Ariantar's page
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It struck me that a fungus leshy character may be, oddly enough, super appropriately thematic. They are living. Kind of. I think they would qualify as one of "the quick" - but they feed on the dead, and enjoy the dark damp places of the word. It feels like it would really fit the campaign and be a fun opportunity to play a more menacing twist on the typical "cutesy" leshy.
It occurred to me a nation that thrives on exporting food would need people who could oversee the farms. Horticulturists even.
Would this idea fit in this world? I can't find much more detail in the Book of the Dead regarding the farming operations.
Suggestions on classes? Builds? Maybe some sort of cleric? Some diety it would be a champion of? The players guide strongly suggests avoiding Druids... are there any other classes or archetypes that would make sense? We are using free archetype rules.
I don't want to play super "against" the campaign, but this idea popped in my head and I can't stop thinking about it. Because I'm a player I don't really know what the boundaries are. Hence coming here for thoughts.
I have been told by our DM that:

I've wanted to play a poisoner for approximately a decade. I've never been in a campaign where it would "make sense." Our group is contemplating Blood Lords as our next campaign. I really really love persistent damage. I know it is not optimal. I know consistent burst damage is better than potential future damage. I just want to finally play a poisoner. I love the roleplay opportunities and the mechanics of a hit and run character is really appealing. Plus it looks like there is an odd courtly intrigue aspect to the campaign.
Anyone who has played Blood Lords (or read the AP), is poisoning going to be completely useless because of all the immune monsters?
Ideally, is there some way to overcome or ignore or reduce immunity to poison?
As a less-exciting alternative, is there some other mechanic that would be equitable that I could "re-skin" thematically as "poisoning"? Perhaps some ability that does persistent holy damage (an undead poison, if you will), or ways to add persistent fire damage to a dagger or something?
If I use the Mirror Implement, and also use the Regalia Implement starting at level 5, is the Regalia Aura in effect around both squares that me and my image are occupying?
Does that change if I make a strike from my image in action 1, then a strike from my original location as action 2?

Gortle wrote: Ariantar wrote: I have a thematic concept, and am toying around with the mechanics of making it interesting and could use some suggestions or ideas.
I'm trying to find synergies with the shove mechanic and difficult terrain on specifically a Human/Oread Ranger (Melee) who uses a Badger Animal Companion. I think the theme is pretty obvious - a deep connection with earth and earth magic.
It's a Strength of Thousands campaign so I'll get a free Druid Archetype (Giving me access to the very intriguing Scatter Scree cantrip, plus a bunch of utility spells).
I have a feeling like I'm just missing some connection or option wherein I can make the shove action, when positioned correctly near or around difficult terrain, to cost an enemy two actions to return to me. Treacherous earth is a single action Oread ability that creates a 5 ft burst of difficult terrain. If I create the difficult terrain (or open with scattering scree), then somehow skirmish strike then shove (with reach), is there some way to get them to eat the 2 actions to get back to me?
Or maybe some other synergy with the difficult terrain I can create and use with a Ranger's inherent combat bonuses in difficult terrain?
Any ideas or brainstorms or suggestions? Maybe some archetype shenanigans? Mauler is an obvious pick I think.
What are you trying to do? Eat up their actions?
Force them to move back in?
Probably Shove and Trip combined is a good option. Sort of built in with Awesome blow but that is a level 14 barbarian feat. Presumably you have reach and AoO to take advatage of it. Or Agressive Block to shove an enemy back after thier first attack and screw up their attack routine
Shove plus difficult terrain just doesn't seem to stack up. Are you trying to force them to stride and not step?
Yea the idea is somehow getting it to burn 2 actions to return to me. I just don't think it's mechanically possible. With Skirmish Strike, plus a reach shove, plus the difficult terrain, I was hoping I could find something that would work.
Yea I guess I need to change my expectations in builds from PF1 to PF2. I like the ranger as a chassis because it has either better MAP or action economy, depending on how you build. Maybe what I'm trying to accomplish just isn't possible (yet).

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I have a thematic concept, and am toying around with the mechanics of making it interesting and could use some suggestions or ideas.
I'm trying to find synergies with the shove mechanic and difficult terrain on specifically a Human/Oread Ranger (Melee) who uses a Badger Animal Companion. I think the theme is pretty obvious - a deep connection with earth and earth magic.
It's a Strength of Thousands campaign so I'll get a free Druid Archetype (Giving me access to the very intriguing Scatter Scree cantrip, plus a bunch of utility spells).
I have a feeling like I'm just missing some connection or option wherein I can make the shove action, when positioned correctly near or around difficult terrain, to cost an enemy two actions to return to me. Treacherous earth is a single action Oread ability that creates a 5 ft burst of difficult terrain. If I create the difficult terrain (or open with scattering scree), then somehow skirmish strike then shove (with reach), is there some way to get them to eat the 2 actions to get back to me?
Or maybe some other synergy with the difficult terrain I can create and use with a Ranger's inherent combat bonuses in difficult terrain?
Any ideas or brainstorms or suggestions? Maybe some archetype shenanigans? Mauler is an obvious pick I think.
I could use some ideas/suggestions to round out my next character's backstory. I'm building a Fighter, Child of Acavna and Amaznen (Spellcaster) Archetype.
I saw on Pathfinder Wiki the image of Acavna and noticed she used a spear and focuses on defensive battle. Amaznen focuses on invention and magic. Putting these together, I've built a reach fighter, using a long spear, who also has craft magic weapons/armor, and maxes Spellcraft. The archetype makes using self-enlarge person very easy and viable.
My problem is developing an explanation for following these long-dead gods? Or why this character would do this? I'm drawing a blank and could use some creativity. I thought at first maybe a super inquisitive magic blacksmith - but it just wasn't clicking.
Anyone have any roleplay/backstory thoughts or suggestions to justify this niche archetype?
Also, build below if you have any suggestions/tips:

Well I found what I think is a pretty cool follow up synergy:
The weakness with Bodyguard is that the enemy has to be within melee range to make the attack roll to Aid Another. It typically requires juggling reach weapons so that you can strike" the far side enemy. Well the CA&A can overcome that with Magic Trick (Mage Hand):
Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.
So the chain is Combat Reflexes -> Bodyguard -> Magic Trick (Mage Hand) -> Arcane Strike (Gloves of Lesser Arcane Striking).
I can always aid another adjacent ally, regardless of the enemy's position. And because the CA&A casts 0 level spells like a Wizard, I get infinite uses of mage hand per day. That's pretty cool, I think.
Any other ways to game the aid another mechanic? There's a trait that adds an additional +1 to the aid another bonus, but that doesn't really add utility or extra action economy.
P.s. I've always understood Bloodragers to have CL = to class level. I was trying to articulate it's the only other (besides Bloodrager) class with full BAB and full CL and trying to find ways to use that to its advantage.

