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Antermosiph's page
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I wont be able to respond for a bit... but I've got to finish making a character today and I have no idea what to go. Currently we have a fighter with 4 CHA and an alchemist with 10 & no cha skills so I'm trying to fill that void.
I know rogues, bards, and paladins can do it well.. but I've never liked sneak attacks, bards, or alignment based classes. What other options are there for a good party face?
Party will be good/chaotic for the most part, there's no firearms, but all archtypes & classes are available outside of summoners and juju oracles. We're starting level three with 25 point buy.
I know there are plenty of classes overall that possibly could, but I feel like I'm missing a few things (Like I heard there was a domain that can be used to be a party face without dumping points into it) and just want to see if there are any other options available to me.

Hey there, I'm trying to build some stuff for a campaign (I'm a player in it, not the DM) but having a hard time understanding finer points of some class effects. If anyone knows the details it'd be nice.
1. Dragon Disciple and Bloodragers. If I go Dragon Dec as a Bloodrager, would it continue the Bloodrager's bloodline or switch to the sorcerer's version?
2. Inquisitor Bane: If I built an inquisitor using a bow with rapid fire & many shot, would the bane effect trigger off every hit in a single round & still only consume one charge? I ask because the potential damage at level 7 is something like 8d6+8 from the Bane alone.
3. If you could Gestalt a prestige class, but not regular classes, what are some good combos one could think of?
4. If you multiclass from Inquisitor to Cleric, how do the domains scale? They scale together but would the cleric get the bonus spells as soon as they're capable of casting them?
5. Do Juju zombies keep the skills of the person raised? From what I can read its pretty vague, for balance sake I'm going to assume no, but I'm still unsure.
6. Is there an easy guide on how controlling/raising undead minions work? On the aforementioned juju zombie, I've considered making a juju oracle but have no idea how zombies/controlling them functions.
7. This one is random, but if I'm playing a monk and there is a regular sized explosive robot rat attacking: what is the type of check I'd make to punt it into an enemy?

Currently starting a new character in a lengthy campaign. It has a few wierd rules so I'm trying to fit the party & fit the rules but its a little quirky. Just need some general advice / ideas if anyone has any on character functionality (Lore/background are already set).
Currently, there are three primary rulesets different than normal. For one, you can gestalt... but only prestige classes. Second, everyone has the option of a DM approved 3.5 flaw for a bonus feat. Third, the races are locked to two (well, one but m/f are vastly different) different pre-mades.
Currently, the party is a Fighter with 4 CHA (But a 'very' high intimidate), and an alchemist that has no diplomacy/bluff/etc. So I'm trying to make sure I can be a party face.
Racials: (Note, these are pretty strong since we're monstrous).
+2 Dex, +2 Int, +2 WIS, +2 Stealth, +10ft Movement, +1 Nat AC, +1 Dodge AC (+2 vs Ranged), Cannot Use Firearms --- Lastly player May act as though he has the Parting Shot feat a number of time per day equal to 1 + Dex Mod, minimum once, even if he does not meet the prerequisites. If he already has the Parting Shot feat, he may make an additional attack at his highest attack bonus.
So far I was contemplating going a ranged inquisitor, using the extra feat + well rounded racials to use rapidfire + manyshot with bane reliable high ranged DPS. However given how different it is with the gestalt rules I'm having trouble making things work. was contemplating Gestalting Assassin later on, or Wayfinder.
Another alternative would be to go bloodrager and gestalt dragon disciple. I feel like my DM might hate me for doing that though.
Currently I'm in a campaign where you can gestalt prestige classes, however the DM is finding its much more difficult to make this work nicely for a caster than it is a martial or hybrid class. (Note, you can't gestalt double classes like arcane archer).
Because of this, we're trying to make an edited version of Dragon Disciple for our sorcerer that isn't a dragon, but rather fits another bloodline. To do so, we're trying to find creatures we could replace 'Form of a Dragon' with that are equivalent in strength.
Is anyone familiar enough with the bestiary to know of something we can use?

