Brakiri's page

169 posts. Alias of Alex Fischer.




Hi folks,

I have been out of the game for a while and we are playing a oneshot this evening.
I have some older chars but i would like your advice on the matter:

Pathfinder Society Adventure (in the Linnorm Kingdoms)
Level 7
3 players, a wizard and a plain fighter.
My char would be the third of the bunch.

I'm leaning heavily towards a bard or rogue.
I like the bard more, but i'm not sure he would be optimal because we only have one combatant and the wizard will not profit from buffs THAT much.

I can fling something together other than a rogue or bard, if you have some cool ideas.

Thanks in advance for helping out a starved out (RPG-wise) comrade ;)


Hi folks,

i was just thinking about the things that make RPG interesting and wonderous.
Or more to the point, what takes all the wonder out of it.

Personally i think there are several things.

1. Magic items are far to frequent and far to easy to obtain. You can even build the stuff yourself for halve the costs.

2. Magic items follow certain rules. They are all mechanically set. There is nothing wonderous or special about them.

3. In general i think most APs, items etc. follow the rules to vigerously. Wonderous stuff is stuff that is rare, special, unique, not easy to understand and non-mundane.

In Pathfinder, magic is mostly mundane, magic items are mundane and most stuff you find is not really useful and will be thrown on top of the large pile of loot destined to be sold. Most things that happen can be explained by rules or plot. But things that defy explaination (at least for the moment) create this feeling of "WTF just happened?" or "Wow, that's awesome!".

And i'm kinda missing these moments in most APs.

I would really love to hear your thoughts about this topic.
Do you think i'm wrong? Do you think there is a problem but for other reasons than those i mentioned?

Or better yet:
If you agree, do you have ideas and measures that can be used to "reintroduce" wonder into Pathfinder, without throwing balance totally out of whack?

Thanks in advance!


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Hi folks,

i was just thinking about the things that make RPG interesting and wonderous.
Or more to the point, what takes all the wonder out of it.

Personally i think there are several things.

1. Magic items are far to frequent and far to easy to obtain. You can even build the stuff yourselfes for halve the costs.

2. Magic items follow certain rules. They are all mechanically set. There is nothing wonderous or special about them.

3. In general i think most APs, items etc. follow the rules to vigerously. Wonderous stuff is stuff that is rare, special, unique, not easy to understand and non-mundane.

In Pathfinder, magic is mostly mundane, magic items are mundane and most stuff you find is not really useful and will be thrown on top of the large pile of loot destined to be sold. Most things that happen can be explained by rules or plot. But things that defy explaination (at least for the moment) create this feeling of "WTF just happened?" or "Wow, that awesome!".

And i'm kinda missing that in most APs.

I would really love to hear your thoughts about this topic.
Do you think i'm wrong? Do you think there is a problem but for other reasons that those i mentioned?

Or better yet:
If you agree, do you have ideas and measures that can be used to "reintroduce" wonder into Pathfinder, without throwing balance totally out of whack?

Thanks in advance!


Hi,

We were playing Kingmaker and the pcs found a robe of vermin that looked like a robe of bones at first.
This is a cursed item and it is listed at 30k gold in the SRD.

But i cannot imagine that this is the worth of this item. First it is cursed, second it is a robe of bones going wrong. A robe of bones is worth 2400 gold.

My ruling was 50% of the selling price of a robe of bones minus 200gp because it is cursed (1000gp).

Does anyone know what the intended net price for selling it is?
I think they put in the 30k as max. price, because other, more expensive robes that can go wrong are listed as well (for example robe of the archgmagi).

Thank you!


Hi all,

i'm just finishing up my wizard for the CotCT AP (yes i know, i said i would play an evangelist, but somehow it didn't feel right) and i need some advice concerning languages that i should take which would be advantagous in this AP.

At the moment i have chosen the following languages:

Common (free)
Samsaran (free)
Draconic
Infernal
Celestial

So two choices left.
I heard Shoanti, but i'm not sure if this is worth a "fixed" language choice if i can always use comprehend language as spell.
Hmm..on the other side, this can be said about all other languages as well...

Nevermind, please just gimme your opinion if you have experience with this AP..thanks!


Dear all,

we will start the above mentioned campaign tomorrow and i'm still at odds with myself what to play.

