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(Your Cha, not your Wis.)


Damage is fine for monks if you boost strength, which is the optimal building choice. Drop your Int and your Wis and raise it, and read a monk guide or two.


You can take 10 on a Spellcraft check, but not 20.


Thanks, guys! It sounds like blasts and non-mind affecting CC is where it's at for combat, then. We have a decent-sized party (and we're just using core, APG, and UM, so Boon Companion isn't available), so Sylvan bloodline is out. I'll go with Arcane instead of Fae.


I was looking for advice specific to the module rather than just general sorcerer optimization stuff.


I'm rolling up a sorcerer for an upcoming RotRL campaign, and will be the only arcane caster in the group. I know nothing about the module, and wondering if I should focus more on combat spells when picking 1st level spells and beyond? Utility? A mix of both? Since we don't have an arcane caster that prepares spells, are there any particularly good ones my party would be screwed if I didn't have access to? I'm likely going with the Fae bloodline, so guessing that Sleep is a good combat starter, but not sure where to go from there.


OP said they want feedback on rolling up a paladin. Why are people saying to roll a barbarian instead? How is that helpful?


Yep, just being an elf doesn't net you the proficiency, just lets you treat it is a martial. And as an oracle, I'd take a longspear over an elven curve blade any day.


Because logic. If you manage to get two bite attacks, do you think your character grows another head?


"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."


Any advice on which archetype might work better for the campaign? (Without spoilers, I'm wondering if there'll be enough time actually spent *in* the water to give the aquatic druid the advantage.)


Has there been any errata for this, or does the RAW (small/slow races get way more benefit than other races from Form of the Bear, as the speed granted by the ability is fixed) still hold?


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This is the most amazing thread.


No.


http://lmgtfy.com/?q=fiat+definition


And looking different still won't take away the -4 to Use Magic Device that Wasting gives you. (Because, naturally, if your curse affects your skill at talking to strangers, it's going to affect whether you can finagle that wand into working.)


The PFSRD wrote:
Wooden Weapon (Su): You can create a wooden club, quarterstaff, longspear, shortspear, or spear that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size. You are considered proficient with the weapon

Not according to the SRD it doesn't. So has the Wooden Weapon ability been errata'd somewhere to function like the powers from the Metal and Ancestor mysteries, or does it just give you access to a simple weapon you already had proficiency with?


All that gives me is a simple weapon that I have to spend a standard action to summon if ambushed, yeah? What's the benefit?


More thinking about how to grab a martial weapon that works with Wood Bond without multiclassing. Going half-orc and swinging around a greataxe or half-elf and grabbing something with Ancestral Arms (fauchard, tetsubo?) sounds like a start for a fun nature-based melee build.


blackbloodtroll wrote:
Eventually, you will have the Ironwood spell, and any weapon can be made of wood.

Sure, but waiting until 12th level to get my weapon of choice really going doesn't seem too practical.


The Wood Bond power from the oracle's wood mystery says that "you gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear)." So in terms of martial weapons, how much wood counts as "mostly consisting of wood"? Since spears are listed in the description, should most polearms fall under that category too? What about weapons like greataxes or longaxes, which have long wooden hafts, or weapons like the tetsubo, which are wood "shod in metal"? (And in terms of simple weapons, if bows are fine, would crossbows also work with the power?)

Is this totally up to GM fiat, you think, or is there some reasonable category of weapons that could fall under the wood bond power?


Did you seriously just bump the thread after an hour? Have another, then.


If it was just four wheels on a board you couldn't steer and there's be no shock absorption to speak of, so you're talking some fairly complex blacksmithing for things like the trucks. I'd also say trapsmithing is probably your best bet.


Azaelas Fayth wrote:
Also the Race Guide seems out of date as Halflings have 2 or 3 weapons they treat as Martial Weapons now.

What else have the halflings picked up besides their sling staff?


Furious Focus, Greater Magic Fang, and an Amulet of Mighty Fists are a start.


blackbloodtroll wrote:
Ah. I wish people wouldn't assume that players of Tabletop RPGs are MMO players.

You seriously couldn't gather the meaning from context, after the words "Herolab" and "roll up"?


I know that the whole unarmed strike IS/ISN'T a natural attack thing is weird, but really:

PFSRD wrote:
Choose one of the creature's natural attack forms (not an unarmed strike).

