Orcus

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283 posts. Alias of Greg Donaldson.



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So, I am going to be in a game soon where we start out in a town that was ravaged by the undead. I'm playing a Cleric, and my first thought was to play a character with the Repose and Healing domains (there is a God that supports this in setting). Problem is, the GM believes the Repose Domain's 'Gentle Rest' ability is OP, and wants to swap it out. Given that, I want to suggest something useful, that isn't just '1d6+1/2 cleric level damage, but only against the undead' as the first level ability. I'd like to suggest an idea that functions against a majority of undead types.

Gentle Rest:
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


So, I have a player in a long running game (now running for 5+ years!) who started the game deeply invested and always coming up with new and interesting ways to resolve various conflicts (IC and OoC). However, over the past six months he's been becoming more and more blase to everything going on in the game. In addition, his character seems to be pulling away from the party more and more, becoming distant and even causing some interparty conflict in quest choice and decisions.

I've talked to the player in private, and he seems to have hit a point with the character where he just isn't sure what to do. He built a more jack-of-all-trades to help support and cover holes in the party builds, but now his other party members are reaching the point where they are good enough that he feels like more a 'lead weight' than offering a serious contribution to the group as a whole. Mechanically, he understands he is doing fine. However, emotionally he believes the group would be better off with him leaving and simply recruiting a more specialist for a given quest.

I've gone on record saying that if the party splits ways, we'd be starting a new game, and I am sticking to my guns here. However, I also want the player to really get involved like he used to be again. Is this a case where I'm trying to have my cake and eat it too, or is there something I (or the player) can do?

Thanks for the help.


So, this build uses a single optional rule, which allows an Animal Companion to take any feat if they manage to get an Int of 3 (noted from the following "link":http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions / under feats, and quoted here for those on mobile):

d20pfsrd wrote:
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.

With that in mind, here we go.

1.) Improved Natural Attack
3.) Power Attack
5.) Cornugon Smash
7.) Hurtful
9.) Intimidating Prowess

Weapon Enchantment (via Amulet of Mighty Fists): Cruel

So, does this seem like it will work out as a good build for an animal companion, or am I missing something?


So, I'm in a game that is running past level 20, and I am a human Inquisitor. Problem is, I have no idea what to do after level 20! So, I'd like to take some ideas from you all to figure out where I should take the character

Important information:

* Alignment is Neutral Good
* Inquisition is a modified Conversion Inquisition (Charm person dumped in exchange for the ability to roll twice on Diplomacy checks)
* He contributes in combat with a greatsword and buckler (Buckler combat style not allowed)
* He knows blood magic (a unique skill-based magic created by the GM), but is not very good at it
* He has learned four rare knowledges (in-game,these knowledges represent unique information not readily available in the world)

Any standard or advanced class is available, no hybrid, unleashed, or psionic classes. Finally, the GM is more than up for creating a new class, but the class has to be doing something unique that a class doesn't already do.


So, I'm starting play as a druid and I really don't want to do wild shaping or anything like that. Instead, I want to make the most terrifying animal companion imaginable, using magical items (Druid spells can already do some pretty terrifying things).

So, the rules for this challenge are simple, and noted as follows:

1.) For the purpose of this challenge, animal companions have magic item slots. These slots are:

* Head
* Throat
* Shoulders
* Legs
* Body
* Torso

Note: If you use a bird animal companion for the basis of your equipment, you can swap the Legs slot for a Wings slot.

2.) Custom magical items are allowed, but must follow a general theme. These themes can't be something like 'The Armor of Armoring, giving the animal companion any potential bonus to AC' but can be something like 'The Amulet of the Primordial Beast, giving any animal who wears it the benefits of a continuous Animal Growth and Atavism'.

3.) Any magical item a druid could wear that would help benefit the animal companion (and not the druid!) are doubly appreciated.

4.) Do not worry about any spells to be cast on the animal companion. We're just looking at equipment for this challenge.


With the locked duration of a Divine Favor spell, I'm not sure what category to consider it under: Rounds per level, or minutes per level. Or is this just not an item that can be made at all?


