![]()
Search Posts
![]()
Ever since I started playing RPGs my favorite fantasy RPG character was Frog, from Chrono Trigger. Having recently acquired a Grippli boon, I'd like to recreate him for PFS play, this means he needs to be fully recognizable at low levels, and at higher levels (12+) I don't need to pay any attention as he'll likely be shelved.
Btw did I mention I need to do this on a grippli, and not suck. Thanks for the help in advance.
![]()
A well respected member of my local gaming community and I disagree with how this ability works in PFS play. The issue revolves around how many points an arcanist begins a scenario with in play, maximum or starting daily value.
His thoughts: similar to staves in pathfinder society you have the ability to fill the resovoir off camera My counter argument: but it always costs you something to do so be it items or spell slots. So begin at daily allotment, then expend resources to fill if necessary. Help me out here, please. Also if this should go in the rules forums please move it there, but as it pertains only to how to treat this in organized play, I thought this was more appropriate. ![]()
Let me start by saying that this is an END GAME CONCEPT, obviously I don't wish to start a game and be a dragon going around with a party of heroes, and socially that could be awkward. I'm thinking more along the lines of stealing a dragon's body through methods similar to Magic Jar. But alas for me to make this plan into a reality I would need more system mastery than it appears that I have. In this state I turn to the message boards and ask very simply can it be done in PAIZO PRODUCED PRODUCT ONLY? I'm not talking about imitation of Dragons through Sorcerer Bloodlines, Dragon Disciple, or Bloodrager/Magus wonky builds. I thought I found my first solution with the spell Embody, but it was a 3PP. Magic Jar seemed promising, but again it is a spell that would not allow me access to the breath weapon, or other special abilities even those associated with the exceptional body. So help me find a way. ![]()
Just got back from Gencon this week and my wife started to ask me about how she could use this Sylph miniature that she has picked up. It has wings, and I know that Sylph characters can get those. Any way this would need to be a fairly simple character, what I mean by that is that it can have multiple tricks, but each thing it does needs to either give flat number bonuses or not be too reliant on combinations so that it is easier to track the abilities. One thing that those wings will allow for is distance to be created in an open environment. This means that grounded opponents will not be able to engage her if she is flying above them. This makes ranged options preferable. Also air domain powers and spells benefit from her racial ability making those a strong option, sorcerer bloodlines and spells also look good based off of the same ability. My first attempt, an Inquisitor of Sheyln, looks something like this
Shopping list:
Please evaluate build with suggestions for improvements and how to play it, important items or other feat options. Or go a completely different direction, the only thing I really want to do is make use of those wings. Thanks in advance
![]()
The Pathfinder Palooza is back with all new scenarios and the season 7 interactive special, The Sky Key Solution! Sky Key Solution has not been offered in Southern Illinois at all, so this is a rare opportunity to play it. The schedule of events and all other information needed for the palooza can be found at the link below. Make sure to sign up quick in order to reserve your spots for the weekend! https://warhorn.net/events/pathfinder-palooza-2/schedule/2016/06/03 ![]()
![]() First: I've read the guide. It's great. Let me throw this out there this is a CORE campaign pfs character. Right now he is this:
My question is this: should I pursue 2 levels as ranger next? Or 2 levels as sorcerer?
Remember core only, btw Half-Orc, race ![]()
![]() Last fall I acquired 2 Ifrit boons at different cons, I just acquired an Oread boon at a con this weekend. I heard Undine's were in the middle, and that leaves Sylphs for this summer. I'd like to trade Ifrit for Undine, and I'd like it if someone who is hosting a con in Either June or July can use an extra GM, and perhaps has a couch? though that last part is optional. ![]()
![]() PFS Character-
What I'm After:
![]()
![]() Hey everyone, I really want to create a new wizard character and would like part of the character to focus on improved familiar (Faerie Dragon) but while I know this is legal having seen players do it, I do not know the specifics of how it is possible. Can someone enlighten me. Do I need a particular boon (from that scenario for THAT Faerie Dragon) or do I just need the feat and 7th level wizard, what source do I need to own for it. Thanks in advance, this seemed PFS specific because I can't find Faerie Dragons on the normal improved familar list nor on the expanded list in Ultimate Magic. ![]()
![]() Like the title says, when creating a character how do you balance the two. I am having a little trouble with this concept. After years of Gamemastering my level of system mastery is pretty high, as such I make pretty solid judgments about my character choices as far as feats and such go. I do not have a problem with being a drain on party resources but frequently I take too much of the limelight. Often times I'll simply not speak if the party is in a social situation to allow others that opportunity to shine. The problem is that if I create characters with other heroes in the party in mind, I find that I am often completely unappreciated and have 0 opportunity to do something well. I mostly play PFS (Though frequently I simply GM it and I have played AP's and currently am GMing one) so the party dynamic is frequently changing. Am I crazy for wanting to A.) provide myself some opportunities to shine and B.) also allow others their camera time? Is this something others even consider? just throwing the topic out there for discussion.
