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Hello, i was reading the spell for the qiggong monk, and i was wondering creative ways to use it.
The spell says that it works like a bull rush but in a line, can i set it under a creature feet to bull rush him upside? or does the line have to start in my square, in that case if im tiny and i share the same square can i do it from below a creature?
For a 3rd lvl spell doenst sound too overpowered even if it can do something like that.

Thank you.


Hello!
Thing is my friends and are about to start a campaign playing only weak races (kobold in my case and 15 point build) we came out with the idea of a synthetist centaur carring other two players and delivering death from afar.
BUT... Making a ranged synthetist is giving me some troubles, should i take the archery feats? a lot of reach evolutions with one natural attack? whip? some trhow build?
THe character doesnt have to be very powerfull, just enough to be usefull and overall fun.
The problem i see is that archery and twf requires high dextery but i will use eidolons anyway, and i need some point in constitution and charisma to be able to survive (we are also trhowing dice since lvl 1, got 2hp)


Hello, i was thinking how about using improved familiar into a small air elemental or a silvanshee and then melding with him to use it as my main body.
im a witch and can use my hexes wile melding with him, and tough my hitpoints will be low, the defenses can become very cool. What do you think? its worth to do it or its a high risk low reward spell?
The candidates are: Faerie dragon for grater invisibility, sr 13, darkvision, fly and 18 ac (22 with mage armor)
Silvanshee for inmunity, dr, resistances and dimensional door
Small air elemental (fly 100 perfect)
Small earth elemental (tremorsense and earth glide)


Hello everyone, I'm playing a campaign like a witch, I just reached level 5 and I do not decide what feat to take.
The idea of ​​the witch is to use spells like obscuring mist or stiking clod on my enemies, while my party has a blind fight. Now, I was thinking of taking a family member to help me locate enemies in the fog (i know i still cant use hexes cause i dont see them but some areas would work i think) and, in the process, help us to locate invisible foes. The issue is that I do not decide if it is worth taking the feat or not.
(We play with the manuals core, advanced and ultimate magic).
A small earth elemental could locate them with tremorsense, go, flank and do some damage but it would not help me to see invisible flyers. Also has earth glide if things are going bad for him to escape. The thing is i dont know how he would scale later in higuer levels,his attacks may be worth nothing later.
The other option is a pseudodragon, at level 7. It has blindsense that is better, poison (I do not know if it is allowed to milk your familiar to use it in some weapon) and it can be used for scouting.
 What do you think is better? Wait for level 7 and take the pseudodragon, go for the ground elemental or just use the feat on a new hex?
 I know I can take the feat, use the elemental now and then change it for the pseudodragon, but it would be a cost of gold for only two levels, plus a witch changing family so often is rare.

Thanks!


Thats it, im making a cleric but im a little tired of going melee (usualy grab a reach weapon, enlarge myself and go to town). The idea is to make a Theologian/Eccleasiturge and abuse non-domain spells.
I know that fire/ash domain make good blaster but fire itself isnt the best element and in reduced areas may be a bad idea to throw fireballs, also people says blasting isnt a good choice.
The second tought was caves subdomain (create pit, spiked pit and spiked stones sounds good but the problem is that with flyers im kind of useless)
What do you think the best domain or spell choice is good for a battlefield control/blasting build? What dou you think is better between crow control and blasting?
The idea would be to have a good wisdom and cha in order to have more channels to save spells.
I also know that oracles are good but i prefer the flexibility of a cleric


Hello there, im playing mummy mask with a gnome oracle of life with the blackened curse. The idea is to make him able to blast but the life mistery was mandatory since i was told the campaign has lots of undeads.
Right now we have ended the first game, we are i te first tomb yet. No undeads so far, but i ended using nearly all my spells in the first encounters and now i just have one more for the boss fight.
Thing is i dont know if take one level of sorcerer in the second one to boost the damage (orc+draconic for the +2 per die) or maybe elemental+draconic to change the fire damage for acid in case fire doesnt work. Also the orc bloodline gives light sensivity wich is bad (even tough i expect to be in tombs a lot of time).
The drawbacks are the -2 to will and having a slower spell progression, while taking it gives more lvl 1 spells to use when i run out of them and obviosly the dame it brings.
My char so far is this:

Str: 6
Dex: 13
Con: 16
Int: 13
Wis: 11
Cha: 18

Traits: Trap finder (Mummy mask)
Gifted Adept (Scorching ray)(i dont know if changig it for magical lineage for intensify burning hands for 10d4 eventually and keep it relevant later, gm is okay since i didnt use neither of those yet)

Pyromaniac +1cl fire spells.