So, I seem to have fallen into the rut of trying to figure out some inquisitor items that could alter my inquisitor abilities in unique ways ( For instance, a paladin can pick up the Merciful Baldric and cause a mercy to not just remove a condition caused by a poison, curse or disease, but also remove the poison, curse or disease ).

So, are there any nifty items for inquisitors that I missed, or am I out of luck?


The scenario:

You are playing a human fighter with a +1 Humanoid (Human) Bane Greatsword. A human bandit gets the jump on you and takes a swing, successfully sundering your greatsword and dealing 22 points of damage in a single blow.

The question: As the target of the weapon's bane is the one who sundered your weapon, does your weapon have the broken condition or not?

Assume the greatsword is made of steel. At full 'health' it normally has Hardness 12 and 20 HP (cause of the +1 enchantment).


Title says it all. Got a character that is on a plane where any fire spell (such as, say, Energy Resistance: Fire) causes a fire elemental to spawn and we are fighting creatures that do fire damage. So, looking for a way to gain fire resistance as cheap as possible.


1 person marked this as FAQ candidate.

Catching on Fire:

Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Spoiler for the Environmental Rule for Catching on Fire.

What's the action for the reflex save to stop being on fire?


So, I'm wondering if there is any support, in Pathfinder, for a character that makes there own weapons and modifies them. I was thinking of things like the artisan craftsman feat from Faerun, which let you create a weapon with a basket hilt, etc.

Any ideas? My google-fu has failed me.


So, after reviewing True Judgement, I realized that...well, it doesn't really fit what the Inquisitor does. The Inquisitor:

* Identifies Creatures of all types
* Judges appropriately to guard against a particular attack of the foe, being versatile.

So why does the True Judgement ability not improve the Judgement beyond a fort save or die? Or help you do anything else the Inquisitor is good at?

This topic is in the hope of figuring out a suitable replacement for True Judgement. For everyone's benefit, I have placed the True Judgement Ability as a spoiler below.

True Judgement:
At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.


So, I need to check my idea of just how good Inquisitors are at identifying creatures.

Monster Lore (Ex):

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

So, am I correct in reading that Monster Lore will not come into effect if you do not successfully identify a creature?


Alright, title says it all. I have spotted the impervious enchantment and Silversheen weapons, but I can find no way of granting armor a similar immunity versus being eaten by an ooze or by a rust monster. Perhaps my google-fu is not strong today...does anyone know a way from preventing this from happening?


Alright, quick question. If you are threatened and cast a swift action spell, do you have to cast defensively and, if you don't, can the opponent take an attack of opportunity.

Can I get a quote on the rules regarding this as well?


Alright, so in a two or three campaign sessions we are going to end up fighting an Anti-Paladin with a nerfed version of the Death Knight Template. We are fortunate: we know his tactics and his equipment. The issue is...his AC might be problematic.

This anti-Paladin has at least a +4 Natural Armor bonus, is size large and wearing Mithral Full Plate. He has reach, and has a great love of disarming creatures. In addition, he carries a longbow. After Racial Levels, we know he has 6 Anti-Paladin levels.

So, assuming he meets the maximum dexterity requirement for the Mithral Full-Plate, and the Full-Plate itself is enchanted at most to +3, this means his AC is likely to be 12+4+3+10 = 29.

As I do not enjoy wandering into melee as the Good-Aligned Inquisitor with the Anti-Paladin who disarms his foes and could smite me into non-existence with his Earthbreaker, I need ways to boost my to hit with longbows. Currently, that sits at a merry +9 before buffs (It is a +1 Longbow).

3.5 spells are allowed. Scrolls are randomly generated and may not be available.

Currently I have Heroism, Cat's Grace, Divine Favor and my Judgement to boost my to hit by 6. Are there any other ways to increase my to hit with my longbow?


This thread is dedicated to those wonderful ideas, both mechanical and not, for characters we've had and loved or would love to play. My particular favorite is a Rage Prophet I have yet to play. I call him...Entropy.

Oracle of Bones (Wrecker Curse) and Breaker Barbarian straight into Rage Prophet.

From dust we came, and from Dust we shall return!

The basic idea is that the Breaker Barbarian prevents you from suffering from Broken weapons, while the Oracle of Bones and Rage Prophet allow you to get the most from Bone Armor and the like.