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avr wrote: 1: Trappings of the warrior occultist and I think the dandy ranger also qualifies. It is the only full BAB full spellcaster level arcane caster though.
2: You won't be able to trade in levels of armor training for advanced armor training the way that changes it, but you can spend feats on AAT if you want.
4: Arcane strike works. Crafting items works too. Fighter only feats work, but they don't impress me much.
Ki-rin style is a terrible fit. It wants all your swift actions (while CAA wants swift actions to reduce/negate spell failure), and it wants a lot of skill points to identify monsters (also a problem on a 4-level spellcaster melee goon w/2+Int base), and it wants feats which CAA loses many of. And it's not good in the first place. Forget it exists for your fighter.
Other ideas - artful dodge switches Dex prereqs to Int which you might be able to find a use for. Weapon trick (one-handed) isn't terrible. In a gestalt game you might be able to make it work one way or another to make an Int-based character more robust.
1: Dandy - good call. Forgot they get cantrips. Plus bard spells are fun. Ive gone back and forth about whether Trappings of the Warrior can actually take feats based off the "treated as" BAB level or not? RAW I don't think they technically can? But that's hand-waived away I think by most DMs?
2 - I don't think that's correct: "A fighter with an archetype that replaces armor training cannot select advanced armor training options." This archetype modifies Armor Training, does not replace it, and does not reduce any of its functionality.
Also, I would point out that the CA&A get 4+Int skills/level, rather than 2+int. Skills make adventuring fun and interesting.
Voodist and avr are both completely right about the Kirin & Arcane strike action economy issue. What if you built around Kirin Style, instead? It comes online later anyway (when your bonus feats become more common). Your 6,7, 9, and 12 feats are Improved Unarmed, Kirin Style, Kirin Strike, Kirin Path. Means early levels you build typical power attack. CA&A gain knowledge arcane & religion as class skills. Fighters already have dungeoneering as a class skill. For IDing monsters you're missing Nature and Planes? That's it, I think. Very available via traits or alternate racials. With 6-7 skills/level (more if Background Skills are in play), you can pretty easily keep most of these at max level and have room for a few other skills. The last feat in the chain (Kirin Path) is particularly strong if you have 16-18 intelligence (assuming headbands of int +2 or 4). Adding 8 damage, and then being able to move 15-20ft every turn without provoking AOOs sets you up for easy flanking. Tack on the low hanging fruit of Power Attack/Furious Focus + 2 or 3 (if human) other feats to play around with, and you're looking at level 12: +12 dmg for power attack and +8 damage for your int of 18 (assuming int +4). That's without adding your 1.5 strength mod or your weapon damage die. And you can self-haste? Plus you're a knowledge beast - both in and out of combat. Those are pretty respectable numbers, considering you're full BAB with enhanced out of combat utility. *Edited to add* Self Haste, Fly, Phantom Steed, mirror image, resist energy, see invisibility all depending on the situation - without spending feats for item masteries*
I had completely forgotten Artful Dodge. That opens up some options, doesn't it? Artful Dodge + Two-Weapon Fighting is possible. Arcane strike is your static damage bonus that can make Two-Weapon Fighting equitable. Armor spikes or a spiked gauntlet works pretty well here too, allow for casting. Still a huge feat suck, I suppose. I can't really think of any other high Dex prereq feats.

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The general consensus around the forums seems to be that the Child of Acavna and Amaznen (CA&A) is just a watered down Bloodrager. That opinion, I think, is not egregiously wrong, but it fails to recognize that they have very different strengths. I would argue that the CA&A has a few unique characteristics that make it worthwhile and an incredibly interesting chassis on which to build a true Tank Caster rather than the Bloodrager's Smash Caster:
1 - As far as I can figure, it is the only other full caster level and full BAB class in the game without the need for traits, racial abilities, or feats. Straight up full CL and full BAB.
Besides Arcane Strike, can anyone think of other feats that scale with CL or BAB that would benefit the other discipline? (A CL scaling feat that benefits melee, or a BAB scaling feat that benefits spellcasting)
2 - A CA&A has full Armor Training and does not lose Advanced Armor Training. Therefore, the CA&A has the potential to quite easily pump up AC and the various defensive benefits of Advanced Armor Training. Thanks to Advanced Armor Training, the CA&A gets the AC of a normal fighter PLUS the DR of a barbarian, while a bloodrager must choose either heavy armor (Steelblood) or DR.
So the rules question is, am I reading this correctly that armor training is just modified to add arcane spell failure reduction and therefore advanced armor training remains unchanged? It ONLY talks about adding a benefit - it makes no mention of changing any other aspect. I think I'm reading this correctly.
3 - A CA&A is a prepared caster meaning its spell casting is far more versatile. This is a bit of a push - some people prefer spontaneous, but I like the versatility.
4 - Combat Expertise is no barrier. I don't really love combat maneuvers, but all those things blocked by Combat Expertise become a bit more palatable as you are already invested in Int.
Thinking about these things, I've found a few synergies that I'm toying with for a build:
Arcane Strike + Bodyguard + Gloves of Arcane Striking makes way more sense here than on a Bloodrager. An AOO that scales, increasing an adjacent ally's AC by 2 + 1 per 5 levels. While a bloodrager can do this as well, they can't avoid a hit like a CA&A can. In other words, disincentivizing hitting allies is disproportionately more beneficial to the CA&A because the CA&A ALSO is a tough target to hit. The monster is unlikely to hit the ally, but also unlikely to hit the CA&A. On the other hand, the Bloodrager is just absorbing damage (necessitating healing/resources later).
Crafting Magic Arms/Armor (or maybe Wondrous Items). Prepared casters are just better at crafting because they don't have to waste a spell "known" on something they only need for a crafting check. Fighters are extremely item dependent, and this overcomes that issue without the need for the Master Craftsman investment. (The advanced armor craftsman option only works for armor.)
(Just like a bloodrager) Can self enlarge person, but can also easily craft an impact weapon for himself (Unlike a bloodrager).
Kirin Strike/Style is a natural fit - adding Int x 2 as damage (In addition to your strength). Outpaces Bloodrage damage bonuses.
Fighter Only Feats (Or early entry for fighters): Great Weapon Focus/Penetrating Strike/Etc.
Can anyone think of any other good synergies?
Hurdles:
A - Feat Loss. Still the same number as a Ranger or Bloodrager, but can be any combat feat (Not limited by bloodline or combat style lists).
B - Two Handed Martial Proficiency. Easily overcome with Half-Elf or Half-Orc racial proficiency (Or Human Bonus Feat). Or just use a longsword in two hands.
C - Early level Arcane Failure. This is just a matter of time until you can afford mithral around level 7.
D - MAD. It's slightly better than a Bloodrager because CHA is a far more palatable dump stat than INT or WIS.
Am I wrong here? Does this spark any other build ideas for this unloved underdog archetype?

