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So me and my friends are doing a crafting campaign. The on is going Summoner focusing golems, the other is doing a Arcanist focusing wonderous gear. I was thinking of going Metamorph Alchemist to abuse the size growth mechanic, since the one wants to outfit us with crazy weapons, to be a sort of living gundum/titan. Was planning on going Half-Orc to take advantage of racial weapons too. Only issue for me is that Metamorph gives up the regular bomb stuff of Alchemist. I know I can build into bomb making seperatly from Alchemist but you don't get the same bonuses. If there are any mad geniuses out there that know a better way or have any advice for this novice, it would be appreciated greatly!


Hey there! So as the title says I’m looking for a adventure path to help me set up my first campaign! First time jitters aside, I really need help finding one that can be easily edited to fit Undead and Demons as the main “Bad Guys” but also Angry Fye, Magical Beasts, maybe Elementals as threats but not necessarily “bad guys”.
Was liking what reviews I saw of the “Carrion Crown” but not 100% sure. Any suggestions from the more experienced GMing crowd would be helpful!


Hello reader! So as the title says I’m looking for some clarification of a “grey area” or two for stacking archetypes.

I understand that you can’t have two archetypes that replace, alter, or alter than replace the same ability, but what about archetypes that have a skill that doesn’t directly effect a ability? Like an ability that says something like “This ability lets you add a +2 to your attack and damage rolls when your weapon training bonus reaches +3, 3 times a day.” It’s not altering weapon training but giving you a separate bonus. Would something like this be a conflict of archetypes or would it be more similar to multiclassing where you have some skills you don’t utilize for your build. Along with that what if you have an archetype that limits your regluar class choices, like how some ranger archetypes say you can only a certain combat style, but then the other archetype replaces one of the combat style feats you gain?

I appreciate any and all help given, and if there is any other issue I missed or something you personally feel is important to stacking archetypes please let me know. Thank you!


So this is sorta a follow up on a previous post about a good melee build tied to fye. I have the class side of the build done but have a question about possible race options.

The general idea is a character that was born human but as a child ( 12-13 yrs old) crossed paths with fye who transform into a more beast like race. I’m mostly looking at Skinwalkers and Idyllkin Aasimar as my main choices, but both are described as being BORN as one rather than a Fye altering a human. I know that Fye, Hags, and Witches are canonically known to curse someone with Lycanthropy but I don’t want to force that rule set on the play group since the only in depth rules for it are 3rd party. If anyone has any advice for how to go about this outside of “the plot demands it so” it would be much appreciated.


Had an idea for a character who as a child would play in the woods/forest of his home town only to one day cross paths with some sort of fye. As with usual fye encounters they curse/bless/alter him in some way that leads to his class. I was thinking something like a Feral Striker Brawler or a Mooncursed Barbarian, backed with a more burly race (Half-Orc or Skinwalker being main choices). I’m trying not to force the Lycanthrope rules (seems the majority of it is 3rd party) into the campaign to make it easier on play group. I feel like I’m on the right track but was looking for any advice that would point out something I may have missed, like would a bloodrager be better than the barbarian for this idea, is there another melee focused class with a good nature theme that isn’t magical?


So I’ve been reading up on the Adaptive Shifter archetype and checking a number of forums and post about the how the abilities work with one another. How Adaptive Form works with Unfetter Wild Shape (minus Giant Form as per the rules). The only issue I’m finding is the Adaptive Shifter Claws ability. I know they let you chose claws, bite, gore, tail attack when activating them and that they have their own damage and special effects, but there seems to be a debate about whether you can use your claws in your Wild Shape form. Many of the forums/posts I’ve read say you CAN’T because the ability doesn’t specifically say so, but the rules say Adaptive Shifter Claws only alter Shifter Claws not that the ability is a different one all together. To me it reads that you base form can change what your shifter attack is when manifesting them but that the Adaptive Claws default to normal Shifter Claw rules when In a Wild Shape form. Any Shifter players or GMs of shifter players that could clear this up would be some cool peeps!!