How about you guys? What characters do you have to share?


So, I am playing a spell caster with access up to third level spells. Our group is having issues with bandits. These bandits are smart; they are setting up ambushes using tangleshot arrows. In addition, these bandits are around level 6 or 7. They have at least three levels of Ranger for Favored Terrain and three levels of Rogue for a 2d6 sneak dice.

The only reason we know this is we asked the GM after the combat that almost got us killed and he told us about it.

Here is the question: What spells would be extremely useful to smash bandits with? I know of three, Wind Wall, Entropic Shield and Protection from Arrows. What other spells would be useful for stopping archers from filling me with arrows? 3.5 spells are allowed, and you may assume I have access to all spells.


What spells would they be? Assume 3.5 and Pathfinder is approved.


Topic title says it all. Let me know what spells you think are the best to buff yourself with at the start of the day! This can be from any book and 3.5 is allowed. Hours per level preferred, while durations of 24 hours is king!


Alright so I have an inquisitor in a home brew campaign, and the GM has asked for no 'Combat-Wombats'. So, help me build an Inquisitor that won't facemurder the everything.

Assume Stats are not an issue, and I have the first two feats taken. They are as follows:

Trait: Sword of Mercy

1.) Exotic Weapon Prof: (Bladed Two-Handed Weapon)
2.) Enforcer
Bonus.) Shield Wall

I will be picking up Cruel (Reskinned to be called Penitent), and look at trying to keep enemies debuffed to assist our wizard. I am also using a buckler, and have a paladin in the party with a heavy steel shield.


So, this is not a pathfinder game. This a setting that is getting heavily alpha tested, and I am playing a purely supportive magic caster. My spells are focused around healing, a little battlefield control, and buffing my allies. I don't really attack or deal damage; I have a full-time job keeping my allies alive. As a result, I have been accused of being a munchkin and power gaming the system.

Now, I might have a different definition of powergaming and munchkining, but my thought was that a character who was powergaming, or a player who was munchkining is a player who creates a character that is impossible to hit and can kill most everything, is well-liked by everyone, you get the idea. A Marty Stu or a Mary Sue, depending on Gender?

Am I incorrect? Is it possible to power-game or munchkin a pure support character? Or should I try and find a new GM?


Alright, so my GM decided that to balance spell-casters vs. everyone else, everyone can cast spells. To make casters worth playing, they get to cast more spells. It also makes combat more interesting, as with everyone being able to cast more spells, it means monsters have more spell-like abilities (like dispel magic).

So, with that in mind, here comes the caveat: The system is using a Magic the Gathering setting, and spell point system to cast spells. I am playing a Blue/White Inquisitor, and our GM is allowing 3.5 spells as long as the rest of the group approves of them.

What spells should I be looking for?


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

So, got a FAQ candidate for everyone.

Aura of Justice wrote:
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Smite Evil wrote:

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

Smiting Shot wrote:
A holy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the paladin possess. Regardless of the target, smiting shot automatically bypasses any DR the creature might have.

This is from the d20pfsrd by the way.

So, looking at this, Smite Evil and Smiting Shot are untyped damage. Do they stack? And if so, Holy crap, A straight paladin and a Holy Gun together can walk into the evil anywhere, and destroy the everything that's evil.

Oh wait, never mind. A paladin never gets to level 11 because they fall before hand! \sarcasm


So, I have an Inquisitor of Sarenrae with the trait Blade of Mercy and the Enforcer Feat, of the Conversion Inquisition. His schtick is finding the most efficient way to kill monsters and trying to take in and convert the unlawful and the evil, without permanently killing them.

I am looking for a song that might describe it. I mean, Holy Thunderforce by Rhapsody of Fire fits to a degree (not being afraid to fight the forces of evil), but it doesn't quite fit with the merciful Sarenrae Aesthetic.

So, I need a better song.

Suggestions?


So, looking over the SRD's section about Knowledge Checks, I came across the following:

http://www.d20pfsrd.com/skills/knowledge wrote:


Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)

Bolded for the reader's benefit. So, for those classes that are based on following the law and/or bringing people to justice (Paladins and Inquisitors), why are these classes missing the knowledge governing law?