I have been toying with the idea of a Raven Master Ranger. There's something thematically about it that really intrigues me. But I'm struggling with the Raven's build.
The Raven is extremely weak, so I was trying to brainstorm ways for it to be useful in combat without putting too big a target on its back. All the guides focus on heavy hitting damage dealing animal companions (another deinonychus build? yawn).
So I thought, is there any reason I can't give it item mastery feats?
1 - It starts with Intelligence of 3, so it can take any skill (including use magic device).
2 - It speaks a language.
3 - Animal Companions have good Fort gain.
4 - ??
As far as options, I was thinking:
1 - Curative Mastery - so I could teach it the trick "Heal (Target)!" Theoretically I could eventually give it the achievement feat "Healer's Touch" to further boost these heals (On average, using Cure Light Wounds with CL 5, that's 106 casts and it gets the achievement - aka 2 CLW wands - I feel like a party will usually go through 2 CLW wands by about level 7 or 8 anyway)
2 - Maybe Energy Mastery? (Would prevent the Healer's Touch achievement feat, above) I could teach it the trick "Flame (target)" or "Lighting (target)."
3 - Force Shield Mastery - Teach it the trick "Shield (Target)"
Any other ideas for feats I could give an otherwise very weak animal companion (that at least had Flight), that wont put too big of a target on its back?
I was also thinking maybe wands, scrolls, and getting Skill Focus (UMD) or something? Is there any way to give it spell-like abilities that I wont have to spend resources on?
I'd love some more creative suggestions and out of the box ideas.
**Edited to add: Precocious Archetype would give it 5 Int, 18 Wisdom, and 8 Charisma at level 4.

Wow this post blew up.
I'm asking because my GM (very graciously) suggested I brainstorm creatives ways to still accomplish the goal and avoid falling, if I choose to avoid falling. Nothing is "set in stone" as far as falling, I don't think. He just saw a potential hiccup in the future and reminded me out of game that I need to keep the code in mind. I really appreciated the heads up, honestly. I would prefer not to fall, considering my paladin's history and my hoped-for trajectory.
My idea was this compromise of sorts, to get as much good as I can out of the bargain.
It sounds like the consensus is that I cannot really force her hand - but it doesn't mean I can't still try my best to persuade her this is a fair trade. I think that's the route I will go. I will try to maximize my diplomacy as much as I can so that when the time comes, I can persuade her of the value of keeping this promise (Perhaps I can make the bargain seem worthwhile: a people who believe their god is protecting them is less likely to rebel, less likely to accept a "usurper queen", etc., while also seeing the benefits to the common folk)
Thanks for the input, all.
Im a paladin playing in the Reign of Winter Campaign. I've been bound to help Baba Yaga dethrone the winter witch queen, which puts me in a bit of a tough spot because if I help an evil god return to power, my paladin could fall. My thought was that because my paladin took an Oath of the People's Council, I could demand as payment Baba Yaga sets up a "bill of rights" kind of thing (protections for the people), and a fair and just judiciary to ensure the common folk's rights are protected.
The issue would be how could I bind a god to such a demand? Especially an evil powerful spell casting god?
I will have really good Use Magic Device by that level (level 17 I'm told), so I should be able to use any level scroll from any class. I just need to make sure she can't yoink the agreement back after I've fulfilled my part of the bargain.
Any ideas?

Im struggling to finalize a build for an upcoming War for the Crown campaign. My character concept is the first son (with an older sister) of a very minor house. He's young and inexperienced but very well trained. Their only claim to fame is having an unbroken line of respected bannerman who have always fought bravely for the empire. I want to be a frontliner up in the mix. (My campaign trait will be Taldor Patriot, thusly)
I don't like the banner mechanic on cavaliers because it's boring and sucks. Plus, I dont want a mount. My DM has allowed me to attach a Flag for the Flagbearer feat to a spear or polearm of appropriate length, if I take the feat Catch Off-Guard.
I'm struggling mightily with the build. I do not want a bard. I want to be a strength based martial ideally with inspire courage and flagbearer. Eventually I'll want to use a polearm + Banner of the Ancient Kings. I feel feat starved playing a Paladin of the People's Council. It's definitely durable but will have very few skills, feats, or options in combat (Move, power attack, move power attack). I'm contemplating an Exemplar Brawler. My issue is that I need so many proficiencies that I have to dip which feels... bad. My current brainstorm:
First level Urban Bloodrager (For martial proficiency and medium armor proficiency, some extra speed, Arcane bloodline for like a 1/2 disruptive)
Every level afterwards Exemplar. I use a Monk's Spade with Medium armor. If i get Bracing Shield or Unhindering Shield I'll have decent AC.
Am I making a mistake dipping just for the proficiencies? I hate waiting like.. 4 levels before a build "comes online" but at the same time, I have to spread stats really thin and as a frontliner I've seen a lot of heroes die unless they stay vigilant with AC and CON (or toughness or whatever).
15+2 (human) str
14 dex
13 con
10 int
8 Wis
15 CHA
Irrepressible and Taldor Patriot traits.
Ideas? Thoughts?
Excellent - this is exactly the kind of stuff I was thinking about. Thank you!
One question, I know when you are crafting scrolls you can adjust the caster level. Can you do that when you're just purchasing items? I thought the CL of purchased scrolls and potions were set-in-stone. Am I mistaken?

