Tsadok Goldtooth

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2 posts. Organized Play character for Bigdaddyjug.

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Silver Crusade

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I've noticed a lot of people have ideas for character backstories they want to play, but have a hard time building a character to fit that backstory. So I figured I'd be a bit presumptuous and offer the Advice forum's help with this problem. Maybe we can make this a one stop shop for this kind of thing.

So here's what we'll do: you provide your character's backstory, and we'll help you flesh out the hard numbers for that character.

Silver Crusade

So this question revolves around rebuilding a character before playing it at level 2, the idea of taking a feat to modify something before you have it, and an unchained barbarian who takes Lesser Beast Totem as their level 2 rage power.

So I have the barbarian in question at level 2, but I haven't played him at that level yet. I'm wondering if it's ok to "re-optimize" the character and take Weapon Focus (claws) with my level 1 feat.

My gut instinct says no, but I'm really not sure and I'm looking for opinions.

Silver Crusade

Is troglodyte a legal form to assume with the use of alter self? And if it is, would I gain the 2 claw and bite attacks?

Silver Crusade

So I'm rolling up an Oread saurian shaman druid for PFS. I've got pretty much everything set, but I can't decide on a level 1 feat or traits. I was considering Dwarf blooded feat so that my already 20 ft movement speed isn't lowered more by medium armor, then I realized at level 5 I'll be wild shaping anyway.

I also considered the Armor Expert trait, but then I realized I don't have any physical skills I really want to invest in.

Here's what I've got so far:
Oread druid (saurian shaman) 1 (Pathfinder RPG Bestiary 2 205, Pathfinder RPG Ultimate Magic 39)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
Aura enlarge
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +5
Resist acid 5
Speed 20 ft. (15 ft. in armor)
Melee club +4 (1d6+4)
Spell-Like Abilities (CL 1st; concentration -2)
1/day—magic stone
Druid (Saurian Shaman) Spells Prepared (CL 1st; concentration +4)
1st—enlarge person[D] (DC 14), shillelagh (DC 14), shillelagh (DC 14)
0 (at will)—detect magic, read magic, stabilize
D Domain spell; Domain Plant (Growth domain[APG] subdomain)
Str 18, Dex 14, Con 12, Int 12, Wis 16, Cha 5
Base Atk +0; CMB +4; CMD 16
Skills Acrobatics -4 (-12 to jump), Knowledge (dungeoneering) +2, Knowledge (nature) +7, Perception +7, Spellcraft +5, Survival +9
Languages Common, Druidic, Ignan, Terran
SQ nature bond (Growth domain[APG]), nature sense, wild empathy -2
Other Gear lamellar (horn) armor[UC], heavy wooden shield, club, 43 gp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Druid (Saurian Shaman) Domain (Growth)
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy -2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Silver Crusade

So I was just reading a thread in the rules forum about figuring out the damage for throwing huge items at people, and it sparked an idea in me.

Now it's for PFS (as all of my characters are), so keep that in mind, but here's what I want. The backstory of the character is that he was the star closer for his MLB team, and was closing out game 7 of the World Series, when he was transported to a different dimension and ended up in Golarion. Since this guy doesn't know anything about magic, or how to fight with weapons, he goes into combat with a bag of baseball-sized sling bullets that he throws at enemies.

I'm really torn on how to build this, because I'm thinking a Str-based build will be best for damage, but I don't see him wearing too much armor either, so a Dex-based build will be best for survivability. I also have a few questions about the build that I'm just unsure of.

What class is best for this? I'm thinking Slayer and taking the ranger combat styles for archery to make getting PBS, Precise Shot, Rapid Shot, and Imp Precise Shot easier. Slayer also gets free Weapon Focus and a bonus Combat feat from Slayer tslents. Fighter would also work well because of all of the bonus feats.

Strenth or dexterity base?

Other than Throw Anything, what special feats do I need to make this build work? I know I'll need Throw Anything at level 1, as well as PBS, if I go Dex-based. If I go Str-based, isn't there a feat that allows thrown weapon attack rolls to work off Str?

What other feats should I look to pick up, other than the standard ranged attacker feats? I assume something to increase the range on my thrown weapons, but I can't remember what it's called.

How do I go about enchanting my projectiles? Am imgoing to need to buy durable cold iron sling bullets and just hope 10 is enough to last me a whole Combat so I can collect them after? Does that even work? Will I need to go the blinkback belt route?

