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I was looking at the Nithveil Adept archetype, took a gander at one of the Eldest, and saw some of them have the knowledge domain. Urban druid already grants this, but I was wondering what a build surrounding a Knowledge Druid would look like. This is purely a thought thread. I'm not planning one or anything. I'm simply curious what could be done with it. For build sake, 20 pt. buy, only paizo, and any race, Nithveil Adept archetype for convenience To start things off, I saw the kirin style a while back, but that looks inconvenient considering you're sacrificing a swift action each turn that could otherwise be used for better things. What are your guys' thoughts?
Weird build guy here requesting assistance with a small project. I'm finishing up one of my games soon, and rolled up a character for another campaign. The Rolls: 18, 15, 15, 13, 12, 8 With such awesome stats as those, and after looking around for a potentially fun build, I came across the Twilight Sage arcanist.
all paizo, elephant in the room, and non-evil
So, my dm has made it known she would prefer I stick with something that makes her DM life a little easier. The past week, you guys have seen me ask for advice on golemancer builds, oradins, reach clerics, and other stuff. Though that was for the Tyrant's Grasp game I'm in, the other DM I'm playing with would prefer I not do something that summons a bunch of things in rapid fashion, relies on financial algorithms for power, or is generally complicated. I kinda need some help. I like complicated stuff because its easier for me (I know. I'm weird. I apologize.) I love maximizing my action economy, I love 9th level casting, and I love being on the front line. That immediately brings to mind the reach cleric, but again, my dm would prefer I refrain from summoning. 20 pt. buy
Chance Encounter:
Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Everyone else in the game already picked their campaign traits, and that was the one that wasn't taken. What kind of build am I looking for:
Kinda in a real pickle here. One of my dms is running Tyrant's Grasp (first module), and so far, I can't make up my mind on what class to play. I intend to go support, but I'm not sure what would be best for the group. Oradin - Great saves, fends off those nasty madness and fear effects (for the most part), and is super uber at healing. or Reach Cleric - Offensive support with team wide buffing capabilities (evangelist), and awesome monsters to summon when the need arises. I'm not quite sure what the party is, yet, but I've heard from the DM that she expects at least one of us to die within the first adventure. So, understandably, I'm a bit paranoid for my own sake. I also don't want the rest of the group to die either, so I'd like to go with a build that can prevent damage and (hopefully) uber buff saving throws for other people when the need arises. I'm not just limiting myself to Oradin or Reach Cleric. I'm open to all suggestions. 25 pt. buy
I love the Asura from Guild Wars 2, gnomish engineers from World of Warcraft, and the old Dragonlance tales of Mt. Nevermind. Doing a bit of research, I came to the idea that I'd like to make a gnome golem crafter. However, dwarves have the one favored class bonus with wizards that I need for said character. So, I have a two questions:
2) If not, is there any way a gnome can gain the dwarven subtype? Has to be done at 1st level. Yes, these are serious questions of the utmost importance. lol
I'm having a bit of a difficult time finding arcane full casters similar to witch or wizard who use charisma as their main stat. So far, the only option I've found is the Seducer Witch, and that option seems rather lackluster. For a bit of preface, I'm designing a caster for a Hell's Rebels game, and I love focusing on the story side. So, my dm is letting me aim for the Hellknight Signifier without a focus on martial combat. No power attack or anything. Just casting inside of armor. Which leaves me with this. Utilizing the arcane armor mastery as a free action through the prestige class, I'd have a low dex, high con and charisma mage who slings spells while inside his armor. I know this isn't optimal by any measure. I'm just trying to find a way to make this work. Any suggestions or help with this matter would be appreciated. It boils down to:
I do know charisma is really important in this campaign (hence the player's guide). That's pretty much why I'm going this route. I also want to be able to cast a more diverse selection of spells than a sorcerer. I just don't like being limited in that fashion.
The idea is to use the tactician class feature, or Battle Song of the People's Revolt, to spread around Feint Partner or the improved version. Then, as a move action with improved feint, you start feinting opponents while granting allies AoOs all around. Any thoughts on this? I was thinking either a bard or drill sergeant fighter could pull this off. (Just for a structure to theory craft the above with, we'll go with 20 point buy, only and all paizo, and 5th level)
Nature Mystery wrote: Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6. Does this effectively remove the intelligence limitation on animal companions? Since it says "at least", does that mean I can increase the companion's intellect, and it will continue to be an animal companion, or will its sentience drive it away?
