Lem

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The Exchange

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Monstrous Crafter,Grisly Ornament, Harvest Parts,Inscribe Magical Tattoo,Inscribe Rune,Cultivate Magic Plants,Grow Plant Creature,Craft Shadow Piercing,Craft Poppet,Craft Ooze

Are any of these worth the effort? Any tips to make them work?
I wanted to build a investigator with Cultivate Magic plants (3feat investment) and/or Monsterous crafter (4 feat investment)But not seeing how they are effective at all. But i like the theme of having a Greenhouse for the plants in town, and carving up a monster in the field. but not sure its worth the feats. Any items guilds or builds?

Thanks

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Tween the downtime rules Caravan rules and the vehicle rules is a set of rules that allows for at Sea Adventures or campaigns based around traveling to a new land and setting up a settlement think Christopher Columbus New World my question is these rules as they are currently or not perfect we suited for this kind of campaign is there a rule set full when I'm looking for an app Sea Adventure maybe wailing as down time or something I don't know or does anyone have creative ideas on how to combined these three systems to make a working rule system

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So the reason for this is there are a lot of weapons that are under used because they cant be optimized. I am not looking for major advantages here but lets see if we can make use of some of these weapons. Using class, archetypes, feats, etc.

The First weapon I would like to see what can be done with is a Lasso.
Yes it is exotic so it cost a feat. Then I would use Equipment Trick to get other abilities with the rope.

With the [whip] you can use a 10ft section of rope like a whip with no penalty. Not sure if they means that Disarm, and trip can be used or not and if you have the feat chains for whip/ disarm / trip would they would for rope to then?

That would be a fun build using something different.

Torches would be another piece of equipment that could be a main weapon using, Torch Fighter, turns torches into light weapons that deal mace damage. Torch handling is another good feat, makes them simple weapons, and you get a couple other befits using the torch.

Kusarigama - is a weapon that I would love to know how to make it work well.

So what are some other unused equipment or weapons that never get used and how can we best use them.

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i have been looking at building a Squire character. I am linking Magus arcane paladin type. Useing Believers boon( unknown domain), Believers hands, and Extra lay of hands.

This character is to be a squire till about level 6. I want to be the one to set up camp, see to animals, go first with torch,

I am thinking Lasso, Torch, as main combat weapons. Using swordbreaker dagger modifed hollow hilt to be survival knife style.

So what i need help with is knightly order, feats at level, maybe a differnt class. He will also play a lute.

let us see what we can build. The idea is to be a squire to someone who has the recruit feat.

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Hello,
okay let me state I am building this character to be very good at what he does and okay in combat. If not okay have something to do in combat at least.

I am trying to build a Animal tamer/trainer/breeder. Any book for pathfinder is likely okay for a source. please no 3 party stuff. Skills i will be working with

Handle Animal,Stealth,Survival,Ride, Knowledge (Nature), Perception,

Feats - Beast Hunter looks nice but...

Now The RP side of things I will being hunting, capturing/killing, Taming, breeding of animals, magical beast, and other exotic creatures. In this setting we are using The Ultimate Campaign rules. So i am hoping to open a stable, shop. maybe as the city grows a zoo.

20 point buy system.
Right now i have no idea what class i want, what combat skills/weapons. The problem I run into is i am not sure best way to take down bigger animals. I was thinking maybe be a wizard or bard, or maybe a trapper ranger. Regular combat will likely send in beast or do little to know damage maybe whip or net for control?

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Hello,
I have not played in about 2 years. Getting back in it. The character concept i am going for some one that hunts, captures or kills, tames and breeds beast.

1. What is a good charcter build for this?
2. Try to keep it non-3rd party stuff.
3. How would i go about how would i go about the hunting,capture and transportation, taming,training,qnd breeding of beast?
4. I feel like the advanced rifle,whip, nets might be good weapons for this but not sure the best way to make this happen. 5. I have once see the rules some one came upwith for whaling. Surely someone can help me here.

Open to all classes just trying to get a hold of this character. I know he will be support and downtime type charcter. But lets see what we can come up with. I really just want him good at what he does.

Thanks in advance

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From the way it reads, they work like archtype being you can only have one secondary class because it would mesh with the others. I would like to make a ala carte type character by being able to select any 3level power at rd and any 3or7th level power at 7th etc. Giving lots more options. Would this work? Would it be op?

