Christopher Lee's page
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So I've been asked to join a Pathfinder group, and I'm in need of some advice since my PF knowledge is very rusty.
The group is level 8, and they're playing Iron Gods. There's currently 5 members, but one is leaving and I'm taking his spot. I get the idea that the group isn't terribly optimized, nor do they use wands for healing.
They're (not so) subtly pushing me towards a combat healer of some kind, since the guy I'm replacing is an Oradin. The other members are a Wizard, Investigator, Rogue, and "beater" (no one gave me a firm class on this).
My problem is that I'm not really excited about any of the Divine classes, and I really don't want to be a generic Healbot cleric.
Warpriest looks interesting, but 99% of the Blessings are hot garbage. Inquisitor would be my first choice, but I worry about not having good access to status removal like a Cleric.
What's a good class for general healing that can still be a front line combat character? Am I missing something with Warpriest or Inquisitor? Should I be looking at a Paladin (I generally don't like the alignment restrictions).
Any help is appreciated. Creation is 20 PB and all first party Paizo classes and races are allowed.
I had a dispute with my players last night about Illusion immunity, and I wondering if someone here could clear it up. If an enemy is "immune to illusion spells", does this include spells like invisibility? As in, can it see creatures effected by the spell?

I'm building a Prankster for a game, and would like some advice/critique of my build. I plan on being backline support with a ranged weapon/spells/Bardic Performance in combat, and a face outside of combat. I have a crippling fear of negative modifiers, so I had to bring my Str up.
Gnome
Prankster 3
Stats: (28 point buy)
STR: 10 (12)
DEX: 16
CON: 13 (11)
INT: 14
WIS: 10
CHA: 18 (16)
I'll be putting my lvl 4 boost into Con. I figure the 3 HP I missed can be replaced easier than the 3 skill points.
I'll be putting 1 point in most Knowledges to take advantage of the class skill bonus, and maxing Bluff or Diplomacy. I might also be taking Craft: Weapons, depending on racial traits.
My quandary comes in racial traits and feats. I'll definitely be taking Darkvision. I'm torn between Gift of Tongues and Master Tinkerer, though. The first fits the class more I think, but the second has a lot of flavor and I love the idea of crafting my own weapons and being able to use them regardless of proficiency.
I'm also torn between Magical Linguist and the default Gnome Illusions. A lot of Bard abilities are language dependent, so the DC boost could help a lot...but we also have a lot of illusions.
Finally, feats. Is Lingering Performance worth it? I'm also considering Breadth of Knowledge to get a bigger boost to knowledge skills, and Casual Illusions to buff my SoH and Bluff. I'm not looking to be super-optimized, I just want to be good at my job.
Thanks in advance for any help!
I just purchased the hardbound copy of RotR, and will start running it this weekend. I was curious if there was a way to purchase the maps from the AP for use in play?
Hey, I'm joining a new gaming group here in Korea and discovered today that my balanced Conjurer is completely overshadowed by every other member of the group to the point that it is un-fun. The GM all but actively encourages rules-cheesing...but I haven't tried to make a broken character in a very long, and neve rin PF.
He is allowing feats/races/classes from 3.5...but I'd like to stay pure PF if possible. I just want to be able to compete with characters like the Goliath barbarian with monkey grip and enlarged by the sorceror doing 5d6 per swing at level 5. And he is one of the less powerful characters. It is frustrating, and not really the type of game I like...but it is the only one in town at the moment, and I'm too busy to GM myself.
EDIT: We are level 5, and pretty much anything goes/is allowed.
I just arrived here for a 1 year tour, and am looking for a gaming group. I can GM or play...I just need to find people, lol.
Is this idea insane? It came to me in a flash of inspiration...the Archaeologist is already a nod to Indiana Jones, why not give him a gun to complete the deal? And the MS archetype switches all relevant Gunslinger abilities to Charisma, which the Archaeologist should have a decent score in. A 2 level dip gives a couple of nice deeds, as well.
It might be easier to just take a feat to use a pistol..but I kind of like the idea. A charismatic, whip and pistol wielding adventurer fighting Nazis...err...the undead as he searches out ancient ruins and forgotten artifacts.

