Malatrothe

Dela's page

Goblin Squad Member. Organized Play Member. 114 posts (188 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.




Hi all,

I already read some threads about it, but would like to hear some more opinions:

Yesterday the Vitalist in our group (lvl 5) kinda surprised me (I'm the gm) with the amount of healing he did.
Due to his race, he has a ML of 6 for healing powers. Using Spirit of Many to augument Mend Body to effect an additional party member in the collective, expending his psionic focus, this equaled to 6d6*2 healing, distributed on the party as needed.
This will continue to increase by 6d6 every level, up to the max of his collective (6 at the moment). This seems a "bit" excessive to me. Later on with stronger heals it will become even more (Heal Injuries on lvl 11 for 240 hp, lvl 12 for 390, ...).

I know this is his stick, and it's ok to have him heal quite a lot. I also know ways to still challenge them, but some of those things are equally unfun (using status effect, extrem area damage or targetting the vitalist) for the group.
I think 6d6 every round on lvl 5 is fine and you are able to pull your weight in a fight with this, but double, triple and so on? But as I said, it's kinda extrem.

What do you think?


4 people marked this as FAQ candidate.

Spell Conduit (Su)

At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack.

So, could you use metamagic with this? If so, Frostbite with Rime Spell becomes quite nice for a bloodrager debuff build ;)


Hi,

I´m currentyl thinking about a kind of very special character concept: A mobile switch hitting gish. He will be lvl 9 with PB 25 (so MAD builds are quite possible).

What I´m trying to accomplish:


  • beeing very mobile (preferebly fly or/and high speed)
  • using spring attack
  • changing between melee and close range spells nearly every round ( using Opening Volley)
  • having out of combat utility
  • be a debuffer if possible
  • using a big hammer (warhammer or earthbreaker). (yes, it´s mechanically a lot worse than other weapons, but I dont´t care.) This is a must ;)

I don´t need to be super efficient or do tons of damage, just constributing a bit (the party is quite high in damage anyway and there are 6 players).

So far I got this ideas:

Magus(Eldritch Scion) with Elemental Bloodline:
60 ft flight in "bloodrage"
rime spelled frostbite with enforcer and cruel enchantment for quite nice deduffing. The problem is I can´t really change between melee and ranged because then my frostbite will go away. Also using spellstrike with spring attack won´t work. So I´ll maybe cast one opening ranged spell, then attack with spellstored frostbite and just continue to spring attack every round.
-> Could work, but I´d really like to switch hit infight (just for style reasons).

Arcanist(Blade Adept) (I think the Gm is ok with be black blade beeing a hammer)
More spells then the Magus, which I like a lot. The lower defenses are ok, I like to have the challenge to find a way (via positioning) to be hit as seldom as possible. But he has the same problem as the magus: I can´t really change between melee and spells as fluidly as I´d like.

Some kind of dragon disciple (sorc/pala)
dont´t really like the fluff for this character, also having not that much spell options and beeing a paladin, but could work mechanically.

Alchemist(Grenadier)
Not as much debuffing potantial (at least in melee), but ok damage with using alchemical weaponed spring attacks each round with stuff like Acid Flasks,adding 1d6+int to damage. Good utility all in all, very nice change between bombing and hitting stuff with the hammer. Maybe a dip into barbarian (fast movement and rage would be nice)?

I´m currently leaning most towards the alchemist, as I think it has the most potential. But any other ideas are very welcome :)


2 people marked this as a favorite.

Hi,

one of my players is playing a very tech oriented character. She asked me to include the possibilty to upgrade the city with different technologies. So I tried to create rules for her ideas. But as we just started the whole kingdom building some sessions ago, I´m not that sure about my balancing. So I would appreciate any input a lot!

So, here are the rules:

Each month, you may make a Knowledge(Engineering) (or similiar check) check to gain technology points (TP). The amount is equal to the result of you check divided by 5 (round down). You may add your settlements lore bonus to this check and can be aided by up to 2 others.