Feats: Spell focus (evocation)

My party has a magus and a natural weapon fighter, we are onl 3 so some encounters may be tough. Thats why i wantto optimize my char.

What dou you think? is worth to take the sorcerer level?
Also the blackened spells count as 2nd level arcane spells to cualify for mystic theurge?

Thanks!


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Im making a build arround Hand of the apprentice (universalist school) just for fun and to see my friends face when i tell them im a wizard with lots of strenght and a big stupid greataxe.
The build so far is simple: Half orc (gives greataxe and falchion weapon prof) with tons of strenght and int. The damage must rely on the greataxe (at least the first levels, while i dont have much spells)
Point blank shot, toughness, weapon focus and arcane strike seems good feats to start.
Any advice to make this more viable? Any way to gain more uses of the hand of apprentice or improve it in any way?


That, our party won a Lyrakian familiar and we dont know how to level up her...
Our gm said that he doesnt know either how to level up the familiar so we are a bit lost here.
How do Hp, spells and starling blast evolve?


Hello people!

I'm thinking of a new campaign (homemade), in which my players are not the typical chosen and super powerful heroes that finish with a drágon in a singular duel at high level. This time I want them to experience what it is to be weak, what it feels like to be a npc.
I was thinking of a campaign where only npc classes are enabled (commoner, adept, expert, warrior and aristocrat). Let the players begin in a common village, and be attacked by some (weak) monsters who slaughter their families and from there seek revenge.
The idea would be for everyone to start as commoner on the first level (since they are not supposed to be trained for combat) and from there to choose whether to become adept, expert or warrior, through training and hard work.
Obviously the encounters that would put them would be from a much smaller cr to that of a pathfinder of its same level, but I think it could become a fun game.
The idea is that the adept fulfills the magic class function, the expert a roguish role and the warrior...well, a warrior.
But maybe it would have to give something more to the expert so that it is up to the height since it only has many skills, but it does not gain neither magic nor good bab, perhaps to detect and to disable traps like the picaro? What do you think?
Im not sure if put there the aristocrat since doesnt have much sence to be an aristocrat there.
Do you think this would be fun? Any suggestions?


Our group is playing rise of the runelords, and we are about to fight the final boss of the second book. We know she´s in the clock tower and know she can fly and likes to throw people to the floor but our gm said the boss is a little overpowered and the encounter will be very hard.
We plan on using lots of scrolls (we have spellcasters but we want to save spell slots for the fight) of bear's endurance , bull´s strengt, haste, false life, owl wisdom, fly, see invisibility, protection from evil and even a extract of true strike to each of us thanks to our alchemist. The alchemist also hast tanglefoot bombs so if he manage to hit her, she wont be able to cast spells.
May this be enough to kill her? or is a money waste in scrolls? Any advice?


We are currently playing Rise of the Runelords in a party of five: a fighter, wizard, a barbarian, an alchemist and me, the cleric.
So far we have been doing a fairly simple strategy but it gives us good results. Whenever we fight inside a room we stay in the door, the hallway or the narrower place so that one or both tanks (depends if the place has one or two squares) the alchemist is placed behind the dwarf fighter so that Can shoot arrows without problems, I behind the barbarian so I give support with spells or channels and the wizard from behind cast spells.
The problem is that there are times when the corridors are too narrow (one box) and while the fighter stays ahead doing damage and the others we help with spells, bombs, etc. The poor barbarian is left behind, unable to shoot arrows having many allies covering his vision so that many times he must skip his turn.
Obviously sometimes we let the barbarian go ahead leaving the fighter behind but being taller dulls a little more than the dwarf.
In general the group relies on me to strategize, tell them how to position ourselves as a group or what items to buy when we have lots of gold available, I try to make everyone have fun and that everyone plays an important role in our party.
What I'm looking for is something to suggest to the barbarian when he stays behind, without wasting his actions and without being bored. The only thing that occurred to me is a wand but... without having a vision of the enemy, what spell could be that he can use over and over again without losing any usefulness?


HI!

I'm wondering if there's a way to empower spell's damage or duration using objects. I mean... I'm playing a suddenly I found myself with a considerable ammount of gold. As we can buy all sorts of stronger weapons and bows... what about wizards? Is there anything usefull to buy? I mean... a ring that gives me 1 AC for 2000 gold seems... scarce.
Perhaps an amulet giving me +1 to spell's damage or something like that. ¿Am I being too insolent?

haha! thanks!