On the other hand, I may have just found the reason Paladins fall all the time. No knowledge of the law they are breaking. >.>;


What is the action to break/escape an Iron Bands of Binding? Its a DC 30 Strength check (to break) or a DC 30 Combat Maneuver/Escape Artist Check.


Alright, so I am debating playing a Witch in a future homebrew campaign. With that said, I was hoping to have fun with Spell Perfection. So, my question is: Which spell is best? I was thinking Mind Fog for Spell Perfection, and then focused on more enchanting spells (like Feeblemind!). However, I am open to suggestions.

Secondly, would the effects of the Metamagic Feat Focused Spell be doubled by Spell Perfection?

As an aside, if I did go that route, I would be picking up Threnodic Spell if I did go the Mind Fog. Pesky undead.


So, looking over this Inquisitor Archetype, I love the flavor but I can't help but feel that it loses some of the power the Inquisitor has, especially with the Brand ability.

Thoughts?

http://www.d20pfsrd.com/races/other-races/featured-races/arg-dhampir/kinsla yer-inquisitor-dhampir


3 people marked this as FAQ candidate.

Mind Fog Desc:
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

So, if a Wizard throws down two castings of Mind Fog, and a Fighter fails both of the saving throws...does the penalty stack? Or would it just count as two effects to dispel off the Fighter?


1 person marked this as FAQ candidate.

So, title says it all. What happens to the little synthesis summoner, while in his Eidolon form, when he walks into a Disjunction, or an Anti-Magic Field?

I am also really loving Disjunction.


Alright, from the d20pfsrd:

Quote:
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

So, if I use Disjunction on a person who has gear that is already under the effects of Disjunction...what happens to that gear?

Its treated as normal item for the duration, which hints that Disjunction is a debuff. Would it be safe to say that the Disjunction unravels the previous Disjunction, and the person gets to make a new Will Save for that item? Does the item return to normal? Does the universe implode from Disjuncting a Disjunction?

That last one might have been me being a little silly.


1 person marked this as a favorite.

Alright, playing a Halfling Ninja/Fighter. Currently I have Mithral Celestial Armor , with protection and natural armor items coming down the pipe. However, I need a way not to get destroyed when the Monk inevitably bumps his AC up to 40 ( Currently at a 36 ). I have combat expertise, and am a two weapon fighter.

That being said, this GM allows alot of homebrew, with items from the Magic Item Compendium allowed as well as anything from the d20pfsrd.

Currently my AC (After the +6 boost from Natural Armor and Protection) will be 33. I would like my AC to sit as close to a 40 as possible before I activate Combat Expertise, and I do plan to get Cautious Fighter to make fighting defensively worthwhile.

Any suggestions?


From the SRD:

Bullet Shield Description:
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality.

My question is: Why were all ranged attacks included in this? I see this spell was meant as a stop-gap to prevent Gunslingers with rifles from destroying everything in there first range increment, but why include another method of preventing a person with a Crossbow or a person with a Bow from hitting a target? I thought we already had spells like Wind Wall, or Entropic Shield to do that, until you got to Fickle
Winds and make ranged attackers throw up there hands in disgust.

I think I just need to start playing Gunslingers more often.


So, I am playing a halfling rogue/two-weapon warrior fighter, and my GM has made it a requirement that we can not have items/enchantments that just boost skills (Like Boots of Elvenkind. However, spells and items that boost skills and something else (such as Boots of Striding and Springing) are perfectly legitimate.

So, I need some help getting items that give me a boost to disabling traps, as this GM enjoys some nasty traps. I got lucky on a trap that would have hit me with Imprisonment had I failed the check...and the DC to disarm it was 45. We are level 15, and I have a lot of excess money to spend.


1 person marked this as FAQ candidate.

So, say you are playing in a Gladiator campaign and you have the Master Combat Performer feat. Does this mean if you make a successful trip attempt in a performance combat, you would get two performance checks? One for the trip attempt, and another for knocking the opponent prone?


So, I have a Ninja/Fighter. Some range feats (Point Blank and Precise), and the two-weapon fighting tree (Don't quite have Greater yet). Regardless, in the campaign I am in, my character (formally a member of an Assassin's Guild (The Assassin's Guild likes to destabilize countries, and my character disagreed with this idea)).