Anything else I'm forgetting about?

Silver Crusade

I know monk is probably the best class for it, but I already have a monk. So I was thinking brawler, since I don't have one of those.

Here's what I got so far:
1. Weapon Focus (unarmed strike), Power Attack
2. Improved Grapple
3. Belier's Bite
4. +1 Str
5. Jabbing Style, Weapon Specialization
7. Improved Bull Rush
8. Greater Weapon Focus, +1 Str
9. Deadly Grappler
12. Greater Weapon Specialization, +1 Str

I'm probably doing this terribly since I've never built a brawler (or monk, beyond level 3).

Silver Crusade

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I'm working up a halfling cavalier with the beast rider and emissary archetypes. Other than Spirited Charge and Power Attack, what are some good feats to pick up? I plan on grabbing Boin Companion at some point and switching out my wolf for a Tyrannosaurus rex at level 4.

Silver Crusade

I have a blaster wizard already, but I want to build a snowball chucker and I have no clue what feats I need. The only guidelines are these:

1. PFS legal
2. Wayang race unless you have a REALLY compelling argument for another race
3. I'd prefer to be a Foresight school wizard, but it's not required

So, whatcha got?

Silver Crusade

I'm interested in building a PFS legal character that takes a single level dip into oracle of lore for the sidestep revelation.

What types of build out this to the best use? I'd rather avoid oradin as I already have a level 10 paladin that I'm still playing in PFS. When I get home later I can C&P her stat block so you guys can let me know if you think dipping for lore-acle at level 11 might be best for her

Silver Crusade

18 people marked this as FAQ candidate. 1 person marked this as a favorite.

Since this has popped up in at least two recent threads in the Advice forum, and seems to be the topic of some vitriolic debate, I figured I would get an FAQ request going since it seems to be a relatively simple answer.

What is the action economy relevant to making an attack with a throwing shield?

The throwing shield entry states that you can "unstrap and attack with it" as a free action. I take this to mean that unstrapping it is a free action, and the attack takes up one of the attacks granted by your BAB.

Others insist that RAW is RAW, and you could get a throwing shield and a blinkback belt and make theoretically infinite attacks with a full attack action.

Silver Crusade

So I had the idea today for a character that thinks he's a werewolf, and I'm trying to figure out how to best build it. My first thought was unchained barbarian, taking the Beast Totem rage power line and Animal Fury. That would look something like this:

Lou Garou, level 12 human unchained barbarian
17/14/14/7/14/12 stat array before any level up bonuses or equipment
Traits: Indomitable Faith, Reactionary
Level 1: Weapon Focus (claws), Power Attack
Level 2: Lesser Beast Totem
Level 3: Extra Rage Power > Animal Fury
Level 4: Superstition, +1 Str
Level 5: Weapon Focus (bite)
Level 6: Beast Totem
Level 7: Extra Rage Power > Scent
Level 8: Guarded Life, +1 Str
Level 9: Dodge
Level 10: Greater Beast Totem
Level 11:
Level 12: Ghost Rager, +1

Gear: Amulet of Mighty Fists +3, Belt of Giant's Strength +4, Cloak of Resistance +3, Ring of Protection +3, +1 Earthbreaker (in case it's not a full moon), +3 mithral kikko

So I'm not trying to squeeze every bit of juice out of this build, just looking for something fun to roleplay in PFS. Anybidy got any suggestions to make it more fun/flavorful? Any suggestions for a level 10 feat?

Silver Crusade

So I had the sudden desire to build a character that carries two shields and just bashes everybody with them. I figured TWF ranger would be best for this, and I'm pretty sure I know how to build him, but I had a couple of questions.

If I have Imp Shield Bash, do I get the AC from both shields or only 1?

Say I want a couple of spiked heavy shields, how does the cost work to make them +2 for the purposes of AC and attacking?

Silver Crusade

So I've got a tiefling character that was grandfathered in a long time ago with a single session of credit on it. I was going to be a bad touch cleric, but I decided to do that with a grippli boon and deliver the spells via Agile Tongue.

So I decided, since I don't have either a ranger or a two weapon fighting character for PFS, I would turn this tiefling into one.