HI!

I'm wondering if there's a way to empower spell's damage or duration using objects. I mean... I'm playing a suddenly I found myself with a considerable ammount of gold. As we can buy all sorts of stronger weapons and bows... what about wizards? Is there anything usefull to buy? I mean... a ring that gives me 1 AC for 2000 gold seems... scarce.
Perhaps an amulet giving me +1 to spell's damage or something like that. ¿Am I being too insolent?

haha! thanks!


Hello there! our group here is about to start the first book of rise of the runelords and our gm said it will be hard to survive.
The party will have 5 characters, and theres almost shure that one will be rogue and other a fighter/barbarian. Thing is, we have 3 slots more and want the party to have the higuest chance of sucess. We are thinking on something like a cleric/oracle (buffer, healer when needed) and a arcane class (maybe a magus or something like that).
Any advice when building the characters? Is there some class or maybe some ability that is strongly needed in the campaign?


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I want to make a build around mauler familiar and try to make him as strong is i can.
I was thinking on something like a bloodrager with aberrant tumor feat, max constitution (familiar only gets half your hp, so d10+5 (20 con) plus toughness and favored class makes 8 hp per familiar level... not to tanky but not so bad either. Another build would be one level of sorcerer/wizzard and then barbarian for the d12, using first level spells to buff the familiar.
A few answers here... best familiar pre improved familiar fear? and post?
Any non evil class that gives improved familiar earlier?
Any other advice?


That, i dont know what archetypes are legal and what dont.
Third party is allowed too?


Im making a support oriented oracle and im not shure what feats/archetype should i take so any advice is welcome.
First of all, he is a Halfling with the lore mistery and high charisma. I plan of use him to buff my party with spells and then use some aid other to help mi cavalier and mi fighter hit the bad guys.
Thing are... First of all the archetypes, im between dual cursed or warsighted, dual cursed gives me missfortune wich is golden to help mi team with failed rolls but i miss the bonnus skills given thanks to lore mistery wich is bad. Warsighted in the other hand let me use martial flexibility in order to gain some usefull feats like battlecry or flagbearer, or just whatever i want.
The second thing is the feats... Extra revelation looks wonderfull but there are some other thing that i like, for example point blank shot/covering fire to make ranged aid other.

My build so far will be something like this.
Oracle 1 (Lore Mistery) Dual cursed archetype with Forsaken as primary curse and branded as second.

Str: 10
Dex: 12 (not shure if i should dump this having sidestep secret, but for initiative and ranged attacks is nice to have)
Con: 14
Wis: 10
Int: 10
Cha: 19

Traits: Helpfull and fate´s favored
1- Missfortune revelation, extra revelation feat (Sidestep Secret)
2-
3- Focused trance revelation, flagbearer
4-
5 Fortune revelation, Battlecry
6
7 Quicken spell, Think on it/lorekeeper
8 and higher i will see later if the party survives so far.

What do you think?


My friends and i allways play short low level campaigns (levels 2 to 4, 5 as much) Thing is my luck with the attack rolls is terrible and i tend to fail a lot.
Still i want to make a melee character that has a lot of accuracy so he hits almost ever.
Whats the best class to do this?
I been thinking on something like a fighter-Barbarian with catch off-guard, improved catch off-guard, weapon focus and surprise weapon trait.
That way i can hit flat footed foes, with the +1 of weapon focus the +2 of surprise weapon, and the extra str from rage.
Anithing else to boost the hit chance?
Thank you


If i have the Two-Weapon Fighting feat, can i make two combat maneuvers or one and a aid person?
Thank you!


Hello everybody

I´m about to start a campaign and i want to roll a bard(ONLY CORE RULEBOOK) but i have a few questions
I dont want to use a bow, and i cannot use archetypes cause is only core. So how sould i make him?
I have read that some use whip build with bards, and focus on trip builds, it´s worth? in that case what should do when an enemy comes next to me and i have the whip? If i move he will punish me and i cant stay in melee too long with this build cause bards dont have high ac or hp..
How about the finesse rute? With high dextery, a light armor and a shield i can have a decent ac without no arcane failure.
He have some spells but they are limmited, i cant cast all day...
What about multiclassing him?
Its 20 points build

Something i forgot to say, is a undead heavy campaign


We are about to start a new game but is only with the core material (so no archetypes, no cavalier or anithing rare)
I want to make a mounted combat character (just want charge with a lance like no tomorrow. The thing here is that it will be a low level campaign and the only clases are the basic.
So who is the best class to do this? A druid mounting his compagnion? a barbarian? a fighter?
The problem i see is that only way i can get a moun is via build it, so they dont scale and are kinda weak.
Any advice?


