![]() ![]()
![]() I will be playing a Samsarans Oracle in an upcoming game, and want to ask my DM about taking the Mystic Past Life alternate trait. It seems extremely broken though and ridiculous to ask for in its normal state. There is nothing to keep me from taking Tsunami, Polar Midnight, Storm of Vengeance, and Shapechange from the druid list and an extra 4 (17 starting charisma / house-rule) level 9 spells is crazy. Has anyone used / had someone use this ability in their game? How was it balanced? The extra total spells are handy and the flavor of the ability is really cool, but how would you suggest tempering it so I don't feel like "that guy". ![]()
![]() soupturtle wrote: If you put a point into dex at level 4 it would have been much more efficient to start with one less strength. You're now spending 18 points on starting with 20 strength and 11 dex, then increasing to 20/12. You could also spend 15 points to start with 19/12, increasing to 20/12 at 4. Or start with 19/14 for the same 18 points and go to 20/14. I think I will do just that and start at 19/12 with some points to spare. ![]()
![]() Thanks for pointing that out for the animal companion feats soupturtle! I will drop the two fleet feats and shift the rest down a bit. The Empyreal Knight archetype that gives the mount wings at lvl 12 removes lay on hands. Radiant charge does sound cool otherwise. Would definitely take if I was staying on the ground. Even mithral heavy armor has a fairly low max-dex (+4). Assuming I'll have a +6 dex item someday, more than 12 seems high. Was planning to put a 12th point into dex at lvl 4, and the rest into str. ![]()
![]() Hey everyone. I am making a charge-based paladin for an upcoming game and am looking any advice. The character will be taking the Shining Knight (better charging) and Empyreal Knight (eventual flying mount) archetypes. The plan is to swoop around the battlefield charging in and getting away without anything (melee) being able to hit me. Aside from readied attacks that is. Not sure what level the campaign will start at. Human Paladin: Stats:
Skills: ride, handle animal Feat Progression:
Heavy Horse: Skills: fly Feat Progression:
Any advice / change ideas you want to throw at me are much appreciated. ![]()
![]() Campaign is starting out at lvl 12 but we will likely go up fairly quickly. Half-orc dual-wielding rhokas. Going for lots of criticals and disarm for some utility. Weapons for weapon training will be heavy blades and natural. Primary stat will be strength followed by dex and then con. Level 1: exotic weap prof (rhoka), razortusk
Please let me know what you think is missing and what you would change the order on. Thank you! ![]()
![]() So lets say I chose to take all the cure spells (as opposed to inflict) as an Oracle, and then I take the path of Life. At lvl 17, I get mass cure critical from the mystery, but I already got it for free at lvl 16 being that it is a cure spell. It seems very unlikely that someone who chose the inflict route of free spells, would then chose the life mystery. So why does life give a cure spell as one of its freebies? ![]()
![]() MerrikCale wrote: I am always curious about the configuration of other gaming parties. List you characters and put as much backround detail as you like Just started a new campaign at lvl 1. Using beta rules and switching to final once some of us get the book. Will be interesting as we have no real healer. Makeup is: Paladin
![]()
![]() KaeYoss wrote: I don't like the new favoured class rule. It adds no flavour. All it does is power to single-classed characters. I happen to think this is a good thing. What do you actually get for staying in your favored class now? Is it just that you don't get an exp penalty? I saw somewhere I think that the extra skill point thing was removed. ![]()
![]() yoda8myhead wrote:
I am pretty sure half-orcs do not get to, however all of the races were reworked to have a net +2 to stats. For example; instead of dwarves having +2 con, and -2 chr, in PFRPG they now have +2 con, +2 wis, and -2 cha. ![]()
![]() SuperSheep wrote:
I would say yes. But keep in mind you don't get any extra skill points per level for having the headband on (unless this has changed) so the extra int will only raise your int-based skills, while the skill boosts could be applied to anything. ![]()
![]() So I had my heart set on playing a paladin when we start a new PFRPG game soon. Unfortunately for me, at least two of the other people in our group want to play evils. What do you all think of this setup for changing the paladin to being evil, without really changing much? Mostly want to make sure it doesn't end up a lot more powerful, in fact I think it'll be a tiny bit weaker overall. Stuff with more than just a name change has a *. Also this is based off the beta, I'm not exactly sure how Mercy works, or how turning was changed. I didn't use "unholy" for anything, as the class would still be a divine servant. Would sin and death and oppression in the name of a LE god be unholy? I'm generally used to thinking of unholy as ungodly, but this isn't earth. 1: aura of evil, detect good, smite good 1/day