![]()
![]() The boon for Trial of the Beast, Carrion Crown Part II, Remnants of the Beast. Should this say cross off this boon after use? It's almost worthless (Heal 10hp 1 time or get a little extra damage/AC 1 time) if it's supposed to be crossed off after one use, However there is nothing stating that it should be crossed off after one use and I think that makes it extremely powerful. Almost Game Breaking (Maybe almost should be removed) Thoughts? Commments, Mike Brock.... ![]()
![]() I have a level 11 Wizard who has a suddenly available feat slot that lets say I didn't plan for. Here is the list of feats I currently have:
General thing he does is summon and he also sometimes binds outsiders. Any advice would be helpful here. I also will say that this is a PFS character, so Level 12 will be all he matters for, so I need a feat that helps now, not one that builds for something nicer down the road. ![]()
![]() So I used the pathfinder system to make some copies of JLA guys and Avengers guys. Here are the builds in Stat Block Format, some are even Viable.... I want to tinker with Thor more, but I'm tired, and I can't seem to find a good Oracle Mystery for him. Anyway here's what I have and these are all (mostly) PFS legal may be 1 stretch per character. Also I have used Herolab and these are level 12 Stat blocks, so while interesting, they can be long.
Hulk:
Banner Male Human Alchemist (Ragechemist) 4 Barbarian (Invulnerable Rager) 8 NG Medium Humanoid (human) Init +3; Senses Perception +16 -------------------- Defense -------------------- AC 25, touch 16, flat-footed 22 (+9 armor, +3 Dex, +3 deflection) hp 131 (8d12+4d8+52) Fort +17, Ref +12, Will +6; +2 bonus vs. poison Defensive Abilities fortification 25%; DR 4/—, 8/lethal; Resist fire 1, extreme endurance (fire), poison resistance +2 -------------------- Offense -------------------- Speed 40 ft. Ranged Bomb +15/+10/+5 (2d6+3 Fire/x2) Special Attacks bomb 2d6+3 (9/day) (dc 15), rage (28 rounds/day) Alchemist (Ragechemist) Spells Prepared (CL 4): 2 (2/day) Barkskin, Spider Climb 1 (4/day) Expeditious Retreat, Shield, Jump, Cure Light Wounds -------------------- Statistics -------------------- Str 20, Dex 16, Con 18, Int 16, Wis 10, Cha 12 Base Atk +11; CMB +16 (+18 Bull Rushing); CMD 32 (34 vs. Bull Rush) Feats Cornugon Smash, Extra Bombs, Extra Discovery, Extra Rage, Extra Rage Power, Improved Bull Rush, Power Attack -3/+6, Throw Anything, Weapon Focus (Claw) Traits Accelerated Drinker, Tomb Raider (Perception) Skills Acrobatics +13 (+18 to jump, +17 jump), Climb +14, Craft (alchemy) +16 (+20 to create alchemical items), Disable Device +13, Escape Artist +0, Fly +0, Intimidate +15, Knowledge (arcana) +16, Knowledge (nature) +16, Perception +16, Ride +0, Spellcraft +8, Stealth +0, Swim +2, Use Magic Device +16; Racial Modifiers alchemy +4 Languages Common, Osiriani, Ancient, Tien, Varisian SQ discoveries (enhance potion [3/day], feral mutagen, preserve organs 25%), fast movement +10, fast poisoning (move action), mutagen (dc 15), rage mutagen, rage powers (guarded life, guarded life, greater, increase damage reduction, knockback [1/round], knockdown [1/rage]), swift alchemy Combat Gear Feral Mutagen: +6 STR, -2 INT, +2 Nat AC; Other Gear +3 Breastplate, Belt of giant strength +4, Boots of striding and springing, Bracers of the avenging knight (1/day), Cloak of resistance +3, Furious Amulet of mighty fists +1, Headband of vast intelligence +2 (Use Magic Device, Ioun stone (deep red sphere), Ioun stone (pink rhomboid), Ring of feather falling, Ring of protection +3, 450 GP -------------------- Special Abilities -------------------- Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 2d6+3 (9/day) (DC 15) (Su) Thrown Splash Weapon deals 2d6+3 fire damage. Bracers of the avenging knight (1/day) Can smite 1 foe, adding charisma bonus to hit and +5 damage vs them. Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Damage Reduction (4/-) You have Damage Reduction against all attacks. Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks. Enhance Potion (3/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level. Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action. Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate. Fortification 25% You have a chance to negate critical hits on attacks. Guarded Life (16 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Increase Damage Reduction (Ex) While raging, your DR increases by 1. Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam. Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min. Poison Resistance +2 (Ex) +2 to save vs. Poison. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag Rage (28 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg). Ring of feather falling Feather fall activates if you fall more than 5 ft. Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Black Widow:
Romanov Human Rogue (Spy) 12 CG Medium Humanoid (human) Init +8; Senses Perception +15 -------------------- Defense -------------------- AC 29, touch 22, flat-footed 20 (+7 armor, +6 Dex, +3 deflection, +3 dodge) hp 87 (12d8+24) Fort +6, Ref +14, Will +5 Defensive Abilities evasion, improved evasion, improved uncanny dodge (lv >=16) -------------------- Offense -------------------- Speed 30 ft. Melee Unarmed strike +14/+9 (1d3+8/x2) Special Attacks sneak attack +6d6 -------------------- Statistics -------------------- Str 10, Dex 22, Con 14, Int 14, Wis 12, Cha 14 Base Atk +9; CMB +6 (+8 Grappling, +8 Tripping); CMD 31 (33 vs. Trip) Feats Combat Expertise +/-3, Combat Reflexes (7 AoO/round), Improved Trip, Improved Unarmed Strike, Janni Rush, Janni Style, Janni Tempest, Vicious Stomp, Weapon Finesse Traits Reactionary, Stealthy Escape Skills Acrobatics +21, Bluff +17 (+23 on opposed rolls to attempt to deceive someone (does not apply to feint attempts or attempts to pass secret messages)), Climb +5, Diplomacy +15, Disable Device +17, Disguise +15, Knowledge (dungeoneering) +17, Knowledge (local) +15, Perception +15, Perform (dance) +15, Sense Motive +15, Sleight of Hand +21, Stealth +21; Racial Modifiers skilled liar +6 Languages Common, Osiriani, Polyglot SQ advancing (1/round), brawling, poison use, rogue talents (another day [1/day], coax information, crippling strike, finesse rogue, improved evasion, offensive defense, style master, unarmed combat training) Combat Gear Poisoner's gloves (2/day); Other Gear +3 Brawling Mithral Chain shirt, Advancing, Agile Amulet of mighty fists, Belt of incredible dexterity +4, Boots of speed (10 rounds/day), Ring of feather falling, Ring of protection +3, 1700 GP -------------------- Special Abilities -------------------- Advancing (1/round) After hit can move 5 ft as a swift action, but -2 to remaining attacks this rd. Another Day (1/day) (Ex) If attack reduces below 1 hp, move 5 ft. If out of reach take 0 dam, but staggered next rd. Boots of speed (10 rounds/day) Affected by haste Brawling Unarmed strikes count as magic for bypassing DR. Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage. Improved Trip You don't provoke attacks of opportunity when tripping. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+. Janni Rush Always count as having a running start for jumping, and deal double damage on a jumping charge Janni Style Take only a - 1 AC penalty when charging, flanking opponents only gain +1 attack bonus against you Janni Tempest After successful unarmed attack, gain +4 on combat maneuver checks to bull rush or trip Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Poisoner's gloves (2/day) Each glove can be filled with liquid, and deliver with melee touch or natural att. Ring of feather falling Feather fall activates if you fall more than 5 ft. Skilled Liar +6 (Ex) +6 Bluff to Deceive Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed. Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you Thor:
Thor Angel-Blooded Aasimar (Angelkin) Barbarian (Armored Hulk) 2 Oracle 4 Rage Prophet 6 CG Medium Outsider (native) Init +0; Senses darkvision 60 ft.; Perception +15 -------------------- Defense -------------------- AC 30, touch 19, flat-footed 24 (+9 armor, +6 Dex, +2 natural, +3 deflection) hp 99 (2d12+6d10+4d8+24); revelations (nature's whispers, spirit of nature [fast healing 1 anywhere]) Fort +13, Ref +7 (+1 against trample attacks), Will +11 Resist acid 5, cold 5, electricity 5, sonic 5, stormchild -------------------- Offense -------------------- Speed 30 ft. Melee +1 Throwing Adamantine Warhammer +16/+11 (1d8+10/x3) Special Attacks rage (14 rounds/day), rage powers (moment of clarity [1/rage], no escape [1/rage]) Spell-Like Abilities Alter Self (1/day), Dancing Lights (1/day), Ghost Sound (1/day), Guidance (+3 vs. fey/outsider/undead/incorporeal) , Mage Hand (1/day) Oracle Spells Known (CL 10): 4 (4/day) Grove of Respite, Cure Critical Wounds, Forceful Strike (DC 20) 3 (6/day) Magic Vestment, Cure Serious Wounds, Speak with Dead (DC 19), Speak with Plants, Deadly Juggernaut 2 (8/day) Restoration, Lesser, Barkskin, Cure Moderate Wounds, Whispering Wind, See Invisibility, Effortless Armor, Returning Weapon 1 (8/day) Moment of Greatness, Divine Favor, Shield of Faith, Remove Fear, Endure Elements, Charm Animal (DC 17), Cure Light Wounds 0 (at will) Detect Poison, Stabilize, Read Magic, Detect Magic, Mending, Create Water, Guidance, Light -------------------- Statistics -------------------- Str 22, Dex 10, Con 15, Int 10, Wis 10, Cha 22 Base Atk +9; CMB +15 (+16 Overrunning); CMD 34 (35 vs. Overrun) Feats Eldritch Heritage, Extra Rage, Extra Rage Power, Improved Eldritch Heritage (Stormchild), Power Attack -3/+6, Skill Focus (Knowledge [nature]) Traits Defender of the Society, Magical Knack (Oracle) Skills Acrobatics -2, Climb +4, Diplomacy +12, Escape Artist -2, Fly +13, Heal +2, Intimidate +18, Knowledge (nature) +8, Knowledge (planes) +10, Knowledge (religion) +8, Perception +15, Ride -2, Stealth -2, Swim +4; Racial Modifiers +2 Heal, +2 Knowledge (planes) Languages Celestial, Common SQ defiant mind, enduring rage, indomitable stance, interaction bonus, mysteries (nature), oracle's curses (legalistic), ragecaster (+6 cl), raging healer, spirit guardian, thunderstaff (shock 5 rds) (9/day), vow to self (1/day) Other Gear Celestial armor, +1 Throwing Adamantine Warhammer, Amulet of natural armor +2, Belt of giant strength +4, Cloak of resistance +4, Headband of alluring charisma +4, Ring of protection +3, 588 GP -------------------- Special Abilities -------------------- Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Damage Resistance, Sonic (5) You have the specified Damage Resistance against Sonic attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor. Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. Enduring Rage (Su) While raging, can sacrifice spell slot to extend rage for spell level rds. Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe. Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks. Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob Magical Knack (Oracle) +2 CL for a specific class, to a max of your HD. Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage. No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Ragecaster (+6 CL) (Su) Oracle CL adds Barbarian level with moment of clarity. Raging Healer (Su) Can cast cure spells on yourself while raging, without clarity of mind. Spirit Guardian (Sp) Swift action to spend rage and grant arms ghost touch for 1 rd, even when not raging. Spirit of Nature (Fast Healing 1 anywhere) (Su) If reduced to negative HP, you gain Fast Healing 1 for 1d4 rounds. Stormborn +1 DC for [electricity] and [sonic] spells. Stormchild (Ex) You gain electricity and sonic resistance 5, treat wind effects as 2 steps lower, and gain 60' Blindsense against fog, mist or weather effects. Thunderstaff (Shock 5 rds) (9/day) (Sp) Touch a weapon to grant the Shock power for 5 rds. Vow to Self (1/day) +4 morale bonus to one role to keep a promise. Captain America:
Steve Human Fighter (Brawler) 7 Steel Falcon 5 LG Medium Humanoid (human) Init +5; Senses Perception +18 -------------------- Defense -------------------- AC 33, touch 16, flat-footed 30 (+7 armor, +8 shield, +3 Dex, +2 natural, +3 deflection) hp 107 (12d10+31) Fort +10, Ref +7, Will +5 (+2 vs. fear) Defensive Abilities bravery +2, heart of freedom -------------------- Offense -------------------- Speed 40 ft. Melee Heavy Shield Bash +25/+20/+15 (1d8+16/x2) and Unarmed strike +20 (1d3+9/x2) Ranged +1 Returning (Throwing) +19/+14/+9 (1d6+11/x2) Special Attacks bardic performance: inspire courage +2, close combatant +2/+4, enemy of slavers +4 Spell-Like Abilities Bless (1/day), Sanctuary (1/day) -------------------- Statistics -------------------- Str 22, Dex 16, Con 14, Int 10, Wis 8, Cha 14 Base Atk +12; CMB +18 (+20 Bull Rushing, +20 Dragging, +20 Grappling, +20 Repositioning); CMD 37 (39 vs. Bull Rush, 39 vs. Drag, 39 vs. Reposition) Feats Exotic Weapon Proficiency (Shield, Throwing), Improved Shield Bash, Improved Unarmed Strike, Iron Will, Missile Shield (1/round), Shield Focus, Shield Master, Shield Slam, Shield Specialization (Heavy Shield), Two-weapon Fighting, Weapon Focus (Shield, Throwing) Traits Reactionary, Shield Bearer (Ulfen) (1/day) Skills Acrobatics +1 (+6 to jump, +5 jump), Climb +4, Diplomacy +12, Escape Artist +1, Fly +1, Intimidate +15, Knowledge (history) +5, Knowledge (local) +5, Perception +18, Ride +1, Sense Motive +7, Stealth +16, Swim +4 Languages Common SQ brawling, chainbreaker, comrade's bond (2), heroic speech (5 rounds/day), luck of the eagle (1/day), menacing stance -1/-4, natural traps, sailor and survivalist, subtle manipulator, superior aid, talmandor's blessing, talmandor's fury (1/day) (dc 17) Combat Gear Golden eagle epaulets (stealth), Grappler's mask; Other Gear +3 Brawling Chain shirt, +5 Bashing, Throwing Heavy steel shield, Amulet of natural armor +2, Belt of giant strength +4, Boots of striding and springing, Ring of protection +3, 30 GP -------------------- Special Abilities -------------------- Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Bravery +2 (Ex) +2 to Will save vs. Fear Brawling Unarmed strikes count as magic for bypassing DR. Chainbreaker (Ex) Ignore 10 hardness of chains/bindings & +10 bon to escape manacles/ropes. Close Combatant +2/+4 (Ex) +2 to hit and +4 damage with close weapons. Comrade's Bond (2) (Ex) Move, grant allies in 30 ft half Enemy of Slavers bonus for 2 r. Enemy of Slavers +4 (Ex) Slavers/slave owners are favored enemies (as ranger). Doesn't stack. Grappler's mask You do not provoke AoO when attempting bull rushes and grapples. Heart of Freedom (Ex) +4 morale bon to saves vs charm, compulsion, or possession. Heroic Speech (5 rounds/day) (Ex) Can inspire courage as a bard of equal level. Stacks with bard levels. Improved Shield Bash You still get your shield bonus while using Shield Bash. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Luck of the Eagle (1/day) (Ex) 1/day, reroll any d20 roll and take 2nd result. Menacing Stance -1/-4 (Ex) Adjacent foes take a -1 penalty to attack rolls and a -4 penalty to concentration checks. Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage. Natural Traps (Ex) Can create a variety of booby traps in natural environments. Sailor and Survivalist (Ex) +5 bon to Survival to get along in or navigate wilderness. Shield Focus +1 Shield AC Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls. Shield Slam Shield Bash attack gives a free bull rush on a hit. Shield Specialization (Heavy Shield) You have mastered the use of one type of shield. Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th. Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie Subtle Manipulator (Ex) Full rd, Sense mot vs target's Will save to gain +5 circ bon to Diplo for 1 days. Superior Aid (Ex) Aid another grants allies a +4 bonus. Talmandor's Blessing (Su) +10 comp bon to Acrobatics for high/long jumps & constant feather fall. Talmandor's Fury (1/day) (DC 17) (Su) 1/day, free, 30 ft fear aura 5 rds (Will neg), allies reroll charm/compulse save. Wonder Woman:
