Algon the Ever-Seeking

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So it seems like with a Flowing Monk, Panther style just doesn't function well until you can take Panther Claw (making your retaliations free actions instead of swift) otherwise you would use your Swift action for the turn as part of your redirection wouldn't you?

This is for an Aaasimar Monk so no 1st level bonus feat... Oh He'll also have Master of Many Styles applied so can he can Fuse styles.

1-Combat reflexes, (bf)Improved Trip
2-1 level dip (bf)Fighter Vicious Stomp
3- back to monk (bf)Panther Style, Panther Claw
5 Crane Style
6 (bf)Crane Wing
9 Crane Riposte

We don't play much over 10th so this is about as far as he's going to get.
What do you all think?

This guy gets into the middle of things and provokes while tripping and damaging bad guys...

My GM has decided that we will be playing the descendants of gods in our next campaign so obviously high powered but starting at 1st level...

The god who bore my character is Iomedae and his father is a paladin of Iomedae and the King of a sizable land South of Brevoy (modified Kingmaker campaign success!)
Father brought the faith of Iomedae to thousands and put down several major threats to Golarion.

So GM says that Aasimar would be a good base for a demi-god to get the resistances and so on so that's set..
Stats are all at 20 or better (26 CHR)

What should I build with this? I'm leaning Paladin again but I just ran one with his father.
Second thought was Oracle but not sure I like the flavor?
Last thought was Bard. Very high charisma based with spells to charm and enchant. Later on going into Dragon Disciple...

What would you do with this character?

So someone who doesn't even game told me about this new comic after I said I play Pathfinder. I thought they were talking about the Graphic novel from the old movie but they insisted no...

I went looking and :

Pathfinder Comic

These look pretty awesome and they have maps and Stats for the critters in the book.

Anyone else never even hear of these?
I might be getting a subscription in the near future.

So I've heard this (or read on here a couple times) that improved and/or greater feint is a trap for rogues.
I can't see where getting sneak attack for every attack is a bad thing...

Is it that it's a feat heavy tax tree?

I'm running a rogue in a homegrown where we've just become the proud owners of a decrepit pirate ship.

Any other builds that might fit this theme?

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I know this might not be the best place to mention/discuss, but has anyone ever played a character to a theme/story idea instead of to maximize every tidbit of power available to be gleaned?

I miss playing in a non-competitive, non "I win" style and just exploring what would a character with this background do/progress into.

Since many (I hesitate to say most)players are now all about the most bang for the least buck, story and theme seem to go out the window when choosing feats, level ups, and multi-classing.

How does one go about toning down a game to help with a convincing story line instead of catering to the power mongers? How does one find enough players that are more concerned about story and less about DPS and mechanics?

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Antagonize Feat

It works against 1 foe and only provokes aggro or hampers them a little. A ton of spells do much better job of this?

Please review the feat as it is CURRENTLY written before posting. It seems to have been reworked not so long ago?

So I've seen a ton of people posting "help me build a..."

but then you open and it looks a little like:

I want a character but not sure if I want melee or magic and I don't know what role he'll play..

Can you help me build that?

NO. No I cannot.
Figure out what you want and give the details.


So on a serious note...

I want a character but not sure if I want melee or magic and I don't know what role he'll play.. Can you help?

Is there a feat or Archetype that would let you take an advanced critter as your Animal Companion/Bonded Mount?

My Paladin has either tamed or befriended some pretty awesome creatures that would make great mounts...
an Alpha Winter Wolf (Size giant) and a Bulette.

Was thinking to have him hunt down and tame a winged creature in the near future to give him flight capability.

But then my bonded mount just sits there at the castle looking pretty I guess?

1 person marked this as FAQ candidate.

So there doesn't seem to be a clear rule on this except if you have
the Unseat feat..

Unseat (Combat)

You are skilled at unseating your mounted opponents.

Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1.

Benefits: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.

It has SIX prerequisites. Is it really that hard to take someone out of their saddle?

Is there another mechanic such as a drag or grapple that would do?

Part of the Heal Skill:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC of 20 by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.

This seems like it'd be a handy way to get your players to roll thru at least one more encounter per day without a healbot and doesn't seem overpowered to allow it as a full round action.
At low levels this is a significant healing (assuming a decent heal skill and WIS modifier)

Has anyone else rolled it from a 1 hour process to a 1 round process?

So there is much ado about ACs but not many questions about pets.
My Paladin has stumbled upon a Bulette that was already combat trained and saddle ready. He took some time (a few months) to retrain it to himself as the rider but up until now has preferred his Bounded Mount.

Sadly the mount was struck with Insanity and we have no way to remove it yet so in the meantime, Paladin will be riding this Bulette.

For pets/non-AC animals... the regular riding rules still apply right? I just don't get the + for it being an AC.

What if I am unmounted? I use the Handle Animal skill (in this case with a +5 to DC due to being a beast with 2 int)to get it to act how I want?

Does it have a natural tendency to keep attacking after the first order? I'd guess closest being? No regards to ally or not?

Sadly, I do have a halfling in my party so I need to keep an eye on what this thing is doing as per fluff, they prize halfling flesh above most else...