Starting stats after racial mods are:

Str 18
Dex 14
Con 14
Int 12
Wis 14
Cha 7

I was considering using kukri as my weapons because of the crit range, but I don't know if that's the best choice. I also don't know what feats to take or when to take them other than taking the TWF feats with the ranger style feats.

Silver Crusade

I'm pretty sure the answer to this is no, but I want to make sure.

I'm interested in making a cleric 7/Holy Vindicator 5. One of the pre-reqs for HV is having either Alignment Channel or Elemental Channel. Can I, after taking the levels of HV, retrain out of the feat?

Silver Crusade

So I've got a nagaji battle oracle rolled up for PFS. Ive never played it, just threw some GM credit on it to grandfather it in in case nagaji are removed as a legal race in the future.

So I was tinkering around trying to figure out what to do with it, when I remembered the soirit guide archetype. I know it's usually used for caster oracles, but I think it might work for this melee guy.

Here is his stat block.:
Ula Logam
Nagaji oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 199)
N Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +5
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +1; +2 vs. mind-affecting effects and poison
Speed 30 ft. (20 ft. in armor)
Melee bardiche +3 (1d10+4/19-20)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Oracle Spells Known (CL 1st; concentration +4)
1st (4/day)—cure light wounds, divine favor, magic weapon
0 (at will)—detect magic, ghost sound (DC 13), guidance, mage hand, read magic, stabilize
Mystery Battle
Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Extra Revelation[APG]
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Diplomacy +7, Perception +5, Spellcraft +4, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ oracle's curse (haunted), resistant, revelations (skill at arms, war sight), serpent's sense
Other Gear kikko armor[UC], bardiche[APG], sling, sling bullets (10), grappling hook, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 30 gp, 9 sp
Special Abilities
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
War Sight (Su) Take your choice of 2 initiative rolls.

I'm thinking take Extra Revelation at 3 to get Weapon Mastery (Weapon Focus now, Improved Critial at 8, Gr. Weapon Focus at 12), choose the battle spirit from the spirit guide and pick the Battle Master hex (Weapon Specialization at 8), then pick up Power Attack at 5, Phalanx Formation at 7, and Lunge at 9.

What do you guys think? Am I going to be able to hold my know in combat as a straight oracle?

Silver Crusade

My son is getting into playing PFS with me. He played his first scenario last weekend with a character we rolled up together. We initially made a ranger, but when I thought about it more, between the pet and casting spells, ranger can get a bit complicated.

I was going to have him remake the character as a slayer, since Studied Target is an easier version of favored enemy. Then I remembered slayers get sneak attack, and as an archer, that will be largely useless for him.

So, what do you guys think? I was hoping to avoid making him a bland fighter, but it might be the best class for him to play to get used to the way the game works without having too many moving parts on his character.

Silver Crusade

I love having a lot of different characters to play in PFS. Before the aasimar and tiefing were made illegal, I grandfathered in an aasimar bard. I chose to make it an archaeologist at the time, and took the Fate's Favored trait to boost the Archaeologist's Luck class feature. I'm just unsure what to do with it for feats other than Arcane Strike.

Seduisant Pompeux
Angel-blooded aasimar (angelkin) bard (archaeologist) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +0
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 10 (1d8+2) (currently -11)
Fort +2, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee mwk longsword +6 (1d8+5/19-20)
Ranged shortbow +4 (1d6+2/×3)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 1st; concentration +4)
1st (2/day)—expeditious retreat, feather step[APG] (DC 14)
0 (at will)—detect magic, light, read magic, resistance
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +6; CMD 15
Feats Lingering Performance[APG]
Traits fate's favored, reactionary
Skills Diplomacy +7, Heal +2, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +7, Knowledge (religion) +1, Perform (comedy) +7, Spellcraft +4, Use Magic Device +7; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ bardic knowledge +1
Combat Gear wand of cure light wounds (50 charges); Other Gear lamellar (leather) armor[UC], buckler, arrows (20), mwk longsword, shortbow, grappling arrow[UE], masterwork backpack[APG], silk rope (50 ft.), spell component pouch, 520 gp
Special Abilities
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.

Any recommendations are greatly appreciated. And don't worry, if bards aren't your thing, I'm sure I'll be asking about my druid or wizard or sorcerer or something else soon.

Silver Crusade

I'm pretty sure this has been answered before, but my search-fu is failing me.

Can a level 1 human (or half elf or half or) barbarian take the racial favored class bonus for barbarians even though they don't have the Superstition rage power yet?

