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So we have an "Iron Gods" campain going and im looking to make an archer character... I was wondering if there was a way to have or make.... or if there is already tech style arrows???

Similar to "Mage Shot" for guns, thunderstone arrows, tanglefoot bag arrows, and the like. Kinda like "Hawkeye" character.

Advise and suggestions? Is it possible or too far out there?


I ended up going Human for now..... And did take the Technologist feat.
I tried to look for the Samsaran stuff about force spells and the bonuses for em but found nothing...? Is that piazo stuff or 3rd party?
As for multiclassing..... i currently not planning on it as i want the lvl 20 capstone for Psi-Tech.

Artificial Ascension (Occult Realms pg. 12): You can upload your consciousness into a robot, becoming an artificial intelligence. Performing this ascension requires uninterrupted access to a construct with the robot subtype and at least 10 Hit Dice for 24 hours, during which time you cannot perform other tasks. Any interruptions cause the upload to fail. At the end of the 24 hours your consciousness is successfully uploaded into the robot. If the robot is not willing, it must attempt a Will save (DC = 1/2 your psychic level + your Intelligence modifier). If it is successful, the robot rejects your consciousness, rendering you staggered for 24 hours and unable to perform the ritual again during this time.

If your consciousness is successfully uploaded, the robot’s consciousness is destroyed and your physical body immediately dies and can’t be raised, resurrected, or otherwise brought back to life. Your creature type changes to artificial intelligence, and your robot body gains the aggregate template (Technology Guide 59), with all the adjustments made in the template’s description.

As a full-round action, you can attempt to upload your consciousness to any other robot within 30 feet that has 10 Hit Dice or more. If the robot is not willing to serve as your vessel, it receives a Will save as above, except if it succeeds, your current robot body is staggered for only 1 minute. If it fails, you move from your current body to the new host body, granting it the aggregate template. Your previous robot body is immediately destroyed by the transference.

If the robot you inhabit is destroyed, you are destroyed along with it. You cannot be brought back to life by any means. You must be 20th level to select this discovery.


So our group has decided that we will play Iron Gods after our current game is finished. I have a few ideas already for characters, but one im having trouble deciding on is the "Psychic".

I was planning to play a Psychic with the "Mindtech" Dicipline and take alot of "Psi-Tech" powers instead of "Phrenic Amplifications". Havent found a Archetype that i think will suit Iron Gods so ill prob be a plain Psychic.

My big questions are.....

*Best Race*
*Best Spells to think about*
*Feats*
And all round what would be best game wise.... **Please NO Spoilers**


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@Temperans: I looked at both gun chemist and kineticist and they both offer some good stuff.... but the are both poor will save classes. So at lvl 10 i would only have a +2 will save.... and at save or die territory that is a dangerous gamble. Even if i could fit in "Iron Will" that would only bring it to +4. Even with a decent stat and items it would still be under 10.

@Trokarr: Yes, that looks pretty good. Options look really decent and flexible with this option.

Was also looking at the "Phantom Blade" Spiritualist.... also has some decent ability there and spell access.


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@Trokarr: We have a construct crafter in the party so that would be easier to do, but not something i would be interested in.... As for the Clockwork Prosthesis, also not really something i was looking into. If it happens at some point where i lose limbs or something then i would think about it then. And the brawler has a crap will save which im trying not to tank it as we in the save or die lvl range.........

So far it looks like The Warpriest and Monk Archetypes are taking the lead in this build. Each with its own points that help out one way or another.

Thxs so far for all the suggestions!

@zza ni: i am def gonna keep that "Lightning Gun" idea in mind!! Warmachine had multipule weapon attachments so maybe i can convince the DM to allow more than one if i can meet whatever reqs he comes up with....


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...... WOW, thats a lot of gold.....

@zza ni: sounds like fun, might be something to look at in the future.

@Trokarr: To mount the gun to the armor, say has to be " A single crossbow or firearm sized appropriately for the wearer can be added to the armor with a successful DC 20 Craft (armorer) check " Im not sure if the size difference matters but...... never know.

