Kobold

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ok so before saying anything else i realize Kobold is in NO way ideal for this build (nor is this build an optimal one) but this is a salvage build due to remaster killing my build so gotta stay a Kobold (im really attached to the little guy) and frankly im cool with suboptimal builds as long as im enjoying myself

Mekku is a Talosian (Metal Planar) Kobold Inventor w/ Champion and Bastion archetypes (we use free archetype) and my GM suggested the Wrestler archetype since I keep grappling alot (I have a lethal unarmed attack due to the Ferrousoul Talos Feat) so im trying to fit it in to increase my battlefield control to protect my squishy party (2 sorcs and a witch)...champion, bastion and my shield already make me tough along w/ my inventor power armor. I just need to discourage them from walking right past me and i like grappling.

That all said I have 6 slots to take wrestler feats and I've narrowed it down to 7

Open slots (Currently Level 5)
8 Wrestler Dedication
10 ???
12 probably inescapable grasp
16 ???
18 ???
20 ???

Feats: Dedication, Combat Grab, Disengaging Twist, Clinch Strike, Strangle (its non-lethal so the name is a bit of a misnomer), Whirling Throw, Inescapable Throw

Strangle - im considering ditching simply cause of the name...im not sure if its suits Mekku he has no problem fighting but he tries to solve stuff peacefully or at leadst non-lethally if possible (its why i chose redeemer champion), i mean i can somewhat see it as a non-lethal way to subdue a caster but still not sure

Disengaging twist - since this and clinch strike are both reactions and i will already have my champion reaction this just gives me options and I THINK i'd prob use clinch strike more often or at least it would function as a deterent (I get a free reaction for shield block at 12 so less relevant but nothing wrong w/ two shield blocks)

No reactions - i COULD drop both clinch strike and disengaging twist and choose another feat as i do already have reactions (Glimpse of redemption and shield block)
*Crushing grab - deals str mod bludgeoning damage on a successful grapple but it's only for the BASE grapple action (GM says so) so its really not worth it
*Aerial Piledriver - nothing wrong with this feat I just cant visualize Mekku doing this since he's in a wheelchair (sort of its a steampunk device that moves with 6 "legs" that have hand at the end for climbing ladders etc. these hands can only be used for mobility not to hold or use things)
*Snagging Stike - seems rather redundant with grappling since they both apply off-guard...presumable you would do snagging strike to fulfill the req for combat grabs press trait but still meh imo
*Elbow Breaker - disarm is kind of meh and i prefer combat grab despite the press trait
*Suplex - slightly easier to visualize than aerial piledriver but still a stretch, it also releases the grapple so is more about damage than "tanking" whereas at least with whirling throw I can get them away from the party (and possible into a hazard or at least difficult terrain...ironically old Mekku would appreciate wrestler mekku being able to throw enemies into his traps)
*Running Tackle - a little hard to justify when theres so many great 1 action abilities and aside from round 1 i dont move much
*Submission Hold/Spinebreaker - makes them enfeebled/clumsy which make it harder to escape with Athletics/Acrobatics respectively and are nice debuffs, they were hard to drop TBH...spinebreaker is little brutal sounding though...definately strong contenders
*Form Lock - lets you wrestle someone out of a polymorph, fluff wise REALLY cool but probably WAY too niche

Note assumptions made above are based mostly on DM rulings but I could have misunderstood something


Long time 1e GM, new to 2e but I'm a player (formerly a Starfinder group) so I could use some help.

So far I've played a Sprite Primal Sorceror 1-10 called Da'wikk (Outlaws of Alkenstar) and currently playing a BeastPlantkin Fleshwarp Cleric of Arundhat 11-14 called Caesar in Fist of the Ruby Phoenix (he's actually a mutated/fused version of the sorceror and his familiar who was effected by a mana storm when he went on a pilgrimage after Outlaws...he was ashamed about how violent he became was originally just a prankster...basically received divine anger management from Arundhat...learned alot about various religions whilst looking for a new place to belong)

Next Campaign is going to be Extinction Curse and I've ended up making a "Food Truck" operator who is also the circus general "fix-it/builder" guy.

Just wondering if I might have missed anything or mischose something (Note: Battlezoo is allowed, Free access to all ancestries but anything else only common can be used w/o permission unless "access" is fulfilled, DM is pretty strict on using anything other than perception for intiative unless an ability explicitly says so such as Avoiding notice = stealth or gladiator = performance)

"Alchemist, Inventor, Master of Snares and Culinary Extraordinaire"

Ancestry: Draconic Scion Kobold

Exemplar: Toadstool Dragon (Famous for being amazing chefs despite being able to eat rotten food, etc. themselves)

Background: Sewer Dragon (Kobold Background about being born in absalom sewers) he eventually opened a food stall in the city...only served rotten food a few times before realizing others couldnt eat it, eventually got some serious wanderlust and joined the good circus, encouraging circus owner to rescue PCs, animals,etc. from the bad circus (see EC players guide for context)

Skills
Legendary: Crafting (Auto), Cooking Lore (Auto), Alcohol Lore (Auto), Engineering Lore, Stealth and Survival
Trained: Acrobatics, Athletics, Circus Lore, Diplomacy, Performance, Thievery
“Untrained but Trained”: All Other Lores, All Other Skills

Weapon(s): Throwing Knives (Thrown instead of ammunition so misses don't consume poison) and Air Repeater (mainly to make use of perpetual poisons)

Deity(ies): Thisamet (and maybe Brigh)

Research Field: ToxicMixologist (all poisons are refluffed varieties of alcohol...nothing mechanical has changed)

Stats
@1 – Str 10/Dex16/Con10/Int18/Wis12/Cha12
@5 - Str 12/Dex18/Con10/Int19/Wis14/Cha12
@10 – Str 14/Dex19/Con10/Int20/Wis16/Cha12 (Skill: ???)
@15 – Str 16/Dex20/Con10/Int21/Wis18/Cha12
@20 – Str 18/Dex20/Con12/Int22/Wis18/Cha14 (Lore: Vacation)

Free Archetype (Snarecrafter, Trapsmith and Scout)
2 Snarecrafter Dedication
4 Trapsmith Dedication
6 Remote Trigger
8 Recycled Cogwheel
10 Quick Snares
12 Finessed Features
14 Lightning Snares
16 Scout Dedication (at this level Legendary sneak grants me avoiding notice for free so I needed a second exploration activity)
18 Advanced Breakthrough (8 or lower): Ubiquitous Gadgets
20 Giant Snares or Fleeting Shadow

Class feats
1 Alchemical Familiar: Water Booze Elemental: Extra Reagent & ???)
2 Inventor Dedication
4 Brilliant Crafter
6 Basic Breakthrough: Reverse Engineer
8 Advanced Breakthrough: Gadget Specialist
10 Pinpoint Poisoner
12 Powerful Snares
14 Extend Elixir
16 Eternal Elixir
18 Combine Elixirs
20 Improbable Elixirs or ???

Ancestral Feats
1 Toadstool Breath Weapon (15ft cone of Poison Spores)
5 Clever Improviser
9 Snare Genius
13 Vicious Snares
17 Ride the Breath (120ft Line Poison), Spellturning Scales, Incredible Pallette, Spore Breath or ???

General Feats
3 Adopted Ancestry: Human
7 Ancestral Paragon -> Cooperative Nature
11 Unmistakable Lore
15 Craft Anything
19 Legendary Survivalist

Skill Feats
2 Additional Lore: Cooking
3 Skill up = Stealth Expert
4 Additional Lore: Alcohol
5 Skill up = Survival Expert
6 Forager
7 Skill up = Stealth Master
8 Swift Sneak
9 Skill up = Engineering Lore Expert
10 Magical Crafting
11 Skill up = Survival Master
12 Foil Senses
13 Skill up = Engineering Lore Master
14 Canny Acumen: Perception
15 Skill up = Stealth Legend
16 Legendary Sneak
17 Skill up = Survival Legend
18 Supertaster
19 Skill up = Engineering Lore Legend
20 Legendary Professional (Engineering, Cooking and Alcohol)

Thanks in advance for any advice :D


So the pretty much the title a friend of mine picked up the "Ulimate Kineticist Compendium" by legendary games and whislt i already new about the Kineticists of Porphyra series of the Legendary Kineticist I'd never seen the Mechanic element and my buddy and I thought it would be a cool way to bring back my old "Lifeguard" character who was killed.

The "Promethan Oracle Curse" part is mostly just a fluff thing...his power over flesh and nanites being the thing keeping him together with nothing but his sheer stubborness keeping him go, insisting on continuing to be a Lifeguard (planning to use him in a Skull & Shackles Campaign)

First hit to the idea is I don't want to be a natural attacker nd i also don't want to be a minionmancer so corpse puppeter or the viscera "summon" abilities are also off the table but the abilities from both machine and viscera thta grant evo points are of great interest to me whther im going melee or ranged.

Oh i should also mention that this is a Gestalt im also a Deep Shaman. (One of the archetypes that use Cha or Wis instead of Con is preferable like Abberant but i dont think that mixes with fusion)

Subdermal Plating and Technograft really catch my eye

To be honest I'm pretty open to achieving this in any way possible, although its would have to be 1st party unless its from Ultimate Kineticist Compendium since thats the only 3rd party stuff that is approved (machine is still a maybe though)

Any thoughts guys?

Side-question: Has anyone done a guide to machine kineticist, legendary kineticist 2 and/or kineticists of Porphyra 4, sadly N. Jollys guide don't cover those.


This started as a build to try out the new Broken Cycle Solarion but than I fell in love with the Heavy Landing ability. Otherwise the theme is "Shadow Solarion" (shame the "blade in the night" revelation sucks) anyways this is what I have so far.

Note: This Build assumes Max Lvl 13
Note2: Since this is a Broken cycle build being attuned is basically assumed to be always = true in combat and fully attuned only a few rounds in. Same w/ sidereal influence outside of combat.

