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Pardon my delays in responding, I have been working crazy hours the past two days. I did forget to mention that there is a Druid in the party.

If its any help, I would be brought in at 3rd level. My stats are what I rolled In front of DM: 16, 14, 18, 18, 15, 16.

I know I said I didn't like spell casters, but let me clarify. My knowledge and desire to play full casters is at a minimum.; however, I am liking what I have seen from the summoner. I've seen bits of played and enjoyed what I saw. Then again, more fighter smash can't hurt.


So, my buddy is running a Kingmaker Campaign that I get to step into. Thus far, they have the following:

Rogue: (Semi Ranged)
Ranger: Archery Fighting Style and melees with a boar spear (Think German Hunter)
Magus: Standard
Fighter: Two-Handed

I was thinking either:

A) Emissary Cavalier. If so, is it safe to go medium sized race and large mount?

B) Dervish Dancer Bard

C) Ranger/Fighter (Falconer): Full Archery Style

D) OR ???????:

I do not know the kingmaker campaign and would like some insight what could/would be beneficial to this group and could be fun to play. BTW, I am no good with casters...


pipedreamsam wrote:

For some campaigns I like to just work off of my PC's backstories for a couple sessions until they have gained enough wealth/power/fame to gain the attention of important politician/nation/monster/deity.

As far as villains and towns go try basing some of them off of the PFS world of Golarion CLIKCK ME. You can grab some NPC's from there if need be too, but as far as BBEGs go a spellcaster of some type is typically required to defend against scrying and such (liches and vampires are great at this). Speaking of undead if your world is so filled with negative energy undead could be more common than normal and entire societies of them might even exist. Check out Dhampirs I think they have roots with undead or at least negative energy.

Are your players generally new to pathfinder? What kinds of races/classes are they playing?

keep in mind I'm posting from my phone as I am waiting for my car to be completed with maintenance.

We have an elven druid, human telepath, rogue, sorceror, and a melee of some sort. They are not new to pathfinder or the 3.5 universe. Their back stories will play an important role but will not be the sole focus. I do have some villains created but I just don't have enough to fill it all. My concept is to build inside out, I.E. to build areas important to the world.

As the PCs wander, they will in fact develop the world further. I even toyed around with them being the cartographers...


Hello fellow forum dwellers! I know I have come to lean on my pathfinder brethren in my quest for knowledge in this game we love to play and I am here to do so once more!

Currently, I am creating a world that is in its own age of despair. the world itself is generally negative. most people do things to help themselves and will act with bad intentions almost all the time. There are a few bright spots such as the Towns of Redwood and the major human capital Waterstone.

The premise if the game happens when an evil diety was cast out do to him being "too evil". He fell to the planet and has since been imprisoned by the great tree. Unfortunately for the world, his evil has spread to the denizens occupying the planet. Furthermore, his taint is spreading to the land which could spell ruin for all!

What I need help with is anything you guys can throw my way. Towns, villians you have used, adventure hooks, etc. if you personally have a character that I can use as a mayor, knight, lord, etc proVide me the details on him/her.

This is my first campaign running and I want to pull out all.the stops. Political intrigue, plot twists, OMG moments, and general fear. I LOVE a horror feel.

thanks in advance!

P.S. So far the human capital is trying to build a wall to keep the evil contained. They are spread too thin to do so with the rumored Orc invasion on the brink. The PC's can help build the wall, become emissaries to the other lands, or thwart the Orc invasion.


Mauril wrote:

Natural attacks do not gain iteratives from high BAB, so you would just have one attack from each natural weapon listed.

From the Combat chapter of the Core Rulebook. Emphasis mine.

Quote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.

Ahhh, thanks. With that being said, if I have multiple attacks I only receive my strength bonus not one and a half. Additionally, this would affect the damage output of power attack


Currently, I am creating a campaign and have some questions about a villian I'm creating.

A half fiend orc 3rd level barbarian (lesser fiend totem) and 5 levels fighter utilizing his natural attacks when raging (gore, claw, claw, bite).

Are his Attacks: gore, bite, claw, claw or gore, bite, claw, claw & two additional claws from his class attack bonuses?

Gore is from the totem which is a primary
Claw, claw, bite is from the half fiend template which is primary

Thanks!


I was refering to the Core Rulebook. I just call it the players handbook from force of habit. We are playing Pathfinder and are allowed to use 3.5 source material


The 37 points is using the point buy on the players handbook of pathfinder


I've already got an idea of what I spells I'll be using from pathfinder...buff spells more often than not.

I neglected to mention that 3.5 wizards of the coast source material is available to use.