Dianna
Female Archon-Blooded Aasimar (Lawbringers) Barbarian 2 Monk (Martial Artist) 10 NG Medium Outsider (native) Init +5; Senses darkvision 60 ft.; Perception +20 -------------------- Defense -------------------- AC 28, touch 23, flat-footed 24 (+5 armor, +3 Dex, +2 deflection, +1 dodge) hp 125 (2d12+10d8+58) Fort +15, Ref +12, Will +13; +2 bonus vs. sleep, paralysis, and stunning Defensive Abilities evasion, improved evasion, uncanny dodge; Immune exhaustion, fatigue; Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 70 ft. Melee Unarmed strike +17/+12 (1d10+12/x2) Special Attacks flurry of blows +8/+8/+3/+3, rage (16 rounds/day), rage powers (knockback [1/round]) Spell-Like Abilities Continual Flame (1/day) -------------------- Statistics -------------------- Str 22, Dex 16, Con 18, Int 10, Wis 20, Cha 8 Base Atk +9; CMB +18; CMD 38 Feats Combat Reflexes (4 AoO/round), Deflect Arrows, Dodge, Dragon Ferocity +3, 1d4+6 rds, Dragon Style, Extra Rage, Improved Feint, Improved Unarmed Strike, Medusa's Wrath, Stunning Fist (10/day) (DC 22), Weapon Focus (Unarmed strike), Weapon Specialization (Unarmed strike) Traits Fast-Talker, Reactionary Skills Acrobatics +16 (+32 jump, +26 to jump), Bluff +15, Intimidate +1, Knowledge (history) +5, Knowledge (religion) +5, Perception +20, Sense Motive +20, Survival +5 (+7 to avoid becoming lost); Racial Modifiers +2 Intimidate, +2 Sense Motive Languages Celestial, Common SQ ac bonus +7, exploit weakness +15, fast movement (+30'), fast movement +10, high jump, maneuver training, pain points, physical resistance 2, stunning fist (stun, fatigue, sicken), unarmed strike (1d10) Other Gear Belt of giant strength +4, Boots of levitation, Bracers of armor +5, Cloak of resistance +1, Furious Amulet of mighty fists +1, Headband of inspired wisdom +4, Ioun stone (deep red sphere), Ioun stone (pink rhomboid), Ring of feather falling, Ring of protection +2, Wayfinder (1 @ 0 lbs), 50 GP -------------------- Special Abilities -------------------- AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Deflect Arrows Deflect an incoming arrow once per round. Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Exploit Weakness +15 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar Fast Movement (+30') The Monk adds 10 or more feet to his base speed. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Flurry of Blows +8/+8/+3/+3 (Ex) Make Flurry of Blows attack as a full rd action. High Jump (+10/+30 with Ki point) (Ex) +10 to Acrobatics checks made to jump. Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage. Improved Feint You can make a Bluff check to feint in combat as a move action. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam. Maneuver Training (Ex) CMB = other BABs + Monk level Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind. Physical Resistance 2 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum redu Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Ring of feather falling Feather fall activates if you fall more than 5 ft. Stunning Fist (10/day) (DC 22) You can stun an opponent with an unarmed attack. Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250gp for members of the Pathfinder Society Construction Requirements Craft Wondrous Item, light; Cost 250 gp Green Lantern:
Hal Male Human Summoner 12 LN Medium Humanoid (human) Init +4; Senses bond senses (12 rounds/day); Perception +0 -------------------- Defense -------------------- AC 23, touch 13, flat-footed 21 (+6 armor, +4 shield, +2 Dex, +1 deflection) hp 81 (12d8+18) Fort +9, Ref +10, Will +12 Defensive Abilities greater shield ally (+4 ac/saves, +2 for allies); Resist greater shield ally (+4 ac/saves, +2 for allies) -------------------- Offense -------------------- Speed 30 ft. Spell-Like Abilities Summon Monster VI (8/day) Summoner Spells Known (CL 12): 4 (4/day) Acid Pit (DC 19), Hold Monster (DC 19), Overland Flight, Planar Binding, Lesser (DC 19) 3 (5/day) Summon Monster IV, Stoneskin, Wall of Fire, Dispel Magic 2 (6/day) Summon Monster II, Barkskin, See Invisibility, Ablative Barrier, Warding Weapon 1 (7/day) Unseen Servant, Shield, Summon Monster I, Grease (DC 16), Mount, Snowball (DC 16) 0 (at will) Read Magic, Detect Magic, Mending, Guidance, Message, Light -------------------- Statistics -------------------- Str 10, Dex 14, Con 13, Int 16, Wis 10, Cha 20 Base Atk +9; CMB +9; CMD 22 Feats Eldritch Heritage, Extra Evolution, Extra Evolution, Extra Evolution, Improved Eldritch Heritage (New Arcana), Skill Focus (Knowledge [arcana]), Spell Focus (Evocation) Traits Observant (Sense Motive), Reactionary Skills Fly +17, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +7, Sense Motive +1, Use Magic Device +20 Languages Abyssal, Common, Osiriani, Tien, Varisian SQ eidolon link, life link, maker's call/transposition (2/day), share spells with eidolon Combat Gear Ring of telekinesis; Other Gear +2 Mithral Chain shirt, Headband of mental prowess (Int & Cha +2) (Fly), Ring of protection +1, 1600 GP -------------------- Special Abilities -------------------- Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Arcane Bond (Ring of telekinesis) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). Bond Senses (12 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane. Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots. Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2. Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door. Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Summon Monster VI (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. I'm not real happy about this one, but I made him the Eidolon.... Superman:
Clark Biped (Slam) LN Medium Outsider Init +3; Senses darkvision 60 ft.; Perception +12 -------------------- Defense -------------------- AC 38, touch 13, flat-footed 35 (+5 armor, +3 Dex, +20 natural) hp 100 (+51) Fort +10, Ref +6, Will +6 (+4 morale bonus vs. Enchantment spells and effects) Defensive Abilities evasion; DR 10/chaotic -------------------- Offense -------------------- Speed 30 ft., flight (70 feet, perfect) Melee Slam (1 extra at -5) (Slam) +17 (1 extra at -5) (1d8+24/x2) -------------------- Statistics -------------------- Str 31, Dex 17, Con 18, Int 8, Wis 10, Cha 11 Base Atk +9; CMB +19 (+21 Bull Rushing); CMD 32 (34 vs. Bull Rush) Feats Improved Bull Rush, Power Attack -3/+6, Step Up, Toughness +9, Weapon Focus (Slam) Skills Bluff +12, Diplomacy +9, Fly +23, Perception +12, Sense Motive +12 Languages Common SQ devotion +4, multiattack / extra attack Combat Gear Cape of the mountebank; Other Gear Belt of giant strength +4, Bracers of armor +5, You have no money! -------------------- Special Abilities -------------------- Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments. Evasion (Ex) No damage on successful reflex save. Flight (70 feet, Perfect) You can fly! Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them. Batman:
Bruce Human Monk (Master of Many Styles, Monk of the Sacred Mountain) 2 Rogue 10 LN Medium Humanoid (human) Init +10; Senses Perception +15 -------------------- Defense -------------------- AC 32, touch 22, flat-footed 22 (+9 armor, +8 Dex, +1 natural, +2 deflection, +2 dodge) hp 103 (12d8+40) Fort +8, Ref +18 (+3 bonus vs. traps), Will +6 Defensive Abilities evasion, improved uncanny dodge (lv >=14), trap sense -------------------- Offense -------------------- Speed 40 ft. Melee Gauntlet (from Armor) +18/+13 (1d3+10/x2) and Unarmed strike +19/+14 (1d6+10/x2) Special Attacks sneak attack +5d6 -------------------- Statistics -------------------- Str 10, Dex 26, Con 14, Int 14, Wis 10, Cha 12 Base Atk +8; CMB +8; CMD 30 Feats Combat Reflexes (9 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dazzling Display (Unarmed strike), Dodge, Enforcer, Improved Unarmed Strike, Sap Adept, Sap Master, Shatter Defenses (Unarmed strike), Snake Fang, Snake Style, Stunning Fist (4/day) (DC 16), Toughness +12, Weapon Finesse, Weapon Focus (Unarmed strike) Traits Dominator (Belkzen), Reactionary Skills Acrobatics +21 (+26 to jump, +25 jump), Bluff +15, Climb +13, Disable Device +26, Disguise +15, Escape Artist +6, Fly +6, Intimidate +16 (+18 to demoralize foes), Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (religion) +10, Perception +15 (+20 to locate traps), Ride +6, Sense Motive +15, Stealth +21, Swim -2 Languages Common, Skald, Tien SQ fuse style (2 styles), rogue talents (bonus feat, combat trick, finesse rogue, offensive defense, style master, weapon training), stunning fist (stun), trapfinding +5, unarmed strike (1d6) Other Gear Celestial armor, Agile Amulet of mighty fists +2, Belt of incredible dexterity +6, Boots of striding and springing, Ring of protection +2, 100 GP -------------------- Special Abilities -------------------- Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Crane Riposte When you deflect an attack, you may make an attack of opportunity Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1. Crane Wing May deflect one attack per round while fighting defensively or using total defense Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see you. Dominator (Belkzen) You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using your Intimidate skill. Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+. Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe. Sap Adept Gain bonus damage on nonlethal attacks, Sap Master Deal twice your sneak attack damage when dealing nonlethal damage Snake Fang If opponent misses you, make an attack of opportunity as an immediate action Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed. Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Trapfinding +5 Gain a bonus to find or disable traps, including magical ones. Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. This is one of (I'm sure) many takes on Batman, but it's my favorite rendering so far. ![]()
![]() For a while, I have been looking at the Gunslinger class, as a way of representing a type of character from one of my favorite types of fantasy, The Wild West.
