Jardin

Balin's page

Organized Play Member. 78 posts (189 including aliases). No reviews. No lists. No wishlists. 2 aliases.



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Is there a class/ archetype that has a shape changer (like thousand faces) and has access to enchantment spells?


I am wondering if anyone has played the cabalist or a vox mesmerist?
Are they fun to play and effective?
Any tips to make them effective?
For the mesmerist, are they played as casters or use feats to make them more melee effective?


Has anyone had any experience playing these classes?
I like the rebirth discipline but is it as functional as a sorceror?
For the mesmerist, it seems they are poor in melee combat. Are they just casters with a smaller amount of spells?


We are about to start the Rise of the Runelords, and I am in need of advice for my inquisitor.
I am debating between a great weapon wielder, and either the vanilla version or sanctified slayer.
Or I can play an archer version and take either the slayer (to get more archery feats, esp shooting while in combat) or the sacred huntsmen for some fodder.

The group consists of a paladin with sword and board, an investigator (melee) and an arcanist.

Any advice?

Thanks


One of the players in my group loves the power A Thousand Faces for the druid, but doesn't like any other aspect of that class.
He is currently playing an Inquisitor, and I was wondering if anyone has any suggestions to mimic that power?
I know there is the ha of disguise, but doesn't that have a time frame? Also is there any way to make it permanent?

Thanks


Hi
I am fascinated with the mesmerist and was curious if its worth taking the VMC Cleric with the madness domain. The idea is to stack the debuffing (madness domain and hypnotic stare) and render the enemy obsolete.

Any ideas? Is it worth the feat commitment?


What would be the best Thor-like character, a bloodrager or a warpriest?
Also if anyone has played them, any opinions on there playability would be helpful. Thanks


We are about to start Kingmaker, and I am debating between these two classes.

I am looking at a 1 level dip into swashbuckler, and then go into either Magus or Inquisitor.

Has anyone played both? What can expect from each class, and which is the more enjoyable class?

Also for the inquisitor, I am obviously going to us a rapier and not the bow because archery is so feat intensive and only good if I can stay away from melee. Does anyone have differing opinions?


I was curious about this as it seems after Paladin-alignment questions, questions about how to play a magus is the second most frequent topic.

Are they really that difficult / finicky to play?


Hi, I am playing an inquisitor /swashbuckler but I was wonderign if I should do more than a 1 level dip in Swashbuckler. Are any of the swashbuckler options good enough to delay the spell progression and other inquisitor options?


A small group of us were planning on playing Kingmaker and having Mythic characters.
But I have been reading the forum and it seems Mythic isn't as good as we hoped. From what I read, it starts fine and quickly de-evolves into 1shot = 1dead.
Does everyone who has experience with this agree?

Would Gestalt characters be a better option? I have never tried Gestalt, so I don't knw if I woul dbe replacing one broken OP way with another.

Any opinions?


I am making a character and could not decide between the two, so I decided to try make a multi-class Swashbuckler /Inquisitor. But how many levels should I take in Swashbuckler to make it an effective fighting style?


I am planning on playing a bowman who works with an animal companion. I was looking at the Sacred Huntsman and the Hunter, and it seems to me the Sacred Huntsman has more bells and whistles to it than the Hunter.

What am I missing that makes the Hunter worth taking or the Inquisitor archetype?

Also I looked at the Primal Companion Hunter, but it seems to me that it takes one of the few things that makes the Hunter good, only to make the focus be the companion rather than the character, like the issues with the summoner. Am I missing something there?

Thanks


I am about a week away from starting a new character, and was thinking of using a shield champion brawler.

Has anyone used one, and what are your opinions on them. As one of the only melee characters that will be in the group, can they hold up?

Any advise on how to play/ make them?


One of my players has asked me to post this and see what is the general consensus of this idea.
Right now:
On horse the cavalier gets +4 to hit (instead of +2) and no AC penalty.
But on foot he gets no bonuses, and he feels the cavalier is pretty useless on foot.

He proposes that he gets these bonus while on foot also, so he will be the master of the charge.

The advantage on horse will be the damage the lance does.

As I have not spent that much time looking at the cavalier, and try to keep the players somewhat happy, would this modification be a good idea?

I need opinions from other martial players if this modification is needed for the cavalier.