Also, i was planning on using the cannon sparingly and mostly using melee as it can only be used once per round as a standard action. And while it does reload itself.... the reload time is 2d4 rounds when mounted to the armor. Like i said, "Hero Shot". And as i can alrdy avoid the -4 penalty seems redundant to worry about sizing


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Thxs for the suggestions!!

@zza ni: i am aware that the Hackbut is usually mount on a carriage but its only 2 wheels and a base meant to be wheeled around by hand. The DM and other player and i discussed this... and as its "power armor" which give a +4 Str/Con when wound up its been determined that as long as i brace myself or kneel down when shooting i won't get knocked prone or take the penalty.

@Dragonchess Player: Interesting.... never thought of a monk in field plate (hvy armor). 4-5 lvl s in "Monk of the Sacred Mountain" actually looks decent and it gives some out of armor survivability...


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I have looked into the Arsenal Champion Warpriest, and ya i think it has good points that i can work with. I like it thxs!!

Any other suggestions?


Sooooooo....... Catfolk sounds right here. You can get claw attacks thru racial/feat then just build from there.

Who says your catfolk doesnt look like a lion?


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OK OK, hear me out......

I found a suit of armor that allows you to add a firearm to said armor (Clockwork Armor... sry i don't know how to link things...).

Clockwork Armor
Source Armor Master's Handbook pg. 28
Aura moderate transmutation CL 11th
Slot armor; Price 33,350 gp; Weight 60 lbs.
Description
This suit of +2 field plateISWG is composed of durable plates of steel layered over an intricate framework of gears, springs, and pistons that move with mechanical precision. A suit of clockwork armor requires a special winding key to function; this key is created as part of making a suit of clockwork armor.

In order to function, a suit of clockwork armor must be fully wound as a full-round action. Once fully wound, a suit of clockwork armor functions for 4 hours. If a suit of clockwork armor is not fully wound, its gears grind to a halt and it imposes double its normal armor check penalty and a –2 penalty to its wearer’s Strength and Dexterity scores. Donning or removing a suit of unwound clockwork armor requires 10 minutes.

When fully wound, a suit of clockwork armor can be donned or removed as a full-round action that provokes attacks of opportunity. It grants the wearer a +4 temporary enhancement bonus to Strength and Constitution, and its weight does not count against the wearer’s total encumbrance. A single crossbow or firearm sized appropriately for the wearer can be added to the armor with a successful DC 20 Craft (armorer) check. Such a weapon can be fired once as a standard action by the wearer, then automatically reloads itself in 2d4 rounds, as long as the wearer has the appropriate ammunition in his gear.

Now talking to my DM and another player who has a good grasp of the rules say that a "Double Hackbut" count as a firearm sized appropriately for this application.

So now you have a character in power armor shooting a mounted cannon. Now what if you added "Vital Strike" to that shot? The 2d12 now becomes 4d12. 5 Lvls of gunslinger adds Dex to damage, and "Deadly Aim" adds some more.

Now i know this looks like putting all your eggs in one basket but i would be multi-classing so only the 5 lvls of Gunslinger then something else.... but what would you think would be a good something else?

A little campaign background...
*Darklands/Underdark (the DM has some Forgotten Realms stuff)
*25 point Builds
*Darkland Races allowed, So Drow, Duergar and such. Regular above ground races can be used adding the "Dark" template
*We are currently lvl 9 on the brink of 10

While i would have the cannon, its not the main weapon... Its a Hero Shot!! Main battles would be melee style stuff... sword/board, two-hander, whatever....
So what 2nd class you think would go good with a vital strike cannon build and would you use vital strike in regular combat as well? going for a big damage weapon? or sword/board with regular att actions?

My first thoughts where fighter for extra feats and Advanced weapon/armor training.... but the will saves would take a hit. Barbarian would get more HP and rage powers, but again the will hit.

Thoughts?