I'm one of those players who like to be useful in as many situations as possible. So i like to play spellcasters, the "face" (Bards) and so on.
But i also like playing martial characters from time to time because i can also drool about me making ludicrous amounts of damage. ;)

The main problem is, that martial characters often lack other strengths and that they are less useful in most other situations besides combat than other classes.
What i'm trying to say is, that it would be hard for me to play the whole campaign with a martial character.

So i need a little advice from players and GMs who already played this campaign.

For information, the other characters are:
Barbarian, Magus, some oracle/something hybrid and my humble self.

So in effect we lack a full spellcaster, either wizard or cleric (and a face). Problem with a cleric is, its really hard to do anything else besides healing and buffing, but playing a wizard makes us short on healing powers.

In effect i had two ideas:

1. an aasimar evangelist cleric of Erastil with an animal companion later and sacred summons for support.

2. a samsaran exploiter wizard with mythic past life as trait and 3 healing spells from the bard list (CLW, CMW and CSW).

I would be very grateful if you could point me in the right direction, which would be more helpful or even better: more fun, while considering the whole campaign.

If you have other character ideas, please feel free to offer them.

Thanks in advance.

EDIT: I know that there are other threads asking for advice about this, but i wanted to ask from my personal perspective of RPG-"needs" and also from the perspective of playing the whole campaign with one character.


Hi,

is there any rule that prevents me from creating a potion or an oil of make whole?

I'm just asking, because it is not on the list of possible potions/oils presented on the PF SRD website.

Thank you!


Dear all,

at the moment we are playing the "Shackled City" campaign which is a D&D campaign in origin.
While Shackled City is not a Paizo-product i would very much like to hear your opinions about this campaign. I will start in expressing my opinion / impressions and i'm eager to hear about your experiences and feelings with this campaign.

We are playing it for quite some time now (Level 9) and i'm extremly underwhelmed.

My major complains are as follows:

1. There is no discernable plot:

You are always out of the loop. There are plotpoints to which you have no access, you can't follow up on a lot of things because it is not envisaged and you are not high-level enough (and will come up later). You have to wait until level 9 or 10 to get a hint(!) of what might be going on and you are still just a background actor with strings attached.

2. Overbearing dungeon crawl:

As there is no discernable plot, or at least no plot that is open to the players to experience or follow up, half of the campaign you are just roaming through more or less (mostly less) interesting dungeons from one room to another, killing monsters which seem to have no connection to the plot whatsoever. The loot is uninteresting and consist mostly of standard valuables. No fun magic items, just useless stuff to sell.

My constant feeling is, that powers beyond my understanding are controlling our every move and for the city we are just some mercenaries
without any grasp off plot, story or any knowledge about whats going on.

This has been one of my most joyless and frustrating experiences in a campaign until now, which says quite a lot, considering that i've been playing for almost 20 years now.

So, what is your opinion about this campaign?

EDIT: I like to add a link to a review i found which also raises most of my points but with improved eloquence ;)

http://nicolaigrunnet.blogspot.de/2011/08/d-shackled-city-review.html


Dear all,

i have retired my old character in the Shackled City campaign and i would like to play something that was painfully missing the whole time we played this campaign: A loremaster and arcane caster.
So because I dislike the Vancian slotsystem I thought about an Arcanist because he has more freedom in what he can cast, paired with more spells known as a sorcerer. But because of the limited spell progression I shifted my focus to an Exploiter Wizard (in combination with the Quick Study exploit). As always, my time and abilities to burrow through all the material that can be used to build a good character is severely limited and I like to fall back on your immense expertise again :)

The character will be level 9 and is planned mostly as a buffer and battlefield controller.

At the moment my draft was this (Point buy 25):

STR 7
DEX 14 (16) +2 Belt
CON 14 (16) +2 Belt
INT 18 (26) +2 Human, +4 Headband, +2 Level
WIS 12
CHA 10

Starting Money is 46k so I thought about the following items:

Headband of Int + 4 16000 (Skills: Diplomacy, Sense Motive because he is a mercenary)
Belt Dex/Con+2 10000
Ring of Sustenance 2500
Lesser Metamagic Rod Merciful 1700
Lesser Metamagic Rod Elemental Spell (Acid) 3000
Goggles Perception +5 2500
Handy Haversack 2000

= 37700, 8300 left

For the Exploits I planned “Quick Study”, “Dimensional Slide”, “Potent Magic” and “Metamixing” (maybe).