My question was: Is there a prestige class that emulates the idea of a hunter of assassins (And no, I do not want to go into Assassin).


So, I have come across a road block in the way of defensively gearing my Ninja/Fighter. I can always purchase a cloak or Resistance or an Amulet of Natural Armor, etc., but those items are boring!

I want interesting magical items, defensive in nature! The only limits are this:

My GM has banned the Rings of Evasion, Freedom, and Sustenance (He says they take the adventure and risk out of the game, and I can understand to a certain degree).

Items must be available to be viewed on the Pathfinder SRD, or in the Magic Item Compendium.

Please resist the urge to make custom items.

Those are the only restrictions. Have fun!


From the Pathfinder SRD:

Quote:
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

Now, I want to say this was done on top of Mithral Chain to allow such a high bonus to Dex. Is this true?


My question is pretty simple. Say you have a rogue who has Weapon Finesse and a Chain Shirt for Armor. He has a 19 to Dex at level 7, turns level 8, and puts his stat bump into Dex, making his Dex a 20.

Now, his armor restricts him from gaining that full +5 Dex to AC (And CMD as well, if I read the rule correctly). But does it restrict his bonus to hit that he gained from Weapon Finesse?


Dread Sniper

“Almost every species in the Multiverse has an irrational fear of the dark. But they’re wrong… It’s not irrational.”

Some are trained in the use of crossbow or throwing axe, longbow or javelin. Others can seek the weaknesses of there enemies with an ease that is truly frightening. Finally, there are those who are but ghosts, who stealth through shadow and through light and are all but invisible. For those who merge those paths, there is a path that opens up to but a few. For those who are the best at what they do, for those who truly have nothing left to lose…there is the Path of the Dread Sniper.

Spoken of in rumors and told of as a story to scare small children, the Dread Sniper is but a legend to most. Those who know better than most dare not speak of them. And those the Dread Sniper have been contracted to kill live in fear…for however long they have left to live. The life of Dread Sniper is one of discipline, one that relies on rigorous training. Those who refuse to train or are lax in there discipline are unfit to travel down this path.

Role

A Dread Sniper excels at ranged combat, taking the time to line up each shot with a killing intent. They can vanish in a crowd as well as on a grassy plain, and in the shadows they almost seem to just vanish. The abilities of a Dread Sniper even have some utility for use with an ally…when a Dread Sniper chooses to walk with others.

Alignment

Dread Snipers must be of a Lawful Alignment.

Abilities

Dexterity is most important for a Dread Sniper, as Dexterity effects the accuracy of the Sniper’s attacks as well as how well the Sniper can become hidden. Good secondary stats are Intelligence and Wisdom. Intelligence gives the Dread Sniper more skill points, while Wisdom allows the Sniper to find his prey all the easier.

Entry Requirements: 2d6 Sneak Attack, Weapon Focus in a Ranged or Throwing Weapon, Skill Focus: Stealth, Hellcat Stealth, 7 ranks in Stealth.

Special: Must have successfully killed three targets by Contract, on of which was no less than 2 CR under you. These targets do not have to be in succession.

LEVEL BAB FORT REF WILL SPECIAL
1 +0 +0 +1 +0 Reveal the Flaw
2 +1 +1 +1 +1 Sneak Attack +1d6, Wall Climber
3 +2 +1 +2 +1 First to Fire
4 +3 +1 +2 +1 Sneak Attack +2d6, Ledge Walker
5 +3 +2 +3 +2 Silencing Shot
6 +4 +2 +3 +2 Sneak Attack +3d6, Sniper’s Eye
7 +5 +2 +4 +2 Silent as the Grave
8 +6 +3 +4 +3 Sneak Attack +4d6, Stealthy Sniper
9 +6 +3 +5 +3 Master of Stealth
10 +7 +3 +5 +3 Sneak Attack +5d6, Skill Mastery, The Wet William Tell

Hit Die: d8

Skill Ranks per Level: 8 + Int modifier.

Class Skills: The Dread Sniper’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiencies: The Dread Sniper gains no additional Armor or Weapon Proficiencies.