Silver Crusade

I'm having trouble remembering the correct book in which to find the PFS rules for gunslingers. I know the pistolero I'm rolling up gets to start with a normal pistol, but I don't remember anything else.

Silver Crusade

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Is there one?

Silver Crusade

Heck, I'm not even sure if the boon is still required I've been away so long, but if it is I got one.

I just don't know what to build with it. Anything other than a wizard would be fine. I already have 2 PFS wizards and I don't really want a third.

Silver Crusade

Tinkering around building characters, and I started fooling with a gnome heavens oracle. So I was looking at the spells awesome display could affect, and loathsme veil is the best one that she not super high levels. Is there any way for an oracle to get it on their spell list?

Silver Crusade

I recently came back to PFS and, while going through my stuff, I found a grippli boon I must have traded for. I vaguely remember having the idea of a grippli druid that delivered touch spells via tongue lashings, but I have no clue how to implement this.

Any druid building maestros wanna take a swing at it

Silver Crusade

So I used to play and GM a lot of PFS. Because of this, I made a lot of characters that had one scenario of GM credit assigned to them. I took an 18 month long break and recently got back to playing.

I was reviewing all of my old characters and I figured out where I was going with all of them except one. The character in question is an ecclesitheurge cleric of Sarenrae. My primary domain was healing, and secondary was heroism.

I can't for the life of my figure out what I was trying to turn this character into. Any ideas?

Feats: Extra Channel, Selective Channel
Traits: Fate's Favored, Force for Good
Stats: 7, 14, 13, 7, 18, 16

The good thing is, if I can't figure out where I was going with the character, I can always redesign it because it's still level 1.

Silver Crusade

I'm a level 7 Life Oracle playing PFS. My revelations are Channel Energy, Life Link, and Spirit Boost. I already have Selective Channeling and Extra Channel.

Not sure if it matters, but the character is a blackened aasimar atheist.

Silver Crusade

Haven't played a session since around August of 2015, but I got the itch recently, so I signed up for a session. Any important changes I might not be aware of?

Classes banned?

Allowed/disallowed races? (I know about tieflings/aasimar)

Previously common items that were banned?

Silver Crusade

So I have a magus that I play in PFS that I finally got to play at level 2 the other day, so I was very much looking forward to being able to use Spell Combat with my prepared shocking grasp spells. Well, the first time I tried, I cast the spell, then moved in and whiffed on the attack.

So I'm sitting there, holding the charge on a shocking grasp when my turn comes around again. I have another shocking grasp prepared, and I'm wondering if it would be legal for me to declare Spell Combat, make my melee attack and discharge the shocking grasp, and then cast another shocking grasp and make the free melee attack associated with its casting via Spellstrike.

Then I read the Spell Comnat description and it says that I cannot cast a spell in-between melee attacks, and I'm not sure if they are referring to itertives, or if this is an absolute rule. Since I wasn't sure, I decided not to try and cast the second shocking grasp, but I am still curious about this.

If I begin my turn holding the charge on a touch spell, can I declare Spell Combat, make my normal melee attack and discharge the held spell, then cast another touch spell and make the free melee attack granted by that spell via Spellstrike?

Silver Crusade

So I traded for a PFS sylph boon, and I'm still not sure what to do with it. The best idea I've had so far is a sylph....investigator? I've already got two different wizards for PFS play and a magus. I have an investigator rolled up (as a human currently), but I haven't played him at all yet.

Can anybody offer any advice for anything fun to play that makes good use of the sylph's +2 Dex and +2 Int that maybe I am forgetting? Do any of the classes in the new Occult playtest require those abilities?

Worst case scenario is I either just hold onto it for later use, or trade it away for something else.

Silver Crusade

...for a wayang alchemist that specializes in bomb throwing.

Silver Crusade

So I have a tiefling cleric I put together to play in PFS, and got her grandfathered in before tieflings were made illegal. My idea for the character was to make a "bad touch" cleric and use Channel Smite to add some extra pop to my damage.