Traits: Magical Lineage, 1 left to fill

For my 6 feats I’m not really sure yet. I need “Extra Exploit” once because I gain only 3 exploits for my level, but there are still 5 feats left. “Craft Wondrous Items” (Bonus feat at level 5) and “Combat Casting” are obvious choices.
Going summoner might be powerful, but it will take a lot of feats to get competent as a summoner.
My primary goal is to be as versatile and flexible as possible in regards of spell access and knowledge. I pushed all relevant knowledge skills to 15+

It would be great if you could help me in filling the gaps. If you think summoner is the way to go because a few powerful battlefield control spells are conjuration as well, please suggest a good build. In addition, the race is not fixed as well. If you think Samsaran, Elf or an Aasimar-subrace would be better, please suggest it.

Thank you in advance!


Greetings,

i need your help.
I'm playing an unchained rogue/ninja character (combi allowed by the GM) and my usefulness in combat is next to 0.
A lot of enemies can see through invisibility so my vanishing trick is not really helping and without a flanking buddy i can't do much (our Paladin is very slow and can't help much in this regard).

We have reached level 9 now and for this level up i like to do the following:

I've thought about following the "Canny Tumble", "Circling Mongoose"-line of feats.

So now my questions:

1. Is there a feat in this direction i have missed? I'm rather sure there is one additional feat that might help with this line of fighting style. But i can't remember what feat that was..had something to do with more movement during the attack or somthin..

2. Due to the fact that i don't like to retraint too many of my feats, i like to add one level of a martial class that would grant me one of those feats mentioned above (or an ability that would grant me one on those feats like the Brawler) as bonus feat OR on of these feats: Mobility, Spring Attack.

It would be very nice if you could help me out here..i often don't have the time to go through the whole online-SRD to find something that i need.

Thank you!


Hi,

is there any way, a bard can make the bardic performance affecting him as well?
A feat, a class ability, a spell, anything?
I tried to make my bard a half-competent archer and the +2 from Inspire Courage.

Thanks!

Best regards

Brakiri


Dear all,

i’m playing a bard in our new campaign and while i’m having a blast playing him socially, i like to develop a second „leg“ how to support in combat besides bardic performance and spells. One relevant example would be as an archer or something. Also, i haven't chosen the third spell known for the second spell level yet. Maybe you can help here as well?

We are at level 5 (just reached it) at the moment and my stats are as follows:

ST:11
Dex:14
Con:14
Int: 14
Wis:10
Cha:20

Feats:

Skill focus (Perform)
Lingering Performance
Craft Wondrous Item

Spells:
1st Level: Grease, Charm Person, Comprehend Languages, Hideous Laughter
2nd Level: Glitterdust, Tongue, <open spell known>

Highest Skills:

Perform (string): 23 (Versatile performance: Diplomacy and Bluff = 23)
Perform (sing): 16
Perform (dance): 15
Intimidate: 13
Spellcraft: 11
Disguise: 11
Use Magic Device: 11
Knowledge: 8-11

Relevant Items:

Circlet of Persuasion
Headband of Charisma +2

I tried using my bow last time in battle and due to my Inspire Competence and the Bless from our cleric i wasn't so bad. +8 to hit and 1d8+2 damage. I also rolled a 20 and confirmed the crit, dealing 21 points of damage with one shot. (In the aftermath i realized that the char is not proficient with a longbow *embarrassed* )

So, are there any items, feats and stuff that i should take? Point-blank shot and go through the archer-feats or do you have another idea for the next few levels?

Another point: How can i prepare for enemies i can't talk to death or which will not be influenced by charm spells etc. like undead or oozes or stuff like that? For these enemies i have nothing in my repertoire.

Thank you!

Best regards

Brakiri


Dear all,

With your help, I build my bard for the new Paizo adventure module starting today.
In case my bard dies very quickly (which I hope will not happen), I would like to have something in reserve. Can you help me in finding the, or ONE of the most versatile yet powerful/useful characters at level 4 with the additional restriction that this build should stay versatile/powerful until at least Level 7?
Unfortunately I have very little time at the moment for extensive char-option research so I would greatly appreciate your help.

Thank you!

Best regards

Brakiri

PS: Restrictions:
20 point buy, only PAIZO-stuff and NOT the "occult"-books.


Hi folks,

i've created a bard, musetouched aasimar level 4.
I would like to concentrate on battlefield control/buff and i misinterpretend the trait "adopted" to get 2 non-bard spells via the mystic past life RACIAL trait of the samsarans.

While this obviously doesn't work, is there another way except wands with crappy DCs, to get the spells "Create Pit" and "Aqueous Orb"?