You may spend your technology points to research new technologies, resulting in new buildings or upgrades to your city and buildings.

You may use one upgrade in step 5 of the edict phase. As those technologies are very new and people are sceptical about them, you must succeed on a loyalty check modified by the technology (see each entry). Failure results in 1d4 unrest. If you suceed, you may apply the technology for the listed BP cost, immediately gaining its benefits.

Automatic Gate Closing Mechanism:
Upgrade, needs Citywall,
Cost 8 TP/ 2 BP, DC +2
-1 Unrest, +1 Defense, +1 Society
Your gates close have an mechanism, enabling them to close in a short amount of time.

Burning Oil Traps:
Upgrade, needs Citywall,
Cost 10 TP/ 6 BP, DC 0
+2 Defense, +1 Stability
Your walls gain an mechanism to fast boil oil to use against your enemies.

Torch und Cooking Fire Extinguisher
Upgrade,
Cost 12 TP/ 8 BP, DC +10
+1 Stability, +1 Loyalty, +1 Society
All larger fires in your city are equiped with an automatic fire extinguisher, which is used automaticly if the fire is no longer acitvely used.

Fire Alarm
Upgrade,
Cost 15 TP/ 6 BP, DC +0
+1 Stability, +1 Loyalty, +1 Society
All your buildings are equipped with an fire alarm.

Alarm
Upgrade,
Cost 10 TP/ 10 BP, DC +0
+1 Stability, +1 Society, -1 Crime, +1 Law, +1 Corruption
All your buildings are equipped with an alarm bell, which rings if someone opens a door or window after the alarm mechanism is activated.

Trapped Houses
Upgrade, needs Alarm,
Cost 18 TP/ 10 BP, DC +10
+1 Stability, -2 Crime, +1 Law, +1 Corruption
If the alarm goes of, a crossbow bolt shoots at the would be intruder.

Automatic Crossbow Turrets
Upgrade, needs Citywall,
Cost 25 TP/ 15 BP, DC +5
+3 Defense, +1 Society
Your walls are equipped with automatically shooting crossbow turrets.

Washhouse
New Building,
Cost 15 TP, DC +7
You may build a washhouse, which has automatic washing machines and a dry chamber.
Washhouse: 10 BP, +1 Stability, +1 Loyalty, +1 Economy, +2 Society

Ferris Wheel
New Building,
Cost 30 TP, DC +15
You may build a ferris wheel.
Ferris Wheel: 15 BP, -1 Stability, +2 Loyalty, +1 Economy, +2 Society, +1 Unrest

Merry-go-round
New Building,
Cost 25 TP, DC +15
You may build a merry-go-round
Merry-go-round: 10 BP, -1 Stability, +2 Loyalty, +1 Economy, +1 Society, +1 Unrest


1 person marked this as a favorite.

Hi all,

after finishing Jade Regent in some weeks, my group and I would like to play Kingmaker, but with a twist. We would like to play "Shahmaker" -> Kingmaker, but in the desert with an arabian style.

Having played part 1 and some of 2, I think at least for those parts it shouldn´t be too hard to change most of the fluff.

But what about the rest? Do you think this could work?

Thanks in advance for your replies!


Hi,

I´m would like to know, if it is possible to qualify for Improved Familiar if I´m having a SP and a character with Eldritch Heritage(Arcane) and if so, what level would count. EH stats that for the bloodline power my sorc level is level-2, but Improved Familiar just talks about spellcasting level (which would be my character level for the SP).


Hi,

for a game I´m invited to, I´m currently making my new character.
To group so far consists of:

Cleric (Melee/Support)
Zen Archer
Ranger with whip and combat AC
Fighter
Sorcerer

Currently lvl 4, playing carrion crown.