Broken Cycle Solarion w/ Lunar Weapon

Race: Skilled Nograv Ysoki (+4 Dex, -2 Con)

Theme: Athlete (Acrobatics, what starfinder sport? thinking Brutaris?) or Noble Scion (Heir or Legacy member of a Jedi-like group) or ???
Deity: Accelsys (character is obsessed with speed and mobility)
Skill Adept: Disguise and Bluff (Just makes them class skills)
Sidereal Influence: Disguise & Sense Motive, Add Stealth @ Lvl 11, Add Bluff @ Lvl 12 (+1d6 to skill checks)

Stats
Str 10 +2 (Stat up @ 10) = 12
Dex 16 +2 (Stat up @ 5)+ 4 (augment) = 22
Con 10 +4 (Stat Up @ 5 & 10) = 14
Int 10 +4 (Stat up @ 5 & 10) = 14
Wis 10 +2 (Stat up @ 10) = 12
Cha 16 +2 (Stat up@ 5)+ 2 (augment) = 20

Stat up 5 = Dex, Cha, Con and Int (@5) - Catch up Percep/Disguise
Stat up 10 = Con, Str, Wis and Int (@10) – Add ??? Skill

Skills: Acrobatics, Bluff, Sense Motive, Stealth & Alternate Perception/Disguise until Lvl 5

Equip: Solarion "Claw" w/ ??? Crystal and Soulfire Infusion (adds cha to damage)

Revelations
2 Heavy Landing (Requires 2) = Reduce fall damage by lvl than add that damage to your next melee attack, add cha mod to this extra damage as well if fully attuned
4 Eclipse Defense (Requires 4) = reduce melee attack damage by 1/2 if you beat KAC+4 w/ melee atk
6 Defy Gravity (Requires 6) = fly for a single move action (use land speed+10ft) than fall if not on solid ground, its basically force jump, I intend to purposefully "fall" to mix it with Heavy landing+Three Point Stance
8 Warp Perception (Requires 6) = reduce disguise DC by up to half lvl
9 Weapon Orbit (Requires 6) = can throw melee weapons as an attack than have them return
10 Stealth Warp (Requires 10) = it's basically hide in plain sight
12 Weighty Influence (Requires 10) = increases sidereal bonus dice from d6 -> d8 and adds a skill

Feats
1 WF: Lunar Claws = +1 Atk rolls
3 Three Point Stance = reduce fall damage by 1d6 and don't fall prone
5 Fleet = +10 land speed
7 Effortless Aerobatics = flying up doesn't cost double
9 ???
11 ???
13 ???

Other Possible Feats: Nimble Moves, Scurry, Underfoot, ???


oops this posted twice for some reason, sorry


Hey all I'm trying to theorycraft a good build for the Two-Souled Shakalta (https://aonsrd.com/Races.aspx?ItemName=Shakalta) that have to 10/10 split multi-class (A,B,A,B,A,B,etc.) for w/e Adventure Path my group plays next (Currently playing Horizon of the Vast, already finished Fly Free or Die+Devastation Ark) so I could use some help gathering things that scale with character level, allow stacking between classes and/or rely primarily/solely on your Key Ability Score.

Ideally the two classes would be Wis and/or Cha based but not Int based since the races ability score mods are +2 Wis/Cha, -2 Int although you could choose options that dont really use Int so that could work. Obviously the classes that are Str, Dex or Con based can work.

Also I just played a Naive Power Armor Jockey SRO Experimental Armor Mechanic "Bruiser" (who used to be another mechanics drone, switched cause the OG mech was kind of a prick but everyone loved the drone) and I'm currently playing a Medic MysticX/Biohacker1 with a Druid/Psychic vibe that mixes mundane and magical medicine so ideally nothing too similar to those. With an innate Wis and/or Cha focus I'm leaning towards a party face but I'm pretty open to suggestion.

Some examples

Char Level Based:

Improved Unarmed Strike (Combat Feat)

Source Starfinder Core Rulebook pg. 158

You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.

Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.

Normal: You don’t threaten any squares with unarmed strikes, and you must have a hand free to make an unarmed strike.

Mixed Class Stacking:

Mystic Flare (Su) (If a Mystic/Solarion)

Source Starfinder #30: Puppets Without Strings pg. 50

In your studies, you have benefited from a solarian tutor, who taught you how to draw power from the foundational forces of the universe. For you, a star’s corona or a black hole’s event horizon is a source of infinite energy. You gain a solar flare, as the solar manifestation ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar flare. You do not gain any other solar-flare solarian abilities from mystic class levels.

Key Ability Score Reliant:

Biohacker Booster/Inhibitors duration are 1+ Key ability mod and most lack a DC (a single level of biohacker is crazy cause of this)


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Hey all, my home group is finishing up Devastation Ark which we started w/ the same characters we finished Fly Free or Die with. Next up is going to be Horizons of the Vast (Space Kingmaker on unexplored world) and I'll be playing a Neurochemist Biohacker1/Medic Empath Mystic11.

I REALLY like the idea of playing a sentient swarm but bugs freak me out so my DM is letting me have it made out of something else, off the top of my head i was thinking birds since i was going to have my characters voice be melodic like a choir in perfect harmony, but at normal human "inside voice" volume. My other thought was a variety of plants.

That said I'd like to hear some suggestions of what might be interesting but not too bug like (butterflies included :P)

Oh if it matters were going with Xenni-labs and i'm a sort of scientist/doctor and only the fluff is changing nothing mechanically. Here's the race: (each creature in the swarm fits roughly in a 1 inch cube)

https://aonsrd.com/Races.aspx?ItemName=Spathinae


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There's not too much info about rahadoum and the only two modules i found (Port Godless & Heresy of Man) seem anti-rahadoum, what I do know is:

- Religions/Gods/Worship is straight up illegal caused by a massive religious war roughly 2000 years ago

- Despite the above a small amount of people still worship in secret

- Slavery is legal (planning to nix this since were currently playing hells vengeance and i'd rather not have that theme repeated)

- Outsiders/Dieities tend to use rahadoum as a "neutral ground" often causing issues such as having invisible fights

- Governed by the "Laws of Morality" but beyond "No gods" none of these laws have been stated by paizo

- Pirates from the shackles cause troubles alot especially with shipping goods south

- Shipping goods north is also an issue due to cheliax and their control of aroden's arch

- it's a haven for scientists, philosophers and other intellectuals

All that said my starting "hook" for the campaign will be something along the lines hunting down some secret religious sects and eventually meeting an outsider who tried to find a diety to follow but looked to closely and found out that regardless of alignment the gods of golarion are all pretty ****ed up (ie. Erastil punishes people by turning them into animals to be slaughtered, Cayden is a stalker, etc. etc.) so fled to rahadoum as the only place free of religion (as far as i know), eventually leading to the party trying to spread ragadoums way of doing things, possibly even running the dieties out of golarion (one idea is gaining control of the astral plane to prevent travel between the outer and material relam)

Note: This campaign won't be canon even for my home game its just a little fun for my players and a campaign type ive always wanted to play or DM so I don't mind bending the lore (ie. exaggerating the dieties faults)

So yeah anyone ever done or have any ideas/suggestions a misothiest/god killer campaign have any ideas (please don't reply if all your going to say is "gods can't be killed. etc.")


So i'm planning to play a cartomancer/harrower witch and i've realized this would allow me to imbue my "card darts" w/ Cure X Wounds spells but I can't find anything online or in my books about attacking a willing ally.

My assumption is a willing target could choose to be flat-footed and thus it would be AC 10 in most cases (since its already a touch attack)

What do you guys think?


Basically just the title, I've mostly ignored this class since its not very party friendly (which may be a faulty judgement on my part) unless your just going to be in your vigilante form for battle and social in town which imo kind of defeats the purpose but vigilante soul intrigued me but before I go making some crazy build I want to make sure I know how it works first.

For the sake of this question I'm going to use something absurd an SS Vigilante/Paladin/Anti-pally and before you ignore this post i swear it makes sense. Here's the ability thats relevant.

Splintered Identity (Ex): A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity.

However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements.

So if I'm reading this correctly it breaks the usual alignment restrictions so as mister bill murray would say “Human sacrifice! Dogs and cats living together! Mass hysteria!”

So yeah HOW exactly does that work in practice. Let's say your a 20th Lvl Pally/Anti-Pally/SS Vigilante.

Is it?

A) Social = Paladin 10/SS Vigilante 2, Masked = Anti Pally 8/SS Vigilante 2

or

B) Social = Paladin 10/SS Vigilante 2, Masked = Paladin 10/Anti-Pally 8/SS Vigilante 2

or

C) Social = Paladin 18/SS Vigilante 2, Masked = Anti-Pally 18/SS Vigilante 2

or

D) Social = Paladin 10/SS Vigilante 2, Masked = Fallen aka Vindictive Bastard Paladin 10/Anti-Pally 8/SS Vigilante 2

or

E) Something else

I honestly don't think it's C as interesting as that could, I'm mainly reading it as B or possibly D) but what do you guys think?

Note: I'm also asking essentially the same question for a Bard/Paladin, a Barbarian/Monk, an Anti-Pally/Monk, etc., etc. Anti-Pally/Pally just seemed the most extreme example.


So pretty much the title although since the leadership feat is banned in our group i'm only getting a few abilities from cult master (Insidious Personality, Fanatical Stare and probably False Healing, DM/Group ruling Pending) but it's mostly irrelevant to my question about Autohypnotists Wide Stare combining w/ Cult Master's Fanatical Stare to create a somewhat janky Inspire courage type ability.

Wide Stare (Su): At 5th level, whenever an autohypnotist is focusing his stare on a foe, he can broaden his hypnotic stare as a standard action. When he does so, all creatures within 10 feet of his opponent take penalties from the mesmerist’s hypnotic stare and bold stare class features as if he were maintaining his hypnotic stare against each of those creatures, except such creatures treat his hypnotic stare penalty as if it were 2 lower. When the autohypnotist uses this ability, he cannot exclude allies or any other creatures from this effect. If the autohypnotist’s hypnotic stare ends for the focused opponent, this effect ends.

Fanatical Stare (Su): At 1st level, a cult master can turn his gaze on a creature to fill it with fervent belief in the cult master. The target of the gaze gains a +1 competence bonus on attack rolls and weapon damage rolls. This bonus increases by 1 for every 6 mesmerist levels the cult master possesses, to a maximum of +4 at 18th level. Instead of taking the hypnotic stare’s penalty on Will saves, the target gains a bonus of an equal amount on Will saves. The bonuses don’t apply to attacks against the cult master or on saves against the cult master’s spells or abilities. The cult master can also suppress any penalties inflicted by his stare for the target. This ability replaces painful stare.

By janky I mean some of the wording isnt perfect for this to work but simply put wide stare causes your stare to affect multiple FOES but fanatical stare makes your stare instead affect an ally so stick that together an you get a stare that affects an ALLY than using wide stare it affects ALLYS w/n 10ft unless I'm just completely off my rocker. My group is probably a bit more flexible than most so considering that what do you guys think?

