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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 812 posts (3,665 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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Instead of starting a new thread I am going to ask here.

I recently updated Adobe on my Mac. Previously, I could just click and drag the image I needed to use but now it doesn't work. Does anyone know what happened or is that option just gone. It was so convenient.

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I was just driving myself nuts trying to find it. I'm just going to go with the LoR have another plan in the works to get another power relay, and the only way to be sure is to take out receiver array.

Btw,may players are loving the Mad Max/Bartertown theme I'm going with. They aren't loving having a hard time buying stuff.

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I would go with the dwarven urgrosh.

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Yeah it's too much to read it all. I use the books, actually more often PDFs and the websites, as references. If I know I am going to play in a given region, I might read over those sections of the Inner Sea Guide and maybe a players companion if I have it. If I'm going to make a cleric, I'll go over the spells and domains. If a new book comes out I'll read through the classes and archetypes but no way am I reading through all the spells and feats.

If anything, just get the core,mechanics down and you can look stuff up as it comes up. Hell, I usually have to wing it as a GM or make a quick call and ask a player who just had his turn to look it up really quick.

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No I get it. The "mind" half of the character was (will be in the future ;) a 10th level warpriest and has been a blast. I understand that the warpriest's abilities are to help it with hits and damage to make up for the 3/4 BAB. Since the other class is definitely a full BAB (though inquisitor/warpriest does sound like a lot of fun) I am probably better off going full on cleric instead. I do like that with judgement I can pretty much shore up defense or stop bleed on demand with fast healing. I am convinced that inquisitor is the better choice vs warpriest.

Combined with fighter it the number of feats plus teamworks feats will be nice. As far as BAB, we are doing a houserule that at BAB+6 you get two attacks at -2 to hit. At BAB+10 you get two attacks at -1 to hit. I worked out that with a monk/cleric with Crusaders Flurry my attack at 11th level will look something like this Attack +18/+18/+18/+18/+18/+17 damage 1d10+20ish. This includes haste, power attack, flurry, and a ki strike. That doesn't look too shabby to me.

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Originally he was going to be an UnMonk/cleric until I came across that picture (it's in Bodhi's inquisitor guide). With Crusaders Flurry combined with Unmonks flurry, two handing that bastard sword with extra attacks seems awesome; especially combined with full casting. For that I would need either warpriest or cleric for the channel. Plus, with martial law being enforced in Kintargo, the GM might interpret that to mean no armor or weapons on the streets. Something I need to think about as well. Like is said earlier, I'm feeling paralysis of too many options .

And thanks for all the inputs so far. They are all really helping :D

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My previous character that died in Tsar was a seeker sage sorcerer/sensei monk 2 with the Kunfg fu genius feat, so it would be a bit similar. But, due to a house rule, there is no gauruntee that you will get any specific spell for arcane classes, which is why I I'm steering clear of them.

My stat array is probably going to be S17 D16 C16 I13 W 15 C10. My build currently has the inquisitor part as an infiltrator inquisitor to help with the social stuff, and so he can register as lawful evil if need be. I'm not set on that though. (Obviously I'm here right :p

i do like the idea of the sanctified slayer, but I'd like to keep judgements for the versatility. That build looks good though. I would go with the bastard sword as his primary and unarmed strike as back up.

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Lemmy wrote:
Renegadeshepherd wrote:
Lemmy wrote:
Inquisitor/Brawler FTW!
If your willing to go that route then why not inquisitor/monk.
Because Martial Flexibility is cool. And the Inquisitor side compensates for the Brawlers almost complete lack of out-combat usefulness. :)

This sounds very interesting. What about a brawler/warpriest? Maybe I'm just tired, but I can't find anything that says brawler's abilities don't work in medium or heavy armor.

Edit: other than the AC bonus.

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As others have said. I think Giantslayer would be a better fit for this kind of theme.

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Now that it's mentioned bloodrager does sound like it would fit this character. After all, his god I'll be dead and he may be a bit upset bout that.

Also, forgot to mention we are doing the automatic bonus progression from Unchained.

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The character is originally a 10th level warpriest of Aroden from 100 years in the future. He was a two-handing a long sword using a shield when needed. I'm not worried about MAD since my rolls,are so good.

