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He can headshot people from 2 miles away and can detonate powder on people. Can control the bullets somewhat in air. Displays super human speed when snorting Powder and in a Powder Trance. And his most notable ability and hardest to accomplish in Pathfinder is firing 2 shots from his musket at once at 2 separate targets. Any Ideas on how this can be made? I love the character.
So i think ive been doing this wrong for years. Like real wrong. So for an item like Celestial Armor that gives you fly. What is the CL that is used when using the fly ability? (BONUS QUESTION: Can the fly duration be split up by minutes? Im 99% sure it cant but just a question) What about wands? Do you use the minimum caster level needed to cast the spell? Do you use character level as CL? These are newb questions but for some reason it doesnt sync in my head. Thanks guys,
Long story short. My party agreed to save a town. I asked the local wizard if I could peruse his spell book. He said no. I'm a selfish NE elven wizard who craves ultimate power to attain lichdom. I didn't take this lightly. We go take care of the town yadda yadda. I gain a level. I'm out for blood. I mirror image, I vanish, I shift into his shop at closing time, I limp lash old wizard and win initiative and limplash rd 2 paralyzes him. I coup de grace Mr 1 str 1 con. Grab his stuff and my party grabs the obviously trapped book and teleports us to some puzzle room thing. We figure it out. I peruse his spell book. Come to find out he's 16th level and has clone. I know he's alive. I know that he can kill me but I'm not gonna just lay down and take it. How's a 5th level wizard defend himself.
Im aware that we have an FAQ in place for silence. However. Edit 7/19/13:
Doesnt cover if the target is deafened. Further more I have a PC who this effects and would need to know. Thanks.
Bard died. Starting with a 25 point buy Level 6 Magus. RoTRL. However im overwhelmed with options. Bladebound/Kensai? I love the flavor of the bladebound and the synergy of the Kensai archtype however all i see are Dervish Builds for some reason. Isnt the Falcata Better in every facet? Kensai gets you an exotic weapon why not utilize it. Staff Magus + Card Magus = Gambit (ironically this was my original idea with arcane duelist bard however the feat cost and cost of harrow decks dissuaded me) This would be fun and they stack. I dont mind lobbing cards and hitting with quarterstaves but i appear to be missing a hand to make this worthwhile. Straight NOVA magus? Shocking Grasp explosion damage? Any of those Archtypes broken up? This is one of those situations where i have too many attractive choices.
So im playing in an odd group. The game went evil so this is one of my only chances to play an antipaladin. Im following a custom god and for rule of cool reasons im going longsword n board. No TWF. I know. Not optimal. 20 Point buy. Im thinking this STR: 16 DEX: 12 CON: 14 INT: 10 WIS: 7 CHA: 15 the custom god is a human and is somewhat of a racist. So human dual talented is what im aiming for. Keep in mind as well that this is a custom Antipaladin archtype for the god. Nothing major changes except ToC turned into a Bleed effect with an Dispel chance. STR 18
Ill crank intimidate and smite good and steal kills to get AOE intimdates via Dreadful Carnage Issues i see with this build... I would like to make mu Aura of Cowardice bigger so i can get those immunities down. I also would like to fit in the Deific Obedience somewhere. Thanks ahead.
I get a chance to play an antipaladin so im jumping on that opportunity. Its a custom God with custom boons. Favored weapon is longsword. Boons are as follows Boons:
Obedience
Dig a hole at least 6 inches deep in the ground and bury 10% of any gold you’ve eared and 10% of the value of any property you’ve attained in the last 24 hours. Fill the rest of the hole with the blood of your enemies (or parts of them if they don’t have blood). If you haven’t obtained any valuables or slain any enemies in the last 24 hours, you must fill this pit with 10 gold per hit die and your own blood (dealing 1 damage per hit die to yourself). You gain +4 profane bonus on saving throws vs mind effects. 1: Truth or Die (Sp) Abadar’s Truthtelling 3/day, death knell 2/day, or Divine Power 1/day
What i lose going Sentinel is smites per day and most of my auras. My buddies homebrew paladin has an Alignement change (LE) and changed TOC to a touch bleed attack with a Dispel chance to fit in with the gods anti mage vibe. overall a slight nerf. How I see it more smites and more smite damage and spellcasting vs More damage vs non good in the way of profane bonus, aligned strike is pretty good too. That power attack boon seems amazing even with a longsword.
A few quick questions: 1) He will be getting it at 5th level so can I get one made of a special material? He will be duel-wielding kukris. 2) About Duel-wielding. Will I only have the ability to enchant my bond for half off? I assume the answer is Yes and Yes but I wanted to check to make sure im not missing anything.