Note: For context I love bards but I've enjoyed playing them too many times so I'm trying to make an unconventional bard-type character preferably leaning closer to the caster side than the martial side. My other thoughts are an Ocean's Echo Oracle (the class is really flexible sadly OC doesn't mix with an other archetypes unless im misreading), Sensei Monk/U-Monk (likely Nornkith or Scaled Fist, maybe Drunken Master or Invested Regent), Evangelist Cleric (again flexible like oracle), Storyteller medium, Paladin (MANY archetypes),Vellemancer+Watcher Witch or maybe Skald is different enough? (Court Poet, Urban Skald, Twilight Speaker, War Painter, Bacchanal, Bold Schemer and/or Red Tongue), Battle Herald is also an option but im not a big fan of teamwork feats.

Oh and here's the very tentative party in case it matters (were doing Mythic Reign of Winter)

1 Gathlain Fire Kineticist (yes a Pyro Tree, its hilarious!! :P)
2 Heavy Armor (w/o prof, he's trying to get his ACP as high as possible cause reasons) Oracle or maybe a cleric
3 Healing Kineticist? Witch? Oradin?
4 Dwarven Goliath Druid
5 ??? (usually plays a melee)
6 Me = Some sort of support caster preferably spontaneous (race wise likely a fey, elf, something like that)


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So I've been running this idea through my head for quite a long time a world or universe (the former being more Pathfinder the latter more Starfinder) that is a perfect utopia with each nation or planet being the best version of various types of governments/societies Democracy, Socialist Communism, Theocratic, etc. (one i thought could be fun is a dwarven nation during something similar to the industrial revolution except w/o people dying in coal mines) but something causes the perfect balance to break or is about to break and the actual campaign is with the initial hook of fixing/keeping the balance from breaking. One idea i have it relied on powerful individuals or groups (either like high levels spellcasters or even deity level powers) to keep it from imploding and their dying or there's assassination plots something like that.

TBH Starfinder is my preference but my players aren't big fans of doing sci-fi campaigns (ive been trying to get them to let me DM or play iron gods, starfinder and/or star wars forever) so it would be a hard sell, so the planets might have to be isolated islands, which is another idea i had for how the utopias might collapse, the reverse of pangea, the islands have been slowly moving together and the ideologies literally smashing into one another would be catastrophic, still doesn't mean a diety wasn't involved, steering people away from inventing sea or space travel for example but maybe the deity(s) finally died or is dying after billions of years or something...maybe pulls one champion from each society to solve it i dunno,maybe each society has its own deity w/ it own champion, maybe one of said deities went rogue and wants to take all the islands/planets from the others i dunno there's alot of competing ideas in my head)

I'd very grateful for any suggestions on how to create several different utopias and how to destroy them i could also use some help with government styles but to be clear this is NOT a debate about real life politics just what would the best version of each government/society would look like (ie. Socialist Commune = non-sentient robots do all the "grunt work" allowing the sentient creatures to do whatever they want whether its art, invention, get high and watch netflix, etc.)

So uh yeah that's pretty much it. Hopefully I don't sound too nuts/ambitious :P


Hey guys just looking for some advice on how to build a Kineticist (specifically Terrakineticist) for Skulls and Shackles. From what the GM told me despite being able to use all the elements (limited to 1 element based on ranger favored terrain) I'll mostly be looking at Water, Earth and Aether (Ocean, Urban & Underground respectively w/ Underground & Water often coming together so i can kind of choose which to use)

Fluff-wise I'm planning to have my character be a sort of go w/ the flow hippie/stoner type person, definitely True Neutrul.

Feat wise ill mostly just be getting the standard ranged package (PBS, Precise Shot, Imp. Critical etc.) but otherwise i have to be careful because unlike my wild talents my feats are the same regardless of my location, one suggestion I've been given for example is to assume physical blast since more elements have physical blasts than elements have energy blasts AND i'm less screwed by having an element that is likely to be resisted in their respective climate/terrains.

Talent wise i'm hoping to take advantage of the region specific element access to take to less used wild talent like water breathing for example since in wont really need that on dry land and the majority of the times id need it there will be water nearby.

Please try to keep your responses as spoiler-free as possible in regards to S&S but feel free to give advice based on knowledge of the module (just like i'd give to a ranger player by suggesting certain favored enemies for example)

So uh yeah thanks in advance :D

Edit:
Oh here's the region+elements for reference
Aether = Urban & Ethereal Plane
Air = Hill, Warm Mountains, Plains & Plane of Air
Fire = Volcanoes, Desert & Plane of Fire
Earth = Underground and Plane of Earth
Water = Cold, Swamp, Water & Plane of Water
Wood = forest, jungle, the Fey World, and the Positive Energy Plane.
Other Elements = Like Void or 3pp Elements are not specified but the archetype says to add new elements as they come, DM has not stated her plans for Void and isn't sure if she's goiong to include the elememnts from the Kineticist of Popyra/Legendary Kineticist Books (oh I also could probably choose a few talents, feats, etc. from those boooks without much if any resistance)


Pretty much the title, a while back i was trying to build a character that thought the material plane would be better off if the various deities (regardless of alignment) just went away, preferably by amicable means but by force if necessary (one thought was to become a god himself and use his powers to inhabit the astral plane and cut of all travel in or out of it)

anyways in my search for ideas for this i stumbled upon a deity that IIRC actually tried to do this until he got fed up and decided to basically become a stoner, he appears as just a generic peasent and likes to share his "medicine" w/ other mortals and swap stories, etc.

Thats all i can remember about him but I cant find him anywhere and I'm hoping to have my character for an upcoming Skulls and Shackles game worship him. My charcter is gonna be a Terrakineticist which is a kineticist that has access to all the elements but only one at a time based on what ranger favored terrain he is in (ie. underground = earth, ocean = water, urban = aether, etc.) and personality wise I'm going to play him very "go w/ the flow" hippie stoner kind of thing. Likely True Neutral...currently have Onos as a placeholder Deity but really hoping to find the stoner god.


Watched Venom (2018) the other day with a friend and thought it would be fun to roll up a symbiote character, i nosed through various classes and archetypes but synth summoner especially a Soulbound synth unchained summoner is just too perfect for it to do anything else, heres my random musing, no idea if id ever play it but it was fun to mess around with....

oh and for reference my thought is that my Aasimar Elf spent a little over the first third (roughly 300years) of his life mediating, studying and meditating (plan to take the breadth of knowledge feat) so unlike most his mind can handle the influence of the symbiote w/o going insane (others may beg to differ when he is seen arguing with himself lol :P) and he gains more than most from the symbiote because hes much less physically adept than even his non-celestial elven brethren due to age and life style so a win-win situation for both of them.

Aasimar subtype i was thinking agathion because their bestial humanoids which feels very elvish to me (the connection to nature thing)...local wise man type thing uses their vast knowledge to help others, not quite a pacifist (especially post-symbiote) but always tries the diplomatic approach first, might try to make a non-lethal character if theres enough support for that

I also think it would be fun to either roleplay two characters or have whoever the DM is roleplay the symbiote as long as the personality is worked out beforehand and taking the campaign into account...ie. no eating random civilians outside of hells venegance (the latter being best for a 1-on-1 game so theres always someone to talk too...obviously this isnt a necessity just an idea if the DM finds it interesting, again more aimed at a 1-on-1 campaign otherwise itll be fun to roleplay 2 characters)

agathion eidolons are one of the few eidolon types that allow for an abberant base form (the others being daemonm, demon and quite confusingly abberant)

so basically the eidolon would be an abberant agathion eidolon or an aberrant aberrant eidolon since demon nor daemon would work fluff wise id think

as funny as abberant aberrant is an agathion gets both of these

Speak with Animals (Su): This ability works like speak with Animals (caster level equal to the agathion’s Hit Dice): but is a free action and does not require sound.
Truespeech (Su): All agathions can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

which would be very useful for a moderaator

not until 12 and 16th level but still fun, and espeically for a 1-on-1 campign they also get lay on hands, again still useful for a normal campaign just saying

oh and this is what the abberant base form starts w/ (bite, tentacle mass ,grab [tentacle mass]) very appropriate for how venom functions in the movie (which ive heard is actualy pretty close to the comic venom but admittedly i dont know the character very well)

random thought is to pick up a level of any class that grants sneak atack (preferably the somewhat less murderous ones and take a bunch of the accomplished sneak attack feats combined with the sap line for lots of non lethal sneak attack fun

that would obviously not work much if it was a 1-on-1 campaign unless it was a gestalt (which is quite common for 1-on-1 campaign fluff wise might be fun for the second class to be the "symbiotes" class, that would not be RAW but neither is gestalt) in which cause i likely take ninja since its cha based and can go invisible as a swift action or a class that grants an animal companion & sneak attack (off the top of my head carnivalist unchained rogue would be appropriate and aberrant eidolons have a VERY SLIGHTLY better dex than str so thats a minor boost)...if not 1-on-1 i just gotta make sure there's another melee in the group or i could pick up animal ally feat.

anyways here's the tl:dr so far

Class: Unchained Soulbound Synthesist Summoner
Alignment: Both Neutral Good
Race: Agathion Aasimar Elf (Racial: +2 Con, +2 Cha & +2 Wis [Replaces SLA])
Age: 320 (-3Str/Dex/Con,+2 Int/Wis/Cha)
Stats: STR 4 / DEX 4 / CON 12 / INT 16 / WIS 16 / CHA 22 (Post-Racial/Age Mods)
Eidolon: Aberrant Agathion (Starts w/ Bite, Tentacle Mass & Grab, get reach ASAP to feel more "symbiote-like")
Fluff: An old Elven Sage who prefers to mediate but will defend self when necessary, sometimes the soulbound eidolon (aka symbiote) thinks its necessary before the Host but regardless uses non-lethal damage.
Feats: Bludgeoner & Breadth of Knowledge
Favored: Reduce Eidolon Summon x 9 (Total = 1/rd summon instead of 10/rd), Add DR/Evil x 11 (total = DR 5/Evil, or iow DR 1 + 1/2 DR/Evil per level)


Pretty much the title at the moment im thinking Construct Rider Alchemist/Construct Caller+Synth U-Sum1(Visual = Clockwork Armor) VMC Clockwork Oracle/Evangelist of Brigh.

Oh and the GM is considering letting me replace alchemy with custom mechanisms from Investigators Engineer archetype https://www.d20pfsrd.com/classes/hybrid-classes/investigator/archetypes/pai zo-investigator-archetypes/engineer-investigator-archetype/ if not i thought using Syringe spears would be fun.

