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I'm creating a level 3 Human Druid in a Pathfinder Skull and Shackles campaign. We are using Core Rule Book and Advanced Player Guide only.

Our party consists of player PCs of Druid (me), Ranger, Fighter, Monk, and Cleric.

NPCs with us that some of us also play are Ranger, Bard, Wizard, and another fighter I think. LOL. So many.

I am wanting to do a Human Druid, and want to take one of the domains instead of an animal companion. I am leaning toward the Weather Domain, but might change it.

I plan on spell casting more than meelee since we have our far share of fighter types, however I will be taking the Shellah spell so that my Quarterstaff can be a 2d6 weapon if need arises.

What are some good feats I can take for all my levels so far? I have not done my stat array yet. Using epic point buy.

Thanks ladies and gents!


I'm confused on the hex cackle. I'm in a pathfinder campaign and the other night I used fortune on our ranger and as move Action started cackling. The ranger went after me in our rotation and missed with first attack due to low roll so he re-rolled thanks to my fortune hex and scored a hit. On my next turn I kept cackling so that our ranger could keep re-rolling if need be. Our dm said no. He said I could only keep cackling if our ranger had failed on his re-rolling. Basically he said I can only keep cackling with fortune until the recipient finally benefits from it.

That made a lot of sense and I chalked it up to me misunderstanding cackle. But the rest of group chimed in and said dm is one who misunderstood. All of these people are veteran pathfinder people and I'm a relative new comer so could any of you clarify.


Thank you.


I am a level 3 witch in a Pathfinder game. I want to use the 1st level spell "Mount" but I'd also like to take the 1st or 2nd level spell of Summon Monster. Is it possible for me to ride the mount and also summon a monster, or can I not summon one or the other if I have already summoned one in current use? Thanks.


Why would a wooden shield not provide some type of cover or concealment? I know it wouldn't provide full cover, but why not 1/2 or even 1/4? If someone is hiding behind a bush, they get some type of concealment. I'm trying to look at it from a practical standpoint. If I am a archer and I have six targets to choose from, and one of them is somewhere behind a floating wooden shield which doesn't allow me to full see them, I'm going to go for an easier-to-hit enemy, like the fighter, barbarian, monk, cleric, or even the wizard of the party that has no shield or armor. How is it different than my witch simply getting behind someone and using them as a shield? Thanks for all the help and advise thus far.

Thanks for the suggestion, TGMaxMaxer. I am looking into it. :-)


Wow thanks for the feed back guys. I think I'll keep the Witch for now.

Now about the Blood Rituals and stuff, when can I do that to improve my party's weapon(s)? I for got to mention that our DM is only allowing CRB and APG. So if any of those things you guys posted fall outside of that, I won't be able to do.

Also, I think I will use Unseen Servant and hand him a wooden shield when I summon him, since it is less that 20 pounds. I know he can not do anything with it except just hold it, and I know it won't boost my AC, but what it will do is provide some type of cover for me against archers or anyone throwing spears and stuff my way. Is this a good tactic and viable? I'll only use it for that purpose and for distractions. We already faced some spear tossing cannibals last week.

I am also thinking of using Spectral Hand, since it can deliver touch attacks and spells for me up to 100 feet away.

Any other spells I could use to vex enemies that may seek my demise?


Or I could just roll a level 2 Sorcerer, that way I don't have to keep track of familiar and lose my spells if it gets killed. My DM was asking little questions here and there about him, so I suspect he plans on attacking it. LOL. What you guys think? What would be better in a Serpent's Skull campaign? Same advice would still apply. Thanks.


I am playing a human witch in a Serpent's Skull Pathfinder campaign. We are level 2 now, but the other day was my first session with this group. I have very limited experience with tabletop RP games, and most of it has been D&D not Pathfinder, and on top of that I have never played an arcane caster. Our party consists of Fighter, Barbarian, Monk, Cleric, Wizard, and now the Witch.

When I played, I realized I had no idea what I was doing LOL. It dawned on me that in this campaign we are going to be facing a lot of ghostly things, undead, and jungle/animal creatures. For those who don't know, most of the Witch's spells and hexes are centered around mind affecting etc, and anything undead, ghostly, skeleton, jungle creature/animal are unaffected by such spells and hexes.