Well.... as for gestalt, I would suggest Gunslinger/Alchemist.
Archetypes.... Gunslinger dunno atm, but Alchemist i would go Construct rider. Flavor wise you can "reskin" the mount to look however you want while using the general animal stats available to you (ie, using horse stats by looking like a tracked vehicle. It is a construct after all:). That means as a medium character, your mount is large so you can mount a double hackbut to it. Race wise you can do anything with this option.


Well as a personal preference..... I would go +1 with something tasty


There is a feat that lets you do force damage.... small amount, but still

Spell Cartridges (Combat)
Source Heroes of Golarion pg. 4
You can fire bullets of arcane energy when your ammunition runs low.

Prerequisites: Arcane Strike, ability to cast arcane spells, proficient with firearms.

Benefit: While your gun is imbued with power from the Arcane Strike feat, you can fire force bullets instead of regular ammunition. A force bullet deals 1d4 points of force damage for every five caster levels you have. Force bullets do not use black powder or ammunition and count as magic for the purpose of bypassing damage reduction.


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And goblins do have books!! There are goblin wizards, alchemists and such... Butt..... they have scratch and sniff books!! or paint splotches or something to that effect.

Its true!! look it up

*scratch scratch...... sssniiiiiffffff! ahhh, i love the smell of burning hands in the morning*


FamiliarMask wrote:
Probably not the kind of build you're looking for, but a Snakebite Striker Brawler 1/Ashiftah Witch 2 with Evil Eye and the Hex Strike (Evil Eye) feat can strike, hex and vanish over and over. Make the character a Sylph with Cloud Gazer, and you can do the mist assassin trick too...

I like this!! now... how would you progress from here? take more brawler lvls? monk lvls? to up the unarmed strikes and get DR bypasses? Or maybe something else? Magus has two archetypes that do unarmed...? Just cause you need to do an unarmed strike to do hex strike.... so it would make sense to do something that advanced your unarmed strike to me.... but how would you build up from there to lvl 9/10?


I know there are things that will be immune to sneak attacks.
I looking for the most general, easiest, cheapest way to get it done for those that can be..... aside from flanking


As the title proposes, i want to know the best way to lock in sneak attack every time....

We are currently lvl 9. Not sure what class setup im gonna use yet..... but will depend on how fast i can get sneak attacks locke din for every round.


Well, there is a class that is Paizo, but you will not find it on Archives and its called the "Omdura". Check out d20pfsrd under base classes. I believe it was from the comic build or something i can't remember. But in our group we have one, the DM allowed it because it is Paizo content.

I would say its kinda a mix of palli/inquis/war priest......?
But the invocations allow you to buff party members within 30ft with a buff.

Invocation (Su)
An omdura can call forth he power of her deity to improve her allies’ abilities as a standard action.

When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. If the omdura is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral omduras must select profane or sacred bonuses. Once made, this choice cannot be changed. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.

The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.

At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.

Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).


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Well, "Goblin Slayer" was a human..... so start there!! Haha, but seriously.

Lets look at this, The main character was a human with an intense hatred for goblins. He was a farmer as a child until goblins attacked and killed his sister and everyone else in the village. Easy, input kobold in place of goblin..... backstory complete.

In the show, he wore what looked like heavy armor/plate-ish armor. Used a shield and sword and could use many types of weapons. That seems very fighter to me.

Doesnt mean it was heavy armor, and in the show they made a point of saying it was light and mobile, also used stuff to mask the scents of it all, and had vast knowledge of tactics and habits of goblins, was a great tracker and knew how to avoid their traps. That seems very ranger to me.

And on top of that, he would/could use magic scrolls. Was by no means a caster... at all. But could use "use magic device" to active scrolls and such....

So what we are looking at is a fighter with ranger skills, a ranger with fighter skills, a multi-class of the two, a geshalt and a way to get UMD as a class skill. Just remember in the anime he would battle not only goblins, but upgraded versions (so we can say hobgoblins, ogres, giants, etc) so by all means he was not a wimp.

Depending on what level you are starting out as is very important to know. Cause if you wanna start at lvl 1..... you will have to decide from there how to start his career.


