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blashimov's page

Goblin Squad Member. FullStarFullStarFullStar Pathfinder Society GM. 614 posts (924 including aliases). No reviews. No lists. No wishlists. 18 Pathfinder Society characters. 3 aliases.


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Liberty's Edge

Assume 2% of the population of a low life expectancy place dies every year. Gives you a rough number of how many fresh graves there might be, if burial is the standard practice.

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If you are looking at dips, sesnei monk, inquisitor (conversion domain or archetype that replaces cha with wisdom for social skils). Of course the 3.5 guided weapon enchantment.

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AM BARBARIAN OP NERF PLS

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Definitely barbarian. Beast totem into pounce. Half orc for ferocity and toothy.
What level are you looking at?
And as Lady-J said content limits? How much optimization is too much?

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Sadly not really, unless you get into houserule territory.

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I happen to not like it because it doesn't scale and is kinda situational, but then I guess a bunch of teamwork feats are.
Stealth synergy is also hilarious if a bunch of people get it, though it's hard to interpret the way its written.

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Life bubble and cheap jump jets negate most of it.

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@Parrym, Yes, not sure why I bothered to put it in a spoiler except perhaps to channel some Kitsune impishness.
Note also that outdoors, Imhakaru is typically mounted, but if we know we're just going to underground in a hot second he stables his horse.

"ah, no not much. The wicked rarely rest, so neither do I." Imhakaru softens a relatively grim statement with a wink.

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So in the link there's no recruitment thread - what's the next step? At level 4 I have an undine flowing monk / cleric of Wadjet pacifist / disabler - via flowing monk and feats does various things like trip, grapple, sicken, and make flat footed but never does lethal damage except to undead and the like.

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I don't see anything glaring, but isn't it usually advantageous to get a somewhat bigger ship instead of buff one to the nines?

Seems like a destroyer frame (not that it has to literally be a destroyer, just the name of the frame) would fit much better.

Quite a bit more HP, and doesn't cost any extra BP because you spent 16 on converting turrets from light to heavy anyway...

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Depends on the company, but mass produced miniatures are made using molds, themselves made from sculpted or maybe 3d printed models.

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Nothing else does that in PF, you'd have to import 3.5 scout.

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Dragonofashandflame wrote:
blashimov wrote:

I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.

** spoiler omitted **...

Submit what you want. It's better to follow your bliss :)

This gives me a great opportunity to talk about party "roles".
I don't care if the party is all Paladins or rogues or whatever. I'm picking PCs based on how well I think I could GM them as a group, whether they pique my interest, and a bunch of other random things (like what I read on the entrails of my victims). If you don't have a healer, a skill-monkey, an arcane caster, or a trapfinder in the group, that's OK. We can figure things out along the way.

OK :) The other concept knocking around in my head was some kind of warrior of Vildeis I mean Tyr with Blind Zeal.

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I'm interested, but I don't know that I have a character of *exactly* level 3 that *also* does something interesting with teamwork feats. I have level 3 characters that would work great with that party, and I have teamwork feat characters that aren't level 3. Would either work ?

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I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.

Champion of Corellon:
http://www.realmshelps.net/charbuild/classes/prestige/general/championch.sh tml
To qualify to become a Champion of Corellon Larethian, a character must fulfill all the following criteria:

Race: Elf or half-elf
Alignment: Any nonevil.
Skills: Diplomacy 4 ranks, Knowledge (religion) 2 ranks.
Feats: Proficient with all martial weapons and heavy armor, Combat Expertise, Dodge, Mounted Combat.
Base Attack Bonus: +7.
Special: Must worship Corellon Larethian.
Special: In addition to the feats above, you must also take either Weapon Focus (longsword) or Exotic Weapon Proficiency (elven thinblade or elven courtblade).
Class Skills
The champion of Corellon's class skills are Concentration, Craft (any), Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Profession, Ride, Sense Motive, and Spellcraft.

Skill Points at Each Level: 2 + Int modifier.

Class Features
Champions of Corellon continue to improve their combat skills as they advance in level, learning bonus fighter feats and special techniques for making use of heavier armor than that favored by most elves.