I'll admit in this case I did fall for the barbarian fluff. I have actually played a rage=determination barbarian before, but really I didn't want to deal with rage interfering with spell casting.

Weirdo's mentioning of the swift action interference is exactly what I was looking for with this thread. It's something that I actually overlooked.

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I didn't really envision him as a barbarian. I'll look into it though. I made his alignment NG though.

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Inquisitor/war priest might be pretty awesome. I don't think that combo would miss full BAB at all.

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I'm not really beholden to any build right now. We were warned skills aren't something we want to skimp on, so I want at least one class to be a 4/level, with six behind ideal. My initial idea was a UnMonk/Cleric with Crusaders Flurry. He is a worshipper of Ragathiel so extra attacks at full BAB two handing a weapon seemed awesome.

Any particular reason to not go slayer/inquisitor?

I wasn't going to sweat losing stalwart too much, but by then I'm probably in mithral full plate. Mostly, I'm just feeling the paralysis of so many options considering gestalt and how so many classes could work together,

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We are going to be playing Hell's Rebels soon, and our GM has generously allowed us to use gestalt builds.

Council of Thieves spoiler:
Our PCs from CoT failed that AP, got locked up in Liebdaga's prison for 100 years and ended up in Slumbering Tsar,
but through a disastrous inclusion of a new player no on had much fun. Basically, our PCs minds are going to be time warped into a citizen of Kintargo, melding minds and giving gestalt abilities.

Soon, my rolls are 17 16 16 15 13 10 which is kind of funny because those were the exact same rolls for my Slumbering Tsar PC, and the mind that is joining with the Hell's Rebels PC.

Long story short, I want my PC to be a Hellknight deserter, and was initially going to go Paladin/Inquisitor, but the GM warned me off of it. So my question to you all is, what might be a more fun / better contributed mix, slayer/warpriest or fighter/inquisitor?

Inspiration from this pic.

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I completely forgot to give one of the companions focus. It didn't really matter, they dropped fairly quickly. Birdfood's Gravity arrows were pretty devastating and all but one of the party went into the negatives with one death. I also was using the sword to hit bonus, so he was dealing with a pretty hefty penalty. So far, this is the second ranger in the campaign I have rebuilt. What's the point of having favored enemy human if there are no PC humans?

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I decided to rebuild Birdfood as a Packmaster Hunter at the 11th hour. My party may encounter him tonight. The build is not finished and I have to go pick up my son in 5 mins. Any chance the community here could fill in the gaps please? I think the only thing I am missing is teamwork feats. Thank you.


CR 5 XP 1,600
Human hunter (pack master) 6
CE Medium humanoid (human)
Init + 9; Senses Perception + 10
AC 19, touch 15, flat-footed 14 (+ 4 armor, + 5 Dex)
hp 56 (6d8+ 18+ 6)
Fort + 8, Ref + 8, Will + 3
Speed 30 ft.
Melee longsword + 7/+ 2 (1d8+ 2/19–20)
Ranged + 1 composite longbow 10/5 (2d6+ 3/×3)
Special Attacks shock arrows + 1d6 electricity
Ranger Spells Prepared (CL 6th; concentration + 9)
2nd(3/day)—animal aspect, barkskin, cat’s grace, summon nature’s ally II, stone call, 1
1st(5/day)—commune with birds, cure light wounds, gravity bow, speak with animals, summon nature’s ally I
0th—create water, detect magic, detect poison, know direction, light, purify food and drink
Before Combat Birdfood casts barkskin, gravity bow and cat’s grace. He uses his animal focus (bear).
During Combat Birdfood favors ranged combat. He sends his pet hawks in to attack his targets unless he’s being attacked in melee, in which case he commands them to support him by attacking anyone who attacks him, while he stays mobile to use his bow.
Morale Birdfood fights to the death.
Str 14, Dex 16(20), Con 15, Int 10, Wis 12, Cha 8
Base Atk + 4; CMB + 6; CMD 20
Feats Improved Initiative, Point-Blank Shot,
Precise Shot, Rapid Shot
Skills Climb +11, Handle Animal +8, Knowledge (nature) +9,
Perception +10, Sense Motive +7, Stealth +12, Survival +10
Languages Common, Hallit
SQ hunter’s bond (hawks), improved
empathic link, track + 3, wild empathy + 5
Combat Gear + 1 shock arrows (5); Other Gear + 1
studded leather, + 1 composite longbow with 15 arrows,
longsword, 12 silverdisks, 109 gp

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Legacy of Fire might work. Katapesh doesn't really discriminate much at all by race. Even gnolls have their place in society, and I think it meets all your other criteria. I've played a modified version of the first book on pbp and it was a blast. Check out Yousef on my alias to see it. I've run it to completion as well. Highly recomend it.