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Our group just pivoted from a really slow dungeon crawl campaign into the War for the Crown campaign. I'm building a bannerman type martial paladin that has the Senatorial Hopeful trait. This trait really creates some interesting opportunities because once a week I can get a single piece of equipment or consumable magic item worth (level) x 25p. At level 10, it expands to include spellcasting services and wands and increases to (level) x 50gp.
I want to maximize and find things that are ideally (1) useful, and (2) as close to the max gp as possible. If I use a thing, great. If not, I want to be able to sell it later (for 1/2 value) and it will go towards regular equipment and gear upgrades.
So far I have the following and need suggestions for additions:
Level 1 - 25gp
-Scroll Cure Light Wounds
Level 2 - 50gp
-Potion Cure Light Wounds
Level 3 - 75gp
-Ioun Torch? Is that equipment?
-Sweet Rest
-Banshee Ballerina Firework
Level 4 - 100gp
-Stout Solution
-Fuse Grenade
Level 5 - 125gp
-??? Four Mirror Armor I guess??
Level 6 - 150gp
-Scroll Cure Moderate Wounds
Level 7 - 175gp
-Liquid Courage?
-I guess just more scrolls of cure Moderate Wounds?
Level 8 - 200gp
-Nimble Nectar
-Leaper's Libation
-Spellscorch
Level 9 - 225gp
-Nothing... I dont know.
Level 10 - 500gp
-Elixir of Truth
-Campsite Feather Token
-Whip Feather Token
-Elixir of Amnesia
-?? There's gotta be more interesting/useful stuff here
Level 11 - 550gp
-Paladin 3rd Level Scrolls? (525gp)
Level 12 - 600gp
-???
And beyond I have no idea until I start hitting wand territory.
So what are the best more interesting items I could get for this thing? What am I missing? What is maybe more useful but not exactly the max gp value?

I know! Skald's are not necessarily optimal! I know! They are not necessarily suited to a front line "anvil!" But it's likely going to be my last PF1 campaign (the forums helped with my PF2 build and its going awesome), and I've wanted to play a skald for years and finally have the chance, so I'm going to take it. I love the imagery of a powerful Maori or Viking warrior chanting before battle to urge his companions on to extreme violence. I will never be top tier, but I'd like to be competent and NOT die.
I'm struggling with my mid tier feats and rage powers because Im trying to balance survivability with functionality. I suspect i will be eating a LOT of hits over the course of the campaign. Basically, what should I do with feats 3, 5, 7, 9, when I really dont want to die, I need to be able to cast spells while using armor and shield, and I can't be super focused on "this one niche weapon" because I dont have guaranteed access to it?
Can you guys help me optimize these levels so I hopefully survive?
It's a huge sprawling dungeon crawl - we were told explicitly that it will be very hard to come by items, shop, or obtain specific items. Maybe a few hours of crafting per day is possible, but it will be slow going.
Party:
Skald (Me)
Rogue
Hunter with Alligator Animal Companion
Arcanist Summoner
Healer Cleric
I'm the main "front liner" with the companions and summons. I have utmost confidence in my teammates' abilities - we are a few sessions in and they are all showing their experience. It's been really fun watching good players.
Current Build:
Totemic Skald (Tiger Hunter for free scaling Dex bonus)
Half Orc:
STR - 15 +2 racial
Dex - 14
Con - 14
Int - 10
Wis - 8
Cha - 14
Sacred Tattoo, Shadow Hunter, Shaman's Apprentice as racials.
Traits: Maestro of the Society and Fate's Favored
Im switching between a warhammer and longsword, plus a heavy shield for the AC, depending on what we are fighting.
Feats:
lvl 1 - Skald's Vigor
lvl 3 - Shield Focus? Alternatively, starting the gauntlet shield style chain? (At this level I get totemic raging song, so the +dex negates my -1 AC from raging song
lvl 5 - Shielded Mage?
lvl 6 rage power - Elemental stance (scaling elemental damage for melee, including the summons)
lvl 7 - Extra Rage power -> Lesser beast? Or lesser spirit? Or lesser daemon?? Beast adds some survivability, lesser spirit adds small plinks of damage, but with so many bodies on the floor it will add up, and when I get to daemon the negative levels on crits has amazing potential for BBEGs (but luck based).
At level 9 I am very strongly considering dipping into Dragon Disciple for 4 levels. I lose very little for big gains (more HP, +1 natural armor that does not stack, and then +2 natural armor that stacks with everything, +4 str, free feat (improved initiative or toughness). I lose 1 spell caster level and delay a few scaling skils, but they are more than overcome by the benefits.
lvl 9 - ?? Extra Rage -> Beast Totem? Or finish the shielded gauntlet chain?
lvl 11 - Discordant voice or greater skalds vigor, TBD)
Not concerned about higher levels. I likely wont survive that long anyway.
Any and all advice or suggestions, or out-side-the-box ideas are appreciated! Skalds have amazing fort gain, so I even looked at item mastery feats, armor mastery feats, weapon mastery, etc. etc. I could put eldritch heritages in there, or whatever. There are SO MANY OPTIONS!
Help?
Yea at first glance I was interested in Skirmish Strike, but it's just a step rather than a stride. Helps get into better tactical position but doesn't really save an action to move around the battlefield.

