is there anything you can think of that you can't make?


Pathfinder First Edition General Discussion

51 to 100 of 331 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

LuniasM wrote:
Just because Pathfinder can potentially cover most builds I can think of doesn't mean those builds are viable from an early level or even good once they're finished.

Marshmallow Fallacy: To assert that an option is not optimal does not deny that option its right to exist.

It doesn't matter if it's viable or even good, you can still do it.

Bandw2 wrote:
a wushu swordsman... you know that guy that teleports half way across the battlefield and leaves a path of death in his wake. At best right now, you get like 4 dead people... maybe 7 if two-weapon fight... also you can't move...

Magus, Child of Acavna and Amaznen, Eldritch Scoundrels, Paladins with Unsanctioned Knowledge, Sacred Servants with the Travel Domain, and Dandy rangers can all do this with the Dimensional Savant feat chain.

Quote:
A caster that uses a greatsword.

Wizard or Sorcerer with an Arcane Bond to a weapon that uses Transformation in combat? There's an Arcanist archetype that does it too......

Quote:
A fighter/warrior who uses intelligence as an off-stat instead of charisma(lore wardens and tacticians do not count).

Anything that uses the Elven Battle Style? Child of Acavna and Amaznen. Tactician Fighter covers this pretty well....

Quote:
trap based character

Trapper Ranger, Snare Setter Rogue, Kobold Bloodline, the archetype that works on both sorcerers and oracles. This has existed for a while.....

Quote:
a character who uses a battlesuit/mech/living armor/any class that focuses on armor at all.

Fighters with Advanced Armor training can focus a build on making armor that is amazing. The aegis is a psionic class that does exactly this. Synthesist Summoners also do this to a T.

Quote:

also, for the extreme, I can't for the life of me figure out how I'd make Crocodile from one-piece, who can drain the water from people with his attacks and is basically made out of sand and thus almost indestructible unless he gets wet. At best he has some death attack and has the "worm that walks" template... though i've only thought about this character for maybe the past week.

I'd look into kineticists, but it sounds rather unique as most characters in Pathfinder won't want to become vulnerable when wet.

The Exchange

There still isn't a bard/druid hybrid. I miss Fochlucan Lyrist.

Sovereign Court

1 person marked this as a favorite.
Lavawight wrote:
Brew Bird wrote:
The Sword wrote:
A Witcher. The signs don't tie in with the magus spell list and a magus/alchemist loses too much fighting ability to represent Geralt. It needs a paired down magus archetype build that swaps spell casting for alchemy and Arcana that mimic the signs.
I think a few Investigator archetypes come pretty close to this.
I feel like a witcher would need full BAB. They were the best swordsmen around. So skills, knowledge, tracking, limited spells. Ranger chassis fits, but the spells are wrong.

In Pathfinder terms, they're probably just higher level than virtually everyone else (other than mages) and have better stats due to the mutations which make them a Witcher.


1 person marked this as a favorite.

If you include material from the more prominent 3rd party publishers, I am pretty sure there literally isn't anything you cant to. Certainly no fantasy tropes I can think of.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

A nonmagical NPC worthy of being the campaign's BBEG past like 5th level.

A nonmagical PC who can do interesting things that a commoner NPC literally can't do no matter how many bonuses they have.

Liberty's Edge

1 person marked this as a favorite.
Jiggy wrote:
A nonmagical NPC worthy of being the campaign's BBEG past like 5th level.

This is pretty doable up to a point...but my argument is about what level it becomes non-viable, not with the core point.

Jiggy wrote:
A nonmagical PC who can do interesting things that a commoner NPC literally can't do no matter how many bonuses they have.

This can be done with Skill Unlocks somewhat, but yeah, it's an issue.


Pathfinder Lost Omens Subscriber
master_marshmallow wrote:
LuniasM wrote:
Just because Pathfinder can potentially cover most builds I can think of doesn't mean those builds are viable from an early level or even good once they're finished.

Marshmallow Fallacy: To assert that an option is not optimal does not deny that option its right to exist.

It doesn't matter if it's viable or even good, you can still do it.

realist philosophy would like a word with you.

the real issue is you can't actually do it, you can make one, but doing it is actually impossible in an actual environment.