The Build:
Race: Half-Elf/Human, Stats: High Dex and Wis, Cha of 13. Archetype: Musket Master or Mysterious Stranger, Leaning towards Musket Master. lvl 1: feats Point Blank shot, skill focus (Knowledge Nature) lvl 3: Eldritch Heritage Sylvan Bloodline, Rapid Reload (MM) lvl 4: Bonus Feat (Precise Shot) lvl 5: Boon Companion Lvl 7: Mounted Combat Lvl 8: Bonus Feat: Deadly Aim Lvl 9: Mounted Archery Lvl 11: Rapid shot Skills: Keep maxed out on Handle Animal, and Ride, have some ranks in Craft Alchemy and fire-arms. Look for a trait to grant knowledge nature (There is a Faith one) and perhaps disable device (I didn't find one) I'm not sure if I can take the sylvan Bloodline with Eldritch Heritage, that's the main rules concern. Beyond that I think everything else works... ![]()
![]() Been Working on a concept for a few days now. Let me preface this by saying one simple true statement: I LOATHE Bards. That said I like the concept of a character who makes those around him better through inspiring tactics. The character I am currently working on is essentially attempting to be a FULLY MARTIAL party Buffer. Without Further Ado my dilemma:
![]()
![]() My Wizard just hit level 11 and I selected as one of his spells, Planar Binding. It references Lesser Planar Binding for its functionality with the difference that it can call 12 HD of Outsiders.
Spell Description:
School conjuration (calling) [see text]; Level sorcerer/wizard 5, summoner 4; Domain rune 5
CASTING
EFFECT
DESCRIPTION
To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (Spell Resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its Spell Resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure. If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you.
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. My question is this: Can I set the task as "Carefully Restate Mission Briefing" This would mean that I would take notes on the mission briefing and be very careful to restate my instructions particularly. However when doing this I want to know what complications I should expect at my PFS table. GEN CON GM's- I'm planning on using this there. ![]()
![]() Quick Rules Question.
![]()
![]() Playing a Moms who wants to take both of these feats. My question is this Does the deflection from Crane Wing trigger the AoO from Snake Fang. I am hearing from a few people locally who believe that it does not due to the wording stating that "A deflected attack deals no damage" it does not say that the attack missed. Clarification desired. ![]()
![]() I need to make a new PFS Character to put some GM credits on. Ive been collecting them and I get to start at level 4, or if I put it off for 2 more GM slots, lvl 6. I'd like some suggestions for something different to play, maybe something with a really cool gimmick.
Gimme some ideas? ![]()
![]() Ok, so I am unclear on this and asked my VL, he said he didn't know either. I am playing a gunslinger, but I have a boon that allowed him to spend 6PA to get a gun of greater value than he could purchase with his current gold limit. He has 2000+ gold now, can I make it +1? or because the then total value of my gun would exceed my Item Limit do I need to wait to enchant the masterwork gun? ![]()
![]() I'm told this is just the most awesome Magus Combination ever. Here's my problem:
Snowball
CASTING Casting Time 1 standard action
EFFECT Range close (25 ft. + 5 ft./2 levels)
DESCRIPTION You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round. Tell me how snowball is a ray that features a ranged touch attack? ![]()
![]() I'm going to be playing my next character for a long time. I am going to play a character who does not wish to kill people, but certainly he is not opposed to knocking the stuffing out of anyone who deserves it. Here are the feats I want I need some help in getting them fastest. beside each feat I will list a number (1-5) 1 being lowest priority and 5 being highest. Help me acquire the feats in the fastest way possible getting high priority feats at the earliest opportunity. Improved Unarmed Strike (3)
The character concept is someone who scares his opponents in combat, and uses his superior martial prowess to leave them helpless against his onslaught. I'm planning on Offensive Defense rogue talent to gain big dodge bonuses against incoming attacks. I also plan on purchasing an Agile Amulet of Mighty Fists at my earliest opportunity. I am playing the character from level 1 on so this needs to have as few levels as possible endured before he begins to blossom. ![]()
![]() Favorite Class to Play.
My Vote: Wizard.
Alchemist
![]()
![]() I've recently began to read some of the pathfinder tales novels. I want to know if there is an order that I should be reading these in. Specifically is there one that deals with background of the characters in World Wound Gambit. I'm only in about chapter 4, and it seems that they all keep referencing a previous adventure. If I'm missing something then I'd like to read that first before I continue this novel. Thanks in advance. ![]()
![]() In an upcoming reign of winter campaign our GM has stated that all characters should have some way of dealing with cold environments... Well duh it isn't called holy crap it's hot outside, but I digress. I had a thought that whatever class I decided to play, if I played an Aasimar, I would at least have energy resistance cold 5. So my thoughts began thinking what do Aasimars do best, Cleric came to mind. I then thought about what type of cleric I would most like to play and remembered that I really enjoyed my PFS Conjuration wizard who summoned monsters, and I recalled my wife recently telling me about a feat for clerics allowing them to cast summon monster spells to summon celestial creatures as a standard action. When looking at the build I thought the archetype of a Cloistered Cleric looked like fun because of all the access to knowledge, which is something that our party really lacks, but wondered about the diminished spell-casting. Also I looked really hard at the Animal Domain because of the Celestial Servant feat. I hope that you can see where this is going and PLEASE do not tell me to "Just play a summoner" But if you have some advice on how you would flesh out this concept with mechanical benefit please post it.