Well, to throw this in there....

What about a Slayer with the sniper archetype? you add your level in damage with sniping attacks, can use studied target and deadly aim, and add sneak att within the first range increment (not limited to 30ft with the sniping att). Depending on level that can add up.


I was looking at doing this combination myself. For me the brawler doesn't offer as much as the magus in regards to the arm stuff... but it does have a couple things....

For me i would take just 2 lvls of brawler, for the shielded arm and the free feat. The brawlers version of shielded arm does not have the hindering effect that the magus version had..

Shielding Limb: The constructed pugilist learns to block blows with her mechanical limb. She gains a +2 shield bonus to AC, though she loses this bonus anytime she loses her Dexterity bonus to AC.

Vs the magus....

Shielding Arm (Ex): A Jistkan artificer learns to deflect blows with his arm. If he is not wielding any other weapons, he gains a shield bonus to his AC equal to his golem arm’s enhancement bonus.

So a flat +2 shield bonus all the time. Then i would go up the rest of the way in magus. I know multiclassing a spellcaster is serious taboo to most people but if i was doign this combo, thats how i would go


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Well it depends on the DM... but... there is always "reskinning" an effect to do what u want.

You "could" if your DM allows reskin kinetic blasts to shoot from your eyes... I know in the description it says a "Free hand to aim" but a reasonable DM would allow it to be eye blasts, but might maybe say.. you can't wear gooogles/glasses/eyewear or need special eyewear (aka. Cyclops) to use.

As long as it is not hampering/changing the game it could be a reasonable solution


As a player, i find Leadership to be a little finicky.... if the DM is playing the NPC (depending on the Dm of course, i have had good and bad versions..) he might do whats expected, or he might totally rear-end the game. I agree it should be done in a smaller group setting but can also be helpful in a larger group... hear me out here!

My current group is small, we have 3 players. We had more when we started but things happen... so i made a 2nd char because i was use to that sorta thing before playing in small groups. One of my chars has taken the leadership feat, but not to use in party. He rehabilitated/turn/helped? a group of were-rats. From them trying to riot in the city and get slaughtered (his opinion, and they were being coerced into it) to giving them the opportunity to make an honest living without fear... and turning them into a information network. Sure call it a spy network if u want. Work a regular seeming job, get payed and track rumors and such inbetween. They are not involved with the party in any way, dont go into dungeons, quests or the like. Just gather info....

This is basically just an extra tool for the player/DM to pass information around while having a viable excuse instead of just "hey, u know this now"


What feats are there to improve the flight capability?


The plan was to add a little bit of rogue, but yes trying to be full gambit is impossible i know. Just trying to get a good resemblance of the general gambit-nes.....

The staff is mostly thematic, but not just for show. It will be his melee weapon, just not used as much as his cards/thrown actions, just to have a threatening weapon for flanking and such. If i remember the Staff magus gets quarterstaff mastery which lets you 1 hand a staff..

Am leaning towards Human, Teifling or Aasimar racially.

Sounds like Kineticist with a splash of rogue might be best option...


Ok, so i have seen the card caster stuff and other things that can work with it..... so what would a good Gambit style build look like?

Preqs: Must use Paizo Material (or be found on Aonprd.com)

*Race?
*Class/Classes?
* 20 point buy.
* Built to lvl 7.
*Maybe some harrow stuff mixed in?

While would like to try and get close to Gambit, i understand the system doesn't account for mutants. But must have the card charging/throwing and quarterstaff, prob light armored... but anything with a good reason/story that comes close to the general idea of what Gambit could do.

Thxs


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There is also "reskinning" ie, an oread with granite skin in the shape/colorings similar to a tiger... Or a 1/2 orc with tribal tattoos in a tiger style... so racially u can do a few things to find the stat boosts you are looking for.