So there are some homebrew things in this campaign: I don't DM myself but I'm usually pretty good at keeping things balanced so I'm helping him with design and the like.
Currently, in the setting everyone is 1 race in the party, a custom race that has different stats based on gender. Only one person is female and I believe the other 3 are male. Wwanted to get a comparison on their strengths to one another. Keep in mind htese races 'are' supposed to be a bit overpowered, so only comparing their strengths to one another.
Male:
Size: Medium
Speed: 40 feet
Racial Stats: +2 Dex, +2 Int, +2 WIS
Lanky: Male Gnolls gain a +2 Racial bonus to Stealth, and it is always considered a class skill.
Thick Hide: Male Gnolls gain a +1 Natural Armor bonus to AC.
Hunter: Male Gnolls gain a +2 bonus to attack and damage against creatures with the Animal type, and Survival is always considered a class skill.
Evasive: Male Gnolls gain a +1 Dodge bonus to AC and an additional +1 Dodge bonus to AC against ranged attacks.
Claws: Male Gnolls have two Claws natural weapons that deal 1d4 damage each.
Run Away!: Once per day, a Male Gnoll may act as though he has the Parting Shot feat, even if he does not meet the prerequisites. If he already has the Parting Shot feat, he may make an additional attack at his highest attack bonus.
The Old Ways: Gnolls cannot gain Exotic Weapon Proficiency: Firearms. Gnolls are treated as being proficient in all Martial weapons and Light armor, and once per day may ignore spell failure chance for Light armor.
Female:
Size: Large
Speed: 30 feet
Racial Stats: +4 STR, +2 CON, +2 WIS, -4 CHA
Massive: Female Gnolls cannot wear heavy armor of any kind. Additionally, Female Gnolls gain a +4 to Intimidate, and Intimidate is always a class skill.
Thick Hide: Female Gnolls gain a +3 Natural Armor bonus to AC.
Matriarch: Once per round, a Female Gnoll may, as an immediate action, grant one Teamwork feat to up to four Gnolls within thirty feet. Multiple uses of this ability do not stack, and only count the most recent use.
Claws: Female Gnolls have two Claws natural weapons that deal 1d6 damage each.
Dominant: When interacting with Male Gnolls, Female Gnolls gain a +5 Racial bonus to Charisma-based skills and a +2 bonus to the DC of mind-affecting spells.
The Old Ways: Gnolls cannot gain Exotic Weapon Proficiency: Firearms. Gnolls are treated as being proficient in all Martial weapons and Light armor, and once per day ignore spell failure chance for Light armor.
We want to keep it somewhat flexible for all classes on males, females can be a bit more polarized.

For starters, going a reach/bad touch cleric. Its 25 point buy & I'm a negative energy cleric. Its starting at level 10 (My previous character left the party so I'm switching) and is using a custom made race.
The homebrew aspects of it is that the character has two heads, and as such is worshipping two gods. For flavor one is Nethys and the other is Azathoth (One head is pretty much completely insane).
Race stats open up some options, they get martial weapon proficiency regardless of class, can See in Darkness, and have ability scores of 2/-2/4/0/2/-2
I was looking at taking the madness domain for sure, but I'm unsure on a second domain (Magic looks fun for dispelling punch if I get domain strike). Right now I have my ability scores (with bonuses from leveling and race) as 18/12/18/12/18/7 & I can precraft magic weapons & wonderous items due to working to be the party's crafter.
Are there any tips on what I have so far? Don't want to go 'to' evil since my party is mostly lawful good & has a paladin, new party member is there on recommendation from old.
Since I got a little feedback on it, I wanted to doublecheck if this is something I could do.
At start of round, I am wielding a Ranseur (Reach weapon) that I am using for AoOs. Someone has stepped into adjacent of me and attacked me in the previous round.
To retaliate, I take my right hand off my weapon (Free action), and punch him in the face with my fist as a standard action.
This fist is currently covered by a spiked gauntlet & said gauntlet has spellstoring. In addition I am a cleric of the madness domain at level 10.
Upon striking the enemy with the punch, I unleash the domain power 'Voices of Madness' via domain strike as a swift action, selecting 'skills' and lowering their saves & attack by 5 while increasing all skills by 5. Then, as a free action I release blindness and/or bestow curse that was stored inside of the gauntlet. Then I put my hand back on the Ranseur and take a five foot step back.
Is this a legitimate combo?

So I'm currently building a cleric and I'm primarily using a touch/reach cleric using spell storing (My character is entering at level 10).
I normally play casters so I've never actually worked with AoOs or most martial combat, so some of the things I'm trying to do I have no idea whether they work.
1. With Channel Strike, it says it is a swift action: Can I do this on an AoO?
2. Domain Strike is a swift action, unleashing a stored spell in a weapon on contact is a free action. Can I choose which order they occur and if not which occurs first?
3. How many swift actions can you take a round? I'm assuming one but want to be sure.
4. The spell murderous command has no duration, but implies a one round duration. If I used the extend metamagic feat on it via magical lineage would it be considered a 2 round duration spell?
5. The item 'Eye of the Void' is odd, do I have to make the save as well when I use it? Could I in theory have it somehow built into a piece of armor/a weapon or hanging in sight on my person and still activate it?
6. Is there any particular reason to raise spellcraft if we have a psionic in the party?
7. Lastly, does the item Stormlure affect bullets?
Currently homebrewing a race for PC characters: bit higher bonuses than regular races. However, the race has two heads (Each with its own personality) and I'm having a huge time thinking of a racial bonus that makes sense with it. So far I have:
+4 concentration checks (Harder to inturrupt two heads from a spell cast).
+2 Will saves (Same as before only with willpower)
Roll every round to act normally during a compulsion (Battle for control between heads)
Are there any others folks can think of? The race will primarily comprise of clerics, fighter classes, and the tougher classes.
So, not sure exactly where to ask this on the forums, figured this is the best place.
I'm currently making a level 10 cleric for a campaign that is homebrewed a bit different than a regular cleric. It cannot channel energy or cast ranged touch spells, but instead has full BAB & one bonus feat at 1st, 5th, 10th, 15th, and 20th levels. In addition my ability scores are 16/8/20/8/18/8 (With 2 points to spend).
I'm very unused to playing divine spell casters, especially one like this. I was considering going a dark tapestry & catastrophe domain combo with spell-storing weapons.
Any tips or ideas to capitalize on this template?
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1 person marked this as FAQ candidate.
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I've been working at making a steel hound investigator for a campaign I'm in, but one of the aspects of it is described as followed:
d20pfsrd wrote: Shot in the Dark (Ex)
At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.
The problem is I can't find out what it actually does or find that deed on the gunslinger page.
I'm a little tired and still a bit new to DnD, where can I find out what it actually does?

