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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 772 posts (3,625 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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Pathfinder Adventure Path Subscriber

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.


Pathfinder Adventure Path Subscriber

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.

Spoiler:

Mašaru Kaijitsu
Male Tian-Varisian slayer 4 monk (mms / msm) 2
LN Medium humanoid (human)
Init + 2; Senses Perception + 10 (11 traps)
DEFENSE
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
OFFENSE
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
STATISTICS
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-


Pathfinder Adventure Path Subscriber
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.


Pathfinder Adventure Path Subscriber
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.


Pathfinder Adventure Path Subscriber
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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Saldiven wrote:


+1 Keen Long Sword: Caster level 10, one spell pre-req. So, DC = 5 + 10 + 5 = 20. Since Master Craftsman allows the Fighter to count Craft ranks as caster level, he could create this item at lvl 6 at the earliest (this item counts as +2 total bonus). At lvl 6, the Fighter's Craft Weaponsmith skill should be Class Skill +3, Int +2, Ranks +6 = 11. So, he could Take-10 on this one, too.

I may be mistaken, but the feat says ranks count as caster level, not total skill modifier, so the fighter would still need to be level 10 to have the necessary ranks.


Pathfinder Adventure Path Subscriber

Heck, if you can fit it in, dipping a high will save class for a level or two might even be worthwhile in addition to iron will.


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Pathfinder Adventure Path Subscriber

Here is what we have used for two campaigns, and it seems to work out mostly fine. It takes into consideration what you have, as well as weapons, armor, and rods of metamagic. We have enjoyed it so far with only the occasional glitch.

cutting down the Xmas tree

Here is our revised wealth by level. (Not that we followed it took closely :)

Spoiler:

Level WBL
1 250
2 500
3 1000
4 1750
5 2750
6 3250
7 5250
8 8750
9 11,500
10 19,500
11 21,500
12 38,500
13 48,750
14 73,750
15 85,250
16 115,000
17 155,000
18 194,000
19 282,000
20 385,000


Pathfinder Adventure Path Subscriber

It might help if you already have the exact spells you want to import and present it to the GM. For Arcane Enlightenment, it seems that your could pick new spells every day if it did indeed work, so that may be trickier.


Pathfinder Adventure Path Subscriber
avr wrote:

Arcane Enlightenment lets you prepare wizard spells. Problem: you don't have a class ability to prepare spells. It's a simple conversion to make them spells known, but make sure your GM is on board with it.

Improved Eldritch Heritage for New Arcana got FAQ'd out of existence, sorry. You may save feats by dropping the Imp./Greater EH

This. Talk to your GM before jumping into this build. Mine is ok with it, but more so as a favor after I allowed a lot of cool stuff for his character in the campaign I ran prior.


Pathfinder Adventure Path Subscriber
master_marshmallow wrote:
eakratz wrote:
Yes, all of that is obvious. What isn't obvious is that when you use IEH, the arcane bloodline is effectivly off limits. And finding out after you have settled on a build can be annoying. Why couldn't one assume that IEH is a "Hey cool, now my oracle or bard can cast that one (or two) cool spells that are not on my spell list"?

Because people abused it and decided to use Paragon surge to temporarily learn spells allowing them to have all the spells.

Then some dudes decided that they could make a fighter who took the archemage mythic path and without reading this FAQ decided that it means they can cast all arcane spells without having to be a spellcaster.

In the end, this is the kind of thing paizo has to do for dumb fixes that we banter about when we (and they) oughta be looking at real problems like Simulacrum.

I'm not blaming paizo for this, nor am I mad. It's more the community I am disappointed in for putting them in a situation like this.

Yeah, I've seen some of those threads and thought "wha-what?!?"


Pathfinder Adventure Path Subscriber

Yes, all of that is obvious. What isn't obvious is that when you use IEH, the arcane bloodline is effectivly off limits. And finding out after you have settled on a build can be annoying. Why couldn't one assume that IEH is a "Hey cool, now my oracle or bard can cast that one (or two) cool spells that are not on my spell list"?


Pathfinder Adventure Path Subscriber
James Risner wrote:


I never understood why so many could look at an ability and jump to that ability adding spells form other classes? It doesn't cover what level the spell will be in the new class.

Because it specifically says to add spells from another class.

PRD wrote:
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

If an 11th level oracle can cast 5th level spells, then why would anyone suspect they couldn't add a 5th level wizard spell to their spells if they take IEH?


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He had plot armor.


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Great idea Sub-C. I was thinkin that Drellins Ferry could become Varnhold. And maybe the elves are replaced by the Nomen Centaurs. I haven't read thru it all yet so it might not work.. Half of my players have played thru VV with me so I plan on a lot of changes here and there. Especially for the NPCs we have grown to love.


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Iirc in Cult of the ae on Destroyers there is a map of Jalmeray.


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I pretty much want to run it for a very specific encounter that is just plain awesome. I don't want to spoil it though ;)

I think that in the aftermath, I'll make it a resource hex for star metal that will have a limited lifespan. Noquol iirc.


