Shargah-Katun

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1,484 posts. Alias of Kydeem de'Morcaine.



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Home campaign. It is not quite really an aquatic campaign. However, a noticeable portion of 'things' will take place on/under water. So most of the group is Undine or Gillman. We have a wizard Elf who will rely on spells and items to function well enough underwater. We have a rogue, slayer, and gunslinger agility combatants for consistent moderate damage. We have a wizard and sorcerer for arcane might.

What we don't have is high strength, high durability, or divine caster. Sometimes you just kinda want a chunk-of-meat PC for breaking down doors, standing toe-to-toe, and dealing big damage numbers.

A divine caster isn't mandatory, but would be a nice addition to the group. Self-healing would be good for the high durability aspect. The classic is paladin for that. However, a paladin really won't mesh with the group dynamic we have. War priest or rage prophet would work. Or just skip the casting and just go barbarian and/or fighter.

I think I'm really wanting a fairly high strength character this time. But I can't think of any aquatic/amphibious races with a bonus to strength. I could just go with one that doesn't have a penalty to strength. What seems like a high strength and/or high durability amphibious race?

I suppose I could just go with a high strength druid and wild shape for watery times.

Any ideas or suggestions?

Liberty's Edge

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One of my friends switched to D&D 5thEd not too long ago. His primary reason was all the buff and de-buff garbage in PF. I never really understood it. That is some of my favorite parts of the game. But I did learn that it can get out of hand. I was at a PFS game couple of weeks ago. None of us brought a straight damage dealer or SoD caster. Conditions, buffs, and de-buffs galore.

De-buffs
This guy is grappled and blind. That guy is staggered and sickened. The one over there is sickened and prone. The last one is prone, disarmed, and stunned. Etc...
Buffs
Everyone has prayer, bless, haste, blessings of fervor. The two of you have bulls strength. I have shield and monstrous physique I. She has barkskin and will change into and elemental in the 3rd round. That will lose her armor bonus so she also has mage armor for when her armor goes away. He also has stoneskin and blur. Etc...

The fights really weren't all that inherently complex. But after the buffs, de-buffs, and conditions it was taking forever to figure out actions, to hit, and damages. Don't get me wrong. It isn't that it was ineffective, it was just such a muddled pain to figure out. And we were all quite sure we got a bunch of them wrong in both directions.

So although I absolutely love to stack a bunch of de-buffs onto the bad guy so he seems completely incompetent or buffs onto my allies until they are invincible, from now on I'm going to try to take it a bit easier on the GM. Just one or 2 good buffs or de-buffs, then have a way to just eliminate the opposition.


I generally try to keep a backup PC ready in case my current PC takes a permanent dirt nap. Little more emphasis this time because my current PC is a bit more squishy than I realized and has come extremely close to dying a couple of times. Not complaining, I'm having fun just squeaking by all the time. But it is a possibility.

In out current campaign, it is more likely that one of our newly allied monkey goblins could decide to travel with us rather than a new standard PC show up from no where. Plus I like making weird characters. {shrug}

The kicker is that the other PC's all martial characters with no spells and almost nothing in the way of knowledge or social skills. Neither do they have the high intelligence to get lots of skill points and easily be good at knowledge skills.

My current character is a waves shaman with the possessed archetype. He is a good diplomat and has some knowledge skills. The casting class that would best fit monkey goblins is shaman, but I really hate to have my replacement PC's be anything like the previous ones. So unless I could come up with a build that plays completely different, I would rather not have a shaman.

So, given all that...
What are some suggestions for a build that can provide at least some knowledge skills, some social skills, maybe some spell casting, and still fits with the theme of the primitive monkey goblins.

My first thought is skald, but I thought I'd see if you folks can think of anything else that fits.


I'm quite sure that most of this is the result of too little slumber time and too much allergy medicine. But since I still can't sleep, you get to share my thoughts. Huzzah!

A] What is the rules legal biggest animal companion you can get? I just love the thought of some little tiny pixie or something riding around hiding in the neck spines on top of this hugantic dire linorm or whatever (it will of course have to have a greater dire collar). Then storing it in 'hosteling' armor to pull out for some fight inside the formal-stuffy parliament building.

B] Why do some players constantly try to have their PC be good at what they made them to be bad at? Know a guy that made an evocation focused wizard. Not my favorite type of PC, but ok they are decent. He is constantly engaging the enemy with his rapier. And then getting upset when he almost dies. WTF?!?

C] Does the feat intimidating prowess seem stupid to you like it does to me? I think that without any significant effort, a big ferociously powerful ettin should be loads more intimidating than a scrawny little halfling.

D] I also think shields should be loads more effective vs. ranged attacks. In real life large shields were supposedly more effective than even plate armor against arrows and bolts.

E] Why do players so enjoy completely derailing the GM's entire campaign? I mean heck, I'm one of those players and I still don't know why it's so much fun to wreck all his work. Once we so totally demolished a storyline that the GM had to take a break for a couple of weeks to try and figure out what to do next. (I felt bad for that one.)

F] Also I really dislike it when Real Life gets in the way of my game life. Not so much scheduling (though some of that) but attitude. If I've had a really suck-ish week of work, I usually find I can't role play my PC correctly. Then I get irritated that I'm playing him 'wrong.' Now my suck-ish week is ruining my game. Grr...

G] Does the whole trope of most adventures seem off to you? The baron puts up a flier in a bar trying to hire random heroes to fix his piddly little problems and willing to pay more than the entire town is worth for it. Seriously? I've never seen a posting for a government job in any bar I have visited. I don't think I would classify any of the patrons (including me) as heroes either.

H] Is anyone else bothered by the fact that some really basic standard troop tactics take things like 5 levels worth of feats and/or specific special class archetypes to perform even halfway decently? Shield walls, phalanx formations, or even just an infantry guy to carry a shield and protect an archer.

I] Why would a wizard ever make someone a +1 sword? I would make him a wand that could be activated by anyone that knows the magic word. Then he can use it on his sword, bow, or lance. Plus he has to come back and buy another when it runs out.

J] It really seems like there should be some way to make a kool-fun-effective PC that uses the spiked chain, but I've never been able to come up with one I liked.

K] To prove how borked the system is, I once had my high level wizard kill a rhino with his fists. No magic other than healing wands. Now how does that make any sense?

L] Was thinking about a PC that pretty much only used things like hour/level buffs and maybe a few extended 10 minute/level buffs as pretty much his only spell casting. Then he would just use weapons like any other martial. Eldritch knight, cleric, and druid all seem like they might have some possibilities toward this. Have you tried it?

Well, I think I'm going to take another stab at getting some shut eye time. If I still can't sleep, I will probably be back later with some more wierd ideas. Feel free to leave your responses or your own disconnected thoughts.


Ok, so I know it's not original. A friend wants to run the hulk. Now we are aware that many of the proposed 'Hulk' builds are based on brawler and alchemist mutagen.

However, in the comics the Hulk often uses people to hit other people and throw them at yet more people. So he wants to concentrate on the Body Bludgeon and Hurling rage powers. Those require 10 and 12 levels of barbarian (or primalist bloodrager). If you know of another way to get those powers or a Hulk-ish way to get the same effects, we're open to suggestions.

Abyssal bloodrager will give natural attacks and size increase.

Here is my first rough draft of the build at level 12.

raging Hulk bloodrager:

Half-orc bloodrager (primalist, rageshaper, untouchable rager) 12 (Pathfinder RPG Advanced Class Guide 15, 84, 84, 85)
CG Large humanoid (human, orc)
Hero Points 1
Init +0; Senses darkvision 60 ft.; Perception +15
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Defense
--------------------
AC 15, touch 9, flat-footed 15 (+6 armor, +2 deflection, -2 rage, -1 size)
hp 148 (12d10+72)
Fort +19, Ref +9, Will +13
Defensive Abilities uncanny dodge; DR 2/—; SR 22
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Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greataxe +18/+13/+8 (3d6+28/×3 plus 2d6 on charge) or
. . bite +19 (1d6+20 plus 2d6 on charge), 2 claws +19 (3d6+20 plus 1d6 fire and 1d6 fire and 2d6 on charge)
Space 10 ft.; Reach 10 ft.
Special Attacks claws, greater bloodrage (41 rounds/day)
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Statistics
--------------------
Str 31, Dex 10, Con 22, Int 12, Wis 10, Cha 7
Base Atk +12; CMB +19 (+21 bull rush, +23 grapple, +22 sunder); CMD 33 (36 vs. bull rush, 35 vs. grapple, 34 vs. overrun, 35 vs. sunder)
Feats Body Shield[UC], Chokehold[UC], Dirty Fighting, Greater Grapple, Improved Bull Rush, Improved Grapple, Improved Sunder, Intimidating Prowess, Power Attack
Traits blood of giants, indomitable faith, mathematical prodigy
Skills Acrobatics +15, Climb +25, Craft (clockwork) +18, Intimidate +25, Knowledge (arcana) +13, Knowledge (engineering) +17, Knowledge (local) +2, Perception +15, Ride +4, Survival +4, Swim +14; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ bestial aspect, bestial aspect, demonic bulk, doubt, fast movement, furious transformation, hero points, orc blood, rage powers (body bludgeon[UC], hurling[APG], lesser hurling[APG], greater hurling[APG])
Combat Gear potion of cure serious wounds; Other Gear rhino hide, +1 adamantine greataxe, belt of mighty hurling, lesser[UE], boots of the cat[UE], cloak of resistance +5, furious amulet of mighty fists, ring of protection +2, robe of arcane heritage[APG], traveler's any-tool[UE], 281 pp, 5 gp
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Special Abilities
--------------------
Bestial Aspect (+10' polymorphed movement) (Su) Increase dam of nat attacks & +10 ft. to movement types granted by polymorph spell.
Bestial Aspect (increased polymorphed damage) (Su) Increase dam of nat attack granted by polymorph spell.
Bloodrage (41 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Body Bludgeon (Ex) Use pinned foe as improvised weapon while raging.
Body Shield Gain cover against attacks while grappling
Chokehold May pin grappled opponent one size category larger than you
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Furious Transformation (Su) Extend polymorph spells while bloodraging with a concentration check.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hurling, Greater (Ex) Throw large objects while raging.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (22) You have Spell Resistance.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

So what are your thoughts, concerns, suggestions?


So I'm looking into using grappling and the hurling rage powers to throw creatures at other creatures.

Damage as a falling object. Half for not solid.

So a medium creature would be 3d6 / 2.
Does the strength and power attack damage also get halved?


1) Dire Collar on an AC. This is activated by the master, correct?
2) Is it a standard action?
3) Can an AC be taught a trick to activate its own dire collar or drink a buff potion?
4) A different Tiefling PC wants to know if he can wear and activate a dire collar since he can't use a potion of enlarge person. Does that work?


So I was kinda thinking about making a melee character that used the Dimensional feat chain to get to and clobber the squishies that think they are protected. Then jump away again.

Neat concept, but I'm getting hung up on the very first requirement. Abundant Step class feature or the ability to cast Dimension Door.

Monk 12, Magus 10, Summoner 7, ...

I don't really want a concept that only comes online in the last 1/3 of the campaign and Summoner isn't exactly a melee chassis.

Is there a better way to do this that I am forgetting?


Ok, in a 5th Ed game, I am playing a compulsively dishonest character. Not only that, he is finally getting good at being dishonest. At first there were some problems caused by his not being capable of actually fooling people. I am having a blast with the character. So that got me thinking of a similar concept in PF. (This highlights one of the things I like better about PF. You can build a character to actually be able to use a skill consistently very good. Not just when you happen to roll pretty decent.)

Now I had a build for this based on the bard. However, I’ve never actually played it because I honestly don’t really like the bard class. Don’t want to go into the details, but I just haven’t ever been happy with the results when I tried it. But along comes the Occult book and now there is another way to be excellent at dishonesty. Behold the Mesmerist! Lying to the universe.

So I started looking at all the things I can stack up to be excellent at dishonest. Telling lies, forgery, disguise, etc… I want to try and trick my way past difficulties whenever possible. Yet still be able to function when that isn’t.

Below is my initial build. As a brand new first level, he already has a +16 bluff. At level 10, it is up to +47 without casting any spells, using limited application equipment, situational modifiers, or anything else. It just goes up from there.

Not yet sure if this will be for PFS or a home campaign. (Mostly depends on if my current home game shaman survives.) So I will build as PFS legal. I can always add in other options if he ends up in a home campaign.

Pants-On-Fire:

Male halfling mesmerist 10 (Pathfinder RPG Occult Adventures 38)
CG Small humanoid (halfling)
Init +3; Senses Perception +14 (+16 vs. magic traps)
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Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 63 (10d8+10)
Fort +9, Ref +15, Will +19; +2 vs. fear
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Offense
--------------------
Speed 20 ft.
Melee cestus +5/+0 (1d3-3/19-20)
Ranged +1 mithral elder thing dart gun +10/+10/+5 (1d3+1/19-20)
Special Attacks bold stares (psychic inception[OA], susceptability[OA]), hypnotic stare (-3), manifold tricks (3 tricks), mental potency (+2), mesmerist tricks 16/day (compel alactrity, mask misery, mesmeric mirror, psychosomatic surge, reflection of weakness [DC 23], spectral smoke), painful stare (+5 or +3d6+5)
Mesmerist Spells Known (CL 10th; concentration +18)
. . 4th (3/day)—dimension door, greater forbid action[UM] (DC 24)
. . 3rd (5/day)—clairaudience/clairvoyance, confusion (DC 23), displacement, glibness
. . 2nd (6/day)—alter self, blindness/deafness (DC 20), blistering invective[UC] (DC 20), blur, glitterdust (DC 20)
. . 1st (7/day)—burst of adrenaline[OA], heightened awareness[ACG], hideous laughter (DC 21), ray of enfeeblement (DC 19), unnatural lust[UM] (DC 21)
. . 0 (at will)—dancing lights, detect psychic significance[OA], ghost sound (DC 18), haunted fey aspect[UC], message, prestidigitation
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 12, Int 12, Wis 8, Cha 26
Base Atk +7; CMB +3; CMD 16
Feats Deceitful, Greater Spell Focus (enchantment), Skill Focus (Bluff), Spell Focus (enchantment), Voice Of The Sibyl[UM]
Traits criminal, pesh addict (katapesh)
Skills Acrobatics +3 (-1 to jump), Appraise +5, Bluff +47 (+49 to imitate seances, spirit writing, or other occult practices), Diplomacy +13 (+15 vs. geniekind), Disable Device +19 (+21 vs. magic traps, +15 to checks if more than five feet away from device), Disguise +14, Escape Artist +16 (+18 to imitate seances, spirit writing, or other occult practices), Intimidate +21, Knowledge (arcana) +5 (+7 to understand the nature and ways of dragons), Knowledge (dungeoneering) +5 (+7 while navigate dungeons beneath the Cairnlands' siege castles, +7 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (history) +5 (+7 vs. Azlant, +7 to learn about Thassilonian artifacts), Knowledge (local) +6 (+8 to identify drow and their customs, weaknesses, and tactics), Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +14 (+16 to learn about Azlanti sentence construction and idioms), Perception +14 (+16 vs. magic traps), Perform (act) +12, Sense Motive +4 (+6 to distinguish between true statements and exaggeration regarding esoteric topics), Sleight of Hand +9 (+11 to imitate seances, spirit writing, or other occult practices), Spellcraft +5, Stealth +16, Survival -1 (+1 to navigate Jungles of Mwangi Expanse, +1 to notice and follow tracks in Arctic environments), Use Magic Device +12; Racial Modifiers +2 Bluff, +2 Perception, +2 Sleight of Hand
Languages Common, Halfling, Hallit, Kelish, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Tien, Undercommon, Varisian, Vudrani
SQ automatic writing (linguistics), consummate liar +5, halfling mesmerist, hypnotism (diplomacy), manifestation points, ability scores, phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), touch treatment 11/day (Greater)
Combat Gear cold iron repeating crossbow bolts (30), potion of cure serious wounds; Other Gear +1 burdenless glamered shadow slick leaf armor[ISWG], +1 mithral elder thing dart gun with 20 bolts, cestus[APG], charlatan's symbol, cloak of resistance +4, cups of rapport[ACG], eyes of the liar, false coin[OA], handy haversack, headband of alluring charisma +4, honeytongue elixir, knight's pennon of parley[APG], angel's trumpet, blue book[UE], book of letters[UE], fashionable accessories, fraudulent medium's kit[OA], harrow mat, masterwork thieves' tools, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, poison in the water, sugar glass bottle[ACG], thieves' tool extenders, mithral, 2 pp, 5 gp
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Special Abilities
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+3 to the bonus gained from your seance boon (but not shared seance boons) Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Consummate Liar +5 Counts as Combat Expertise for some feats.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Manifestation Points, Ability Scores ([none], 25/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+2) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (200 feet, 16/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+5 or +3d6+5, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Susceptability (Su) Hyp. stare applies to Sense Motive vs. Bluff, reduces DC of Diplo & Intim checks vs. target.
Touch Treatment (Greater, 11/day) (Su) Remove certain conditions from creature touched.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks

Thoughts, comments, questions, concerns, or suggestions?