Why does it take so long? Mundane crafting you
That means it would take 7.5 weeks to make a dose of spider vine poison that i priced at 250 since it isnt priced out in the books. That seems excessive. I have an alchemist in my game that wants to craft some. Would it be broken if i just used the simple magic item crafting rules for poisons?
A Samsaran Bladebound Kensai. The blade is one of the prior versions of the samsaran that went pure evil (Maybe a fallen paladin to antipaladin since most samsaran start good). The stats are not optimal in the slightest (Yay +int boo +wis and BOO -con) but I still think it could work. Assume a 25 point build although 99% of the time we roll stats (4d6 drop lowest). Another possible bonus is working in Mystic past life. Mnemonic Enhancer could give you more shocking grasps maybe. I like the idea I just dont know about execution. Never played a magus or a martial so both of those are new to me.
Down and dirty we appear to be fighting plenty of Vampires in the near future with assuredly some Vampire Witches and Antipaladins. Looking at the wizard list as i am level 8 almost 9 and im not seeing any blatant anti vampire spells. Whats likely is that im not being creative enough with my planned usage. Im a very rich and quite powerful wizard. Relevant info: INT:29 (+6 Headband, +2 from Deck of many things, 1 Age bonus +2 from levels)
I read http://paizo.com/threads/rzs2k02d?Specialist-Wizards-and-Spell#21 but there doesnt appear to be any ironclad resolution. Basically im a illusion spec'd Wizard Incantatrix who has 3 opposition schools. Enchantment, Necromancy, Evocation(dropped at 6th level so it only counts on spells after I dropped it and I didnt take fireball...). So a whole lotta damage dealing is out. And I want to squeak a few more damage spells in. FWIW I dont like the added bookkeeping of summons. So im wondering if I could purchase a wand of fireball or Disintegrates or am I FORCED to take opposition research @ 9 to inject a bit of damage dealing?
recently tussled with a deck of many things and i came out relatively unscathed. I did however get the "Alignment change" card so im going from Chaotic Neutral to Lawful Neutral. And i have no idea what im doing. Im a Wizard 5/ Incantatrix 3. Im sitting on a rather large stack of moneys (280,000 actually).
and her kid sister? Syntira is listed as "one of the Eleven Eternal Monarchs" and her sister is supposedly pretty tough too I take it. What CR should I make them and how should I stat them out? In the off chance that my party takes the lumberjacks side i would need to have a sheet ready for the fight.
If you party is the following look away: Halfling Cleric, Half Elf Druid, Drow Rogue, Human Ranger, Elf Ranger, Human Bard. After the Hungry are the Dead stuff im at a loss for what I want to do. The party is pretty diverse as you can see. (and large... very large) they have had a few scrapes. Its a high power game with optimazation varying from pc to pc. The rogue? Not optimized in the slightest. Neither is the cleric. This isnt a big roleplay heavy group (we are all mostly rookies). The end of Hungry are the dead provides a possible BBEG (Lucimar) but im thinking of replacing him with some sort of witch. I really really enjoy the witch class and think they make the PERFECT enemy. And with the witchguard Ranger archtype they have built in mooks! Maybe even giving a pc a chance to switch sides. The other idea i have is to run with Lucimar and lead them back to ???? And the last idea is a small Dwarf party came down to Falcons Hollow and recovered Glintaxes axe and Armor. They are gonna stick around for hungry are the dead to help defend the town and maybe the party will travel with them and then...??? See i have ideas on where I want it to go but the PCs themselves havent lobbed any plot hooks my direction.
Evil campaign somewhat fizzled. Partially my fault because im unable at this point in my DMing career to build an effective world and think of things off the cuff so to speak. SO the party is as follows all starting at lvl 2. Kensai/Black Blade Magus with insane rolls (12,15,17,17,18,18) Goblin Gunslinger Drow JuJu Oracle Dunno which ap I want to run. Dont know what will even work.
So in RoTRL i took the following Trait: Lore Seeker:
Lore Seeker
The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You’ve come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Havent Picked my spells yet.
So in a Rise of the Runelords campaign starting tonight im gonna be creating a Bard to help my buddies. I think itll be vanilla or arcane duelist. But Hess mostly be support and he wants to throw daggers while utilizing a blinkback belt (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt -blink-back) eventually. I know its not optimal for damage. But the character will be belting out one liners or singing and lobbing daggers if needed. Ill slowly enchant 4 daggers (maybe taking craft feats to make it cheaper) and maybe more for specific reasons. (I.e various bane daggers.) OR maybe even cards (http://www.d20pfsrd.com/feats/general-feats/deadly-dealer) ala gambit I see a few glaring issues.