As I think the group is already well rounded in the damage department, but somewhat lacks skills and support, I decided to play a monk who does this. I know that a wizard or witch would mechanically be a better choice, but as I´m somehow jaded to play the same character I have seen/read about so many times with always the same spell choice and so on, I´m always trying to use a class in different ways. Not that nobody has done this before, but at least I haven´t seen it in play and didn´t read 1 million threads about it ;)

TLDR: Don´t wanna play run-of-the-mill concepts, so chose to play this:

Halfling Sensei Qinggong Underfoot Adept Ki Mystic

First question: Is it legal? As far as I can see, it is?

Stats are: str 10, dex 16, con 12, int 14, wis 18, cha 10
(Pointbuy 25)

What he can do for the party:
- Using bodyguard in combination with Helpful Trait to give adjacent allies +4 vs attacks 4 times per round.

- Blundering offense to give adjacent allies +2 Dodge to ac

- use Inspire courage/competence as a bard

- use (low level) wands with Dangerously Curious trait

- Trip enemies (using wisdom and improved trip)

- aid another to give +4 to 1 attack (attacking using wisdom)

- at level 6 use barkskin and other ki abilities on others (with a ki pool of 1/2 lvl + 2 + wis)

- use Ki to give +4 insight to a skill (from lvl 6 on also to others)

- all knowledge (as long as I have 1 Ki) skills with +8 (1 skillpoint in each)

- "ok" skills (6/level or 7 if I´m using favored class)

- buff his AC quite high (1 size, 3 dex, 1 monk, 4 wis, 4 Mage Armor, 2 Barkskin, 5 fighting defensivly, 4 dodge for 1 ki = 34 at level 4)

- use Adoptable Luck 3/Day to add +2 luck bonus to roll

- let people reroll saves/attacks for 2 Ki as an immidiate action

What do you think about this?
As I love playing versatile characters: Which items or others build choices could I choose to add more versatility?
Would it make more sense to not use Underfoot adept? I would gain an other bonus feat at first lvl and stunning fist, also I could trade away high jump at lvl 5 for true strike to give it to other party members?
Which feats could be beneficial (currently planning to take Combat Reflexes, Bodyguard, Cautious Fighter and Blundering Defense)?
How would you rate in terms of powerlevel?
Would you like to play with this character? If not, why?

Any input is much appreciated.


Hi,

I´m currently playing a alchemist in PFS. As he is just first level, I can still do changes.
What I was going for, was a versatile alchemist, which can adapt his current role on the fly. For this, I´m using a halfelf bramble brewer/grenadier.
I don´t wanna play him with feral mutagen, instead using a falcata and alchemical weapon.
His current stats are:

str 16
dex 14
con 12
int 16
wis 12
cha 7

For grenadiers weapon prof I took Longbow and Ancestral Arms (Falcata) from halfelf.

What not sure about is what feats to use. As I don´t want to shoot into melee with the bow, I don´t think I need all the archery feats. At the moment I took tribal Scars(Night Hunt). Later I could just use Extra Discovery, keeping with the versatile theme.

I´m also thinking about using a darkwood shield. In combination with the mutagen, I´d have an AC of 23, which I think is quite nice for the first few levels. For using my bombs, I can use a weapon cord, so I can drop the falcata, throw a bomb and reequip it in the same round.

Any input (especially feats) on this would be greatly appriciated.

1/5

Hi,

I´m quite new to PFS and I´m having problems to really understand how playing up and the reward system interacts.
Today I played Voices in the Void. We were a party of 2 lvl 4, 1 lvl 3 and me, lvl 2.
-> APL 3,25 so we played Subtier 3-4. As I played this up, do I get the rewards for Subtier 3-4 or just the subtier in the range of my character (1-2)? Do you always get the reward for the subtier you played or does it depend on your own lvl?

Thanks in advance!


Hi all,

I´m planning my first PFS character after playing some years in only home games. Due to group/pool composition we have a large lack of a skillmonkey/scout.

I played my first 3 Sessions as Oracle (first nature, now battle).
No that I have the last possibility to switch stats and so on, I´m think about multiclassing to summoner to do something a bit strange: A reversed Summoner.

Instead of the usual Summoner buffs / Eidolon eats stuff, I´m building the eidolon as a scouting skillmonkey supporter and the summoner as the melee fighter.