Any other ideas? Fairly open to class selection. (Note: first party is preferred)


For those who don't know Aether Kineticist need something to throw to use their kinetic blast, in general the object used is destroyed when used this way (it takes damage equal to the amount the target took from the kinetic blast)

Anyways I could just carry around a bag of pebbles or other worthless item it doesn't effect the mechanics beyond needing to be present and expendable but since I don't really have any idea who this character is beyond being a psionic thief I've been trying to think of something interesting/thematic to use. At the moment the plan is to use keys.

There was talks of being a Dark Elementalist and using chickens, puppies or orphans but the DM said no evil alignments, oh this is for Dragons Demand so this campaign is only going to lvl 7 (may do custom or higher level modules after that no idea)

Anyways I'm pretty much open to anything...feathers for example of something that would be humorous and possibly mechanically useful since no one would suspect that it would hurt them and aether as far as i know is like the force, invisible.


So yeah pretty much the title, im only in the early research stage and could use some help and clarifications on how some of the options listed below interact (obviously some options are redudant or like barb/monk dont work). Also anything that uses acrobatics would be helpful. (ie. goblin roll with it)

Possible Class Combos

Kinetic Fist Air Kineticist/Monk
Kineticist VMC Monk
Barbarian or B-Rager (possibly steel blooded)/Oracle or VMC Oracle/Rage Prophet (mainly if my current healer/tank dies)
Ninja, Rogue or Ninja/Rogue
Sohei Monk (possibly w/ kinetic blade kineticist)
Some dips into vigilante and/or a domain granting class
Bloodrager/Dragon disciple might be thematically appropriate
or an abomination consisting of an amalgamation of the above classes.

Anyways heres the results of my research so far.

Spells
Cheetah's Spirit
Shadow Step
Jump
long strider
expedious retreat
Silver Spindle Ioun Stone to gain 3/day 1st level spell

Feats
Death from above
Power Attack
Catch off-guard
Branch Pounce
roll with it (goblin)
Canny Tumble
Circling Mongoose
fleet
Slayer’s Feint
Monkey Style/moves

Class Features
High Jump Monk 5
Various Air kineticist talents
Acrobat rogue
high jumper rogue talent
raging leaper rage power
Bestial Leaper rage power
familiar +jump
monk or barb inproved base move speed
travel domain
winding paath renegae brawler
Acrobatic Master ninja trick
Expert Leaper rogue talent
scout archetype rogue
Sohei monk, flurry with various weapons like spears and polearms
Vigilante

Equipment
Anchoring
Boots of the cat
rod of balance
boots of elvenkind or ring of jumping
akotonian blade
Slippers of Spider Climbing
Quarterstaff of Vaulting

Note: This for a home game but no 3rd party or 3rd edition material is allowed except for MAYBE dreamscarred psionics (NOT Path of War) and the kineticist of popyra line.


Hey guys, im working on a "rival party" for my players and im currently working on the one for a druid so i figured a "Techy" type character would be a good opposite.

Unfortunately beyond some minor stuff from irons gods there's not much support for that.

Anyways right now im looking at either Injection games "Tinker" (specifically ironclad) which i own most of the related books for or Rite Publishing "Iron Titan" which a buddy of mine suggested and im considering buying.

I was just wondering if there were any other books with more content for the iron titan.

Also as an aside is there any other classes that could fulfill the "ironman" feel (without using summoner, druid, sorc or kineticist since those are players classes)...want to avoid a "spellcaster" in the mechanical sense (spell levels or "gadget" levels) if possible but magitech fluff is fine. (partially for bookkeeping and partially to be as opposite to the druid as possible, even if the nanite bloodline is really cool :P)


So the title gets most of the idea across.

Quick Character Layout:
Female Human Sister-at-Arms Cavalier1/Exemplar Brawler 6/Battle Herald X (Current Cav1/Brawler2)

Stats: Str 18, Dex 13, Con 14, Int 7, Wis 7, Cha 16

Feats
1. Steadfast Personality, Gray Maiden Initiate: Endurance & Acceptance, Precise Strike (Teamwork Feat)
3. Shield Focus & Shield Brace
5. Power Attack & Pushing Assault
7. Lunge & Combat Reflexes

Future Feat Thoughts: Practiced Tacticianx?, combat reflexes, Lunge, Extra Performancex?, Lingering Performance, Weapon Focus (+1 attack roll and common pre-req), bodyguard, in harm's way, Cornugon Smash, Phanalax Formation

Martial Flexibility allows me to use things like Phanlanx Formation on an as needed basis.

Anyways the original idea was to take the step up line but due to some wording of the feat it doesn't work with reach weapons and pretty much anyone I try to block to protect my allies just laughs 5-foot steps past my "outer ring"and than proceeds to ignore me.

So Hoping to combine Power Attack, Pushing Assault and Lunge to counteract that but could use some help with feat order and any other suggestions for improving my battlefield control and/or "Bardic" side. If it matters I primarily use a Lucerne Hammer & a Darkwood Heavy Shield (thanks to shield brace) but also have a halberd and a Glaive-Guisarme and some shortspears.

Note: I realize this build and Battle Herald in particular are NOT optimal choices this was chosen to fit the fluff I was going for so please try to keep your suggestions focused on this build especially since m already Level 3 and cant rebuild due to PFS rules (and retraining is expensive and wickedly slow)


Hey guys, first off ill start by saying im well aware that Arcane trickster is not a very optimal class but ive always wanted to play one and the introduction of Arcanist has solved my brain freeze on whether to go wizard or sorc since it takes the best parts of both casting styles (choosing your spells from a spellbook daily AND casting them spontaneously)

So that said I am having some issues making all the "pieces" fit together...those pieces being:

- Is an Arcanist (or something that casts the same way)
- Uses a Gun (pref with a rifle look, musket for example)
- Has something like the magus's "spellstrike" (hence spellslinger)
- NO 3rd party or 3.5 stuff, including minimal fluff changes of classes or archetypes (cause DM says so)
- Has a "detective" or "investigative reporter" feel (has no issue with turning invisible and sneaking into a castle to report on what really happens,etc., might take snoop archetype for rogue)
- Has abilities that make it easier to SA with ranged attacks...increased range and fulfilling the trigger for SA (ie. Ninja's Vanishing trick or being able to make opponents flat-footed somehow) without relying on specific magic items.
- Preferably a small race...both personal pref and the +4 to stealth is helpful. Thinking Ratfolk atm but listed a few others....Aasimar might work fluff wise...no one suspects the angel of being a snoop.
- Get into Arcane trickster fairly low level (pref by 9th) but make good use of the classes used to get there so 1) its not boring and 2) its not a waste.
- Has a good array of touch, cone, line, blast and ray spells

ATM I'm looking at SS Wiz1/Arc4-5/Rogue2-3/ATX and based on my notes (shown below) I don't think I have enough feats/talents to take everything id like and its hurting my brain.

Spellslinger Wizard1/Snoop U-Rogue2-3/Arcanist 4-5/Arcane TricksterX/maybe EvangelistX
Feats: PBS, Precise Shot, Accomplished Sneak Attackerx?,Rapid Reload, Extra Exploitsx?, Extra Talentsx?, Focused Shot
Arcanist Exploits: Quick Study, School Understanding (Admixture), Consume Magic Items, Dimensional Slide
Rogue Talents: Ki Pool, Vanishing Trick & Deadly Range
Investigator Talents: Mutagen, Greater Mutagen,Amazing Inspiration
Traits: Magical Knack & Pragmatic Activator
Stats: Int>Dex>Wis>Cha=Con>Str
Races: Elf, Ratfolk, Humans, Peri-Aasimar, Daemon-Tiefling, Sylph, Android, Wyrwood, Wayangs.

...and the rest of my random musings...

Arcane tricksters (maybe arcane archer as well...oh nvm specifies arrows)

Rogue or Vivi Alchemist/Wizard or Sorc Sage (check out archetypes for more flavour)
Ninja/Sorc
Ninja/Eldritch Scion Magus
Bard? (sandman steal spell could be fun)
eldritch scoundrel rogue possibly
caster vmc rogue

accomplished sneak attack?

arcane trickster -> evangelist? (not sure if i want any divine connection)

Vivi+??? Alchy3 or Steel hound+empiricist Invest4/Sage+??? Sorc4, ??? arcanist 4 or ??? wizard3 VMC Magus -> AT10/AA2 (prescient attacks is key!) (Gun?) Dex/Int Primary,, still maybe fit coconut evangelist in there.

Alayer

Card Caster or Eldritch Archer+Kensai Magus/Vivi Alchy or Empiricist Invest or Steel Hound Empiricist/AT1/Evangelist10/AA...maybe vmc sorc.

Spellslinger wizard/rogue type? (or ssw1/otherarcane/roguetype)

musket
oil of silence
Nokizaru Ninja (on the cha caster side, no SA)

Sniper Eldritch Scoundrel Rogue (can use spell slots for ki points so can use vanish)
School Understanding (Admixture)

sanctified slayer?

Harm/Inflict?
Blood Arcanist School Savant
spell-specialist
Accomplished Sneak Attacker
Guile? (kitsune trickster)
Spellslinger Exploiter wizard?
false priest?
mystery cultist?
technomancer?
veiled illusionist?

So uh yeah could use some help with my build plans :D


Hey forum peoples hoping for some help with my battle herald,both with build ideas and making sure it's PFS Legal as well as a few other questions.

I'm somewhat trying to recreate a character I had way back when I played 4th edition....if anyone has played 4e the build was usually referred to as a "Lazylord"

It was all about giving your allies the upperhand in any given situation (mostly by granting buffs and bonus actions) without actually doing much yourself although with the right build you could tank as well.

Battle Herald is the closest I've found to "Pure Support" in pathfinder that isn't just "I continue singing and miss my xbow shot again" (the former being the more important part :P)

Anyways on to my build plans so far:

Level wise ATM I'm thinking of either doing Cavalier2/Exemplar Brawler3/Battle HeraldX or Cavalier1/Exemplar Brawler 5/Battle HeraldX (open to other classes,etc.)....reasoning for exemplar over bard is primarily martial flexibility as it would allow me to swap in whatever teamwork feat was appropriate at the time (although some tips of how to manage that many feats would be helpful, currently just got them stuck in a word document) but the Full BAB and higher HD is nice as well, the loss of spellcasting is meh since it would be very little anyways & frankly it suits my "feel" for the character better anyways.

2 Cavalier vs. 5 Brawler: Basically Lvl 2 order ability vs. field instruction. Main question here is how does field instruction interact with tactician I doesn't mention them stacking so i assume they don't but does that grant me two "pools" for sharing teamwork feats and does battle heralds "voice of authority" advance field instruction or just tactician. Oh and since VOA advances tactician does it also grant me "greater tactician" at level 9 (combined BH and Cav)

Orders: Current likes are Eel, Cockatrice, Dragon, Flame, Scales
just worried about some of the Edicts (except cockatrice it basically translate to "Be a PC"), I avoid Paladins like the plague in society as I find GMs tend to be very strict about "The code".