I generally like to use weapons with extended critical threat ranges, so I chose Achaekek as my deity and picked up a sawtooth sabre. However, I'm wondering if I wouldn't be better served by worshipping a neutral deity and picking up Versatile Channeler at level 3 and then Selective Channeling at level 5. Besmara has the same two domains I chose from Achaekek, and she has the rapier with it's juicy 18-20 critical threat range. Here are the pros and cons as I see them for going that route:

-higher critical threat range
-ability to help out with some healing channels in a pinch
-ability to Channel Smite positive energy against undead, which there are a lot of in PFS
-if I don't go this route, I don't take Selective Channeling, so I can't channel negative energy to harm my enemies

-1 less average damage on my weapon
-I don't get the shock factor of being a worshipper of "He Who Walks in Blood"
-I kinda sorta have to roleplay as a pirate, which I'm not looking forward to

Can anybody else think of any pros or cons? Also, a question: if I am channel smiting and I confirm a critical, do the channel dice get multiplied as well?

Silver Crusade

So earlier this year, I ran a couple of sessions of The Confirmation at a convention. When I was checking my GM sessions for GM star purposes last night, I noticed that I didn't get credit for the second one and instead there is a message that says "GM ran this scenario during session ## of this event".

Does anybody know how I can make sure I am getting all of the GM star credit I should be getting?

Silver Crusade

So I love building characters. I have something like 24 or 25 PFS characters built and registered on the site and another few I'm still...perfecting. I'm also a shameless optimizer. I'd rather have the power I need to carry a party and not have to use it, than die because I built an average character.

So now I want to see how you guys optimize, particularly level 1 characters. So here are the rules:

PFS character creation rules:
-20 pt buy
-150 starting gold
-human, half-elf, half-orc, elf, dwarf, gnome, halfling, tengu, wayang, nagaji, and kitsune races only

I also figure there are a few categories you can optimize for:
-single target damage
-AOE damage
-social situations
-battlefield control

So, let's see what you got!

Silver Crusade

So my PFS magus got to level 2 over the weekend after I applied some GM credit to him. The problem is, I'm just not sure what to do with him. I played him in his first two scenarios, and never got to spellstrike a single time. In fact, most of the time, I stayed back and plinked away with a sling because the party was melee heavy.

I don't know if I want to use an archetype, although I'm leaning more towards vanilla magus. The only thing I do know is that I want him to be a human.

I was kind of leaning towards being a crit fisher with shocking grasp and a rapier, but now I think I kind of want to do the controller magus, maybe using a whip and the frostbite spell.

I'm wide open to suggestions, although you're going to have to present a pretty good argument to convince me to take an archetype.

Silver Crusade

So I had an idea to make a character with the Rough and Ready trait that had Profession (golfer) and used golf clubs as improvised melee weapons and golf balls (sling bullets?) as improvised ranged weapons. But for the combo to work, there has to be golf in Golarion.

So is there?

Silver Crusade

So I'm putting together a wayang alchemist for PFS. I've got all the feats and discoveries I want I'm just not sure about the order of it all. Here's the stat block:

Level 11 alchemist:
Test Alchemist
Wayang alchemist (grenadier) 11 (Pathfinder Campaign Setting: Pathfinder Society Field Guide; Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Advanced Race Guide 210)
N Small humanoid (wayang)
Init +5; Senses darkvision 60 ft.; Perception +17
AC 25, touch 17, flat-footed 20 (+7 armor, +5 Dex, +1 size, +1 natural, +1 deflection)
hp 80 (11d8+22)
Fort +11, Ref +15, Will +7; +2 vs. shadow spells
Speed 20 ft.
Ranged +1 darkwood composite longbow +14/+14/+9 (1d6+3/×3) and
bomb +14/+14/+9 (6d6+8 Fire) and
frost bomb +14/+14/+9 (6d6+8 Cold)
Special Attacks bomb 21/day (6d6+8 fire, DC 23), discovery (enhance potion, explosive bomb, fast bombs, frost bomb, infusion, wings)
Alchemist (Grenadier) Spells Prepared (CL 11th; concentration +19):
4th—death ward, greater false life{super}UM{/super}, greater invisibility, stoneskin
3rd—displacement, haste, haste, heroism, heroism, protection from energy
2nd—alchemical allocation{super}APG{/super}, alchemical allocation{super}APG{/super}, barkskin, blur, lesser restoration, see invisibility
1st—bomber's eye{super}APG{/super}, bomber's eye{super}APG{/super}, crafter's fortune{super}APG{/super} (DC 19), reduce person (DC 19), shield, shield, touch of the sea{super}APG{/super} (DC 19)
Str 12, Dex 20, Con 12, Int 26, Wis 12, Cha 7
Base Atk +8; CMB +8; CMD 24
Feats Extra Bombs[APG], Extra Discovery[APG], Martial Weapon Proficiency (longbow), Point-blank Shot, Precise Shot, Rapid Shot, Splash Weapon Mastery, Throw Anything
Traits pragmatic activator, scholar of the great beyond
Skills Craft (alchemy) +23 (+34 to create alchemical items), Fly +21, Knowledge (arcana) +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (nature) +22, Knowledge (planes) +23, Knowledge (religion) +19, Linguistics +19, Perception +17, Spellcraft +22, Stealth +11, Survival +7, Use Magic Device +19; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Kelish, Osiriani, Sylvan, Tengu, Terran, Tien, Varisian, Wayang
SQ alchemical weapon, alchemy, directed blast, fast poisoning, light and dark, mutagen, precise bombs, shadow magic, staggering blast, swift alchemy
Combat Gear potion of ant haul; Other Gear +2 mithral kikko armor, +1 darkwood composite longbow, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +3, headband of vast intelligence +6, ring of protection +1, formula book, portable alchemist's lab, 14,450 gp
Special Abilities
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 6d6+8 (21/day, DC 23) (Su) Thrown Splash Weapon deals 6d6+8 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs one foe and rest take splash dam.
Enhance Potion (8/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Mutagen (DC 23) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 110 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of ant haul Add this item to create a potion of a chosen spell.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Staggering Blast (DC 23) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (11 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