I don't want to change race or class or archetype or something like this i only want these 2 spells in exchange for something else.

I know PF is a class and level system with very rough granularity but is there a way other than exchanging one good fitting template with a worse one just to get these 2 spells?

I looked at the Magician archetype but as i said it exchanges a lot of stuff i rather keep and grants a really really really crappy +1 non-bard spell every 4 levels or so.

Taking a Samsaran as race gives me unfitting attribute bonuses, i lose the nice SNA and Darkvision.

Next to changing the char completely or dumping billions of gold pieces which i don't have, is there another way to get those 2 spells?

Thank you.


Hi folks,

need your help for two questions:

1. I found a very nice harp in our last adventure (Art, 800GP, Masterwork) so the instrument provides a circumstance bonus of +2, if i enchant the harp (or let enchant to be precise) with a competence bonus +5, the item should provide a +7 bonus to perform right?

2. My Ninja is a little bit lost at the moment, because i have no flanking buddy. I don't want to go for the feint-path because it is expensive, prone to fail and i can only get one attack through tops.
Is there a way (ANY way!) to get Glitterdust as usable option with a good DC for an existing character (For a new char i could just use an aasimar (muse-touched) for Glitterdust as spel-like ability)? 1-3 uses per day should suffice. The problem with a wands would be, that the DC is extremly low, so the spell would be effective in very rare cases.

Any ideas are appreciated.

Thank you.


Dear all,

for starters, let me just say: Happy new year! ;)

I like to ask you for advice concerning my Unchained Rogue / Ninja build.

We are playing the Shackled City Campaign with Pathfinder rules with 25 point buy.
My character is a self created race, named Pardushar. In essence a humanoid race derived from black panthers which are native to the underdark (i'm an orphan found at the city gates and raised in the orphanage of Couldron).

They have darkvision, +8 to climb checks, +4 Dex +2 Int, 40ft speed and Light Sensitivity.

I know that rogues live out their viability really fast at higher levels. I noticed that my usefulness in combat is already fading and my AC can't keep up with the enemies attack bonuses/spells.
I just wanted to ask if you have any ideas (Feats, classes, equipment etc.) how to stay afloat as long as possible. Please see my stats below.
All tipps are appreciated. Please take into account, that PC wealth will not follow the expected progression and will be significantly lower than expected (As you can see from my equipment list, the char is already 5500GP below expected Char wealth).

Thank you!

UnRogue4/Ninja2

STR 10
DEX 22
CON 14
INT 12
WIS 12
CHA 14

Saves: 4/12/3

AC 23 / 27 with Shield on

Traits:

River Rat (+1 Dagger damage)
Reactionary (Ini +2)

Rogue/Ninja Talents:

Minor Magic (Mage Hand)
Vanishing Trick
Major Magic (Shield)

Feats:

TWF
WF (Dagger)
Dodge

Abilities:

Ki Pool (3)
Knife Master (my DM allowed that i take the ability to use d8 for daggers and d4 for aother weapons for precision damage rolls)
Weapon Finesse (Granted by Unrogue class)
Uncanny Dodge
Danger Sense +1
Debilitating Injury
Evasion

Skills above 10:

Acrobatics 17
Bluff 14
Diplomacy 13
Disable Device 17
Disguise 11
Perception 12
Stealth 17

Equipment:

Mithril Chain Shirt +1 (AC 5)
Circlet of Persuasion (+3 on CHA skills)
2 Daggers (MW)
2 Daggers (silver)
Cloak of Resistance +1
Ring of Prot +1
Silent boots (Acr +1, Stealth +2)


Hi folks,

we are playing the "Shackled City" campaign with Pathfinder-rules and my character is a new 12 RP catlike humanoid race with 4 levels of Unchained Rogue and one Level of Ninja.

My AC really sucks at the moment (18), my better armor is 2 weeks away (-> Mithril chain Shirt +1 for AC 21) and i was thinking about taking the rogue talents minor and major magic (Mage Hand and Shield) to boost my AC.

To describe my char a little bit (don't worry this combination was sanctioned by the DM): She is a skillmonkey with daggers (Knife master-ability) and two weapon fighting. I have no feats/talents concerning ranged weapons. I have a KI Pool and the Vanishing Trick.

I just read another thread about the very same question, but most of the answers were not really applicable, because my char has another focus entirely.

So my question here is: Are Mage Hand and Shield fitting choices for this kind of character?

