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Organized Play Member. 90 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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I think you should rework barbarians, too. They shouldn't be able to use weapons that are made by civilized countries, nor able to read and write. They should be incapable of having high intelligence scores and be inherently prone to violence against any who aren't of their tribe. After all, that fits with the historical definition of barbarian.
Or you could stop trying to pigeonhole classes based on your personal opinion of what they should be and the half-imagined qualities given to them by over dramatic storytellers.
Not all paladins are knights, and not all people who respect an honorable duel refuse to use ranged weapons or fight pragmatically. Additionally, even if you fight with honor, there is no need to challenge foes to single combat. These restrictions are cumbersome and unnecessarily restrict an already restrictive class, all in order to maintain some sort of imagined "realism" in a game where you can turn a giant into a teapot.
Slightly meta, but I was building a massive-reach bloodrager for a high-level campaign. And, of course, the eventual comparisons to Dhalsim came up. Cue the pun I'd been preparing for a while:
"Dhalsim? I barely know him!"
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Well, looks like it's time to update my personal houserules again.
So, my current build involves a heavy multiclass between Spirit Guide Oracle and Veiled Illusionist. After 7th level of Oracle, though, there's not much I gain from Oracle until 15th (which I won't get because I'm putting 10 levels in VI).
Does someone have a list of all the prestige classes that advance spellcasting and are available to divine casters?
I was wondering if anyone had a baseline of what one's saves should be at certain levels. I'm wondering exactly how much to devote to my character's melee capability versus their rather weak fort/will saves.
So, for one reason or another, I want to make an illusionist in a Pathfinder homebrew-setting campaign. For certain reasons having to do with the stigma against magic, wizards are all but unavailable. I've pretty much come down to a Wayang Witch with the Shadow Patron or a gnome sorceror with the Umbral bloodline.
I'm leaning towards the witch, using stealth and conjuration/illusion to do battlefield control, with my hexes for buffs and debuffs. The sorceror, however, might be more mechanically effective.
Does anyone have any experience with either of these builds? Would the witch be playable?
Information: We start at level 3, with a 20 Point Buy.
Oh, yes, I did indeed mistype. I was looking for FtM characters.
Damiel's an elf. They're the masters of androgyny.
And I'm fairly sure the Girdle doesn't lose its magic, but... It's a massively expensive item, and passing it around for free would be a waste of the thing's properties. Plus I think the Alchemists' Union would have some words to say about it, as it'd cut into their profits of those sex-changing extracts mentioned in the Shardra thread.
I never paid much attention to the iconics, but I recently stumbled across the Paladin iconic while trying to find good reasons to be a Paladin. This led me to read through all the Iconics' backstories (which is a subject for another thread entirely). While I was reading, I stumbled across Shardra.
Suffice it to say I was quite pleased with Shardra's character, especially how her gender was central to her character without being the sole focus. However, one niggling little question crossed my mind as I read on...
Are there any trans male characters in Paizo? I know of both Shardra and another minor character with a cursed Belt of Opposite Gender, but I don't think I've seen any transmen (or to use the clearer, if slightly less sensitive term MtF) in Pathfinder.
Is my google-fu merely not up to the challenge?
The Throw Anything feat grants a +1 to attack on thrown splash weapons. Does this apply to the alchemist's bombs?
I couldn't find anything about it on the forums, so...
Cockatrice. We have another oft-critting party member, so Steal Glory would be nice. Said party member also uses Blistering Invective on occasion, so there's plenty of demoralized foes. And I'm one of two melees, so I should be able to find plenty of foes only I threaten.

So, inspired by this magnificent bastard, I've decided to try my hand at adapting characters to Pathfinder.
I'm currently working with the Daring Champion cavalier. Current build is as follows:
Samuel Strahlstrom
Musetouched Aasimar Daring Champion 6
10 STR, 16+2+2+1=21 DEX, 14 CON, 10 INT, 10 WIS, 14+2=16 CHA
AC: 10+1 dodge+4 armor+1 shield+5 DEX= 21
Saves: Fort +8, Ref +8, Will +3 (+6 vs Mind-Affecting)
Feats:
1: Weapon Focus: Katana
3: Slashing Grace: Katana
5: Steadfast Personality
6: Combat Reflexes
I went with the Order of the Cockatrice cavalier. Would have gone Order of the Flame, but my GM doesn't allow that book. Katana proficiency is provided by a cracked Ioun Stone.
Currently, my attacks are something around +13/+8 (19-20/x2), 1d8+12.
Burning a panache point (of which I have 3) and using a Challenge against either an unthreatened or demoralized enemy, my nova's more like 2d8+36 per hit.
