the feat.

Normal: Shamans select their hexes every day when they prepare their spells and cannot change them.

Spoiler:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Can you use Arcane Enlightenment while preparing spells off your list, then use flexible hex to switch your hexes and lose these spells off your list but keep them prepared?


So we are playing Way of the wicked and we've all noticed something.

While it's true we are evil we're LESS brutal than your average pathfinder group because we're outnumbered and outgunned by the good guys.

While we're unquestionably evil (necromancer, worshiper of belial, and an antipaladin are among our group) and we've performed seriously evil acts (Killing children, dogs, and enslaving others) sometimes it makes me curious how much more evil than ordinary pathfinders.

As a second point Evil feels so much fun to play since moral quandaries give way to a simple violent answer to any question that can be solved by "Kill it"


It seems like it increments additional attacks at seemingly random intervals. You can see the attack gain at 6, 11, and 16 but the other gained attacks just make no sense. They aren't gained when you would get TWF it's just weird and seems random.
Level: Attacks on Flurry
1: 2
2: 2
3: 2
4: 2
5: 2
6: 3
7: 3
8: 4
9: 4
10: 4
11: 5
12: 5
13: 5
14: 5
15: 6
16: 7
17: 7
18: 7
19: 7
20: 7


Reach weapons seem to me at least on this board and in general by people I meet to be highly contentious. Not because they are confusing rule's wise but because they frustrate some GM's and players.

The Good
-Reach weapons allow full martial classes a 2 handed option which isn't particularly gimmiky (lances) and through the use of combat reflexes potential to keep up with attacks per round.
-Reach weapons are reactive. You don't have to provoke but in actual practical games monsters often must provoke.

The Bad
-Reach weapons can feel clunky to both sides of the map, especially if the reach character get's adjacent to casters with armor spikes.
-Reach weapons are often disliked because of narrow corridors, although attacking at -4 is better than not attacking.

The Powerful
-Armor spikes eliminate any dead zone.
-Combat reflexes can scale up on agile weapons or even just with an ioun stone to be one feat with a potential 3 or 4 extra attacks.
-Enlarged they threaten basically the map.

If you have any interesting comments or stories about reach weapons feel free to share. In my actual practical PFS games I've about a third the time I've gotten as many AOO's as actual attacks and I don't think I've ever gotten less than 2 AOO's in an adventure... except library of the lion.

My players have taken them up and I've also been on the receiving end of a few longspears and such.


Does this archetype exist?


I feel like there are a lot of traits which are significantly better than feats and it's somewhat silly.

Tusked, Magical Lineage, Waynag Spellhunter, Lessons of chaldira, defensive strategist, and deadeye bowman are all significantly stronger than feats even specialized feats. There are plenty of them in existence my question is... Why?

1/5

Can you purchase the following (at the correctly adjusted cost)

Heightened continual flame.
Continual flame from a cleric.
Continual flame at a CL > than minimum.


Can you retrain class features which you didn't qualify for at the level you received them? Example If you replace wholeness of body at 7 can you then retrain it at level 8 to restoration?

I know you can for feats but I'm not sure if that applies to class feature replacements.

1/5

I have a question about this item in PFS.

Assuming you're high level (13+) and can afford this could you use it to call a solar for the adventure? You'll be flush with cash anyway I figure this would be a cool party trick to have just in case.


This spell is strange.

It offers the same protection as a breastplate but isn't.

Q1: Does this work with monks?
Q2: Does it have a max dex bonus?

1/5

Do we have any idea what's going to happen to this archetype?

It would be cool to have an idea otherwise people will have to stay away or try to retire their MoMS builds before it's changed.


Armor Spikes:

Spoiler:
Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?
No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.

Helmet, Dwarven Boulder:
Spoiler:
This heavy, reinforced helmet can be used to make melee attacks. The wearer may also use the helmet when attempting bull rush maneuvers, granting a +2 circumstance bonus on the check, but after completing the maneuver (whether successful or not), the wearer is staggered until the end of his next turn. In addition, the helmet grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A dwarven boulder helmet adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection).

Can you THF and TWF at the same time as a dwarf?

I don't think you can I just wanted to check.

Liberty's Edge

Gargrim could use some help on Gargrim build.
Gargrim am already level 5.

Spoiler:

Dwarf Barbarian
18 StR
14 Dex
16 Con
7 Int
13 Wis
5 Cha
Traits - Glory of old, Reactionary.

Rage powers
2) Superstiton
4) Reckless Abandon
6) Witch Hunter
7) Lesser Beast totem
8) Unexpected strike
9) Beast Totem
10) Greater Beast Totem
12) Come and Get Me

Feats
1) Power Attack
3) Combat Reflexes
5) Reckless Rage
7) Extra Rage Power
9) Extra Rage Power
11) Dazing assault

Items
+2 Cloak of resistance
+2 STR belt
+1 Fortuitous Dwarven Long Ax
Breastplate


Gargrim not sure if Beast totem line is good enough. Gargrim am retiring at 12. Am there any way for gargrim to get unexpected strike when he does not go first? If I don't take beast totem stuff I can have better rage powers and feats.


They are untyped bonuses from different(?) or the same source.


Can you rage as a free action when using an AOO when it isn't your turn?

Free Action:

Spoiler:
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

Making an Attack of Opportunity:
Spoiler:
An attack of opportunity is a single melee attack[B], and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.

Rage (Ex):
Spoiler:
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. [B]A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

Snap Shot:
Spoiler:
Can a character with Snap Shot (page 119) and Combat Reflexes make multiple attacks of opportunity with a ranged weapon, assuming that loading the ranged weapon is a free action?
Yes. As long as you can reload your weapon with a free action you can reload your weapon as part of the ranged attack attack of opportunity you are making with the Snap Shot feat.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

Given the new FAQ Do levels count as sources of a bonus like ability scores do? (Borrowed phrasing from wraith)

This heavily impacts for example the Daring Champion Archetype. It seems that it would not stack given the new FAQ regarding stats as a secondary source since level could easily be considered a secondary source and getting double level to damage would not be ok.

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