Ok, so since I like just seeing what can be done, I play around with weird things to see what happens. Kinda tumbled into a few odd synergies a while ago. I’m looking to flesh it out into a more complete concept. Ratfolk magus riding a giant flea mauler familiar. I don’t believe this to be tremendously optimized or overpowering. I just find the thought of a rat riding a flea into battle uproariously funny.

Note: Haven’t decided yet if this will be a PFS or home game character.

Giant Flea familiar – Uncanny Leap – can jump 120’ as a charge.
Giant Flea familiar has a +20 to jump checks.
Giant Flea is only allowed for a witch.
Vermin are immune to mind affecting effects. (Often the most dangerous for mounts.)
Vermin familiars have the belt and eyes slot only.
Familiar gets 1 feat.
Mauler familiar archetype – Battle Form – can change into a medium creature at will and stay that way as long as desired.
A small creature can ride a medium creature.
Ratfolk are small.
A lance ‘can’ be used as two-handed martial reach weapon if the wielder is not mounted.

Take 1 level of beastblade magus.
Take 1 level of beast-bonded witch. Chose a giant flea familiar and give it the escape route teamwork feat.
Remaining levels are magus (unless I decide to throw a couple level of cavalier or something in there).
At 3rd level magus, take the Familiar arcana.

Feats
1) escape route teamwork feat
3) mounted combat
5) weapon focus lance

From level 2 onward, I can ride all around the battlefield. Generating zero AoO due to movement since we both have escape route and all spaces we move through will be adjacent to both of us.
A 120’ charge should let me charge just about anyone.
The +20 to jump checks should make it so I can jump over a line of medium creatures if there isn’t an open spot to move through.
When mounted, the lance is a 1 handed weapon which will allow me to cast my magus spells.

I thought there was a way to give more feats to your familiar, but I can’t find it. I really wanted to give it the Improved Spell Sharing teamwork feat. If that isn’t possible, then I will take the non-teamwork version of the same name at 11th level so we can both have the same buffs going.

Skewer:

Male ratfolk magus (beastblade) 4/witch (beast-bonded) 1 (Pathfinder Player Companion: Familiar Folio 8, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Magic 9, 83)
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 41 (5 HD; 1d6+4d8+14)
Fort +7 (+3 vs. disease), Ref +5, Will +8
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 adamantine lance +8 (1d6+4/×3) or
. . mwk cold iron tailblade +7 (1d2+2) or
. . mwk silver cestus +7 (1d3+2/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 adamantine lance)
Special Attacks arcane pool (+1, 5 points), hex (familiar feat), magus arcana (familiar[UM]), spell combat, spellstrike, swarming
Magus (Beastblade) Spells Prepared (CL 4th; concentration +7)
. . 2nd—blur, stone call[APG]
. . 1st—chill touch (DC 14), long arm[ACG], shield, shocking grasp
. . 0 (at will)—detect magic, mage hand, open/close (DC 13), prestidigitation
Witch (Beast-Bonded) Spells Prepared (CL 1st; concentration +4)
. . 1st—command (DC 14), shield companion
. . 0 (at will)—guidance, read magic, stabilize
. . Patron Agility
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 17, Wis 10, Cha 7
Base Atk +3; CMB +4; CMD 17
Feats Alertness, Escape Route[UC], Mauler's Endurance, Mounted Combat, Weapon Focus (lance)
Traits bladed magic, dedicated defender, indomitable faith
Skills Acrobatics +3 (-1 to jump), Appraise +4, Climb +6, Craft (weapons) +6 (+7 to craft magic or masterwork weapons), Fly +9, Handle Animal -1 (+3 to influence rodents), Intimidate +2, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Linguistics +8, Perception +9, Ride +11, Sense Motive +2, Sleight of Hand +4, Spellcraft +7, Stealth +12, Swim +6, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Use Magic Device
Languages Aklo, Common, Cyclops, Giant, Gnoll, Goblin, Necril, Orc, Undercommon
SQ paranoid, rodent empathy, tandem touch, witch's familiar (giant flea (mauler) named Skitter)
Other Gear +1 mithral chain shirt, +1 adamantine lance, mwk cold iron tailblade[ARG], mwk silver cestus[APG], cloak of resistance +1, magus starting spellbook
--------------------
Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Familiar Bonus: +3 to Fort saves vs. Disease You gain the Alertness feat while your familiar is within arm's reach.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paranoid Aid Another DC 15 for attempts to help you.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Tandem Touch (Su) May cast a spell while familiar holds charge for touch spell.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Skitter:

Giant flea (mauler) (Pathfinder RPG Bestiary 4 99)
N Medium magical beast (vermin)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (1d8+1)
Fort +5, Ref +3, Will +6
Defensive Abilities improved evasion; DR 5/slashing; Immune disease, mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bite +6 (1d6+4 plus disease)
Special Attacks bond forged in blood, disease
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 13, Int 6, Wis 11, Cha 6
Base Atk +3; CMB +6; CMD 18
Feats Escape Route[UC]
Skills Acrobatics +3 (+19 to jump), Appraise -1, Climb +4, Fly +3, Handle Animal -1, Intimidate +2, Linguistics +3, Perception +8, Ride +4, Sleight of Hand +0, Spellcraft -1, Stealth +7, Swim +4, Use Magic Device -1
SQ battle form, empathic link, uncanny leap
--------------------
Special Abilities
--------------------
Battle Form (Str +2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language. Master dropping a foe grants +2 att/dam to both master and familiar for 1 rd.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 13) Injury; save Fort; onset 1d3 days; freq 1 day; effect 1 Con; cure 1 save
Empathic Link (Su) You have an empathic link with your master.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Uncanny Leap (Ex) As a full-rd action, jump up to 120 ft (counts as a charge if in a straight line).

Anything I am missing or that you think won’t work? Additional suggestions?


Which of the improved familiars has the highest intelligence and maybe even some knowledge class skills?

Group is kinda light on knowledge skills and I was thinking about getting an improved familiar anyway.


To begin, please don't spoil anything for me! I'm just looking for general opinions on what seems like it would be useful. Not specifics of the AP.

Going to be starting Ruins of Azlant Sunday. We thought it was going to be more people, but it looks like it just may be the 3 of us as players. At least for a while.

We have:
Aquatic Tengu (that a penguin?) melee slayer
Merfolk gunslinger (yeah I know, but the GM is pretty permissive and they can make it work somehow) using revolver

When I thought we had others coming, I was going to be a Wyrwood Empiricist Investigator for piles of skill points. However, with just the three of us and no casters, I feel Like I should probably be more of a caster than the investigator.

Arcanist would get pretty decent skill points just because of high intelligence. Could eventually get halfway decent as the Face by just putting lots of points into social skills, if doesn't dump charisma. But pretty squishy for a 3 person party. Could easily get a familiar for a scout if the slayer isn't up for it.

Druid would provide another meat shield. Full caster with most/many of the condition recovery spells on the list. Much less squishy. Don't usually have lots of skills and aren't really known for being face characters.

Those were my 2 leading thoughts for a full caster. I don't know, what do you think? Other suggestions?


Might be joining a semi-newbie group. They are not optimizing masters, so this is not a power build since I don't want to eclipse anyone. But I still want it to be at least fairly effective and fun to play. I'm told the group is moderately balanced and there is no super critical shortage of any particular capabilities.

For story reason, the GM said it would be an excellent time to introduce a Tengu PC. The party has encountered and made close alliance with a group of Tengu. I would make perfect sense for them to send someone to accompany the group. So... Tengu champion / icon / whatever.

So I started thinking it might be fun to make a character that makes as much of the Tengu possibilities as I can.

There are the Tengu feats to eventually shape change into a raven. I like that.
There is the Swordmaster rogue archetype. Seems pretty decent. Proficiency and finesse with an elven curved blade.
But it doesn't really work with the Tengu racial trait to get claw attacks. Natural attack builds can be fun and fairly effective.

There are 3 Tengu only spells. They aren't anything too special, but they are unique to Tengu. So I guess it would be good to get those into the mix if I can.

Should I get a raven familiar?
Should I build in a animal companion that is a Roc? (Pretty sure the GM would let me say it looks like a giant raven.)

Usually, I have a better idea of where I'm heading than this. But this time the only real direction in my head is to be as Tengu as possible.

Suggestions? Thoughts? Ideas? Questions? Concerns?


We were talking about the possibilities of a poisoner PC. He said it would fit great with the background theme of the campaign his group is getting ready to start. However, he's not really sure if it will work well enough to actually focus on poisons. He can go one of a few ways with the concept.
He can have a PC that gets some basic poison use as a class ability. Then just just write it into his back story, integrate it into his personality, and talk about it in character. Or...
He can make a character that really focuses on trying to make poisons as useful and effective as possible.