So, for my campaign my DM is letting me change characters (previously one was lawful evil in a neutral good party and we went seperate ways). For the new character we realized we could have a little fun with a lawful good character that wields a blade that has a forgotten god trapped within it. The blade would be based on pride and gain in power the more powerful the wielder while simultaneously draining their willpower.
Anyways, I've been making a number of effects to them. Things that aren't specified I haven't gone over with the DM. We're trying to balance the penalties with the strengths while keeping it still a dangerous thing to have in a party. At the moment we're considering it cause the wielder to become mind controlled at 0 hit points instead of unconscious, but not entirely. In our setting of note gods are not as powerful as in the normal pathfinder world.
Anywho - here is what we have so far:
1) The blade marks its wielder, upon being marked the target will be warped over a course of 72 hours. If at any point the wielder loses contact with the sword for 24 hours (which delays the 72 hour period until retrieved) this process is required to start over and the individual is no longer marked. Only one person can be marked at a time. The marked individual will have its entire body warped by being controlled by sword, changing its racial traits and stats. It loses all racial abilities and changes its ability scores to 4/2/2/0/-2/0 Any feats or skills it had gained from being of that race remain.
2) The marked owner of the sword, upon death, is doomed to wander inside the sword with the nightmare housed. Due to this the wielder can never be resurrected, reanimated, or saved from the sword. This occurs even if the sword is lost from possession. Resurrection is not possible even through a deity unless the deity has possession of the sword and simultaneously releases the being trapped inside.
3) Upon touching the blade, A lawful good person must make a will DC 10 save or be manipulated by the blade. This save increases by 5 and must be made again for every 4 hours the sword is in their possession. The individual does not have to be marked for this to occur and the influence of the blade will magnify their strongest trait among one of the following - Chaos, Pride, Doubt, Sorrow, Anger, Hatred - This save DC is increased by 10 for every alignment step beyond good, and by 5 for every alighnment beyond lawful, becoming a DC 40 for a chaotic evil to resist. The person realizes what is if they pass the save, and gain immunity for 24 hours on a natural 20.(For lore purposes the wielder of this sword is somewhat immune to this affect. She was a monk & spent most of her life in training to guard to blade only to become its wielder when the seal cracked)
4) Anyone wielding the sword suffers from violent hallucinations, these hallucinations can oftentimes be memories, horrors, or terrors. These are purely visual and have no affect on a blind individual. The sword will also whisper telepathically to the wielder, and other people within 40 yards rarely. This usually occurs in combat.
5.) If the wielder of sword is a living being, it can no longer be healed by positive energy. If the wielder is chaotic evil, it is hurt by positive energy, healed by negative energy and suffers -2 to all saves against lawful or good effects. If the wielder is any other alignment it is considered one step towards chaotic evil for purposes of alignment based effects. This only occurs if the weapon is held.
6.) When entering combat, the wielder of this weapon must make a DC20 will save or be driven by violence to use the sword. If failed, the wielder also gains +4 initiative. This save must be made again after 10 turns to draw the sword. Once it is drawn it cannot be sheathed or disarmed until combat ends.
7.) If marked by the sword, the immunity to positive energy is permanent. They are simultaneously immune to negative energy unless chaotic evil, which then they are healed by it.
8.) The blade is treated as a normal Katana in combat, but cannot be sundered or disarmed. The blade is considered an evil weapon in combat, dealing 1d8 bonus damage against good targets. When striking evil targets the blade instead can easily penetrate their minds and find weak points in their movements granting it a crit range of 18-20. This does not stack with any other crit range increasing affects.
9.) The blade cannot be enchanted, but is considered masterwork and increases in power with the strength of its wielder. It gains +1 enhancement bonus per 4 HD of the wielder. At level 4 the blade additionally gives +1 AC to natural armor. At level 8 the blade heals its wielder for one hit point anytime it deals damage. At level 12 the blade deals an additional 1d4 fire, acid, ice, and lightning damage simultaneously. At level 16 the blade grants the wielder a permanent 20% concealment stacking with other concealment affects and heals for 3 hit points anytime it deals damage. At level 20 the blade allows the wielder to devour souls, causing every critical strike to make the target make a DC20 will/fortitude save (Whichever is lower) or die and be doomed to as if they were marked.
10.) The blade drinks and heals its wielder based on the emotions around them. For each powerful emotion not caused by the wielder within 120 feet the wielder will gain 1 fast healing for the duration. This includes effects based on the previously listed emotions. Fear spells, Barbarian rage, or story elements based on GM discretion can trigger this.
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