@ wushu sword guy

none of those are that wushu though, mostly magical/intelligence based, and then only good because of how they can apply magic to their attacks.

@ greatsword caster
best not to use a greatsword in those cases and just cast magic.

@ int based fighter
Like I said, those aren't really that great. Tactician doesn't count because it trades good things the fighter has for much worse stuff, and is more about being a tactician, hence the name than a great fighter using intelligence.

@trapper
great fun trying to make this work with anything.

@ armor guy
I know of all those classes and no they don't. first 2 options just don't actually do this. first is just wearing armor and being not hampered by it, aegis is 1 psionics(thus not paizo) 2 the armor and abilities you can get are very oriented around a suit of armor that isn't physical and more magical, several abilities effect your entire character such as increase size. Also your abilities still mostly come from your psionics and not being in a suit of armor. Synth is more like making a monster you possess.

@extreme
it's not about being vulnerable while wet, he's just made out of sand, you can cut off his head and it'll dissolve into sand and reform all while still in control of his body. His body draws in moisture so he can kill people by touching them effectively mummifying them. He can also fly around and turn into a sand storm and such. When he's wet, he can't absorb moisture obviously nor fly around in sand form.

His weapon is a poisoned hook too, which he uses against people who figure him out or when he gets wet.


Cole Deschain wrote:
Deadmanwalking wrote:
I dunno about Lady Kaede (not familiar with the name)

Ran. Treat yourself.

Quote:
Seriously, I can build something and prove it if you'd like.

If you would, 'cause I'm not seeing it. I'm seeing a pared-down rogue with fortunate birth.

Quote:
I dunno. A 4 level caster could easily have this as their main magical schtick, focus on it, and be quite effective at it and cool thematically to boot. You could probably manage something pretty solidly fun and thematic in this vein with Medium.

I think it's the Vancian-derived spellcasting tacked onto the idea that I dislike so much.

I also like the idea of a character cobbling up a ritual for a given situation based upon an understanding of theory, rather than picking off of a pre-selected list. Much like the Zhuge Liang idea, it's not one this particular system really embraces.

You want a noun/verb system like Ars Magica for that. Keep in mind though that such systems usually have a much lower ceiling of power than that of 9th level D+D magic.


Pathfinder Lost Omens Subscriber

yeah, I'd really like some crazy martial stuff that a wizard couldn't identify with knowledge arcana, but a fighter could with knowledge martial.

Liberty's Edge

Kaladin from the stormlight chronicles. The psychic magus lets you have the changeable weapon, but the magic is all wrong.


The problem with witchers are not so much class mechanics, but ability dependancy. They'll all need super high ST, DEX and CON to begin with, otherwise their mutation would lack credibility. This is not possible in a normal campaign with point buy.

Then if you look at Geralt specifically, he will need super high Intelligence and Wisdom and arguably also high Charisma (someone explained to me that high Cha intensifies another persons attitude towards you, and as Geralt is someone who is hated by many and adored by some, besides his good Intimidate and diplomacy, it all speks for a great CHA as well).

Witchers are simply superhumans. Even more than the high level adventurers in PF, and the game already makes a mile long difference between normal folk and class level possessing heroes.


1 person marked this as a favorite.

I think you're exaggerating it quite a bit. Witchers are superhuman, but compared to normal people and that's already a dichotomy that exists for pathfinder PCs. You can make a good argument that you need a high PB to pull off the concept, or that you need to be level 3 or 4 before you can make them feel right, but it's not like we're talking about anything that insanely beyond the scope of D&D here either.


Pathfinder Lost Omens Subscriber
Prof. Löwenzahn wrote:

The problem with witchers are not so much class mechanics, but ability dependancy. They'll all need super high ST, DEX and CON to begin with, otherwise their mutation would lack credibility. This is not possible in a normal campaign with point buy.

Then if you look at Geralt specifically, he will need super high Intelligence and Wisdom and arguably also high Charisma (someone explained to me that high Cha intensifies another persons attitude towards you, and as Geralt is someone who is hated by many and adored by some, besides his good Intimidate and diplomacy, it all speks for a great CHA as well).