Pros:
- There is a wide variety of poisons with varying effects.
- Sounds vicious and tends to worry players all out of proportion to the game effects. That makes if fit the theme even better.
- Different than any other character he's run before.

Cons:
- Although it worries players, enemies with poisons rarely seem to actually have all that much effect (other than at low levels).
- Most poisons seem to have effects based on lowering the physical ability scores. Meaning they would be most desirable to have those effects placed on martial characters. However, those are usually the ones with the best saves vs. poisons.
- Most poisons do their work over some duration of time. Yet most groups/players focus on ending an encounter as fast as possible. Will the poisons have enough working time to be worthwhile?
- Most poisons seem to have pretty low level save DC's. Might be of some threat to mooks, but they can usually be taken out fast enough to not need the poison effects. Can the save DC's be pushed high enough to have a realistic chance on the high level threats?

What do you folks think? Have you seen it work well? What is the best build for a poisoner? Best delivery method?


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Without actually being a dragon.

Developing a character that believes himself to be the reincarnation of a famous dragon. His long term goal is to find a way to change himself 'back' into a dragon. His eventual-long term goal is to found/rescue/liberate a city and rule it as a haven for all beings to live in harmony under the benevolent rulership of the dragons who make all nice things possible. As the player, I don't actually care if either of those things happen in the campaign. They can be completely out of the scope of the campaign. But that will always be in the back of the character's mind.

He's either going to be bloodrager 1 / sorcerer 4 / dragon disciple 10 or bloodrager 4 / sorcerer 1 / dragon disciple 10. It will depend on it I think the party needs a bit more of a melee or caster presence.

In either case, he will be a switch hitter. Using claws or spells as seems most appropriate. He will consider it a personal failure if he has to resort to manufactured equipment like weapons or armor.

To represent his self-delusional nature, I plan to dump wisdom as low as possible and take Iron Will. Maybe even Improved Iron Will later.

Humans always seem (to me) to be more susceptible to the mental troubles that would make him think he was a reincarnated dragon. But Nagaji are already reptilian. What do you think?

Should I go for a Pseudo or Faerie Dragon familiar? Is it possible to get something like a Drake animal companion? Maybe a Linorm cohort? What feats should he take?

Is there actually any rules legal way to get permanently transformed into a dragon?

Silver Crusade

I am making a Medium. Both to try something new and because PFS seems like the ideal use for such a build. Since you never know who is going to sit down at a PFS table, you don’t really know what will be needed or most useful on that given day. I know several people have said that the Medium is not good enough at any of the roles to be useful, but I want to see for myself if I can make it work. Plus I don’t feel like PFS requires nearly as much ultimate optimization and stellar capabilities as many folks think it does. Certainly not as much as most of the home games I’ve played.

So my thoughts so far are:

Half-Orc for darkvision and proficiency with the greataxe. That way I can invest in a decent weapon and still use it no matter which spirit I’m channeling.

Spirits
Champion {default}: exotic weapon prof is net.
Trickster: so far has always been disable device and stealth.
Archmage and Herophant have not been needed so far, we've been over supplied with clerics, warpriests, sorcerers, and arcanists. But I'm looking forward to when they will be a good choice.

Below is the basic build so far. Not sure how happy I am with it. Don't think I'm going to have as many skill points as I'd usually like for a versatile PC. I also haven't decided what feats I will add in the future. Any suggestion will be appreciated (especially if they are backed up by your experience with the class)

Nevedno de'Morcaine 30504-11:

Half-orc (mystic) medium 2 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 17 (2d8+4)
Fort +6, Ref +4, Will +5
Defensive Abilities sacred tattoo[APG]
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron greataxe +5 (1d12+7/×3) or
. . mwk net +6 (entangle) or
. . silver cestus +5 (1d4+6/19-20)
Ranged sling +5 (1d4+6)
Special Attacks shared seance, spirit (Champion, 1 influence)
Medium Spells Known (CL 2nd; concentration +5)
. . 0 (at will)—detect psychic significance[OA], guidance, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Endurance, Spirit Focus (champion)[OA]
Traits civilized, fate's favored
Skills Acrobatics -1 (-5 to jump), Climb +1, Diplomacy +7, Knowledge (arcana) +4, Knowledge (local) +5, Perception +4, Profession (soldier) +4, Sense Motive +4, Stealth +0, Swim +1, Use Magic Device +7
Languages Common, Orc
SQ champion's prowess (net), orc blood, spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6
Combat Gear oil of bless weapon, oil of magic weapon, potion of cure light wounds, potion of endure elements, potion of enlarge person, wand of heightened awareness (50 charges), wand of infernal healing (49 charges), acid, alchemist's fire, alkali flask[APG], bottled lightning[UE], holy water, liquid ice[APG], vermin repellent[UE]; Other Gear chain shirt, cold iron greataxe, mwk net, silver cestus[APG], sling with 10 sling bullets, adamantine wire saw[UE], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, chalk, earplugs[APG], fishhook, flint and steel, masterwork thieves' tools, sewing needle, signal whistle, string or twine[APG], swim fins, torch (3), trail rations (3), waterskin, whetstone, wooden holy symbol of Sarenrae, wrist sheath, spring loaded, wrist sheath, spring loaded, 83 pp, 7 sp
--------------------
Special Abilities
--------------------
Champion's Prowess (Net) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.


Not sure how possible this is. Friend has a concept from some book he is reading. Person warped by magic influence during the mage wars, however he is not actually a mage himself.

So he wants lots of spell-like and/or supernatural abilities, without actually being a spell caster. I don't think he even cares what the Sp or Su abilities are, he just wants as many as he can get.

The only things I could immediately think of are:
- Eldritch Heritage and VMC both give some abilities.
- A few races have a spell like ability.
- Seems like I can remember feats that give an orison as a Sp, but I'm not sure of that.
- iirc Monk and Ninja can get a fair number of Sp powered by their Ki (haven't looked at these in a long time).

Anything I'm not remembering? Other suggestions?


1) Melee with alchemical weapons. Had an opponent with a very high AC. Fairly low on spells so they started throwing alchemists fire and vials of acid. On PC has both fire and acid resist 5. Very low dex so he kept missing his throws. Wanted to know if he could just walk up and smash the vials on the opponent as a melee touch attack since he probably wouldn’t take any (or only 1) damage. I’ve never been asked that before. I was going to allow it, but the others in the group made the kill before it came to his turn again. Should that be an allowed tactic?
2) A PC is making leaping charge attacks. Special jump ability can go 40’ up. So he is going over enemies and dropping on the rear ranks. Does the feat Death From Above work with these leaping attacks.
3) Mauler familiar can be switched into battle form and back 3 times a day. Am I just missing where it says how long it can stay in battle form or is it indefinite?
4) Aasimar cleric with Channel Force. a) Does a target have to be damaged by the channel to be pushed around (ie, can I force channel anyone, not just undead)? b) How does Channel Force interact with Variant Channeling (do I only throw them half as far or the full distance)? c) What about Versatile Channeler?


Git ouwtta mi way ya big boogle or aye giv ya such a kickin!

Ok, so I've been reading some of the Diskworld books again. I'm thinking about making a Feagle. Obviously you can't ever exactly duplicate the invention of one mental universe in another. But I thought I'd see how close I can come the spirit of the Feagles and still be an effective playable build.

Most GM's won't let you play a tiny fey race. So I will b e making it with one of the more normal small races. Which one?
I think it is pretty obvious they rage.
They have some limited magic, so I'm thinking bloodrager. Fey bloodline? Does an archetype fit?
Need to get a slam or unarmed strike in their for when they 'nut' someone (serious headbutt).
Hmm... Is claymore of a falchion or greatsword. Iirc, the claymore isn't curved, so I think that makes it more of a greatsword.

What else?


Friend is frustrated because his arcanist keeps getting massively pummeled. Long story, he's in a group with a bunch of players relatively new to the game. They have not really learned to, or at least how to, protect the squishies. In my opinion, at least half the problem is the GM insisted on starting at mid-levels with a bunch of noobies. Anyway, he apparently spends the first half of most fights casting defense and evasion spells just to stay alive. By the time he goes on the offense, things are mostly under control.

So he was thinking about taking the Staff-Like Wand discovery (he already has a bunch of looted wands in his bandoleers) wearing Folding Plate and carrying a tower shield. He doesn't really care much about a bunch penalties to hit or skill checks. He could memorize mostly spells without somatic components for combat or utility spells for out of combat.

Will this actually work out halfway decently? Have you seen it attempted?


Well, I've got a kinda personality worked out for this guy. He doesn't animate undead, because that would be just wrong. Everyone knows that. But well... If someone else has already animated them, it would be wasteful to not make as much use of them as possible before destroying them.