Star Monarch CR 9:
Source Inner Sea Bestiary pg. 50
XP 6,400 CG Huge magical beast Init +10; Senses darkvision 60 ft., low-light vision; Perception +16 Aura dreamwarden (30 ft.) Defense AC 22, touch 15, flat-footed 15 (+6 Dex, +1 dodge, +7 natural, –2 size) hp 114 (12d10+48) Fort +12, Ref +14, Will +9 DR 5/silver; Immune cold; SR 20 Offense Speed 30 ft., fly 80 ft. (average); starflight Melee 2 claws +14 (1d8+4 plus grab), tail +14 (2d6+4 nonlethal) Space 15 ft., Reach 5 ft. (15 ft. with tail) Special Attacks glowsap, rake (4 claws +10, 1d6+3) Spell-Like Abilities (CL 12th; concentration +16) Constant—entropic shield At will—dancing lights, restful sleepAPG 3/day—deep slumber (DC 17), dream, wandering star motesAPG (DC 18) 1/day—cloak of dreamsAPG (DC 20) Statistics Str 18, Dex 23, Con 18, Int 11, Wis 17, Cha 18 Base Atk +12; CMB +18 (+22 grapple); CMD 35 (43 vs. trip) Feats Alertness, Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will Skills Fly +14, Perception +16, Sense Motive +12 Languages Common (can’t speak); telepathy touch SQ navigational awareness, no breath, toxic flesh Ecology Environment any (Varisia) Organization solitary, pair, or rabble (3–6) Treasure none Special Abilities Dreamwarden (Su) Any sleeping creature within 30 feet of a star monarch is protected by protection from evil and sanctuary (Will DC 15 negates). The save DC is Constitution-based. Glowsap (Ex) As a standard action, a star monarch can spray a target within 30 feet with an adhesive spittle as a ranged touch attack. A creature struck is affected as a tanglefoot bag (Reflex DC 20 partial; see Core Rulebook 160). In addition, this adhesive glows under starlight or moonlight, limning the target as faerie fire if used outdoors at night. The save DC is Constitution-based. Navigational Awareness (Ex) Star monarchs never become lost and are immune to maze spells or any effect that would cause them to lose their sense of direction. Starflight (Su) A star monarch can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion). Toxic Flesh (Ex) A star monarch’s flesh is poisonous. A creature biting it or ingesting any part of its body becomes sickened for 1d4 rounds (Fortitude DC 20 negates) and is affected as if it had consumed a dose of arsenic (Core Rulebook 558). Long story short, I have a cleric of Desna who befriended one of the above creatures, and was able to gain her as cohort through leadership. My cleric is 15th level, and is a reach evangelist, so I already have that bit squared away. I'm just not quite sure what would be some fun ideas for Miss Butterfly up there. My leadership score is currently 27, so I've got 7 levels to work with.
Source: Advanced Class Guide pg. 151 wrote:
I'm trying to wrap my mind around this one, and didn't want to necro a thread.
Monster advancement states:
However, Drake Companion states:
Quote: The drake matures further and advances a size category when the charge reaches 5th level and every 4 levels thereafter. Each time this occurs, the drake’s natural armor bonus to its AC increases by 2, its natural attacks increase in damage based on the new size category, and it gains the following ability scores adjustments: Str +4, Dex –2, Con +2. How do I interpret this?
Is this spell a good candidate for Spell perfection Arcanist build? Wracking Ray:
School necromancy [evil, pain]; Level sorcerer/wizard 5, witch 5
CASTING Casting Time 1 standard action
EFFECT Range medium (100 ft. + 10 ft./level)
DESCRIPTION A ray of sickly greenish-gray negative energy issues forth from the palm of your hand. Make a ranged touch attack against the target. A creature hit by this spell is wracked by painful spasms as its muscles and sinews wither and twist. The subject takes 1d4 points of Dexterity and Strength damage per 3 caster levels you possess (maximum 5d4 each). This spell cannot reduce an ability score below 1. A successful Fortitude save halves the damage. If so, do you think the feats as follows would suffice? Feat Progression:
1 - Improved Initiative 3 - Spell Focus: Necromancy 5 - Greater Spell Focus: Necromancy 7 - Spell Penetration M - Maximize Spell* 9 - Greater Spell Penetration 11 - Quicken Spell 13 - Empower Spell 15 - Spell Perfection: Wracking Ray *At 9th level, Metamagic Knowledge is taken to gain Maximize Spell. My goal is a debilitative spell that doesn't outright kill a target, but disables and hinders them from doing anything for the duration of a fight. If you have any suggestions for an alternate spell that can accomplish the above, I wouldn't mind listening. There are far too many spells for me to research each and every one of them and their capabilities.
One of my favorite games out there is Castlevania - Curse of Darkness. A goal of mine has always been to recreate that kind of character in a d20 format, and I feel pathfinder would be the best match. Key Abilities:
20 pt. buy
So far, classes I see somewhat pulling the above off is a Summoner, or a martial class able to craft golems. Edit: summoner with evolutionist might be the closest option to what I'm aiming for.
Long story short, I really want to design an elven fullcaster (wizard or some such) whose inherited a moonblade, and is training in its use. The problem I'm running into is I know this is not optimal. A frontline wizard or arcane whatever just isn't going to work unless I have system mastery. However, I really really want this to work. The game I'm applying for allowed us to roll for our stats, and I got 18, 17, 15, 14, 13, 13. I'd love your help if you're willing. Paizo only. Elf only. The moonblade is a longsword. I don't much care about the rest so long as its viable.
A fun idea came to mind when playing the game again. A sword and board character who can turn into a wolf for additional combat options. I know the wolf in pathfinder isn't great by any measure, but I'm fascinated by this idea, and was wondering if its possible. Theme: Sword/board or Two hander build with wolf beast shape
I came across the bard archetype as mentioned above, and I need some help putting a feat list together. The problem I run into is I don't know what combat feats would help arcane, divine, skill monkey, and front line classes as a whole. I don't want to take outflank since it's not going to give any benefit to a wizard unless he charges into melee, as an example. Any suggestions? Dwarf, 25 point buy, paizo only, Neutral Good
I apologize for posting again so soon. I have another inquiry. A group I'm joining has a party comp of conjure wiz, melee cleric, and switch hit ranger. Seeing as the role left to be filled is rogue, I'm having a bit of a tough time making it reliable enough to contribute anything inside of combat. We're running the feat tax system from "The elephant in the room." Any suggestions? I'm open to anything you guys got. Front line or ranged doesn't matter much to me. Point buy is 20, and it's not pfs. Only paizo. |