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Organized Play Member. 717 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.




In another thread there was some discussion as to How inappropriately sized Reach Weapons work.
What is the reach of a Large character wielding a Medium Longspear? 10',15', 20'? Other?
How about a Medium creature with a Large Whip? Still 15'?
What happens when both of these characters have Enlarge Person cast on them?

Also, is the Balor entry correct with a listed 20' reach for his Whip attacks? Are Small and Medium the only sizes that get increased reach with the Whip?


I'm having an issue in a home campaign. I've got a 1/2 Orc Bard with a solid chassis, but I'm stretched pretty thin.
Stat generation method was roll 4d6, drop the lowest, assign in any order. I got:

Str 16 +2 racial
Dex 16
Con 14
Int 13
Wis 9
Cha 16

So, I'm pretty pleased; I should be able to make basically anything. I could even have chosen to play a Monk! (Core APG and Unchained books are what's allowed) However, the other 3 players are:
1) Switch hitter Ranger
2) Unchained Rogue
3) Cavalier (although this will be switched to Paladin)

So, being the last one to join, I figured that I'd just fill in where ever needed...However, it seems like there is quite a bit that is needed. That Paladin switch might help out in the healing dept. later on, but right now it's just me and my 2 spells per day (I took CLW and Grease). I didn't really know what else to do, so I just grabbed Combat Reflexes as my feat, and now we're off!
I just feel like this character is trying to cover too many bases at once. He's got a great stat array, but I feel like he's the weakest character at the table. I'm pretty sure that I can get him changed up for next session, but what do I change him into? Or is he actually solid, and I'll see major improvement once we get some gold? Where do I go from here?


I'm looking at joining a RoW game in a month or so... The character concept that I'm wanting to play is a 1/2 Orc Skald who later goes into Sacred Huntmaster Inquisitor at level 5. It's 20 pt. buy, 1 campaign trait, 1 other trait.

I'm thinking about:

Str 15 (+2)
Dex 12
Con 12
Int 13
Wis 13
Cha 13

Alternate Racial:
City Raised
Shaman's Apprentice
Toothy or Sacred Tattoo - I'm favoring the Tattoo right now.

Traits
Failed Winter Witch Apprentice
Community Minded

Feats:
1) Skald's Vigor, Bonus: Scribe Scroll
3) Combat Expertise
5) Boon Companion
6) Bonus: Outflank
7) Pack Flanking, Bonus: Amplified Rage
9) Diehard???
10) Bonus: Precise Strike???
11) Stalwart???

Does this sound reasonable? Am I forgetting something important? Any other considerations? Thanks in advance!


So, I've got this really cool mini that I want to use, I think it's from Reaper's "Beastmen on the Wyld" set...Anyway, it's an anthropomorphic fox with a bow. Sounds like a great chance to roll up a Kitsune archer. Since it's from a "Beastmen" set, I'd like to incorporate some nature flavor with an animal companion. So far the build and progression that I'm thinking is:

Kitsune Fighter(Weapon Master)/Hunter(Divine Hunter)
NG Worshiper of Erastil
Traits: Deadeye Bowman and Reactionary
Stats:
Str 12 (-2 racial)
Dex 17 (+2 racial)
Con 12
Int 12
Wis 12
Cha 14 (+2 racial)
point buy: 5,7,2,2,2,2

Lv1 Fighter, Feats: Point Blank and Precise Shot
Lv2 Hunter, no feat but gain Animal Companion
Lv3 Fighter, Feats: Boon Companion and either Rapid Shot or Deadly Aim
Lv4 Fighter, no feat but gain Weapon Training (Longbow)
Lv5 Hunter, Feats: Precise Shot (from class) and the other feat from Lv3
Lv6 Fighter, Feats: Weapon Focus (retrain Precise Shot), Weapon Specialization
Lv7 Hunter, Feat: Manyshot, also gain Plant(Growth) Domain

Progress Hunter for the rest of career.

