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Dakota_Strider's page
Organized Play Member. 204 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.
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I am reluctantly being pulled into PF2 by the rest of my group. (not everyone is enthusiastic about it, but GM and other players are). I don't want to make this thread about the many things I have seen (or don't see) about this new edition, but instead am asking for help in using the rules within it to create a character I would enjoy playing.
That would be the iconic ranger of old (not the dwarven cave diver that PF tries to portray as "iconic"). Something like Aragorn/Strider to some degree, that was supposedly the model of 1st Edition AD&D ranger. That ranger would of course be good with weapons, not be hampered by most armor, excellent in the wilderness, a foe of monsters/humanoids that prey on the civilized races, and able to cast several handy spells.
I am not looking for a ranger that has animal companions. Not my thing. Also do not want to be a dual-weapon wielder.
In PF2 my best ranger character was modeled after TreantMonk's switch hitter that was good with a bow, and was a very good great sword wielder. And with 14 wisdom and 3rd level spells, was able to pitch in that way, too.
I don't know if anything close to that kind of build is possible in PF2, but I am hoping that someone that reads this has a far better understanding of the rules that I do, and has some ideas they will share.
I understand that there is no multi-classing as we knew it before. Are we limited to taking only one arch-type from another class? (guessing so). If not, it might be interesting to try a ranger that could dabble in both arcane and druid (primal) spells. Otherwise, I haven't decided if a ranger that could cast arcane or one that could cast primal spells would be best. For that matter, may as well include cleric as a possible arch-type...

After many years, creating my first PF bard, and am going to create an Archivist for PFS. Did not notice this at first, but after toying with different types of builds, it dawned upon me that a Archivist, having traded out the Versatile Performance ability, really has no need to have a high perform skill. There is not a DC for any of the Bardic Performances, simply the ability to be heard if the performance is based on audio, or seen if it is a visual performance. Since a bard, especially an archivist is skill point starved with all the different skills they need to be proficient with, it seems a bit ironic that the skill that can be skimped on, is the one iconic skill that is associated with bards.
Am I wrong in my observation? I may still max out one bard performance (one that requires an instrument, so I can get the +2 Masterwork bonus) for earning some extra money. But it seems foolish to waste more than 1 point in singing, and 1 point in dance, to be able to fulfill the requirements of Bardic Performance. And I am not even 100% sure that a single point is required to accomplish that.
The Spirit Ranger bonds with the spirits of nature themselves; ..."In addition, he can call upon these spirits to cast any one Ranger spell that he is capable of casting, without having to prepare the spell."
So...is the Ranger casting the spell, and if so, is it the standard casting time, or is it perhaps a move or swift action?
OR
Do the spirits cast the required spell(s) independent of the ranger, allowing the ranger his/her full round of actions?
According to the spell description; Quote: "The sphere cannot be physically moved either by people outside it or by the struggles of those within." Does this mean, that if the spell is cast upon a creature that is flying, the sphere will appear in the air, and remain motionless until the spell is ended? Other examples would be a falling creature, a creature in water (would the sphere rise to the surface, sink or remain in place?), or a creature on a steep slope (even though the it is a sphere, it would not roll down the hill?)
If it were to be ruled that a Resilient Sphere could fall, what weight would it be?
If a mythic character should choose the Dual Path feat, for example Champion and Archmage, when said character reaches 10th tier, is it considered to be Legendary Champion/True Archmage and receive the benefits of both titles?
In a home-brew campaign, where we will be eventually encountering mythic/epic level BBEG liches. We know that at least one of them uses Horrid Wilting (likely with meta-magic or mythic boosts), and the DC for the saves are ridiculous. It is possible that some of the party would survive one, but would be wiped out if we got hit by two.
I am not aware of any of the usual protection spells that can help against Horrid Wilting. Anti-magic is the only spell I can think of off the top of my head that will stop it. But, that leaves the question, if a character is inside anti-magic, and needs to attack a creature that needs magic weapons to harm...is it possible to harm it, since the weapons are nullified while in anti-magic?