Auras: The same as the normal aura at that level, only except increasing the saves of the party, they lower the corresponding saves of nearby enemies. Abhorrent Touch: Damage instead of healing, use charges to do poison, bestow curse, contagion instead of cure them. Command, greater, is the same cleric spell level as break enchantment, is an enchantment spell, and makes sense for the class. Harm = Heal. Dark Blessing: Blackguard name for divine grace. Divine Bond (weapon): Axiomatic, mighty cleaving, defending, wounding, frost, icy burst, keen, vorpal, speed. I'm not completely sure what to do about the paladin spell list, since it's so full of goodie-goodie stuff. Should I just change evil to good in all the spell descriptions as with abilities above? Id probably keep the heals as heals, the class already has melee + abhorrent to kill things. Thoughts very much appreciated. ![]()
![]() With this sub level, you give up one per-week use of remove disease, and in exchange your mount gets the celestial template. What is a good way to adapt this to PFRPG with the changes to remove disease? I was thinking perhaps make remove disease cost 3 lay on hands instead of 2? Or maybe make it cost 4 the first time it is used in each day? Thanks for your opinions. ![]()
![]() jreyst wrote:
Discern location was changed for PFRPG, as was mind blank, I suggest checking them out: Good to know I can toss mind blank on my effigy and item familiar though. ![]()
![]() First off, does a construct count an an object, or as a creature for the purposes of discern location? Does it having an int score change which it is considered? If an intelligent construct has been touched, (or someone gets a piece of it), can it be protected by a mind blank spell? Same question above, but for an intelligent item, such as an item familiar. Is there any way to protect a non-intelligent construct/item which has been touched from being located? ![]()
![]() My real issue with sword and board, is that you really only need so much AC. A fighter with some good dex, and some good magic armor is going to have a ton, but his touch AC is still going to be pretty bad. I've always thought it would be cool to have shield AC apply to ranged touch attacks (or all touch attacks even) so long as you are not flat footed. ![]()
![]() Aside from fixing the saves and up the hit die to d6, what all would need to be done to update the effigy master to PFRPG, if anything? I haven't seen the new, if any, construct rules, but has their BAB been increased to match their d10 hit die, or have they been reduced to a d8 hit die to match their BAB? Also, what exactly would I need to do to fix the saves, would I just do the same pluses to each save as a wizard gets for its first 5 levels? ![]()
![]() Bhode wrote:
Any chance of PRPG being hex-based? If there's already a good discussion of this please point me there. ![]()
![]() So we are converting our epic campaign over to pathfinder from 3.5 pretty soon here. Figured I would make a new character. Aside from skill tricks and 1-2 feats there's not any 3.5 book stuff. If mentioning the names of those things her isn't allowed, say so in a reply and I will gladly edit. I've never made a rogue nearly this high level, only casters. Advice is much appreciated. 22 human rogue/duelist - common, undercommon, draconic, abyssal flaws -: shaky, vulnerable rogue 1: sa +1d6, trapfinding, weapon finesse, quick draw
rogue 2: evasion, fast stealth(rt) rogue 3: sa +2d6, trap sense +1, improved feint, quick escape(st) rogue 4: uncanny dodge, minor magic(detect magic)(rt), +1 dex rogue 5: sa +3d6, flick of the wrist, opening tap(st) rogue 6: resiliency(rt), trap sense +2 rogue 7: sa +4d6, agile maneuvers, second impression(st) rogue 8: improved uncanny dodge, major magic(truestrike)(rt), +1 dex rogue 9: sa +5d6, trap sense +3, improved two-weapon fighting,
rogue 10: crippling strike(rt) rogue 11: sa +6d6, improved critical(rapier), listen to this(st) rogue 12: improved evasion(rt), trap sense +4, +1 dex rogue 13: sa +7d6, savvy rogue, acrobatic backstab(st) rogue 14: skill mastery(disable device, escape artist, stealth,
rogue 15: sa +8d6, trap sense + 5, dodge, sudden draw(st) rogue 16: dispelling attack(rt), +1 dex rogue 17: sa +9d6, mobility, nimble charge(st) rogue 18: slippery mind(rt), trap sense +6 rogue 19: sa +10d6, defensive combat training, never outnumbered(st) rogue 20: master strike, opportunist(rt), +1 dex duelist 1: canny defense, precise strike, dextrous will, walk the walls(st) duelist 2: improved reaction +2, parry rt = rogue talent
skills: 1 each in swim, use magic divice, and dungeoneering. The rest are pretty evenly divided in all the class skills. Works out to ~20 each. Stats are based on an 18 / 16 / 14 / 12 / 10 / 8 (sub 1 from any 1) array our DM has us use for making chars. ---> base ---> human --> levels --> tomes --> scores --> temp str 8 (-1) -------------------------------------------> 8 (-1) -> 8 (-1)
Thanks for pointers! |