Desired Feats:
My dilemma should be apparent very early in that I can only take one of these feats before level 4, if I go Cloistered Cleric because I will want to take Augment after getting a free Spell focus at level 4. After level 4 because of the diminished casing it is CRITICAL that I get Both Celestial Servant and Boon Companion at levels 5&7 which pushes Augment summoning to level 9 and Superior Summoning all the way back to level 11! Any help would be appreciated, Thanks-Altus ![]()
![]() Ok so my group is about to take on Reign of Winter campaign, My wife and I are in this group and we want a fairly well rounded party. She will be playing a Human Sorceror, of the Boreal bloodline, I myself was thinking of a Dwarven Inquisitor of Torag with the Protection Domain. We can comfortably assume a Vanilla Barbarian to be in our number also, my question is do these three seem like they would work well enough together to have bases covered, and what could I or my wife do to more widely cover our bases. ![]()
![]() My GM for rise of the runelords has suggested that all of his players have a backup character ready to go, partially now because we have lost 4 characters in 4 of the 7 wings of this dungeon and he feels like there is a high probability of us losing a few more before we are done, yet we now have a potential supply of characters through a method that I won't divulge as it could provide spoilers to people playing rise of the runelords.
To my need for advice- I would like to play a druid should my paladin go down and was wanting advice on how to build a druid in such a way as to fill the roll of party tank/ healer in between fights. 14th level 150k gold. I was thinking that Wild shape is probably essential to this, and to that end I was considering an Elf to use the favored bonus for extra natural AC while wild shaped, to get the AC to typical paladin levels. Thoughts and opinions would be appreciated. ![]()
![]() Ok, so I have this idea in mind for a PFS Cowboy-esque character. Elements of a Cowboy:
Foremost on my mind is the question of tying off a rope to the saddle and lassoing an enemy as my horse rides by..... I know what I want to happen, and I understand what would likely happen should this feat be accomplished, as I see it dude gets dragged along behind the horse, what I don't know is how Pathfinder rules represent the situation. Secondly, is it too much to ask of my GM to have him describe the setting of a scenario before I go into it? I'm not saying this character would actively avoid any situation, but a lot of scenarios don't lend themselves to horsemanship, but with the gunslinger levels, I can probably handle myself in any situation. Just want some thoughts. ![]()
![]() At Gencon, I was told that I should hold off on creating my goblin character until a revision of the Additional resources page would declare what goblin character options would become available from Goblins of Golarion and the Advanced Race Guide sometime in September. I was wondering if these are still under review, or if there was an update on the way. ![]()
![]() But I would like constructive criticism on it
Two Pathfinder spies in Niswan have submitted some disturbing reports recently.
ACT 2- THE CHASE
controlled from the Temple of Earth. He gives directions to it's true entrance and
ACT 3- AT THE TEMPLE
![]()
![]() Hi, I will soon be creating a new character, and would like to employ the efforts of a skilled artist. My need is for four things. First and foremost I would like a talented artist to draw the characters, both mine and my wife's, as we will mostly be playing these two together. Secondly I may need modded miniatures suiting the characters and that part may be difficult. If you are a talented artist who might be interested please let me know so that I may discuss with you a reasonable fee for your time and efforts. Thank you. ![]()
![]() Ok, I've been on this for a few days now, and I am pretty impatient about the whole thing, so it's time for some feedback. No player gets more than one Goblin, so it's important to do that one right. I have some ideas and want feedback. 1.) Just because Goblins do not have a written language does not mean that they disrespect their history. Goblin Bards store the history of their tribe in the "Goblin Songs" that we all love so much. This makes the Goblin Bard an especially interesting character to me, but as I work out the character's specifics, it doesn't seem to mesh well mechanically. (Help appreciated, I don't know much about Bards, less than I probably should as a 3 star GM, Also this is incentive to play one.) 2.) Much is made about a Goblins being particularly adept at riding animals, possibly the best riders in Pathfinder with their dex and race bonus to the skill. Goblin Cavalier riding a wolf (refusing the size increase in favor of a medium mount at level 7). If I were to play this I would want to focus on the Tactician ability and grant my allies teamwork feats, Thus the Goblin General. 3.) Perhaps the best role for a Goblin is trapfinder/sneaky damage dealer, well suited to stealth with their size and darkvision Goblins could make excellent rogues or Urban Rangers in this regard. 4.) Best for last, Goblins love explosions, this makes them ideal for Gunslingers and Alchemists, Loud, and proud I believe these goblins to be among the most comical of Goblin heroes. Of the four above categories I see Bards as being the most likely to join PFS, but under what circumstance would a Tribal history keeper leave his tribe to join with the Pathfinders? On the other hand an Alchemist whose formula book was discovered would have many reasons to flee his tribe. Personally if a goblin dog was an available mount, I would be very tempted by the Cavalier, but as it stands this option is not open for play. So I ask the other Goblin's of PFS, What are you leaning towards (With the knowledge that some of the ARG and Goblins of Golarion are currently under review until September.) ![]()
![]() Hi,
I am going to imitate Sarenrae as closely as I can and attempt to achieve a scimitar wielder with lots of flame damage magic (Oracle of Flame). Feats will tend towards the wings and dealing damage as best I can, can anyone help me with this? ![]()
![]() 1: Cross blooded Sorcerer takes two bloodlines that each say a spell gets +1 damage per damage die of spell, does this mean those get +2, or would stacking this qualify as two bonuses of the same type?
Orc Blooded: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Thanks in advance. ![]()
![]() I'm about to make my -7 character for PFS, I have enough GM credit to start at level 3. Im considering this:
Stat Build:
Skills vary but heavy on Knowledge Skills. With the Extract prepped of Enlarge Person + Rage + Mutagen (str) This means 2 claw attacks with 28 Str.
|