The limited races also make things a bit difficult and my usual go to Gnome or Halfling are no good with their penalty to strength and small size (Despite the inspiration of the "lazylord" I do intend to hit things, likely with a polearm of some sort) Human would likely be optimal but I prefer not to be as I already play a Level 32 Male Human Gamer :P

Speaking of Polearms, there's lots of talk about the "banner of kings" two questions...can i get that in PFS and when the flag/banner says "poles" as a mounting option does that mean any "polearm" (plan on taking shield brace @3 so i can use a shield as well)

Also I'm probably going to choose an archetype for cavalier that replaces the mount, I already have a mounted character in PFS so want to separate this guy as much as possible (and its low level will make it night useless anyways)

Some feats I'm considering are:
- Eldritch Heritage (Imperious) if i go with human (primarily for heroic echoes, which if I'm reading correctly should enhance inspire courage), Step up line, combat reflexes, Shield focus (and some related feats), anything to boost aid another.

That's what I have so far, any help would be appreciated, i am actually playing tonight but will likely use the cavalier premade until this is figured out. Oh and feel free to ask for more info I probably missed something important :P


Hey all I just stumbled into a core only society game at a nearby game store and whilst i cringed at "core-only" i gave it a shot and the people there were really friendly so I'm planning to go back.

I've been staring at the short list of core classes and wondering what i haven't played to death already and whilst the answer is mostly nothing I've never played a mounted archer and I love bards for PFS so I figured that would be fun.

Unfortunately I forgot theres no animal ally or ANY archetypes in core so the only thing i can think of is multiclassing 4 levels of ranger but that would really delay my bard type stuff and I dont think Boon companion is in core either. (at least i haven't found it in there)

My other Idea was to be a halfling and use my girlfriends barbarian as a mount "Blaster Master" style but I dont actually know if thats PFS kosher. Even when not using a PC using a large mount is generally impractical so small race either way.

TL:DR Small race, bow or x-bow (pref the latter), mount, bard stuff (i. inspire courage), core only. Any ideas?

P.S. : Pathfinder chronicler seems like a cool prestige class and helps out the "barbs little buddy" feel

Edit: Just thought I had it solved my problem than I realized neither cavalier or Battle Herald is Core...curses.


Just starting DMing Starfinder for a friend who bought the book (may or may not play with the whole group after testing it out) and had a couple of fluff questions.

1) I may be misunderstanding the fluff but solarion are supposed to embrace the cycle of life and death that stars follow, which is why your penalized for not keeping your Grav & Photon powers equal, So why are you forced to choose Photon or Grav for your weapon/armor at Lvl 1...shouldnt it change color based on your attunement?

2) How does pure energy deal physical damage and not well energy damage?

Just curious what people think...primarily from a fluff perspective but feel free to give a mechanical reason as well.


Hey guys just wanted to drop by and show you my new class, it focuses on using the new unchained poison and disease rules to assist in combat as a debilitator w/ little to no connection to anything undead or similar (fluff wise). This is my first time making my own class for Pathfinder so please be gentle but I could use some evaluation for balance and fluff. (Took some cues from other classes for abilities and to help gauge balance)

Anyways as I mentioned the idea is to create a class to take advantage of the combat applications of unchained disease and poisons...it's not finished (definitely not set on the name) but I figured I'd post it as is for now and update it as I go, here's what i have so far.

Toxic Blighter

BAB: 3/4
Good Saves: Fort & Will

(1-20)Toxin: Ability to create of poisons/diseases supply similar to a spellcaster, DC is based on Con not much figured out beyond that, thinking either Bard or Bloodrager progression as a template, fluff wise the idea is that since your a host of all manor of disease and poisons it's not too much of a stretch that you can keep a small supply of both going on a daily basis. The plan is to have it be spontaneous since you always have the various diseases and it makes sense to me that you can handle carrying more poisons and diseases the stronger you get (as opposed to being able to hold an unlimited amount of diseases)

(1) Blight Host (Ex): A Blighter suffers no ill effects of diseases or poisons, though he may choose to allow the purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on to become visible. He becomes a carrier of every disease he encounters, though he remains immune to most of their effects.

However, the Blighter takes 1d6 points of damage per caster level if someone casts a cure disease spell or similar effect on him (he can make a Fortitude save to try to resist the effect). although he is now healed by poison damage.

(1) Symbiote: Gain a symbiotic connection to one of your diseases , granting you the ability to communicate with it up to and gain more abilities as your level (see Symbiote)

(1) Venom Strike: As a free action a Blighter may apply poison that he can deliver with Close, Unarmed or Natural weapons 1/rd.

(2) Blightbite (Su): By channeling the powers of her ancestors, a Blighter can call upon the powers of the Ophidian to inflict a disease with Close, Unarmed or Natural weapons. Blightbite is only usable 1/rd.

(2) Symbiotic Hide: Having had a fair amount of time interacting with his symbiote the blighter has learned that the symbiote can act as a barrier against attacks by dwelling in his body subdermally so whilst not wearing armor (robes, clothes, etc. are fine), a Blighter adds 1 point of constitution bonus (if any) per blighter class level as a natural armor bonus.

(3) Evasion: Avoid magical attacks with ease. If he succeeds on his save against any effect that offers a Reflex saving throw for half damage or partial effect, instead takes no damage from the effect.

(4) Rapid Onset: At 4th a blighter gains such insight into disease he's learned how to make it infect and do its damage much quicker than normal, in part because of the connection to his symbiote, thus it only takes 1d4rds. for a disease to advance beyond incubation

(4) Sense Disease (Ex): The blighter can detect both the presence and type of diseases present anywhere within 30ft. whether within a living host or any other location. The blighter may use this ability to keep track of nearby victims (even those that have evaded his sight and therefore retains his dexterity bonus against any creature currently infected with a disease, even if the viral agent is caught flat-footed or struck by an invisible attacker. However, the viral agent still loses its Dexterity bonus to AC if immobilized.

(5) Infectious Sustenance: As a swift action, the blighter can consume one unused slot to heal 1d8 damage for each level of the slot consumed. Additionally, you gain a bonus to your attack rolls against diseased creatures equal to your level until the end of turn.

(6) Hidden Blight (Su): You know of course that people are often wary of poison users, you prefer to not alert them of the fact that you are one. You can now make the poison you create undetectable by magical means, spell such as detect poison simply don’t report anything.

(6) Carrier's Fortitude: With poison and disease running your veins your body has begun to altered with some cultivating by your symbiote making it more difficult for assailants to locate your vitals granting you a 25% chance to ignore critical hits or sneak attacks.

(7) Penetrating Infections: Extended studies of subjects alive and dead that are seemingly unaffected by most of your creations has revealed ways around their so-called immunities albeit a bit crude and unreliably. For every 4 class levels you gain a 10% to bypass disease & poison immunity but the victim gains a +1 Bonus vs. your poison per 3 Class Levels.

(8) Improved Rapid Onset: A 8th Level the blighter continues to increase the effectivness of his infections allowing his disease to advance beyond incubation even faster only taking 1d4-2 rds.

(9) Walking Blight: Your steach and blight unsettles animals and plantlife alike. You gain an aura that shrivels plants and causes wildlife to fear you. Any hostile plants or animals within 5ft per 4 class levels take 1d4 damage per two levels every round they are within the range of this aura. A successful fortitude save reduces this damage by half. Additionally, creatures with the animal type are shaken while within this. This aura may be suppressed as long as you want as a free action.

(10) Accustomed to Awfulness: Spending so much time around death and decay you've become desensitized to anything that other would consider disconcertting Immune to sickened and nauseated.

(11) Improved Evasion (Ex): Takes half damage from any effect that offers a Reflex saving throw for half damage, even if they fail the save.

(12) Instant Onset: The blighter has worked with his diseases for so long that it's ability to infect has become so rapid that it advances past incubation nearly instantaneousily even going so far as to rapidly advance for a short while allowing it to advance to the next stage within 1d4 rds.

(12) Improved Carrier's Fortitude: Long term exposure to diseases and poisons have further modified your bodily structure making it even more difficult to locate your vitals granting you a 50% chance to ignore critical hits or sneak attacks.

(13) Super Bug: Allows part of your symbiote to leave your body so you may as a standard action use them as a conduit to apply your Toxic Strike or Blight Bite against a target within 30ft up to your Cha mod/day.

(14) Beguiling Infection: Using your telephatic connection your symbiote imparts a tiny part of your influence and personality into your infections adding your Cha mod to your poison/disease DCs vs. creatures immune to them.

(15) Repelling stench: When Walking blight is active your enemies treat the land around you up to 10ft as difficult terrain

(16) Improved Instant Onset: The blighter continues to push the alacrity of his infections allowing his dieseases to advance to the second stage after incubation with 1d4-2 rds.

(17) Infectious Breath: Your body has become merged so thoroughly with the blight in your body that you have gained the ability expel a blast of disease in a 30ft cone infecting anyone within it if they fail their save, on a successful save targets become sicked for 1rd. You may use this ability 1/day.

(18) Greater Carrier's Fortitude: Extensive alterations to your body have made it nearly impossible to pinpoint your weaknesses increasing your defense against crits and sneak attacks to 75%. You also gain immunity to paralysis, sleep. fatigue, exhaustion, stun and no longer need to sleep.

(19) Telepathic Expertise: Having communicated with your symbiote using telepathy for so long and due to it's increasing intelligence you can communicate with it much further allowing you to use your Super bug and Disease Sense abilities up to 120ft away. You may also communicate telepathically with others up to 60ft away.

(20) One with the Blight: The blighter changes His type to Aberration and gains the ability to shift into a living disease swarm at will infecting anyone when he enters their space, finally he adds his Cha (or other mental stat) mod to Con when calculating HP (retroactive)

So yeah what do you all think?


So yeah, just recently found a PFS group in my area and due to the giant pile of restrictions it kind of killed several of my build ideas I had when looking for a Home group.

That said I'm hoping I can work something related to hurling massive two-handed weapons (or objects could work to i guess...are barrels, etc. enchantable?) around.

