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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?


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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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?


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.


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


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!!


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?


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


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)


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


As i am asking, can this be done?
I know how i could of done it in 3.0 and 3.5, but have yet to find a way in pathfinder...


I need so options on how to best optimize an Iron-Ring Striker Magus.....

This is a homebrew game, but only paizo material.
20 point buy.
Lvl 6 atm.
As for race, would prefer something human-ish, but would also like darkvision.

The main points need to be effective in AND out of combat, as we are trying for a more roleplaying factor in this adventure, so its not all hack and slash.
Need to be able to perform in social settings..... And i would like to avoid multiclassing as i alrdy have diminished spellcasting....

Feats, items, traits... pls suggest a workable build.

Thxs in advance


Im glad we are getting all this new content before PF2 comes on board..... But i am not seeing very much stuff for the Ninja. Even the new Martial Arts Handbook had nothing.......

When can we get some archetypes here?


So i want to have a character wearing Dragon armor......
My question is who wears what color? I want to have a good character wearing Brass or Bronze Dragon armor. Under what circumstances would a good character wear good dragon armor? I can see and have no problem with an evil char wearing an evil dragon color, their evil, they dont care. Their dragon pisses em off, just kill it, wear their skin and get a new dragon.......
But a good character....... would not do such a thing. But i have a problem with say, a LG Paladin wearing Red Dragon armor riding a gold dragon....
So how/why could my good character wear a good dragons skin?


So thxs to those who helped me figure out how to link stuff!!
So i would like some ideas on how to build something around got to This Pic.

We are currently lvl 6, 20 point buy, paizo only material.
Race can be anything, tho its recommended to be core races...(but we can play any paizo stuff)

The main weapon to me just looks like an ornate spear, so that what i want to use (unless u can make a convincing reason its not). To me the armor looks like Full plate but can make it anything reasonable... (like reskinned Mountain pattern, or lamellar, Steel. I will be making it mithral or dragonhide)

So a build that uses hvy/med armor and makes good use of the spear. I had some ideas but cant seem to nail down a concept yet..... Heres a couple that i was thinking of....

Kineticist 5 (air, for flyness)/Martial 1....
Straight Fighter 6 and stack up feats for some maneuver....
Magus 6 (armored battlemage)
Warpriest 6 (something...... not sure)

So as u can see.... im all over the board, but cant get a solid picture in my head for this..... any help would be great!! Thxs


how do you add pics or links of pics to chat?
I have a pic i want ideas for a build from but dont know how to show it.....
any help pls?


SO as above, do they count as arcane spells? would they count as pre-reqs?
I know in 3.5 the warlocks stuff counted as for purposes of meeting pre-reqs...
Can i use wild talents/infusions as arcane spells to get into stuff like Dragon Diciple? Arcane strike? and the like...


Ok, i REALLY wanted to make a gloomblade but everyone is saying you cant apply weapon focus/spec to shadow weapons.... and since you dont actually get weapon groups, you cant apply AWT feat that need apply to weapon groups to shadow weapons either........

So..... what can i do? what kind of builds can i do here?
Suggestions need, 20 point buy, lvl 5 atm. anything Piazo
Race, Pref standard races, tho i dont like small. I will listen to any suggestions made.

Pls and Thxs


Now i was needing to know if pathfinder has any way to call/summon your armor to/on you......

I know 3.5 had the "Called" enchanment. As well as items i cant remember atm. Does pathfinder have anything like this?


So new planar adventures book brings use the Gloomblade archetype for the fighter. Don't know about you, but i am really liking this and looking for build suggestions.

Points to note:
*current lvl 5. Would be starting at 5
*20 point build
*piazo products only
*race with darkvision or a way to get darkvision

Wealth by lvl is standard so i can buy whatever gear needed with starting wealth.

I don't get armor training... so looking for mithral armor to keep it lite.

Also need to work in (AWT) weapon specialist feat into the mix... tho i suppose it can wait till closer to 9th.

Thxs all


So im looking at the new Gloomblade archetype for the fighter and was wondering how feats like weapon focus and such work in conjunction with your shadow weapons.

Gloomblade
Source Planar Adventures pg. 14
The Shadow Plane’s substance is legendary for its versatility. In shadow-shrouded lands, secretive martial practitioners long ago learned to shape supernatural weapons from ribbons of pure darkness.

Student of Darkness (Ex): A gloomblade gains Acrobatics, Knowledge (planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills.

This alters the fighter’s class skills.

Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.

At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)

At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.

At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.

