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AtomicGamer's page
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Hi folks.
I'm playing a second level half orc greataxe wielding rogue. She's a brute, but I also keep some emphasis on skills and viability in other situations.
One thing I did was take Keen scent at level 1, mostly because I think it's a cool and thematic ability to have.
Now, level 3 is coming up, and I'm greatly tempted to take a level of Barbarian.
Fast move, martial weapon proficiency, medium armor proficiency and rage, those are all solid benefits.
In addition, I'll get survival as a class skill to use with my scent.
I am worried about losing out on skills (int 10, so I'll take 2 ranks of survival, 1 perception, 1 disable device), and also about long term, whether I should have taken a martial class like fighter, that would've also given me heavy armor proficiency (14 dex, so at high levels, mithril full plate would be cool)
Also, if I do take Barbarian, should I eventually get 2 levels and get Reckless abandon as a rage power?
Anybody want to provide thoughts or insight? I'm interested in staying a viable melee combatant (The GM does not approve of Unleashed Rogue). The GM is also reluctant to accept archetypes, though those might be possible.
But I also don't want to lose out on my characterization. She's a bit of an outsider, ran off with her mom from the orc camp where the mom had been kept prisoner at a young age, grew up in greyhawk city helping her mom with thieving and swindling. I'm thinking of grabbing dazzling display and Shatter Defenses at some point. She's a bit of a perpetual outsider, but who bonds very closely to those she considers friends and doesn't betray people who trust her and she trusts.

Hey guys.
I'll be playing a Half-Celestial Paladin (A Chaotic Good variant, that's pretty much the same mechanically, only gets bluff instead of diplomacy as class skill). I've been wondering about some of my options.
Firstly, for various PR reasons, I've got Savant for Perform: Storytelling, and since the Half-Celestial is a Quarter Elf. (half elf race, but since she's now a half-celestial...well) she got a free skill focus which also went into storytelling. I'm wondering if taking two levels of bard to get that massive modifier (+15 at level 2) into Diplomacy and Sense Motive. (I can use the magical knack trait to make bard slightly more useful for utility spells also)
I'm also wondering if I should at some point take the Eldritch Heritage: Elemental (fire) bloodline feat chain
If I did, I would cover fire resistance, one of the big ones Half-Celestials don't get, and eventually raise my base speed by 30 feet, which should also translate into a higher flight speed (which is by Half-celestial definition, 2x land speed). I'd also get a ranged ray of fire to use if melee isn't feasible, which sucks on the baseline, but with smite evil is at least workable.
At the moment, I've got Power Attack as a feat.
Stats, after racial modification are:
Str. 18
Dex. 16
Con. 16
Int. 14
Wis. 9
Cha. 20
Any ideas for what I should do, or comments on the ideas I've put forward?
Imagine if you will a level 1 half elf bard with the following stats.
Str. 12
dex. 14
con. 10
int. 12
wis. 7
cha. 16 (including +2 racial)
She has an additional 5 points to spend on chargen, but these are final.
How stupid would it be to multiclass into paladin, where should the 5 points go if she did, and would it be better to focus on the paladin side or the bard side?

Hey.
Ok, I don't know if you've read my previous posts, or my summary of the game so far...
Anyway, long story short, it's a game set in a world where there's a major curse that's stopped people (and monsters) from leveling.
We recently found out that the curse was cast by an epic elven necromancer 3000 years ago, focused on a necklace, and according to him, could only be broken by a king of men, striking it with the knowledge that he would be giving up his life to break the curse.
I've lost a very nice level 1 bard, but my new level 1 Diviner is faced with a very interesting choice.
We stumbled upon a VERY powerful mace, which in turn let us beat down a heavy doorway that closed an ancient abandoned dwarven city.
Inside there, we've found a variety of stuff, including the royal treasury, which our detection magic tells us has around 50 magic items inside it, but our mace cannot break the door down and it can only be opened with the Scepter of the dwarven king (which also opens other doors and enables some magic items) which was lost to a goblin raid centuries ago.
We've also found a lot of small stuff, some nice stuff and one gamechanger.
My character found a brass lamp, containing an Efreeti, who is rather grateful to have been found after 3000 years of lying around hidden under a floortile in a library, and is rather cooperative.
In addition, he has made my character the offer of giving her three wishes if she sets him free.
Using some shenanigangs, we've gotten the dwarves to accept our human rangers claim to the kingdom of men (since the mace he wields belonged to an ancient human king, and there's nobody around to dispute his claim) and he married the queen of the dwarves in an attempt to make a new kingdom of men and dwarves in the newly opened city.
Now, this is where it gets tricky.
My wizard will definitely want to break the curse, now that she knows about it and the necklace. She MIGHT also make the wish that she personally were exempt from it, but the GM assures me that this would be one of those 'wish can't really do that unless it attaches several annoying strings to it'.
Most likely, she'd want to wish that the necklace were right here with her, so that it could be broken. (possibly by our king of men) But that might not work.
She'd also want to wish for entry to the dwarven vault, most easily by wishing she had the lost scepter.
Thirdly, some of the rest of the group will want to use one of the wishes to bring back the dead Bard. (who was an entertaining and nice person, whom they miss)
Fourthly, my wizard has only spotty memory of her past, she will want to fix that, possibly with a wish, and fifthly, she might want something completely different (immortality? Flight? Transformation into something else? A spellbook with lots of cool spells?)
Anyway, any suggestions or advice would be welcome.
For example, obscuring mist says that if something is 5 feet away it has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Just to be absolutely sure, 5 feet away means adjacent creatures and 10 feet or further is non-adjacent, right?