I like all these ideas. Brainstorming some possibilities. A ranger MCD Bard is an interesting combo because there are some levels where the feats are kinda blah.
The Monster Hunter chain is great and super thematic, but Warden's Boon is kinda meh. It's one ally vs a whole team. BUT, going Bard MCD spreads stats super thin.
One option, the Ranger -> MCD Bard. Rangers have such good action economy that it seems like you could juggle a lot of different abilities at once.
Use a Shield with a Shield Boss and a Shortsword in my other hand. First strike with shield, follow up with Shortsword. Huge versatility on physical damage type, depending on weaknesses or resistances.
Human:
Versatile heritage -> Shield Block
Ancestor Feat - > Natural Ambition -> Monster Hunter
Background -> Field Medic (For Battle Medicine)
Stats:
18 Str
12 Dex
12 Con
12 Int
10 Wis
14 Cha
Feat 1st -> Twin Takedown.
Hunters Edge.... Flurry or Outwit? How does outwit scale? Flurry seems like such a powerful skill to pass on. Anyone actually played a mid level Ranger? Is it a big difference?
2nd Level Ranger Feat -> Either Monster Warden or Bard Multiclass, Maestro (Oratory Performance - the big speech before battle, etc.) (Could get Guidance for thematic and another cantrip - plus nets me Occultism, another skill i need.)
Skill feat -> ?? Not sure
3rd Level General Feat -> Toughness due to low con
Skill Increase -> Society or Nature
4th Level Skill Feat -> ??
4th Level Ranger Feat -> Scout's Warning (Or Bard Multiclass, if i want Monster Warden instead... but scout's warning seems stronger)
5th Level ->
+1 STR
+2 Int, Wis, Con
5th Level Ancestry -> Untrained Improv?
6th Level Ranger Feat -> Nothing good here in Ranger feats. So pick up Either Monster Warden or Scout's Warning, whatever I didnt have before. Or maybe Lingering Composition or maybe Spellcasting.
6th Level Skill Feat - > ??? As you can tell, I dont really know much about skill feats!
7th Level General Feat -> Fleet?
8th Level Ranger Feat -> (Bard MCD) Inspire Courage
10th Level Ranger Feat -> Master Monster Hunter
I'll probably die beyond this level, anyway.
As far as action economy, I Hunt prey round 1 (Hopefully granting Bonuses), move into melee, and start twin striking. On subsequent rounds I twin strike, inspire courage when applicable, or cast guidance, etc. Then raise shield. Play it from there. Can battle medicine, grant benefits, shield, have a minor cantrip or two, inspire courage, etc.
I dont know. I dont have any experience with 2e beyond level 3, so it's really hard to gauge how things will play out at mid levels.
On the other hand, a Bard->MCD Champ or Champ -> MCD Bard may be a bit cleaner, but have some action economy issues.
Thoughts?

Lots of good ideas here. I had not thought of going the Ranger route. How does the Recall Knowledge work as far as humanoids? It's very clear that Nature works for most animals, etc., but does that include humanoids?
Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
Lore: The subject of the Lore skill’s subcategory.
Medicine: Diseases, poisons, wounds, and forensics.
Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
Occultism: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
So I would need Arcana, Nature, Occult, and Religion? Would that cover everything?
Anyone know?

I want to make a 2e character that fits the weary seasoned commander trope. Think Maximus from Gladiator, Tom Hanks in Saving Private Ryan, Lt. Col. McKnight in Blackhawk down, etc. He's martial, tired, and takes a calming leadership role. (Remember that scene in Blackhawk Down where all the rangers are diving for cover and Lt. Col. McKnight just casually walks out and surveys what's going on? Keeps his cool. What an incredible real life figure.)
What I'm struggling with is finding mechanics where I can aid my teammates in battle effectively. I love inspire courage or defense, but they have made it really hard to build a melee Bard, I think. There's no "Tactician" ability like there was with the cavalier.
I'm not looking to min-max, but a solid middle of the road character would be great.
My initial ideas were a sword and board fighter or champion, with maybe a multiclass into bard so I can get inspire courage or defense (TBD), once I hit level 8? Any other ideas that would actually be functional at a lower level? (We are a slow group, so waiting until level 8 before the thematic concept takes shape would be a long time)
mplindustries wrote: Kineticist, coming out in Occult Adventures this summer, would do exactly what you want. How long can you wait/can you use the playtest packet? I have lots of time. I'll read up on this Kineticist over lunch (dang work blocking internet). Thanks for the heads up.

I'm trying to craft a character who slings low level damage spells as quickly as mechanically possible. The RP is basically a slum-mage with no real training but is insanely quick with his spells out of necessity. Think Hollywood over the top huddling masses slums. That prep school private college mage is so pampered and soft, that he would be torn to shreds in my neighborhood before he can say Summon Monster. He would be robbed, knifed, and left for the dogs. Han shot first, attitude. I don't need or want utility - there are more experienced players who are willing to do that.
I figure magic missile plus quickened magic missiles are low hanging fruit. I like magic missile because at least I know I'm going to hit every time. I roll like trash. Probably a sorc, because the spells per day?
What about a familiar or AC? Can anyone think of a way to naturally grant magic missile as a spell or spell like abilitiy to these? I know with imp. Familiar and certain familiars they can use a wand. Are there ways for them to cast it au natural?
Any other ideas for casting rapid fire or having enough spells per day to work this? Class or race combos conducive to this concept?
Thanks.
I'm working on a rather suboptimal character, and I was looking for a list of abilities, feats, dips, or class abilities that are CHARACTER level dependent, HD dependent, or Ability Score dependent, as opposed to class level dependent. I couldn't find one. I only found a handful, and was hoping the board could combine our collective knowledge (Arcana) into a fuller list.
As I find more I'll add and edit, here's what I found last night:
Please no 3PP
Ready, set, go!

Say i have a tengu with bite and 2 claws (the claws have improved unarmed, if that matters).
Say i have an amulet of mighty fists of spell storing. Can i now store true strike in each attack? Do i get to choose which natural attack goes first? In subsequent rounds, can i 'rotate' the attack order so my second attack gets the +20 attack bonus?
It seems RAW i can.
"This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability."
Its treating the natural attack as unarmed, which are treated as weapons.
Hello oracle never missing a critical combat maneuver, again!
*yes i still have to hit at least the first attack naturally.
Carrying CL20 scrolls is a great idea, once we start dealing with +3 and above enhancement stuff.