So far I've found a couple options but I'm not really sure how to make an actual build out of it...so I'm hoping you guys have some ideas...and can help me nix anything PFS has deemed "wrong"

- Two-Handed Thrower Feat+Quick Draw: This is pretty straight forward, throw melee weapons two-handed. Than take Quick draw for iterative attacks...but i assume this would require multiple weapons which would get wicked expensive...also unless im wrong myh to-hit would still be dex based

- Universalist Wizards "Hand of the Apprentice" or Warpriest's "Magic Blessing" These are pretty cool cause I like the idea of an Smart Brute type (Int or Wis to-hit than Str for damage) but both abilities have the problem of limited uses per day.

- Barbarian's Charging Hurler/Hurling: This one is a bit oddly worded but seems like it could still throw weapons but oddly they would do falling damage...not really sure how that would work.

- Extra Arms: Through alchemist or other means gaining extra arms might not give me extra attacks alone but it would allow me to hold more swords to throw. (This is assuming i don't take quick draw)

So uh yeah thats what I've found so far...hopefully you guys can point me where to go from here.


Hey guys just need some help finding some pictures for reference so my artist buddy can understand what I'm talking about when I say I'm looking for her to do a painting with the theme "The Good, The Bad and The Ugly" (She offered it for my B-Day when i off handedly said it would be cool during a gaming session)

To clarify she won't be using these pictures, i wouldn't want to infringe on other peoples hard works, im just having a hard time getting my concept across so I'm quickly copying+pasting some drawn characters on some thematically appropriate backgrounds to show her than she'll do her own thing from there.

In short: I'm looking for some colorful Pathfinder-esque characters (preferably without to much detail) and backgrounds that fit the three separate themes of "The Good, The Bad and The Adorable" and my google0fu has somewhat failed me (Sonic and MLP has made it alot harder)

Here's a few examples:

The Good: http://i365.photobucket.com/albums/oo93/Failedlegend/Painting%20Test%20Mk%2 02_zpsk3mee5uc.png

The Bad: http://i365.photobucket.com/albums/oo93/Failedlegend/The%20Bad_zpsfqso3rml. jpg

The Adorable Mk. 1 (This background i find to be too mono-toned and a bit abstract): http://i365.photobucket.com/albums/oo93/Failedlegend/LilBuddi%20Painting%20 Mk2_zpst6tybgf1.png

The Adorable Mk. 2: http://i365.photobucket.com/albums/oo93/Failedlegend/and%20Adorable_zpsmhht ev8g.jpg

So thank you in advance for any help, this has been something that I've always wanted to have up on my wall (and if this works out the group is thinking of commissioning someone to draw our characters from our current Pathfinder Campaign, I'm open to suggestions on an artist to commision BTW, have a couple maybes but too new to this to choose)


So uh yeah, I'd like to make a Melee character that shifts into an Earth Elemental when fighting wielding a giant 2-h bludgeoning weapon (DM says as long as I'm proficient and my earth elemental is humanoid this is not an issue)

My first instinct was to go Druid since "Wild Shape" includes elemental forms but there's not really any support for an "Earth" druid as opposed to say a Storm, Dragon or Bear Druid (only Paizo material allowed).

Whilst I was researching that some people brought up Titan Mauler (the "unofficial" errata mentioned by its creator specifically)

Errata: Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

Anyways I think that Barbarian12/Druid8 would work ok allowing for Huge Elemental Form w/ Shaping focus wielding a Colossal Earth Breaker (6D8) w/ -1 penalty mixing both rage and Huge Earth Elly grants a +14 Str and +10 Con so thats pretty cool.

Flavour wise the character is a young "human" farmer who decides to join an infamous guild of thrill seeking adventures known to turn wimps into heroes and he's always had an odd connection to the land. It turns out his bloodline has a touch of elemental earth in it. The closest Pathfinder race I found was Oread which seems similar to earth genasi.

So yeah I could use some help fleshing that out or possible suggesting something entirely different. Stat wise will probably be a low pointbuy since were all supposed to be normal citizens to start but the DM has not decided exactly yet.


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So yeah pretty much the title. (I apologize in advance I suck at making ads :P)

I'm just coming off a 2 year Pathfinder campaign DM'd and written by myself and for fun were messing around with a couple other systems, currently Star Wars Saga Edition Dawn of Defiance but requests for Burning Wheel & Wild Talents have come up but we will likely go back to Pathfinder unless something sticks.

Unfortunately I've lost several players who had to move to go to College or University so I'm down to 2 Regulars (as well as myself) and a handful of occasionals (although I should get 1 regular back in 2 months) So were just looking to fill out the ranks again (I prefer a group of 4-6)

We play nearly every friday night from 4:30pm - 9pmish (I work nights so don't wake until around 4pm) at two locations, my modest apartment in south burlington and my friends house in North Burlington.

I have personally been playing on and off since I was in High School (and late elementary) but have only been GMing for a few years. I am currently 28 (which btw I prefer 18+), I tend to play a little fast and loose with the rules especially if the group agrees something is nonsensical or if a slight tweak will allow a player to be more satisfied with their character (w/o breaking the game)

Anyways if you'd like more information please feel free to email me at vampmaster86@hotmail.com (I REALLY need to change that :P)

Note: Open to suggestion on how to write this better feel free to PM me


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So uh yeah long story short the DM has basically said in his world "adventurer" has not been a common profession in a while, think Pixar's "The incredibles" so all our characters need to stat the game with a "normal job" (ie. Baker, Blacksmith, Butcher, etc.)

Anyways as I'm insane and can't just choose something boring I've worked with the DM to have Lawyers (w/ a splash of peacekeeper and Private Eye) make sense within the context of his world.

So problem is I have no idea how to go about this but I have a couple things

1. At least my first level has to relate to profession (As per DM rule)
2. I want to try out the new Hybrid classes
3. I want to have Decent Int/Wis/Cha preferably with one of them being my main stat.
4. Need "party face skills", Profession: Law and Several knowledge skills

So this led me to the following list

A Divine class worshipping a God with the Law Domain (and preferably community and/or freedom) if possible a Lawful Neutral God.

So: Paladin, War Priest, Oracle, Cleric, Inquisitor

Other classes that fit the archetype are:

Investigator - Leans a bit more to the PI side but still fits the Lawyer sde of things

Magus - The class itself doesn't firt the bill but in my mind a Bladebound Kensai w/ a Sword Cane makes me think of Benedict Cumberbatch as Sherlock...slightly insane a bit pompous, incredibly obsessed (kensai) but brilliant and a master in his chosen field (ie. Lawyer/PI)

All that said my current ideas are as follows

Plain Magus: Magus is a good class, I've always wanted to try it in a game so would be fun but I don't get to play with the need hybrid classes

Magus/Warpriest: Fits the archetype near perfectly imo and I get to worship a divine god not quite sure how well these classes would actually mesh.

Warpriest/Monk: Wisdom Primary (Guided Amulet of Mighty Fists FTW), Cha/Int secondary possibly w/ 2 Paladin (ie. WP16/P2/M2)could use any weird weapon due to WP weapon damage die progression....the kursigama would be fun.

Plain Investigator: Divine - Check, Hybrid - Check, Skills - Check, Theme - Check...it's a very strong contender that I actually just noticed so I'll have to look through it...cursory glance seems interesting but it might be a bit too weak. My first thought is to make some weird Dwarven improvised weapons user but thats mostly because I've been trying to work that particular character into a game for a long while.

Anyways I know this first post is a bit nebulous but I'd like to see what people think (and do a little more research on investigator) before making an actual build

P.S. No 3.5 material but we have access to most PF material (we only have about a dozen books but I can pick up another one if neccessary)


So yeah pretty much the title, I'm looking to join a Roll20 or Local Pathfinder game (I usually GM) and I've always wanted to build a character around one of the mentioned weapons (Kusarigama preferably) but I really hae no idea where to start.

A few things I've heard

- The above weapons count as both thrown and ranged weapons
- Retrieving this weapon is a free action essentially giving it the "returning" enchantment for free
- W/O as special ability you cannot threaten with them
- Them seem to have "two modes"...reach & melee (except the rope dart)

Anyways first look it seems like Monk is a no brainer for these but to be honest I'm just not feeling it even if Jackie Chan's Horseshoe on a rope was freaking awesome...Ninja might be ok (kind of a scorpian from MK thing)

I'd also like to make it a build that is a decent party face maybe a Ninja/Bard? or Ninja/Sorc/Gish Prestige or just a Ninja w/ the right traits.

As for combat I'd like it to be very mobile and would be nice to fit in tripping and/or disarming....definitely want to get Shot on the run.

I don;t really have much more than that...I REALLY don't know what I'm doing with this one


So I've got a player who I'm trying to work up a custom curse to suit her character.

She was actually cursed months back and we've never really locked down it's effects, I usually just make up things to handicap her as we go.

In general the idea is that she has a supernatural obsession with anything shiny, glowing, etc.

The "curse" usually manifests itself as a Will Save vs. Compulsion with a failed save basically means she misses her turn but I really need to lock down the exact DC formula, especially since it varies depending on "volume" of shinies (ie. 1 gold coin vs a dragon's hoard)

I also have no real idea what sort of "bonuses" to offset it with.

Note: My plan if I come up with a concept I like is to make the target of obsession an easy variable for future campaigns.

Any ideas?


So uh...how sto start...well, I've been DMing since I was in elementary school so about 20 years now and I'd say I'm an ok DM but I've always been heavily focused on the roleplaying aspect of D&D and so have my players, unfortunately due to moving for college I had to leave my old group behind.

Luckily for about a year or so now I have been DMing for a new group which in general seems to enjoy my DMing but one of the players isn;t much of a roleplayer and is really only there for the combat.

This is a new experience for me and frankly I don't know what to do, don't get me wrong combat happens but sometimes we'll go through 2-3 sessions w/o any and he just sits there looking all bored.

Now I could just increase the amount of combat but the rest of the group likes my combat lite style so that wouldn't work either.

Do you guys have any suggestions for how to keep this one player happy w/o upsetting the other players?

Side-question: Anyone know a good website to find players/another DM for IRL games in Canada (near Toronto)


Uh yeah...pretty much the title...this started as a joke by one player and it kind of grew on everyone...I won't bore you with the details but this is for a person who has never played so has asked me to help them make their character...obviously I don't want to just say here's the character I made for you since thats less fun for them but I would like to go into the discussion with a few ideas so I figured I'd ask here.

Now to keep things simple for the player I'm going to plug everything into Hero Lab and send hom the PDF so that cuts off any 3.5 stuff and most 3rd party stuff (and the few licenses I haven't purchased yet) so in general I'm cool with ANY PF (not just core) but no 3rd party or Wizards stuff

My current thought is a Bard that uses a whip+net combo to accentuate the control aspect than spell choice as much illusion spells as I can find. The Pimp part will mostly be roleplaying which is covered by Bard (Keyboards+Sing gives a nice skill coverage) but I'd like to work "drug dealer" in using actual mechanics...I was thinking Arty but it doesn't really synergize with Bard.