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I plan on smashing Candlemere with the asteroid from Second Darkness, then run Children of the Void. Clegg's party is going to be from Pitax in order to introduce some early competition with them.


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Sounds to me like that is still a "one up" on ravens and speaking ability.


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I'm just wondering why parrots, based on ravens and can actually talk in real life, are specifically singled out as not being able to talk?


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Broadhand wrote:
Would it be more beneficial to grapple, then?

. If you pin them then yeah, they lose their Dex bonus so can be sneak attacked.


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Less filling!


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Naw, the character will still be awesome and is fun fun to play. I was being hyperbolic. I spent quite a bit of time ensuring that she would have a 15 intelligence by the time she got 5th level spells so she could pick up Dominate Person through arcane enlightenment, and made her a half elf for the free skill focus to use IEH (arcane) to be able to always have it. If Only I envisioned her blue. Oh well, she will still get her parrot.


Pathfinder Adventure Path Subscriber

Thanks guys. That FAQs real frikken annoying. I'm reading through the thread and it appears that they imp. Eldritch heratage is what they were aiming to nerf.

I think this post is the final nail in that coffin.


Pathfinder Adventure Path Subscriber
Azten wrote:
There was an FAQ some time ago saying adding spells known from other classes, like Iproved Eldritch Heritage(Arcane) doesn't work. You have to be able to add the spells to your class list too(like with Mystic Past Life).

Any idea where that is? That was going to be my way to add dominate person to my oracle permanently instead of just when I used the Lore hex.


Pathfinder Adventure Path Subscriber
andreww wrote:


It doesnt work. Arcane Enlightenment adds to the spells you can prepare. Oracles do not prepare spells so gain no benefit from the Hex.

That seems awfully nit picky. Any idea what the RAI on this is? If this doesn't work it kills a character I just started a campaign with. :(


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In the last few years, in our group someone always seems to be playing a monk that dips, or a dip of one or two levels of monk.

We have had cleric dip monk, monk dip cleric, sorcerer dip monk, half monk half fighter, barbarian monk, zen archer.

Currently, I'm playing a slayer with two levels of MoMS using Grasping and Snapping Turtle style. Recently the build finally came "online" and he was able to using snapping turtle clutch to one handed defenestrate an enemy. He has also been able to pin and utilize sneak attack (flavored as beating an opponents head into the wall) due to losing their dex while pinned. It is a fun character to play.


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Magda Luckbender wrote:

If you combine the trait Magical Lineage (Murderous Command) with the feat Bouncing Spell you'll have a high powered Murderous Command spell right from the start, so long as you are prepared for the extra metamagic casting time.

Thanks again for the idea. With this idea and Dark Tapestry's Gift of Madness revelation, first session with this character was AWESOME!


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Oh yeah, I didn't mention but I plan on that feat for 5th level. By then it will be a +6 to all saves :)

Edit: I guess with that feat I should worry at all about the will save. Thanks.


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I plan on her primarily being a caster. I was thinking muleback cords eventually. I have the 13 in Intelligence so I can use arcane enlightenment to pick up Dominate Person after a couple intelligence bumps. (We have a house rule mechanic that replaces stat boosting equipment with just plain bonuses :)


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I'm just trying to decide which hurts more, terrible carrying capacity and miserable chance to hit if it comes to that coupled with a poor will save, or an average carrying capacity and poor chance to hit if it comes to that coupled with a worse will save and terrible perception.
Stats were rolled.

What does the wisdom of this community think? Thank you.

Edit: this will be for Skull & Shackles if relevant.

Build:

Sandy "Scruffy" Trufflebottom
Female rakshasa-spawn spirit guide oracle 1
CN medium humanoid (native outsider)
Deity Besmara
Init + 2; Senses darkvision, Perception -1
Defense
AC 12, touch 12, flat-footed 10 (+ 2 dex)
hp 11 (1d8+ 3)
Fort + 3, Ref + 2, Will + 1
Resist cold 5, electricity 5, fire 5
Weaknesses oracle’s curse (haunted)
Offense
Speed 30 ft.
Melee
Ranged
Special Attacks
Tiefling Spell-like Ability (CL 1st; concentration + 6)
1/day— detect thoughts (will DC 17)
Oracle Spells Known (CL 1st; concentration + 6)
1st (5/day) — air bubble, cure light wounds, murderous command (will DC 16)
0 (at will)—create water, detect magic, ghost sound, light, mage hand, purify food and drink
Mystery Heavens
STATISTICS
Str 9, Dex 14, Con 17, Int 13, Wis 9, Cha 20
Base Atk + 0; CMB -1; CMD 12
Feats Bouncing Spell1
Traits Magical Lineage (murderous command), Fast Talker, Buccaneer’s Blood
Skills Bluff 1/+ 10, Diplomacy 1/+ 9, Disguise 0/+ 7, Intimidate 0/+ 6, Knowledge (local) 1/+ 5, Knowledge (religion) 1/+ 5, Profession (sailor) 1/+ 3, Sense Motive 1/+ 5
Languages Common, Draconic, Infernal
SQ revelations (awesome display); prehensile tail
Gear 110 gp; 30 lbs
peasant’s outfit 2 lbs
lamellar cuirass 8 lbs 15 gp
dagger 1 lb 1 gp
lt xbow 4 lbs 35 gp
20 bolts 2 lb 2 gp


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Maybe a level in bard?