Witchers are simply superhumans. Even more than the high level adventurers in PF, and the game already makes a mile long difference between normal folk and class level possessing heroes.

Idk, I think the average hero is leagues above the average person, the difference would be the witcher would have gained these from mutations and not birth. also I wouldn't say he has great mental stats, above normal maybe but most of it is seen in decent training.


Kolokotroni wrote:

If you include material from the more prominent 3rd party publishers, I am pretty sure there literally isn't anything you cant to. Certainly no fantasy tropes I can think of.

Challenge accepted.

Here's a few I can think of I'm not sure how you could do in PF:

Cu Chullain was already mentioned.
An iron golem with a human(oid) soul
The World's Luckiest Man
Sans, Undyne, and Flowey from Undertale
The Architectomancer: They have immense magic powers, but only over architecture - they can move walls and doors, make buildings sprout up in empty fields, make rooms bigger on the inside than the outside....
Any Solar/Lunar/Infernal/Sidereal Exalted
Any Nobilis character
Card Captor Sakura
Heimdall (A PF character can't even see the full moon, much less everything in Midgard...)
Son Wukong, the Monkey King (Patron saint of munchkins)
The Wicked Witch of the West and the Scarecrow
The Green Knight (that Sir Gawain fought)
A Prinny, dood!


Pathfinder Lost Omens Subscriber

I also just listened to Kung fu panda 3's sound track

which made me remember Kai.

so yeah, howed you do Kai.

to be clear, he can capture people's Ki and then make it fight for him, and uses Ki attacks in melee to great effect, also he has Jade chain sword things. :P

he definitely feels like a wizard of some kind but also GREAT at melee.


Pathfinder Lost Omens Subscriber
Arbane the Terrible wrote:


Cu Chullain was already mentioned.
The World's Luckiest Man
Sans, Undyne,
The Architectomancer: They have immense magic powers, but only over architecture - they can move walls and doors, make buildings sprout up in empty fields, make rooms bigger on the inside than the outside....
Any Solar/Lunar/Infernal/Sidereal Exalted
Heimdall (A PF character can't even see the full moon, much less everything in Midgard...)
Son Wukong, the Monkey King (Patron saint of munchkins)
The Wicked Witch of the West and the Scarecrow
The Green Knight (that Sir Gawain fought)
A Prinny, dood!

so Spheres of power lets you do a lot of these, specially the more magical ones. I removed the ones that I couldn;t think of how to do. Sphere's casting is purosefully devoid of connected fluff and even allows you to set up the casting tradition(so you can mechanically be a Ki user or a wizard, or a wizard who can onyl cast while holding a staff, or a wizard who literally uses blood magic, or a element bender, or a crazy guy who can only cast magic while singing 80's rock)

in order top to bottom left to right.

20th level armorist(has 2 bound swords and 2 bound spears each with unique abilities, they are all effectively +10), was probably a 10th level armorist by like 7 years old.

An Symbiat heavily focused into fate sphere, divination and a few other spheres. His guardian is the one casting and he never realizes it.

Sans is a 1st level commoner I don't know what you're talking about, he only has 1 HP and all his attacks only do 1 HP.

Undyne is definitely a Armorist who is throwing their summoned spears. Though they could also be an incanter or elementalist using blast casting. Destruction sphere in SoP is way more defined than just shooting fire balls. I can for instance make a orb that I can move that does piercing damage per turn, or negative energy or what ever.

An incanter with the several drawbacks that i'd rather not list for each sphere but he becomes limited to only being to effect manufactured structures. It's the same stuff that allows you to make a water bender(telekinesis focus water for instance). Not saying every GM would allow this requirement but the rules are there.

Light sphere, holla holla. Dark sphere, holla holla. Fate sphere if you want to also throw in some alignment focused stuff.

heimdall... oops accidentally left him on the list but a 20th level incanter with divination sphere and like all the divination advanced talents could potentially see everything given enough time...

that monkey race and then an armorist with I think the archetype that gets you armor the symbiot. This let's you be made out of stone and get any length of stone pole you want. Not perfect i know. but with some other sphere stuff you can make up the middle ground. Obviously int casting for all dem skill points.

wicked witch would be a hedgewitch probably with green magic and black magic traditions. spheres make up the rest.

greenknight, is PROBABLY a 20th level shifter, since that's the only thing I can think of that could get their head cut off and then put it back on potentially.

a penguin? ugh... idk


Any concept related to crafting. Various McGywers and master blacksmiths.