Perception, Acrobatics, Intimidate, and Sense Motive are all fairly important skills on him.
I'll add that I'm planning on playing him in an Iron Gods campaign, and have given him an +1 Adamantine Katana for that very reason.
Other important items include a +2 belt of DEX, a +1 cloak of resistance, the aforementioned Ioun Stone, a Handy Haversack, Mithral Armor and a Darkwood Buckler, and Boots of the Cat.
Advice? Thoughts? Praise?
Ciaran: I'm going for classes that have music as a huge part of what they do. They tend to have CHA as a primary stat since Perform's based off CHA.
The frontliner is most likely the Skald, since he and the Evangelist are the most battly. The War Drummer archetype was picked mainly because we had no drummers... though a Maestro Bloodline Sorc dual-wielding wands could work.
Hock: Excellent point. Perhaps a Heavens Oracle with Awesome Display and Lure of the Heavens, multiclassing into Veiled Illusionist?
My friend and I were joking around about a Pathfinder party that, well, was a band. The more I thought about it, the more it appealed.
So my question to you all is, how would you build this?
I was thinking a War Drummer Skald on the front lines, an Evangelist Cleric as second-lines melee and vocals, a Court Bard for the guitar and buffing, and a Maestro Bloodline Sorceror on bass and crowd control.
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StabbittyDoom wrote: Charon's Little Helper wrote: Shar Tahl wrote: And that is why it is generally best not to play evil in campaigns you want your characters to have longevity. At least not stupid psycho evil. Evil characters that actually work within society's rules do fine. (But many players don't know the difference.) I'm still trying to convince my players to do an all-evil version of Kingmaker sometime. Would totally work as long as no-one went full psycho-evil, as you mention. Did you mean: Way of the Wicked?
Admixture Wizards can mix up their spell elements 3+INT times a day.
I'm building a similar character. My advice to you? Go Veiled Illusionist.
At the price of your oracle revelations, you gain up to 10 illusion spells from the Wizard/Sorc list, the ability to hide your spells, free action True Seeing, and a very nice ability that basically duplicates Persistant Spell.
Grab Shadow Conjuration and Shadow Evocation and become an illusionist, as opposed to merely focusing on Color Spray. When you can, drop a Rainbow Pattern and try to rush your enemies into pits, off cliffs, or through blade barriers.
So I'm playing an archer inquisitor with a bag of tricks. He's channelling Green Arrow with dye arrows, raining arrows, tangleshot arrows, trip arrows... the whole shebang.
My question is, do they still do damage in addition to their other affects?
In the description of the Dye Arrow, it specifically states that it does no damage, as does the Tangleshot arrow. However, the similar concept of the Raining Arrow makes no mention of damage.
On a related note, how exactly would one resolve a Trip Arrow attack?
Rapthorn2ndform wrote: TarkXT wrote: Rapthorn2ndform wrote:
Initial reading and the terror on brought to my table. The ability to buff yourself and attack in the same turn is scary. That along with the blessing of strength was destroying me. Maguses, clerics, paladins, and clerics must give you the cold sweats. Maguses...Magus...Magi...Do!
Clerics and Paladins...and cleric, less so because they need to set up most buffs not named litany, and the litany only last 1 round. Sssh! Nobody tell him about the Inquisitor!
So they're two claw attacks (which appear to be primary attacks) that appear when pouncing? And they'd deal 1d6+STR damage?
I don't see where it says they get two claws, except in the Universal Monster entry, and that seems more like an example.
That's normally the case. However, said griffon has Pounce:
"Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Format: pounce; Location: Special Attacks."
So, my character recently decided to pick up the Monstrous Mount feat, which allows him a griffon companion. In the statblock for said griffon, it lists:
"Special Attacks pounce, rake (1d6)."
Does this mean that the griffon gains an attack at 1d6 damage when pouncing/grappling? Would I add STR to this attack? Is it a primary or secondary natural attack?
Having not really dealt with this sort of thing, I'd appreciate any light you could shed on the matter.
My friend was recently looking to build a throwing dagger character, and we stumbled upon the idea of using Improved Critical on daggers in combination with Butterfly sting. With the sheer amount of blades you can get in the air with rapid shot and TWF, you should get critical chances pretty damn often. While it's not a straight DPS build, it could work wonders with an earthbreaker melee buddy.
Bonus points for being a Knife Master rogue or a Flying Blade swashbucklah.
Tomos wrote: Walk around with it in your hand.
Or hold it with your extra limb/prehensile tail.
Sipping Jacket maybe?
I second the Sipping Jacket.
