Seelah

Ferio's page

150 posts. No reviews. No lists. No wishlists.




Also in this campaign we are using character races from the playtest book for creating races with a 10 point buy.

My race is... Human subtype.
Stats +2 (physical), +2(mental), -2(any) (0 points)
Darkvision (2 points)
Light Sensitivity (-1 point)
Weapon Familiarity, Hand Crossbow, Falcata (1 point)
Bonus Feat x2 (8 points)

So the whole premise is to dual wield crossbows, and hunt down demons and hell spawns and such.

Any suggestions for classes and feats to make this really interesting and effective?

Keep in mind I have 2 bonus feats at level 1.

Please make suggestions for a level 3 character.

I was thinking Ranger or Ninja might be nice?


Other then the obvious, Treants, is there any other race that commonly speaks Treant?


So I'm doing the burnt offerings: Rise of the Runelords. They are at the first "Boss" Goblin commando.

I made them all start at level 2 since I hate level 1.

The CR for this encounter is supposed to be 3 and 1/3. With 4 players at level 1 I can see how that would be good. But I have 5 characters at level 2.

I'm going to make the Goblin commando a CR 2 (level 2 ranger) his dog a level 2 dog (CR4) and then possibly add some level 2 warrior goblins. (cr 2 each) with a few of the standard level 1 CR 1/3 Goblins.

So what CR am I aiming for? 5 level 2 PCs would be CR 10 (if they were monsters of normal races)

Do I want to aim for like CR 8? CR 7? What would make it fun yet still challenging for their first boss fight?


I've looked everywhere and it's a bit confusing. I see this rule:

"Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score."

and this one:

"Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane."

This would lead me to believe the Eidolon can fight as per normal when he goes negative hit points without falling unconscious until he reaches his negative con in HP. At THAT point, the summoner can give his hp to keep it up.

Am I seeing this wrong or can Eidolon's fight normally all the way to their negative con score?


In the armor rules it says you can make barding out of any armor OR shields...

Does this mean I can make "armor" (giving me an AC bonus) barding AND a "shield" barding on top of that? (giving me the shield bonus to AC as well?)

Just curious as that would be awesome if it worked like that.


I have a high powered Centaur Paladin in a campaign I'm in. 35 point buy and currently level 3. I'm a 2 handed pally, Oath of Vengeance. I've planned out to level 11 but the 5th and 7th level feat I'm kind of stuck on.

Stats: (Level 3)

STR - 18 (19 at 8)
DEX - 12
CON - 17 (18 at 4)
INT - 10
WIS - 8
CHA - 18

Weapon of choice: Falchion.

Role in party: Damage dealer.
Other party members: Cleric, Ninja, (random, DMs choice)

Feat Progression:

1 - Power Attack
3 - Weapon Focus: (Falchion) <- offsets my -1 for being large.
5 - Setup Up? (Extra LOH?)
7 - Extra LOH? (Following Step?)
9 - Improved Critical (Falchion)
11- Critical Focus? (Step up and Strike?)

I'm wondering if the Step Up feat chain is worth it for a 2 handed fighter. I imagine it would have its benefits like striking fear into casters (Especially EVIL casters with smite evil).

What do you think?


If you had to choose between 2 racials and everything else was the same:

Darkvision (60 feet) but a Vulnerable 5 Cold

Or

Low-light Vision and no vulnerability.


For example at level 6 I can be a large animal. (It's a dino shaman so I choose megaraptor, he's large, and looks sweet)

But he's CR5?

How do I convert the CR5 into level 6 druid?


Is the abilities from Warrior of the Holy Light good if I'm building a 2-handed Paladin?

The Paladin will be Oath of Vengeance + Warrior of the Holy Light. Oath of Vengeance is given but I'm wondering if adding Warrior of the Holy Light for the extra lay on hands and therefore extra smites is worth it?


How the heck can we get him out? It's only like 20 feet down, but the dang guy weighs over 2200 pounds.