In my experience, undead seem to be one of the most common opponent types in PF games. Even if they are not a focus of the campaign, they almost always pop up now and then. They are one of the most classic bad guys at all levels.

Also, the school of necromancy has some of the most interesting (in my opinion) attack spells. Enfeeblement, chill touch, enervation, bestow curse, blindness, etc... There are lots of ways to inflict energy or weapon damage. But not nearly as many ways to give an opponent all the conditions in the necromancy school.

A lot of groups will not work well with an animating necromancer. I can understand that form the ick factor if nothing else. But I think I can make the case of using up the ones that are already existing on suicide tasks. When there aren't any around, why then I have the whole necromancy school of debuffs.

Does this work out ok in actual practice? Have you tried it or seen it done?

Haven't even started on a build yet. I prefer arcane over divine, but not completely opposed to divine. Any recommendations?


I've seen a couple and played one PC that is a small character on medium mount. That way there aren't nearly as many cases where the mount can not be used due to the space requirements.

I've seen a halfling on a dog and a grippli on a geko (this was hilarious). Both lance builds. Mine was a halfling on giant wasp. Mounted flying sling-staff ranged attacker. All were reasonably successful. I've been trying to think of a new mounted build. I was considering a gnome on an elephant and just figuring out how to deal with not being able to take my elephant everywhere.

I recently came across something that just now made a connection to my vague thoughts on a mounted build. The giant flea familiar can make a 120' leaping charge attack. A mauler familiar in combat form is medium sized.

I could make a lance charge from 120' distance, leaping over anyone in the way. That's before any buffs like haste, expeditious retreat, longstrider, etc...

Holy chopsticks batman! That would be amazing!

Seems like a ratfolk or goblin would be most appropriate for a giant flea mauler familiar. Could always do Eldritch Guardian for a martial class with a familiar. But a magus can get a familiar and might be more fun since I could then add a spell strike on that lance charge attack. Sheesh! Have you seen anything like this? Does it seem like it would work pretty good to you?


So I usually don't make absolutely gear depedant builds. But we have been discussing the possibilities with the Conductive enhancement.
He was thinking about adding it to a weapon for his current PC that has a touch energy damage 6 times a day that he never uses. But 3 times a day for a d6 of damage isn't worth the cost.

However, what if your build has a bunch of those spell like or super natural abilities?!? Especially if they aren't just a minor d6 of energy damage. How many can you get in one character build?
Several sorcerer bloodlines have a touch attack like laughing touch or grave touch. I can't remember if any have more than one.
Alchemists have bombs. (Wow!)
Some oracle revelations are touch attacks.
Both magus and arcanist have exploits for an energy attack.
Warpriest lay on hands.
Don't Suli get an energy attack?

So if you build as one class, VMC another, eldritch heritage a bloodline, with the suli race - you should be able to add a conductive rider effect on almost every round of serious combats in a given day.

Bonus points if it is one of the ways to be immune to disease so you can use a iridium weapon and give leprosy.

What do you think, how many decent abilities can we stack onto one PC?


There is a particular heavy flail available on one of the PFS chronicle sheets. I won't go into any details on it so I don't spoil the surprise if you haven't encountered it yet. I am considering making PC to take advantage of that item.

My first intention was to make a fighter weapon master. It does make a PC that is very powerful in using the Hv Flail. However, PFS scenarios are pretty dependent on skills (not just combat) and you can't count on necessarily having someone at the table that can (or will) cast useful buff spells on you. So now I'm more looking at War Priest. Close to as good as the weapon master in just plain swinging a weapon. Plus they have a lot of swift buffs, self healing, and buff spells.

So here is the build I've come up with so far. He's at level 10, just to see what he would look like. Yes I know he would have to start at 1st level. I haven't fit him out with any items except a weapon and armor. But he will probably have to be kinda anemic on items since he will have to spend so much on the heavy flail.

Go-Lem:

Oread warpriest of Anubis 10 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 2 205)
LN Medium outsider (native)
Init -2; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 19, touch 8, flat-footed 19 (+10 armor, -2 Dex, +1 natural)
hp 83 (10d8+30)
Fort +9, Ref +1, Will +10; +2 trait bonus vs. charm and compulsion
Defensive Abilities sacred armor (+2, 10 minutes/day)
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee +1 cold iron boarding axe +13/+8 (1d6+6/×3) or
. . slitherbane +15/+10 (1d10+10/19-20 plus 2d6 vs. chaotic and 2d6 vs. monstrous humanoids)
Ranged +1 adaptive greenwood composite longbow +6/+1 (1d8+6/×3)
Special Attacks blessings 8/day (Earth: acid strike, armor of earth, Protection: aura of protection, increased defense), channel positive energy 4/day (DC 18, 3d6), fervor 8/day (3d6), sacred weapon (1d10, +2, 10 rounds/day)
Spell-Like Abilities (CL 10th; concentration +7)
. . 1/day—magic stone
Warpriest Spells Prepared (CL 10th; concentration +13)
. . 4th—blessing of fervor[APG] (DC 17)
. . 3rd—dispel magic, invisibility purge, prayer, speak with dead (DC 16)
. . 2nd—inheritor's smite, martyr's bargain, communal protection from evil[UC], silence (DC 15), weapon of awe[APG] (DC 15)
. . 1st—air bubble[UC], bless, diagnose disease[UM], hide from undead (DC 14), shield of faith, stone shield[ARG]
. . 0 (at will)—create water, detect magic, guidance, mending, stabilize
--------------------
Statistics
--------------------
Str 21, Dex 7, Con 14, Int 14, Wis 16, Cha 5
Base Atk +7; CMB +12 (+14 disarm, +14 trip); CMD 20 (22 vs. disarm, 22 vs. trip)
Feats Channel Smite, Combat Expertise, Felling Smash[UC], Greater Weapon Focus (heavy flail), Improved Disarm, Improved Trip, Power Attack, Weapon Focus (heavy flail), Weapon Specialization (heavy flail)
Traits birthmark, seeker
Skills Acrobatics -7 (-15 to jump), Climb +4, Handle Animal +1, Heal +7, Knowledge (engineering) +6, Knowledge (religion) +15, Linguistics +3, Perception +17, Sense Motive +16, Spellcraft +9, Survival +7
Languages Azlanti, Common, Dwarven, Terran, Undercommon
SQ crystalline form[ARG]
Other Gear +1 full plate, +1 adaptive greenwood composite longbow, +1 cold iron boarding axe, slitherbane, 150 gp
--------------------
Special Abilities
--------------------
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Felling Smash Trip a foe when you make a power attack
Fervor (3d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (10 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (10 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

I am not necessarily set on the dumped dexterity. It is just that I always think of Oread as slow and uncoordinated. Plus he's in full plate which slows. I would probably plan on drinking potions of cat's grace before significant fights. But I could certainly drop the strength a little and bring the dexterity back up to normal.

Let me know what you think.

Liberty's Edge

Before the PFS sessions were set to begin, I was talking with a couple of folks I've known for a while.

We were yakking about a some of our PC's and what were planning for them.
- I have a PC that is getting all the goblin scenarios and the scenarios for the 3 intelligent magic items. He's an idiot that sometimes thinks he's a goblin. And eventually he will have a familiar, and eidolon, and 3 items all telling him what to do. It is certainly not power gaming. Those items and chronicles in general are not all that amazing. Unless I get incredibly lucky on my UMD rolls, I won't even be able to use all the items at the same time anyway. Soo I will be playing with less that full wealth in magic items.
- One of the other guys has a Core wizard that is picking scenarios to try and get as many non-core spells in his spellbook as possible. Plus any non-core magic items that would actually be useful to a generic wizard. He thinks it will be amusing to have a bunch of spells/items that aren't expected at a Core table.
- The last found a couple of improvable light weapons that he was going to get so he would be TWF with a couple of unique items.

All three of us have 10+ PC's and at least a fair amount of time behind the GM screen. All of us know about these things because we already have the chronicle sheets. So to get them on our specific characters, we will have to GM them (well maybe not all of the ones for the core wizard).

Now another player overheard us talking about our plans and got very upset about it. He was very offended that we were playing specific scenarios just for the rewards on the chronicle sheets. He was so upset that he walked out and didn't game with us that day. (I don't yet know if he will be back.)

This really surprised me. Many of the 'rewards' on the chronicle sheets are really only useful if you build a PC specifically to take advantage of them. The odds that you would randomly have a PC built to make use of that item when you just happen to play that scenario are vanishingly small.

Would this bother you if someone at your table or the GM at your table was participating in this particular scenario just because he knows what is on the chronicle sheet?


This may be just a thought experiment, but it came out of a discussion after our last campaign.