Though... would the jacket work for anything but potions? Could my drunken brute soak his clothes in alcohol, for example?
I'd say an Invulnerable Rager Barbarian with a dip into Unbreakable Fighter. That way, you can easily progress up the Stalwart line, making Solomon pretty damn resilient.
Barbarian, Bard, Rogue/Ninja, Sorceror, Witch, Oracle, Inquisitor, Magus.
I'll second the Inquisitor, and throw in the Samurai. With Resolve and Challenge, they can be a pseudo-paladin without being locked into one alignment. And the Order choices allow you to build a character who abides by a code without being forced into a single, all-encompassing code.
Also, Witch hexes. With the exception of one or two, they're a fun, flexible way to expand on a caster's options without pushing them into Superwizard territory.
I play my witch as a well-dressed elf wanderer, actively seeking to fight the stereotypes that all witches are crinkle-nosed, pointy-hatted crones. His cauldron is an old soup pot that he carries around with him, and he could easily be mistaken for a commoner, save for the bad things that tend to happen to people he's unhappy with.
The Deception and Trickery patrons are very fun for playing secret witches. One of my friends played a witch-hunting witch that would use his spells to make it appear like fellow witches were burning, while secretly shepherding them away to safety.
See, that's what I was afraid of. Was hoping there was a little leeway with the quotation marks, but... Iunno.
While building a combat maneuver fighter, I noticed something odd. Quick Dirty Trick allows you to substitute one melee attack at your highest BAB on your turn for a dirty trick. Now, most AoOs won't be on your turn. But would an AoO provoked by Greater Trip work?
Huh. That's really not worth a trait, then. Ick.
I was wondering something about the Inspired by Greatness trait from Carrion Crown. Does it apply to any spell the character has on their spell list, or only ones they know at 1st level?
I'd agree with immediately meaning as soon as the creature dies. Seems, well... immediate.
I second the grabbing of Steel Soul. You also might wanna look at Urban Rager, seeing as it can give you a flexible buff when raging. If you do take Urban Rager, then the Superstition line of powers might be nice as well, since you lose your bonus to will.
The weapon problem is still irritating me, but if push comes to shove I could just use a longspear.
As for the inquisition or domain, I'm now stuck between the Spellkiller Inquisition, the Divine domain, and the Deception domain. Deception would be nice for the sneakier parts of the AP (if any still exist), Divine would have a nice amount of buffs (though Inquisitors don't have many swift actions to spare), and Spellkiller would make it very hard for enemies to lay down debuffs and control.
Since I would be the main divine caster, prevention of status effects sounds like a good idea, so I'm leaning towards Spellkiller.
Another thing I was considering was a 1/level dip in a class that grants martial weapons, and grabbing an ioun stone to allow proficiency with the Fauchard. Since we've been fighting a lot of humans, Ranger seems like the best choice. Thoughts?
The issue is the simple or martial requirement on Heirloom Weapon, no?
I know the god's not ideal, but I need to worship Asmodeus.
Nice catch on Heirloom Weapon. Might go for the bardiche, then.
I'm currently torn between the Conversion and Spellkiller inquisitions. Since I'm going to be using a reach weapon and Enlarge Person a lot, spellkiller would allow me to ruin anything within 20 feet of me that tried to cast, as well as giving a nice buff to AC when I kill things.
I do love the Travel domain, but I've gotta worship Asmodeus.
The rogue and antipaladin are also quite good at social things; the paladin is specifically geared towards intimidation, and I wouldn't want to step on his toes.
For comparison, the other members of the party are the intimidating antipaladin (two-handed weapon), the ranged/occasional melee rogue (social skills and forgery), and a necromantic wizard that tends to enjoy fireball as well.
I was looking at Blistering Invective, since I plan to pump Intimidate for all it's worth. Would that be good?
And of course I have spiked armor. I'm evil!
If the cleric's more of a melee character, I'd suggest a rogue or a ninja. Way of the Wicked has a LOT of sneakiness in it, at least in the first part.
What sort of alchemist is he? Is the cleric a tank or a caster?

I'm so very sorry for the title.
Anyway, I'm playing Way of the Wicked, and my cleric just took a critical battleaxe to the face. We have a decent amount of healing potential already, but we could use a divine caster and melee character. Inquisitor seems to fit perfectly.