I am currently a 6th level human bard with the dervish dancer archetype. My stats are as with a 37 point buy (got an extra point for my role playing)
Str: 13
Dex: 20
Con: 14
Int: 12
Wis: 10
Cha: 16
(these can be adjusted if need be as)

My feats are as listed:

Human feat: weapon finesse
1st level: weapon focus
3rd level: dervish dance
5th level: arcane strike

We do plan on going to 20. Our party consists of a summoner, rogue/cleric, monk, sorceror, and ranger.

Critique or help. Thanks!!


Kolokotroni wrote:
DeadEnough wrote:

Well, the bard doesn't fight, the ninja is played by someone who had never done melee before, and the monk is charging in like a fighter. He's been dropped almost as much as myself. I figured the inquisitior could bring more utility (heals and buffs) as well as outputting some damage (judgement/bane). Additionally, the role playing opportunities are significantly better (imo).

Is bane multiplied on a critical hit? I don't have my books and I can't remember.

Thanks so far for the input, fellas.

Why does the bard not fight? What does he do when he isn't casting a spell? (since bard's cant fight all day). Also if you are interested in adding a touch of healing to the Magus, do you use 3rd Part Products? The new Super Genius Ultimate Options-Magus Arcana, allows the jinxed blending arcana which allows you to add witch spells to your spell list, or there is another that allows you to add bard spells.

And with a non-fighting bard in the party shouldn't buffs be covered? If he isnt already buffing the party what on earth is he doing?

He usually attempts to cast grease or trip things with his whip. he will sing a song to give us the plus one to skills, damage, and attacks. If something comes into melee, he runs away


Well, the bard doesn't fight, the ninja is played by someone who had never done melee before, and the monk is charging in like a fighter. He's been dropped almost as much as myself. I figured the inquisitior could bring more utility (heals and buffs) as well as outputting some damage (judgement/bane). Additionally, the role playing opportunities are significantly better (imo).

Is bane multiplied on a critical hit? I don't have my books and I can't remember.

Thanks so far for the input, fellas.


Interesting concept. Why dwarf? I was thinking Half-Orc with the falchion?


Hello paizo community,

I'm in a homebrew campaign that has the capability to go to mid to high level. I want to make a character that can last and be beneficial to the group. As it stands, this campaign can have a good amount of role playing and roll playing. I would say about 50/50. I currently have a third level tiefling magus and he its unfortunately the tank. In second guesting this choice as I have already been dropped to negative hit points the times.

(I had alreadly chosen this character before everyone else)

Our group consists of an androgynous half-elf bard, dwarven monk, human ninja, and myself.

My magus was going to be black blade hex crafter.

I'm thinking an inquisitor might be the way go (i want to shy away from pure martial classes)

We are using a 36 point buy with one magic item.

Any help would be greatly appreciated. Thank you in advance.


BigNorseWolf wrote:

Spells

0 Create water, detect magic purify food/drink , Light, Stabilize
1 Farie fire X2 Speak with animals, LongstriderX2, Entangle
2 Bears endurence X2, Delay poison, spider climb X2, Gust of wind.
3 Greater magic Fang X6 (add +3 to all of your companions attacks for 15 hours)
4 Greater magic fang X4, Freedom of moevement
5 Animal growth, Baleful polymorph, cure critical wounds, Stoneskin X2
6 Quickened bears endurance (functionally a heal spell for 30 points of damage) , Dispel magic greater X2 , wall of stone
7 Heal X2, True seeing
8 Quickened thorn body (cast then charge)

Thanks! This is really helpful! Why the raptors? Smaller creature less chance to hit? Why not tigers?


Kirth Gersen wrote:
DeadEnough wrote:
BigNorseWolf wrote:
Do you have 90 points or are you stuck with those stats?
I have 90 points to spend however I deem fit

Str 10

Dex 10
Con 24
Int 6
Wis 36
Cha 4

In fact... you might dump Str to 4 as well, raise Wis to 42, take the Natural Spell feat, and use wild shape to assume small, inoffensive, mobile spellcasting forms, like a little bird. Your animal companion and summoned monsters (be sure to take Augmented Summoning) can do all the actual fighting while you stay out of the way. Int 6 leaves you with 3 skill points (assuming human), to max out Fly, Perception, and Stealth. The favored class bonus, put into hp.

very interesting concept, however I should have stated can't have any stat above the norm, ie 18


BigNorseWolf wrote:
Do you have 90 points or are you stuck with those stats?

I have 90 points to spend however I deem fit


So, a buddy of mine is running a one shot game this weekend. Typically, I make fighters or any other martial characters. Being bored with your typical fighter and after reading Treantmonks guide to Druids, I decided I would like to go that route. However, its not up to date with the APG or other feats. I want to make a great melee druid. Please help.

Guidelines:

15th level with 15th level starting wealth. Anything from pathfinder SRD is permitted. Stat allotments is interesting.

We have our stats with 90 points meaning:
18
18
16
14
14
10

So without further ado...go!

Thanks optimizers!