Anything else I should know/watch out for?

Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.

this line under the heading for Horses in the Bestiary seems to imply that Combat training turns secondary attacks into primary attacks but under the Handle Animal Skill I'm not seeing this as a part of the skill?

Am I being redirected down the wrong path? is this a bad case of cut and paste on the Bestiary?

I went to level 5 Paladin (Shining Knight) then for fluff sake (and because he was getting grappled A LOT) took a level of monk (manuever Master). He rescued a monastery and had been training with the only 2 monks left every night anyways.

So now... I'm not sure where to take him. We are up to size 10 in our kingdom and growing and I'm sure there is a lot of heroing to do yet.

I was considering a level or more of Bard so he can buff the party while he holds the line? get a couple of spells that his armor will prevent him from casting but the Inspire abilities would be nice.

GM suggested maybe fighter for command points in the battle system we will end up using? I don't know yet how that works...

He's built to be a tank and absorb hits so the rest of the party can shine. +1 Full plate, +1 heavy shield, Amulet of natural armor +1, and shield focus plus his mount has Bodyguard and Combat Reflexes so can add +2 to his AC once per bad guy as an immediate action.

His attacks are pretty poor to be honest but with the extra attacks from mount he holds his own in the damage dealing.

Any suggestions on where you'd take this guy?
I'm not worried so much about eking out every single advantage but it doesn't hurt to be functional...

I am creating a HUGE dungeon delve in 5 parts for the Dwarves of Taern to reclaim their ancestral home. I have the 1-6 levels Karak built and parts of the each of the other 3 parts and the final adventure but I'm running low on ideas.

Any dwarf themed rooms/areas that you all could think up would be greatly appreciated.

The old dwarven holds have been taken over by Vampire Spawn dwarfs and other creatures of chaos. That could pretty much span the gamut of the bestiaries. One of the creators of the worlds lies buried at the very heart of the world and the dwarfs long ago disturbed his slumber by digging too deep. It isn't awake yet but it's dreams can create creatures.

the creatures it created have driven the dwarfs from underground and now they are coming back to take back their ancestral home. Along the way they must claim and clear the 4 lesser holds, avert a war, bring the scattered remnants of the dwarfs back under one banner and stop a ritual to awaken the sleeping god/chaos being.

what say you?

I have access to get 2 pouches of dust of dryness and I and my friends are about to attack the Stag Lord in the Stolen Lands (Kingmaker) if I were to absorb these 100 gallons of water and then fling the pellets.. what sort of effects could one expect?
Obviously mass confusion and some bull-rushing type effects from the direction of the exploding pellet but what if thrown into the courtyard of keep? Being smashed into the wall by a tidal flood of water would seem to cause some substantial damage?

How would you rule this?

maybe a rounds of the same effect as Geyser on the Decanter of endless water? for all squares in say... 20'radius of the burst??

Decanter of endless water:
The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.

Circlet of Persuasion


Aura faint transmutation; CL 5th

Slot head; Price 4,500 gp; Weight —


This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.


Requirements Craft Wondrous Item, eagle's splendor; Cost 2,250 gp

since it adds to Charisma based checks it seems like any leaders making CHA checks should benefit right?

On that note, could a leader benefit from multiple castings of stat buffs for a similar Effect?
Say during the week they are "home" could X number of castings of Eagle's Splendor or Bull's Str, or Fox's cunning, etc Add to the roll?

Channel Smite (Combat)

You can channel your divine energy through a melee weapon you wield.

Prerequisite: Channel energy class feature.

Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

SOOOO you can channel into one attack or you can good bomb a 30' radius. Why on earth would anyone ever take this feat OTHER than it's a requirement for Guided hand?

Similar to Weapon Finesse?

Am I completely mistaken? I can't find it now.

With as many optimizers on the boards i would have thought this had been done but I don't see any threads on how to maximize every BP.

Any suggestions for the start? What buildings are instrumental to success and which lead to ruin?

Tips, tricks, and advice appreciated.

I'm a week out from getting my initial starting allotment from Brevoy and I don't want to doom my city before it starts...

We will be using the Book of the River Nations, by Jon Brazer Enterprises (and available here at the Paizo site). for rules.

My newly acquired Bonded Mount gets 3 feats.

Multi-attack is a given for the secondary Hoof attacks

I'm considering Armor Proficiency, Light to be able to get Charger the +4 AC. (potentially bonus it up in the future)

But after that (or instead of that) I'd like to see what suggestions you all have?

He also gets 5 skill points... Any suggestions there as well? I was thinking Perception?

Since my paladin is normally magically plate encrusted it does seem odd that he is considering a level of Monk but he has rescued a monastery full of monks and they have converted to the worship of his god (Iomedae)and two monks travel with him pretty much continuously.

In a recent battle, he was pulled from his horse and grappled which left him sorely hurting.
He wants to further bond with his followers so at camp he tends to de-armor and spar/train with them and, due to his upbringing, he won't wear his plate in cities or pretty much anywhere indoors (except when on missions and adventuring of course)so the abilities would be beneficial then.

What do you all think? It's fluffy and characterful but I don't want to nerf the guy for it.