This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).

Shadow Weapon Training (Ex): At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.

At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.
During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet.
The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet.
When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level.
For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves.

This alters weapon training.

So you can create any weapon you are proficent with.... would i be able to take weapon focus (shadow weapon) or would i have to take say weapon focus (longsword) and create a longsword each time...


Ok, for some odd reason, i thought of "Steel"....

He would be fairly easy to build in pathfinder since he had like no powers at the start, other than being an engineer/Weapons builder and building himself a suit of power-armor. Wielding a Greathammer/Maul/Earthbreaker and wearing fullplate is easy to pull off.... but how would some of you build him??

Any suggestions? We are currently lvl 3, any paizo material, and 20 point build.

Thxs in advance


OK, im turning to u all for advice.

I want to build a char around a tri-bladed katar. I want to try and get as much static damage as possible for when i do hit that x4 crit.

Looking for options, suggestions on classes to go with. I have a couple ideas of course, but need opinions/help. Another point is i plan on using 2 of them... but not sure if i want to two-weapon fight with them unless someone presents good build.

So my first couple ideas were...

Urogue/Rogue with the Knife master archetype.
*This gives d8 sneak att dice

Fighter, Vanilla or brawler archetype.
*Vanilla would have lots of options..
*Brawler gives up all weapon/armor training.... dont like that

Brawler, just brawler.

Warpriest, Swashbuckler also came in there at some point.

So all together need ideas for a build with good options and crit options, as well as static damage for the multiplier.

I havent thought about racial options yet, so this is open atm.

Thxs for your input and suggestions all.
And yes, must use the Tri-bladed katar.


I am thinking of making a bloodrager using the "Salamander" bloodline and was wondering the best build.... also a race combo, and archetypes to go with... or even straight vanilla rager...

Things to work with
*lvl 12
*20 point buy
*Giantslayer AP
*only about 80% starting wealth....

Should i be thinking about 2handers, 2 weapons? Natural att? Was thinking dwarf since its giantslayer, but would that really be the best option?

Looking for viable builds. Not min/max, but effective

Thxs


So looking thru some of the classes/archetypes i came across the " Synergist archtype for the witch.... Now for what it losses, namely some hexes at certian lvls vs being able to merger with your familiar and gain some of its abilities, made me wonder.....

With what familiar would this best work with and why? And is it possible to use improved familiars?

Most DM's banned Synergist Summoners, but is this banned? Is it over/under powered? Currently our group is at lvl 12, would this be viable at this lvl?

Pls, thoughts, suggestions, maybe a build idea or 2, built to 12th lvl ok course, so things can run wild a little.

Thxs in advance


Ok, so abundant ammo spell creates an endless supply of ammo (Timed duration of course) in a container.

PFS Legal Abundant Ammunition
Source Ultimate Combat pg. 1 (Amazon)
School conjuration (summoning); Level arcanist 1, bard 1, cleric/oracle 1, hunter 1, psychic 1, ranger 1, skald 1, sorcerer/wizard 1, warpriest 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a single piece of ammunition)
Effect
Range
Target one container touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
Description
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

My question is, if you have a repeating crossbow with extra clips, cause you need them to switch out during combat, could you enchant one of these clips with the spell? It says in the spell "a container SUCH as a quiver or pouch" could the bolt clip count as one of these "containers"?

If not, please specify your reasons.

I know crossbows get little to no love in Pathfinder, but i still like em anyways and am gonna make a bolt ace who uses repeaters and has use magic device for abundant ammo wands. Looking for a viable answer to take back to my DM.

Thxs in advnace


So i have always wondered, and been waiting to see if maybe something was in the works.....

All the classes have archetypes... but some have a ton, where others have 1 or 2..... and i was wondering why "Ninja's" and "Samurai" have drawn the short end of the archetype stick?????

It wasn't until recently that the Ninja got its first and only archetype (The Frozen Shadow Ninja) and it seems that nothing else is coming for this class.

The Samurai now has 3.

Is there no love for these classes? Is it because they are alternative classes for Rogue and Cavalier? Even The Anitpaladin have a handful of archetypes....

Thats my question, is there more in the works for these classes?

Thxs in advance


So i would like some help/suggestions for a goblin char..... we have a party of goblins travelling the Wandering Tsar and it tearing us up. I have gone thru a few goblins already and would like to be able to survive more than a few sessions at a time.

So here is the run down.