I'm thinking:

1. Point Blank Shot
2. Precise Bombs, Explosive Bombs
3. Precise Shot
4. Frost Bombs
5. Extra Discovery (Enhance Potion)
6. Wings
7. Rapid Shot
8. Fast Bombs
9. Extra Bombs
10. Infusion
11. Splash Weapon Mastery

The only thing I don't like about it is waiting until level 10 for Infusion discovery. I suppose I could switch it with Frost Bombs, but then the only way to get around fire resistance/immunity is with my bow, which will do a piddly 1d6+1.

What do you guys think? Also, any feats or discoveries I should consider that I haven't?

Silver Crusade

Arcanist school specialist or just a plain old wizard?

Silver Crusade

So I got a grippli boon for PFS and somebody in another thread recommended a caster who specializes in touch spells. With the grippli's Wis bonus, I figured druid would be perfect, especially with their already somewhat nature theme.

So does the druid have enough offensive melee touch attack spells to make such a build worthwhile?

Silver Crusade

So I already have an ifrit boon for PFS, and I just found out that I'll be getting another one for GMing at a con in a few weeks. And I have no clue what to do with either of them.

At first I considered either a flames mystery oracle or an efreeti or fire elemental bloodline sorcerer, but I already have two blaster wizards and an enchantress sorcerer. I also have a heavens oracle who is a primary caster.

Next, I moved on to a dervish dancing paladin who was a former exotic dancer before hearing the call of Our Lady of the Dawn. This is still one of my top possibilities, but I want to explore other options as well. Plus, I'm going to have two boons so I need to figure out what to do with the other.

I considered a straight bard, but I already have an aasimar archaeologist, and I'm not sure how much the straight bard actually appeals to me.

I statted out a sort of weird sorcerer with the arcane bloodline and a hedgehog familiar who focused on necromancy spells, but I'm not really sure where to go with that.

So, I turn to you guys. Give me some fun or quirkyideas for what to do with two ifrit boons for PFS.

Silver Crusade

If the statblock doesn't show it, I have 5,183g. I will soon be running one of the most deadly scenarios PFS has to offer so I'm wondering what to get.