I'm working on a sunderer character for a possible future campaign, but know it could generate a lot of group hate.
How do I make Make Whole viable?
The concept is a Tengu Shigenjo Oracle with the wrecker curse and battle mystery. Basically, i use the tengus bite and claws (all primary attacks) and the sunder combat ability to shred the opponents weapons then armor.
Thematically, I think the character is going to be, basically, a scavenger with some sort of obsessive compulsion to find and hoard magic items (Mine! minemineminemine!). The problem, of course, is he picks up a magic item, because of the curse it gains the broken condition, inspects it, and says, 'This is broken. It's junk!' Then he tosses it aside for the rest of the group. Of course, once it's out of his hands, it loses the broken condition, and the group gets their loot. So the character's RP is super greedy, but in game, I've got a vehicle to not hoard the loot, and make sure we all split the loot evenly. Thus, my character can have this super bad personality trait for RP, but I'm not actually being a greedy a@*!+&$ at the table.
My problem is, naturally, I'll be destroying a lot of loot using sunder. The gm has said in no uncertain terms that if a character uses sunder, he will not alter the loot or game to make up for all the lost wealth. He does not follow the WBL, and does not give out much loot.
My solution is Make Whole. How can i bump up my caster levels enough so that Make Whole keeps up with loot progression? It requires me to have double caster level per CL of the item. Somehow, at level 4 I need CL 6. At level 6 I need CL 12. At 9 I need 18. Etc. It's impossible to keep up, but the closer I can keep to keeping up, the more I can fully play this character without hurting the group.
Thoughts?
Help?

Im running a weekly game and am looking for ideas to reward (and thus encourage) particularly inspired roleplaying and problem solving.
Generally, the party does a good job. However, there are definitely times when they metagame hard, or play on their ipads, or behave rather blandly. It can be frustrating. Especially because im often left asking two or three times, 'ok what are you guys choosing to do? Youre the players, you act and i can tell you how that affects the world.'
More frequently, though, there are moments when someone does or says something truly exceptional. Ive taken to saying "Plus 1 RP point for you!" when that happens (plus 2 for amazing RP, to stress how much i appreciate the creativity).
Can anyone think of a simple mechanic to convert these rp points into some reward? We dont use XP, and i dont want to give out extra gold (i stick close to wealth by level). Like, every 5 rp points can be traded for....?? Then, if someone does something particularly disruptive or anti-game (such as had a player look up a monster online because he thought the cr was unfair, then b&!&@ about the mechanics and argue the cr was too hard... mid fight), i can also penalize, without altering game mechanics, too much.
Ideas? Thanks.

I don't think this would work, but I really want it to work:
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Fractions of Heal and Harm: This spell channels a portion of the next spell you cast into magic that heals you. The next instantaneous area damage spell you cast deals only 75% of its damage, but you heal hit points equal to the remaining 25% of the spell’s damage. For example, if you cast this spell and followed it with a fireball that would normally deal 40 hit points of damage, the fireball instead deals 30 hit points of damage and you heal 10 hit points. The spell affected by this spell must be cast before the end of the next round. This spell has no effect on spells that do not deal damage or spells higher than 3rd level. This healing is treated as if you had been affected by a cure or inflict spell (whichever would heal you), and is treated as the same spell level as the area-affecting spell for the purpose of effects that relate to the spell level of cure or inflict spells.
So can I use this on, for example, a Flamestrike without provoking AoOs?
Opinions?

XMorsX wrote: Ariantar wrote:
I'm hesitant to rely entirely on that, though, because 18d6 at level 5 is practically an instant kill. It's not particularly fair to kill the player merely because he's playing a broken hero. I'd rather try to accommodate what he's trying to do, as opposed to DM fiating it away.
It is reflex save for half, and the monk is having great saves, even while grappling. You do not counter him, but you continue to be effective despite the grappling.
It is a boss encouter, it is supposed to be tough. It only gets 1 round to kill the monk, in that scenario, because once the Hydra is pinned, it pretty much cant do anything. The Tetori monk is getting effectively a 90-95% chance to pin (and begin suffocation) that is the problem. The breath weapons require some sort of somatic component, even if they aren't truly spells. It's an attack. They have to be able to attack.
As far as the chokehold/grapple mechanics - I view it more fantastically - perhaps he's got the hydra in a headlock, right where all the necks connect. Or perhaps he's grabbed one head and wrapped it around the others. Etc. etc.
BTW - The Tetori monk archetype is insanely powerful. It's very very stupid to deal with. He's not even limited by uses per day, or w/e. I've read a lot of people saying CMB classes are weak or w/e, but the most powerful 2 characters I've seen have been monks.
Thanks for the tips. I think I am going to take a little bit of everything mentioned here.
PyroHydra (6 heads) with the Improved Grapple feat. This will prevent the auto grapple.
Then add a few emperor cobras to the mix - chained to the Colosseum floor, hidden underneath sand, as sort of 'living traps.' As the adventurers approach, they'll pop up and attack. This means that if he wants to grapple, he'll be in the range of the Cobras. He'll get to try and suffocate the beast, but there will still be an element of risk.
DaedalusV:
I admit I assumed he couldn't use the breath weapons, but you're right. The hydra could.
I'm hesitant to rely entirely on that, though, because 18d6 at level 5 is practically an instant kill. It's not particularly fair to kill the player merely because he's playing a broken hero. I'd rather try to accommodate what he's trying to do, as opposed to DM fiating it away.