15 point buy, Must be Goblin.
Good in combat ability/survivability
Decent out of combat skills/usefulness
Works well with current group (A cavalier who charges, Hunter with Giant mantis, a swastigator, and an unknown atm)

Thxs in advance


Ok, so been trying to put together a water kinetisist with kinetic healer. Been hearing that there is now way to lesson the burn cost if at all except thru your buffer.... Is this true? or does infusion specialist help reduce the burn? How/what is the best way to use Kinetic healing?


Ok all, i need some serious help. We have a goblin game going and i need to make a new char..... my old one's head was donna pop off and fly away under its own power.....(can you guess what happened? 50 points) but ended up being killed by ghoulwolves before that happened.

Point is, our party is short on healing, and arcane for that matter.... but i am placing more importance on divine.

So what i need is a spontaneous divine caster with healing and be able to survive in combat.

Requirements are...
Goblin, yes it is a goblin game. Can swing a Kobold since they are on par with goblins.
15 point buy, Cause. Just cause.....
Access to cure spells or abilities.... MUST BE SPONTANEOUS, i really hate prepared casters. Personal preferance.

Thxs in advance, i need this for Saturday. I will be researching stuff on my own so i will have something by then, but all the help i can get would be helpful.


So ive been wondering for a bit now on how to play Vega in Pathfinder....

I would like suggestions on the best way to build him with class and race suggestions, and for his claw....( the closest thing i found was the "Tekko-Kagi" )

PFS Legal Tekko-kagi
Source Ultimate Equipment pg. 20 (Amazon), Ultimate Combat pg. 1 (Amazon)
Statistics
Cost 2 gp Weight —
Damage 1d2 (small), 1d3 (medium); Critical x2; Range —; Type P; Special disarm, see text
Description
Also known as an iron claw, this device consists of a fanlike structure of three or more 10-inch blades secured to a sturdy handle strapped to the forearm of the off hand. It can be used as an offensive weapon or defensively like a buckler, or used to disarm an opponent without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons.

20 point buy, Paizo products only, and no dual archetypes. ( ie, no bladebound/hexcrafter magus and such, 1 archetype per class)

We are currently lvl 11 in our current AP, so i would like to see build plans to 11 if you please.

Thxs, and i look forward to your ideas!


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So a while ago there was a dex reach thread. It was basicly an elf/half elf using a elven branch spear. I was planning on making a backup toon for giantslayer and was looking around at a build like this.... Then the "Bladed rush" feat showed up.

Now i have the chance to do this build as not an elf, and use a glaive instead. And i would like some ideas on how to progress it.

Requirements and must haves....

20 point buy.
lvl 10.
3 lvls of Urogue, at least 5 lvls of fighter (was planning on all fighter after 3 urogue but am open to suggestions)
Races, was thinking either dwarf or human. Assamar or Tiefling and option.
Feats, Shield Brace, Bladed rush, Just out of Reach manditory, dirty trick and other options
Paizo material, no 3.5 or splat content

Point and note, this is a dex build, i dont want to hear "Well just go Str". I plan to have my str around 10-12 and use muleback cords, mithral armor and shield, and such.

Thxs


I am wondering the best class/build idea to play a Catfolk with a Sabertooth Tiger mount/companion. I do want mounted combat and i do want the Cat to progress in lvls with me.

Couple things i looked at were a Hunter, Cavalier, Paladin and Druid.
I want us both armored, and decent to good strikes and damage. I want the tiger to be a full on Sabertooth/Dire Tiger and i am going to skin my Catfolk in a similar look.

Any ideas/builds that would work? Dont have to be min/max but has to be effective.

Thxs in advance!


So ive been playing a ranged char for a bit now and im finding i rationing my ammo....... i havent been able to get an effiecent quiver yet or a wand of abbundant ammo, and i dont have the strength to be carrying a barrel full around all the time. We are a ways from any town or village, and giants usually dont carry medium sized ammo, is there a way to mitigate this?


I was planning on making a tiefling that had the Oversized limbs optional ability... which lets you use large weapons without penalty, but while my DM will let me pick that instead of rolling randomly on the chart, he says it wont let me use large weapons.... am i missing something here? He says i could take a 2ish lvl dip into the fighter or barbarian titan mauler archetypes and then i could use em, but isnt that pointless?

What am i missing?


Our group is playing GiantSlayer and i am currently playing a sniper slayer.... while the build is working good, i find im in situations where i need to be in melee..... I liking the way i am playing this char but planning a backup cause we get beat up... alot. First thouhgt was a natural att bloodrager but i dont like how close to the giants i need to be....