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Corellon's Blessing (Su): Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. Each day you can heal a total number of hit points of damage equal to your champion level x your Charisma modifier (minimum 1). For example, a 6th-level champion of Corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients, and you don't have to do it all at once. Using this ability is a standard action.

You can use any or all of this healing power to deal damage to undead creatures. Using Corellon's blessing in this way requires a successful melee touch attack and doesn't provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe.

If you have levels in paladin, you add your levels of champion of Corellon and paladin together and determine your ability to heal accordingly (although if you have a Charisma score of lower than 12, your paladin levels do not contribute to your ability to heal).

Bonus Feat: At 1st level and every three levels thereafter, you gain a bonus feat. This must be a feat noted as a bonus fighter feat, and the feat must have Combat Expertise, Dodge, or Mounted Combat as a prerequisite.

Elegant Strike (Ex): Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.

Superior Defense (Ex): At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the superior defense ability increases this to +2.

At 6th level, you improve the maximum Dexterity bonus of medium or heavy armor by 2 and at 9th level by 3.

Unimpeded Movement (Ex): At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.)

If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.

Corellon's Wrath (Su): At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon's wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum once per day).

Ex-Champions Of Corellon
Few champions of Corellon ever turn to evil, but it occasionally happens. If your alignment changes to evil, you are expelled from the order and lose the supernatural abilities derived from this class (Corellon's blessing and Corellon's wrath). However, you are not barred from gaining more levels in this class if you so desire. You can continue to refine the combat techniques you have learned, but you cannot make use of the class's supernatural abilities.

Champion Of Corellon Larethian Hit Die: d10
CL BAB Fort Ref Will Special
1st +1 +2 +0 +2 Corellon's blessing, bonus feat
2nd +2 +3 +0 +3 Elegant strike
3rd +3 +3 +1 +3 Superior defense +1
4th +4 +4 +1 +4 Bonus feat
5th +5 +4 +1 +4 Unimpeded movement
6th +6 +5 +2 +5 Superior defense +2
7th +7 +5 +2 +5 Bonus feat
8th +8 +6 +2 +6 Corellon's wrath
9th +9 +6 +3 +6 Superior defense +3
10th +10 +7 +3 +7 Bonus feat
Source: Races of the Wild

4d6 ⇒ (1, 2, 2, 2) = 7 = 6
4d6 ⇒ (2, 6, 5, 6) = 19 = 17
4d6 ⇒ (6, 6, 1, 1) = 14 = 13
4d6 ⇒ (5, 4, 2, 6) = 17 = 15
4d6 ⇒ (5, 2, 1, 3) = 11 = 10
4d6 ⇒ (3, 1, 3, 6) = 13 = 10
less than 19 point buy so rolling again
4d6 ⇒ (5, 2, 6, 5) = 18 = 16
4d6 ⇒ (5, 5, 3, 1) = 14 = 13
4d6 ⇒ (3, 4, 6, 4) = 17 = 14
4d6 ⇒ (5, 6, 5, 6) = 22 = 17
4d6 ⇒ (4, 3, 4, 5) = 16 = 13
4d6 ⇒ (5, 2, 2, 3) = 12 = 10
OK should be good.

Even if the prestige class isn't approved (or I decide I don't like it by 7th level) I could still play a similar concept.

mechanical concept:

str 16 (16)
dex 15 (13+2)
con 12 (14-2)
int 15 (13+2)
wis 10 (13)
cha 17 (17)
Definitely gestalt with paladin. The other half I'm not settles on, but magus seems very thematic. Also interested in:
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness -seeker/

RP concept:

This character would be a hero's hero, a knight's knight, a..you get the idea. Or at least, that's what he thinks he can and should be. Non-judgemental, maybe as paladins go depending on your impressions of paladins, he's convinced others are amazing and he's really just somehow faking it and people are believing him. It remains to be seen whether he really grows into his power, and what a real clash with trying times does to him.

So far, it sounds like the party doesn't start completely with the goal of retaking Myth Drannor. As such, he feels compelled at first just to try and expand the safety of elvendom, and perhaps recover an interesting artifact from the area, before it's lost to time. A rare scroll, a writing, maybe (in his dreams) a relic of a lost age.