There's a McGyver feat in Ultimate Intrigue.


Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.

I am not familiar with that one. What does it do?


Cole Deschain wrote:
Vidmaster7 wrote:
those sounds very interesting some are over my head i could definitely see an archtype for bard that replaces spellcasting it would have to give him something awesome to make up for it i'm not sure what that does that would replace it honestly.

I'd have them be able to learn Masterpieces without having to "give up" non-spell features, or give them bonus social or combat feats, or... something. I just want to be able to run a guy whose songs can draws tears from a stone, but who isn't a secondary "Cure Light Wounds" battery.

Quote:
not sure about courtier maybe if you explained what he would do in a party id have a clearer picture.
It's basically L5R-speak- a courtier is someone who works toward political objectives in the political arena without necessarily knowing how to, say, disarm a trap or backstab somebody in the literal sense... think Littlefinger or Varys from Song of Ice and Fire- absolute garbage in a straight-up fight, but insanely dangerous in their own right. Could maybe be a Vigilante archetype that gives up the Vigilante identity and broad weapon/armor proficiencies for increased and broader social talents.

What would happen if you took away spells and gave them full BAB?


Klara Meison wrote:
Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.
I am not familiar with that one. What does it do?

You can pull any mundane item you want out of your pack (up to some GP limit) once per day. It's supposed to be because you're always prepared with just the right tool for the job. Works best with cheap alchemical items, I imagine.


Plausible Pseudonym wrote:
Klara Meison wrote:
Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.
I am not familiar with that one. What does it do?
You can pull any mundane item you want out of your pack (up to some GP limit) once per day. It's supposed to be because you're always prepared with just the right tool for the job. Works best with cheap alchemical items, I imagine.

Doesn't really a McGyver make, now does it.


Pathfinder Rulebook Subscriber
master_marshmallow wrote:
LuniasM wrote:
Just because Pathfinder can potentially cover most builds I can think of doesn't mean those builds are viable from an early level or even good once they're finished.

Marshmallow Fallacy: To assert that an option is not optimal does not deny that option its right to exist.

It doesn't matter if it's viable or even good, you can still do it.

You're the one that brought up optimal choices, I said viable. For instance, Sword-and-Board isn't "optimal" as it doesn't deal with threats as quickly as a 2-Hander or Archer, but it is "viable" because you can still meaningfully contribute to combat. A Magus wielding a kukri isn't "optimal" due to the low damage dice, but as most of their damage comes from crits and spells it is "viable".

However, feats such as Monkey Lunge and Elephant Stomp don't actually do anything for you. They are not just suboptimal, they aren't viable. Mass Daze is a Level 4 spell which has no effect on creatures with 5+ HD - that isn't a viable spell. Sharp Senses is a feat which increases the Keen Senses racial bonus to perception from +2 to +4 - for comparison, Skill Focus grants +3 to +6 and Alertness grants +2 to +4. Sharp Senses is not just suboptimal, it is easily the worst Perception-boosting feat. Heroic Interposition is a feat usable as an immediate action once per day which allows you to move adjacent to an enemy attacking an ally and give them a -2 - this requires 3 prerequisite feats, potentially provokes AoOs, and only penalizes enemies who can see you. This is not "viable".

Pathfinder is a game, usually played for fun. It doesn't matter if I am capable of making a character focused on damage over time through bleed and poison effects if that character is too weak to contribute to combat. It doesn't matter that I can make a teleporting swordfighter if I want the character to work starting at Level 1 as opposed to Level 10. It doesn't matter that I can make a con artist alchemist with lots of Bluff and Sleight of Hand if my lies are seen through easily by turning to a random stranger and saying "Hey, this guy said (x), do you think he's lying?" (thanks, Rumormongerer). I can do these things, but I'm not having fun if these things suck or aren't accessible at the levels I'm playing.