Seems pretty straightforward RAW.


This might be a good place to get some of that "player input". What does the player actually want to do with the character?


Doesn't Improved Natural Attack specifically say it doesn't work with unarmed strikes?


Is that the power that requires Profession(Cooking)?


You need to be at least level 10 to get the Minor/Major Eldritch talents.


If you want the character to be profoundly deaf (i.e. 100% hearing loss), they're going to automatically fail hearing checks unless it's a nearby, fairly low-pitched voice. You can sense vibrations for those sound to some extent, and should be able to at least pinpoint that SOMETHING has made noise, along with the general direction. Should be an interesting thing to GM, actually.

I'd talk to your GM about completely removing the 20% failure rate on spells due to being deaf, and at least halving the initiative penalty (if not removing that completely. What about being deaf makes you react slower to a known threat, exactly?)


Duna the Explorer of Indol wrote:
I watched my a kid's show when I was babysitting, How to Train Your Dragon (mostly not the best but there were dragons that walked on two legs, look up Deadly Nadder).

That's not a kid's show. How to Train Your Dragon RULED.


I got nothing except I've never heard of rolling 4d6 and taking *all* of them. Those rolls have got to be something like a 60-something point build, no?


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I was desperately hoping your first thread comment would be "Or not to big?"


The FAQ says that Extracts don't work with Accelerated Drinker - they're *like* potions in a lot of ways, but aren't actually potions as far as things like that go.


mplindustries wrote:
Uh, Sound Striker is amazingly awesome. Weird Words absolutely can hit one enemy multiple times, which can deal a tremendous amount of damage.

Depends on GM's fiat - the description says "each sound affect[s] one target within 30 feet," which to me reads that each attack has to hit a different enemy. That's probably the RAI, too, given that using a round of Performance to inflict 10d8+40ish points of damage to a single target way, way outclasses any other use of Performance in the game (all at level 10, to boot!).


Dalamar666 wrote:
Eidolon: 150 + 45 + 0 = 195

Eidolons get average hit points per HD anyway (i.e. 5.5), so your math should go down quite a bit. No idea where all the hit points in P-P's build are coming from.


With my Elf Grenadier I just dropped the weapons from Familiarity, went with the Fleet-Footed trait instead, and picked up a comp. longbow prof. with the Grenadier's bonus martial feat. The Grenadier features (namely getting a free discovery with the bonus Precise Bomb and dumping poison for alchemical weapon) just meshed better with what I wanted out of the character.


You're going to use 4 of your daily extracts and 1-2 potions just to buff for a single combat? Just go Barbarian and be done with it :p

Full Name

Dasheel Kai

Gender

M Fetch Nin3/Sorc3|HP:44/44|AC:15(19w/MA)|T:15(19w/MA)|FF:11(15w/MA)|CMD:16|F+5|R+9 |W+4|Ini+8|Per+7|Res cold & elec 5

Age

20

Languages

Common, Aklo, Draconic, Goblin

Strength 10
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 8
Charisma 20

About Dasheel Kai

Favored Class: Ninja

OFFENSE:
BAB +2 CMB +2 Init +8 (+4dex +4feat)

Sneak Attack +2d6
Dirty Fighter +1dmg when flanking
Ki Pool 6/6

ATTACKS:
+1 Wakizashi +7, 1d6+1, 18-20/x2
Shocking Grasp +6 (touch), 4d6 electricity

Shortbow +6, 1d6, x3, 60ft range, 20/20 arrows
Shuriken +6, 1d2, x2, 10ft range, 10/10
Ray of Frost +6 (touch), 1d3 cold

SPELLS:

+1 any lvl from bonded object
0 lvl - Unlimited
Detect Magic
Mage Hand
Message
Ray of Frost
Read Magic
1st lvl - 7/7
Feather Fall
Identify
Shocking Grasp
Silent Image

SLAs:

CL=HD
Disguise Self 1/day

DEFENSE:
HP 44/44
AC 15 (10base +4dex +1ring) Touch 15 (10base +4dex +1ring) FF 11 (10base +1ring)
CMD 16 (10base +2BAB +4dex)
FORT +5 (2base +2con +1cloak) REF +9 (4base +4dex +1ring) WILL +4 (3base -1wis +1ring)
Resist cold 5 & electricity 5(Racial)
Shadow Blending: 50% miss chance in dim lighting instead of usual 20%