Animal Companion: Start as Stegosaurus (nice and tanky), switch to Snake, Constrictor at Lv4 (Sic 'Em, grapple buddy!), finish out with Roc at Lv7 (Huge size flying mount via Enlarge Person and Share Spells)

Does this seem viable? I know that my Wis score is a bit low, so I'll definitely be buying a Headband (Lv8 at latest) and my Will save is not that great, so Maybe Iron Will at Lv9? Retrain a feat at Lv10 (Ultimate Campaign rules) to get Divine Protection? Do I even qualify, as I have the "Domain" class feature, not "Domains"?

Any other advice would be much appreciated!


So, I'm aware that a character ALWAYS gets at least 1 skill point per level, no matter how low their Intelligence. I'm also aware that favored class and Human bonus skill points are added after determining class-and-Int based skill ranks. Thus a Human Fighter could have 3 skill points/level, even with a 7 Intelligence.

Here's my question: If said Human Fighter puts the bonus attribute point gained at lv.4 into Int, does he then gain retroactive skill ranks, as his Int mod has increased? Or does nothing happen, as he's still got a negative Int modifier? I know that going forward, he will still get 3 points, not 4, per level, but would he gain a one-time bonus 4 skill ranks?


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Tell me if this sounds too unbalanced:
3/4 BAB, good will, poor fort/reflex, 3/4 spellcasting (as Dragon Disciple), but with Divine AND Arcane spell lists. Every 4th level, something else cool. Possibly:
BAB+,F,R,W, special, spells/day
1.) +0 0,0,2 --- +1 CL ------- 0/0
2.) +1 0,0,3 --- +1 CL ------- 1/1
3.) +2 1,1,3 --- +1 CL ------- 2/2
4.) +3 1,1,4 Arcane Strike --- 2/2
5.) +3 1,1,4 --- +1 CL ------- 2/2 0/0
6.) +4 2,2,5 --- +1 CL ------- 2/2 1/1
7.) +5 2,2,5 --- +1 CL ------- 2/2 1/1 0/0
8.) +6 2,2,6 Divine Bond ----- 2/2 1/1 0/0
9.) +6 3,3,6 --- +1 CL ------- 2/2 2/2 1/1
10) +7 3,3,7 --- +1 CL ------- 2/2 2/2 1/1 0/0
11) +8 3,3,7 --- +1 CL ------- 2/2 2/2 2/2 1/1
12) +9 4,4,8 Armored Arcana -- 2/2 2/2 2/2 1/1
13) +9 4,4,8 --- +1 CL ------- 2/2 2/2 2/2 1/1 0/0
14) 10 4,4,9 --- +1 CL ------- 2/2 2/2 2/2 2/2 1/1
15) 11 5,5,9 --- +1 CL ------- 2/2 2/2 2/2 2/2 1/1 0/0
16) 12 5,5,10 Divine Resilience 2/2 2/2 2/2 2/2 1/1 0/0
17) 12 5,5,10 --- +1 CL ------- 2/2 2/2 2/2 2/2 2/2 1/1
18) 13 6,6,11 --- +1 CL ------- 2/2 2/2 2/2 2/2 2/2 1/1 0/0
19) 14 6,6,11 --- +1 CL ------- 2/2 2/2 2/2 2/2 2/2 2/2 1/1
20) 15 6,6,12 Divine Arcana --- 2/2 2/2 2/2 2/2 2/2 2/2 1/1

Proficiencies

Red mages are proficient with all simple and martial weapons as well as light armor and shields (but not tower shields). A red mage can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A red mage casts arcane spells drawn from the witch spell list. A red mage casts divine spells drawn from the druid spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a red mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a red mage's spell is 10 + the spell level + the red mage's Charisma modifier. In addition, she receives bonus spells per day if she has a high Charisma score.

A red mage's selection of spells is extremely limited. A red mage begins play knowing two 0-level divine spells and two 0-level arcane spells, as well as one 1st-level spell of each divine and arcane. At each new red mage spellcasting level level, she gains one additional divine and arcane spell of any level she is capable of casting.

Arcane Strike

At 4th level, a red mage gains Arcane Strike as a bonus feat

Divine Bond

At 8th level, a red mage gains a Divine Bond, as the paladin class feature. Her effective paladin (or druid, if she selects a mount) level is equal to her red mage level -3.