Afterwards I tried to see if my DM would allow me to switch to a combat role like Ranger or Paladin but he said there are too many combatty guys right now, and told me to stick with Witch or other arcane caster. I really like the Witch despite her uselessness in the session (btw she came within 5 points of dying - had I not told the Fighter to grab my light cross bow to reach the electric serpent 15 feet in the tree and kill him, I might have actually died lol.)

So here is what I want to do. I'd like to know from you all, what are the best spell categories (enchantment, conjuration, etc) to use against the types of enemies I listed above. Obviously any spell category that deals with mind affecting is out the window. Once I have feedback from you all, I am going to use my two feats to take spell focus and greater spell focus in whatever I feel is the best "school" of magic to use against them so that my Spell DC is +2.

I want her to be a Witch that can shut down one enemy at least, maybe more. I am not a big fan of the hexes right now. I had extra hex as both my feats, and was going to use Fortune, Misfortune, and Cackle, but I realized we move around way too much in combat for Cackle to be effective. So I am thinking of trading in my extra hexes for higher spell save DCs and just use Evil Eye and maybe Slumber as my Hexes right now.

SIDENOTE: Just to show you how much of a NOOB I am at spell casting and Pathfinder in general... I actually thought my Witch could cast/use 11 spells at 1st level. Yep. Go ahead and laugh. lol.


Awesome. Thanks guys!


http://paizo.com/threads/rzs2sc9p?Spells-and-Hexes-Vexing#1

For my use, don't click the link, it's just the same post in another thread.


I am intrigued by the Pathfinder Witch class and have opted to play one in a game starting up soon. Here's the specs of it:

Campaign: Serpent's Skull

Party: Fighter, Barbarian, Monk, Cleric, Wizard, and my Witch.

Here's the problem. I have no experience at all with spell caster classes. I have played fighter and ranger in D&D 5th edition, and even then it was short lived gaming groups. So I don't have a whole lot of experience overall.

My Witch is Human.

I have already figured out my spells and hexes that I'd LIKE to use, but I am a little miffed on how to execute them properly without delaying the game.

So, basically, can I cast, let's say Cause Fear on a enemy we're fighting, and when my next turn comes around, can I deliver another spell to someone else? If yes, will I have to make a concentration check to maintain the effect of the Cause Fear one? Do I have to first dismiss the Cause Fear spell as a free action in order to cast the next spell?

Or does it work kinda like this: If I cast a spell that the enemy fails the save on, and it has effects that last more than one round, does that enemy get stuck with the effects and continue to make saving throws each turn while I cast another spell on someone else?

I think in D&D 5th edition you could have two spells active but you always had to make a concentration check if you wanted to keep it up. And if you wanted to keep a spell active and do a ranged attack with a bow or a meele attack you had to make a concentration check also.

As for Hexes, they appear to be on a different ruling guide. They are magic tricks or supernatural abilities. They are standard actions. Does this mean if I have a spell active on a enemy, I can Hex him too? Can I keep Hexing him every turn or do I have to pick someone else to Hex on the next turn with the same Hex (if I choose to do it that way). Most hexes seem to end with them saying you can not target the same individual again for the next 24 hours, but ti says that comes after you are done hexing them. So there's debates about it in the forums I've head.

Some people are saying Hexes are kinda at will since they are standard actions each turn, the only difference being you have to Hex a different enemy each time your turn comes up.

Example: Our party of six are fighting 10 lizard men. I decide to Hex Lizard Man #1 with Slumber. I succeed. He falls down asleep. Next round comes up, I do Slumber Hex on Lizard Man #2, and succeed. He falls down asleep. So on and so forth. is this correct????

Can I apply a Hex that has multiple rounds effects on someone and also cast a spell on someone else my next turn?

Thanks in advance.


I am intrigued by the Pathfinder Witch class and have opted to play one in a game starting up soon. Here's the specs of it:

Campaign: Serpent's Skull

Party: Fighter, Barbarian, Monk, Cleric, Wizard, and my Witch.

Here's the problem. I have no experience at all with spell caster classes. I have played fighter and ranger in D&D 5th edition, and even then it was short lived gaming groups. So I don't have a whole lot of experience overall.