Also, nice use of the Argument from Fallacy. If my argument contains a fallacy that doesn't mean I'm wrong or that my statement holds no merit.


Pathfinder Rulebook Subscriber
Bandw2 wrote:
Sans is a 1st level commoner I don't know what you're talking about, he only has 1 HP and all his attacks only do 1 HP.

I see what you did there.

Also, I really enjoy Spheres of Power. The first book was great, and the expanded handbooks are making it that much easier. They seem to have a knack for releasing exactly what spheres I need just when I need them.


1 person marked this as a favorite.
Bandw2 wrote:

I also just listened to Kung fu panda 3's sound track

which made me remember Kai.

so yeah, howed you do Kai.

to be clear, he can capture people's Ki and then make it fight for him, and uses Ki attacks in melee to great effect, also he has Jade chain sword things. :P

he definitely feels like a wizard of some kind but also GREAT at melee.

This got me thinking. For starters you would go with a Titan Mauler barbarian to get the Jotungrip ability to wield a 2-handed weapon in one hand. The rage fits in with his revenge issues. Then maybe multiclass into Ranger with the 2-weapon combat style to gain Str based TWF, also Favored terrain: Spirit Plane.

You can now TWF with 2 large weapons using Str so next up is the weapons themselves.
Using a pair of Dwarven Dorn Dergars (that have been slightly adjusted to deal slashing/piercing damage instead of bludgeoning) with the Darting Viper, Lunge and maybe Shield of Swings or some cleave feats. Make them out of Living Steel for that nice green look and enchant them with Impact (for bigger blades), Throwing/Called (for increased range), Mighty Cleaving and/or Speed.

And Volia! You now have the martial aspect of Kai :)
If you want to create the Furry aspect of him you will need to use racebuilder and that is not covered here. Also remember, he was the BBEG of the entire movie and so if you want him to do ALL of the things seen in the movie he would probably be high leveled and gestalt.
Trap the Soul or a Soul Bind spell can capture the targets soul in a gem. There are also spells that can create constructs and animate them so some type of sorcerer as a secondary role might be an answer.
Also check out the Souleater prestige class for ideas :)


Cole Deschain wrote:
It's basically L5R-speak- a courtier is someone who works toward political objectives in the political arena without necessarily knowing how to, say, disarm a trap or backstab somebody in the literal sense... think Littlefinger or Varys from Song of Ice and Fire- absolute garbage in a straight-up fight, but insanely dangerous in their own right. Could maybe be a Vigilante archetype that gives up the Vigilante identity and broad weapon/armor proficiencies for increased and broader social talents.

I didn't see anyone make this suggestion, but a Rogue with the Phantom Thief archetype (particularly Unchained) can probably do what you want. AND they give up Trapfinding & Sneak Attack. They get a bunch of skill unlocks, can take skill focus in place of rogue talents... and any vigilante social talent they want (I believe).


Plausible Pseudonym wrote:
Klara Meison wrote:
Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.
I am not familiar with that one. What does it do?
You can pull any mundane item you want out of your pack (up to some GP limit) once per day. It's supposed to be because you're always prepared with just the right tool for the job. Works best with cheap alchemical items, I imagine.

That's not McGyver, that's basic hammerspace.


HyperMissingno wrote:
Plausible Pseudonym wrote:
Klara Meison wrote:
Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.
I am not familiar with that one. What does it do?
You can pull any mundane item you want out of your pack (up to some GP limit) once per day. It's supposed to be because you're always prepared with just the right tool for the job. Works best with cheap alchemical items, I imagine.
That's not McGyver, that's basic hammerspace.

It's Mary Poppins, always has what she needs in her bag, even if it wouldn't fit.


Klara Meison wrote:
Plausible Pseudonym wrote:
Klara Meison wrote:
Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.
I am not familiar with that one. What does it do?
You can pull any mundane item you want out of your pack (up to some GP limit) once per day. It's supposed to be because you're always prepared with just the right tool for the job. Works best with cheap alchemical items, I imagine.
Doesn't really a McGyver make, now does it.

Well Prepared: draw any item, 1/day.

