Search Posts
I have an idea for a build that I think would be pretty fun but I'd like to make sure it actually works. The idea is to take the feat Artillery Team and take a goat familiar with shared training through the Eldritch Guardian fighter archetype. I'd eventually have a large sized heavy repeating crossbow that I'd essentially be firing from my goat's back. I'd be a gnome and take the racial trait Utilitarian Magic to gain Unseen Servant to reload the crossbow for me. That's the basics. Now, I wanted to double down on the goat theme and get a little magical since I'm a gnome. I took a level of wizard to get the illusion arcane school and made my goat the School Familiar archetype so he can concentrate for me. I also took the feat Effortless Trickery so I can concentrate as a swift action as well. Since I'm a wizard I'll be able to learn (not actually cast) the spell Major Image. Then I can make scrolls of it to use with the Scribe Scroll feat I'll get for free from wizard. With this I'll have two goat-men illusions potentially with halberds or something (think diablo 2 cow level) zoning for me. Also with a level of wizard I'll be able to grab a wand of unseen servant to help with reloading. I'll also grab a wand of Gravity Bow. I plan on taking a Wayfinder and Opalescent White Pyramid to help me with proficiency and weapon focus. I also took undersized mount for the fun of it. Here is the build: 12 Fighter (Eldritch Guardian) / 1 Wizard, Gnome
1) Artillery Team
Thoughts? Improvements? Does this actually work with a goat?
Hello! So I've got the pieces of a build I've been wanting to put together but I'm not sure what to do with them. I want to be a fighter, specifically an Eldritch Guardian and Mutation Warrior. I want to make use of the UMD skill I'll gain. I want my familiar to have the protector archetype to give me some insane survivability later on. I want to take a level in Tattoo Sorcerer to be able to turn my familiar into a tattoo. And all of this comes together into... what? I don't know what to do with it. Do I just get a greatsword and start swinging? Do I go weapon finesse with an elven curved blade? Grab a reach weapon? I don't have a clue. Help? And before anyone mentions it, I'm not interested in having my familiar have the mauler archetype. I'd prefer something a little more off the beaten path if possible.
I've come up with an idea to have a character that is an illusionist tank. He'll start as a cleric with the Love and Trickster domains tanking with the Copycat and Adoration abilities. He'll use stuff like Compel Hostility and Sanctuary to bring attacks his way. At level six he'll go Veiled Illusionist and gain illusion spells through the human veil at the start of each day. At that point he'll gain some illusion defenses like Mirror Image, Displacement, and Greater Invisibility to help take hits. Now, he won't be any good at swinging a weapon (which I'm slightly worried about). But I think he'll be able to keep attention off his party by constantly making illusions of monsters and walls and all kinds of stuff to keep enemies swinging anywhere but at his party. Throw in some enchantment spells like confusion and murderous command and I'm hoping he'll be successful. He'll be using Heighten Spell to keep things like sanctuary and compel hostility relevant along with Reach Spell. He'll of course still have medium armor, toughness, and a shield to keep himself alive along with hopefully a +CON item if the spells don't work out. He'll take the alternative racial feats Keeper of Secrets and Arcane Focus for defensive casting bonuses and an enchantment DC buff. He's an elf. Attributes: STR-7 Dex-16 Con-12 Int-14 Wis-19(+2 4th,8th) Cha-9 Feats: 1(Race) Spell Focus: Illusion
Any ideas on improvements or spell selection? Anyone play something like this before and have it fail or succeed?
Say I use the spell Spiritual Squire and have it use the 'Aid Another' action on an ally and it succeeds. Then consider that I have benevolent armor as well as the helpful trait improving my own aid another action. Does the spiritual squire provide the normal +2 bonus or do they provide my bonus? I'm leaning towards using my bonus because the spell says "perform the aid another action on your behalf" but I'm unsure. Anyone have the answer? Thanks in advance!
Using the Summon Guardian Spirit feat I'm trying to stat out a Silvanshee as if I were using Summon Nature's Ally V. While I'm able to figure out things like ability scores I'm struggling to determine things like BAB, Feats, Skill Ranks, and Spell DC's. Under Guardian Spirit it says "It gains appropriate skill points, feats, ability score increases, base attack bonus, and base saving throw advancements for its increased Hit Dice." Where do I find the information to stat this creature and to further advance it once I gain more levels?