Adaptive Claws (Su)

When activating her shifter claws ability in her natural form, an adaptive shifter can instead manifest a single bite attack that deals bludgeoning, piercing, and slashing damage; a gore attack that deals piercing damage; or a tail slap that deals bludgeoning damage. This natural attack otherwise deals damage as the shifter’s claws.

This alters shifter claws.


So simply put, if I have the “Unhindering Shield” Feat would I be able to make unarmed strikes with a Buckler on each arm for some extra AC? If not should I look at dual wielding Klars?


Hey I’ll make this quick: Is there a way to build a Gunslinger or Fighter to use a scattergun for mid range then switch over to sword of some kind for melee? Should I just grab something like a Musket Axe and build for double weapons?


I’m currently between campaigns and was looking over some of the transformation class mechanics and spell lines. I really like the Beast Shape spell line but I’m confused about Beast Shape IV. It says you can turn in to a small or large Magical Beast, I understand this and how magical and regular beasts differ, but some of the magical beast options have a confusing spell casting/spell list rule. The beasts have their own lists of abilities and spells that they just have and are able to use but a few of them state (Kirin and Sphinx for example) that they cast spells from the cleric/sorcerer spell list and cast as level 6 versions of the related classes.

Does this mean if you are a spellcaster that uses this spell to take on the form of a beast with the before mentioned rule, that you can still cast from you classes normal spell list up to the level cap?


So to be more specific, my play group has come to a crossroads about how to go about multiclassing for Prestige Classes and class that give you a effective level of a different class. Example:

The Rage Prophet is a Prestige Class that combines the Oracle and Barbarian. Its requirements are a Base Attack Bonus of +5, the Oracles Curse feature, and the Rage Power “Moment of Clarity”. The class itself states that any levels in it count towards your Barbarian and Oracle levels for the sake of Rage, Rage Powers, Revelations, and Curses. Now if instead of a Barbarian if I were to go the Bloodrager Primalist Archetype which lets me choose standard Rage Powers instead of his Bloodline Powers and also treated his Bloodrager levels as Barbarian levels would I be able to multiclass into Rage Prophet gaining full bonuses from the Prestige Class while still having access to my Bloodline Powers as I gain levels of Rage Prophet?

Looking for a general ruling on builds like this, so GM’s please let me know your opinion and anyone with a lot of Multiclassing experience please share as well.


We’ve all seen and heard the jokes about the over zealous Bard or the lucky/unlucky Cleric who ends up with a demon/deamon/devil lover/spouse, but in actuality is this doable? I know you can make deals and gain favors/boons but can you actually have a spouse of the mentioned races and still be active party member without constantly coming into conflict with the rest of the party? If you’ve been a GM or Player who has experienced this, please share your experience or advice.


I’m looking for at races for a Rage Prophet, Barbarian/Oracle prestige hybrid class, and Was mostly going by the stat bonuses the races give me but I noticed Half-Orcs get class bonuses to both Barbarian and Oracle. I feel like I already know the answer but wanted to ask if anyone could confirm whether I would get both classes bonuses.


Hello everyone!! I’m posting this thread because I need help working out the melee mechanics of a Rage Prophet I’m building for what me and my friends are calling a “Advance Campaign.” Oracle wise I’ve narrowed down the Mysteries and Curse (and spells to a lesser extent) to 3-4 options but haven’t set anything in stone due to the odd player/party set up. Our GM is allowing my friend to play a evil Drow Arcanist with the potential to become a Drow Noble if he can convince said GM in-game to allow/make it happen, because of this our GM is allowing the rest to build whatever we want as long as it is Official Pazio and also not Psionics. I’ve talked to my GM and he’s allowing my idea which I’ll get into.

