Hellknight

Astrikkar Arkylon's page

39 posts. Alias of Nixius9.




If I quicken a fireball and then use ranged spellstrike shocking grasp will that arrow carry both spells?

Second question, is pinpoint accuracy compatible with ranged spellstrike?


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Okay so bear with me on this on. A while back I got to thinking about tropes in anime and one thing that stuck with me was the wise old master who bulks up when he is about to fight. I'm specifically thinking of Master Roshi/Jackie Chun. He takes his shirt off and he is this frail little old man, but then he suddenly flexes and becomes very large and quite muscular. So I thought how could I play that character in Pathfinder. I figured it out.

To posit that the multi class build is better or at least on Par with a standard monk I intend to compare the loss/gain of this build. Let's begin:

I intend to build a Qinggong monk/19 Synthsist 1. Ultimately, the player loses the 20th level of monk and is effectively one level behind comparable monks of his level, but what is he really giving up?

-1 on all his flurry of blows attacks
-1 AC bonus
-4 To max damage on his attack rolls (avg -2.5 per attack)
Perfect Self which provides two benefits-
Becoming an outsider
and DR 10/ Chaotic

He gains
+2 Natural armor at least from his synthesized eidolon
becoming a native outsider while fused with his eidolon
Evolution Pool that can be used to gain DR10/Chaotic
Further, with a well timed Evolution Surge the monk gains numerous potential buffs.

So, how to optimize?
15 point buy
7 str
7 dex
7 con
14 int
18 wis
14 Cha

After aging to venerable these become:

1 Str
1 Dex
1 Con
17 int
21 Wis
13 Cha

Because the eidolon replaces the physical ability scores, assuming you choose a biped you end up with

16 Str
12 Dex
13 Con
17 Int
21 Wis
13 Cha

This is the equivalent of a 42 point buy character.

Now, I know what you are thinking, wait! what about his hit points?

because the Eidolon provides Temp HP equal to its normal hitpoints, and it can be dismissed in the evening and resummoned during the day at full hit points, if you get wrecked in combat, a simple nights rest will restore the gross majority of your vitality.

Qinggong monk allows you to one off replace the useless ability "Timeless body."

So, I am looking for any feedback you can give me looking at these numbers. did I miss something? can I improve the build? Does it not work utterly? I appreciate your feedback!


Okay, so my gm plays fast and loose with the rules; I respect it even though I try to adhere to the books. However, his NPCs always steal the spotlight. He will dangle some kind of power in front of us, give us a series of d20 rolls that almost always require three nat 20s in a row, and then, once we inevitably fail, tells us we have lost the power forever but there is an NPC who will fit perfectly. This is frustrating. Further, we have hit level 8 and have set upon loftier goals within his game setting. To that end we have started building a city and set upon organizing a new religion. Again, we meet constant opposition to our character goals and frequent hard NOs because what we want is contrary to the NPC narrative. (BTW our player character designated king has been changed to an NPC and collected by the GM forcing the player to re-roll an identical character with worse stats.)

So, I want to use the existing, printed rules to win, because as willing as he is to bend the rules for NPCs, we the players must fully adhere to them. I was considering just building Punpun, which he doesn't know exists, but I don't think you can in Pathfinder.

Love this game, help me balance the playing fields against the insurmountable heap of "better than you" NPCs.


I'd like to use the variant Multiclassing rules from'unchained' but the class I want as my secondary is Synthesist summoner. I don't much care for the other abilities I just really want the eidolon. Do the rules prohibit this since I won't have all the class abilities to replace or can I replace the class abilities offered by the secondary class?


Just so I'm clear, I can make the following turn actually happen:

Feats:
Rapid Reload
Intensified spell
Focused Shot
Vital strike

Standard action: Cast intensified Shocking Grasp (CL 10)
Deliver through a heavy crossbow Vital strike with Focused shot
2d10 +10d6+int

Move action Reload heavy crossbow.

This is before any of the fun that comes from arcane archer which is a significant boost to BAB in the end.

Is this legal? if so any other cheese I can add on to this?


So, I am finishing up writing a complete module and I need to know how long it will take for PCs to run it completely. anyone have tips for estimating dungeon run time?


I want to make a bard character. Gnome, standard bard, Perform Conducting. I want to take leadership and have all my followers also be bards. In effect I want to have a full orchestra follow me around. Here is my question, if 130 bards play in unison what can I recommend to my GM as ways to handle this in a non game breaking way. (Does inspire courage even stack?)

Definitely feel like masterpieces are an option, was also thinking Expanding area of effect for members of the orchestra centered on the Maestro.


Hey guys,
I'm going to run a table in april and one of my players is having difficulty motivating herself to make a character. Player is limited in experience in Pathfinder, and feels like the rules are too binding (our other GM is a rules Lawyer).
Aside from that, her last character was a half elf Summoner/Arcane Archer and did almost no damage against creatures with damage reduction. She wants to wreck house and doesn't want to play a fighter.
I was thinking magus kensai, but I'm not sure. I've never been a power gamer, in fact as a player I prefer playing roll three six times and keep the stats in the order they land.

Assistance?


I am creating a character for a campaign and I want to take full advantage of the mundane alchemy items available in Pathfinder. I'm having trouble figuring some things out. If my character wanted to craft a flask of acid, for example, he would need 33 silver and a DC 15 check. It would take a normal character 1 week to make. Because I am a level 4 alchemist, I have a Craft (alchemy) check of 16 and I craft in half the time so in one week I would make 2 flasks for 66 Silver with two successful checks(We play with the rules that you take one week regardless). Now, if I take the +10 to craft quickly, how much faster do I craft? What if I take the Master Alchemist Feat? Essentially, How much can I craft with alchemy in a week?