Hello! I'm running a game in which my players are delving into an ancient ruined city of a very advanced civilization from the distant past. The technology is for the most part all gone and ruined but there are strange things their characters don't quite understand still going on. (Such as things with electricity) I need some monsters to put in this place but I'm running low on ideas. I've got clockworks and all of their kind as well as golems. I've also got a fair bit of traps and puzzle type situations and 'artifacts'. I've also got a boss that is a metallic half dragon, half sphinx that is pretty crazy. But I'm struggling to come up with anything else that might fit. I considered maybe a normal monster that roamed inside the city but I've had the clockworks attack just about everything they spot so I'm not sure that would make much sense. Any monsters you guys can think of that might fit the setting?
Our DM had us create a character that had to have minimum 1 level of fighter and had to be a dwarf. I went on to create an alchemist/fighter that I thought turned out pretty well. (Really good stats because of DM rules) Lvl 1 - Fighter (Spear Fighter): Combat Reflexes, Dodge, Mobility
The premise is that he'll have a two-hander dwarven weapon with reach and use his potions for Enlarge Person. He'll give it some burst with alchemist fire attached with alchemical weapon plus he can throw bombs. But best of all he has whirlwind attack very quickly. Seems solid IMO. The question is... where do I go next? Keeping up in fighter would be tough because the Spear Fighter archetype stunts me because I don't actually plan on using a spear. I could keep going alchemist and maybe get stuff for throwing bombs? Or maybe go into yet another class... or maybe there is a prestige class out there that can benefit me? I just have no idea where I'd go with this guy up to say, level 11. Anyone have any ideas?
I ran across the Sacred Servant archetype and the Unsanctioned Knowledge feat and I thought it would be fun to make a gnome paladin. A more magic focused one. I want him to be good but he doesn't have to be optimal. (I mean, he is a gnome paladin) I've come up with the following but I feel like there is just something missing. Sir Bixi Smiggles - LVL 11 Sacred Servant Gnome Paladin
Feats:
Traits:
Travel Domain, Gnome Magic
Wand of Shield, Wand of Lead Blades, Boots of Speed, Cloak of Resistance +3, Amulet of Natural Armor +2, Ring of Protection +2, +2 Fullplate, +3 Greatsword, Belt of Giant's Strength +4, Headband of Alluring Charisma +2, Scolls/Wands? Other:
I just feel like there is something missing. I've messed around with somehow adding Dimensional Dervish feats but that is hard. I'm also looking for ways to make him more magical, maybe adding illusion spells or something (although I'm not sure how'd that work being a paladin and all) but I don't know how I'd use them if I got them. I'm also taking a look at critical feats but I'm not sure. Thoughts/help? I'm maaaaybe willing to change races but I want to keep with a 'magical' theme. The only feat I'm not changing is Unsanctioned Knowledge and I'm not 100% sold on the Travel domain. Would a dip anywhere help anything?
Say I take the spell Telekinesis. Then I take the 3rd party feat Familiar Concentration. I cast the spell Telekinesis and do a combat maneuver. Then I hand over the concentration to my familiar. What happens next? Which one of us is directing the spell? Whose stats do I use for the CMB? My intention is to continue using Telekinesis through my familiar while continuing to cast other spells / do other things. Does this work?
So looking at the changes from the archetype it seems clear that the Eldritch Archer can't spell combat unless they are using spells from the Magus list. The only thing that is changed is the fact that they now use ranged weapons instead of melee. It's a small change. That being said, Spellstrike to Ranged Spellstrike is completely reworded and has no mention of needing to be from the Magus Spell list. Would it be ok to assume this is the case? Or should it be assumed that this was still meant for magus spells only?