The eidolon will ride on the summoner, using Aid Another with Adopted:Helpful and UMDing wands and scout ahead.

The summoner will kill stuff with his greataxe (or falchion?).

1 lvl dip of Oracle to get the rereoll ability of dual cursed (which is just awesome with the witch in our group) and maybe cha to AC of the nature mystery (I´m open for suggestions).

So I´m currently planning:
Halforc Summoner 1 / Dual-Cursed Oracle of Nature
Str 18
Dex 10
Con 12
Int 10
Wis 8
Cha 16

Feat: Extra Revelation (what else to take later? Power Attack and more Extra Revelation?)

Revelations: Misfortune, Nature´s Whisper

Traits: Adopted:Helpful (to help the fighter hit really high AC enemies), Open (Suggestions?)

Curses: Tongues(will not improve), Haunted (here I´m absolutly not sure if lame wouldn´t be better?)

Using 2 wands in spring loaded wristsheets (currently planning on shield for def and lead blades for off)

What do you think? Will this idea be useful or just be a dead weight for the group after some lvls?

Thanks in advance for any feedback!


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

Hi,

if you take Eldritch Heritage(Arcana) and Improved Familiar with a class with arcane caster lvls, what is the minimum lvl für the lvl 7 familiars? EH says your sorcerer lvl is character lvl -2, but Improved Familiar just talks about your arcane caster lvl.
So is it possible to take for example an imp as a summoner at lvl 7?


21 people marked this as a favorite.

Hi,

as my group will very soon be starting part 3, I´m currently making some maps to show/play with. I´m using Maptools to make the maps.

To get ideas for the maps I´m using Google to find some ruin pictures. I hope its not an legal problem posting them here. If it is, please contact me and I´ll remove them. The monster pics are also from google.

If someone has a good picture for one of the locations, I´d be happy to see them and maybe make a map.

I will be updating them as I make them.

So lets start, maybe someone can use them for their own campaign:

E1 Crocodile Island
Map
E2 Lair of the Ape-Eaters
Map
E3 Chimera Lair
Map
Monster: Chimera pic from AP

E5 Isle of Shadows
I ignored the discription here. In my version its an old tower which is completely flooded. It was once a kind of bank. On the inside are still some vaults, which are closed behind a giant sealed door and multiple forbiddance effects.
Map

F1 Shattered Bridges
Map F1a bridges
Map F1b bridges
Map F1b nord
Map F1b east
Monster = degenerated serpentfolk pic from AP

F2 Promanda of Law
(Ugimmo is currently in his lair, an old building, half sunken in the water)
Map
Monster: Ugimmo pic from AP

F4 Flooded Amphitheather
The thing to the right is a portal. This portals are all over the city and connect some buildings via dimension doors. Some of them are still working.
Map

F5 Den of the Rakshasa
Changed Crocodile to normal tiger because of the pic ;)
Map


Hi,

we are soon going to play Kingmaker and I?m having some trouble deciding which character to play.

The party will consist of:

Human Cavalier (Sword Order) (going to be king)
Human Witch
Human or Half Orc Fighter/Barbarian (the DMPC, because we are only 3 players, will probably be having weapon focus and dazzling display for supporting the witch and maybe my character)

We are playing with 20 PB.

My idea are two concepts:

Human Inquisitor or Paladin archer. The Inquisitor will probably be better due to having more skills und usefull abilities dealing with people from the backround (like Detect Alignment/Lies) (in this case, the talking will be done by the cavalier), whereas the paladin could substitute the ftr/bard, so we wouldn?t need a DMPC.

The second idea is a enchanter type of character. I thought about a fey sorcerer with spellfocus and greater spellfocus enchantment, for nasty save DCs (coupled with evil eye and dazzling display this will probably end most encounters quite quickly). My problem with this is, that as far is I have read, there are lots of non humanoid enemies in Kingermaker which would make me quite useless. I really don?t like to be of no use in an encounter and having nothing to constribute.