Rather than primary casters, 3 of us had martial casters. Built primarily for martial combat, but still (nearly) full casters.We had an eldritch knight, a cleric, and a druid. For the second half of the campaign, we found we rarely used more than 1/4th of our spells on a given day. Almost none of the low level ones were used. We were just casting things like endure element, cure light wounds, honeyed tongue, and bless on random people just for the heck of it.

Since we were primarily built for martial combat, we didn't usually use offensive spells. Normally we didn't know about a fight far enough in advance to cast a bunch of buff spells OR casting said spells would alert our targets. So other than a few long term buffs that we already had up, we would each usually just cast a single buff spell then get to the swinging of weapons.

So we started thinking about those few long term buff spells that we almost always used. Mage armor, long strider, magic vestments, greater magic fang, and so on.

Can you make an effective martial caster that mostly uses just those long term buffs and uses a lot more of them? For one thing, some of them might let you reduce costs on some of your magic items. Putting that gold toward other nice things. If you always cast magic vestments on your armor (and maybe shield), you might be able to get away with never buying magic armor (or shield). If you always use greater magic fang, do you really need the amulet of mighty fists? Etc...

What are the best long term buffs? What class spell list has the largest list of useful long term buffs? Especially the hour per level ones. But even the 10 minute per level ones can often get you through 2+ fights once you get into the mid to high levels.

Does this work? Has anyone already tried it? How would you build it if you were going to make the attempt?


Friend wants to expand his caster experience. He has played most kinds of casters more or less successfully. Buffs, de-buffs, SoD, charm, evokers, healers, etc... However, he hasn't had much luck with battlefield control spells. The few times he has tried to use a wall, fog, pit, or entangle spell it hasn't had much beneficial effect. Often the players felt like it hampered them at least as much as the enemy. So he pretty much just stopped using them.

Now he wants to give it a serious attempt. He is looking for advice on how to build it and which spells to use. But also on strategies to use the spells and not mess up his allies.

He prefers spontaneous casters over prepared casters. Spellbook casters are his least favorite. However, for this he is willing to consider any build.

Any help is much appreciated.


Considering an Eldritch Guardian. Want to see how wierd and yet still useful I can get the familier.

Obviously, if I'm going to use it in combat, I would want the mauler archetype. Which one of the normal familiars would be the best for that? Can you combine mauler and improved familiar? Which of the improved familiars would be best?

If I go for a skills familiar, I would probably want the sage archetype since I am a fighter with not to many skills and not the ones my familiar could use. Can you combine sage with other archetypes and/or improved familiar? What would you choose for a scout familiar? What about a buffing familiar with some wands?

Decisions decisions...


I am possibly joining a new group for a new campaign. Considering what kind of character to bring to the fiasco.

I have been informed that the group has some moderately newbie players and another that is not a power gaming optimizer. I don't want to show up with a kill monster that takes over and makes everyone already there look bad. I also don't want to not contribute sufficiently to seem useful.

I'm also told they have quite a bit of support, defensive, and healing capability. A bit low on offensive capability.

Oh and so far they have been fighting lots of outsiders or other creatures with energy resistance, spell immunities, and/or SR.

So I have a few initial ideas that I wanted to run by you folks. Would you be happy or disappointed to see these show up at your table? Either as a player or GM.

- Arcanist evoker with mostly sonic and force spells. Both spell penetration feats. Very few things are immune or resistant to sonic or force. So he would be able to damage almost anything, but those spells don't do huge amounts of damage. So he shouldn't be able to take over the spotlight.

- Fighter with just the bonus feats toward two-handed weapon combat. The standard feats would be dedicated to things like Eldritch Heritage and/or VMC to get some unusual capabilities.

- High dex weapon finesse unarmed brawler or monk for high chance to hit but not necessarily high damage.

- Other suggestions?


I don't read the comics, just watched the movies. So I don't know much about Groot.

GM says the concept will actually work well for the campaign. We can use the Race Builder rules from the Advanced Race Guide to make the plant race.

How would you build his race?
What class would you make him? (From the movies, I would think either barbarian or bloodrager. But he also seems to have a little magic and some nature-ish stuff. So maybe the ranger archetype that has rage? Or a druid that doesn't shapechange? Not sure.)


Starting a new mini-campaign. GM is allowing, even encouraging, the players to use monster races. We will be starting at level 10 (includes racial HD and class HD). Will probably only go to level 12. I will definitely be the melee tank-anvil. We will probably have both  a gunslinger and SOS caster for the hammer roles. I have 2 potential builds types.

A) If no one else has any diplomatic skills, I will probably play a paladin. Want at least 4 paladin levels, so it can’t have more than 6 racial HD. Would probably take the feats combat expertise and improved trip, wield a guisarme, and trip anyone trying to get to the squishies.

B) If someone else has diplomatic skills, I will go the dumb brawler route. Would probably take the feats combat expertise, improved trip, improved disarm, wield a horsechopper, and trip/disarm anyone trying to get to the squishies.

I don't think undead or outsiders make sense for the setup of the campaign/group. Otherwise I don't have any strong opinions yet.  I want something wierd since it is a rare opportunity to play the extremely wierd. Was even considering something like an awakened wolf (since they already have trip) for B, though I'm not sure that is durable enough for the Tank part of the role. Finding things with a bonus or at least not a penalty to charisma for A is a bit tougher. Looking for suggestions on which race to use.  So what seems effective, fun, bizarre, or just unexpected to you?


Would using the lunge feat stop the defensive stance ability of the stalwart defender?


I'm helping with a build for another player. Not completely new to PF, but not a lot of experience either.

Wants to start branching out into casting a bit. Wants to be able to hand out some support buffs. Then start doing damage with a weapon. Does not have a strong preference for arcane or divine. Nor for ranged or melee combat.

Joining a mini-campaign at 10th level.

Want to start giving the player some new options. However, I don't want to bury a new-ish player with a really complex fiddly build that will just confuse and frustrate. So nothing like the magus or the Dr Jekyl Mr Hyde alchemist.

So I was thinking things like a basic bard or battle oracle.

Was wondering if you have other ideas or how you would build this.


Ok, making a second try at this since the previous post got bogged down in useless GM bashing. Probably at least partially my fault for giving too much lead-in information.

I have specifically been requested by several players to run a summoning build for my next PC in order to provide the group with a melee presence. If they get killed off, it is no problem and they can be easily replaced. I am (at least initially) hesitant about doing so, due to the issues that can come with having such a build in the party.

To be clear - I am trying to look at ways to mitigate the many issues (real or perceived) that a significant number of people have with a summoning build at the table.

Those issues include, but are not limited to:
A) Extremely complex causing mistakes and/or misunderstandings.
B) Most such builds already have an animal companion or eidolon. Many feel those are already as powerful as a second PC. If you start summoning creatures under your control, you are way too powerful.
C) Summoning builds hog the table time and spotlight. Making the game mostly about them. The other PC's are just tag-a-longs to clean up the crumbs when the summoner finally runs out of things to do.
D) "He can do everything! My character doesn't even need to be here!" A summoning build pretty easily has the potential to overshadow other builds, especially if they are not very well optimized.
Anything else that should be added to this list?

I have had some ideas. I would like your opinions on whether you think they will help or hurt the situation. Also if you have any other ideas that may help with the listed concerns.
1) Obviously this requires extremely good organization. I am very good at having everything already prepared ahead of time, so I don't have to go looking stuff up in 14 books.
2) Use a build or archetype that has Summon Nature's Ally rather than Summon Monster. The SNA list is usually somewhat less powerful than SM. Also they don't have the intelligence, spells, healing, magical abilities, resistances, etc... So they can't replace a whole raft of other PC builds. They are also mostly simpler in the options of what they can do. So they should also be quicker and easier to run and not take up too much table time.
3) If the build has an animal companion or eidolon, then don't build it for major combat grinder. It is pretty easy to have an animal companion to be a mount, body guard, or scout. It is even easier to build an eidolon to be a body-guard, scout, mount, diplomat, buff-bot, skill monkey, etc...
4) Have the character follow a theme. For example: a Vanarra that only summons Ape type creatures. If he can at all help it, he doesn't use any of the other types of critters. This will further reduce complexity and confusion.
5) Take the Superior Summons feat. Then summon one level below so there are multiples. But summoning player won't run the creatures. Have simple clear sheets and pawns ready and hand them to the other players. Then the summoning player won't be using up huge amounts of table time. The other players will have another creature to play for a short while. Would have to discuss with the GM, but I doubt most would have a problem with each creature delaying until the controlling player's turn next comes up.
6) Don't take ferocious summons, evolved summoning, or any of the others that make the summoned creatures more complex/powerful.Again that would keep the complexity and power down. Note: I am unsure about moonlight, sunlight, and starlight summons. No huge complexity or power, but would allow them to bypass some of the most common DR's.