Hello! I've created a Puppetmaster Magus that I wanted to share so I could get some criticism on it. Ideas on what to change, what to add to make it better, and to point out anything that won't work as intended. Character Concept:
The idea is to run around with a cruel agile rapier which will eventually get critical focus. I'll take a level in rogue and the Accomplished Sneak Attacker feat along with the spell Sense Vitals to make myself hit like a rogue. I'll also take the Arcane Deed: Precise Strike and Piranha Strike for more damage. I hope all of this will make me an effective melee combatant. In addition I plan on taking Arcane Deed: Menacing Swordplay, the Bruising Intellect trait, the Skill Focus: Intimidation feat, and a cruel weapon to Shaken and Sicken enemies that I hit to help butter them up for my spells. As for the spells, I plan on having two illusions of myself walking around with me most of the time. I accomplish the first one by casting extended Heroism on myself(using a rod) and use The Show Must Go On to keep the spell Major Image going as a free action. I accomplish the second by taking the Familiar Arcana, then taking the Familiar Concentration feat which lets my familiar take over on a concentration spell(Major Image). As far as spells go I've got the normal stuff you'd think of for an archetype based on illusion and enchantment. I can spend an arcane pool point to increase Illusion spell DCs by 2 and with feats/racials increase Enchantment spell DCs by 2 as well. With a high intelligence and the ability to shaken/sicken I'm hoping a lot of things will fail. Other stuff include my familiar being a Margay cat with the Prankster archetype for some fun extra illusion spells. Plus I just wanted to have a cat. I can also hide/feint with the fey prankster rogue archetype I took with a move action. I'm not sure how much I'll use that though, it was just the best I found to replace Trap Finding. I also took the elvish racial Sense Thoughts. I figured it was pretty thematic to be able to read people's minds every once in a while. I took the Fey-taken drawback to go with the rogue archetype and have a backstory where I was kidnapped by Fey in my youth. Follow the god Cayden Cailean because of the rapier and how well it fits just about everything. Eldrin Arathas - Lvl 10 Puppetmaster Magus / Lvl 1 Fey Prankster Rogue
Feats:
Magus Arcana:
Traits: Bruising Intellect, Armor Expert, Group Fighter
Spells:
Other Abilities: Treacherous Plants, Spell Recall, Charm Strike, Opportune Parry and Riposte, Derring Do, Spell Combat
So I've got a character concept that I want to play but I've got a few loose ends and questions I need to tie up to make sure he works. Half-Elf Scout Rogue LVL 11, Variant Multi-classed Wizard, School Specialization - Teleport
Two-Handed Style: He'll use an Elvish Curved Blade, get it keen when he can, and use the alternate racial trait "Ancestral Arms" to use it. He also has 13 STR to use Power Attack with it later on. Rat Theme: He'll be CE and use rat items such as Greater Rat Plague Belt, Cloak of the Scuttling Rat, Rat-Tread Boots. Turning into a dire rat will give him an extra bite attack and I hope to enchant his armor with 'wild' to keep his AC up. It should be pretty high with wild armor and dire rat form. With the variant multi-class into Wizard he'll get a familiar which I'll take improved familiar for to get a Ratling familiar. The ratling will use Dimension Door to help move me around the battlefield and commune 1/week isn't bad. Otherwise he'll pre-buff me with spells with his scroll ability like Protection from Evil and Vanish. Maybe even stay with me and cast stuff like Remove Fear and etc. Question: When the ratling casts spells from scrolls does he need to make some sort of check? Is he limited to spells that he has the correct wisdom/int for? Are there any kind of issues I might run into with him riding around on me? Sneak Attack Enablers: I took the scout archetype to help with getting in that sneak attack damage when I otherwise wouldn't. I also can teleport via the "Shift" teleportation school ability to help me flank (and get out of difficult positions) along with my ratling using Dimension Door. I took the cantrip acid splash from the variant multi-class wizard. Apparently I can sneak attack with it out of stealth if I'm close enough, not a bad way to start combat safely without being the first one to run in. I also want my ratling to cast Summon Nature's Ally 1 for Dire Rat flanking partners. Question: Does all this teleportation stuff work as I intend or am I missing a rule somewhere that will stop this? So... there he is. Will he work as intended? I'm also a bit worried about his saves. He should be ok in reflex but his will and fortitude are terrible. I can't wear a cloak of resistance with the Cloak of the Scuttling Rat but I guess I could get stuff like a Headband of Wisdom or Aquatic Ring of Resistance. Or count on Ratling scrolls or party buffs? Thoughts?