Here there be stat block:
Peri-blooded aasimar (emberkin) oracle 6 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 20, touch 11, flat-footed 19 (+6 armor, +2 shield, +1 Dex, +1 natural)
hp 51 (6d8+18)
Fort +5, Ref +3, Will +6; +2 vs. death
Resist acid 5, cold 5, electricity 5
Weakness oracle's curse (blackened)
Speed 30 ft.
Melee cestus -2 (1d4-2/19-20)
Special Attacks channel positive energy 7/day (DC 20, 5d6)
Spell-Like Abilities (CL 6th; concentration +12)
1/day—pyrotechnics (DC 18)
Oracle Spells Known (CL 6th; concentration +12):
3rd (4/day)—cure serious wounds, dispel magic, neutralize poison
2nd (7/day)—burst of radiance (DC 18), cure moderate wounds, flaming sphere (DC 18), lesser restoration, scorching ray, spear of purity{super}UM{/super} (DC 18)
1st (8/day)—burning hands (DC 17), cure light wounds, detect undead, magic weapon, murderous command{super}UM{/super} (DC 17), protection from evil, shield of faith
0 (at will)—create water, detect magic, guidance, light, read magic, resistance, stabilize
Str 7, Dex 12, Con 16, Int 14, Wis 12, Cha 22
Base Atk +4; CMB +2; CMD 13
Feats Extra Channel, Fey Foundling[ISWG], Selective Channeling
Traits dangerously curious, tomb raider
Skills Diplomacy +13, Heal +6, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +9, Perception +8, Profession (soothsayer) +7, Spellcraft +11, Use Magic Device +15; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Osiriani
SQ mystery (mystery [life]), revelation (life link, channel)
Combat Gear potion of cure moderate wounds, scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, wand of bless (50 charges), wand of cure light wounds; Other Gear +2 darkleaf cloth lamellar (leather) armor, +1 mithral buckler, cestus, amulet of natural armor +1, belt of mighty constitution +2, headband of alluring charisma +2, iron holy symbol, spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, heavy horse (combat trained), backpack, masterwork, bit and bridle, cold weather outfit, riding saddle, 5,163 gp, 2 sp
Special Abilities
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Life Link (6 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle Channel Positive Energy 5d6 (7/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, restor Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Wand of bless (50 charges) Add this item to create a wand of a chosen spell.

Silver Crusade

So this came up at our PFS session today and nobody was sure how to handle it. My character got cursed. I decided to purchasing spellcasting services to remove it with gold. Is it just assumed that the remove curse'works, or does the GM have to make the roll and I run the risk of having to pay multiple times to get the curse removed?

Silver Crusade

So imp about to finish up Skin Game by Jim Butcher, and that puts me in the position of having nothing to read. I'm generally into sci-fi, fantasy, and mysteries. I've read almost every one of Agatha Christie's Poirot novels, I've read the Wheel of Time series, I tried reading the Shannara series but I found the writing to be fairly terrible.

I'm hoping to find a nice long series that can hold me over until Butcher's next book comes out (hopefully next year).

Silver Crusade

So for my character names, I usually put some relevant words into google translate. Well, my latest creation is a dwarven storm druid. I was trying to do my usual translating magic, but dwarves scream Scottish to me, and google translate doesn't have any options for things like Gaelic or anything else that sounds Scottish.

So I come to you. Help me come up with a name for a dwarven storm druid.

Silver Crusade

I'm putting together a human superstitious inveulerable rager barbarian for PFS. I've decided 1st-level feats will be Power Attack and Reckless Rage. With an 18 Str and an earthbreaker, this will give me 2d6+15 damage at 1st level, with a +5 to hit.

The only thing I am stuck on is traits. I know Optimistic Gambler is a great trait for a barbarian, but I'm not sure if it's PFS legal (Additional Resources does not mention it specifically either way). Assuming OG isn't available, what traits would you take for a human barbarian?

Silver Crusade

So I've had an Ifrit boon for quite some time and I could never figure out what to do with it. Well last night over dinner, it hit me: a dervish dancing paladin of Sarenrae!!! Now I already have a paladin for PFS, but my 5 Int tiefling damage sponge is as far from an Ifrit dervish dancer as outside rely possible (see what I did there?).

Then I ran into the problem of wanting to get perform as a class skill. If I need to put 2 ranks in it to take Dervish Dance, I may as well keep putting ranks in it to use for day job checks and character flavor. Maybe she was an "exotic" dancer before hearing the call of the Dawnflower.

Ideally, I'd like to accomplish this without multi-classing. I find multi-classing, other than PrCs to be messy and usually counterintuitive. However, I'm having trouble finding a trait that adds perform as a class skill. Is there one?