I see that Dorian Grey has already submitted a paladin though, Ser Armithia-Seendren, would it be better to submit a non-paladin? Mines pretty different, but...

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NaeNae wrote:

Speaking of magic items, can someone kindly explain them to me?

From what I read, an item can have a max of +10 enchantments. So as an example, it can be a +5 Masterwork Short Sword with two enchantments one +2 and one +3? Or is there a limit to how many enchantments can be applied to a weapon?

What about armors? I found the Greater Shadow enchantment that counts as a +5. But if I apply it to a cloak, what else can be done with it? How do enchantments like... Fly fill into it? Or say, something like that ring that lets you mark a spot and then teleport back to it.

Armor and weapons are a little different than wondrous items like cloaks amulets, etc.

Armor and magic items yes, can have a maximum literal direct enhancement bonus of +5, and they can have a maximum if +10 equivalent.
Each enhancement bonus costs exponentially more than the last, so a +1 weapon is 2,000 gp, but a +2 or +1 keen weapon is 8,000 gp, and so on. For armor, it's half that: +1 is 1,000, +2 is 4,000, etc.
There's no limit to how many different enchantments can be on an item directly - you could make a +1 keen flaming shocking acidic greyflame impervious .....whatever, as long as you a) had the money and b) didn't have more than a +5 enhancement / +10 total counting special abilities.

To hide with a cloak, you want a cloak of elven kind, not a shadow cloak. To combine that with a cloak of resistance, say, you'd have to ask your DM if it's for sale or you can special order it, or craft it yourself, or get a party member to do it. To figure out it's cost, you'd take 1.5 times the cheaper enchantment + the full cost of the more expensive one.
For example, a +1 cloak of resistance of elven kind would be 2,500 + 1.5*(1,000) or 4,000 gp.

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I think you could use the trait to access an apocryphal subdomain of Air, Animal, Earth, Fire, Plant, Water, or Weather, but not the others.

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Yes, I believe so.

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I don't have a great answer for you, except that specific beats general so the focus powers are SU unless they say Sp, in which case spell resistance applies to them. I think the effective spell level and etc. is all covered by the powers.

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NaeNae wrote:
Dasrak wrote:
Normally with rolled stats you shouldn't go in with a preset plan and should instead be flexible based on what the dice give you. If you'd rather have consistency to do what you want, point buy is the better system.

But point buy is so... Boring. There is no variation, no chellange. Everyone will look the same, just the places where they apply their 18s and 8s varies. But on the other hand... Perhaps I should roll 6+26 to kill some randomness... I will see.

I was romancing with a fey elf rogue. A thief specialised in stealing from magically locked vaults and the like. I picked all Fey alternative racial traits. Then wanted her to focus on Disable Device, Stealth and Use Magic Device. I would pick Minor and Major Magic and use the elven racial bonus to rogues to boost those a little.

Point Buy seems too much like min/maxing to me... I don't like that.

Its not quite the same, because people do their point buy differently. Sometimes if I want some randomness I roll dice but then adjust it to match point buy.

Agile maneuvers can be a handy feat for a dex character, even if you don't go on to take the improved feats. But you'll probably be better served by something else.

Liberty's Edge

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There are rules for re-rolling if your stats are across the board too low. Wait, strike that that seems to be only in 3.5 and not included as part of the pathfinder. Point buy is the more common approach for that reason though. The old 3.5 rule was usually if all of your modifiers summed to 0 you could/should reroll.

A few rare classes do get, for example, dex to damage at level so if you can get your hands on mage armor you can play with a 5 strength. I've also played casters like that.

Liberty's Edge

I think a reasonable interpretation is you can climb in conjunction with anything else that says you move, especially say daredevil and trick attack for the operative.

The double speed thing I think is mostly a weird interaction, where climbing was quite slow and you could take a -5 penalty to climb fast. It gets really weird when you have a climb speed say about your land speed, and then you double *that*. Unintended interaction AFAICT.