Opinions, ideas, additions, questions, comments, concerns?


Considering a wierd character for an upcoming campaign. We will be using the optional hero point system. So I am thinking to make the most of that and anything else that can be a representation of phenomenal luck.

Human with the Heroic alternate racial trait.

Cleric of maybe Desna with the Luck domain
OR
Oracle dual cursed for the fortune and misfortune revelations.
(Not sure which seems more lucky?)

Doesn't one of them have an archetype that uses the harrow deck? Would that seem like an aspect of luck?

Take all 4 feats that deal with hero points.
Take all the spells that deal with hero points.

Can anyone think of anything else that can be worked in to represent being the luckiest b@$!@rd that has ever lived?


This isn't directly a PFS question.

A friend is running Realm of the Fell Night Queen for our home group. To expand it a bit he thought some of the PFS scenarios also dealing with 'pocket dimensions' like those in the Hoa-Jin (sp?) Tapestry might fit pretty well.

So to those of you that have been in or GM'd RotFNQ, which scenarios do you think might be fairly thematic as a lead up to or a follow on to RotFNQ?
Don't worry too much about the level of the scenario. He is already planing to scale up the module for higher level PC's and could do the same to a scenario if needed.


Been looking at the druid archetypes like bear shaman, ape shaman, etc...
I like that theme focus, rather than just anything.

However the SNA lists are kinda limited for most of them.
Snakes have the viper and the constrictor. Kool at low level, but at mid high level they will be useless.

There seem to be quite a few felines for the lion shaman. But what if the opponent flies or we are underwater?

Seems like the Saurian shaman is the best bet. There are flying and swimming dinos. I am a little concerned about their large size in cramped quarters.

Is my reasoning sound or do the others work better than I am imagining?

Liberty's Edge

Ok, I know there was a big thread that hashed this out a while ago. We even ended up getting a decision from the 'official' voices for Society play.

A friend and I both distinctly remember very different final decisions.

My search-fu is weak this day. Can anyone point me at the thread and/or official decision.


Ok folks, I am in a little bit of a quandary here. I could use some advice.

We are approx. half way through an AP. For a variety of reasons (which I won’t go into at this time) our serious melee characters have a very short life expectancy. Most of the people who have tried a melee PC have ended up changing to a caster or ranged character. We have one melee PC currently, however it is (understandably) being played pretty hesitantly. So our group is now kinda lopsided and the big bad ugly guys are getting in amongst characters that don’t do well in those situations.

Our group has several players that are at least moderately inexperienced in the PF system and/or just not real great at optimizing a build. They are all actually doing very well at the role playing aspects and seem to genuinely enjoy their characters. So I’m definitely not saying they are doing-it-wrong. However, we still have this weakness in the group.

It has been suggested that I play a really survivable meatshield or a summoner with an eidolon and/or summoned creatures to take the front line duties. I am the most experienced player in the PF system and am probably the best at optimizing a build (sometimes I will spend weeks tweaking a build until it is just so). I have seen summoners just hog all the table time, sideline the other PC’s, and just generally throw a wrench in the works. On the other hand, I usually don’t enjoy playing a typical meatshield PC. To me it’s just kinda boring. They swing a weapon and absorb punishment. They get better at both through their career, but that is pretty much all they do forever. blegh

I will play around with trying to come up with a meatshield build that I can enjoy. For this thread I want to explore the other side. A summoner type of build (not necessarily the ‘summoner’ class) that won’t take over the table.

Note: Many people will want to suggest making a super powerhouse summoner. Just don’t try very hard until the threat is high. Then swoop in and save the day. I find that incredibly offensive and insulting when it is done to me. Imagine you’re playing basketball with a semipro on your team. He just dinks around not taking anything serious until he suddenly realizes that it’s 4th quarter and the team is about to lose. Then he starts paying attention, turns on the fire, hogging the ball, and scoring repeatedly until he wins the game. He has just invalidated all the effort of every other player on the team for the whole game and made himself the sole hero of the game. That is not enjoyable or satisfying when done to me. I’m certainly not going to do it to my friends.

So I’ve been trying to think of ways to build a summoning character that doesn’t cause troubles. Here is what I’ve come up with so far. Let me know what you think of these ideas. Also if you have any other ideas, please add them to the list.
1. If the character has an Eidolon or Animal Companion, it is not built for combat. Maybe it is a scout, mount, or face build.
2. The creatures in Summon Nature’s Ally are not quite as powerful as Summon Monster lists. Or at least they don’t have as many special abilities. There is at least one summoner archtype that swaps out for SNA as well as shaman, druid, and hunter that can make use of SNA.
3. Normally summoning multiple creatures just exacerbates the problems since it takes longer to get through more creatures. But what if I have a clear print out of all the things I commonly summon and hand off control of 1 to each of the other players to take charge of during their turns. If I carefully pick creatures with relatively simple action choices, then it shouldn’t add much to the difficulty of figuring out their own actions. I won’t be hogging the table since they will be controlling the creatures on their turns. They don’t have to be too worried about risky choices because they are summoned creatures that will vanish in a short while anyway.

Experiences, thoughts, questions, concerns, ideas?


Some things have come up recently, I have some wierd plans for some characters, as well as some nefarious plans when GM. I think I know the answers to most of these, but am double checking to be sure.

1) Does counter-spelling count as an offensive action? Most specifically in regards to whether or not it breaks invisibility.

2) Deeper Darkness (several parts)
2a) Large area has Deeper Darkness in effect. There is a smaller area in the middle with light from an Oil of Daylight and/or a Heightened Continual Flame. If you are outside of both effects or in the deep dark area, can you tell there is light up ahead in the middle?
2b) Humanoid in the deeper darkness has been hit with Glitterdust. Can anyone see him because of that?
2c) Assume the Deeper Darkness was cast outside in relatively bright light. So the Deeper Darkness only brought conditions down to regular dark (where darkvision works normally). Would your answers to 2a) or 2b) change?

3) Does a fly check to not move (hover) count as a move action? (Specifically for the purposes of preventing you from drawing an item as a move action.)

4) PC with wierd reach situations upcoming.
Bloodrager with racial bite attack, reach weapon, Abyssal Claws, Abyssal Demonic Bulk, Aberrant Abnormal Reach, and spell Long Arm.
Normal has 5' reach with bite and claws.
Normal has 10' reach with weapon (can't strike within 5')
Demonic Bulk has 10' reach with bite and claws
Demonic Bulk has 20' reach with weapon because the weapon also grows larger (can't strike within 15')
Demonic Bulk & Aberrant Abnormal Reach has 10' reach with bite
Demonic Bulk & Aberrant Abnormal Reach has 15' reach with claws
Demonic Bulk & Aberrant Abnormal Reach has 25' reach with weapon (can't strike within 20')
Demonic Bulk, Aberrant Abnormal Reach, & Long Arm has 10' reach with bite
Demonic Bulk, Aberrant Abnormal Reach, & Long Arm has 20' reach with claws
Demonic Bulk, Aberrant Abnormal Reach, & Long Arm has 30' reach with weapon (can't strike within 25')

Is all that reach correct?
Herolab isn't calculating it correctly and is giving me 45' reach with the weapon.

5) Haunts
5a) Does a haunt have to manifest before you can channel positive energy to harm it?
5b) Does holy water or wand of CLW harm a haunt?
5c) If yes, does the haunt have to manifest before you can use those on it? (It has hit us before and we know where it manifests.)
5d) Is there anyway other than just trying random crap, to tell what will permanently put a haunt to rest? The write-up doesn't say anything about it, but it is in an area that the party has had to travel through numerous times. It's just getting annoying.
5e) Haunt has an area of effect that is a ray spell. Everyone in a 40' burst is affected as if by an enervation spell. Complete with a ranged touch attack. Can that AoE critical in this wierd case?

6) Does the bottom target point of a Flame Strike need to be on the ground? Someone was wanting to use it high up in aerial combat.

7) Does spellcraft to identify the spell being cast have a penalty for the distance away from the observer?

Dark Archive

Ok folks, I need some help.

I have a PFS character with a built in weakness. Wisdom of 8 (-1 will saves) and crossblooded bloodrager (-2 will saves). I had a plan to deal with and or mitigate this weakness. Unfortuantely, this PC has been sitting mostly idle for a couple of years and I just don't remember what my plans were for him.

He has a +2 Cloak of Resistance. He also has a Wand of Protection from Evil that he hands to an allied caster to use on him both before most encounters and if it seems like he might be controlled (for the second save).