I've come up with a character concept I really like. He's a dwarf whose entire clan/family was wiped out and he is the last of his bloodline. Thing is, he is selfish (with stuff like Treasure Sense and Greed) and just looks out for himself. He doesn't care that he is the last. Turns out his deceased family is determined to continue despite him so they pretty much haunt him to make sure he survives and continues the family line. He is an Ancestor Oracle with the haunted curse. He'll use these revelations: Wisdom of the Ancients, and Spirit of the Warrior (Consult his dead ancestors and let the battle-hardy ones possess him in battle.) He'll use spells like: Ancestral Memory, Ancestral Communion (Consult his family out of battle for knowledge) He'll also use spells like: Summon Ancestral Guardian, Ancestral Gift, Spiritual Weapon, and Spiritual Ally (Summon his ancestors to fight for him as well as his aunt's old frying pan to smack his enemies!) Maybe even Summon Monster I to summon his family dog. But... I don't know what to do with him past that. Do I make him melee or ranged? While I know he already isn't optimized being a dwarf oracle I'd like him to be an actually decent character. I don't really want him to be support, although I'll probably take stuff like Blessing of Fervor just because it is so good. Save or Suck spells are a tough route because of his negative to charisma from Dwarf. At first I considered the Spirit Guide archetype to get him channel energy and life link... but I think he'd be too selfish for that and I don't want him to be support. (Plus I don't know what to do with the familiar on this guy. Maybe be Mushu from Mulan?) Next I considered giving him a crossbow (he'd sit back and protect himself while the ancestors and party took the hits). I was hoping to give him a whole bunch of spell-like weapon attacks like Barbed Chains and Holy Ice but there are just not enough of those that are any good. I also considered somehow buffing his combat maneuvers so that stuff like Toppling spell, Pilfering Hand, Barbed Chains and Telekinesis would actually be good but I couldn't figure out a way to do that. So... any ideas? I've got the character concept, class, and a few spells/revelations but I can't figure out how to make him a worthy character past that. I'd love to hear your ideas!
I'll start by saying sorry if this is already mentioned elsewhere or if this is the wrong place to post this. I just wanted to give a little feedback on my experience as a tank paladin with the reaction system. I have WAY too many options for my single reaction slot and I feel like this is something that needs to be looked at. At lvl 7 in Sombrefell Hall I can use my reaction on the following:
Each turn is like a massive puzzle as waves of ghouls attack myself and my party. Do I punish the ghouls with retributive strike when they attack my friends? Or do I save my reaction in case I need to block? Or wait no I should save it in case my ranger way in the back might need my divine ward protection. No, I'm low on hitpoints I should save my reaction to use Orc Ferocity just in case I go down in the front. But wait, what if I need that +2 to a save against an enemy spellcaster? In my opinion the 1 reaction a turn is a huge bottleneck. I find myself not using more than half of my class abilities. I have all of these wonderful ways to defend myself and my group but I can't use any of them because I can only do one thing a turn. I might as well not have the +2 to saves but the other options for that feat level seem pretty lackluster. I also wanted to get Attack of Opportunity to punish all the creatures that just run right by me but forget that. I have no room in my reactions for something else. Also forget about one of the main abilities of the paladin, retributive strike, as a tank. You'll never use it while shield blocking and using all of your other defensive reactions. Don't get me wrong, I'm a big fan of having different options and managing them, but this seems a little overkill for a single reaction slot.
I have a character with a Ratling familiar using the Figment familiar archetype. Ratlings have the great ability of being able to cast scrolls from any list. So... If I gave my familiar a bunch of scrolls, then the figment ratling dies (for the day), would the scrolls vanish along with my familiar or would they drop on the ground where he was holding them?
I am attempting to make a Warpriest of Erastil. I've chosen the animal and the community blessings. I also plan on using a reach weapon, likely the Fauchard using a Cracked Opalescent White Pyramid (so I don't have to waist a feat on it). I found the feat Swift Aid to pair well with the Community blessing and saw that it took 13 INT as a prerequisite. Whirlwind also takes 13 INT to obtain (through feat prerequisites of its feat chain). This makes me want both for the build. I will be a half-orc and use the "Orc Blood" racial ability that lets me count as a human to take the Favored Class bonus for humans giving me an additional feat every 6 levels. (I assume this works like this. Tell me if it doesn't.) This... leaves me with a lot of feats. I find myself trying to fit a lot in there but I'm struggling with putting it all in, and in a good order. I currently have the following: 1(WP): Weapon Focus
I also struggled with stats a bit with the fact that I need both INT and WIS for this as well as being a reach melee fighter. I ended up starting with: 17/13/14/13/14/7 with the Half-Orc +2 in STR and plans on adding +1 to STR and DEX at 4/8 respectively. It is a 20 point build, but I only ended up with 19 which is annoying.