Armored Arcana

At 12th level, a red mage gains proficiency with medium armor, and may cast arcane spells in medium armor without incurring the normal arcane spell failure chance. A red mage wearing heavy armor counts as having the Arcane Armor Mastery feat.

Divine Resilience

At 16th level, whenever the red mage succeeds on a saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely, or takes no damage.

Divine Arcana

At 20th level, a red mage gains the ability to cast a single 8th level spell. This spell may be from either the druid spell list or the witch spell list, and may be cast using spell slots that total 8. (e.g. you could spend two 4th level slots to cast this spell once, or two 3rd level slots and one 2nd level slot)
Every day when the red mage regains her spell slots, she may exchange her single 8th level spell for any other valid choice for that day. She may cast this spell up to 3 times per day.

Comments/concerns/suggestions?


So my previous char died quite ignobly (thank you very much Dalsine Affair), and thus I'm in the process of building a brand-new character. I've been wanting to play an inquisitor for some time, as they seem an outrageous amount of fun. Of course, a level or two of barbarian is always a solid start. For a stat array I'm looking at:

16
15
15
12
14
5

I'm thinking that I can live with the 5 cha, as the inquisitor can select the conversion inquisition in place of a domain, so the majority of my social skills will be covered by wisdom, rather than a dwarf's sub-par charisma.

I AM having a hard time deciding on the barb dip, though. Urban or Armored Hulk are the two archetypes that I'm considering...Urban for the flexibility and no AC loss while raging, and the fast move tradeoff can come in handy, but a free Heavy armor prof is very tempting too.

Either way, my feat selection is a bit of a toss-up. I' considering the standard Power Attack, because, well,...Power Attack..., but I'm also thinking that Quick Draw would improve my versatility (2 hand my dwarven waraxe, then quickdraw shield. If I'm not in melee, quickdraw javelin, throw, Quickdraw shield and advance).

In that same line of thought, should I be using the dwarven waraxe? Or perhaps a longhammer? Personally, I think that the waraxe is pretty cool, so I'm leaning toward that right now. Also, I can one or two hand it, so that's pretty sweet.

Thoughts? Thanks in advance!


Kind of a hybrid fighter/rogue, elements of duelist. I'm looking for feedback in regards to balance (is it over/under powered?), logical progression (do these abilities make sense, and are they given at appropriate levels?), attractiveness (does this look fun to play?), and any other tweaks, suggestions, etc.
Thanks!

Class: Silver-tongued Devil

Alignment: any non-lawful

Hit die: d10

Skills per level: 4+int mod

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)

Good save : reflex
Poor saves : Fort & Will

Weapon and armor proficiencies: Silver-tongued Devils are proficient with all simple weapons and with Light armor, but not shields.

Class features and advancement

1) Bonus Feat
2) Sneak attack +1d6
3) Forceful Personality, preferred weapon(s)
4) Evasion, Uncanny Dodge
5) Bonus Feat
6) Sneak attack +2d6
7) Weapon training 1
8) Rogue Talent, Improved Uncanny Dodge
9) Bonus Feat
10) Sneak attack +3d6
11) Snappy Comeback
12) Improved Evasion
13) Bonus Feat
14) Sneak attack +4d6
15) Weapon Training 2
16) (Advanced) Rogue Talent
17) Bonus Feat
18) Sneak attack +5d6
19) Cha +2
20) Bonus Feat, Sneak attack +6d6, Rogue Talent

Bonus Feat
As the Fighter Class feature

Sneak attack
As the Rogue class feature

Preferred Weapon(s)
A Silver-tongued Devil may select a number of weapons equal to his Charisma modifier (minimum 1). He is considered proficient with these weapons.

Forceful Personality
A Silver-tongued Devil may substitute his Charisma modifier in place of his Strength modifier on attack and damage rolls with his preferred weapons. In addition, a Silver-tongued Devil may add his Charisma modifier to his AC and all saving throws, while wearing light or no armor, not carrying a medium or heavier load, and wielding one or more of his preferred weapons.