Just re-read the entry and the Paladin Detect evil seems to fall short of the Spell by quite a lot...

Paladin Detect Evil:
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

So the paladin ability can't be used against creatures that the Paladin cannot see whereas the spell seems to be able to detect from the far side of a wall etc. (60' cone)

Am I reading this right?

or does the rider benefit as well?
It seems that the creature is adept at avoiding this type of attack and the rider is kind up in there.

Seems iffy?

So a Dwarf character in a game, thru years of adventuring has fallen for his elven cleric companion. And oddly enough, she him as well.

So what would their kids be?

Stocky half elves?

What book is this from cause I'm not finding it?
I've got one in my party and it's showing up my Paladin with better BAB, better armor, better saves, attacks PLUS a magic attack per round.. Why would anyone be anything else?

As title. my paladin is the only healing we have and we could use a little Oomph to the healing he can lay down.

I already picked up a wand of CLW cast by a third level caster but there are times I need to be able to cast a quick healing with out getting out and then putting away a wand...

Are there certain bits of information that players of Kingmaker should know?
If this is a first time on Golarian for the players but the Characters grew up here, what info is must have, and what info is great fluff, for the players to know?

The players handout is nice but very limited. If the players don't have certain information it seems that they might be working under the wrong impression in a few spots.

Paladins cast at level -3. Is there any way to get them to cast at actual Paladin level?

Pretty basic human Paladin with the Shining Knight Archetype. He has Weapon focus Longsword (weapon of his god Iomedae)and Shield Focus (has no Dex so needed a boost in AC)
He got Mounted Combat from a trait.
Most of the feats look kinda blah so I'm thinking Power Attack?

Anyone else think there might be a better choice?

My monk is re-skinned as a duelist. 1/2 Mwangi, all style from the Shackles. He wears outlandish clothing and usually uses a short sword and sai (swordbreaker). Currently level 3 as a monk and then the last level he was stranded on Smugglers shiv and took a level of Ranger to survive on his own.

At any rate Maneuver Master seems pretty sweet with the extra combat maneuver (improved trip and improved disarm so far) and then two weapon fighting for a flurry.

Any suggestions on where to take him from here as we head into the Mwangi expanse? (please no spoilers)

Playing in a Kingmaker campaign and was looking to provide land for my hirelings in lieu of gold. Setting them up with farm steads or in-town businesses as the desire strikes each. e.g. Homestead/house and starting equipment.
Also as the town will be just starting I was thinking to help them build log cabin type structures. Obviously, the labor and most materials would be free (trees are plentiful). Would there be some out of pocket costs and what would be appropriate?

We prolly won't be taking them into combat but will have one or two along for night guard and watch the horses as needed. Also we need to be able to deliver messages reliably back to Brevoy or Oleg's trading post.
As we build our kingdom, I hope that these fellows will become trusted associates and be rewarded with more and more responsibility.

Any thoughts on what conversion of land to pay would be? Land being nearly impossible to get with out a charter.

I attempted to addend to an existing thread but I think the original post there is throwing off my question.

Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature's Ally I: Summons creature to fight.

Some of the animals in the Summon nature's ally ARE Tiny Animals (stirge and poisonous frogs, while snakes are diminutive). Why would you ever use SNAI in a side by side comparison?

...and for that matter what are the stats for Tiny bats, lizards, monkeys, rats, ravens, toads, or weasels?

Several occasions have come up where the rules affect weapons: Ranged into melee "If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll."
and "A swarm composed of Fine or Diminutive creatures is immune to all weapon damage."

Are ranged touch spells affected by these situations?

This brings up a second question, if a party has no area attacks, how does one fight a swarm?

So the core class lists X number of weapons a druid can use. Are there other weapons from later books that are Druid allowable? I can't find a list or a post about it.

So I want to be a support character and I opted for the Domain/spells versus an animal companion, and chose fire since I want to back row.

I'm not entirely sold on it since I only get the +1 spell but the 7 uses of the mini d6 ranged touch attack help with that. (why oh why can't druids get a decent ranged weapon?)

we're starting at 1st level and I've been out of 3.5/Pathfinder for about a year so I'm a little rusty.

I'm not a huge MUST BE OPTIMIZED guy but i don't want to nerf myself either.
What do you all think?

There seem to be a thousand threads about how to min/max your character and how to game the system to somehow "win."

How do you take a group of players who have fallen into this thought mode and snap them back into just playing in character and having them behave in a manner consistent with that?

How do you convince them that if they play reasonable characters without all the math and the loophole exploitation, the game can be MORE fun?

I'm not finding any way to determine what is appropriate for the averages of the races...


So I want to play a full on swashbuckler hero with no armor and a rapier/dirk combo.

What I'm thinking is leaving the mechanics of Monk alone but having things count-as or reskinned as...
So his Flurry of blows, while technically unarmed, would thematically be with rapier and dirk. and in play I would only use this ability if I took the time to withdraw my weapons and would not do so if was actually unarmed. Alternatively could call a kama a rapier if i ever wanted to strike with a magic weapon.

Some of the more MONK-like abiliites don't really translate as well but would any DM's have a problem with this?