Would a rope even be able to sustain such weights? If so would multiple characters be able to LIFT him out of the hole as per multiplying the lift off of ground weight? (add each for each character?)

Even so they still aren't over 2200 pounds.

Suggestions?


Do you get the enhancement bonus on the gauntlet to hit? (damage is set by the spell I know but unsure about hitting since it technically is a melee attack)


Does "Inflict Light Wounds" if cast adjacent to an enemy, provoke an AOO? Or is it considered an armed melee attack?


I'm starting a campaign with 4 PCs, 25 point buys, and average loot. Since the CR assumes 15 point buys... Would increasing enemy HP be easier or enemy stats?


Or is it a spell with a range of touch?

I'm basically wondering if you have to roll to hit with this spell or if it auto hits.


I'm trying to make a new campaign. I am thinking of level 3 or 4 for the start. Anyone know any good campaigns that start around that level range that I could buy?


I'm just curious how many GMs roll behind a screen for combat as opposed to on the table for all to see. (Specifically referring to attack rolls) Melee, Ranged, Spells, etc.


Does anyone find it odd that our GM will take any allies we have put together (NPC allies, not PC characters) and as SOON as they drop unconscious, the enemies will provoke AOOs to Coup De Grace them in order to kill them FOREVER.

Yeah I know we could rez them but we are only level 2.

I'm wondering if there is even any remote way at this low level to try and prevent something like this.

Also it's odd that if a PC character is down... The NPCs that were so eager to Coup De Grace all of the sudden find it's not "worth the time." or other odd excuses considering they just killed 4 other NPCs this way in the subsequent rounds.

We have a dedicated healer, but apparently the NPCs know this and they go straight for the healer every time. (usually knocking her out in 2 rounds, then leaving her to bleed out at like -9 without finishing her off)

Do I just need to wait for higher levels and some more HP to get past this mess? My character is getting clinically depressed at this point as he has lost 10+ good friends in the campaign...


1 person marked this as FAQ candidate.

I'm looking at the armored kilt. For one, it doesn't state anywhere that you can't enchant it to +10 like any other armor and shield. So wouldn't it be superior to any heavy armor? (you would need heavy armor prof, but with much less armor check... spell falure, weight, etc)

For example:

Full Plate +10 (Mithral just for the DEX), and a Heavy Shield +10 = (9+3, +10, and 2+10)+10 base we have a total of 34 AC.

Take a Breastplate +10 (also could be Mithral), and a armored kilt +10 with a heavy shield +10 = (6+5+10, +1+10, and +2+10) and the 10 base we have a total of 54 AC.

Is there an errata on if this actually works? If so I don't see why anyone would use heavy armor anymore when they could do it this way.


Simple questions:

Toughness vs. Iron Will for an animal companion

Both have potential staying power, but which will give more bang for the buck?


So I have a simple question. With my switch hitter ranger, which feat progression would be better:

Lvl 1: Power Attack
Lvl 2: Rapid Fire
Lvl 3: Quick Draw

Here's where the question is. Same feats, just the order:

Lvl 5: Deadly Aim
Lvl 7: Boon Companion

OR

Lvl 5: Boon Companion
Lvl 7: Deadly Aim

I'm wondering if the survivability (and damage) of the pet getting up to 5 after only 1 level of being fairly weak would be worth the +4 damage of deadly aim for 2 levels.


If so I would be interested in joining one.

PM me.


Thought I would ask some of you math nuts out there. Is the Healing judgement worth it at all?

Or with being a defensive inquisitor does the AC Judgement trump?


Can a Cleric use channel energy while grappled without the concentration check? Or is channel energy considered a "spell like ability"?


I'm thinking of Multi-classing my inquisitor with 1 level of fighter at level 4. Simple questions: Is the extra weapon profs, armor profs, and extra feat worth it to delay Bane, second judgement, and forgo true judgement? (most likely we will not get to 20 as is assumed but figured I would ask)

Let me know what you think!


Hello all!