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Oh I see, about level 15 its even if you didn't take anything like bleed or stun, but why wouldn't you if you're trick attacking for the first 12 levels XD

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You could do something similar with an operative, except also swimming.

For example, daredevil operative with improved quick movement and fleet has a land speed of 70 and a climb/swim speed of 40.

If you read the rules more carefully though, you'll see that moving twice as fast only applies to using a move action to move double your speed, or 4 times in a round. With the feat, you can move 6 times speed (40) in a round, but you can't combine them to get times 12.

If you have a climb speed, you can use move
actions to climb slopes, walls, and other steep
inclines, and you don’t need to attempt an Athletics
check to climb except in hazardous circumstances
(see the Athletics skill starting on page 136). You
are not flat-footed (see page 276) while climbing. You
receive a +8 bonus to all Athletics checks to climb and can
always take 10 while climbing, even if distracted or threatened.
You can move your full climb speed when you use the move
action while climbing, but you cannot run. You can move double
your climb speed with a successful Athletics check to climb, but
you take a –5 penalty to the check. Creatures without a climb
speed use the Athletics skill to climb.

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Sure, it's just a +1 to hit with the requirement that you pay for two guns/operative weapons. However, I haven't found a way to make full attacking remotely comparable to a trick attack.

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NaeNae wrote:

Okay, I've been reading through Unchained Rogue a bit and came up with a few more questions.

As I understand it, U-Rogue gets a free Weapon Finesse on level 1. Does it mean that a Rogue starts with two feats?

I assume that Trap Sense has been replaced with Danger Sense?

And could someone explain Rogue's Edge to me?

Yep, or 3 feats if you are human! Lots of classes grant bonus feats as part of their features at various levels. Monks get like 3 at level 1!

Yes, danger sense is an upgrade to trap sense.

If you look here for example:
http://www.d20pfsrd.com/skills/stealth/

and scroll down, you can see the benefits you get at 5, 10, and 15 ranks in stealth.
E.g. if at 5th level you have 5 ranks in stealth and choose stealth as your rogue's edge, you get
5 Ranks: Reduce the Stealth penalty from sniping by 10.
if at 10th level you chose acrobatics you'd get both the 5 and 10 abilities, and the 10th level ability from stealth. Hope that helps.

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Well, if you're power gaming two traits are generally better than a feat, though you could take possessed hand autonomy and take additional traits later.

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Feel free to PM me if you want to do a real time chat or anything, I love introducing new players to the systems and I'm happy to go over more options and/or make suggestions if you want.

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Anyone can go back and forth between sword and shield and a two handed weapon, depending on how much you specialize in it.

To make a fighting cleric, you'll want to pick a deity that supports that or just play a dwarf and use a warhammer/battleaxe. You can also look at oracle of battle or metal.

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Here you go:
http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric -archetypes/undead-lord/
Should be everything you need.

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Well, if you go further down the chain, the hand can act as your familiar, but the hand feats boost disable device, slight of hand, and fighting with two weapons. It's a little weird that you can't make it your familiar from level 1, you'd have to wait until level 5, but a witch makes for a good RP support for the hand being a source of magic.

Classes that benefit from TWF include rogue, unchained barbarian, slayer, smiting paladin, and probably a few others.

Too match the picture, I think you'd want a claw attack, and of course the picture is human-ish.

For a 25 pt buy gestalt game, you can kinda do however you like.

Maybe instead of playing a class that gets a familiar, you take familiar bond ant 7 and improved at 9?

Unchained monk always makes an excellent gestalt class, especially with such high point buy you can use MAD to your advantage. You won't have any traits since taking the possessed hand feat, so you'd want one of your classes to have disable device/sleight of hand as class skills - investigator is always a fun class, giving you more skill points extracts and will saves. Perhaps the hand taught you alchemy.

Other options: a magus can get a familiar as an arcana, so you could go magus and then take the arcana at 6th level for your familiar. The hand can cast for you and then you use your sword to hit people (same for phantom blade spiritualist).