One of my players wants to make a spell that can make Domination permanent.
He is good with making it a long casting time.
But its it too powerful?
Should I have expensive spell components, or any other restrictions?


Hi,

One of my players wants to use a heavens Oracle but with Arcane magic.
He doesn't want to take a lvl in Oracle, and the rest in sorceror as he feels this is abusing the system , and isn't fitting the character's fluff. I reviewed the heaven's spell list, and saw they get arcane spells, so i don't see any large scale problems. But I admit, I have limited experience with Arcane spells, so I don't know if they are noticably more powerful than divine.

I was thinking about the conversion, and do not know if a straight swap of divine for arcane is equal. Any suggestions would be appreciated.

p.s. He wants Arcane so he can focus his spells on Illusion and Enchantment, which are seriously lacking in the divine list.


We are playing a high level adventure starting at lvl 16 and going intil mid to high 20s. I have never played higher than 16, so I was wondering about the strength of my usual classes when compared to the usual heavy hitters (e.g Wizards and Cleric)

How are:
Barbarians, Bards, Paladins, Alchemists, and Inquisitors at high levels?

Knowing my DM, this will be a magic heavy adventure, as he is in love with 9th level casters, so I suspect there will be plenty of wizards, clerics and oracles. I rather not have a character class that has to hid at the meer mention of a wizard's name, nor do I want to be the weakest link (we are all unabashed power gamers :))

Also how are druids at high levels. Their shapechanging doesn't seem too scary at that level, and their spells seems underwhelming. Am I wrong?


I am going to be DMing a solo adventure with an inquisitor. Of course in the situation the teamwork feats will be completely useless. The player suggested that at 3rd level and 5 levels afterwards, he can get 1 power from a domain of his chosen god.
I thought it is different than the sub with any regular feat, and fluffy, but is it OP?


We are getting ready to have a power gamer campaign where we start at lvl 15 and are making characters that are as tough as possible.

I usually play Oracles and Clerics normally as the idea of being to cosmic power always appealed to me.

But in this game I am thinking of breaking away from my norm. I need to know how Monks, and/or Magus can hang with Wizards,Sorcerers and an Oracle at 20+ lvl?

If they would be the weak link, what would you suggest?


I was thinking of creating an Oracle of the Mind. I was curious if others would agree that subbing awesome display illusionary spells with enchantment spells would be a fair trade?

Also I was thinking of basing it on the Lore Oracle, does anyone else have a different opinion?

Thanks


I am thinking of introducing a re-occuring villian into our game and was leaning towards a Svirfneblin Cave Druid.
The idea of someone that cannot be tracked, detectected, or seen easily plus being able to change into an ooze is interesting.
But while in theory it sounds good, I have no experience playing druids, let alone Cave Druids. Are they effective? And any ideas to round out the character?

Thanks


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We have a new player joining our group, and while he has never played Pathfinder, he is an avid WOW player who plays an Enhancement Shaman.

What would be the closest class to that character?
I thought Magus, but was overrules as they lack any healing ability.
What would you suggest/ think?


I need to make a tank for an upcoming adventure, and was wondering what people could advise for the class.

Would a high AC class be best or an attack denying class (Flowing crane monk or Dervish Bard) be a better idea?


We are starting a new AP with a 25 point build. We currently have a wizard, Oracle (heavens), Fighter, and Rogue.

I am thinking of trying a Monk, either a Maneuver Master or a Tetori. Has anyone tried these, and are they effective at higher levels?

We are short front line fighters with staying power, so something else is always an option. I have always played Bards, so I rather try something new. The only criteria is that I prefer having some magic or supernatural ability.


Awhile back I saw a picture on this website of a panda person. It looked like a Pandaran from WOW, in the full Asian garb. I do not remember seeing it in any book, so I was searching for it on the site but I cannot find it.

Anyone remember what it was?


I am thinking of making a bond-type character.
I am thinking of an Inquisitor with Conversion inquisition and Infiltrator archetype. I will miss the Intimidation but will be better in diplomacy and bluff.
With him being of Abadar, I get a LN alignment, and fit the what's best for the State mentality.
But what would be the best weapon option? I have never liked guns in pathfinder, so bows/x-bows would seem obvious, but takes too many feats, and i always worry about people getting into melee too quickly for it to work. (seems its always small rooms, so you have 1 round of shooting before they charge, assuming you win the initiative).

Any ideas?