Feral curse: There is something of the animal in you. You relate better to beasts than to "people." Effect You suffer a -4 penalty on Diplomacy checks. For purposes of spells, weapon qualities, and other effects, you can be counted as animal or your actual type (though spells that grant intelligence to an animal, such as awaken, do not work on you), whichever is least advantageous for you. You gain wild empathy, as a druid of your curse level.

Friend to the Animals (Ex): Add all summon nature’s ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

Thing is that feral curse makes you can be counted as animal (by this you can get the beneffits of friend to the animals) , but later says that some spells may not work, wichever is least adventageous for you.
That last thing is the one who confuses me, it aplies only to spells o it affects the bonnus? can i combine both get cha to all saves?


Suppose an alchemist goes through a forest and while passing by he search ingredients for his potions, after some hours off seeking he finds some usefull ingredients.
Could be this done to reduce the cost of potions created by him maybe making a survival or maybe perception check?
Im not saying anything particularly difficult to find but for example the materials needed to make potion of cure light wounds.
I didnt found if anywhere are the precise ingredients for each potion but i figure they arent.


Like title says, want to make a viable "blaster monk" and any advice, recomendations will help

Dwarf Monk
Archetypes:
-Drunken Master
-Sensei (Maybe)
-Qinggong Monk

Stats (20 point build)
Str: 14
Dex: 13
Con: 18
Int: 7
Wis: 18
Cha: 5

Feats:
-Fast Drinker (Swift action drink alcohol)
-Bottoms up/ Potion glutton (move action drink)
I understand Potion glutton is a bit tricky and people is not shure if it is move or swift, i understand is move cause if its swift theres no point Fast drinker (wich requires 18 con and a specific class) to exist

Traits:
Acelerated drinker (Just because it fit with the character)
Fortified Drinker

Items: Cracked Gamboge Nodule (Ioun Stone) 1500 gp

The goal is to be able to Drink two dosis of ale, gaining 2 ki points and then use Scorching Ray/ Dragons breath (cost 2 ki points) and never getting out of ki
The Ioun Stone makes me inmunne to alcohol poisoning, so that way i can drink all day without any problem.

Good bab and str helps a lot to hit the scorching ray, and i can fight hand to hand with any bad guy if i wish.
I´m not shure if the sensei archetype allow me to use wis to hit with scorching ray, if not guess i shall give him more str.

Can i apply metamagic to this spell like abilities? how it works?
Theres another feat you recomend?
Any suggestion is welcome
Thank you!


Hello everyone!
Let me introduce hows the thing im trying to do:
I have make a character focused on the aid another action (warpriest 1 with communal aid, investigator 3 with effortless aid, halfing with helpfull and fools for friends) this give me a total +7 to the aid and allow me to do this as a move action, swift if i wish but i have better plans for the swift ones.
Thing is our gm houserule (home game, not official) that if you wanna make something it has to be logical. Last time i tried to aid another i just tried to make the bg angry via scoff him... didnt work.
If i attack to make them weaker in order to give my friend bonnus ac or attack bonus he will make him attack his real ac, not 10 how the aid action is.
Last idea is to use a pair war fans, colored and maybe with the spell light on them and try to distract somehow with a show of colours or something like that.
Any other idea to make it the logical way without attack the bg?
How would be the damage of this weapons? can them be used without catch off guard? and the damage?
I know the character may not be optimal but sounds fun to me, and thats about pathfinders.


Hello!
I have been thinking a while about this... Making a Monk with one level in cleric for the domains (maybe evil, chaos, charm or madness) Or a Cleric with two level dip into monk (sensei) for wis to ac, attack and damage rolls.
Is worth to do that? the 2 levels in monk hurts the spellcasting but the focus will be on the melee part.
Note that as the monks have to be legal, most of the cool domain touch attacks are out of consideration except that i take first the levels in monk, and then change my alignment and take the cleric levels (i cant take more levels in monk but i still have his powers)
The second option is going martial artist with one level dip into cleric but this way i dont gain the wis on rolls so is not so good option as the wis pumps the amount of times i can use the domain powers.
The last option is going for guided hand but dont like this option cause the deities that have unarmed strike as favored weapon doesnt have good "debuff" domains.