But it seems so awesome. I know ill probably need to be human for the extra feat but if anyone can finagle a build without being human that would be clutch. right now im thinking (As Arcane Duelist)
That’s a throwing Dagger build. Traits would be River Rat and Maestro of the society but this is of course changeable. Maybe weapon finesse?
We will be playing rise of the runelords with only 3 pcs with me being the lone experienced player. The other two are a Natural Weapons AM barb-ish kinda build. (Superstition beast totem so on and so forth) The other is samurai. So that leaves us missing an arcane caster and skill monkey and a divin. I have a 6th level wizard and incantatrix in my other game. So i wanna do something different. Maybe blaster? Im thinking of samsaran witch if I dont want to blast. Ill pull some utility spells to help buff our overall tiny number of skill points. at the same time there is a school of thought that says a the best crowd control is a dead crowd. So sorcerer or evoker wizard. I wont mix the two like the one popular build going around because that seems wrong. (Im unbridled arcane might! Oh while in between killing kobolds in dungeon 1 and dungeon 2 i found a way to learn wizard stuff... seems to ridiculous in a game full of kobolds and pugwampis) Also thinking of doing some elritch heritage since i will probably have to have a decent amount of CHA for party face reasons. Also thinking bard and it may have taken the lead. Skills and arcane casting and a bit of emergency healing? Yes please. with all that said HELP. Thanks.
We will be playing rise of the runelords with only 3 pcs with me being the lone experienced player. The other two are a Natural Weapons AM barb-ish kinda build. (Superstition beast totem so on and so forth) The other is samurai. So that leaves us missing an arcane caster and skill monkey and a divin. I have a 6th level wizard and incantatrix in my other game. So i wanna do something different. Maybe blaster? Im thinking of samsaran witch if I dont want to blast. Ill pull some utility spells to help buff our overall tiny number of skill points. at the same time there is a school of thought that says a the best crowd control is a dead crowd. So sorcerer or evoker wizard. I wont mix the two like the one popular build going around because that seems wrong. (Im unbridled arcane might! Oh while in between killing kobolds in dungeon 1 and dungeon 2 i found a way to learn wizard stuff... seems to ridiculous in a game full of kobolds and pugwampis) Also thinking of doing some elritch heritage since i will probably have to have a decent amount of CHA for party face reasons. with all that said HELP. Thanks.
Started an evil campaign. I have a JuJu Oracle, Aasimar Antipaladin of Sifkesh and Goblin Gunslinger. I want to add another Follower of Sifkesh to be this groups guide. I know the obvious answer is Cleric but im also thinking Witch or Wizard. There isnt much in the way of info on Sifkesh. Any help would be appreciated.
My gm is giving me the option of moving into Incanatrix (which looks awesome) and thus I need to begin taking Metamagic feats. I just turned level 5 and I just found out it will be available. So obviously I'm taking Iron Will. But as far as Metamagic feats I dont know what I should take. Persistent? Im a gnome and specialized in illusions. So threatening illusion is a possibility later.
Im a newish gm getting my feet wet and getting a whole lot better each session I run. Its a large group of friends all pretty much new and we have an absolute blast. But we are 6 or so sessions in and still in Crown of the Kobold King simply because the party is massive. We have:
All pcs just hit lvl 4 except cleric and Bard so add 2 more animal companions to the list. My issues:
2) Encounter design. I think the APL is supposed to be like. 5 since the party is so large? Ive had to tweak each fight in that module simply because they crush everything. Any remedies? Its going to get worse (2 more animal companions) before it gets better.
after browsing this topic http://paizo.com/threads/rzs2o1pp?Looking-for-equivalent-to-35-Lasher-whip- PRC#1 ive still having issues. I have a pc that will be starting as a lvl 3 pc and isnt sure on race but has real solid stats. He has taking to this whipping (with scorpion whip) and doing aoos and some maneuvering. He doesnt wanna purely focus on combat maneuvers since they tend to lose luster later on (esp for non full non str based classes). Im thinking hes almost forced to take weapon finesse at 1 since he cant take weapon focus (whip) and cant start the whip mastery feats. Combat reflexes is worthless since whips dont threaten and power attack also needs BAB 1. It would be 1: Weapon Finesse
If hes human he gets a bonus feat but i dont know the good bard feats. Any help for us (specifically him) would be appreciated,
So I got roped into starting another session and this ones gonna be small. 3 pcs. Aasimar Antipaladin of unknown worship.