My Witch is Human.

I have already figured out my spells and hexes that I'd LIKE to use, but I am a little miffed on how to execute them properly without delaying the game.

So, basically, can I cast, let's say Cause Fear on a enemy we're fighting, and when my next turn comes around, can I deliver another spell to someone else? If yes, will I have to make a concentration check to maintain the effect of the Cause Fear one? Do I have to first dismiss the Cause Fear spell as a free action in order to cast the next spell?

Or does it work kinda like this: If I cast a spell that the enemy fails the save on, and it has effects that last more than one round, does that enemy get stuck with the effects and continue to make saving throws each turn while I cast another spell on someone else?

I think in D&D 5th edition you could have two spells active but you always had to make a concentration check if you wanted to keep it up. And if you wanted to keep a spell active and do a ranged attack with a bow or a meele attack you had to make a concentration check also.

As for Hexes, they appear to be on a different ruling guide. They are magic tricks or supernatural abilities. They are standard actions. Does this mean if I have a spell active on a enemy, I can Hex him too? Can I keep Hexing him every turn or do I have to pick someone else to Hex on the next turn with the same Hex (if I choose to do it that way). Most hexes seem to end with them saying you can not target the same individual again for the next 24 hours, but ti says that comes after you are done hexing them. So there's debates about it in the forums I've head.

Some people are saying Hexes are kinda at will since they are standard actions each turn, the only difference being you have to Hex a different enemy each time your turn comes up.

Example: Our party of six are fighting 10 lizard men. I decide to Hex Lizard Man #1 with Slumber. I succeed. He falls down asleep. Next round comes up, I do Slumber Hex on Lizard Man #2, and succeed. He falls down asleep. So on and so forth. is this correct????

Can I apply a Hex that has multiple rounds effects on someone and also cast a spell on someone else my next turn?

Thanks in advance.


Share with me any stories from tabletop games like d and d and pathfinder. Share some things your character or a party member's character did that was funny, dramatic, brilliant, or just flat out cool.


How many feats would a level 13 beast master ranger have in total? I thought it was only 4 but have heard 11, 9, or 12.


I am plunging into a epic fantasy level 13 Pathfinder Campaign. I am new to pathfinder but played a little bit of D&D 4e and 5e. I have built a fighter that is decent at close range, medium range (reach) and long range (crossbow). But my DM says my AC is too low and that I need to find ways around damage resistance, such as weapons with good alignment, cold iron, etc. Problem is, there's not much else I can do AC wise. Here is some highlights of my fighter:

Human Fighter
Level 13
(15 feats total)
Campaign: Curse of the Crimson Throne
Mode: CRB and APG ONLY

AC: 30 ... 10 + 2 (dex mod) +9 (full plate armor) +5 (magic enhancement of armor) +2 (Ring of Protection) +2 (amulet of natural armor)

Weapons:

1. Great Sword (magic enhanced +3)
2. Lucerne Hammer
3. Heavy Crossbow (repeating):
4. Crossbow Bolts: 60
5. Screaming Bolt: +2 bolt screams when fired, forcing all enemies within 20 ft of the path make a DC 14 Will save or become shaken.
6. Heavy Flail (Magic Enhanced): +2 Disruption special ability against Undead creatures. Must succeed on a DC 14 Will save or be destroyed (8,000).
7. Regular Great Sword
8 Pilum x10
9. Chakram
10. Spear

I only have starting wealth of 140,000 GP. I bought potions, elixirs, wonderous items (Belt of giant strength and headband of mental prowess).

I am trying to build a fighter that is good at three offensive things (close range, medium range, and long range) instead of extremely good at only one particular thing.

My two top priorities are:

1. Armor Class. How the heck I can get it past 30.
2. Bypassing the damage resistance of enemies via cold iron, good aligned, and etc weapons

Any ideas? I'm willing to discard all my weapons in order to get my AC straightened out first.


Okay so, I am making a 13th level human fighter. Right now My AC is 21 (10 + 2 for Dex Mod + 9 for full plate armor). This seems a little weak for a 13th level fighter. What would be some eupiment to buy using ONLY the CRB and APG? This build is a two handed fighter; he will be weilding a greatsword.