Scenerio: Small group of adventurers of mid level (10th to 12th) are being equipped for what is described as a likely suicide mission to invade deep into an enemy stronghold. This is actually a side quest in our campaign, our regular characters are dealing with matters elsewhere, and these characters are "temps" that were rolled up with fairly generous stats, and are given the pick of the kingdom's vault to equip themselves. The main threat will be undead, necromancers, and a coven of witches. Teleportation of any type will be impossible within 10 miles of our goal. While most summons will work, Gates or summon planar ally type spells will not. Once we begin, the chance of resting, let alone surviving into the second day is very small. So choices will reflect that.
Party: Four total (will only have specific details about mine); Two warriors, each with Paladin levels; One Arcanist, possibly with two paladin levels; One Cleric (no other details). Each is allowed to equip themselves with 880,000 gp worth of gear.
My PC: Level 11; 1 Ranger/10 Paladin. Human. Favored enemy undead; Oathbound against Undead; Strength and Charisma 24. Likely feats (7): Power Attack, Furious Focus, Favored Defense, Combat Reflexes, Dodge, Blind Fight, Extra Lay on Hands. Other options: Quick Draw, Unsanctioned Knowledge. Traits: Reactionary & Magical Knack. Favored Class Bonus 10 point Energy Resistance in...Electricity?
Main Magic Items: Sun Blade with Adamantine, Keen and Mighty Cleaving added (101,335 gp); Mithral Kikko Armor +5 w/Deathless & Defiant (undead)(53,180 gp); Mithral Quickdraw Shield +1, Animated, Moderate Fortification, Defiant (undead)& Called (or Returning, waiting on DM ruling)(65,709 gp); Ring of Protection +5 (50k gp); Cloak of Resistance +5 (25k gp); Ring of Evasion (25k gp); Belt of Physical Perfection +6 (144k); Headband of Mental Prowess +6 (Char,Wis) (90k); Helm of Brilliance (125k); Unfettered Shirt (10k); Bracers of Avenging Knight (11.5k); Jaunt Boots (7.2k); Composite Longbow +1, Undead Bane (9.1k);Extend Metamagic Rod (3k); Necklace of Adaption (9k).
Probably will be filled out with some low level wands of healing, and potions.
Concept is that he will be a two handed fighter while the shield is animated, then grab the shield and fight 4 rounds sword and board while it recharges, then repeat. Spells memorized: 1)Heroes' Defiance, Divine Favor, Grace, Lesser Restoration; 2) Litany of Righteousness (x2), Resist Energy; 3rd) Deadly Juggernaut, Magical Circle against Evil.
Also, we will likely have some sort of magical assistance to enter the enemy area; either a DM special magic carpet; or perhaps a Phantom Chariot. Our strategy is not yet fully developed.
While I am fairly happy with the build I have, I am curious as to how others would tweak this build. This may be a character that is only played for one or two sessions; but would like to prove the DM wrong and actually succeed and survive.
One of the limits of the spell, Create Treasure Map, is that it must be cast within 24 hours of the creature dying. Does this mean that it will not work on an creature like a wight, ghost or lich if it has been undead for longer than one day?
I can see an argument for both sides of this. If there was to be a restriction on undead, it would have clearly stated that in the description of the spell, right? So as long as you cast the spell within 24 hours after "killing" the undead, it should work.
However, undead are already dead, and you do not actually kill them, but destroy them instead. Their actual deaths may have happened years earlier, if not centuries. The spell only applies to the recently living...not recently animated.

1 person marked this as FAQ candidate.
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The spell description states : "...Creatures that do not move on their turn do not need to make this check, and are not considered flat-footed."
I would interpret this to mean that if a creature chose not to take ANY physical actions in which would involve moving their feet, they do not make the check. However, the debate in my group is if someone standing within the AoE of Grease, chooses to remain in position and physically attack. One argument is, if the creature is not covering any distance, they are not "moving", and therefore do not have to make additional saves. The other argument is, that even if you occupy one space in melee combat, you are not standing motionless; you are still ducking, dodging, thrusting and lunging. And in doing so, would subject you to the same penalties of moving through the Grease.
What saves should a creature within the Grease AoE make, if involved in melee combat, and what penalties should they suffer if they choose to remain still? Granted, they are not flat-footed, but are they willingly giving up their Dexterity bonus by attempting not to move through the Grease?
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