I am making a creepy cleric that focuses on de-buffing. Ideally the image I want is one with tentacles with the draining/de-buffing coming form them. But what would be the best way to get the tentacles. I could use Eldritch Heritage and Abberant Sorcerer but that is very feat intensive, and I will have to wait until 11th level. Prehensile hair is an option, but I rather not multiclass for no other reason than to get 1 hex. Any other ideas?


"Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier."

I just want to make sure I am reading this correct.
If Bob the Oracle (Cha 18) casts color spray, do I minus 4 HD from the creature before the saving throw, or only after the creature fails to see its affects?


I was wondering if a sorcerer can make a golem and transplant his consciousness into that body permanently?

What spell would be needed?
How do hit points work out? Do you just get the golem's hitpoints, or do you work out how many it gets per CR and apply that per level of the sorcerer? And is a level adjustment needed?

The Golem has base To Hit modifiers, does that stay the same?

Anything else I missed that would need to be considered?

Thanks


We will be starting Kingmaker within the month, and I am stuck between 2 classes, and wanted advice from the people who play them.

We currently have a rogue and a samurai.

I want to play either an Alchemist Bomber (Grenadier archetype) or an Inquisitor (Conversion domain and Infiltrator archetype).

Will the bomber get stale after awhile?
Will the Inquisitor be a good character? There seems to be a lot of de-buffing spells for the Inquisitor. Will their DCs be high enough to get them off?

Thanks


Hi,

I was looking at the Magister and wanted to know if anyone tried it and found it to be good, or over-powered? I was particularly interested in the Metamagic Magister.


hi,
If a 10th level wizard casts charm person is the DC 10+ his level + int or DC + 1 (1st level spell) and int. If its the later, it seems odd that a higher level wizard can't make the spell more powerful.

Other than increasing INT, spell focus, and greater spell focus, is there any way to pump the DC higher? Any meta magic feats?

Balin


Hi, we are about to start Kingmaker with a much higher stress on the kingdom making part. What is a good point build for the 3 characters that will be in it? Usually we do 25 point, but we are concerned that will over balance the kingdom building.

Thanks


Everything I have read says Fey and Infernal are basically equal in Arcane Power but the Fey add +2 to Compulsion spells, and Infernal gets +2 in Charm. It seems to me the Fey get more spells that are affected by there +2 than Infernal. Is the few Charm spells really that much better than the dozens of Compulsion spells?


The title basically says it all. Between Arcane, Cleric, Druid, Bard, Witch, Summoner, Inquisitor, and Alchemist (I know its not quite spells but humor me), how would you rank them and why in that order? I am mostly curious about higher levels (after 10th level).

As I am a fan of battle control I would rank them as Arcane, Bard, Druid, Witch, Summoner, Alchemist, Cleric and Inquisitor.


I want to play a battle caster, a fighter that can cast buffs, de-buffs and especially Control style specials.

What would you suggest as the best class:
Magus?
Battle Oracle?
Druid?
Cleric?
Inquisitor?
Bard?

If you can state what type (archetypes, domains, mysteries, etc) and why, I would greatly appreciate it.


For the last few years I have never cared about the class, and have filled what ever role the party needed most.
But for the Jade Regent, I decided to pick my own, and try something I have never done before. But before I pick, I wanted to know if any of these classes in actuality sucks, and/ or if someone can give me their advice on them.
The party currently has a ranger (archer) and a fighter (2-handed weapon).

I am thinking of playing a Ninja, a Tetori, or a Aberrant Sorceror specializing in touch (Necromancy) spells (with a pinch of control spells of course). What are your opinions on these?


in this situation a 10th lvl Tetori goes to grapple a 10th lvl fighter.
as i am unfamiliar with grappling, I need to know if I am right on the mechanics.
The Tetori's CMB beats the fighter's CMD.
That is the end of the Tetori's turn

The Fighter has the choice of trying to break it, which is basically impossible, or use his multiple attacks at -2 to hit.

In this situation, I don't see how trading punches with a fighter, even with the fighter at -2 to hit is a good match for the tetori.

also the monk gets constrict and all his usual attacks (2)?


So were watching Casino Royale and the debate started on what would be the optimum character class for bond.
Rogue: lots of skills but sneak attack did not seem right.
Bard: has the skills and the charm but lacks the fighting ability.
Monk: has the fighting ability and skills, but doesn't seem right.
Inquisitor: the fluff is good, but the special abilities don't match overly well.
Fighter: has the fighting ability but not enough skills.