Oh and the character is starting Lvl 10 and the player wishes to be an Elf...no Drow though (so Half-Elf,etc. is cool too)

So yeah go nuts...just say whatever is on your mind...the more ideas the better.


Yeah so my buddy is running us through an Eberron Campaign (using Pathfinder ruleset, no 3.5 stuff) and I'm trying to recreate an old class I could remember called "Ultimate Gadgeteer"....specifically the weapon they used called a Buster which is basically a giant beam cannon....thing Pirate Gunner+Arcane Archer+Science Fiction.

Image for Reference

So anyways the closest I've come so far (with a little fluff and some house rules) is a Magus that wields a Flamethrower (change fire to force damage and melee weapon to ranged weapon and your set) because they can imbue their weapons with spells and with Kensai you get a free exotic weapon (again DM said replace melee w/ ranged so I chose "Beam Cannon") Now the question is what to take beyond Level 2 the only thing I can currently think of is the Gunslinger Archetype "Experimental Gunsmith"

My current plan is to take 7 Magus Levels (Fighter Training+Iaijutsu+Lvl 4 Spells) and 5 Experimental Gunsmith Levels (for Grappling & Vial Launcher) but that still leaves 8 levels to play with (assuming campaign makes it that far)

So any suggestions the only requirement is the big cannon and preferably Gnome as the race


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So last session my players were suddenly turned into kobolds and whilst it was only meant as a temporary thing they seemed to really enjoy it so I was thinking of just messing around for a session with them as low level kobolds (thinking 5-6 but I'm flexible)

Now normally I'd just let them do it but I want to surprise them so I need some help making some fun Kobold PCs for them to play which will be randomly assigned (using dice of course)

I mostly just need some fun names and possibly work out a short back story for each but I'm open to suggestion for build changes (note: I'll add equipment later...likely just basic equipment)

Anyways here's what I've come up with

This one is fairly simple he's just a Arcanically gifted Kobold who worships his Draconic ancestors and will do pretty much anything to get as close as possible to them.

Quote:

Dragon Disciple

Male Kobold, Dragonbreath Dragon Disciple 3/Sorcerer (Crossblooded) 3
CG Small humanoid (reptilian)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
--------------------
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 5/magic or Large. . (+1 HD bonus, +4 natural armor)
Critical Defense: +6. . (+5 DR, +1 Dex)
Vig 33 (3d12+3d6) Wnd 30 (Threshold 12)
Fort +4, Ref +3, Will +2
Resist dragon resistances, fire 10
Weakness cautious, light sensitivity
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Offense
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Speed 30 ft.
Melee pickaxe +7 (1d6+4/×4)
Special Attacks bloodline arcana: draconic, bloodline arcana: elemental, breath weapon, breath weapon, dragon bite, claws, red dragonbreath (10-ft. cone, 1d8 fire)
Spell-Like Abilities
. . 7/day—elemental ray
Sorcerer (Crossblooded) Spells Known (CL 6th; concentration +10):
2nd (5/day)—scorching ray
1st (7/day)—burning hands (bloodline energy type) (DC 15), charm person (DC 15), color spray (DC 15), strong wings
0 (at will)—arcane mark, light, mage hand, mending, open/close (DC 14)
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Statistics
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Str 16, Dex 12, Con 12, Int 4, Wis 8, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Arcane Strike, Draconic Aspect, Draconic Breath, Eschew Materials, Martial Weapon Proficiency (pickaxe), Toughness
Traits cautious, magical knack
Flaws Inattentive
Skills Fly +7, Knowledge (arcana) +5, Perception +1, Stealth +11; Racial Modifiers +2 Perception
Languages Draconic
SQ bloodlines (draconic, elemental), gliding wings, hero points
Other Gear pickaxe, 136 GP
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Breath Weapon (1/day) (DC 15) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 15.
Breath Weapon (15-ft cone of fire, 2d6, Ref half) (Draconic Breath) (4/day) (DC 14) Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic Breath +2 bonus against sleep and paralysis effects.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Elemental (Fire) You may change any energy spell to use your bloodline's energy type.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+1 Fire damage.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic Claws & Bite (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d4 damage. Bite attack deals 1d6 damage.
Magical Knack (Sorcerer [Crossblooded]) +2 CL for a specific class, to a max of your HD.
Red Dragonbreath (10-ft. cone, 1d8 fire) (DC 15) (Su) Move, must recharge for 1d4 rounds before use again (Ref half).

This one started out as a bard and I wanted to add a whip to the build but it just didn't work so I switched to a magus too keep the "arcane tactics fighter" feel but adding the bladebound archetype just set off my crazy nerve and I thought it would be hilarious if this kobolds whip was imbued with the soul of indianna jones and frankly the kobold is barely conscious with the whip controlling him the majority of the time. Looking for a good name for the whip that subtle hints at it being indie w/o being obvious

Quote:

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Tripmaster
Male Kobold, Blue Fighter (Free Hand Fighter) 2/Magus (Bladebound, Kensai) 4
CG Small humanoid (reptilian)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
Defense 19, flat-footed 10. . (+9 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +10. . (+1 DR, +9 Dex)
Vig 38 (2d10+4d8) Wnd 16 (Threshold 8)
Fort +6, Ref +6, Will +1
Defensive Abilities canny defense; Resist electricity 5
Weakness light sensitivity
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Offense
--------------------
Speed 30 ft.
Melee anna the indie +13 (1d6+1)
Special Attacks spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 4th; concentration +8):
2nd—frigid touch
1st—color spray (DC 15), grease (DC 15), shocking grasp
0 (at will)—arcane mark, dancing lights, ghost sound (DC 14), ray of frost, spark (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 8, Int 18, Wis 4, Cha 3
Base Atk +5; CMB +9 (+10 disarm, +11 trip); CMD 19 (20 vs. disarm, 21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Improved Trip, Improved Whip Mastery, Weapon Finesse, Weapon Focus (whip), Whip Mastery
Skills Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Perception +1, Profession (Treasure Hunter) +6, Sense Motive -1, Spellcraft +13, Stealth +18; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ arcane pool, black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, deceptive strike, hero points, perfect strike, spell combat
Other Gear 150 GP
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deceptive Strike +1 (Ex) +1 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
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.
Whip Mastery Using a whip does not provoke attacks of opportunity

This one is more goblin or gnome territory but I love watching my players make things explode so I had to make an explosives expert...the idea with the character similar to that really he loves to make things go boom

Quote:

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Explosives Expert
Male Kobold, White Alchemist (Mindchemist) 6
CG Small humanoid (reptilian)
Hero Points 1
Init -3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
Defense 13, flat-footed 10. . (+3 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +4. . (+1 DR, +3 Dex)
Vig 33 (6d8) Wnd 16 (Threshold 8)
Fort +4, Ref +8, Will +1; +4 bonus vs. poison
Resist cold 5, poison resistance
Weakness cautious, light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +9 (3d6+3 Fire) and
. . smoke bomb +9 () and
. . stink bomb +9 ()
Special Attacks bomb, discoveries (precise bombs, smoke bomb, stink bomb)
Alchemist (Mindchemist) Spells Prepared (CL 6th; concentration +9):
2nd—alchemical allocation, fox's cunning (x2), resist energy
1st—cure light wounds (x2), longshot, targeted bomb admixture (x2)
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 8, Int 16, Wis 8, Cha 4
Base Atk +4; CMB +1; CMD 14
Feats Ability Focus (bomb), Extra Bombs, Extra Bombs, Point-Blank Shot, Splash Weapon Mastery, Throw Anything
Traits accelerated drinker, cautious
Flaws Unreactive
Skills Appraise +11, Heal +4, Perception +9, Profession (cook) +7, Profession (herbalist) +7, Sleight of Hand +11, Spellcraft +11, Stealth +15, Use Magic Device +5; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Dwarven, Gnome
SQ cognatogen, fast poisoning, hero points, kobold cryomania, perfect recall, swift alchemy
Other Gear 150 GP
--------------------
Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+3 (16/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Cognatogen (DC 16) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Kobold Cryomania +1 to the save DC of all cold spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (6 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

This kobold has actual died and been revived several times and its frankly caused him to go mad. He has lucid moments but most of the time he's raging out...I'm debating removing his ability to talk.

Quote:

--------------------

Improvised Rager
Male Kobold, Red Barbarian (Armored Hulk) 6
CG Small humanoid (reptilian)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
Defense 12, flat-footed 10. . (+2 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +3. . (+1 DR, +2 Dex)
Vig 59 (6d12) Wnd 28 (Threshold 14)
Fort +7, Ref +4 (+1 against trample attacks), Will -5; +2 bonus vs. fear
Resist fire 5
Weakness cautious, light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy pick +12/+7 (1d4+7/×4)
Special Attacks rage (22 rounds/day), rage powers (brawler, hurling charge, hurling, lesser)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 3, Wis 3, Cha 3
Base Atk +6; CMB +10 (+11 overrun); CMD 22 (23 vs. overrun)
Feats Extra Rage, Graverisen, Point-Blank Shot, Two-Handed Thrower
Traits cautious, musclebound
Flaws Weak Will
Skills Acrobatics +0, Climb +6, Escape Artist +0, Fly +2, Perception -2, Ride +0, Stealth +13, Swim +15; Racial Modifiers +2 Perception
Languages Draconic
SQ fearless, hero points, indomitable stance, kobold pyromania, tireless rage
Other Gear heavy pick, 142 GP
--------------------
Special Abilities
--------------------
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fearless +2 bonus vs Fear saves.
Graverisen Death is no stranger to you, for you have risen from the grave to continue your quest many times.

Requirement: Die and be brought back at least twice.