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I'm going to back out. I've had time to think of a build, but no time to develop a decent backstory. Good luck everyone :)


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Other than a few Easter Eggs I don't think that it'll spoil anything. i may be wrong.


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Id like to play a Mendevian Priest cleric archetype but won't have time to work on it for a couple days.


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Wouldn't Shattered Star fit the bill?


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Does the Empathy feat allow an android to gain morale bonuses?


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Leaving the standard whip completely obsolete.


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Somewhere near The Great Attractor a little after the heat death of the universe.


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I would guess that it is because BAB Is the fighting stat and feinting is used in combat, but hit dice is used for the characters power level and people with power aren't as easily intimidated by someone just because they can fight well. I would imagine Mike Tyson would have a hard time intimidating Barack Obama, but I am sure he could fake a left hook and knock him out with an uppercut.


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If I know there is goingo be reinforcements, I roll initiative ahead of time and just skip there turn until they arrive.


Pathfinder Adventure Path Subscriber

Howl of the Carrion King is actually very fun and would be worth trying to fit in. It sets the players up with a place to be motivated in saving. You could just double the number of enemies and add a few levels to Kardswaan to up the challenge. and a heads up, my players blew through House of the Beast and bypassed most of the dungeon in about two sessions, a bulk of the time spent in the actual fight against the Carrion King. so you might not have to worry too much about awarding too much XP in running the 1st module.

Edit: and it has pugwampis :)


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Pretty soon we are going to be starting up a Skull and Shackles game, and it is pretty much my turn to play the PC that can heal. I've got what sounds like a very fun concept going, a gnome/Halfling/or half elf spirit guide oracle of either heavens or dark tapestry planned out. I'm going with spirit guide so I can use arcane enlightenment to pick up dominate person as well as use the life hex has needed.

What I'm wondering is, is there another way to have both dominate person and murderous command on the same PC that I haven't thought of?

Other ways that I can think of:

  • Oracle 1/sorcerer2+ Not really what I had in mind
  • eldritch heritage (arcane) might do this as well, for a parrot
  • samsaran
  • skald (but won't have MC day one)

Sandy Scruffy Trufflebottom:

Female gnome spirit guide oracle 1
CN medium humanoid (gnome)
Deity Besmara
Init + 3 Senses Perception + 2, low-light vision
Defense
AC 14, touch 14, flat-footed 11 (+ 3 dex, + 1 size)
hp 10 (1d8+ 2)
Fort + 2, Ref + 3, Will + 2
Weaknesses oracle’s curse (haunted)
Offense
Speed 20 ft.
Melee “Uhm, you do it.”
Ranged
Special Attacks
Gnome Spell-Like Abilities (CL 1st; concentration + 6)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle Spells Known (CL 1st; concentration + 6)
1st (5/day) — air bubble, cure light wounds, murderous command (will DC 16)
0 (at will)—create water, detect magic, ghost sound, light, mage hand, purify food and drink
Mystery Heavens
STATISTICS
Str 7, Dex 17, Con 14, Int 13, Wis 11, Cha 20
Base Atk + 0; CMB -3; CMD 10
Feats Bouncing Spell1
Traits Magical Lineage (murderous command), Fast Talker, Buccaneer’s Blood
Skills Bluff 1/+ 11, Diplomacy 1/+ 10, Intimidate 1/+ 7, Knowledge (religion) 1/+ 5, Profession (sailor) 1/+ 7, Stealth 1/+ 13
Languages Common, Giant, Gnome
SQ revelation (awesome display)
Race gift of tongues, obsessive (sailor)
Gear 110 gp; 30 lbs
explorer’s outfit 8 lbs
lamellar cuirass 8 lbs 15 gp
buckler 5 lbs 5 gp
dagger 1 lb 1 gp
lt xbow 4 lbs 35 gp
20 bolts 2 lb 2 gp


Pathfinder Adventure Path Subscriber
LuxuriantOak wrote:


Either let him try to get into the game, some classes take a couple of sessions to "get" - maybe he'll have fun when he starts roleplaying social interactions and realize he has awesome skills ...

This right here is the reason to at least make the effort. How many times have any of us been dragged kicking and screaming into something only to learn we enjoyed it?


Pathfinder Adventure Path Subscriber

It looks like a lot of people are missing the part where the OP mentioned the group voted on this stat-gen method. Maybe this particular player voted against it, but whatever, he needs to take one for the team on this one.

Now to help alleviate the problem, maybe instead of starting at first level and running a whole campaign, you should start at a higher level. Maybe run one or two modules that run from levels 6 to 10 or something. Or if you are dead set on level one, call this a trial run. After hitting 4th or 5th level, have another vote on whether the campaign should continue. Since the characters are basically experimental with a stat-gen method that could go horribly wrong, and for this guy he seems to feel that it has, it might be better to just do something that lasts only a couple months and see how they like it.

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