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First I don't think there is a right answer per say but I want to see what people think of Lawful Good.

A group of assassins try to kill the party. One or more of them are captured in they failed assassination. Can the Lawful Good Magus take party in torture to get answers out of the attackers?

The Lawful Good Magus has a military background and Served in the Kingdoms army.

If you think he can or cant please list rules and or your opinions that support your view. Thank you.

The Exchange

Hello,
This is my first attempt at creating a custom class and it is lacking after level 15 and might be to heavy upfront. Would really like some help putting this together.

The idea is to create a Magus who can use ninja weapons, Ninja tricks, and some unarmed combat damage, etc from the monk. Making a character based on INT and WIS.

To give this class options when you select this class you must decide if you want standard Magus weapon Proficiency or Ninja Weapon Proficiency.

The shinobi has the Magus spell list, and spell progression.

Also all ninja tricks used by the Shinobi are Wisdom based.

The shinobi can learn all languages including Druidic, and other secret languages.

Bonus spells ability: at level 1 and every three levels after shinobi receive a bonus spell in every level of spell they can cast. This bonus spell can be from any spell list.
example: at level 20 you would have 6 level 0, 6 level 1, 5 level 2, 4 level 3, 2 level 5, and 1 level 6 bonus spells that can be from all spell list.

When the shinobi receives Light armor at level 4 it is the same as the magus ability at level one. This light armor also does not cancel the Ki abilities received from level 3. So you can wear light armor still get your wis AC bonus and use ki pool to increase your movement by 10 or gain an extra attack.

:

Shinobi:
8d
6+int skill points
BAB Fort Ref Will Abilities
1 0 0 2 2 AC bonus,Unarmed Combat,Arcane,pool,Fast Move
2 1 0 3 3 Spellstrike, Spell combat
3 2 1 3 3 Ki-pool, arcana, Brains of Brawn
4 3 1 4 4 Light Armor, ninja trick, Iaijusta skill
5 3 1 4 4 Spell Recall, light step, cunning knowledge
6 4 2 5 5 Poison use, Ninja Trick, Arcana
7 5 2 5 5 Defect arrow, Evasion, slow fall 20
8 6/1 2 6 6 High jump, Ninja trick
9 6/1 3 6 6 uncanny dodge, high in plain sight, slow fall30
10 7/2 3 7 7 arcana , Snatch arrow,
11 8/3 3 7 7 improved evasion, Bonus feat slow fall 40
12 9/4 4 8 8 Master Trick, Cunning breach
13 9/4 4 8 8 improved uncanny dodge slow fall 50
14 10/5 4 9 9 arcana Master Trick
15 11/6/1 5 9 9 Bonus feat slow fall 60
16 12/7/2 5 10 10
17 12/7/2 5 10 10 slow fall 70
18 13/8/3 6 11 11
19 14/9/4 6 11 11 slow fall 80
20 15/10/5 6 12 12

Fast Movement as a Monk,
Ki pool same abilities as a monk can get one extra attack even without flurry or unarmed attack.

Brains of Brawn: is from the factotum and all str, and dex skill now get your INT mod instead of str or dex

Cunning knowledge: is from factotum
(Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 arcane point to gain a bonus on the check equal to your shinobi level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills

Cunning Breach is from Factotum
Cunning Breach (Su): Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 arcane points as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

I still need some major work on it but let me know what you think.

The Exchange

Hello,
First I would like to define some terms then open it up for advice on how to make players/characters with different play styles Mesh better.

Power Gaming - Seeking to be the most Powerful regard less of character development, story, or Game.

optimizing- Using the rules to Max the Math system, to get the most advantages out of a character inside rule system

Roll playing - Lack of story telling it is all numbers. Examples I see of this ("I hit the guy, Roll dice, did X damage")

Role Playing - Usually in character talking - making sometimes game slowing decisions because that is what your character would do.

theatrical game Play - Some where between Roll play and Roleplaying. Example - With a raging Battle cry , Feeling the Rage take hold I swing my great sword with all my furry focus on the enemy in front of me. Then Roll Dice, I hit for X damage etc.

Now I have been at some point one or all of theses. I once even built a useless character and tried to carry him on Theatrical play only not math to back it up, he died in glories battle on the end of a goblins spear.

