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Playing a gestalt campaign and my gunslinger inquisitor will probably be exiting the campaign in a few sessions so I'm looking for a new build. The current group consists of two mesmerist combos, a vigilante kineticist, another vigilante combo, a bard combo, and a cleric summoner, none of whom are built around taking a hit so I'm thinking I might go the melee route. I'm not looking to do the most damage, but need to do enough so that I'm a big enough threat to warrant being the focus of attention, and would like the ability to keep myself up since really the cleric summoner is the only healer in the group.
My other thought was to play a mounted character as I've always wanted to but I'm not sure how to make a mount work when you're not fighting in open fields but instead in more urban settings with lots of fights happening in sewers, warehouses, mansions, and rooftops. Does playing as a small creature with a medium sized mount hurt viability?
General rules stuff, 1st party and 3rd party is allowed, we roll stats instead of buying, 2 extra feats due to homebrew shenanigans, starting lvl of 6-8, and we are using automatic bonus progression.
Thanks.
My group is running a gestalt campaign and I'm the only ranged class in the group at this point, rest are all melee and casters. This to me seems to make teamwork feats pointless, was planning for Target of Opportunity but now that won't work. I'm wondering if there are any teamwork feats that might still be worth taking, or if i should look at respecing into an archetype that that doesn't have solo tactics and teamwork feats? As it is I'm the only person with ranks in stealth so no point in stealth synergy either.
Hello,
Looking at replacing a character that was recently retired in a mythic campaign and I was leaning towards summoner; the summoner would be level 12 and mythic rank 5. I was looking at going straight summoner, and using speedy summons To get my Eidolon out round 2 after using summon monster round 1. I'm wondering what people's thoughts are on this, does this work or would people go a different route with a mythic summoner?
Thanks.
2 people marked this as FAQ candidate.
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I'm currently playing a mythic campaign where all the chars are level 12 and tier 5. We have a ninja who has a legendary piece of armor with the undetectable ability on it and the group cannot come to an agreement on how this interacts with See Invisibility and True Seeing. The ninja, who uses Vanishing Trick and Invisible Blade to gain the benefits of being undetectable, says that the use of the above two spells should not work because the ability reads "the bonded creature can't be detected or scryed by any method," which they take to include See Invis and True Seeing. The counter argument is that See Invis and True Seeing do not attempt to detect, nor do they scry, they simply allow you to see things as they are.
I know this is similar to the See Invis vs. Nondetection debate, which as far as I know Piazo has never addressed, so I'm looking for people's thoughts.
Thanks.

I’m building a character to play specifically for 1-2 arena matches during a sea voyage, my current character is a wizard, but I don’t feel like doing 1 on 1 fights vs melee characters with it. So I’m looking for a level 10 mythic rank 5 character that will be facing a Bloodrager and Ninja, both of which will also be lvl 10/tier 5. I don’t know exactly how the characters are built but here’s what I do know:
•bloodrager
-Has DR10
-Uses a battle axe
-Likes to cast enlarge person on himself
-The player doesn’t know the rules very well
-Does not have improved initiative
•ninja
-loves to use mirror dodge
-duel wields a wakizashi with a dagger
-the players knows the rules very well
Now originally I was thinking vital strike vs. the bloodrager, but I already built a char that utilizes that and gave it to the DM to use as an upcoming NPC, so I’d prefer not to use that trick. We can draw from all books, standard character wealth for that level, Paladins are allowed to pick what alignment they smite at creation and then cannot change it afterwards. Any advice is appreciated.

The question is, is it worth it? I’ve been putting together several different level 10/tier 5 characters in preparation for my return to the game after a 5 year hiatus and I had read a pali guide where they had suggested mounted combat for small palis and I thought I’d see what it looked like. The idea was that this way you could stay mounted in dungeons since your mount would only be a medium sized creature, but maybe I’m missing something but I’m underwhelmed right now. If I’m figuring correctly, on a charge I would deal 1d6+6 x3, with an average damage of 3.5 and I’m looking at (3.5+6) x3 = 28.5 damage. If I smite and I’m figuring this correctly, 10 x3 + 28.5 = 50.5 becomes the total.
Now maybe that is acceptable damage, I’m not sure, but previously I’d made a mythic vital strike warrior who was doing on average 75 (6d6+54) damage every round with a 17-20 crit range regardless of alignment. I also made a gunslinger that could do 141 (1d8+19 x6) damage a round if all shots hit, and I wasn’t even finished building it yet, and once again that was regardless of alignment. Now if this was a human, I’d have 1d8+8 (str back and +2) x3, or 37.5 damage for the charge.
I get that my damage is going to be less because I’m playing a small race, but it just feels like I’m missing something that makes mounted combat worth it before level 14 when you can have 14 ranks in ride and get Mounted Skirmisher.
This may seem like a silly question but I’m just coming back after about a 5 year hiatus from roleplaying. I’m making a 10th level fighter who will have 5 mythic tiers and I’m wondering what the best way to shut down illusions is. We are playing in a campaign with a lot of illusions, generated both by the DM and another player who is playing some sort of Bard Illusionist. They both like to cast Hydrophobia and then use an illusion to make people think they are in water and thus start suffering the effects. So with this many illusions being thrown around, I want to make sure I never fall for them if possible. Or am I stuck with just trying to increase my will save?

Hello,
I don’t have a lot of experience with pathfinder, only played a handful of times, and I'm coming back from a 5 year hiatus to playing with the same group I used to play 3.5 with and I’m looking for some advice. I used to play summoning wizards a lot but I’m looking to change it up this time I think. In my research I seem to find a lot of discussions that seem to focus on single round or single target damage, but I’m looking for more consistent damage, I don’t really want to blow my load in 1 round and then hit like a wet noodle for the rest of the fight. I’m looking at this as fighting from a less then optimal position, we aren't typically fighting in big open plains where one could be charging down enemies on horseback, we usually end up fighting indoors.
Currently the group consists of a Bard/Illusionist, Ninja, Oracle, Bloodrager, and Magus, with the possibility of another person joining playing a druid. Outside of myself, most of the players in this group tend to play characters that are in it for the profit and fall somewhere on the neutral or evil spectrum, which always makes it hard for me to play good characters which is what I’m naturally drawn to, I play them anyways, but it’s never the experience I’m looking for, so not sure a Paladin would mesh well.
This would be a 9th level 5th tier character and we pick one of 3 lines of rolled stats and can then place the results where we want. So not as consistent as a point buy system, but you never know, you might end up with 6 18’s… If it comes from a paizo source it is allowed and 3rd party sources are allowed on a case by case basis, so things are pretty wide open.
Thanks for any advice.
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