As for elemental magic themes, i would also suggest the Kineticist, though i would not suggest the Kinetict Knight archetype, just a vanilla earth kineticist. Also a dip for martial weapons... and better armor. The only problem here is that most martial base classes dont get will saves.... so a lvl or 2 of fighter, barb unchained or the like gets you martial weapons, take an Earthbreaker and maybe work towards the vital strike feats


I use to have a picture that i can't find now... but basically it is larger scimitar, closer to a falchion size. Single blade, but 2/3 way up is the extra tine/fork... so it has two points, with the upper one being backset enough so it does not interfere with the cutting, but has the extra point to hook and bind weapons, shields and the like.

If you search youtube for this video..
"10 oldest technologies that scientists still can't explain" the thumbnail for that vid is what i think a splitblade sword looks like. Its #6 in the video... it doesn't say what kind of sword it was, just the type of metal at the time.

https://www.youtube.com/watch?v=BAhHZ1Gi9Kk


Have u thought about a 2 lvl dip... or looked at the Savage Technologist Barbarian?

Sword and Gun (Ex): At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons. This ability replaces Uncanny Dodge.


So after my gaming session, i spoke with the DM about Tekko-kagi...
As for dual-wield since they say offhand.. is ok, he doesn't mind using them as a main weapon. As a buckler also ok.

I like the idea of a disarming build. But would also like to do a decent amount of damage so not to fall behind too much.

Should also add we are using the "ABP".... so wealth by lvl is lower than normal.

I am thinking of a Urogue/fighter, tho not sure the split and how to add dex to disarming rolls...(we are lvl 5 now) with a minimum of 3 lvls of Urogue which will prob be included right away. As for armor, would like to make use of evasion so needs to be lite until i can get mithral (then it can be a medium armor made lite by mithral)

Or straight Brawler with either the Snakebite striker or the Winding path renegade archetypes.

SO what can i do with these ideas? also if u have a disarming build suggestion (must be using the Tekko-kagi and a catfolk) pls include it so i can look it over.

Thxs


Let me know if that works.....

As for the type of build... Scott had some good suggestions.
I didnt want to use cat claws as it gave up the natural hunter bonus (+2 racial bonus to perception, stealth and survival) to get me the claw atts. I liked Sydneys suggestion of the "Adherent of Ancient Osirion" trait, but wont i still need to have my claw atts for that to work? The -2 wisdom for me kinda hurts and the monk uses wisdom for alot of abilities so that why i want looking into it to much.

I am looking for functional. I want to do decent damage (whether it be from scaling damage options to static damage) The idea of disarming sounds awesome, not so much for sundering... (my party r loot-huors, and would not like damaged gear that they might use..)

@derklord. Sry i did not specify more of what i wanted to do, or would like for the char. I don't have access to books like other members of my party so i use AoN, so i usually aviod spellcasters, and me personally dislike prepared casters... im more of a melee/skill guy. Not opposed to it, just not as accessable to me


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I am looking to make a tekko-kagi wielder, but having trouble coming up with a good build idea/path to take.

I am going off a cool pic for this build, and don't know how to link it...
but its basically a catfolk looking char with a pair of tekko-kagi, in oriental monk/ninja-ish style clothing.

So far my thoughts have been....
*Brawler... making use of close weapon mastery to increase base weapon dam.
*Unchained Rogue.... dex to damage, rogue talents
*Warpriest... sacred weapon stuff and spells...
*Fighter... Straight feat build and stack the crap out of feat chains..

I will be using 2 tekko-kagi, 1 as main weapon and other as a buckler. Point of the build is around the weapons. I want to be effective and playable.

Note of the build:
*Must be Catfolk
*Must use tekko-kagi
*20 point buy, with any piazo material. (must be on AoN)
*Current game lvl is 4, but we are close to 5. Multi classing is ok, and archetype stacking is ok within reason.

Pls and Thxs for all the advice!!


Deft Shootist and empty quiver style allow to use a gun in melee without threatening, and use the gun as a melee weapon. What it does not do is allow for AoO... for that you need something else. Hence the lvls of monk for unarmed strike. Yes i know its not much compared to far more superior weapons and such but still needed if i plan on using just a firearm. Also as MrCharisma suggested, i was going with the Far Striker Monk archetype for a 2 lvl dip.