So my question is what are some ways to better mesh players styles so everyone feel they are getting to do what they enjoy without the party falling into disarray.

The Exchange

Ok so here is the quick and dirty question, what is the total slots allowed.

Normal slots are 14/15 if you count shield
Tattoos from inner sea Magic can have up too 11 slots, but do not interfere with body slots.
Ioun stones does not call out where you can embedded them or how many you can.

If Ioun stones are the same as tattoo it would get 11 slots, for a total of 11 stones, 11 tattoos, and 14 item slots total 36 or 37 if you have a shield. Is my math correct on this?

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My Idea here was to make my Magus more of a Arcane Knight. What do you thing of the concept? I have seen a post about the samurai which is cool but I am thinking more like Arcane Knight. Does not have to be op, just has to not suck. lol. I can role play most things and don't mind letting the dice decide. I love the spell shadow weapon for this as it is best spell ever. I know it could backfire and do only 1 dam, but it gives me every weapon, same with the Blade Belt which might be a good investment. Would also like to know if the Spell Mount and Phantasm Mount would work with the Cavaliers abilities or does it have to be a real creature? Okay open to ideas on how to make this work. and Thanks.

The Exchange

Hello,
I have looked at the Mystic Theurge. I have not seen a good way to make it work. I am not looking for anything outside of a character that is a Magic Item building focus. I figure Wizard/Cleric would cover most spells. I am looking for Pathfinder only build. It can be from any of the pathfinder books. I am looking for the best build but not have to be op. It just needs to be Item Creation OP. If there is a better way then Wizard/Cleric Then I am all ears. I am looking for this character to have a wagon that follows and houses group supplies, as well as my lab etc. If you know of some mystic stuff that works too that is also welcome. Anyone can swing a sword, this guy does not have to be combat useful, I am sure he will be if he had lots of spells but not required. Any and all help would be great.

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Hello,
The question is " Can a Magus get the ability to cast a level 1 spell Spell in question is Shadow Weapon, at will. This spell is kinda weak and without a DM ruling I am trying to Make it my only weapon of choice for my magus. I could see some really cool ways to use it. I could cast shadow weapon and then attack in round one, in round two I could use the spell that gives me a Weapon Pro (cant recall of the top of my head the name of it.) Then change my shadow weapon to said weapon, based of the combat mood etc. This is for a Pathfinder game non-soc play. The only third party book allow is Deep Magic. If there is a race, feat, class dip etc would love to hear how I can make this happen. Thank you in advance

The Exchange

Hello,
I want to play to a paladin for the gods of Magic. Not really sure how best to pull this off. Is there a arcane spell that will give me basic smite type feature. so I can go all Magus? I saw an old thread on a build like this and it really got me thinking. Would love to get some ideas on how this would work. Weapons prefer Shadow Weapon spell. Use for broadsword, Heavy Lance when mounted on phantom steed. something like that.

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Hello,
I would like to create a spell that summons ShadowKhan or shadow Ninja/Monks. They don't have to be strong just summon like 1d4+1. Shadowkhan. This is intended to be a round or two of attacks or flanking help that way ninja can hide or use vanish. Would love to see some ideas.

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I am thinking shadowcaster archetype. I am looking to get to Level 9 spells. I am thinking I will have to take one level of ninja if not two to get the weapon proficiencies and a ninja trick. I also plan on going to the magic school of Magaambya. Anient Mwangi Magic (4pp) will let me learn druid spells as well. There are some that will aid my ninja feel. I will take the Tattoo magic feat at some point. Using "Flying Scrolls" and Tattoo Magic to help give him the ninja feel. If I can swing it feat wise I would like to Master a single Style feat. For flavor. I am thinking Snake style. I will use the spell Shadow weapon for most of the battles. I am going for a wizard or arcane caster that has the look and feel of a Ninja. I don't care if he sucks in combat. I want the feel of a Shinobi. One of my Tattoo will be beast form so I can make a run for it when shadow walk, or the like can't help. Would love to hear some ideas or point me in the direction of something like this. The only third part book a lot is Deep Magic. All other must be Pathfinder books.

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Are their rules for this version of scrolls? I feel it would be good for a ninja i am building.

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Where can i find rules for this scroll type. I think it would be good for my ninja character.