Does one's base AC increase per level or every other level? Or do you calculate it at first level (con mod + armor bonus and other bonuses) and have to stick with that?


Fire hushing or greater hushing arrows? In pathfinder it seems they keep arrows separate from bolts.


What are some good Pathfinder polearm (specifically Lucrene hammer) feats to take for fighter?


How many total feats does a 13th level human fighter (no archetype) get in pathfinder, using crb and apg rules only?


I will be doing a 13th level Human Beast Master Ranger using mainly the CRB and APG. Campaign is Crimson Throne. My party consists of a Rouge, a Monk, a Wizard, and a Cleric. Going to have a Dire Bat as my companion; it will be same level as me. I will be taking Archery as my combat style feat. Seeking advice on how to set up my ability scores, and what should take priority? Right now, starting off, my stats are (with racial mod of +2 to any score I chose) is:

Str: 18
Dex: 16
Con: 17
Int: 12
Wis: 9
Cha: 13

Should I switch any of these around? Also, My GM has said I have 140,000 GP to work with, so I could get some weapons, gear, wondrous items (which increase my ability scores), and has also given me permission to use the Ultimate Equipment Guide to get some variety with my arrows, since CRB and APG only have regular arrows and smoke arrows as decent choices.The Wizard in our group has an Intelligence score of 29, so I'd love to get a stat up that high. I found one item called a sleep arrow, definitely gonna buy that one.

By taking Beast Master I lost a combat feat in 6th level but by being human I get an extra feat to begin with so I make up for it. Since I am new to Pathfinder, I am thinking of taking Point Blank Shot, Precise Shot, and Improved Precise Shot to keep things simple.

Thanks in advance.
EDIT: Also what would be a good AC to have at that level?


In the Animal Companion section found here: http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions

It says a animal at level 13 has a Str/Dex bonus of +4. Later it says to add the bonus to my str and dex scores. My Dire Bat's Str is 19 and Dex is 15. Is it wanting me to bump both up 4 to 23 str and 19 Dex or is it wanting me to add +4 to those scores' modifiers?


I am building a 13th Level Beast Master Ranger archetype and will be using the Dire Bat as my animal companion under the level 10 effective level thingy. Sooooo my question is this:

According to the base Dire Bat stats of HP is 22. However, this is what else I found when searching...

"How do I determine hit points for my animal companion?

Animal companions receive average hit points per hit die. For d8, the average is 4.5. Multiply 4.5 times the number of hit dice your animal companion has and round down. Recalculate hit points for your companion each time it gains additional hit dice. After its hit points are calculated, add in appropriate bonuses from its Constitution modifier, feats, and so on."

So by that method, my Bat's HP would be 40 (9x4.5=40). Question is, do I add in the 22 HP also or does the 40 have to be the number I go with?


I never even seen the Beast Master archetype in the Ranger class, damn it! Glad you mentioned that animal companion stuff in your post Reredenaw!!!! I was looking through it and might switch to Ranger Beast Master. The more I was looking into Barbarian the more I didn't like having to rage cycle and stuff.

The only question I would pose about that is, how many animals could I have at 13th level? All I read was this listed below:

"A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion.

For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

Each time a beast master’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions."

So, this means my effective level would be ten (Ranger level 13 minus 3)correct? And I can divide those ten points up anyway I'd like, such as getting a single 10th level animal or getting two 5th level animals, or even ten 1st level animals, haha?


I only sat in one the game the week before last and played a NPC Bard, and had a lot of fun, though some of it was confusing. Can not remember the campaign setting. The group is comprised of a Monk, Wizard, Cleric, Rouge, and me Barbarian or possibly Ranger. I am leaning toward barbarian but seems like Ranger would be easier and more fun to play.

The GM seems less strict type.

25 point buy, epic fantasy. He allowed me to roll for my stats though. GM said I could even create a weapon and he might allow me to have it and stuff, so seems like he is not too much of a rule sticker. He was very adamant about using only the CRB and APG for use of creating characters and selecting gear, weapons, and wondourous items.

The highest ability score I saw on my NPC Bard's character sheet was a 22. I didn't get a chance to look at the others's ability scores.