The picture also gives me a kind of Naruto vibe, and the person isn't wearing armor. If you go the more feats approach with the hand growing in power until level 9, Oracle/ninja with a wakizashi seems strong enough and thematic. Take possessed oracle, of course: http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo-oracle -archetypes/possessed-oracle/
or possessed shaman.

The whole hand has magic and sword in the other hand really does scream magus or phantom blade though.

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Chobo wrote:

Wow a lot of good stuff to digest. But it leads me to a couple of more questions.

1. I did not know Player characters could take fly-by-attack or multiattack. Where does it say this, I though only monsters could take these feats?

2. Yes by skirmishing I meant hit and run tactics or ways to mitigate opponents from hitting me. Things or tactics that reduce the opponents hit chance. Any ideas in this direction? (like using the various fog/mist spells which give concealment or like arcane casters can grab mirror image or displacement).

Also, you've given me a couple of multi-class options to consider. Thank for all the great advice!

1.

Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct)."

eagle shaman druids can take it too.
http://paizo.com/pathfinderRPG/prd/bestiary/monsterFeats.html

2.
Some druids and sylphs and a few others can see through fog and mis, and druids are good at summoning them. Usually a druid has good ac because they can cast barkskin and wildshape. Being a bird also makes it hard to get hit.

Liberty's Edge

If one is going for power armor, you can focus a lot on mental stats surprisingly or con because str doesn't matter and you hit max dex on AC ( though not for all the other dex based things).

For all around ability score boosts, I like using the odd boost from theme to hit 13 (or 11 and eventually 13) for feats.

Assuming you pick a race with +2 in two stats you like and -2 in a dump stat, 4 4 2 from point buy
16 16 13 10 10 8
or if you want a 3rd main stat but still another 13 for a feat later
16 16 12 11 10 8
at level 5
18 18 14 13 10 8

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Sorry I didn't just mean trade out, only that it's a talent that is not as good as a feat IMHO, but sounds in character!

I forgot that shot on the run without multiclassing is awkward. Makes sense.

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I assumed the 25% was a guideline. On level items seem to be *about* but slightly over 25% of WBL.

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"You can use your physical power to steady your weapon
and make your attacks more dangerous. As a full action,
you can make a single ranged attack that deals additional
damage equal to your Strength bonus to all targets. You can
use this ability in conjunction with the automatic, explode, or
unwieldy special property (see pages 180–182)."

Heavy fire, 5th level, bombard.

Alternatively, the guard option and a battle harness still has a max dex of +3, meaning an ac of 22/25 - compared to the similarly priced Kasatha microcord II with max dex +4 for ac 20/22. But you also get an 18 str. Paradoxically, you can dump str and have higher stats in other things if you are using power armor.

The power armor has a ranged weapon slot, plus you can still hold ranged weapons - if you're not a Kasatha, more drawn guns.

At 15th level, the Jarlslayer gives you 4 more ac than max dex light armor for similar cost, plus a str you could barely get if you maxed it, and 10 ft reach. How much do you care about speed when the point is to be a mobile weapons platform? Can always get a jetpack.

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Its not as bad as it sounds, it just means that as an operative you never full attack. Ever. Always trick shot. It more than doubles your damage before accounting for the -4 on full attack, not targeting flat footed, giving up movement....I really don't know why the triple attack class feature exists.

I looked at uncanny pilot, but it's a weird feat because most of the time you don't even attack while piloting a vehicle, and AFAIK most vehicles have a pretty low penalty if they are small enough for the pilot to also be shooting (like a bike or something). I think you are better served by just skill focus pilot or something else? The synergy feat that's +2 to two skills?

I like your adaptive fighting list. Interesting alternative to just taking shot on the run, which was how I was running with my operative, because I wanted it available for more than 1 fight in a day. How often you think you'll be blinded or provoking as a speedy android?

If you want to invest so much in a sniper rifle, I think you would really like the debilitating sniper, so you can use trick shot (minus the damage) with the rifle. The character is 6th level, so you qualify.

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MarcosMK wrote:

Thanks again for all your input!

But in all honesty, I didn't understood most of it.
I would go more for increasing the base damage and hit ratio success, than for the criticals (that would be an added bonus).
What items would you suggest?
I was thinking to try and get something to add 1 dex point, not sure what item it would be or how much it would cost.