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+ 1.

I sometimes try Bing too, but caveat, the results can be...interesting if the settings are not filtered . I looked for images of a female dwarf the other day... Let's just say that D&D/Pathfinded is not the predominant interest in that subject.

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Codanous wrote:

My group has had two deaths negated, we use the additional rules from Skulls and Shackles about losing body parts. That way people are encouraged to use cybernetics not to enhance themselves but to replace lost limbs.

At any point they can choose to negate any attack but they are left at -1 HP and bleeding out. This doesn't work against disintegration or death effects.

So, we had a player at 5 hp at one point and they took a 78 damage crit. They invoked our rule and was at -1 hp and had to roll on the lose a limb table.

Could you tell me which adventure its in? I'm playing S&S so don't want to spoil anything by flipping through them. I like the idea of needing to replace body parts.

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I saw this on the main page and clicked to buy immediately because I thought it was something new, then.. Aw..awwwe.

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Slumbering Tsar as an obituary table included, if that tells you anything.

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Secret Wizard wrote:
+1/+1 is correct.

Egads. I guess that would be the same as if TWFing though it seems unnecessarily complicated (-1 to -1/-1 @1st; -2 to +3/+3 @5th; -3 to +7/+7/+2/+2 @ 9th...)

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Secret Wizard wrote:

When flurrying, the Monk is treated to have BAB = class level, rather than 3/4 BAB.

The Sacred Fist had the ability to get flurry for the extra attacks, but it nowhere mentioned that they got BAB = class level.

Now it's explicitly clarified they don't.

Change is fine and balanced though. Try the class out.

I might be especially thick here, but I am also having a hard time with this. I assumed that you would just use the flurry numbers on the monk table when calculating the "to hit". Now I'm not sure, it seems like it is now use the table minus whatever the difference between the sacred fists BAB and class level so a 5th level sacred fist would have a flurry bonus of +1/+1? (which seems highly complicated even for this game). I often interpret things weirdly though. So what would a 5th level sacred fists attack modifier be?

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The Monster Codex has templates for adding class abilities without altering hit dice. The CR is modified though. I've only used it twice on skulks, but it does the job well.


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But to be more serious, I'd make Bronn a 5th level fighter (cad) or slayer, Spring Attack feat chain, quick draw, and TWF.

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Devilkiller wrote:
@eakratz - Bronn doesn't sing during combat, so maybe he's just in a game which uses the Background Skills variant from Unchained. Some people say that such skills don't help the Fighter, but singing is a nice skill to have if you're going to court a Dornishman's wife (or daughter)

It was a joke. Click the link.

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I plan on role-playing the Smilers by modeling them after the Warboys from Fury Road. Since I am running this on Roll20, I am even able to use actual stills from Fury Road. That's all.

Edit: Oh, and I put the Doof-Warrior soundstage in the arena.

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Pretty much everything I've read by Stephen Baxter has been excellent. His novels have dealt with the future of human evolution (including a hive like version of us), timescales of billions of years, wars that last millions of years that are just a spec compared to the bigger picture, time travel treated "realistically" as well as repercussions to the "past" version of a person.

And I second bookrat on John Ringo, except I wouldn't even bother with his good books unless you read them without paying,

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I don't know if this is just on Macs, but all I have to to is right click and drag it onto my desktop from Adobe Acrobat.

I've had less success with the interactive maps, but turning off the grid and labels, then taking a screenshot has worked well for using them for Roll20. For some reason the grids don't line up well.

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Qaianna wrote:

The only two 'reasons' I can think of are 'I want to do d10+Str damage with a onehanded weapon' and 'I want to do 2d8 with a twohanded big wapon'. And both require the feat; most 'tricks' to get around it mean giving up the feat anyway, so you may as well grab it. (Especially since it covers both of these situations.)