I always get clobbered at the moment, because AC 18 on Level 5 is really weak. With Dodge on Level 6, my Chain Shirt and Shield i could end up with AC 26 3 times a day which sounds enormously better ;).

I appreciate your insights. Thank you.

Best regards

Brakiri


Hi folks,

i read through most of the threads here regarding the Lyre and its capabilities, but i would like to hear your thoughts about a specific project of mine.

I have read in one of the threads here, that a plain medieval house of "standard" size would require 4500 hours of labor to complete.

I have been invited to play a wizard in the Kingmaker campaign and i will bring a Lyre with me. I already have some thoughts about using it to build my own small tower with an adjacent house (will become my magic shoppe).

I would like to lay down my plans and my resources and i would very much appreciate your thoughts and feedback if that is feasible or not or what could be done to increase my chances.

Here is the thread i was talking about (4500 hours):

http://paizo.com/threads/rzs2m867?Lyre-of-Building

And that is the project i was thinking about (it's acutally very close to the building i had in mind):

http://www.geograph.org.uk/photo/1182514

With the Lyre my perform skill is 15, i have Craft (Stonemasonry and Carpentry) at 10 and my Knowledge (Engineering) is 15.
I have 3200 gold pieces with me, from which i would like to buy the parcel of land and the raw materials necessary, to build the tower and the adjacent house.

If we assume that the house shown on the picture will be the equivalent of those 4500 hours i would estimate that the tower will at least require 2,5 times as much effort.
This considered, we are talking about 18000 hours of labor, 3 hours and 45 minutes of play.

Do you think with my stats and the amount of money available that this is a "realistic" project?

Thank you!

Best regards

Brakiri


Greetings,

my character has just been introduced to the Kingmaker campaign on Level 8 (Wizard).
As some of you have noticed i started another thread a while ago asking about building advice (Thankas again to everyone who participated!).

Now i like to ask your advice about the use of my Lyre of Building (i LOVE this item!!).

My plan is to use my left over starting money (3200 GP) to buy a small patch of land in the capital of the new founded realm of "Südmark" buy the building materials and build my small tower (with an adjacent shop) with the Lyre of Building.

My problem is: I'm a wizard and including the +2 bonus from the Lyre as MW instrument i accomplished to reach a skill of 15 in perform.

As most of you know, after the first hour, a DC 18 check is necessary which rises by one for every additional hour played. The tower and the shop will take much longer than the first hour of play. After 60 minutes i have build the equivalent of 4800 hours of labor which (according to my research) equals about the amount of labor necessary to build a small medieval city house. The tower in conjunction with the shop will need considerably more time than this. I think the small tower with the shop will at least take 3 to 4 hours of play (14400 - 19600 hours of work).

With a skill of 15 the chances are 10% that i will fail even the first hour. This chance rises by 5% every hour.
Most spells that could gimme a bonus on CHA or Perform will not hold for hours but just minutes.

Is there anyhting you know of which could help me with the failure chance at least for 2-3 hours?

Thank you very much!

PS: Maybe i could work on a +3 competence item before i start building my tower. It will only take 1 day and 450 GP to create...hmm


Dear all,

i like to build a wizard for a new group, starting at level 8.
My concept contains a lot of skills at acceptable levels that are not class skills for a wizard.
I need to invest two feats (Skill Focus (Diplomacy), Cosmopolitan (Perform/Diplomacy)) and all of my 2 traits (Perception, Sense Motive) to even get close to that what i had in mind and i'm still short of a few class skills i like to have as well.

Is there any way to get more class skills without losing so much feats and traits?
I was thinking about taking one level of rogue or another skill-affine class, but i'm not sure if the cost of losing a full casterlevel isn't to much of a sacrifice.

Another problem: I'm only allowed to use the Core Book, the AGP and the UM/UC as sources.

If you have any ideas they would be most appreciated.

Thank you.

Best regards

Brakiri


Hi all,

to be honest i'm a little bit unsure about the Alternate Classes thingie.
I read a lot about it but most of it is opinion and interpretation, even the official people contradict one another from time to time.

To make things short:

According to my DM i'm allowed to take levels of unchained rogue and levels of ninja.

I'm not sure if the ninja is also an alternate class of the unchained rogue, but my question is this: If alternate classes/their base class can be mixed, would they "count" as the same class for the purpose of favored class bonis?

If i take UnRo as favored class, would i still be entitled to a fav class bonus for my levels of ninja?

Thank you!