And I'm not especially worried about being grappled, although I have already suffered from it.

at 4th level, you get an ability point you can put into dex.

You should just start to catch up to the rogue, at least before flanking, because you will get full bab (and piranha strike) and weapon specialization on. Have you set your 3rd level in stone yet?
For example, I don't think combat reflexes does much for you unless you get something else where you need those attacks of opportunity like a reach weapon, bodyguard feat, etc.

How do you feel about using a double weapon vs two weapons?
Like Scott said how much can be retroactive? If I was the DM of this game I'd let a lot change - as it is, a rogue, monk, and fighter are surprisingly similar in combat so if you aren't keeping up with at least the rogue you don't bring *anything * to the party other than hit points and maybe some armor because the rogue and monk will have way better skills, saves, and special abilities.

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Flowing monk gives so many cool things, I'd just start there with a longspear.

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There are of course a bunch of traits/feats that allow you to metamagic a spell or two to high caster level for damage. In my experience, power attack and your stats will more than serve you well enough as a druid that you will be able to do all that with wild shape, natural spell, and picking whatever sounds good to you in spell selection. Spring attack is probably unnecessary, since if you are on the ground you probably want to be a pouncing tiger anyway (as mentioned, dragon style as well as panther / snake style and really a ton of monk things work quite well with being a druid).

Your desires are so in tune with a druid's wheelhouse that you can pick most anything. Elf even works given your high starting con, you can afford the -2, but far from optimal despite the flavor in it.
Dwarf, human, half orc, anything with wisdom and or strength bonus.

You certainly don't need to skirmish anything: with wildshape and a 17 str 17 con you can go toe to toe with anything CR appropriate.

I wonder if it will be underwater enough to just play a sharkshaman? Can always use sky swim and still be a shark above ground :)
http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-a rchetypes/shark-shaman/

Feral shifter is *probably* not worth the loss of spells from a domain, *but* if you wanted too it can be kinda strong to enhance your wild shaping but particularly at level 1:
http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-a rchetypes/feral-shifter/

tempest druid: http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-a rchetypes/tempest-druid/

If underground and aberrations might be a big deal:
http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-a rchetypes/cave-druid/

Liberty's Edge

Maybe it is something repetitive. She gets obsessed with making a safehouse for some threat that only she sees.

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Aha, I think I found what you're looking for:

spell-hurling

Price +1 bonus; Aura moderate evocation; CL 8th

DESCRIPTION

This special ability can be placed only on melee weapons that are designed to be thrown. If the wielder has the spellstrike class feature (such as from levels in the magus class), he can throw a spell hurling weapon to deliver a touch spell. If the spell hurling weapon hits, the touch spell targets the creature or object struck (if possible). Regardless of whether the weapon hits, any remaining touches with that spell are harmlessly discharged.

CONSTRUCTION REQUIREMENTS

Cost +1 bonus; Feats Craft Magic Arms and Armor; Spells spectral hand; Special creator must have the spellstrike class feature

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I think at the moment that's the only generator..

Liberty's Edge

If they don't have mage armor and nutty stats, no probably not. But it depends *A LOT* on whether your party is optimized, gestalt, is this a solo encounter, etc etc. For a hard fight, an AC over 23 is probably too much to be fun.

Liberty's Edge

Rory wrote:

Here is an alternative plan of action:

Look death in the face and say, "Is that the best ya got?"

ASSUME your character is going to die again.... today. Play a Reincarnated Druid. And come back to life tomorrow.

Bonus: Name the druid Jack Burton and ride your boar animal companion named Porkchop Express.

also: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness -seeker/

Liberty's Edge

Or an alchemist can whip up any old contact/ injury poison for you. I've also seen poison storing daggers.

Liberty's Edge

DanEvans wrote:
Sir Thugsalot wrote:

It might help if we knew what classes you've previously played, their general build emphasis, and how they died.

~ ~ ~

If you're lower level than the rest of the party, a bowbarian does the trick nicely.