Benefit: You gain a single-use supernatural ability to save yourself from death
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hurling Charge (Ex) You may add a thrown attack at +2 to hit to a charge attack.
Hurling, Lesser (Ex) Throw large objects while raging.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Kobold Pyromania +2 to the save DC of all fire spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Musclebound You gain a +1 bonus to STR ability and skill checks, but take a -2 to DEX ability and skill checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon

Kobolds are infamous for using traps and tricks to overcome superior opponents so I couldn't make a kobold parti w/o one....I'm thinking of naming him with something that sound like Macguiver

Quote:

--------------------

Kobold Trappr
Male Kobold, Green Ranger (Infiltrator, Trapper) 6
CG Small humanoid (reptilian)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
Defense 13, flat-footed 10. . (+3 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +4. . (+1 DR, +3 Dex)
Vig 38 (6d10) Wnd 24 (Threshold 12)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +1
Resist acid 5
Weakness cautious, light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Ranged heavy crossbow +11/+6 (1d8/19-20)
Special Attacks favored enemies (goblinoids +4, humans +2)
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Statistics
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Str 9, Dex 16, Con 12, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +4; CMD 17
Feats Crossbow Mastery, Endurance, Nimble Moves, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (heavy crossbow)
Traits cautious, quick
Flaws Weak Will
Skills Craft (traps) +11, Disable Device +15, Escape Artist +9, Perception +13 (+16 to locate traps, +17 vs. goblinoids, +15 vs. humans), Profession (trapper) +11, Stealth +20, Survival +10 (+14 vs. goblinoids, +12 vs. humans, +13 to track); Racial Modifiers +2 Craft (traps), +2 Perception, +4 Stealth
Languages Draconic
SQ adaptation, adaptations (adaptation: goblin fast), combat styles (crossbow), fire trap, hero points, hunter's bonds (hunter's bond [companions]), snare trap, track, trap, trapfinding +3, wild empathy +4
Other Gear heavy crossbow, 100 GP
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Special Abilities
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Adaptation (60 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Goblin Fast (Ex) Gain temporary use of various abilities.
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Fire Trap (Ex) (Su) Effect The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Track +3 Add the listed bonus to survival checks made to track.
Trap (5/day) (DC 15) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Frankly...the party needed a healer and shaman suited a tribe of kobolds...nothing special...seems fun to play though. The arcane familiar is realli cool though I like the idea that the shaman is onli half in this plane of existence and the dragon spirit is more a part of the shaman as opposed to just a familiar,

Quote:

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The Healer
Male Kobold, Black Shaman 6
CG Small humanoid (reptilian)
Hero Points 1
Init +1; Senses darkvision 120 ft.; Perception +3
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Defense
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Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +2. . (+1 DR, +1 Dex)
Vig 38 (6d8) Wnd 16 (Threshold 8)
Fort +1, Ref +3, Will +8 (+1 racial bonus against divine spells from devotees of Colonial deities, but -1 gainst devotees of Mwangi faiths)
Resist acid 5
Weakness cautious, light sensitivity
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Offense
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Speed 30 ft., wandering hexes (lure of the heavens)
Special Attacks channel positive energy 1/day (DC 13, 3d6)
Shaman Spells Prepared (CL 6th; concentration +9):
3rd—cure moderate wounds, mad monkeys, nature's exile (DC 16)
(1/day) daylight [S] or neutralize poison [S]

2nd—eagle eye, fire sneeze, warp wood (DC 15), wood shape (DC 15)
(1/day) hypnotic pattern [S] (DC 15) or lesser restoration [S]

1st—entangle (DC 14), feather step (DC 14), longstrider, obscuring mist
(1/day) color spray [S] (DC 14) or detect undead [S]

0 (at will)—create water, detect magic, know direction, purify food and drink (DC 13), stabilize
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Statistics
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Str 6, Dex 12, Con 8, Int 10, Wis 17, Cha 10
Base Atk +4; CMB +1; CMD 12
Feats Animal Affinity, Deep Sight, Healer's Touch, Improved Familiar
Traits cautious, spirit talker (mwangi faiths)
Flaws Noncombatant
Skills Handle Animal +13, Heal +12, Ride +14, Stealth +11, Survival +12, Swim +2; Racial Modifiers +2 Handle Animal, +2 Ride, +4 Swim
Languages Draconic
SQ hero points, hexes (deny succor), spirits (life), stardust, wandering spirits (heavens)
Other Gear 150 GP
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Special Abilities
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Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Deny Succor (Su) Foe in 30 ft can't benefit from magic healing or condition relief for 6 rds (Will neg).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Healer's Touch The magic of life flows through your body like a river.

Requirement: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point o
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lure of the Heavens (float) (Su) You can float 6 inches above the ground or liquid surfaces.
Shaman Channel Positive Energy 3d6 (1/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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.
Spirit Talker (Mwangi Faiths) Gain a +1 racial bonus on Will saves against divine spells from clerics and paladins of Colonial deities, but suffer a -1 penalty to Will saves from divine spells by devotees of Mwangi faiths.
Stardust (3/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 3 rds.

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Arcane Familiar
Male Half-Dragon Celestial Kobold
CG Small dragon (humanoid, reptilian)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
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Defense
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Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 7/magic or Large. . (+7 natural armor)
Critical Defense: +8. . (+7 DR, +1 Dex)
Vig 19 () Wnd 28 (Threshold 14); fast healing 1
Fort +4, Ref +3, Will +5
Immune fire, paralysis, sleep; Resist acid 5, cold 5, electricity 5; SR 8
Weakness light sensitivity
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Offense
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Speed 30 ft., fly 60 ft. (average)
Melee bite +7 (1d4+2) and
. . 2 claws +7 (1d3+2)
Special Attacks breath weapon, smite evil
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Base Atk +4; CMB +5; CMD 16
Skills Handle Animal +7, Heal +6, Perception +2, Ride +7, Stealth +14, Survival +6; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ hero points, improved evasion
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Special Abilities
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Breath Weapon (1/day) (DC 12) (Su) 1/day, Breath Weapon deals 1d6 Fire damage, DC 12.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Evil (1/day) (Su) +1 to hit, +0 to damage when used.
Spell Resistance (8) You have Spell Resistance.


First off this is a going to be a fairly large post with my various ideas...sorry about that but the first few paragraphs ARE the most important.

OK to start of I'll say that this is gonna be alot of flavour based stuff but I don't want to completely drop the concept of optimization..IOW flavour isn't fun if your dead or a waste to the party. So say about 50/50 focus.Note: I'm not against stretching or "fanficing" a few things in favor of optimization or just coolness.

I started this build out as a normal summoner and stumbled onto synthesist which sounded cool but I was going to skip past it until I had a picture of Alphonse show up during a search for "Armored Knights" (I was going to make a quadreped + 2 legs + 2 arms + x nat armor+ martial weapon Lance to reflect a knight riding a dragon) and just got this wonderfulyl crazy idea where ALphonse would be my summon and I would make Edward the "summoner" but than I thought it would be really cool if Alphonse and Edward were to merge somehow so I jumped back to synthesist.

Anyways that explained let's get down to business I'd like to cram as much FMA jokes/lore into this as possible. (Note: I'd like to focus on the earlier half of the Anime where its fairly light-hearted with lots of fun jokes,etc. not the dark turn in the latter half)

Oh and I'm open to multi-classing but preferably limited to light dips and only if it adds something to the flavour or to optimization.

Ok This is what i have so far...I can't finish it cause I have to go to work but feel free to make suggestions in the mean time...I'm going to try to be very open for this build.

FMA - Synthesist Summoner Alphonse+ Edward Build

Race: Quarterling (custom race abilities focus on small size and boosting Cha and some Int...making fun of Edwards Small Size/Napoleon Complex..also an exuse to finally make my "Quarterling" race)

Eidolon: Alphonse, heavy armor look focus on Str/Con, make as large as possible, mostly Slam attacks possibly breath weapon because its funny

Summoner Symbol: The Flamel

Stats: Cha -> Int -> Wis

Possible Skills: UMD, Spellcraft, Linguistics,Intimidate,Bluff, Appraise, Stealth,Diplomacy, various knowledges (using traits to add class skills)
Traits: ???

Possible Feats: SF: Conj, SF: UMD, SF: Stealth, Augment Summoning, Toughness, Improved Ini, Expanded Arcana, Additional Traits, Combat Reflexes, Improved Natural Attack, IC: Natural, Eldritch Claws, Lunge, Toughness, Resilient Eidolon

Spells: Focus on buffs mostly

Oh should I be taking the TWF line of feats? since I'll be doing multiple attacks...actually how does that work I'm really confused how the multi attacks thing works.

Oracle 1 -> Nature Mystery -> Whispers of the Land: Cha to AC instead of Dex. I don't think the class would suit Edward or Alphonse though.

Oh one thing I'm thinking about it having this be much later than than the show and have Edward be really old to the point where he pretty much needs to be fused to Alphonse to survive. (remember this Al & Ed never made it to the "dark" part of the anime)

Also an interesting feat is Dimensional assault which uses dimension door (synthesist as an SLA at lvl 6 1/day +1/3 per summoner level) to allow you to "charge" with a teleport.

Arcane Savant & Boon Companion
Two levels of AS makes UMD, Spellcraft & Knowledge Arcaner 10x more awesome, grants me extra spells...either more Summoner spells or ANY SPELL (one level higher) the possibilities of those 2 things alone are epic and for pre-reqs I'll have anyways (except the item creation feat but 1 feat can't hurt) than with boon companion I have room for another dip class or two. Thinking Synth 16 [+ Boon companion for Lvl 20 eidolon] Arcane Save 2-4..than weigh possible single lvl dips vs. Lvl 3 and 4 of AS...or vs. Synth18/AS2

The only thing my synthesist would miss out on is Summon Monster 9 and Gate but really summons are only back-ups since I can't summon them when I'm usiong my Eidolon

Oh another one could be Monk 1 since your considered unarmored when fused with your eidolon...with a decent Wisdom (which can be fit since your dumping your 3 physical stats) Stunning fist could be quite useful to apply to a claw attack as well as flurry of blows...not sure how the 1D6 unarmed damage would function though. Oh and if I read it right Monks use both Wis and Dex for AC....The Monk level would actually fit quite well since Alphonse is an effective unarmed fighter....oh oh actually if I took the Monk of the Four Winds Archetype I could get "Elemental Fist" instead of Stunning fist allowing me to add 1D6 elemental damage to any unarmed attack(acid, cold, electricity, or fire...1/Day + 1 per 4 lvls)...which for an Eidolon using natural attack should be all of them? mixing Alphonse Unarmed combat prowess with Edwards Magical abilities.

Oh and of course 2 Paladin for the MASSIVE save boost but it doesn't fit AT ALL so thats out.


Hey guys a long while back I played some tomb of horrors with a class called the "Ultimate Gadgeteer" and it was awesome it combined a personal mech suit, a construct companion and a giant cannon as a weapon as well as various "gadgets/inventions" all powered by Magitech type stuff.

Now I have two questions.

1. Anyone know what 3.5 book this was from?

and 2. Is there a Pathfinder Class/Archetype/Prestige Class that is similar to this?

If #2 is yes what is it/are they and what book can I find it/them