I am building a 13th level Human Barbarian from scratch in Pathfinder, using CRB and APG only, and want to know what would be too strong for final ability score stats? I don't want an over powered character but I do want a strong, well balanced one. The GM told me to use the PC level 13 starting wealth, which is 140,000 GP, to buy weapons and wonderous items to add to my ability scores. I plan on buying one thing for each stat, but not buying the most expensive thing lol.

So if I was to buy a belt of physical strength (+4 or+6) and my str stat at 13th level is 21 already, would that be too much?

Keep in mind I am building the Invulnerable Rager archetype so maybe there's items I can buy to help me on will saves LOL.


Thanks guys.


Does a Human Barbarian with the Favored Class of Barbarian get an extra HPs per level for being Human, Barbarian, and/or having the favored class of Barbarian? The only thing I found is extra 1/2 point for Trap Sense, but my GM seems to think there's extra HP among it.


I am having a hard time understanding how the Toughness feat works and all in Pathfinder. The definition of it below is confusing for a noob like me.

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

So, for example, let's say I am a Human Fighter at level one and I take my d10 plus Con mod of let's say 3... that would give me a base HP of 13. Now I select the Human feat of "Toughness" indicated above. Of course the +3 is a no brainer and my HP increases to 16, but the rest I am lost on. I saw on another post that Hit Die is basically just same as saying your level. So does that mean that with toughness I gain +1 HP after every three levels, on top of the d10 (or half) plus Con mod of 3 that I will be doing each level?

Going by what I just wrote, what would my HP total be by level 5, going by half of d10?


I am new to RPGs as is, having only played a few sessions of D&D 4e and 5e, so forgive me if this question is stupid. When it comes to raging, the way I understand the rule is "while raging I get +4 to strength and +2 to Constitution" I take it that's the actual ability score and not the modifier, correct? Also, it says I get +2 HP per Hit Dice, so I take it since my Hit Dice is a d12 it translates out to 2x12=24? So my HPs while raging are 24?


Awesome guys. I am waiting to hear back from the GM on some things. I think I have enough info from you guys to cover any bases. if you have any more ideas feel free to send them my way.


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Not sure if this is even the right place to post this. I am still kinda new to the whole tabletop dice rolling RPG. I have played a few sessions of 4e and 5e of D&D, but that's been it. I will be joining a level 13 Pathfinder campign in a few weeks and the DM wanted me to start out at 13th level with a fighter type: such as Barbarian, Archer, Fighter, Paladin and so on.

I was looking into the Barbarian archtypes and loved the idea of Fury Mount. Basically, in short, it's the Pathfinder version of Ghengis Khan and his Mongol horde. I have always been fascinated by the Mongols fought their battles, on lighting fast horses with powerful recurve bows and arrows. I'd love to build a Barbarian that does much the same, except with some modifacations,

What would be some good powers, rages, and all the like that I could toss in to build this, and what would be some other stuff I could use that would make me useful outside of combat too? Is there also a list of mounts that someone can link me to? I loved to have him or her ride in on a bull or tiger or battle steed. Maybe even a dragon. LOL.

Thanks in advance guys.

PS - What should I out as his/her strongest to lowest stats?

Race

AC 14, touch 11, flat-footed 13, CMD 16, hp 16, Fort 5, Ref 1, Will 1

Classes/Levels

Perception +1

About Mongo of Mwangi

Mongo
Male human (Chelaxian) unchained barbarian (elemental kin) 1
CG Medium humanoid (human)
Init 1; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 16 (1d12+4)
Fort 5, Ref 1, Will 1
--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +4 (1d10+6 B)
Ranged sling -5 (1d4+4 B)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 7, Wis 12, Cha 14
Base Atk +1; CMB 5; CMD 16
Feats Fortified Armor Training[UC], Power Attack
Skills Acrobatics -1 (+3 to jump), Handle Animal +6, Intimidate +6, Survival +5
Languages Common
Combat Gear sharpstone bullet (10), acid (2); Other Gear hide shirt, buckler, buckler, greatclub, sling, cold iron sling bullets (10), blanket[APG], blanket[APG], 47 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 7 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

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