Improvisation: +2 to all untrained skills.
Imp Improvisation: additional +2 to all untrained skills.
Improvisational Equipment: Trait. Use anything for anything else at only a -2 penalty :p (tongue in cheek)
Dilettante: +2 to knowledge checks you have ranks in.
Breadth of Experience: +2 to all Knowledge and Profession checks.
*Just a note, but a dwarf or something with both these feats, 14 Int and 1 skill point has a +10 modifier in every Knowledge catagory he puts a point in :p
Mindchemist: double Int to knowledge checks.
Display of Wisdom (Mythic): this combined with Breadth of Experience can make a dwarf incredibly knowledgable in non-combat situations. If it can be worked as a job, you are an expert in it.
This Might Just Work (Mythic Trickster): The defining ability of the McGyver :p
Halflings can also take the adaptable luck and Resourseful Racial traits to good effect.
Travelers Anytool: the Anytool :p

There are plenty of builds that focus on using improvised weapons out there that you can use alongside the above, and you obviously cant use all of them, but it is enough to show that a McGyver character is possible, and the rest is up to your imagination in game :) (which is the whole point of it!)


Cam James wrote:
Klara Meison wrote:
Plausible Pseudonym wrote:
Klara Meison wrote:
Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.
I am not familiar with that one. What does it do?
You can pull any mundane item you want out of your pack (up to some GP limit) once per day. It's supposed to be because you're always prepared with just the right tool for the job. Works best with cheap alchemical items, I imagine.
Doesn't really a McGyver make, now does it.

Well Prepared: draw any item, 1/day.

Improvisation: +2 to all untrained skills.
Imp Improvisation: additional +2 to all untrained skills.
Improvisational Equipment: Trait. Use anything for anything else at only a -2 penalty :p (tongue in cheek)
Dilettante: +2 to knowledge checks you have ranks in.
Breadth of Experience: +2 to all Knowledge and Profession checks.
*Just a note, but a dwarf or something with both these feats, 14 Int and 1 skill point has a +10 modifier in every Knowledge catagory he puts a point in :p
Mindchemist: double Int to knowledge checks.
Display of Wisdom (Mythic): this combined with Breadth of Experience can make a dwarf incredibly knowledgable in non-combat situations. If it can be worked as a job, you are an expert in it.
This Might Just Work (Mythic Trickster): The defining ability of the McGyver :p...

Only first and fourth one have anything to do with mcgyvering, and even that is questionable. More importantly-no matter what you do, you still can't craft something on the spot. It takes days to make anything, no matter how small or how good you are at making things. For example, to make a single flask of alchemist fire in a day, you would need to roll 70 on your craft check. 70. To make something which is, pretty much, a molotov cocktail. To make it that fast, RAW, you would need to roll 33600.

You know that scene in the movies when main hero has been captured by the villain and brought to his base, but escapes his cell, finds a broom closet, combines a couple innoculous household chemicals and makes some handcrafted grenades?

Yeah. Completely impossible within Pathfinder ruleset.


Pathfinder Rulebook Subscriber
master_marshmallow wrote:

Marshmallow Fallacy: To assert that an option is not optimal does not deny that option its right to exist.

It doesn't matter if it's viable or even good, you can still do it.

Yes it does. Unless incompetency is part of the character concept whether or not it works well is incredibly relevant, because effectiveness is kind of an assumed component of most of these ideas.


Pathfinder Rulebook Subscriber
Klara Meison wrote:

More importantly-no matter what you do, you still can't craft something on the spot. It takes days to make anything, no matter how small or how good you are at making things. For example, to make a single flask of alchemist fire in a day, you would need to roll 70 on your craft check. 70. To make something which is, pretty much, a molotov cocktail. To make it that fast, RAW, you would need to roll 33600.

You know that scene in the movies when main hero has been captured by the villain and brought to his base, but escapes his cell, finds a broom closet, combines a couple innoculous household chemicals and makes some handcrafted grenades?

Yeah. Completely impossible within Pathfinder ruleset.

Think again, my friend. It requires a DC 20 Craft (alchemy) check and the requisite materials and takes some time to do (usually somewhere between 1 round and 10 minutes) but this is very possible. The only downside is that most of the rules are not on the PFSRD. Silver lining, though - the Alchemy Manual is one of my favorite Player Companions to date and has some of the best art I've seen in that product line.