Best regards

Brakiri


Hi all,

i was wondering if there is another way to get more uses of the spell gained by taking the rogue talent Major Magic or some other way to gain the "Shield" spell that doesn't involve taking one level of spontaneous spellcaster or organizing a hand tailored magic item not on the official list?

Problem is that gaining levels in this campaign is rather slow and non-standard magic items are not available. (Shackled City)

If i gain the Major Magic talent on level 6, the Shield spell will have a duration of 6 minutes. A dip into a spontaneous spellcaster class would hurt and only provide 1 minute duration shields (and an arcane spell failure chance, because i wear armor).

Thank you in advance!

Best regards

Brakiri


Dear all,

the second errata of the feat "Slashing Grace" "destroyed" my advancement plan for my Ninja. The new errata states, that this feat cannot be used with two-weapon-fighting.
The funny thing is, that the unchained rogue gets weapon finesse for free on level 1 and on level 3 gets the ability to use his dex bonus on damage instead of strength. In short: The unchained rogue gets slashing grace for free in better.

While i think there are substantial balancing issues if you compare the level 3 unchained rogue ability, Dervish Dance and Slashing Grace, i like to ask you for help:

I'm playing a level 5 ninja now, and i would like to reconstitute the character with levels of unchained rogue without losing "Vanishing trick" and uncanny dodge.

Is there any build with feats or traits that would enable me to rebuild the char with levels of Ninja/unchained rogue to get the level 3 dex on damage ability without losing vanishing trick and uncanny dodge?

Thank you in advance.

Best regards

Brakiri


Hi,

i need a good druid guide, but most of the guides i found are more than 3 years old.
That means most of the options added by later books are not cosidered in these guides.

I would be grateful if someone could direct me to a more actual guide.

Thank you.


Hi folks,

i would really appreciate your help with one problem our group has.

I'm a 4th level synthesist and we encountered 3 major battles with an reoccuring problem: We have no good ranged attack options vs. flying enemies. Yesterday we sat there, with all our melee combat prowess and only one half-decent archer. We buffed with haste, but it was painful to watch how the enemy softened us with extremly powerful magic, while we could only watch and tried our flimsy (and mostly missing) ranged attacks.

I'm at a loss how to remedy this situation with possible evolutions of an eidolon. My Eidolon is a melee-build and his ranged attack is only +4.
Is there any way i could improve my ranged combat somehow with available evolutions on the next level (the only thing i could come up with was flight)? My idea was something in the range of warlock-blasts or something like that. One thing would really be cool: An evolution that replicates the spike-attack of an hydralisk from Starcraft ;)

I only have a crossbow, my summoner spells are limited to buffs (mage armor, shield, haste, bull's strength, rejuvenate eidolon etc.). We have a hunter who's ok with a bow, but the rest is purely melee.

If you have any cool ideas, even mundane ones, they would really be appreciated. :)

Thank you!


Hi folks,

i will turn over my position as DM over to a friend of mine(In the middle of the "Reign of Winter" campaign, book 1) and so i need a new character.

Maybe you can gimme some advice?

We have a spellcaster-druid + lion, and some kind of fighter. The DM played a summoner with a eidolon in yeti-form which was very powerful.

So in essence i have to "replace" the power of a summoner. I know thats not really possible with a non-spellcasting class but i was thinking about a rogue.

Level 4, elf, 25 point buy(Dex 20, ST 14), 1 level fighter, 3 levels rogue. I chose a curve blade as main weapon (i don't wanted to play a 2-weapon-rogue again), took power attack and i'm equipped with an item (bracers) that will cast shield and lead blade on command word max. 2 times a day.
As level 4 char i took a mithral chain shirt +1 (+3 on acrobatics) and a MW curve blade/MW rapier in case the curve blade is too big in some areas.

AC is 21 with the shield 25. Melee is +9, damage with sneak and power attack around 10-34.

So..any ideas? Awful build? Not fitting for the campaign? Archetype maybe?
Thanks for your thoughts :)


Hi folks,

i have 2 questions.

The first is about the spell "Fly".

Last session i was in free fall and still 510 feet above the ground.
Calculations revealed, that after one round(6sec) of falling, i would end up 5ft above the ground.

I decided to cast fly in that round.

But how does that work exactly?

My standard action was over, Fyl was active, and i only had a move action left.
So can i stop in mid air if i want to?
Can i only slow down the fall?

My second question is about the spell Emergency Force Sphere:

The description says, that if you stand on level ground a force dome forms around you, and seals itself tight in connection with the floor.
But what about casting the spell while flying?