Note: This excludes Poisons which I am not interested in and the rules for which are very clear.


I was hoping that someone could point me in the direction of a few good virtual table-tops. As the years have gone on my good friends have scattered to the winds and many pine for the old Friday night game. I really want to run with a vtt and I am currently looking at Roll20 and RPG with me. I do have some preferences but I am very flexable.

Some features I am interested in:

A non-browser client. Browser based programs have had a history of being a pain in the ass for me.

Internal character sheets. Roll20 doesn't seem to have character sheet support, and RPG with me requires players to use herolab. I am not opposed to buying hero lab, I'd rather use my books though.

Fog of War. Visability has always been a tough rule to manage at the table with minis and the like, so a fog of war would be wonderful.

in client mapping program.

If someone could point me in the right direction that would be wonderful.


Okay so I'm building a two weapon fighter with the two blade sword as his weapon of choice. I need help with feats, they are so numerous and, frankly, overwhelming!

Common sense dictates I take the two weapon fighting tree, and I am pretty sure I am going to take Weapon specialization/focus trees, but that leaves me with a good deal more feats. I was looking at two weapon rend with the rending fury tree, and I kind of think sundering is cool.

That's what I am looking at for now, but I don't really know what else might be good. What have other people done in the past? Am I missing anything cool?


As a dm I had a player that used Create water to Waterboard his enemies.
I've had wizards Ghost sound fanfare to victory in battle.
I've had a rogueless party use Open/close on every door and chest, and one time they got a surprise round on a mimic.

As a player I rolled a druid who used create water and Animate water to assasinate an entire town. The water flows under the door and drowns people in their sleep (Coup de Grace)


So I want to build an alchemist boss and take the "Implant Bomb" feat. Then I want to make a bunch of zombies and kamikaze them into the party. Suggestions?

I think the biggest issue will be making and implanting the number of bombs I can make per day in a short amount of time. I'd like this to be a "Rules legal" Build that doesn't require any DM omnidomni-ing.

Help me out?


Ive always wanted to make one, but there aren't any archetypes or feats that offer benefit to double weapons.

Does anyone ever actually use Double weapons?


Who has war stories about getting their butts kicked by an illusionist besides me?

It was an evil campaign, everyone in the party was lawful and followed their own laws. I was but a Young Fighter of only level 2 and my brother was playing a gnomish illusionist named Grimble. I don't remember the exact circumstances, but I was on a train protecting a guy with a sachel. the party didn'd know what was in the sachel, but we were guarding it's delivery. We had a Chaotic neutral Barbarian who I believe had brain damage, and Grimble had him charmed for most of the game.

At some point in the train ride grimble decided that the sachel belonged to him and told the barbarian that there were bunnies in the bag that the man planned to kill. The Barbarian raged; I stepped in to stop him, and Grimble colorsprayed me. I fell asleep, and the little bastard coup de grace'd me.

Never underestimate a gnome backed into a corner.

Any other fun stories?


I've never realized the restrictions on ability score boosts (probably because I have never had a party that got terribly high).
What are the various buffs and boosts players can get an what is the maxium players can artificially increase their scores.

+5 Books (can I put one in each score, or does a character get one book in
their career)
+6 Top three belt of win
+6 bottom three Headband of win
+1 x5 for leveling up

Is that it? Are there other ways (outside of class abilities) to increase ability scores?

I made my newest party roll Classic style so some of their more painful rolls might thank you.


... I am helping a player of mine on their character.

They're playing a Gnome Emissary (Archetype) Cavalier and using only content from CORE, APG,Ultimate Magic,or Ultimate Combat. the feats I recommended are:

1)**Mounted Combat (Combat)
1)Ride-by Attack (Combat)
3)Spirited Charge (Combat)
5)Skill focus (Ride)
5)**Mobility
6b)Agile Maneuvers (Combat)
7)Power Attack (Combat)
9)Animal Empathy
9)**Trick Riding (Combat)
11)Improved Overrun (Combat)
12b)Charge Through (Combat
13)Trample (Combat)
14)**Mounted Skirmisher (Combat)
15))Greater Overrun (Combat)
17)Mounted Shield (Combat)
18b)[Undecided]
19)[undecided]
**Denotes A feat from a class skill.
I am allowing them to take the Order of the sword 8th level ability in place of any other order's.

The idea is to charge through combat and stay away from the bulk of fighting.


... I know it sounds like a bad rip off of the TMNT but it's the concept for my character. We used clasic rolls (3d6) and I got a five (cue int). I plan on going straight Sorcerer but building for melee. The problem is, since I'm stacking strength for my claw attacks, I only get five rounds of them per day. Further, there are no feats to give me additional Bloodline powers per day. My DM directed me here and told me to ask the almighty internet before making my case. He is pretty flexable as long as the player gives good reasons. What I propose is either a feat to give me extra uses of my bloodline powers per day (like the feat for rage powers) or a feat that allows me to sacrifice my spells/Bonus spells for more rounds. What do you guys think? Balanced?


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I have a player currently playing this archetype. At seventeenth level, the emissary gets Erratic Charge in place of Supreme charge. Supreme charge is a 20th level ability, and the reletive power of Erratic charge suggests it should replace it at the 20th level. Up until this point, the emissary has been getting Tactician abilities replaced and the seventeenth level ability that Erratic charge now lands next to is Master tactician (not very valuable without it's predicessors.

Should the book read "replaces Master Tactician" instead of supreme charge, thus giving the player both charges, Or should it read "At 20th level..."?

Also, if the latter is the correct way this should have been presented, what to do with Master Tactician?

Currently, I gave the player Erratic charge at seventeenth level, dropped the Master Tactician, and gave them a bonus feat at 20th level.