FEATS:
Persuasive, Cosmopolitan, Improved Initiative, Combat Casting, Extra Ninja Trick: Fast Stealth, Eschew Materials

TRAITS:
Magical Knack +2 caster level, caps at character level
Dirty Fighter +1 damage when flanking
Fast-Talker +1 bluff

SKILLS:
Acrobatics 1 +4 +3 = 8
Appraise
Bluff 1 +5 +3 +1 = 10
Climb
Craft
Diplomacy 1 +5 +3 +2 = 11
Disable Device 4 +4 +3 +2 = 13
Disguise 1 +5 +3 +1 = 10
Escape Artist 3 +4 +3 = 10
Fly
Handle Animal
Heal
Intimidate 1 +5 +3 +2 = 11
Knowledge
Arcana 4 +1 +3 = 8
Dungeoneering
Engineering
Geography
History
Local 1 +1 +3 +1 = 6
Nature 1 +1 +3 +1 = 6
Nobility
Planes
Religion
Linguistics
Perception 5 -1 +3 = 7
Perform
Profession
Ride
Sense Motive
Sleight of Hand 1 +4 +3 = 8
Spellcraft 1 +1 +3 = 5
Stealth 6 +4 +3 +2 = 15
Survival
Swim
UMD 5 +5 +3 = 13

CLASS FEATURES

NINJA:
Poison Use
Sneak Attack +2d6
Ki Pool 6 (1/2 ninja lvl +cha)
Ninja Tricks: Fast Stealth, Vanishing Trick
No Trace +1

SORCERER:
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Arcane Bond: Bonded Ring
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

GEAR:
Magic Gear and Weapons:
Ring of Protection +1 (bonded object)
+1 Wakizashi
Shortbow
20 arrows
10 Shuriken
Wand of Mage Armor 47/50
Cloak of Resistance +1
Headband of Alluring Charisma +2
MW "Dragon's Fang" Dagger

Alchemical Items:
2 Tanglefoot Bags
2 Smokesticks

Mundane Gear:
Backpack, Bedroll, Belt Pouch, Flint & Steel, Trail Rations (7 days), Sack, Waterskin, Whetstone, 50ft Silk Rope, MW Thieve's Tools
(All mundane gear but backpack, belt pouch and thieve's tools are usually in room)

Gold: 124.28

RACIAL ABILITIES:
+2 DEX, +2 CHA, -2 WIS
Type: Native Outsider
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled (World Walker): +1 knowledge (local) and knowledge (nature), +2 stealth
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Darkvision, Low-light vision

STAT BREAKDOWN:
STR 10 (0pts)
DEX 18 (15+2race+1lvl) (7pts)
CON 14 (5pts)
INT 13 (3pts)
WIS 8 (10-2race) (0pts)
CHA 20 (16+2race+2headband) (10pts)

BACKGROUND:
Dash's family is a group of fetchlings who specialize in trading between the material plane and the plane of shadow. About five years ago, Dash was with his father on an excursion to the material plane, which included a stop by the school. He was immediately entranced by the bastion of magically learning. Lucky for him, one of the professors took an interest in the young fetchling's strange ki abilities, and his inherent shadow magic. Dasheel was offered a chance to enroll in the school with a partial scholarship, with the condition that he allow the staff to research his abilities. Dash's parents put up a portion of his tuition, and his other expenses are covered through a workstudy, wherein he acts as a sort of handyman (using his disable device skill to bypass broken locks, and deal with accidental magical traps). He rooms with his friends, and keeps a makeshift tent formed out of blankets around his bunk, as the shadows make him feel more at home. After about 3 years at the school Dash started exhibiting some sorcerer powers, possibly due to the staff's magical poking and prodding. Now that he has some real magic of his own, Dash intends to stay with the school as long as he can, in order to make the most of his talents.

APPEARANCE AND PERSONALITY:
Dash is 5'10" and all of 130lbs. He looks like most other fetchlings, with gaunt gray skin, and stark white hair. However, he keeps his hair fashionably spiked, and is usually wearing a confident smirk on his face. He has got a fetchling's pupil-less eyes with a faint blue tinge to them. He is quite personable, though some find his quiet, wispy voice a bit disconcerting at first. Dash is known for playing small pranks on his friends and sometimes the staff as well, but he usually isn't actually caught unless he wants to be.