I almost have enough cash to increase the cloak from +2 to +3. But I seem to vaguely remember that there was somethings in particular he was going to purchase to help with fear saves and mind affecting spell saves. Those are the 2 primary will saves that occur fairly often and can most change an encounter.

I could take the feats Iron Will and even Improved Iron Will, but that would use 2 of my precious feat resources and really just get him back up to marginally adequate. I'm almost sure that wasn't my original plan.

Do you folks have any suggestions on what else I might have intended to purchase in order to improve my success chances with those all important fear and mind will saves?

Here is the rest of his build if you are interested.

Magt Jaeger de'Morcaine 30504-6:

Male demon-spawn tiefling bloodrager (crossblooded, rageshaper) 5 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Class Guide 15, 83, 84, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 natural; +2 deflection vs. evil)
hp 49 (5d10+15)
Fort +8, Ref +5, Will +0; +2 resistance vs. evil
Defensive Abilities uncanny dodge; Resist acid 7, cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee mwk cold iron horsechopper +9 (1d10+4/×3) or
. . silver light flail +8 (1d8+3) or
. . bite +3 (1d6+1)
Ranged bow made from dragonbone +8 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron horsechopper)
Special Attacks blood casting, bloodrage (14 rounds/day), claws
Bloodrager (Crossblooded, Rageshaper) Spells Known (CL 5th; concentration +7)
. . 1st (2/day)—chill touch (DC 13), feather fall, shield
. . Bloodline Aberrant, Abyssal
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Base Atk +5; CMB +8; CMD 20
Feats Armor Of The Pit[ARG], Combat Reflexes, Eschew Materials, Expanded Fiendish Resistance[ARG]
Traits friend in every town, unscathed
Skills Acrobatics +7, Climb +7, Craft (tattoo) +9, Diplomacy +3, Handle Animal +6, Intimidate +6, Knowledge (arcana) +9, Knowledge (local) +6, Perception +9, Ride +3, Spellcraft +5, Survival +3, Swim +4, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Abyssal, Common, Hallit
SQ abnormal reach, bestial aspect, demonic bulk, fast movement, furious transformation, prehensile tail[ARG]
Combat Gear cold iron arrows (49), potion of cure light wounds, potion of cure light wounds, potion of magic fang, potion of water breathing, wand of infernal healing (23 charges), wand of protection from evil (40 charges), acid, air crystal (2), air crystal, alchemical grease[APG] (2), alchemical grease[APG], alchemist's fire, antiplague[APG], antitoxin, clear ear, oil (2), oil, rager's aid[ACG]; Other Gear +1 dragonhide agile breastplate[APG], bow made from dragonbone (+3 Str) with 50 silver arrows, mwk cold iron horsechopper[ARG], silver light flail, cloak of resistance +2, furious amulet of mighty fists, traveler's any-tool[UE], adamantine wire saw[UE], bandolier[UE], bandolier[UE], bedroll, belt pouch, chain (10 ft.), cleats[APG], earplugs[APG], fishhook, flint and steel, grappling hook, masterwork backpack[APG], masterwork snorkel[UE], masterwork tool, mwk manacles, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], periscope[APG], pesh (adventurer's armory), potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], sewing needle, signal whistle, silk rope (50 ft.), sunrod, swim fins, tindertwig, trail rations (8), waterskin (2), whetstone, wrist sheath, spring loaded, 484 pp, 13 gp, 10 sp, 5 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Alchemical grease - 0/2
Alchemical grease - 0/1
Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Bloodrage (14 rounds/day) (Su) - 0/14
Clear ear - 0/1
Cold iron arrows - 0/49
Pesh (Adventurer's Armory) - 0/1
Potion of cure light wounds - 0/1
Potion of cure light wounds - 0/1
Potion of magic fang - 0/1
Potion of water breathing - 0/1
Rager's aid - 0/1
Silver arrows - 0/50
Sunrod - 0/1
Tindertwig - 0/1
Trail rations - 0/8
Wand of infernal healing (23 charges) - 0/23
Wand of protection from evil (40 charges) - 0/40
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Bestial Aspect (increased polymorphed damage) (Su) Increase dam of nat attack granted by polymorph spell.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Bloodrage (14 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Expanded Fiendish Resistance (Acid) You gain extra fiendish resistances.

Prerequisite: Tiefling.

Benefit: Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 to that energy type.\
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Transformation (Su) Extend polymorph spells while bloodraging with a concentration check.
Magic Claws (Su) 2 Magic Claw attacks deal 1d6 damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.


Have a couple of questions for some things that could come up in our campaign.

1) A group of arcane casters specialize greatly in their spell casting. To the point that if they use something like Summon Monster, the fire mages can only use it to summon fire elementals. One of the players is actually considering joining their group. What kind of benefit would you suggest for summoned fire elementals since that is all they can use it for? I have some thoughts, but I wanted to see what you come up with.

2) A magic spear with an enhancement on the shaft, such that it lengthen or shorten at need. So it can be used as a stabbing dagger, javelin, short spear, spear, or longspear. I was thinking of making this either just a +1 enhancement or a flat 5k cost. Does this sound reasonable or would you suggest something different?

3) It isn't in any of the books I have. Is there any info for Aroden on domains, favored weapons, etc..


Doing this from my phone since my PC just went heywire. So of course I can't look at all the PDF's of my books. Then wonder of wonders, the Nethys SRD doesn't seem to want to respond.

One of the guys in my group is playing a draconic bloodrager (silver I think). Due to circumstances in the campaign, he wants to take a familiar.

I remember reading that there are rules for this. However, I can't remember where or the details.

I was thinking it was in the familiar folio, but I'm not sure.
And it seems like you have to give up the first and third bloodrager abilities.

Do any of you know where it is listed and what the details are?


I have a barbarian character that will eventually be taking the PrC Shadow Dancer.

Is there any rules legal way to make it any better. Feats, skills, gear, or traits. Can an incorporial shadow use any magic items or even communicate?

Second Seekers (Luwazi Elsbo)

Ok, so a friend has been talking about making a new campaign. However, more like he imagines Kingmaker should have been. I guess he played through part of it, read some of the books, and wasn't happy with how it was done. He said too much of it had zero to do with founding, running, and expanding your kingdom. I haven't played or read any of it, so I don't know.

But anyway he says he's making his own campaign where the PC's are trying to set up a new nation and/or swallow up the other tiny cities/nations. He said he still intends to use the kingdom rules from UC though.

So some of us were talking about building our group with an actual group plan. {GASP!} Shocking! I know right! Most of our group can have fun with almost any general type of character.
He isn't exactly a killer GM, but he does always play on 'hard mode' which I actually like. And his 'hard mode' usually includes the non-combat stuff as well as the combats. So we do need skills, strategies, plans, etc...

This led us to trying to figure out the 'best' group composition. We have to be able to function in combat, handle non-combat encounters, and run a kingdom. Hmm...

Right away, we got into disagreements on the very first role. The king (or whatever ruler title). Divination wizard for the info provided to make good decisions (but do many of the divination spells actually work very well for national type decisions). Cleric for the heavenly assistance (but do we want a theocracy). Martial type to lead the battle forces (later generations can go for a more cerebral leader after the nation is established). High charisma bard or sorcerer so people want to follow him and he can get people to agree with him (but kings don't usually actually do their own bargaining). On and on and on and ...

Toward the end I think we were kinda leaning toward a paladin or the magus that uses charisma to be a like-able figure head. With a council of smart people, spy, general, and so on.

Thought I would ask you folks what you think. How would you build a king and council that can fight, make bargains, and run a kingdom?


Friend wants to play a paladin. However, for whatever concept he has bouncing around in his head, he doesn't want it to have spells.

I know there is an archtype of the the ranger that gives up the spell casting. Is there the same for a paladin? Is it otherwise any good?

The Exchange

I have heard, but can't seem to find this written down. But I am also short on sleep, and my search-fu is weak.

Can my gunslinger/alchemist use craft alchemy to make his own alchemical ammo cartridges in PFS to save on the relatively huge cost/shot? I have been told that he can craft them for half the cost, but can't find it.

The Exchange

Ok, now I know it will be expensive and I won't be able to afford it for a long time. However, I have some questions about how some of these interact.

1) Double-barreled pistol - Conductive weapon
(Yes it would have to be applied to both barrels like any double weapon.)
You can fire both barrels at the same time.
So can you use up 4 uses of your spell like ability and apply it to each barrel's damage?

2) Pistol - Fire-Forged steel special material
Can I apply heat to the pistol to activate the Fire-Forged ability without setting off the cartridge? If not, what if I load it after the heat has been applied?

3) Pistol - Elysian Bronze special material.
The pistol itself isn't actually touching the target, so would this work? Should I instead make Elysian Bronze ammo?

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