If you want to do something that you need an extra feat for, you may need to just pick it up later. Fighter is a little more forgiving of this than, say, barbarian.

You could just play a dwarf fighter for that.

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GM'd to completion: Legacy of Fire

Currently GMing: Iron Gods

Played Council of Thieves but lost during the 4th book and party was locked in stasis for 100 years. When we were let out it was...

Played first act of Slumbering Tsar.

Played first half of Kingmaker.

Played first 4 or 5 books of Savage Tide.

Played first book of Rise of the Runelords.

Currently playing Skull and Shackles

Jade Regent is on hiatus due to GM needing a break, hence Iron Gods.

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I don't think I could kick even a fictional puppy. I felt bad fighting a dog in We Be Goblins :(

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Like Thanael said above, lots of patience, but it is possible. You just have to periodically check prices. Not quite a year ago, Burnt Offerings' price dipped to $14 on Amazon so I snatched it up since at any other time it was around $40. Sure, it is a used copy, but still in excellent shape. The same thing could happen with the one you seek.

Edit: caveat, this was from periodically checking over the course of several months, but now my collection is complete so well worth it :)

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You could just have each player run two PCs. This is what we are doing in one of our games and it works fine. One of the PCs is the "main" one. The one they really want to RP. The other would be a more simple class to run. Straight fighter or healbot. This way you don't lose action economy and combats actually go pretty fast.

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I'd go to work and furiously do as much as I can in the first fifteen minutes, then tell the boss I'm tired and have to go home and recuperate. "But don't worry, I'll be back tomorrow working just as hard."

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Alick wrote:

For fantasy, almost anything by Glen Cook. His series are:

The Dread Empire
The Black Company(my personal favorite)
The Instrumentalities of the Night
Garret P.I.(Think fantasy mixed with 20-40's noir detective fiction. If Dick Tracy had a dark elf for a best friend)


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Thokar wrote:

Emerald Spire - Very little story line, not a big fan.

We just started Emerald Spire and it may be just the GM, but there is some story. It is relatively simple.

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For my ranger archer, I had him use throwing axes and shortspears as back up weapons. When I wanted to switch to ranged he would just throw using deadly aim before drawing the bow. I believe that with quickdraw and rapid shot, he could get off an arrow in the same round (iteratives definitely), but it has been a couple years since I played him.

But it also depends on class. Zen archer you don't need to bother with a melee weapon since you have IUS and Point Blank Master.

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With the aldori dueling sword, you can get dex to hit and damage at level one. With dervish dance, you have to wait until third level.

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That all said, your GM may still allow it. It is a three feat investment after all.

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I almost always forget to use power attack. Then when I remember, I usually miss by one or two points.

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Well Smurf! We can just voluntarily replace f++$ with smurf.

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This situation is just player bullying. The GM and the rogue-PC seem to be doing this drek "because they can get away with it." I agree with those that say there are no in game solutions. The GM will just fiat anything the OP tries.

If this is the only game in town, try Roll20 or other virtual table top sites (if any I don't know for sure). There is play by post here, Myth-Weavers, Enworld I bet, and several other places.

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I don't have time to go into it now, but here is my build dipping 2 levels of monk. He has been a lot of fun making use of grabbing and snapping turtle styles.