If i hover somewhere, 200ft above the ground, what would happen if i cast the sphere there?
Would it form a dome around me, with a hole on the bottom?
Would the dome form into a sphere?
Or would the spell simply fail?

Thank you in advance for your comments and insights! :)


Hi folks,

i need some help to come up with a working plan to defend a small (600 citizens) town against a werewolve army at least 300 "man" strong.

The city has a castle, basalt city walls, and aprox 150 men at arms, able to defend it if neccessary.

As part of the ruling council, my character has already ordered the production of alchemical silver arrows, light, one-handed and 2-handed weapons.
I also considered the construction of catapults. They are reasonable cheap and my char is an experienced engineer and architect so bilding a few catapults should be possible.
My idea was to fill the catapult munition with something explosive in conjuction with silver shrapnel.

As it turns out, our recent actions have caused this army to call for reinforcement.

So now we are facing even more enemies.

My char has craft wonderous items, so maybe you have a few ideas how to improve our chances with magic, or other more mundane possibilities i haven't considered yet.

Thank you in advance for your ideas!

KR

Brakiri


Hi,

i need some insight regarding this spell.

I've seen this spell in action a few times now and i have the eiry feeling that this spell is vastly overpowered.

It's a level 2 spell, one save and you are blind. Permanently. This spell has ended a critical fight in more than one occasion, by turning the enemy into helpless husks of despair.

What are your experiences with this spell?
I've thought about changing the duration from permanent to something less "menacing".


Hi folks,

i was browsing the SM II choices, and i noticed that there isn't even one decent choice for combat among them.

The eagle from SM I seems to be the better choice every time. Even more if you keep in mind that you can summon 1d3 eagles with a SM II spell.
Most of the SM II choices have a melee score of 2 or 3 and only one attack, while the eagle also has a melee score of 3 but 3 attacks.

The only half-decent choice seems to be an earth elemental.

Is that an oversight or did paizo this on purpose?


Hi,

i searched for it, but i couldn't find the answer, so i hope you can help me with it.

The description about summoning is pretty clear. The SLA to summon the eidolon interferes with the SLA to summon monsters.

BUT, what about summoning the eidolon and casting Summon Monster as regular spell. Would that work?

EDIT: Another question arose:
Do these SLA summon monster work exactly like the spell? I only ask, because the second level selection is crappy as hell, so it would be better to summen 1d3 eagles instead.

Thanks!


Hi folks,

i thought about playing a summoner, and i have some questions about the eidolon.

How exactly does the use of weapons work?

The Limb evolution adds a pair of limbs with hands but no extra attack.
But the only things i can add are claws, slams etc.

So how exactly would i increase the number of attacks made with weapons and what melee bonis/penalties would apply for each additional attack after the first?

Lets say i want a angel-like biped eidolon with 2 pair of limbs.
BAB is 4 with Strength 16.

What would be neccessary to have 4 attacks say with 2 longswords and 2 short swords?

That would really help.
Thanks!

EDIT:

I looked a little further and it seems i need to take the monster feat multiweapon-attack for this to work, right?
So Martial Weapon proficiency and multiweapon fighting would be required to wield say 2 longswords and 2 short swords.

What about greatswords? Could i take 3 pairs of limbs and attack with 3 greatswords? If yes, what melee bonus would they have, because there is no "off-hand" fighting involved. Right?


Hi folks,

we just started the Kingmaker campaign but i still have to choose my first favored enemy.

I know nothing about the enemies we will encounter in this campaign, so i would hate to see this special ability go to waste, by choosing something we will rarely or never encounter.

A hint from someone who already played this campaign would be greatly appreciated.

Thanx!


Hi Folks,

we are playing Rolemaster in Golarion at the moment.
I would suggest switching to the PF-system too, but the group just recently bought the new german rolemaster books, so that wouldn't be appropriate.

What i would like to do, is converting some of the monsters from the PF bestiary (D&D would be fine too) to Rolemaster.

Is there any conversion guide you know of, that i can use?
The Rolemaster Arms Law has some conversion tipps, but they are hardly sufficient. Vital parts are missing. For example: How do i convert natural armor into AT etc.?

Any help would be greatly appreciated.

Thanks!


Hi folks,

i was wondering if anyone could help me with the following matter:

I'm searching for a HD-equivalent value of the templates "Advanced" and "Giant".

The Deinonychus entry states, that someone could make a megaraptor by applying the giant AND advanced templates for a large dinosaur with 8HD.