I am making an Improvised Weapon using Spell Warrior Skald and I was hoping for some advice. This is what I have so far: Half Elf - LVL 11
Traits:
Feats:
Rage Powers:
LVL 1 Spells:
LVL 2 Spells:
LVL 3 Spells:
LVL 4 Spells:
The idea is to be mostly support, but stand my own in combat by picking up whatever suits me. I like the idea of dragging a bar stool around, picking it up and using Weapon Song, and beating people with a flaming magical bar stool. Heroism, Surprise Weapon, Catch Off Guard, and Weapon Song should let me hit often enough despite being a little behind in BAB. I can use Dance of a Hundred Cuts against a boss or something. I am helpful to the team with my Weapon Song, my counterspell abilities from Spell Warrior, and spells such as Haste, Gallant Inspiration, Heroic Finale, and Saving Finale. I can also give them some minor elemental damage with my rage powers with some decent energy resistance and a reroll on a Will save. At level 12 I can give everyone flying. So, what do you think? Advice? Suggestions? Will it work? Am I missing something? Did I do anything wrong? Bonus Question: If you look up Skald on D20pfsrd and go to Versatile Performance, then look at the very bottom of that, you'll see "Masterpiece" in bold. It doesn't look like it fits there very well. Does it mean I can take a Bardic Masterpiece as an advanced versatile performance choice?
Hello, I'm trying to come up with a character. I'm not too fond of swinging an axe or firing a bow each round so I tend towards characters with extra utility and normally spells. Maybe you can help me think of a fun idea? Let me explain more what I'm looking for. I want a build with spells, but it doesn't have to be a full caster. (Although I would prefer it.) I don't want to go in there on a wizard and do the normal wizard stuff like fireball, haste, summoning, etc. I want something unusual like a spectral hand build or something. It doesn't have to be optimized and min-maxed, but I do want it to be good. I'm not sure what campaign i'll be playing yet, so a character that can fit in anywhere would be ideal. I've recently come up with an improvised weapon spell warrior skald, an illusionist gnome, and a sylvan sorcerer if you want an idea of what kind of builds I'm looking for/like. Thoughts? Ideas? Surely ya'll know about some fun caster builds!
Hello! I discovered the Sylvan bloodline for Sorcerer and once I found out about the share spells ability of animal companions I knew it was something I wanted to try. I'd like some advice on my planned build before I actually try to play with it. The idea is to have the animal companion (wolf) be the main focus with myself (a halfling) riding on top of it buffing it. Why a halfling? I need to be small to ride my wolf before level 7. Plus, halfling can take the Caretaker trait. I'll be riding so the low movement speed won't bother me either. Not to mention the bonus to CHA and DEX are perfect. I would take the following feats: Mounted Combat, Indomitable Mount, Trick Riding, and Skill Focus: Ride. These feats should make my wolf extremely hard to hit with both attacks and anything involving a save. (hopefully) Oh, and I'd take the trait Beast Bond to get Ride as a class skill. Other feats I'm planning on taking are of course Boon Companion and Improved Share Spell (with Improved Initiative from bloodline). My wolf would take the Spell Sponge feat, but I'm sure what else yet. Probably Combat Reflexes and Power Attack. My spell selections are as follows. I've planned it out as if the character were level 11, so spells like Enlarge Person and Bull's Strength have already been replaced but would be on my spell list at lower levels. I also tried to put at least one CC-like spell at each spell level so I can still be useful as a caster and not just a wolf-buffer. 1)Mage Armor, Shield, Windy Escape, True Strike, Silent Image
If I got to 6th level spells I'd take Transformation and Form of the Dragon I. So, wrapping it all together, here is the plan. I'd start off with Invisibility so no one can see me riding my wolf. I'd use the Fey bloodline ability for this as well. Then, my wolf would go into combat. He'd be really hard to hit with my riding feats and spells like Displacement and Mirror Image. He'd have great mobility with myself casting Dimension Door and Fly. He'd pack a decent punch with Animal Growth, Haste, and Heroism. Plus, each attack will be a trip attempt for a wolf, and I can start off a fight with True Strike to pretty much guarantee one. Then, as the situation dictates, I can use things like Wall of Force and Silent Image to control the battlefield while staying invisible. I'd have to pop out if I used Black Tentacles or Controlled Fireball (I wanted at least one damage spell in there) but I'd probably have displacement or Mirror Image on me from Improved Share Spells so I hopefully wouldn't get immediately crushed. Thoughts? Ideas? Would my halfling just get squished if I tried this? Will this work as intended? Am I missing anything? Are there some better suggestions out there? Thanks in advance! |