Gaekub's page

Organized Play Member. 216 posts (222 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.




I have an idea for a character who mostly fights with kicks (unarmed strikes) but when stuff gets real can pull out a pair of claws and get two extra attacks per round. I've got that part handled (1 level of bloodrager with a bloodline that gives claws when bloodraging) but I'm struggling with the baseline unarmed build.

Monk or Brawler are the obvious choices, but neither flurries work with natural weapons. Is there a viable unarmed build that doesn't use either?

I'd prefer to stay unarmored, but I'm not married to that. I like to have some spells, but again, not necessary. Game is relatively low-op, and if you want to do stats assume a 20 pt buy.


I'm currently playing my first Pathfinder character with 3rd level spells and above, and I'm loving the flexibility it gives me. Throwing down walls to block off escape routes or separate enemies, creating choke points with area denial effects, or summoning a fog to force everyone into melee.

However, since I've started playing this character I've noticed that most of the PC tactics games I play don't have nearly that many options. Most characters can only move and do damage, or occasionally a status effect.

Does anyone know of any tactics games with more options for actually controlling the flow of a battle rather than just damaging enemies?


The rules for siege weapons say...

prd wrote:
The number of members in a crew assumes Medium creatures. A ram can be crewed by Small creatures, but it takes double the crew to do the same job. If Large or larger creatures serve as crew members, each Large creature counts as four crew members, a Huge creature counts as eight Medium creatures, a colossal creature counts as 16 Medium creatures, and a gargantuan creature counts as 20 Medium creatures.

What if a small creature is part of a (non-ram) siege crew? Do they count as a Medium creature? 1/2 a Medium creature? 1/4 of a Medium creature? Can they not help at all?

Can you make small siege engines that do less base damage but are crewed by medium creatures? Or is it just impossible for a group of kobolds to use a cannon?


I have an idea for a campaign that takes place in an island world with highly dangerous seas. However, I want ships to remain the only (or at least primary) way to travel between islands more than a couple miles apart even if PCs and NPCs have access to higher level magic.

Obviously things like Teleport need to be removed, but what else should I change? I could just remove 9th level classes and trust that by the time 6th level casters get access to similar effects they have better things to do, but I don't know if I want to remove that many classes.

Any help would be appreciated.


I recently started playing in a game with advanced firearms. I have a character already, and I'm perfectly happy with him, but I like to have a backup idea in place.

I was looking down the list of Advanced Firearms and noticed the Double Barreled Shotgun, a weapon that does 4d8 damage if you fire both barrels. This immediately made me think of Vital Strike. So here's the questions I have;

Is it possible? It seems to me that you could Vital Strike a shot from this for 8d8 damage, but its possible I missed a line somewhere that forbids it.

Is it viable? I don't expect to be doing more damage than a dual-wielding Gunslinger, but will I be able to contribute at least as much as say a sword and board fighter?

Finally, what class do you think would work well for this? Full BAB seems like a good plan, since that gives the earliest access to the Vital Strike line. However, I'd also like at least some access to options beyond "Shoot it in half"

Here are the options I was thinking -

Gunslinger: This is the obvious choice, and it's quite likely to at least show up as a dip for proficiency and quick clear. However, I'm not going to able to do much else, and I'm thinking that firing one shot a round makes dex to damage less important.

Fighter: Tons of feats, but it's just not very interesting or have all that much synergy.

Ranger(Trophy Hunter): First off, it doesn't seem to actually get gun proficiency, but that seems like a mistake and I think my GM will see it the same way. You don't need a dip into Gunslinger for Quick Clear, and at higher levels you get access to Named Bullet (the spell). Not a bad choice as far as I can tell.

Bloodrager: This is a weird one. My main idea was access to Furious Finish, but getting a free enlarge when you rage isn't so shabby. Since I'll be a full BAB class making one attack vs touch ac, I'm not so worried about the loss in accuracy. The rage bonuses don't count for much, except maybe the occasional melee attack.

Other possibilities: Warpriest(3/4 BAB but can get the vital strike feats through bonus feats), Inquisitor, Urban Barbarian.

Any ideas are welcome, either on the classes listed, other classes you think would work, feats, etc.

EDIT: Actually, Warpriest is looking pretty good. The main reason for the full BAB is access to the vital strike line, an issue the Warpriest bypasses handily.


Hi, I'm looking for some advice on a flurrying build with a revolver via Crusader's Flurry. The current game I'm playing in has a homebrew god of machinists that has revolvers as his favored weapon. Advanced firearms exist, but are still considered exotic weapons.

I've mostly settled on Sacred Fist Warpriest as the main class of the build, providing both the flurry and the channel energy. The main thing I'm looking for is advice on what dips are worth it. I have ideas for three dips, but I'm open to more suggestions.

1) 3 Levels of trench fighter for dex to damage with firearms. This seems like an obvious choice, but after looking at the static damage bonuses warpriests can get from spells and such, I'm not sure the loss of 3 levels of Warpriest progression is worth it.

2) 1 Level of Crusader Cleric would get me proficiency and weapon focus in revolver, which would save me two feats for the price of a level.

3) 5 Levels of gunslinger for proficiency, gunsmithing and dex to damage. I really don't think this will end up being worth it, but if I can't make ammo I'll need to figure out an alternate source.

As a note, the god is mostly an orc god, so I'm thinking I'll probably go with a half-orc. Any advice would be appreciated!


Hi, I'm building a custom setting where kobolds who lead a pack of kobolds become larger, tougher, and just generally more dragonlike, in a manner similar to silverback gorillas. I was going to homebrew a new race of "greater kobolds" to represent these leaders, but I was just wondering if this had already been done, or if anyone had any suggestions.

I'm looking to place them around the same racial power level as humans.


If I were to take the Scarred Witch Doctor archetype of the Witch, remove the racial restrictions, and switch it to Charisma rather than Constitution (for Hex DC, Spells, etc), would this cause any power issues?

I personally can't see any way it would, but I'd like to know if there's something I'm overlooking.

EDIT: Actually, would it cause any issues, power or otherwise?


So I'm running We Be Goblins at a birthday party this weekend, using 5 of the 6 pregens (4 original, and then two more were created later for some event, a witch and a barbarian). My question is, with the module originally created for 4, will playing with five require any kind of scaling up?

Three of the five are experienced with Pathfinder, and the other two are pretty good tactical thinkers (video games, other RPG's, etc).

In short, will I need to scale up, and if so, any suggestions as to how?


Anyone know of any traits that give a bonus to a craft skill? Specifically craft(clockwork).

I did quite a bit of searching, so I'm not very hopeful, but I figured it was worth a shot.

Thanks in advance!


Looking for input on an idea for a build. The basic idea is Scarred Witch Doctor with the Prehensile Hair hex. That's Con for attack, damage, HP, and spells/hexes.

Is this a viable melee combatant? Only half BAB and no iterative attacks with your hair, but you're SAD as all get out. Scarshield can help boost your AC without using armor, and you can wear armor if you don't care about (combat) spells.

At higher levels, the spell Transformation might be a help, although then you run into the armor troubles.


4 people marked this as FAQ candidate.

Alright, a fairly simple question. Does the tongue granted by the Agile Tongue feat threaten? More specifically, if someone provokes 10ft away, can the Grippli make an AoO to disarm the opponent?

Here's the text of the feat.

d20pfsrd said wrote:


Prerequisites: Grippli.

Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

Note: I realize the d20pfsrd isn't always a hundred percent accurate, but I don't have the book on hand and I couldn't find it anywhere else.