My Rage Prophet is going to be split like so:
Level 1-5 Barbarian
Level 6 Oracle
Level 7-16 Rage Prophet
Level 17-20 Optional

The 5 levels of barbarian are going to be the titan mauler archetype so that I can get the abilities Jotungrip and Massive Weapons (descriptions will follow). The idea is that EWP turns all Bastard Swords from 2-handers to 1-handers even if their above my class size. Adding Jotungrip to this would mean a large bastard sword would be the equivalent of a standard 2 handed weapon which I can wield as if it was a 1 hander so no penalties. Massive Weapons is where things get a bit crazy because the ability allows me to wield up to a 2 handed weapon one class size above me with a -4 penalty. However, if I stay with the BSword I’m not using a 2 hander still a one hander so I would only receive the basic -2 penalty for an oversized weapon. Finally we throw impact on all of this and we have a medium character swinging for Gargantuan damage with a natural 10ft reach due to the size of the weapon. This is all OK’ed by my GM where I need help is the race.

Jotungrip
At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
This ability replaces uncanny dodge.

Massive Weapon
At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes.
She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size 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.

Now as I said earlier one of my friends is going as a Drow with a chance to become Drow Noble, to balance this our GM has allowed all Pazio sponsored races up to 20 Race Points.
This brings the Kasatha into the mix which gives me 4 arms, 1 primary 3 off hands, so this has me thinking of a few different ways to abuse this huge damage. Know before I go any further I will not be going past huge BSword for sanity of all.

The first idea I had was just to dual wield two swords, with a hand for spells, and another for grabbing items and what not and start with a -6/-6 penalties.

Another idea is to have on BSword, a tower shield, a hand for spells, and a general free hand.

A third idea is to have a sword, a composite bow, and a hand for spells.

Mostly want to know whats the best “bang for my buck” would be. No one in my regular group has played a four armed race so any tips or tricks from someone who has played such a character would be most helpful. Also if there is a magic item such as a wand/rod to add to the mix of items and boost my spells would be appreciated too.


Hey there! So as the title says I’m looking for opinions on 2 builds I have. The builds are for a upcoming campign where myself and two others will be running a high cr game, monstrous races, templates/prestige classes, etc will be allowed. The issue I am stuck on is my role to play in the group. We have Drider Grappler (not sure if monk or brawler) and a dedicated ranged character, I have opted to tank for both of them since the Drider is alot of health and good AC but very singler focused while our range is a glass cannon. I’m trying to build a charcater with good damage and support (buffs mostly). I’ve narrowed it down to 2 builds but would like a general opinion/advice on how to excute said builds or other ideas that would do said job.

I’ll list the general overview of the builds I have (please note that I’ve mostly played just straight classes and mostly advance races)

Build One:
Centaur Rage Prophet
5 lvls of titan mauler archetype for jotungrip and +5 BAB
At 6th lvl take oracle (battle mystery and reclusive curse)
7th go Rage Prophet (go the full ten levels)
Afterwards go four more levels into oracle for access to lvl 7 healing spells

General idea for this character is to be a meat sheild that can buff himself silly and buff his allies to make everyone tougher with Titan Maluer providing access to a huge bastard sword with impact to have 4d8 damage. Buffing obviously provides better survivability with healing incase of emergencies.

Build Two:
Half-Giant Magus(Bladebound) (no pscionics)
Go 3-5 lvls into titan mauler for huge bastard sword and high damage (and the ability to shorten targeted enimeies range by 5 feet)
Starting at lvl 4 go bladebound magus continue as far as needed
At some point take the mongrel giant template to go rune giant option for massive stat boots
Along with the template, look into runeguard for thematics or possibly one of the other magical warrior prestige classes

General idea is similar to first build but focusing more on the magic melee combo. This build is based around the idea of heavy buffing and damage with stacking spells on top OR channeling spells through swords for massive hits while still giving good support via buffs. Giving up heals due to idea of “We don’t need heals if they are already dead.”