LuniasM wrote:
Klara Meison wrote:

More importantly-no matter what you do, you still can't craft something on the spot. It takes days to make anything, no matter how small or how good you are at making things. For example, to make a single flask of alchemist fire in a day, you would need to roll 70 on your craft check. 70. To make something which is, pretty much, a molotov cocktail. To make it that fast, RAW, you would need to roll 33600.

You know that scene in the movies when main hero has been captured by the villain and brought to his base, but escapes his cell, finds a broom closet, combines a couple innoculous household chemicals and makes some handcrafted grenades?

Yeah. Completely impossible within Pathfinder ruleset.

Think again, my friend. It requires a DC 20 Craft (alchemy) check and the requisite materials and takes some time to do (usually somewhere between 1 round and 10 minutes) but this is very possible. The only downside is that most of the rules are not on the PFSRD. Silver lining, though - the Alchemy Manual is one of my favorite Player Companions to date and has some of the best art I've seen in that product line.

>usually somewhere between 1 round and 10 minutes

Times I see there range from 10 minutes to a day.


LuniasM wrote:
Sharp Senses is a feat which increases the Keen Senses racial bonus to perception from +2 to +4 - for comparison, Skill Focus grants +3 to +6 and Alertness grants +2 to +4. Sharp Senses is not just suboptimal, it is easily the worst Perception-boosting feat.

Feh. I see your Sharp Senses and raise you an Improved Stonecunning. +2 perception becomes +4, but only for spotting unusual stonework. That is properly suboptimal.


Pathfinder Rulebook Subscriber

Yeah but it stacks, with skill focus and improved stonecunning a dwarf has +7/10 to spot unusual stonework! Combine that with skill focus knowledge engineering and you're like, the god of noticing things about things that are made out of rocks.


Pathfinder Lost Omens Subscriber

can you create a bomb from mario. you know the little creates that explode when damaged?


Tyinyk wrote:

A Dragon Knight.

Basically a martial character with a Dragon companion that grows along with you. Like a ranger, except instead of bonus feats and spells, you get a really powerful companion creature.

its probably not on pfsrd yet the book just came out i think its a players companion very dragony basically what cole said


Squiggit wrote:

The death knight/dark knight/shadow knight/etc. from warcraft/final fantasy/everquest. Even 3.5's bone knight, really. The antipaladin doesn't do a good job because of its heavy emphasis on being an upside down paladin and the magus doesn't do a good job because it's very blasting oriented and incredibly hard to get heavy armor with. You'd need some sort heavy armor wearing debuff focused magus or whatever to really pull it off.

The necrologist spiritualist picking up a feat for heavy armor does an okay job approximating the first concept, but only okayishly.

hmm maybe do it as a anti-paladin archtype or magus with diffrent spell list heavy armor prof hmm might be easier to do ap and modify spellcasting and his lay on hands type ability?


vorArchivist wrote:


-a character that can use exotic fighting techniques (written mostly because its in the fighter flavor text. You can build to use multiple abilities but they are neither exotic nor learned since you just use maneuvers better with feats)

-a master planner character

- a character focused on trickery and underhanded techniques (no I don't think dirty trick cuts it)

-a class that is focused on knowledge but not magic

- not a thematic concept but I'd like a character that gets a pool that can be used to buff themselves or get other abilities, a pathfinder version of incarnum basically

-basically any character based on non combat but that's more the system than the classes

Also who else realized that things that they were going to put down technically exists but barely scratches the surface of your desired concept?

investigator might work for master planner and knowledge focused but not magic. theres an archtype for fighter anr rogue for dirty tricks maybe you want something even more dirty trick focused?


pauljathome wrote:
Vidmaster7 wrote:

Keeping in entirely fantasy is there any character concepts that pathfinder has yet to have the rules and options to create it in other words can you think of a character that is not easily made by what Paizo has put out thus far? maybe something from a book or from history w/e

Aragorn, Gandalf, Sam, Frodo, Gimli, Legolas.

D'artangan, Athos, Porthos

etc etc.