So my previously played classes are as followed:

  • Zen Archer Monk; died by being engulfed by a trench mist
  • Alchemist; died when are party stumbled into the boss room waaayyyyy too early and the entire party teleported out and literally left me and one other guy behind
  • Witch Hunter Undead Scourge Paladin; party got split and I ran into a umbral dragon
  • Corpse Hunter Ranger; our barbarian got controlled by a dominate person spell and was instructed to kill the rest of us. Barbarian was already raging and had just been hasted when I got his 3 times for base damage 225

Sounds like the constantly invisible wizard might be better then, 2/4 of those involves the party abandoning you (no problem if you can teleport yourself) and the other two are from being too close to the enemy and the party, respectively. Of course, you could always stick a helm of teleportation or cape of the mountebank on the dwarven inquisitor. The advantage on the inquisitor is that even if they target you still can't really kill you xD

Liberty's Edge

Sarvis the Buck wrote:
blashimov wrote:

Alchemists have the same BAB as rogue. Mutagens, especially with infusions, are so good I wouldn't bother taking rogue levels at all. If you're set on them, definitely not more after 3rd level.

Feats for this character: extra discovery/ extra talent.

Extracts: shield, vanish, cure light wounds

future things: alchemical allocation, barkskin, wings, tumor familiar, feral mutagen, bleeding attack,

To clarify, I'm not talking about any mere mortal rogue. I'm talking about the mighty Unchained Rogue. Dex to damage+Mutagen boosting Dex+Sneak attack from flanking=Massive Damage. But yeah, once I get Dex to damage at 3rd level, really no point in going further.

I understand that Tumor Familiar is a fantastic discovery, but no. Just no. NEVER EVER. I don't think I can take any discovery that makes me slightly nauseous to read the description of. (Flesh Kitten is horrifying, by the way)

Also, vanish is not on the alchemist extract list.

You have a mutagen! Just get SWOLE (also bulls strength if you want).

I know from playing my vivisectionist, I would be SO SAD if I had 3 rogue levels. Dex to damage is only one weapon, but with str, you can switch out as you need! Plus, works at level 1 :)

Liberty's Edge

Claxon wrote:

Good catch Ierox, you will want at least 13 dex, for some of the archery feats.

But yes, Rapid Shot and Many Shot are worth it unless you're going to take a majority of levels in Monk (which isn't worth it beyond level 3).

Arcane Archer is really only good for 2 levels to get Imbue Arrow, everything else it grants isn't actually that good. That's why you go into Eldritch Knight afterwards.

So you'll take 9 levels in EK, 2 levels in Arcane Archer. At least 6 levels in sorcerer (for 3rd level spells to qualify for EK), 3 levels of Zen Archer. Early in your character build you take a level of fighter (for martial weapon proficiency) but you retrain it later.

I still don't know what you have against ki pool, improved precise shot 5 levels early, and weapon specialization.

And again, arcane archer grants martial weapon proficiency. You don't need a fighter level. Arcane archer also gives a caster level, so you don't need 6 sorcerer. And yet again, you *can't have many shot until 9th level*. In your build, not until, 11th level.

The OP was wondering if a) a couple levels later of arcane archer are worth it and b) feat suggestions. Rapid shot on a zen archer at level 7 makes 0 sense. Furthermore, compare a level 3 ZA + 4 sorcerer vs 6 ZA + 1 sorcerer:
The 4 sorcerer has second level spells. The 6/1 has: improved precise shot (+4 to hit most of the time), +1 bab, +2 damage, ki pool for more attacks and range etc, +2 fort and re, +3 hp (or +6 if ZA favored class), +6 skill pts, an extra 10 ft of movement, +1 AC, slow fall and high jump or traded out abilities, 3 extra uses of perfect strike..

Liberty's Edge

Alchemists have the same BAB as rogue. Mutagens, especially with infusions, are so good I wouldn't bother taking rogue levels at all. If you're set on them, definitely not more after 3rd level.

Feats for this character: extra discovery/ extra talent.

Extracts: shield, vanish, cure light wounds

future things: alchemical allocation, barkskin, wings, tumor familiar, feral mutagen, bleeding attack,

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