So im planning a Air kineticist, but i need to plan for some melee survivability. I want to take a 1 lvl dip into a melee full BAB class and want to know some options.
Race wise.... Thinking either a Dwarf...(It is Giantslayer and dwarves get good stuff vs giants. But AIR DWARF????) or possibly human or aasimar.

Ideas, options, opinions?


Ok, now what i am gonna ask for here i know the first thing people will say is... "WHAT? dont play that, what are you thinking... thats the worst idea ever!!! God man, you need mental help.... and so on.
Sanity aside, i am planning on making a.... wait for it.... Kobold! and not just any Kobold, a Kobold Bloodrager/Dragon Disciple....

I know right? I have looked at forums and guides and they all say, "Dont play a Kobold, They suck, no good for nothing, "WORST CHOICE EVER", but no one said i was S.M.R.T

I would like help to make this build feasible. Not criticized for my choice, just help making it fun to play.

Basic stats so far at 1st, 11/16/12/10/10/13. Can be changed, just a guideline. Will be starting at approx 7th lvl.... depending on if and when i die next....
5lvls Bloodrager, rest DD.
Plan on taking tail terror feat at lvl 1 and using tail attachments as main weapons. Weapon finesse, and some way for dex to damage.


Reading some of the forums, and having inklings of playing a Gun Magus... i wonder how to create/get someone to create.... HINT HINT PATHFINDER!!
a working Gun Magus.

Limiting to one handed guns makes sense, using your spellstrike to cast TOUCH spells thru the gun, using arcane pool to enhance the gun... etc.

so here's some ideas to go with, and remember we are creating an archetype that is usable and not overboard.... that said here's some things i think to start off with.

*Proficient in one handed firearms, simple weapons, light armor
*Same skills as normal, unless you can think of a reason for others, like Alchemy
*Spellstrike WORKING like it should, same with arcane pool with guns
*Changing arcane pool enhancements accordingly for a ranged weapon
*Maybe Diminished spellcasting
*Adding "Abundant Ammuniton" and "Fabricate Bullets" and similar spells to spell list while removing some of the more melee based ones

Just some ideas to start, pls give me some ideas


So at my weekly gaming session, while waiting for the DM to get a couple things ready for the encounter, the rest of use were making plans when someone made an oddball comment in referance to "Guardians of the Galaxy".
Long story short, we started thinking of Pathfinder versions of the Guardians..... but we were having a really hard time trying to pin down Rocket..... Some comments were like a variant kitsune, were-coon was thrown in there... and so on.

Anyone have any ideas how best to make Rocket?
*Must be small*
*Must have something in the gunslinger range*
*Like golbins, can use med size firearms with no penalty*
*Stats i was thinking +2 dex/cha, -2 wis?
*Maybe crafting?

Anything that would help so i could bring this to our next session would be great!!

**OOoooOOOoooooo......YYYaaaaaaaAAAA**


I am planning on playing a Spiritualist with the Ectoplamastist archetype.
Now spiritualists are proficient in light armor, but nowhere under spells do i see that their spell casting is limited by armor.... so does this mean if they get med/hvy armor proficient (thru feats or lvl dips) that they could reasonably get no ASF?

Now at 4th lvl the get ectoplasmic armor..... which gives them a +4 armor bonus to AC, and ll 12 gives them +6 with ghost touch. This will not stack with armor correct?

If all this adds up, an Ectoplasmstist Spiritualist with a dip in..... what? would people think be best to make this Semi-tanky?


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I am looking to make a backup char for my current game. We are currently lvl 5 closing fast on lvl 6. I am looking for kinda a mystical swordsman theme.

I am looking at Kensai Magus as the majority of the class with a 2 lvl dip into monk Master of many styles. The monk dip is for the fact that kensai doesnt get any armor, and i can get Dex/Int/Wis to AC and evasion.

My main weapon plan is Katana, but also maybe Bastard Sword.... for flavor.

Race will most def be human.... unless someone makes a good argument for another.

I also want to plan on crafting magic items.... I talked to my DM and he is willing to let me research this. To any stormhawk fans, i am looking to create weapon crystals.... Basically throw away consumables that mimic weapon enchantments ( like flaming, smiting, silver, etc) that can be created for cheaper...... so either 1 time uses, or x/day type o thing.

Ideas, comments, suggestions?

And.... GO


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I am looking to make an Armor Spike build.......

My first idea is a straight Brawler build, no archetype so far.. (but looking at winding path renegade)

Second is a Fighter with the Brawler archetype.........

And..... GO