What are your opinions?


While I don't need to be a full BAB, I do want some ability to fight and have a full spell progression. That basically limited me to a cleric, oracle or druid. But it seems Divine Magic is quite inferior to Arcane. Is this accurate? And is druidic spells any better?
Or does anyone else have any ideas?

The concept is a fast cavalry type. Mounted combat, but basically a hit and run specialist. I figure the least feat intensive version would be a sword wielder with mounted feats, and vital strike. Does this make sense?


I have decided to play a Nature Oracle in the up-coming Kingmaker AP.
The idea is with the first revelation to grab a horse companion.
I plan on playing an elf. The question I am stuck at is the style of play. Should I take mounted melee and use a spear, spend the feat to get a lance, or go with mounted archery?

The group is a Were-wolf Ranger (pure melee combat), a paladin and a heaven's Oracle. So the party has all the bases covered already in terms of range and up--close.


Now that enough time has elapsed from the release of the Ultimate Monk (UC) I was wondering what was everyone's favorite type of monk and why?

I like the Many Styles as I am the type of person who can never make up their mind, so having every fighting style is fun. A lot of prep work to try remember how everything works together, but its fun.


HI I am making a cleric for Kingmaker; that will specialize in 2 roles. The first is being a de-buffer and the other is being a lying, sneaky, toad of an individual.
The latter is being accomplished by 1 level of infiltrating inquisitor with the conversion domain. That allows me to ignore my charisma and apply my wisdom twice to bluff, diplomacy and sense motive.

The de-buffing is being done ny the disease harm channeling, madness domain and spells.

The 2 problems I am running into is the last domain? Should I take chaos domain to force re-rolls, or the travel domain for the much needed movement and with the trade sub-domain I get more bonuses to my bluff, sense motive and diplomacy (1/2 my level)

The 2nd problem is that the party has turned from a mixed group of characters to all melee (monk, ranger, paladin). Does this pretty well nerf the de-buffing (where's my save or die casters when I need them)?

You advice would greatly help.


hi, after an encounter with bandits, my character met a rather messy ending to his life.
As I rather enjoyed playing this class for the first time, and died in our first combat (fought 12 bandits who ambushed us - the dice gods were so against us that night), that I would prefer to try the class again. But with a party make up of:

Paladin with sword&shield
Ranger with Natural weapons
Flowing/crane monk
and I, a de-buffing cleric

I find we have a serious lack of any form of missile weapons which led to my demise (3 arrows doing critical damage in 1 round was a bit ugly).

My question is that for the remander of the AP,including #1, can the party flourish without any missile weapons, or should i seriously consider changing the class to either an archer or mage of some sort?


Maybe I am having a brain fart, but so cleric abilties screw the opponent for 1 full round and others until the end of the Clerics next turn. To me, that sounds like the same thing. Is there a difference?


I usually give the players plenty of leeway in making characters as to me, its a game for fun, make a character that you will enjoy.

One player has decided he wants to make a lycanthrope character, and I am worried it might completely throw off the balance of the party and game. It reminds me of a botched attempt to play Drow Nobles, that ended with the characters breezing through too many encounters. Is the Lycanthrope the same in power? He volunteered to give up the DR, but wanted to be able to use the two-weapon fighting feat chain, thus giving him a boat load of attacks. This plus the +2 to str, con, wise and a -2 to Cha, plus the initial racial modifiers makes for a brutal character. (imagined this on a barbarian who rages).

Simply, I am looking for people who have tried the were-... and to know if it is too powerful.

Thanks.


I just want to make sure I understood this correctly.
round 1 - grapple the opponent
rnd 2 - -5 to my grapple (CMB) to apply the choke
rnd 3 - ... opponent has 1/2 their Constitution to use their CMB to beat my CMD.

so a mage with a CON of 10 has 5 rounds, and the fighter with 18 has 9 rounds.
to a mage, they are pretty well useless as they cannot use their arms (grapple) or speak (choke). But 5 rounds is still a long time.

To me, this feat seems pointless. Please explain to me why this feat is worth taking?

Also if 1 round is 10 seconds, then a choke taking 5 rounds is pretty silly. As a fan of UFC, a choke can knock someone out in 20 seconds or less.