Ive read [url]http://paizo.com/threads/rzs2oxd9?Ideas-for-evil-campaign#1[/url] and one in particular sounds amazing
Bookrat Awesomness wrote: "Hows this sound: Have them work on the side of the demons and devils coming out of the Worldwound. They have to fight against the Mendevian Crusades. Low level they stop caravans with goods shipping to encampments. Medium level they attack outposts or small skirmishes. High levels they take on armies or attack entire encampments or towns, eventually bringing the influence of the worldwound further south. Or perhaps they're tasked to open up new wounds into the world at other locations." So basically I need a town for them to start where they will be asked to go to the worldwound and on the way get into some shenanigans. The antipaladin went bad because his sister was killed and a Devil/Demon promised to resurrect her if he falls and works for Him/Her. Its actually a solid hook so im excited. But i need Fluff. Im not above buying some companion books to work in. Any help would be appreciated.
Just dinged lvl 4. My current spells are as follows: LVL 1:Color Spray, Silent Image, Enlarge Person, Magic Missle, Grease, Mage Armor, Unseen Servant LVL 2:Acid Arrow, Flaming Sphere, Glitterdust, Pyrotechnics, Mirror Image, Fiery Shuriken, Create Pit, Im a Gnome Illusion spec'd wizard with Necro and Enhancement as opposition schools. Im def taking invisibility and I dont know why I didnt take it at lvl 3. The other spell im at a bit of a loss with. Web? Scorching ray? Minor Image? Thanks guys.
I have an itch. An itch to build characters and play more often. Currently I'm in 1 house game and I'm dming a game with my friends. I would still say I'm newish but having a blast. A few questions though. After reading the PDF during my lunch break I didn't notice anything banning archetypes. So all archetypes are fair game? I'm thinking stonelord. Also I noticed the race limitations are all the core + tengu, tiefling, and aasimar? Am I correct? Thanks for the help.
Fuse Style (Ex):
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action. At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. This ability replaces flurry of blows. How exactly in combat does this work? Can a MoMS go into a dungeon, declare that he has Crane and Tiger for instance up and then come combat round 1 use a swift to declare which style is active? Or does he have to start rd 1 by activating Tiger, rd 2 activating crane, and using a swift whenever he wants to declare his active style?
So ive been super intrigued by the ratfolk Im thinking a rogue with Keen Kukris and Butterfly Sting, and Precise Strike to make SA hit harder? Paired with a Fighter with Precise strike and a x4 weapon (scythe, pickaxe?) Rogue hands off crits to Scythe while still getting SAs off and the 1d6 bonus from Precise Strike? Im still crunching numbers and making builds but Rogue
(after racials) Fighter or maybe cavalier? Str: 16
maybe drop dex to 13 so cha doesnt have to be a 7? more work later.
Grizzly Statblock:
Brown Bear (or Grizzly, Kodiak, Russian Brown) CR 5 XP 1,200 N Large animal Init +1; Senses low-light vision, scent ; Perception +6 DEFENSE
OFFENSE
STATISTICS
The table says each attack should be primary which would be str and a half. The bite should be +8 (1d6+7) and claws should be +3 (1d6+8 as well?) Maybe i dont know when to apply STR and a half to natural attacks.
Im running Crown of the Kobold King and they just entered the forest tracking some kobold tracks. My question is twofold. Possible CotKK spoiler:
1) If im doing it right the track DC should be 15(firm ground) - 4 (my guess is roughly 12 kobolds) + 1(Small) +3 (3 days since they moved) +6 (overcast for thick forrest maybe?) for a total of DC21. How often do they roll this? If they nail it once is it assumed they follow the kobolds all the way?
2) How long should it take to travel? 2 miles an hour walking but the map didnt have a good scale or i dont remember seeing one? Thanks.
Probably will be running Crypt of the Everflame and its Sequels to start then home brew from there. The Module recommends 4 players but I will probably have 6 players. To balance difficulty im thinking of adding +1 to all random encounter rolls (1d4 wolves becomes 1d4+1 wolves) and adding a minion to each set encounter. Is this wise? Its not like a lot of enemies have crazy SLAs early.
Hello and thanks for your time. I have a specific goal in mind for the wizard, Make a Golem (preferably clockwork). Hes gonna be a Gnome Wizard with Profession (Clockmaker) and hopefully plans on making a golem and in combat he lobs illusions all over the place and generally does wizardly stuff. But seeing as this is my first full spell caster (second overall character; first was a half orc inquisitor) im clueless with basic wizarding tips. Why does it seem like wizarding feats are a pile of meh? Am I missing something? Obviously Golem Constructor is key and I probably want to make other clockwork creatures as well. FWIW gnome is important to me (and may make working in eldritch heritage (aberrant for ranged touch spells?) more viable) Its a 4d6 drop low reroll 1s for stat generation. |