My GM really likes Duergar, and has agreed to let them take Dwarf-only feats, traits, and favored class bonuses (there was a bit of a discrepancy on whether Steel Soul would work with Duergar Immunities). We used Focus and Foible, and I rolled
My build so far is:
Malfik Undergrime, Duergar Inquisitor of Asmodeus, Level 6
STR 19
DEX 14
CON 16
INT 8
WIS 18
CHA 7
Feats:
1: Steel Soul
3: Escape Route (GM bonus teamwork feat for entire party)
3: Power Attack
3: Precise Strike (Inquisitor teamwork feat)
5: Combat Reflexes
6: Outflank (Inquisitor teamwork feat)
Saves:
Fort +8
Ref +4
Will +9
All saves get +4 against SLAs and spells
Traits:
Paranoid (drawback)
Blasphemy (+2 to intimidate)
Armor Expert
Heirloom Weapon (Fauchard)
I plan to be a reach weapon user, setting up flanks for our rogue and our antipaladin. I could use some advice on inquisition or domain selection, spell selection, and anything else anyone spots.
Check out the Mendevian (Devilbane) Priest archetype. It gives you two bonus feats from a small list and heavy armor prof. in exchange for a domain. Alignment Channel is on that list, as is Leadership. If your GM's banned that, talk with the Alchemist about grabbing a teamwork feat such as Escape Route. It'll allow significantly better positioning.
Additional information: We have a two-handed fighter and barbarian for melee, a witch for debuff/buff/battlefield support, a gunslinger for ranged attacks and moderate CHA skills and a ninja for roguestuff. I would like to have a good bit of focus on diplomacy as well as aiding the witch.

I needed to bring in a new character to replace my cleric after a nasty series of crits. I decided on an Oracle, having never played one before and having the divine niche to fill. Due to the reality-warping campaign, my character will be a member rather strange race of deer-people.
Race stats:
+2 DEX +2 CHA -2 STR
Voice of the Cervidae: +2 to Diplomacy
Bonus Feat: Dodge
Low-Light Vision
Hardy
I currently plan to take the Wind mystery, supporting the group with magic and occasionally dropping debuffs on enemies. I also took Dualcursed, with Haunted as my primary and Tongues as my secondary curses.
We've gained a mythic tier as well, and I naturally chose Hierophant, with Faith Reach to help deliver touch spells. I grabbed Scribe Scroll and the Mythic version to help with healing niche conditions (can use scrolls without needing to have them in hand, which helps with Haunted).
I was allowed to take a cohort, bringing in an evangelist cleric to help buff the party and supply the spells for me to scribe.
Other than the already mentioned feats, I took Fey Foundling to help with healing and Improved Initiative. We're at level 7 currently.
I don't usually play casting-focused characters and haven't had much experience with Mythic either. If anyone could offer any help, I'd be extremely grateful.
Barbarian, perhaps? He's usually one or two dice of damage, then a humongous bonus from his strength, two-handed weapon, and power attack. And with rage powers, he can be quite the force on the battlefield.
I haven't read the thread in its entirety, but has anyone suggested a cookie with a Feather Token: Tree baked into it? Eat the cookie, use the token, become a part of soil.

The party in one of my games has had a rough time recently. A few days ago, we had a Mysterious Stranger gunslinger, a bard, a Two-Handed fighter, a witch, and my Devilbane Priest cleric. My cleric was melee-based with some support duties. After a bit of a group shift, we lost our bard and gained a ninja and an Invulnerable Rager barbarian. The amazing power of the barbarian and the fighter sorta invalidated my cleric's melee prowess, and I'd invested too much into the battle chassis to go full-on support.
Adding to the chaos were a couple of interesting bumps in power. The first was CON+4 evolution points from the eidolon evolutions, to be added to our level 7 characters. The second was a Mythic tier. I have no experience with either new addition.
I asked my DM if I could roll a new character, and she agreed. My departure left the group with only a witch as their divine counterpart, so I'd like to bring in either another cleric, an oracle, or a pally. I've also looked at the warpriest, but haven't had much time to peruse the class.
I'm relatively new to pathfinder, so any advice on what roles need to be filled would be much appreciated.
Darth Grall wrote: The Beard wrote: Buuuut they, like the paladin and fighter, still fall prey to the power creep that casters experience. Damage, control, utility; spell casters are better at all of these things. They will even frequently wind up having higher HP, higher AC, and ridiculous amounts of DR. Saves on a Paladin make the class distinctly more powerful than either of those two imo. Two good saves and CHA to all saves makes them significantly stronger than Barbarians and Fighters. Who cares if the BBEG Wizard can OTK the paladin if the spell won't actually affect them? And that applies to casters of every alignment too.
Granted, actually killing something non-evil is a lot harder and no one beats the Casters in utility tho. A good superstitious barbarian gets quite an excellent save boost, especially with a Courageous weapon. And Spell Sunder is available very early in the game, which lets barbs wreck casters to an even greater degree.
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