Reveal the Flaw (Ex): At first level, the Dread Sniper can reveal the flaws of her enemies to both herself and her allies. For every 2d6 of Sneak Attack Damage sacrificed in this way, the Dread Sniper may lower any fortification of that creature by 5%. This ability works on any creature, and stacks with other abilities and spells that lower the amount of fortification a creature may have. (Creatures with immunity to Sneak Attacks and Critical Hits are treated as if they had 100% Fortification for the purposes of this ability). This reduction lasts for a number of rounds equal to the number of Sneak Dice sacrificed, and can be removed with a DC 25 heal check.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2st, 4rd, 6th, 8th, and 10th). If a Dread Sniper gets a sneak attack bonus from another source, the bonuses on damage stack.

Wall Climber (Su): A Dread Sniper gains this Ninja Trick for free at 2nd level.

First to Fire (Ex): The Dread Sniper’s reflexes are honed to strike at the first opportunity. The Dread Sniper now gains her class level as a bonus to initiative checks.

Ledge Walker (Ex): The Dread Sniper gains this Rogue Talent for free at 4th Level.

Silencing Shot (Sp): The Dread Sniper can silence his victims, making it almost impossible to tell when he has struck. Once per day, a Dread Sniper can spend a standard action to make a piece of ammunition or one throwing weapon emit an Aura of Silence, as if the spell was cast on that piece of ammunition or the throwing weapon. It’s caster level is equal to the Dread Sniper’s class level.

Sniper’s Eye (Ex): The Dread Sniper gains this Rogue Talent for free at 6th Level.

Silent as the Grave (Ex): The Dread Sniper excels at hiding from all but the most well-trained of observers. The Dread Sniper now gains a bonus on all Stealth Checks equal to his Class Level.

Stealthy Sniper (Ex): The Dread Sniper gains this Advanced Rogue Talent for free at 8th Level.

Master of Stealth (Su): When the Dread Sniper chooses, he can vanish from those who use any type of sight to see him. A person looking for a Dread Sniper with a spell or device that grants an alternate form of sight, (such as Infravision or Thermal-Imaging Goggles, for example), must now roll a Perception check to find him. Abilities such as Scent and Tremorsense can still find the Dread Sniper, however.

Skill Mastery (Ex): A Dread Sniper gains this Advanced Rogue Talent for free at 10th level. One of the Skills chosen must be Stealth, however.