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I have an idea of a couple of NPC. Maybe PC depending on if i can make it work.
One is a Bloodknight - Tattoo sorcerer who practices Shadow Magic/Blood Magic( Deep Magic).

Rides a Phantasmal Mount, Blood Platemail armor(Blood Spell), and Shadow weapon being the main focus for him. He would also take up powerword kill, Cone of cold.

another who be the no name monk from nowhere. He would be a monk who has taken all of the monk vowels. He is a Master of many forms using Panther, and snake, boar later. Takes Critical feat and impalement to impale enemies on his hands.

The last would be a Druid, who uses a wooden Katana. All spells and powers would be focused as a Ninja would. He will be my Master spie and assassin.

Would like help fleshing these characters out. All Pathfinder books, and Deep magic are allowed. If you see why they would not work would like to know that as well. Thanks

The Exchange

Hello,
I am wondering if there are any players or GM who play with all of the Pathfinder rules. In a Pathfinder camapagin setting? I would like to ask some questions and go through some of the things to get myself in a place to run such a game myself. Looking for all kinds of help and Ideas.

The Exchange

Hello,
I am trying to get a good build for a General of the army kind of build. Thinking of using the Cavaliers as base. Anyone have other ideas to build combat command, General. Types. Ideas on race, weapons, focus skills. Not looking to op per say just want that feel. I understand slot comes from role playing but looking for skills and feats thank up the role playing.

The Exchange

Hello,
I am looking for some help with a magus build. I also have to ask because i have not found a way. Is there a way to get Instant armor palladin spell for my magus without duel classing? feat, item, add it to my spell book.

I would also like to add rage to my magus to make a full armor shield casting, Bastard sword wielding barbarian wantabe. I think being about to cast and fight in melee will be sweet. I am also looking for role playing aspects if any one has those ideas as well.

I am thinking something akind to a Deathknight. Cone of cold. Just looking to get some ideas rolling. I would like to stick to a single class and maybe a single PRC if there are good reasons for it.

The Exchange

Hello,
I have been looking mostly at the Quintessential Druid book, and i love everything about it. It has feats for vermin and Magical beast wildshpe that pathfinder lacks. So my question is for both players and DM/GM. Would this book fit well in a Pazio game. I say pazio because I do allow somethings from KQ if I have read up on them. So I wanted to know if there is anything that makes this book to powerful or that gets way broken that I should ban or look out for?

Thank you.

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I am also told I am that guy. You know the one that muilticlass in everyclass cause I can. I build characters on concepts not are they functional in game. I can role play functional. My current concept is really just building on some of my other trying to get down to the good stuff.

So here is what I am looking at:
3 levels of Monk, I like unarmed combat, Plus monastic legacy feat
10 Rouge(survivalist) Archer type. Kind of want the Green Arrow effect. right arrows for the right job etc.

I also like the idea of being able to make it in any enviorment. Key skills

Perception
Stealth
Heal
Survival
Handle Animal(maybe)

I have questions on 2 things really.
How to get my character Nets, Bolas, Whips, and the Sword breaking Dagger. I really like that dagger. Is there anyway to get them without taking four feats?

The second question is kind of up in the air on crafting. Realisticlly my guy would need like 10 different crafts to do what I want him too. So the question is how do you feel about Primitve tech as a craft skill. Allowing one skill to coave working with any primitive(fragile) materal to make anything. Weapons, Baskets, Shelters, Traps etc. In real life I can make most of this with bamboo, and obsidain. So I would like my character to be able too. Any input would be good. I am trying to trim the fat it is the hardest thing for me.

Thanks

The Exchange

Hello,
I am trying to build a Beastman(from He-man) themed character. 6 main skill.
Survival;
Heal;
Perception;
Stealth;
Handle animal;
Ride;

I would like to find a way thats not to costly to have Spear, short spear, boar spear, as main weapon. Bolo, Nets, whips as other weapons. I want this character to find, capture/or kill, and train animals, magical beast, and monsters. Only major magic item I see me needing is a rod of feeble mind. This way i can make everything stupid and can then use Handle animal with it.