I'm hoping to get some help balancing some upcoming encounters for my group of 4. First off, I know some of my players read these boards, so Feylah, Nielax, Scaven, and Geoden, stop reading! Spoilers ahead!
My group is all 5th level, Tetori Monk, Urban Ranger, Polearm Master, and a Dervish of Dawn bard. I have a series of encounters coming up, but the recent past encounters have proven I need to better account for the incredible power that is the monk. The level 5 monk (+15 grapple), with chokehold and a potion of enlarge person, can solo anything sized huge or smaller, easily. (He soloed a CR8 last night without taking a hit)
I need help with some upcoming encounters. There are a series of gladiator-style fights coming up. The first battle is a group of 5 dienonychus. The second I haven't decided yet, and the last is SUPPOSED to be a BBEG with a hydra. The first fight, I'm not worried about. The second fight - I'm looking for ideas. Anything gladiator thematic stuff would be great.
The last fight is SUPPOSED to be against a hydra (I was planning a PyroHydra (6) heads). But after watching the monk, I know this will not work. He can solo it, easily. He'll provoke 2 attacks of opportunity on his charge, if either miss, he gets a free grapple check (Snapping turtle clutch), and if he succeeds, he can then pin on that same turn, and begin the suffocation. The hydra will have to roll a 19 or 20 to break free, at that point (because it doesn't have escape artist - and the tetori monk has massive CMD against grapple). In the mean time, the rest of the party can just kill it.
What can I do? I don't want to just pick encounters where he can't use his signature ability - it's what he WANTS to play. It feels cheap to just tailor it to avoid him getting to use his one ability.
Help!
Here ya go. 'Dipping for Fun and Profit.' Great starting place:
http://www.giantitp.com/forums/showthread.php?t=230500
Dipping for Fun and Profit.
Also I just discovered I didn't add my level 8 stat. Oops.
Again, thanks for all the great tips here.
Next level I get Imp. Eldritch Heritage Arcane (extra spells). These are my planned upcoming spells, with the first spell listed per level as a priority. Again, any and all experience or advice on these choices would help me out.
Feats:
11 - Eld. Her.
13 - Spell Focus Necro
15 - Greater Spell Focus Necro
17 - Great. Eld Heritage (Necro)
2nd level spells:
Silence
3rd lvl:
Bestow Curse
Invisibility Purge
4th lvl:
Debilitating Portent
Spiritual Ally
5th lvl:
Command, Greater OR Boneshatter? I can't decide which I should get first
Righteous Might (I dipped in Diabolist, so I've got that imp animal companion)
Sorc lvl 4 (lvl 11):
Enervation
Sorc lvl 5 (lvl 13):
Suffocation
Focusing on Necro boosts:
Boneshatter
Suffocation
Aura of Doom
Bestow Curse
Blindness-Deafness
This seems pretty good? Maybe?
Again, thanks for all this great info based off experience, as opposed to just guessing. I appreciate it.
Our reading of the Summon rules state that creatures that get the fiendish template always match the alignment of the summmoner, which means all neutrals become evil.
http://www.d20pfsrd.com/magic/all-spells/s/summon-monster
Thus, protection from evil completely negates the natural attack damage of a summon by an evil character. As we are fighting mostly clerics, paladins, and angels, everybody and their brother has protection from evil.

Thank you for the advice. As you can tell by my post it was post-game night last night, and I was a little frustrated. I landed a single spell (Archon's aura) in the last combat of the night. If it wasn't for Blessing of Fervor and Prayer, I don't know what I'd be doing.
Does anyone have a recommendation on what school I should start focusing on? This was my first character, so I picked thematic spells, not necessarily the most effective. He's super charismatic, and evil as hell. I have quite a few necromancy spells, and intended on picking up a few more. The other I have a lot of is enchantment, because they seemed powerful and were very thematic. I'm regretting those now because they are all will saves.
I haven't gone summons because my DM has basically said don't go summons. It's an evil campaign and he said he will just cast protection from evil anytime someone summons, thus negating the damage aspect of the summons.
I've read a few guides, but I'm finding their cavalier assessment of spells doesn't reflect the reality of the game world we are in. I get so few spells each level (supplemented by low level scrolls), that I can't afford to get stuff like "Share Languages, Communal" or "Blessing of Freedom."
Spell Focus (School?)
AOE Options
No saves? (There are a few, debilitating portent will be next level)
Rod of persistent spell (That's on my wish list, but our DM is pretty conservative with gold rewards - we each have earned about 45k over our careers)
Is it worth picking up a few blaster spells (Flame strike)? They tend to focus reflex.

I have a level 10 Life Oracle I'm playing in a WOTW campaign. I hate it. I can never get past spell saves. Not _EVER_.
I have 23 Charisma with my items and stats. Saves for spells are between 17 for level 1 spells, 21 for level 5. Through-out my character's career I have landed _maybe_ 20% of my spells. I can NEVER overcome monster saves. It's infuriating and makes me feel like I'm just a buff bot. I don't understand how a spellcaster is ever supposed to land anything, when monster saves scale MUCH faster than spell progression and caster stat.
I have a variety of debuff spells, targeting both fort and will. I don't have any reflex spells, but I'm picking my upcoming spells for reflex.
Spells, not including buffs are:
Burning Disarm (I can land this!)
Obscuring mist
Sanctuary (now useless)
Hold Person (They always make the save)
Staggering Fall (I land the 1d6 dmg, never the staggered condition)
Archon's Aura (They always make the save)
Blindness-Deafness (I very occasionally land this)
Prayer (no saves! yea!)
Aura of Doom (They are usually immune or make the save)
Please help. An oracle doesn't really have enough spells to use focus spell effectively.
I like my party, the RP of my character, but the mechanics of playing a caster is just stupid. I hate this.
Please help.

