So here is a bit more. I'm planning on being a team player. We are playing the Giantslayer adventure path. I am playing a neutral kitsune enchanter who worships Szuriel. (there is a vengeance backstory to this) As the adventure path has progressed, he is not getting as much treasure as he would like to craft magical items. He is starting to consider creating soul gems from the party's fallen foes to fuel his magical crafting. He doesn't really care how he creates the Amulet of Natural Armor (example), he just wants to create it, and the party can use it in the fight. However, draining souls is evil work, and will turn him evil rather quickly... I can mask this with spells, damnation feats, etc.. but I don't want to protect against as many contingencies as possible. (as RedBlade 8 called out) Does this clear it up a bit more? Thanks for all the quick and thoughtful responses! The angelskin is intriguing Dasrak, great call on Beyond Morality. Unfortunately I'm playing a sorcerer, but I'll need to do some research to see if I can get an Arcane Discovery somehow.
Hello all, I'm creating a character that will be evil, but needs to operate within a good party. While I have several options that will mask or misdirect my alignment, I'm worried someone will drop a Holy Smite or the like. Ya I can ping good, but taking damage from spells that target evil will be a bit harder to explain :) Any advice would be greatly appreciated. Thank you!
Hello all, Question on the Mythic version of Baleful Polymorph. Assuming the target is potentially changed into a tiny creature, even if they make their fort save, a medium creature would become small for 1 minute/level. I believe this is correct? In the case of a creature wearing armor, they would no longer gain the benefit of that armor, and I'm thinking of giving them the Entangled condition until they take it off. Thoughts on this? Thank you!
Hello, I have an encounter set up where large monsters are going to Bull Rush some party members into a blade barrier. On the other side of the barrier is a stone wall. I have two questions. 1. Does a character take damage each round they are in the barrier? 2. If they have to walk multiple spaces within the barrier (to get around the monsters), would they take damage each 5' step they take within in? Thanks! DESCRIPTION An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
Thank you all for the responses. Few notes on this. 1. I'm a touch surprised I had no takers on the Oracle dip. It's a pretty nice AC and Ref save swing. 2. Here's why I'm looking at the Bloodrager dip. I recently played an Arcane Duelist through level 8. He wore a shield and cast Mirror Image religiously, so he really wasn't hit a lot, it was the fact his damage was really sub par. Hiiamtom, few comments on your responses. hiiamtom wrote:
I believe you are saying that only an ally would benefit from other sources of rage and not the Skald? My understanding is that the Skald does as well. I get what you are saying but for this thread I'm going to assume the Skald does. hiiamtom wrote: Skald is MAD, so my recommendation is dumping INT and WIS and going straight Skald. You get access to amazing will saves and skills are for spell-less chumps. 16/14/14/7/7/15! I wish I could dump int, but as I mentioned in the original post, we house rule you can't have an int under 10. So I guess here's what it comes down to.
I know another route to go would be the one suggested by Serisan. But I think I could take a ring of tactical precision and get close to the same results, minus getting it as early, and minus the +4 initiative, so I would need to weigh that. serisan wrote: If you're looking to be on the beatstick side of Skald, consider a one level dip in Bloodrager, taking a Bloodline Familiar with the Valet archetype (Animal Archive), being a Half-Orc, and utilizing Amplified Rage (Orcs of Golarion). This allows you to give yourself +8 STR/CON on your raging song at level 2. You can do this with your familiar in the safe confines of a Familiar Satchel. Use the Greensting Scorpion to also give yourself +4 initiative. Again thanks all for the comments. Any further advice, or critiques on what I have posted are welcome. -G
Hello all,
1.Straight Skald – No spell or song progression interruption. Pretty straight forward. 2.Bloodrager Dip – If I understand all the benefits correctly, it would shake out like so:
3.Oracle Dip – Take the Lore Mystery with Sidestep Secret revelation, allowing me to tank dex
I’m sure I’m missing something here, so any advice would be greatly appreciated. It’s a 15 point build. Here is how I see my points spreading out. FYI, we house rule Int doesn’t go under 10 as it tough to roleplay being dumb, especially during critical decisions.
Thank you!
You all bring up some great points. I generally always play in back with an archer or casting cleric, so this up front role is new to me. Our wizard is starting to summon creatures, I didn't even think about hanging behind. I am happy to leave Quick Draw behind, it felt like I wasn't getting a lot out of it. The Lunge suggestion is awesome, and thanks for the breakdown on it. It really makes sense. So it looks like I'll go: Level 1 - Toughness
I do like Spear Dance, and great suggestion, so I'll have to weigh that against some of the others at level 11+. I really do like the Cruel weapon enchantment. Originally I was leaning toward Courageous in order to enhance the moral bonuses I'll be under from Heroism or Flagbearer. However, Cruel looks like it has much more of an effect. One other quick question. What do you all think of the Improved Dirge of Doom feat? With it I could also stack fear effects. Benefit: The range of your dirge of doom ability is extended to 60 feet. Additionally, if a creature is shaken from another effect, the effect of your dirge of doom is changed to frightened for that specific creature. Thank you all for the feedback.
All, Our group is just starting the Iron Gods campaign, and I decided to mix it up a bit and play a bard. I used to love the old bard in AD&D 1.0... The party makeup is an Aasimar Paladin, Elf Conjurer, Android Galvanic Saboteur (archer), and Aasimar Arcane Duelist. We are all 2nd level. I will be fighting up front with the paladin. My stats are Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 17. I know some people say duelist's should tank their charisma a bit more, but I'm also the face of the party, and I'm hoping I will actually get to use my diplomacy, bluff, and intimidate a bit. Few things I'm struggling with.
2. Feats:
After that I'm not really sure. Again, any advice would be appreciated. I will add one other interesting build I saw. An individual posted a build where he went 3 levels of fighter and then went into bard. I believe the idea is to maximize using a longspear with a shield. I'm a bit hesitate to do that as i'll be behind 3 levels of bard, and I really want heroism ASAP. Here's the first 3 levels of his build. Fighter (phalanx soldier); +1 hp/level favored class bonus
Thanks again.
Hello! Back in 3.5 you could hit an ally with a ranged attack if they were grappled. In Pathfinder that doesn't appear to be stated anywhere. We are at a pretty critical point in RotRL, and my blinded paladin shot into a grapple. Using the old 3.5 rules, we assumed he hit his ally due to some rolls. The GM feels that simply because it isn't stated in Pathfinder, doesn't mean it no longer exists. I feel that if the chance existed, the rules would have called out the risk, and now it is simply a -4 for shooting into combat. Could someone weigh in if this has been officially addressed by Paizo? Does it even need to be? Thanks! |