Open to Ideas and help just testing the waters at the moment. I want my pets/animals to be my primary combat tactic. Take me out and throw in beastie to deal with it. Not sure best class but I was thinking Ranger(Trophy hunter/Trapper)

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Hello,
Some of my players and myself are looking to run some fillers for our campaign something where it is not all save the world. So we have looked at whalin and Hunting. Followed by crafting. I don't see any kind of stat data on Tracking/hunting at sea or land. I mean is it go out into the woods/Roll survival found tracks, battle/encounter hear is the dead body? I though someone might have or have found some rules that something like this could work. I know it is left field for most of you, but any help would be great.

Thanks

The Exchange

I want to know if I am human and take adopted trait(halfling) if I can use the SOLIDSMOKE PIPEWEED from the Advanced Race Book. I also play a pipe smoking character because I enjoy smoking a pipe. I want to use this with a survivalist build. This would give me any tools I needed at hand. Just want to know if it is legal with in the rules.

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I am sorry if there is a thread for this but I could not find one after searching I created one. I need some help with a character build. The only thing I know for sure is my top skills will be Survival, Perseption, Stealth, Heal. Thinking about taking Crafting/ Trap building. I see the main weapon being a swordbreaking dagger-Hollow hilt to give it that survival knife Rambo III style feel. I would like to go most unarmed, combat manuvers, traps, and role play to make this character work. Dont plain on armor more than leather. Like to keep the material primivitve as I can fine them in the wild and live off the land.

To take it further I would use ring of feather fall, amulet of water breathing, ring of substance to cover paratroopers, navy seal type stuff.

I know this character is going to be a lot of role play and fluff to keep it going but I think it could be fun. If anyone has Ideas on how to make it work with in the rules even better.

Background Reason for character adventure: Loves the thrill of it. Anything adventurous etc.

This way I never need a reason to run off on some hair brain plan into hell or other place normal people would not go. I would be first in line. I also plan to tie him to a kingdom depending on the GM world layout etc.

The Exchange

Hello,
Does anyone have some rules they use other than Survival check to run hunting encounters? My group of players want to hunt/gather and live of the land. They want to capture rare beast and sell or train and sell them Pit fighter rings. I personal though this is a great idea but i have no real information on how to run something based on hunting. I am not a real hunter myself so i don't have anything to base it on. They even talked about trying to go whaling which will be funny if they really try. None of them think swim is important. Any help or links to information based on running a hunt base encounter or campaign would be welcomed.

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I was thinking of having a class building system kind of like the Race creation rules in the Advanced Race guide. Every class ability would have a point value and you would then get X amount of points to build your class. I don't know the details still working the concept out. I was wondering what others think of this.

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Tell me what you think of my archetype.

Shinobi Monk archetype
Weapon and Armor Proficiency
all simple weapons, plus the crossbow (light or heavy), kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi.

Perception, Survival, Stealth, Heal are class skills.

Ninja Trick: A shinobi can select a Ninja Trick (see below) for which she qualifies in place of the following monk class abilities:
slow fall (4th),
high jump (5th),
wholeness of body (7th),
diamond body (11th),
abundant step (12th),
diamond soul (13th),
quivering palm (15th),
timeless body (17th),
tongue of the sun and moon (17th),
empty body (19th),
perfect self (20th). This replaces the monk class ability the shinobi gives up for this Ninja Trick.

Shinobi loses furry of blows, but gains

Can select style feats as part of the bonus feats allowed by monks.

Fuse Style (Ex): At 1st level, a Shinobi can fuse two of the styles he knows into a more perfect style. The Shinobi can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the Shinobi switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

Starting at level 6 you gain Sneak attack 1d6 and gain 1d6 every other level after 2d6 level 8 etc. (8d6 at level 20).

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The basic question is can you use Splintering weapons + disposable weapon in the same attack.

Example: If using Liquid Blade(UE, crit on 19-20. If you roll a 19 can i brake the weapon and deal 1d4 bleed damage(Splintering weapons) and confirm the crit (Disposable weapon)?

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I would like to make a character i believe monk but still having problems.

This is how i would like combat to happen... I get the surprise round. I move in on target, I flurry, Using the first for disarm, then Sunder targets armor, Then "finishing Move" I am thinking Touch of serenty(sorry about the spelling) Makes target unable to cast spells or attack. I would like to be able to destory anything i sunder. I know Shatterspike in the form of Brass kunckles would be sweet. +4 to sunder. made from ant. for by pass hardness. Can some one help me with the rules on if this style of combat is do able and if so what level will it top out at?