The Wet William Tell (Ex): The way a Dread Sniper can pierce through the defenses of his foes is truly frightening. For every 1d6 of Sneak Attack Damage sacrificed in this way, the Dread Sniper may lower any fortification of that creature by 5%. This ability works on any creature, and stacks with other abilities and spells that lower the amount of fortification a creature may have. (Creatures with immunity to Sneak Attacks and Critical Hits are treated as if they had 100% Fortification for the purposes of this ability). This reduction lasts for a number of rounds equal to the number of Sneak Dice sacrificed, and can be removed with a DC 25 heal check. This ability replaces Reveal the Flaw.

~~~~~~~~~~~~~

As I went over possibilities for a prestige class for a ranged character with no spellcasting, I realized that Pathfinder had no ranged prestige class options...even the Assassin was restricted to primarily melee attacks. I also realized that Fortification, the bane of any class that used Precision-based damage, had no viable counter outside of taking several levels in a spell-casting class. This being said, the Dread Sniper is my first shot at building this Prestige class fully. This is a very rough draft, and as such is open to questions, comments and concerns about its overall balance and/or usefulness.

[EDIT] I apologize for the odd formatting on some of this.


So, how does one deal with enemies who have Fortification? Are there feats to reduce it, or a prestige class that specializes in it? Or do you just send in the fighter and let him beat down the enemy?


So, a character is given mapping coordinates to a specific location. These mapping coordinates are similar to the ones used by a GPS (done in hours, minutes and seconds, I think).

The question is: Which skill would I use to find my way to the location? Knw: Geography or Survival?


So I am in a campaign playing a Ninja. This campaign is level 9 (a session away from level 10) and the GM has said that we are going to hit level 25 (assuming we all live that long). Now, as there is now way for me to take 25 levels of Ninja, it leaves me with an interesting conundrum:

What prestige class will I take? I am a crossbow specializing in Sniping (Sniper's Goggles are AWESOME), and I plan to take 20 levels in Ninja. I don't mind taking only five levels of a prestige class, but now I run into a problem...

Where are all the ranged Prestige Class options?

So, any help finding a suitable ranged prestige class (3.5 options are acceptable) would be awesome. I am playing a Halfling.


So, say my Eidolon has four attacks, and has taken the feat Exotic Weapon Proficiency (Bastard Sword) and Multi-Attack. He has two arms, in which he hods a pair of bastard swords.

The questions are:

Would he have two bastard sword attacks, or four?

And

Would these attacks be at a penalty (other than the one Multi-Attack gives?

Second Scenario:

A synthesist summoner has three levels of Monk, cause the Monastic Legacy Feat is pretty much awesome. Because of the Monk's Unarmed Strike rules working as both natural and weaponized attacks, could this synthesist summoner (Eidolon has for arms, but not the Claws evolution) do the following:

Use his Unarmed Strike Damage, from appropriate Equivalent Monk levels, and get four attacks using that damage?

And

Would he be able to apply Reach and other similar evolutions to the Unarmed Strike?


So, after reading the description on Clustered Shots from Ultimate Combat, I have come up with an interesting rules question.

Now, let's say we have a Fey creature with a ton of hit points, and we have a ninja that just has to kill it for whatever reason. He is a 10th level ninja, and has just gained the ability that lets him get greater invisibility by spending a ki point. The ninja is ever so careful, successfully sneaks up on the silly fey. He has a full round action and a bunch of arrows from a shortbow, so he let's loose, spending the ki point for the extra attack.

Let's say he manages to have all 4 of his attacks hit (2 from BAB, 1 from Ki Point, 1 from Rapid Shot). With Clustered Shots, he will easily get through the Fey's DR 10/Cold Iron.

So, how is sneak attack handled here? Does our Ninja get sneak attack for all his attacks, since they all effectively went through the DR, thanks to Clustered Shots? Does Sneak Attack only work once here, or does it not work at all?

Thanks folks!

P.S. My DM mentioned a rule that says if an attack doesn't get through DR on just weapon Damage, Sneak Attack Damage won't apply. Is this true?


I just want to find out if this build works or not. The idea came from reading the Monk's Description of unarmed combat. You know, that one tiny little sentence that states:

Spoiler:

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

With that in mind, I present the following build, set to level 13 (As that is the current max for pathfinder society play, I think).

Randy the Dwarven Tripper

Monk 3/Summoner (Synthesist) 10

The squishy things:

Stats done doing a 20 point buy

Randy:

Str: 10
Dex: 10
Con: 12
Int: 14
Wis: 21 (+3 from Levels)
Cha: 12

Evolutions:
Improved Natural Attack (Unarmed Strike)
Reach (Unarmed Strike)

Savage (Large Biped Eidolon):
Str: 29 (+1 from the Ability Increases)
Dex: 18
Con: 18 (+1 from the Ability Increases)
And we don't care about the rest, because this is a Synthesist Build.

Evolutions:
Large (4 Points)
Limbs (2 Points)