Evasion
As the Rogue class feature

Uncanny Dodge
As the Rogue class feature

Weapon Training
As the Fighter class feature, however the only weapon group available to a Silver-tongued Devil is "preferred weapons"

Rogue Talent
As the Rogue Class feature

Snappy Comeback
Upon being struck by an enemy in melee combat, a Silver-tongued Devil may spend an immediate action to make a retaliatory strike against the foe that successfully hit him. If the foe fails a reflex saving throw (DC 10 + 1/2 class level + Cha mod), they are considered flat-footed to this attack. A Silver-tongued Devil may use this ability a number of times per day equal to his Charisma modifier.

Cha +2
This is an untyped bonus to Charisma, stackable with all others, as though it were gained through 8 levels of character advancement.


First, we're a 3 person party. Originally our party makeup seemed pretty balanced - A Greatsword fighter, archer ranger, healing druid with a big cat, and me, a hobgoglin finesse rogue. Before our first session even started, the Fighter and Druid dropped out for reasons unknown. However, my buddy's son expressed interest in playing. He's 14 and this is his first pen-and-paper RPG, so he needs a bit of help, but all in all, he's doing very well. He's playing an Elven conjuration wizard.

Basically, my question is, does this party seem survivable? We're not uber-optimized, but our stat arrays don't suck either. Originally, I was planning on going into Arcane trickster to get some arcane support and still keep my roguish side happy, but since we have a wizard now, it's not that big a deal. I might still do so, just with a magus, as I think that would be fun to play. The part that bothers me is the lack of divine casting, especially healing. I know that the ranger will eventually get some spells, and thus access to wands without the UMD checks (which he wouldn't be that hot at) But that's a few levels away. I was considering suggesting to the wizard player that he has the makings of a fairly decent mystic theurge (19 int, 15 wis), but like I said, he's a young player with 0 experience, and theurges aren't exactly the most straightforward and easy to play...

I feel that the reason we've not had too many issues to date with PC deaths is that we've been rolling hot. Enemies tend to die when PCs roll nat. 20s. But if a monster gets a crit at this point, an unmodified longsword is lethal.

Can we make it? Or am I just being paranoid?


Or really, What does the phrase "other limitations" mean with regards to casters that ignore ASF in light armor? The relevant text:

special materials, mithral wrote:
Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor.

Does a bard wearing mithral breastplate ignore the ASF? Or just have it reduced by 10%?


I am curious as to whether or not the feat spell specialization is applicable to the same spell from different spell lists. For instance, my magus6/wizard1 has the broad study arcana and the spell specialization feat (shocking grasp). When he casts from the magus list it is at 8 CL, and the wizard list at 3CL...Or so I am led to believe. Is this accurate?

On a related note: Do the traits magical lineage and precocious spellcaster apply in a similar manner?


2 people marked this as FAQ candidate.

The character concept that I'm working with now is a Drunkard and Wastrel along the lines of Inigo Montoya from The Princess Bride. Of course, when I say "along the lines", I mean that I'm going for the Duelist prestige class, however, I'd like to optimize a bit. The part that I'm struggling with, and why this ISN'T posted in the advice section is that I'm thinking of doing a monk/barbarian to get the most of my drinking.

First, I'll do 4 levels of Drunken Master of Many Styles, so as to have access to unarmed strikes, wis bonus to AC, and of course the style feats. Level 4 is my cutoff, as that's getting him a ki pool. Of course, at lv 3 he's got the Drunken Ki class feature.

Then, I'll make up the rest of the requirements for Duelist with a Drunken Brute Barbarian. (Perhaps a good point for backstory, in that the drinking consumed him, so he couldn't continue his monastic lifestyle)
Anyway, the signature ability for the Drunken Brute is his ability to maintain a rage for one round by drinking strong alcohol...as a move action.

Also, I'm considering taking the Fast Drinker feat, moving the alcohol consumption for temporary ki from a standard action to a swift action. If I do this, the Question is "How many actions, and of what kind, does it take for me to gain a temporary ki point AND get a free round of rage?"

