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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.


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...


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?


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.


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?


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.


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?


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'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.


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.


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.


I was recently accepted into an evil-characters-only campaign, and I decided to build a cleric. Taking a cue from Victor Zsasz, my concept is a sadomasochistic cleric of Zon-Kuthon. I wanted to build him fairly battly, and get some use out of my negative energy channeling as well. As such, I chose the Pain alternate channel and went towards making an (un)Holy Vindicator.

Using the Focus and Foible method, I rolled fairly well, ending up with 18 16 14 13 13 8.

What I have so far is:

Victor the Scarred
Half-Elf Cleric

STR: 20
DEX: 13
CON: 16
INT: 8
WIS: 14
CHA: 13

Weapons: Falcata (gained proficiency through Ancestral Arms), Spiked Chain
Armor: Breastplate, Quickdraw Light Steel Shield
Domains: Darkness, Destruction
Traits: Murderer (campaign trait, +1 to damage while flanking), Magical Knack (+2 to Caster Level)

Feats:

Bonus Feat: Blindfight
1: Scribe Scroll
3: Quick Draw
Bonus Teamwork Feat: Escape Route
5: Selective Channeling
7: Power Attack
9: Improved Initiative
11: Improved Critical
13:
15:
17:
19:

I was planning on taking Cleric levels up to 8, then HV 10, then finishing with Cleric 2. Is this a good idea? Is there anything I could do better? And does anyone have any feat suggestions?


I was wondering how racism fits in with alignments, specifically in a scenario. Is it always considered an evil act, or is it more of a gray area?

In the first scenario, there was a group of mostly CG adventurers attacking an orc camp. The orcs were known to have attacked stolen from a nearby town, and their leader was rumored to be a demon. After killing most of the group and interrogating another, the party began to deliberate whether or not to let him go. As they argued, the CG cleric killed the bound prisoner. His reasoning was partly so that the orcs wouldn't gain information about them, and partly because the prisoner was an orc.

Since the cleric's motivations for his actions were partially based on keeping his companions safe, I don't see that as an evil act. But what about the other part of his argument?


I have a player who's fairly new to Pathfinder in one of my games. She has a character concept of a sneaky assassin-like character, albeit one that chucks bombs and uses improvised weapons. Is there any way to make this work, perhaps with a combination of alchemist and ninja? Or is it just too hard to make work?

The party composition will be varied; more and more people have shown up to play, and I'm thinking of splitting into two groups. Most likely, they'll have an arcane caster, a bard, and a paladin.


So a group of friends and I are running a semi-homebrewed version of pathfinder. There are a few changes that would stand out, mostly through races. My character's race gives the following bonuses:

+1 feat at 1st level
+2 CON +2 WIS -2 DEX
+4 CMD vs trip
Low Light Vision

I'm playing a cleric of a knowledge god with the Good and Protection domains. The rest of the party consists of a rogue, a debuff witch, a buff/charm bard, a blaster warlock (Ported from 3.5), and a 2-hand fighter with a earthbreaker.

Among the house rules are:

Wielding 2-handed weapons requires a feat
Mounts aren't allowed
Heavy Shields still leave a free hand
25 point buy

Since most of the others are rather squishy, I'm looking to play a tanking cleric with utility casting. My current build is:

Level 1 Cleric

STR 16
DEX 10
CON 16
INT 12
WIS 16
CHA 11

Traits: Birthmark, Spellpiercer
Feats: Improved Initiative, Toughness

I wear a suit of +1 chainmail we found and wield a masterwork morningstar.

I was thinking of taking a 1-level dip into Holy Vindicator to make some use of my channel energy at higher levels.

If anyone has any advice, I'd love to hear it. It's my first game of pathfinder, and I want to play my role to the best of my ability.