As some had read in my inquisitor thread, I am taking Feather domain with an animal companion. (Tiger in this case) AKA big cat. I get him at level 4 but have no idea what feats to take. Here will be the layout:

Level 1 Feat:
1. ? (Light armor proficiency?)
I was thinking Light armor, but it's expensive and only will give him +4 AC at most. Which if he can charge 80 feet a turn and run 160 feet, his mobility should be good enough to run if he needs to. (As he will have very low AC)

(Then at level 5, I will take boon companion, which raises his level by 4. The level 4 ability score increase I'm taking int +1 so that the pet can learn any feat)

Level 5 Feats: (since the jump from level 1 to 5, he gets 2 feats which with the int boost can be anything)
1. ? (precise strike?)
2. ? (step up?)

Now I'm an inquisitor so he could make use of teamwork feats at level 5. (Precise Strike is my level 3 feat, Outflank will be my level 6 feat) However being WAY slower (Tiger can charge 80 feet and make a full-round attack+grab, and run 160 feet) I'm not sure that this is the best option.

I kind of want him to be a spell casters bane, (run really fast and grapple one, making their lives miserable) so I was thinking Step up. But what else? Being able to grapple casters and rake them for heavy damage will be nice. But what feats compliment. Also unsure on the level 1 feat due to having to pick from the animal only feats.

Any thoughts?


So we started a Pathfinder campaign and I decided to have a go at the Half-Orc Inquisitor.

Trouble is our party consists of a Ninja, a Cleric, me (Inquisitor), and an NPC run by the DM that changes based on his mood. (Currently a Wizard, also has been a Gunslinger, Bard, etc).

So the roll of tank has fallen on my shoulders. My stats aren't bad for this task but I'm having some issues with the feats. Here's my stats and plan so far. Any advice will be appreciated.

Keep in mind I was originally going to make a Two-handed Striker Inquisitor but our party needs a tank and well, I'm the only one who can really fill it. (Unless the DM makes one but I've yet to even see a fighter for hire in the campaign) Hence the more Melee oriented stats.

Level 2 Half Orc Inquisitor (Currently)

STR - 18
DEX - 13
CON - 16
INT - 12
WIS - 16
CHA - 10

As for weapons I use a Scimitar due to Mielikki as my God. (DM love forgotten realms so we are "technically" in that universe. He just changes the names of the towns and what-not to make it make sense) I use Chainmail currently (Only level 2) but plan on getting up to plate eventually. And a Heavy Steel Shield.

My Domain is the Feather Domain (Thus the level 5 Feat) as I will have an animal companion.

Here are my feats:
Lvl 1 - Armor Proficiency (Heavy)

Then the Plan for the next few levels are hazy at best.
Lvl 3 - Weapon Focus (Scimitar), or a tanky one? (Toughness, Dodge, Ironhide, etc)
Lvl 3 Teamwork Feat - Precise Strike
Lvl 5 - Boon Companion
Lvl 6 Teamwork Feat - Outflank
Lvl 7 - If weapon focus, Dazzling Display, or another tanky one?
Lvl 9 - ?
9 Teamwork Feat - ?

Basically that's where I've gone. I'm wondering if Dazzling display will be worth it having to wait all the way till 7 instead of 5, or If I should just go for more tanky feats instead.

Here's one of the main factors for the dazzling display. Our DM has a house rule on Languages and Linguistics. Instead of 1 point getting you one language, your base language starts at a skill level of 3 and sub languages 2. (For me Common 3, Orc 2)

Basically, when you put 1 in linguistics you can get a language at level 1. Then you have to pump it. The modifier is this. (1) -10 to Bluff, Diplomacy, Intimidate. (2) -5 to same skills. (3) +0 to skills, (4) +0 to skills, (5) +5 to skills.

So Currently at level 2 I've put 2 in linguistics to gain +5 Intimidate. (With the Half-Orc racial) I'm currently at +15 intimidate at level 2.

So you see my dilemma. Dazzling display will in essence increase my armor by 2 by giving all enemies -2 to hit, (Almost 100% success chance).

What do you think?