I have yet to decide where i will be going farther into the build, but what i was looking for mainly and foremost was the way to fire my weapon in melee without threatening, which the Deft Shootist was the perfect way.

Our parties have a tendency of being front line lite sometimes, so i always like to plan to have some survivablity up front and personal, even if its only a round or 3....


Ya, after looking at the options laid out by all, deft shootist looks to me as the best option. As we are starting at a higher lvl, it would be no problem having that feat stack. As for melee atts and such, was looking at having some monk lvls for some good old hand to hand, elbow, knee, leg shots to the face along with the pistol atts.

Thxs all for the good advice!!


So i want to use a pistol in melee combat... both as a firearm and as a melee weapon. How can i avoid AoO when firing said firearm when threatened? Even if i dont use the gun as a melee weapon and use something else, i still plan on being front and center.


Ok, so i want to use a pair of whispering gloves... the kind that do the silence. But there are two kinds..... the old ones that i want to use, and the new version which lets you send messages....

First off, when did they change it?

Old ones i want... found on D20PFSRD.COM
Aura faint illusion and transmutation; CL 5th; Slot hands; Price 15,400 gp; Weight —

DESCRIPTION

These gloves constantly project a very short-range silence spell, so that anything touched or held by the wearer’s hands makes no sound. Thus picking a locked door wouldn’t make a clicking noise audible to those on the other side, and holding a hand over a victim’s mouth would silence his scream. The silence extends only a few inches, so knocking on a door produces no sound but hammering it down still does.

If the wearer presses a finger to her lips and speaks, no sound comes out, but the words are audible to anyone she chooses in her line of sight (as the message spell).

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells message, silence; Cost 7,700 gp

Section 15: Copyright Notice
Pathfinder Module: Tears at Bitter Manor © 2014, Paizo Publishing, LLC; Authors: Pedro Coelho, Christopher Dudley, Guy Fox, Sam Harris, Landon Hatfield, Steven Helt, Nick Herold, Shawn Kowalke, Marc?André Patenaude, and Guy Russell.

But when i look them up on AONPRD.COM i can only find these....

PFS Legal Whispering Gloves
Source Legacy of the First World pg. 27, Tears at Bitter Manor pg. 55
Aura faint transmutation; CL 3rd
Slot hands; Price 1,000 gp; Weight 1 lb.
Description
These supple silk gloves are skintight. As a standard action, the wearer can deliver a complex secret message to a single target that can see the wearer as if she had succeeded at a DC 20 Bluff check. This message is conveyed in a series of rapid, complicated hand gestures that the target automatically understands. Creatures that see the wearer send a message can attempt a DC 20 Sense Motive check to notice that the wearer is delivering a secret message and decipher it.
Construction
Requirements Craft Wondrous Item, message; Cost 500 gp

Are the old version still available (not for PFS play, but we can only use Paizo products in our group) or if its not on AONPRD.COM then they dont exist?


@Wonderstell

Can you show me how you get that number for the healing? I looked at the Celestial totem and Path of Glory and i can't get the numbers to add up.... What other rage powers do i need going to get this 11hp per round?

Thxs


I have discussed this with my DM and group, and we have decided that (as a group) the tail attachments will be considered weapon attacks. That being said, i think i want to go with some sort of healer type character.....

So i would be wielding a shield in the off hand, and prob wands and the like in the other. That would make the tail attachments my main weapon. So which class would a kobold make a better healer? specifically in combat? Out of combat as a group we are good, but we lack defined/dedicated in combat healing.

Right now i'm looking at warpriest, cleric and oracle...
Opinions? And pls i'm staying a kobold......

Thxs for the help so far as well to those who have offered suggestions..

As a reminder,
*Lvl 10
*Paizo only
*20 point buy


There is also the "Race Builder" option from one of the Paizo books. It will let you build a race to your specs..... with DM approval of course. So there is that option.

As for a mount, lvls in druid or hunter gets you a animal companion at 1st lvl, and theres a feat will keep your mount/companions lvl close to yours when you multiclass out of the class that gives you said animal.