Also, I'll post the level 1 stat block and you can critique hat if you like, although I think it's pretty solid as far as any level 1 character can be.

dervish paladin:
Ifrit Character
Ifrit paladin (oath of vengeance) 1 (Pathfinder RPG Advanced Race Guide 126; Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception -1
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +1
Speed 30 ft.
Melee rapier +5 (1d6/18-20)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
Ifrit Spell-Like Abilities (CL 1st; concentration +4)
1/day—burning hands (DC 14)
Str 10, Dex 18, Con 10, Int 14, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse
Traits dangerously curious, flame of the dawnflower
Skills Diplomacy +7, Knowledge (religion) +6, Perform (dance) +4, Spellcraft +6, Use Magic Device +8
Languages Common, Ignan
SQ aura of good, wildfire heart
Other Gear studded leather, rapier, backpack, masterwork, grappling hook, silk rope (50 ft.), 44 gp
Special Abilities
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Wildfire Heart +4 racial bonus on initiative

Lastly, any help coming up with a good name for this character is greatly appreciated.

Silver Crusade

I have another thread where I was asking for inquisitor advice, and somebody mentioned that I should take the Sanctified Slayer archetype. Well that got me looking at sleyers, which got me looking at rangers, which got me wondering.

How do you build the classic two-weapon fighting ranger? I understand it's great because you don't need to pump Dex up to the insane levels normally required by TWF, but how do you get all of the feats you really want?

Do you just start off with 15 Dex and take TWF at level 1, then take Double Slice with your style feat at 2, Imp TWF with the style feat at 6, and either Greater TWF or Two-Weapon Rend with the style feat at 10?

This whole exercise got me really wanting to make an ulfen slayer that takes the ranger style feats and TWKs with kukri or maybe wakizashi. I'm must not sure how to build it.

BTW, I picked slayer over ranger because I'm not a huge fan of animal companions. I know there are ranger archetypes that get rid of it, and I can even choose to form a bond with my party-mates as well, but I kind of like the Studied Target and partial sneak attack progression of the slayer. Plus, if I make a slayer, I can keep my inquisitor as a vanilla inquisitor (or maybe a Preacher) and not lose the flavor I'm looking for with him.

Silver Crusade

So the inquisitor might be my favorite class in Pathfinder. My -1 in PFS is a human archer inquisitor of Sarenrae. Now I want to try and build a devastated inquisitor build. For those that don't know, that means a melee beast with a BFS (big freaking sword).

I have the skeleton of a build sketched out, but I'm actually unsure which feat to take at level 1 since I can take neither Weapon Focus nor Power Attack at 1. Here is the character, any advice about level 1 feats or anything else are welcome.

Devastation inquisitor:
Maldrek Bleakheart
Oni-Spawn Tiefling Inquisitor 1 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Advanced Race Guide 0)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
Resist cold 5, electricity 5, fire 5
Speed 20 ft.
Melee masterwork greatsword +5 (2d6+6/19-20)
Ranged sling +1 (1d4+4)
Spell-Like Abilities (CL 1st; concentration -2)
1/day—alter self
Inquisitor Spells Known (CL 1st; concentration +4):
1st (2/day)—divine favor, magic weapon
0 (at will)—detect magic, disrupt undead, read magic, sift{super}APG{/super}
Domains Tactics, War
Str 18, Dex 12, Con 14, Int 12, Wis 16, Cha 5
Base Atk +0; CMB +4; CMD 15
Feats Armor of the Pit[ARG]
Traits fate's favored, reactionary
Skills Disguise -1, Intimidate +0, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7, Sense Motive +8, Spellcraft +5
Languages Abyssal, Common, Infernal, Varisian
SQ judgement 1/day, monster lore +3, prehensile tail, seize the initiative, stern gaze
Combat Gear wand of cure light wounds; Other Gear kikko armor, masterwork greatsword, sling, sling bullets (10), backpack, masterwork, grappling hook, silk rope (50 ft.), spell component pouch, wooden unholy symbol (Szuriel), wrist sheath, spring loaded, 226 gp, 9 sp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fate's Favored Increase luck bonuses by 1.
Inquisitor Domain (Tactics)
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative

Silver Crusade

So I was contemplating putting together a wayang arcane caster that focused on the snowball spell. I was going to take magical lineage and wayang spell hunter in snowball to be able to mix and match metamagic. The metamagics I was looking at are intensified, empowered, maximized, and rimed.

So I was all set to make this character a wizard, but the arcanist class has me intrigued, mainly because you can take a metamagic feat in place of any exploit. That would allow me to pick up Point Blank Shot, Precise Shot, and a few other goodies with my normal feats.

So, if you were building this character, a wayang snowball chucked, how would you do it?

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