So I thought about other possiblities with more thing to do, besides enchanting stuff. I found the priest in the Tome of Horrors book (which is allowed) to fit this quit nice. I thought about taking 1 lvl of fey sorcerer to get the +2 to compulsion DCs and 2 additional spells which are useful as little bonuses later on. With the priest I would have 3 domains (knowledge, charm and ? (any suggestions?), good skills, channeling.
Would it be a good idea to take one level of sorcer for this build? My spell progression would be delayed, but the compulsion DC could well be worth it.
If I take the priest, which domains/subdomains should I use and is channel negeative energy in pathfinder worth it for the AE it is?
Any advice?

Thanks for your help ;)


Hi,

as we are going to start our new Pathfinder E6 campaign very soon, I`m currently trying to build my character. The campaign is low magic (very few magic items besides scrolls, potions and wands), pointbuy 15 and will consist of almost only humans as a race.

However, I´m torn between some differant concepts.
The party will probably consist oft a ranged ranger, a melee/ranged rogue and a melee bard (arcane duelist) (or maybe inquisitor, player hasn´t decided yet).

I was thinking of playing a gish, but I´m not sure which class to use best.

For all of you who don´t know E6. E6 caps at level 6. We will have 2 feats to increase CL by 1 and Bab by 1. Both can be taken twice.

The following are my ideas:

Magus 6:
pros: many spells, spell pool, good combination of casting and fighting, bab 6 reachable

cons: skills are not that good (I love perception), no lvl 3 spells

Magus 5/Ranger 1:
pros: all the skills I like, +2 vs humans, only 1 spell short compared to magus 6, bab 6 reachable
cons: 1 missing magus arcana

Witch 5/Ranger 1: more caster centric
pros: hexes, good skill selection, +2 vs humans, lvl 3 spells, fly hex
cons: not that high hex dcs (probably only 15 due to int 16), damage not that high, bab 6 not reachable

Witch 6:
pros: full casting, full hexes
cons: skills, need to take martial weapon prof, caster in melee range, not that high saves due to MAD, bab 6 not reachable

Wizard 5/Ranger 1:
pros: lvl 3 spells, 1 wizard special (diviner maybe), more spells due to arcane school
cons: bab 6 not reachable, no hexes

Or do you have any other suggestions which classes to use?

Or should I maybe ditch to complete gish concept and just take witch 6 with caster centric stats and feats?

Thanks in adance for helping me decide what to play ;)


Hi,

I´m having a question about the following combo:

Using a lvl 11 empty hand monk with 20 str, weapon focus (unarmed strike) and an +1 amulet of mighty fists.

Using a flurry of blows on an NPC with a weapon:

Using the first attack to disarm him. (with a bonus of +18 (9 flurry, 5 str, 1 wf, 1 AoMF, 2 improved disarm)

then using an unarmed attack with +16 (9 flurry, 5 str, 1 wf, 1 AoMF)

If the target only has 1 weapon, he is now flat footed (catch off-guard), so I get 2 attacks with +16 from Medusas Wrath.

The rest of the attacks are with +11/+11/+6.

Which is right?
a.) this is possible
b.) not possible due to wording of medusas and catch off guard?
c.) how do you use power attack with flurry and disarm? Do I get the PA penalty to my cmb?
d.) Do I really get the bonus of wf(unarmed) and AoMF to my CMB to disarm/grapple?
e.) Do I get the -4 penalty for beeing unarmed? Or don´t I get the penalty because a monk is never unarmed?
f.) Can I use the disarmed weapon to flurry the disarmed target (empty hand)?
g.) Can I use Ki Weapons with the disarmed weapon in the middle of the flurry (is using KI Weapons a swift action)?


Hi,

does a Monk with Medusa´s Wrath who is currently under the effect of improved invisiblity gain the 2 bonus attacks?

I´m not really sure, as invisibility states that the target only looses his dex to AC and not that he is flat footed.

Quote:
An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See the invisibility special ability.

Thanks in advance!