I posted a while back about needing a character for a Jade Regent game, and the two most numerous responses were Witch and Bard, due to my party's utter lack of spellcasting or healing.
I don't really care for the Witch spell list, and I've never been a huge fan of bards,...and honestly I just want to smash faces in with a big piece of steel for once. I always seem to end up as the party caster.
However, I recently picked up UC and discovered the Evangelist. I think with a 1-2 level Fighter (or Barbarian) dip this could be an excellent battle priest, and i like the flavor of a priest of Gorum "spreading the word" about stomping heads. Maybe something like:
Evangelist 8/Fighter 2
Half-orc
Wis>Str>Cha>Con>Dex>Int
We are using the old 4D6, drop lowest, reroll 1's...so I expect generous stats.
Still working on a good feat progression.
Maybe pick up channeled smite at some point to utilize my channel energy dice.
Also, I will take at least one other perform skill and play hardcore metal for the caravan when not smashing heads in.
I'm absolutely terrible at optimizing, so any input is appreciated. I'm open to any suggestions, I just want to keep the Battle Evangelist theme. Also, I will take at least one other perform skill and play hardcore metal for the caravan when not smashing heads in.
I posted this in the Jade Regent thread, then thought I might get more responses over here.
We are starting next week. We played through We Be Goblins last week.
My issue is that the group only has 3 PCs. We MAY be getting a 4th, but he's not sure.
So far we have:
Paladin
Rogue
Gunslinger (Guy who may or may not show).
Obviously, we are missing both arcane and divine spell casting. I still haven't settled on a class, and am torn because I have a compulsion to fill holes in the party. I WANT to play a Metal Oracle or similar, but we could probably use a wizard more. Any advice on what would be the best fit?
We are starting next week. We played through We Be Goblins last week.
My issue is that the group only has 3 PCs. We MAY be getting a 4th, but he's not sure.
So far we have:
Paladin
Rogue
Gunslinger (Guy who may or may not show).
Obviously, we are missing both arcane and divine spell casting. I still haven't settled on a class, and am torn because I have a compulsion to fill holes in the party. I WANT to play a Metal Oracle or similar, but we could probably use a wizard more. Any advice on what would be the best fit?
I'm joining a new group soon, and trying to make up my mind on a character. They are a small group, with the following roles filled:
Tank (Shielded Fighter)
Striker (Monk)
Heal/? (Cleric/Gunslinger)
I was thinking of filling them out with a controller, but can't decide between Wizard and Sorcerer. Wizards get the bonus of utility, but the Sorc bloodlines are looking awesome, and actually makes it a viable option (I hated sorcs in 3.x). I have no experience with sorcerers, though, so am looking for input on good bloodlines and such. I've read Minstrel's guide, but it doesn't include APG material.
I want to focus on control, summoning, and buffing.
My other plan is to just blow off filling the last role, and making a dapper Half Orc Alchemist named Reginald Danwater Pilkington IV, with his Orcy side coming out while under the effects of his mutagens. Of course, Master Chymist would be the goal.

My group just TPK'd and have decided to start over. We pitched a concept to the GM, and he is running with it.
Basically, we worked as "operatives" for an organization (Aperture Magical Research and Testing Consortium), but were burned during an op. The basic drive of the game is to figure out why we were burned, and get back at the people who betrayed us all while not getting discovered/killed by those same people.
I've chosen my role as impersonation/misdirection.
My current concept, at level 7 where we will be starting, is:
Elf
Rogue (Spy from APG) 3 or 4/Wizard (Illusionist with the shadow focused school from APG.) 3 or 4.
Quick disguise and Honeyed words would be my rogue talents, and my spells would focus on illusions, making sure we have a way out, and not being seen.
I'm still not sure on feat choices, though Arcane Strike is a must since we are in a VERY low magic item world.
I guess my question is this:
would you suggest Wiz3/Rog4 for the talents and Uncanny Dodge, or Wiz4/Rog3 for CL and spells?
Also, I'm still debating on a Shadow Bloodline sorceror instead of Illusionist, but I get panic attacks when I imagine not having EVERY spell available, lol.
It is Pathfinder stuff only, also. No non-PF SRD or 3.5 stuff.
Ok, our Cleric/Paladin just died and decided he wanted to roll a Cavalier/Sorceror to replace him.
This leaves us with only a Druid spec'd for Wild shaping as a healer. I'm an Alchemist, so I can mostly take care of myself...not so much the rest of the group.
My question is this: Is an Alchmeist/Cleric viable? I have a 14 Wis and 12 Cha, so my stats aren't the best for it, and I'm having a hard time coming up with a good build idea. I don't see our party faring well without a healer who can channel energy, though. We'd go through wands and potions of CLW like candy. The world is also a low magic items world, with the exception of low level potions and wands.
For reference, the party composition is:
Alchemist (me)
Druid
Cav/Sorc
Rogue
Sorceror
Fighter
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