Mašaru Kaijitsu
Male Tian-Varisian slayer 4 monk (mms / msm) 2
LN Medium humanoid (human)
Init + 2; Senses Perception + 10 (11 traps)
AC 20, touch 13, flat-footed 18(+ 2 Dex, + 5 armor, + 1 shield, + 1 deflection, + 1 natural)
hp 61 (10s+ 18s+ 10m+ 12c+ 4fc+ 6t)
Fort + 9, Ref + 9, Will + 6
Speed 30 ft.
Melee Suishen + 11(1d8+ 6/18-20+ 1d6 fire) or IUS + 9 (1d6+4)
Ranged + 1 composite longbow (+ 2 str) + 8 (1d8+ 3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks studied target + 1hit/dmg move action; stunning fist (2/day, Fort DC 15), sneak attack 1d6
Str 18, Dex 15, Con 14, Int 10, Wis 13, Cha 8
Base Atk + 5, CMB + 9(+ 11 grapple), CMD 22 (24 grapple)
Feats Combat Reflexes®, Power Attack1, Improved Unarmed Strike©, Stunning Fist ©, Snapping Turtle Style ©, Improved Grapple3, Grabbing Style ©, Toughness©, Snapping Turtle Clutch 5, EWP: katana©
6 Skills acrobatics 6/+ 16, bluff 5/+ 7, climb 1/+ 8, disable device 6/+ 14, intimidate 5/+ 7, perception 6/+ 10 (11 traps), sense motive 1/+ 5, stealth 4/+ 11, survival 1/+ 5 (6 track), swim 1/+ 8
Traits Ameiko’s Younger Sibling (+ 1 Will), Armor Expert (armor check + 1)
Languages Common, Varisian
SQ Slayer Talent (trapfinding, combat trick: EWP katana); Favored Target (move)(+ 1 bluff, knowledge, perception, sense motive, survival), track + 1
Gear 331.14 gp; + 1 chainshirt, + 1 cold iron morningstar, silver throwing axe, throwing axe x2, longbow, enemy shuriken, 142 arrows, backpack, bag (waterproof), cold weather outfit, flask, a bedroll, a belt pouch, caltrops, chalk x10, a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, 10 pitons, rope, silk rope, soap, tanglefoot bag, thieves’ tools, thunderstone x2, 10 torches, trail rations (10 days), waterskin, mwk thieve’s tools, antitoxin, antiplague, explorer’s outfit, masterwork tool (stealth outfit), + 1 composite longbow (str + 2), ring of protection + 1, 2 potions CLW, seeking arrows (3), boots of elvenkind, potion of divine favor, Suishen
XP 24,255/35,000

1/s1 power attack, combat reflexes; 7 sp
2/m1 IUS, snapping turtle style, stunning fist; 5 sp
3/s2 imp grapple, talent: trapfinding; 7 sp
retraining 1 lvl slayer to monk @ lvl 3
4/m2 grabbing style, toughness, + 1 Str; 5 sp
5/s3 snapping turtle clutch; sneak attack 1d6
6/s4 talent: combat trick: EWP (katana)
_7/s5 gtr grapple
8/s6 talent: wpn focus katana ;sneak attack 2d6 + 1 Dex
9/s7 strangler
10/s8 Talent:
11/s9 feat; sneak attack 3d6
12/s10 advanced talent; + 1 Wis
13/s11 feat
14/s12 advanced talent: , sneak attack 4d6-

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Weirdo wrote:
eakratz wrote:
Ranks are the skill points contributed to the skill, not the overall modifier. There is no way to have more ranks in a skill than a character has hit dice since the maximum ranks you can have in a skill is equal to your hit dice. The +2 bonus is merely that, a bonus. It has nothing to do with ranks, so it doesn't contribute to caster level.

Yes, so if you had 7 ranks in craft weapons you would take +5 to the DC to create a +3 weapon (which requires caster level 9).

However Keen does not have such a requirement - the caster level merely sets the DC, which you can use your total skill modifier to meet.

Yes. I was merely pointing out ranks vs total bonus.

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Majuba wrote:
eakratz wrote:
Majuba wrote:
No, he is mistaken. Keen does not have any caster level prerequisite. Unlike, for instance, Spell Storing.
I was referring to the ranks vs skill check modifier, and quoting for reference.

Not sure what you're saying then. Keen does not require a specific caster level (though +1 requires 3rd), and the feat says use ranks in place of caster level, but also to use the *skill* (not ranks) to make the check. A fighter would not have to be 10th to craft this. 7th would be plenty.

7th also plenty for accelerated belt, due to +2 bonus from master craftsman.

Ranks are the skill points contributed to the skill, not the overall modifier. There is no way to have more ranks in a skill than a character has hit dice since the maximum ranks you can have in a skill is equal to your hit dice. The +2 bonus is merely that, a bonus. It has nothing to do with ranks, so it doesn't contribute to caster level.

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Majuba wrote:
No, he is mistaken. Keen does not have any caster level prerequisite. Unlike, for instance, Spell Storing.

I was referring to the ranks vs skill check modifier, and quoting for reference.

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Profession (magic item crafter)?

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