I would consider myself new to Pathfinder, and don't have a lot of experience of how combat and encounters play out at higher level (I've only played to level 10). All I have is theorycraft.
I'm building a switch-hitter Oread Hurler Barbarian, and was looking for some critiques, suggestions, advice, etc. The concept is throwing bigass two-hand weapons, then charging into melee. He's gonna look like the Trolls did in Dark Age of Camelot (Remember that game? man it was fun... Go to Troll Image..
I feel, at low level, that it will be viable. I just don't know how it will scale later:
Name: Big Chuck
Race: Oread
Class: Barbarian (Hurler & Invulnerable archetypes) Dip 1 oracle @ lvl 10, take lame curse, Battle Mystery - War sight mystery ability for rage cycling.
Starting Abilities (25 pt buy):
Str - 17+2Race (+1 @ 4)
Dex - 16
Con - 16
Int - 10
Wis - 7+2Race (+1 @ 8)
Cha - 7-2Race (Whoa he's ugly)
Feats:
1 - Quick draw
3 - Throw anything
5 - Raging Hurler (Feat) (For the double range, mostly)
7 - Vital Strike
9 - Deadly aim or Power attack. Probably power attack.
11 - Imp. Vital Strike
13 - ?? Possibly Two-Handed Thrower for more STR damage, but maybe something to give more versatility/saves?
15 - ??
17 - Great. Vital Strike
19 - ??
Rage Powers:
2 - Lesser Hurling
4 - Reckless Abandon (To hell with ac!)
6 - Hurling Charge (Rage Power)
8 - Superstition
(10 is dip to Oracle)
11 - Witch Hunter
13 - Spell Sunder
15 - Hurling
17 - Hurling, Greater
19 - ??
Traits:
Strong Arm, Supple Wrist (+10 range when I move)
?? Probably initiative, or something
Get Permanent Enlarge Person
Weapons:
1 x Earth Breaker + 1 with Returning Weapon (Large, 3d6 dmg)
1 x Earth Breaker + 1 (Large, 3d6 dmg)
Critical Items:
Belt of Mighty Hurling ASAP
Boots of Striding and Springing by the Oracle dip
Eventually, bag of holding V full of bricks of metal
I foresee combat unfolding as such:
Round 1 - Move into range, throw Returning Weapon, using Vital Strike
Round 2 - Either throw Returning Weapon again, using Vital strike, or Charge using Hurling Charge, getting a free ranged attack, then Melee
Round 3 & Beyond - Melee using Vital Strikes. Throw the Returning Weapon when necessary (Fliers, fleeing enemies, casters, terrain in the way)
The build gives me some way to deal big damage on the first round (instead of merely trying to get to the enemies), and then I become a brute barbarian.
I do notice that I'm not doing much with my swift actions.
Any help would be greatly appreciated.
Thanks.
-Ari

VRMH wrote: Ariantar wrote: STR > CHA > CON > Dex, dump int and wis. You'd think a "stat drainer" would be more aware of the dangers that low stats pose... I don't think it's a stat dependent build because full BAB plus fiendish boon means STR isn't critical. It's not about the melee damage. Con and CHA, for the poison and smite saves, i suppose, are really the primary stats, as long as the STR isn't s*+~. 10 base dex is all a full plate wearer can use, without sacrificing a lot for little return.
20 point buy in:
16 str
9 Dex + 2 racial
15 Con
8 Int
7 Wis - 2 Racial
16 CHA + 2 racial
lvl 4 point into con, lvl 8 into dex.
Falcar wrote: Shadow dancer can get the shadow familiar which can deal a steady strength damage. 1D6 strength damage each attack is something to fear. It's not drain but still something, that and you die if it reaches 0 from the shadow.
That's an awesome find. Thank you. Maybe 8 Antipaladin, 3 into Shadowdancer, rest into antipaladin? I would have basically 0 skills, though.
*Edit* Ehhh feats. Forgot about those. Won't make the feat reqs.

Help me. Please. I've been obsessively tinkering with the character concept of a 'Stat Drainer,' but I can't seem to find a setup that feels 'right.'
It's for the Way of the Wicked Campaign, or another side campaign. Both allow evil characters. Any race/Any class.
The idea is a melee character who, instead of focusing on damage, focuses on draining the stats of enemies until they are useless or comatose. I don't really care what class or race the character is, I just want to make the mechanics work, first. Preferably, some setup where the concept can actually be implemented before 6 months into a campaign.
I've tried a Druid Serpent Shaman, a Mad Dog Barbarian w/ a Monitor Lizard, and a Vivisectionist Alchemist (Which turned out OK - but level 10 is a long time to wait for a character concept to actually begin, via crippling strike)
My most recent attempt is:
Antipaladin, Variant Channeler (Poison).
Vishkanya (For poison)
STR > CHA > CON > Dex, dump int and wis.
Feats:
1- Skill (Diplomacy)
3- Eld Heritage (Serpentine)
5- Channel Smite
??
??
Traits = the +1 poison DC, and the extra channel one
Use a big two hander for consistent damage. Use the Vishkanya and the Eld. Heritage poisons on BBEGs.
Use the Channel Smite w/ Variant channeling to lower Constitution (reducing their fort saves for my poisons).
Use Cruelty (Diseased) at level 6, on each target (Bubonic plague, for the high DC save and again draining CON). Use Cruelty (Poisoned) at level 9, after landing Cruelty (Diseased).
Does anyone else have any thoughts? I can, on paper, if I got lucky on the saves, deal ~2-3 CON plus 1 dex damage every round, with a potential spike if I land my Bubonic Plague Cruelty (i think).
Anyone have any thoughts on a potential class/race/feat progression that could make this concept work? All advice, comments, creative thinking, etc. would be appreciated. Thanks.

Long time listener, first time caller,
From what I can tell, it's possible to become a Mystic Theurge @ level 4, but no one else seems to every mention this in the various "Mystic Theurge" threads i've read. Am I missing something? Is the class just not viable, anyway? A single level dip from wizard spells known/day to gain a huge number of divine spells? Seems like more than an adequate trade-off.
I've got a game where I will be the ONLY spellcaster for our group of 4. I need the versatility.
Aasamir w/ Incorruptible race spell-like-ability (grants Corruption Resistance as a spell-like ability) This gets us our 2nd level divine spells (2nd level Paladin spell [Pallies are divine])
See: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nib
1st level Cleric, Trickery/random domain (Trickery gets us Mirror Image, level 2 Arcane spell).
2nd level Wizard
3rd level Wizard OR Cleric - Wizard is probably better, for the extra arcane spell slot, as arcane spells are more versatile.
From then on, Mystic Theurge every level.
The wizard takes a 1 level hit. The cleric spellbook is just gravy, basically doubling our spells known/cast per day, and creates a huge amount of versatility w/ daily spell preparation.
Stats obviously make or break your character, but as long as you get a good roll on the Int, and a ~15 on wisdom, you're set up to be a pretty dang versatile spellcaster. I rolled stupid lucky on this hero, and ended up with con 16, int 17, wis 17, before racial bonuses.
Am I missing something?
Will this work?
Advice?
Anything?
Ari
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