Limbs (2 Points)
Ability Increasex2 (Dex Both Times) (4 Points)

Feats:
1st.) Steel Soul (+4 to saves vs Spells and Spell-Like Abilities)
1.B.) Improved Grapple (Monk Bonus Feat)
2.B.) Combat Reflexes
3rd.) Combat Expertise
5th.) Improved Trip
7th.) Enforcer
9th.) Greater Trip
11th.) Greater Grapple
13th.) Weapon Focus (Unarmed Strike)

BAB +9

Without Eidolon:
CMB: +11, +15 when tripping or Grappling.
CMD: +26, 28 when resisting a grapple, 30 when resisting bull rush, 32 when resisting a trip.

Reach of 10 feet

AC: 16
Flat: 15
Touch: 16

Fort: +6 (+10 vs Spells and Spell-Likes)
Ref: +6 (+10 vs Spells and Spell-Likes)
Will: +15 (+19 vs Spells and Spell Likes)

Unarmed Strike: +10 to hit, 2d8 damage.

With Eidolon:
BAB +8

CMB: +22, +26 when Tripping or Grappling.
CMD: +40, 42 when resisting a grapple, 44 when resisting a bull rush, 46 when resisting a trip.

Reach of 15 feet.

AC: +30
Flat: +25
Touch: +20

Fort: +12 (+16 vs Spells and Spell-Likes)
Ref: +12 (+16 vs Spells and Spell-Likes)
Will: +17 (+21 vs Spells and Spell-Likes)

Claws: +17 to hit, 1d6 + 9 Damage.
Unarmed Strike: +18 to hit, 4d6 + 9? (The damage by size table in the bestiary only goes up to 2d8...hrm)

Not sure how cheesy this build would be, but I wanted to see the discussion on it. Keep in mind I didn't buy gear, so Randy could easily snag a +28 to CMB when he trips or grapples someone.

So, what do you think?


Hello! I am currently seeking a Pathfinder PbP game to join. I am a flexible player with some interesting character ideas that enjoys thinking sideways.

I have been playing DnD for 5 years now, with brief stints in the Earthdawn, Shadowrun, World of Darkness, Dresden Files and Legend of the Five Ring campaign settings. Currently I am playing in a Legend of the Five Rings campaign and a Pathfinder campaign (both being local groups I meet up with).

I hope to hear back from someone soon.


This thread is a two-part discussion. I want to know if I am responsible for the destruction of a campaign, and I want to hear the tales of other campaigns exploding into little pieces in the most spectacular ways possible.

So, I am playing an Halfling Aberration Sorc (I liked the idea of the really long arms on a halfling XP ). My GM insists on rolling stats, so I ended up with a really high dex and charisma, with negative strength and con (My rolls were abysmal but still legal). My over-arching themes for this character were Loving The Daughters (My Halfling had a bad habit of being found in the barn with the village mayor's or head farmer's, or both on one occasion, daughters) and Magic Solves EVERYTHING. His greatest fear was Mind Death (His body could die, but not his mind!).

Why does explaining these things important? Well, in order to escape the reach of more than a few of these very vengeful fathers, my halfling joined the military. You know, travel the world, see new and interesting places, have fun with new and exotic women...you get the idea. Well, he ends up with the rest of the party sent to cure an Unknown Plague in a Valley. Over the course of 10 levels, we solve the valley's problems, but not before getting a little side-tracked. We end up stopping a Lich (Oddly enough, not the cause of the valley's problems). This gives the halfling the idea of becoming a Lich himself, which he keeps to himself.

Defeating the Lich yielded several magic items, including an Amulet of Disease Immunity. Here comes the issue...the Amulet is cursed. After two levels of wearing the Amulet (a month or two), the wearer of the Amulet becomes undead, while retaining his sentience. This wouldn't of been an issue, had the Sorcerer not been given the Amulet by the rest of the party. Here is where the problems start...

10 days after officially becoming Undead (He had burned away his flesh so he would stop stinking) the party cleric tries to Heal the Sorcerer to death, concerned with saving the Sorcerer's soul. When that didn't work, the cleric threatened to kill herself to force the Sorcerer to willingly accept a Raise Dead. The Sorcerer talked the Cleric down, so the Sorcerer managed to work out a Geas that would effect his Undead Form, so he couldn't kill innocents, experiment with other undead, that sort of thing.

To sum up the rest of a very, very long story, the campaign blew up when the Undead Sorc, now level 12, wanted to get to the Restricted Area of a Wizard's Vault. He unleashed all of his remaining 69 spell levels to short out an epic level warding, nearly killed everyone in a 1 mile radius (Forgot to shunt the energy). Instead of getting killed, thanks to Hero Points, he was True Resurrected thanks to crashing into a Philosopher's Stone and shattering it over him.

The spark that ignited the campaign was when the Sorc identified a sword that had been taken from the open section of the vault, a Luckblade with two wishes on it. He was going to use the Wishes to give his earlier self the information of what had happened, and rewrite history (Groundhog's Day, essentially). The cleric put pressure on the GM, who put pressure on the party leader, and after chewing me out for three days, the party leader and myself decided we were done with this silliness. With two of 5 players dropping the campaign, the campaign ended.

So, was my decision the correct one in dropping the campaign, or should I have tried to work something out with the party?

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