As for the weapon, ya. A normal weapon done artsy, or just reskinned to look like a blade of grass...(a rapier or shortsword etc)


So? Can i use the tail attachments as a main weapon with iteratives? or am i stuck with it as a secondary natural att?

I was planning on keeping my hands busy, shield in one hand and either wand/scroll/potion/etc... in the other. Was also thinking a banner/standard as well.


So i would like opinions on best class/archetype options for a kobold focused on tail weapons via the tail terror feat....

Tail Terror (Combat)
Source Advanced Race Guide pg. 137
You have strengthened your tail enough to make slap attacks with it.

Prerequisites: Base attack bonus +1, kobold.

Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments.

I want to use the attachments as my main weapon, and be a functional party member. So i am open to any options that fall into the following pre-reqs...

Paizo only
Lvl 10, 20 point buy.
Standard wealth by lvl

I'm not worried about current party composition, i'm just looking for best options to be fun and functional to keep up with a normal group.

Thxs


Well our wizard and druid are semi regulars.... they there every other week kinda thing. The oracle is set up as a debuffer, the wiz a blaster/semi buffer, and the druid likes summons and call lightning. Not alot of actual battlefield control going on... And i like the go all day feel of a kineticist


I want to make a kineticist that focuses on battlefield control....

What would you say is the best element, or combination of elements, wild talents to make this work? Dip, no dip? Feats, etc....

Atm we are lvl 7, close to 8.
20 point buy, Paizo products, no 3rd party stuff...
Also what race would work best with options given?

Thxs

(FYI, we are melee lite.... my current char is the main fighter type. We do have a occultist, a monk, a wizard, an oracle, a druid and a soon to be replacement of unknown type atm. So we have a lot of our bases covered.... If i go down and need a replacement, i think a battlefield controller will really help us out in combat)


Lots of helpful tips and pointers here.
How well would a fighting fan work with the ascetic style chain? and what archetype (chained or unchained) would work best with this weapon?
And can fighting fans be made with special materials? ie mithral/addie/so on?


Suli.
+2 str/cha -2 int
plus your elemental assault ability


So i have been thinking about playing a monk....
I know monks unarmed damage and abilities get really good starting mid levels, but i wanna know is an armed monk viable as well?
Whats the best setup to play an armed monk? Archetype? Weapons? Traditional monk weapons or totally off the wall, ie greatsword, earthbreaker, that kinda thing?
This is just theorycraft.... looking for options, ideas

Point notes:
*20point buy
*Paizo material only
*not for PFS
*built at lvl 7 and planned to 10
*Standard races, but can work with stuff as long as its not way out in left field

Pls and Thxs


Also, guns are loud!! You should find a way to put silence on your gun, whether its temp or perm.... don't wanna spend a long time sneaking into a place as a group, just to have your gunslinger bring the whole place down on you with his first shot..... speaking from experience


So this went from asking for a way to make heavy armor light, in an attempt to play a vigilante with some fighter lvls so i could use heavy armor with skills like acro, stealth and disable device, and maybe splash of rogue for evasion.... all to suit a pic i have of plate wearing dwarf.... in a campaign where skills and roleplaying matter just as much as surviving in combat...

To this.

I only ask here cause im not as good with pathfinder as i was in 3.0-3.5, which i could just use the cloth enhancement on my fullplate, which would give me the protection of fullplate with the stats of padded armor. Also i dont really know how to link pics, i tried in a dif post and was semi succesful in do it then but cant now, or i would have posted the pic with my original post.

Pls, keep it to what i would like, and if thats not possible, just say so


I see alot of helpful ideas to get the acp down, but it also looking like alot of gp.... We are currently 7th lvl with standard WBL. So if i was to come in now at 7th, WBL is only 23,500 gp..

So thats : 9000gp for mithral ( plus armor cost )
4000gp for the sash of the war champion
at least a +1 enhancement, 2-3 feats, a trait to bring down acp.... anything else?