Are there any entries from which one could conclude how much HD each of these templates are worth?

The deinonychus is a medium sized 4HD dino. Both templates applied bring it up to 8.
Do you think that a 2HD/2HD-translation of the templates is a good bet?

Thanks!


Hi folks,

i've a problem regarding overland flight in animal form.

Consider a druid shaped into an eagle, with a flying speed of 80ft/round.
If he can maintain this form 5 hours per WS, what distance can he travel in 5 hours flight?

To my suprise, i couldn't find any reference to this kind of overland movement.

So i took the 80ft per round: 80ft*10*60*5 => 240000/3 = 80km distance.

BUT: You can also make a double move as full round action. Is this possible if you are flying?

In that case, the druid could fly 160km in 5 hours.

A friend of mine said, that making double moves causes non-lethal damage after a while. Would the Endurance feat be of any help?

Any help would be greatly appreciated.


Hi folks,

i've a conversion problem(3.5 -> PF), maybe you guys can help me with?

We are playing a pathfinder campaign at the moment, and because i always wanted to try a Master of many forms (a D&D-PrC), i did ;)

I've reached a consensus with my DM, that i can play the MOMF with the old D&D Wild Shape rules.

Problem is: I'm reluctant to use D&D critters for forms, so i try sticking with PF-creatures.
Unfortunately the Bestiary is not a very exhaustive supply for forms, especially in the lower HD-ranges.

So, despite the fact that the use of template is normaly forbidden, i thought about "translating" some of the non-subtype style templates like "advanced" or "giant" to a HD-progression, so that i have at least one or two forms at my disposal, which can be increased in power over the next 2 levels.

For example: At the moment i can only shape into animals and humanoids of small or medium size. The Deinonychus, a medium sized dinosaur, is one of the very few forms in the Bestiary i can shape into. But the next best animals are large, so i have to wait at least 2 levels to shape into something better(We are using the slow XP-progression).

So how would the "advanced" template increase the neccessary HD of the form, to approximate the equivalent increase in power?

Thanks in advance!

Brakiri


Hi folks,

sorry to bother you but i'm trying to implement the old 3.5 skill system with a few tweaks into pathfinder.

I build a copy of a druid in the list editor(class), removed every class skill from the list, and tried to add skillpoints at first level with the following tag, under the Advanced label:

BONUS:SKILLPOINTS|NUMBER|21|PRELEVELMAX:1

But every time i save it, and open the new class again, this tag is gone. PcGen will not save it.

I also can't find the customclass.lst file.
Any idea where that file should be?

Thanks for your help.


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Hi Folks,

i thought about playing a druid in Pathfinder, but i was a little shocked to see this class so nerfed. He's only a pale shadow of his former self, especially in regard of his wild shape abilities.

Wait, before you jump on me and tear me a new one, let me finish ;)

I realize hat the druid was always a very powerful class. Combined with the Master of many Forms, every fighter would have paled in comparison.
So in essence i agree that the class needed some serious work.
BUT, i think the gutting down of abilities was a tad overdone.

So i would like my DM to consider a few extra options, and would really like your opinion about them.

First of all, the absence of the "Extra Wild Shape" feat really hurts. I would like to ask the DM for a reinsertion of this feat, because i see no serious harm done by increasing the number of uses. Its mostly a utility option now.

Furthermore, i would like him to consider the integration of 2 new feats.

1. Beast Shape IV.

I know, i know, magical beast are not animals. But i read some of the common arguments against it, and i really can't see the problem. Most people say: "The druid can't! Magical beasts are not animals!". While this is technically correct, someone has to ask: If the druid has no business meddling with magical beasts, why is it possible to summon them via Summon Nature's Ally? Why would a Druid summon beasts he wants nothing to do with? The druid can't shift into an abberation, thats understandable. They are mostly unnatural things, born out of twisted experiments and so on. But magical beasts. They are mostly..animals with magical abilities or some magical background. Why is magical suddenly unnatural? Sorry, i don't see the greater logic here.

2. Vermin

I think there are some interesting vermin forms, which could be very useful. Vermin are animals. I think there is no denying that. Its just a "misunderstood" subgroup of animals ;)
So i would like him to consider a feat that opens this door.
To be honest, i haven't looked through all of the vermin forms, so if there are forms which are potential balance-breakers, please tell me.

I would really welcome your opinions, insights and bashings ;)

kind regards

Brakiri

PS: Please take into account, that i don't want anything for free. All 3 options would cost a feat.