Does my swift action drink qualify for the free rage AND the temp. ki? Do I need to burn a move action as well?


For a while now, I've been wanting to make a character that uses an elven curve blade. So far, it's been an uphill battle. Sure it's nice to be able to finesse it, but on a 2-hander, we're looking for strength, right? I've considered the agile weapon property, but it doesn't let me add dex and a half damage (and rightly so, dex is already boss) But then I thought "Wait...There's a new breed of barbarian in town...Specifically in towns. Oh you delightful Urban Barbarian!"

I'm still relegated to sub-optimal damage. But, since Barbarians have the largest hit die, and now I can add dex via rage, AND no AC loss, perhaps I can make an elf tank.

For a 25 point buy I'm looking at

str 14 5
dex 19 13
con 12 5
int 12 0
wis 12 2
cha 10 0

with a studded leather armor and an elven curve blade eating up his entire starting gold, and weapon finesse as his only feat, he's pretty bare bones, but he walks around with 17 AC and rages with a 19. I think it's pretty decent for lv.1. Your thoughts?

For my next level, I was considering taking my only dip over the course of this character's life, and going spire defender magus for one, and only one, level. This might seem silly, and maybe it is (that's why I'm putting this out here), but getting dodge and combat expertise for free is pretty nice, and so is the swift action to imbue my weapons with an additional +1, but this way I can still wear armor and cast the shield spell. I figure that that's an extra +5 AC when I really need it, and by this time I've certainly got a chain shirt, so my walking around AC is 19, raging 21, and fully buffed a robust 25. I'll also have a +2 str longbow so I've got ranged options if all else fails.

Does this sound like a viable character to anyone out there? I mean, I know it's not optimized, but I think that he would be quite a bit of fun to play. Any suggestions? Thanks!


SO, I recently ran into a situation in which I wasn't fully aware of an appropriate ruling. I had a magus fighting a Daemon of some sort, and the magus won initiative. The magus was using a scorpion whip (the good kind) and did his usual spell combat/spellstrike routine using arcane mark. Then the Daemon cast an invisibility spell. At this point, The question arises, "Can the magus still see his arcane mark?" If the answer is yes, I imagine he still takes the concealment miss chance for attacking the square that the Daemon is in. No big deal. However, if the mark is now invisible to everyone, magus included, can the magus then use detect magic as part of spell combat to reveal the arcane mark, even if only to himself?

As it stands, the Magus knew the location of the Daemon (there was only one square to move to that round) so the answer was kind of irrelevant for that round. However, since the magus knew which square to target, he then used another round of spell combat with arcane mark and managed to hit the Daemon once, thus inflicting a NEW arcane mark on the invisible creature. Is that new mark visible? If not, again, does Detect Magic reveal it?


Actually, what I had in mind was a crossblooded draconic/empyreal 4, MoMS 1, Dragon Discipe 4-8.

With a human, Start as MoMS, grab dodge, crane style, and crane wing, shift focus to the crossblooded sorc. for 4 levels, then hit up dragon Disciple. I figure a 20 pt. buy of

Str 16
Dex 14
Con 12
Int 10
Wis 17
Cha 7

The question is: is this worth it compared to say a crossblooded orc/draconic barbarian?

Whether it's worth it or not, I think that it's a neat idea, and I'd love to see any suggestions improving upon it (feats, traits, adjusted stats, etc.) Thanks!


So, I'm considering starting out as a Drunken Brute/Wild Rager, going Ninja for 1-3 levels, back to Barbarian for one more final hurrah, and finishing the rest of my levels with Ninja. I'm planning on playing a half orc statted thusly:

Str 18
Dex 15
Con 12
Int 7
Wis 10
Cha 14

Traits are undecided, as are feats. However, if it's PFS legal, I'd love to go toothy.

I getting the feeling that my wild rages may be more of a hindrance than a help, but I do like the flavor. And I really like the 2nd level wild rager ability to get an additional attack.

I'm thinking that once he gets into Ninja, going TWF (Katana/Wakizashi) is a strong option.

I'd love some feedback. Thanks