Howdy folks.
I'm still playing in a perma-level 1 campaign, my bard is now in serious risk of dying, so I'm bringing my next potential character to the next session.
It's a VERY low op game, most people new to pathfinder at least, some new to 3.? in general and even one new to RP at all.
It's 10 point buy, Core only (though some Advanced players handbook stuff may be allowed on a case by case basis) as such, no traits and no alternate racial traits (unless maybe there is a very good reason and they are in the APG)
Further, we don't really get any starting equipment, absolutely mundane stuff within reason + a single simple weapon has been the guideline.
The rest of the group consists of:
An Infernal bloodline Sorcerer who casts Sleep and Color Spray and uses a heavy crossbow he found otherwise.
A Gnome rogue who prefers to use a light crossbow, but also has a dagger.
A Human ranger who recently acquired a Masterwork Composite longbow, he's ranged.
A Human Cleric with the Healing and Rune domains, has been doing a lot of healing recently. She might be ok for melee now that she' acquired a hide armor, but her 7 dex remains troublesome.
My bard, who is now in a sea-hag induced coma in a world without remove curse must now save three times vs. dc 14 with her +0 fortitude save or die. (the cleric can boost her somewhat, but we're still looking at a 65%+ chance of death)
I'm thinking, since this group is very very squishy, and everyone is trying to stay at range, but the enemies typically close to melee anyway, I might make a melee fighter to keep the heat off them. Possibly a Human Fighter or Paladin.
I've also considered a second Cleric (taking Travel and Luck Domains), a druid with a formidable animal companion or an Elven Longbow wielding wizard. (when not casting)
Bear in mind that while this game will eventually advance beyond level 1, we are expected to stay there for quite a while yet.

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I just had a conversation with my GM that went like this:
Me: "I've just been looking through the online forums, and some of the houserules for casters are pretty interesting, for example, the consensus is that the wizards versatility in having access to potentially all the spells is so much more valuable than the sorcerers ability to cast his known spells spontaneously that they ought to switch their spell-progressions (wizards getting new spell levels a character level later than sorcerers) to make them closer in power....of course this is for relatively high-op games"
GM: "I think those people would think twice if they faced a sorcerer who could throw out a fireball every round of combat"
Me: "Err...well, no...fireball is considered a pretty weak spell when you're talking about that level of optimization."
GM: "Ok then, finger of death."
Me :"...I guess...more like, summoning obscure creatures with powerful abusable spell like abilities and stuff."
I just realized how glad I am we're not one of those groups racing to break the system. To the point where I'm the only one even partially aware of the most broken stuff. (and I sortof make it a point to not go there, though I did select grease as my first level bard spell and it did save our bacon in our first fight)
I'm aware that ray's count as weapons for purposes of bardic inspire courage and weapon feats.
I'm also aware that spells that directly emulate weapons count as weapons at least as far as inspire courage is concerned.
What about spells that are ranged touch attacks and deal direct damage, but don't have the word 'ray' in them, say acid splash?
Why do people make duplicate archetypes, often setting specific, only slightly better than an already existing archetype?
I mean, I get the whole. "I wanna make X, but the option for making X isn't quite as good as I'd want it to be, so I'll make my own." but the fact of the matter is that having say, Dawnflower Dervish, makes every other Dervish Dancer player feel like a fool for picking his archetype.
Especially since it comes from a setting specific book and references a setting specific deity, effectively making it off limits.
I just don't really understand why people don't either upgrade the existing archetype to be closer to par, or settle for it as is, instead of making a 'in this particular setting, this particular type of character is slightly better' type of archetype.

Hey, just wondering if people had some insight to share.
I'll be playing in a first level game, that will remain first level for an extended time, due to a meta-artifact that prevents characters from gaining XP (and it has been active for thousands of years, so people don't really have a notion that there is such a thing as a hero, or even that you should get better with practice, beyond a certain basic point)
Anywho, my character is a half-elf traveling bard, based loosely on a gleeman (or gleewoman, as the case may be) from Wheel of Time. Juggling, storytelling, singing, etc.
She'll be a bit of a wild card (I'm thinking CG), raised on the road by her elven father, who was a bard, having struck out on her own a couple of years ago.
I thought I'd make her combat based on dagger throwing. (or rather, mostly rock throwing, saving daggers for emergencies)
This will be 10 point buy, and I was wondering if the following stats would be completely crazy:
Str: 14 - Dex: 14 - Con: 7 - Int: 13 - Wis: 7 - Cha: 16
Feat: Point Blank Shot.
Racial Feat: Skill Focus: Performance: Singing (or acting or storytelling)
I could switch Dex and Cha....should I? Is it stupid to dump con like this?
Important Caveat, the game in question is a first level only game. Characters will not advance from level one until many many sessions in at the earliest.
I'm considering making a bard, I link my GM to the dancing dervish going "Hey, this is cool, should I make this variant of a bard?"
and he says. "A bard that only boosts himself and nobody else? And retains spellcasting, that's OP. No, core only!"
I realize the GM is the ultimate authority, I just felt like I should probably get a second opinion, since I think the dervish is actually something of a step backwards from regular bard in terms of raw power.
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