Pathfinder isn't a particularly good game system to replicate most fantasy fiction.

i don't think i know what these character can do that you can't do with pathfinder characters as long as your DM uses environments well. just have to be playful with your surroundings. I've personally done a swashbuckler swinging from chandeliers type fight myself.


Pathfinder Rulebook Subscriber
Klara Meison wrote:
LuniasM wrote:
Klara Meison wrote:

More importantly-no matter what you do, you still can't craft something on the spot. It takes days to make anything, no matter how small or how good you are at making things. For example, to make a single flask of alchemist fire in a day, you would need to roll 70 on your craft check. 70. To make something which is, pretty much, a molotov cocktail. To make it that fast, RAW, you would need to roll 33600.

You know that scene in the movies when main hero has been captured by the villain and brought to his base, but escapes his cell, finds a broom closet, combines a couple innoculous household chemicals and makes some handcrafted grenades?

Yeah. Completely impossible within Pathfinder ruleset.

Think again, my friend. It requires a DC 20 Craft (alchemy) check and the requisite materials and takes some time to do (usually somewhere between 1 round and 10 minutes) but this is very possible. The only downside is that most of the rules are not on the PFSRD. Silver lining, though - the Alchemy Manual is one of my favorite Player Companions to date and has some of the best art I've seen in that product line.

>usually somewhere between 1 round and 10 minutes

Times I see there range from 10 minutes to a day.

...it may have been a while since I read those rules. Oops.

But that's where the feat Instant Alchemy comes into play. Available from Level 1, and as long as you have the proper materials it significantly reduces the time required. Then take Sure-Handed Alchemy for a further bonus to those checks and the ability to perform spontaneous alchemy with improvised tools at Level 3. Boom, your Alchemist is now MacGyver.


There's more to being MacGyver than alchemy. There's a lot of mundane items he makes and such.

That said, I made a MacGyver Investigator once. I had a very lenient DM, so he didn't make crafting various things take very long, usually no more than an hour.


Which solves the chemistry part. What about every other crafting skill?


3 people marked this as a favorite.

It's not something I can't make but it's something I can't do, and that's use my fly speed to just f~+$ing ram into the enemy and do damage to them. I don't care what recoil I take, it's a cool as s#!& mental image. BRAVE BIRD EVERYTHING!


A life draining martial character in heavy armor that will get back in health a certain amount of the damage it inflicts. It is the classic Shadowknight/Dark Knight class or abilities you see in so many other games. I would pay them to make a class like this.


Pathfinder Lost Omens Subscriber
Grond wrote:
A life draining martial character in heavy armor that will get back in health a certain amount of the damage it inflicts. It is the classic Shadowknight/Dark Knight class or abilities you see in so many other games. I would pay them to make a class like this.

hmmm, life steal isn't an ability in general in pathfidner now that I think about it.


Bandw2 wrote:
Grond wrote:
A life draining martial character in heavy armor that will get back in health a certain amount of the damage it inflicts. It is the classic Shadowknight/Dark Knight class or abilities you see in so many other games. I would pay them to make a class like this.
hmmm, life steal isn't an ability in general in pathfidner now that I think about it.

Nature Oracles can get a drain attack but that's about it.


Bandw2 wrote:
Grond wrote:
A life draining martial character in heavy armor that will get back in health a certain amount of the damage it inflicts. It is the classic Shadowknight/Dark Knight class or abilities you see in so many other games. I would pay them to make a class like this.
hmmm, life steal isn't an ability in general in pathfidner now that I think about it.

Yes, I wish they would add it. I absolutely love that mechanic in games. Nothing quite tops literally adding insult to injury such as being able to heal yourself while hurting something else at the same time.


A fighter or cavalier cutting a new pass into the mountains with one swing of his sword.


Pathfinder Lost Omens Subscriber
kyrt-ryder wrote:
A fighter or cavalier cutting a new pass into the mountains with one swing of his sword.

you can do this fine... just roleplay your wizard character as a fighter.

When he casts fireball he actually moves so fast that he heats up his sword and does fire damage.

51 to 100 of 331 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / is there anything you can think of that you can't make? All Messageboards

Want to post a reply? Sign in.