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Coming back to Pathfinder, I have a friend who loves to summon an army of creatures in other games, and will no doubt want to do it again and will ask my advice because I've played Pathfinder before, but I feel kinda rusty so am looking for some ideas. She has enjoyed summoning animals and fey in the past, but she really likes using an army of animals as blockers/moral support, hehe;p

Anyway, any ideas - Class, Archetype, Race, good Feats, etc - will be welcome so I can concentrate on what im planning to play.

Thankyou


Looking to make a Wind Mystery, Haunted Cursed, Half-Elf Oracle (and to be fully transparent - I have an aged up Airbending Avatar Aang image bouncing around in my head)

Anyway, I was looking at grabbing (via racial Skill Focus) Eldritch Heritage: Arcane for a familiar (eventually improved) and extra spells via this. I even considered taking maybe some other heritages, like Elemental Water or/& Fire - but that may leave me a little short of Feats for possibly useful meta magic.

Roughly:
Stats = Cha > Dex > Con > Wis > Int/Str

Feats =
1) Improved Initiative
3) Eldritch Heritage: Arcane - Familiar.
5) Combat Casting?
7) Improved Familiar
9) ? Metamagic
11) Improved Eldritch Heritage: Arcane - x3 Spells (? on picks)
13+) ? Metamagics, ? spell focus, etc.

I'm not sure how to make this effective though, nor really sure on the Revelation best to take early on.

Anyway, welcome all input - even if its saying this is a really bad idea!


Thinking of making a Archeologist Bard (skirmisher-type) with a small (1-3 lvl) dip in Barbarian for the rage powers and some tribal heritage. Will Rage (morale bonus) stack with Archeogists Luck (luck bonus)?

Any other advice on this type of character would help as well. She'll probably have a reach weapon, when cant use her longbow, maybe spring attack, but ive not decided on much atm.

Thanks;)


Am working on a Barbarian with Scarred Rager Archetype + Dreadfull Carnage Feat + Terrifying Howl Rage Power, while finding feats/powers that work alongside this.

Since a reasonable Charisma will help (Str still being the main stat ofc), I am also considering things like Eldritch Heritage. I've been considering the Orc Bloodline and/or Draconic, and/or Serpentine. Since I am going to be human, I figured the Focused Study alt racial would be good here while bumping skills like Survival, Perception, Intimidation.

Also wondered about the power of certain rage powers like Spirit Totem, but I am abit out of my depth with all this. I just wanted to try something abit different.

Any ideas would be great;)


So I was considering the Archaeologist Archetype for my reach Bard, who is half-elven, and wondered if the races favoured class bonus will give me 1 rnd performance per level as the archetype description does go on to say that abilities, feats, etc effect the Luck ability as a bardic performance.

Have I got this all wrong?


I am currently exploring the idea of a Arcane Duelist Bard, Half-Elf with a Flying Blade Ancestral Weapon (1d12 damage/x3 on crit, reach, with a -2 attack except with AoO's, then it has a +2 attack)

I am thinking that making the most of AoO's, as well as making standard attacks is the way to go as I think alot of full-attacks will miss, but I am open to suggestions and input as I cant decide on how to feat this. This was one of many ideas, but I am just really unsure of myself on this.

1st) Combat Reflexes
3rd) Dodge
5th) Mobility
7th) Spring Attack
9th) Combat Patrol
11th) Power Attack
13th) Combat Expertise
15th) Whirlwind Attack
17th) Lunge
19th) Furious Focus or Spell Focus: Enchants

My initial idea was a high damage (non-CM) approach skirmisher (with Acrobatics pumped with skill points and the Arcane Duelists Bladethirst to cleave if needed)

Any advice/ideas would be great!


Am set on a Half-Elf Bard and liked the idea of using an odd, but flashy weapon with reach. The Flying Blade fit perfectly and since it had a bonus with AoO's and penalty with normal attacks, I am looking for help on a good way to build a Combat Reflexes skirmisher-type, using my standard action mainly to cast spells, rather than attack.

The big problem I feel is keeping enemies more than a 5 ft-step away. here's a rough feat plan for an Arcane Duelist Bard, but its early days (btw; i kinda like Spellsong, it feels very bard-like to me)...

1st) Spellsong
3rd) Combat Reflexes
5th) Power Attack
7th) Furious Focus
9th) Lunge
11th) Discordant Voice
Beyond this I have no real hard idea, i've even wondered if feats like Stand Still, Pushing assault or Combat Patrol would be worth getting early. I am trying to avoid combat maneuvers though like trip, since my stats will be mad, focusing on Str, dex & cha and i'm not high BAB.

Any good spells would help as well, ive spotted Thunderous Drums (knock prone = AoO's when they get up) which may be usefull and perhaps Discordant Blast, but I am not nearly as experienced at pathfinder as I would want to try getting this character to work.

Any help would be great!


I was looking for something a little unusual with a Half-Orc, frost themed Magus debuffer (high Int & dex) on previous thread. In short, I was pointed towards 2 lvls in White-Haired Witch Archetype suggested (sorry forgot the peeps name who suggested it).

This appealed to me and when exploring Half-Orc racial options came across the ability to get a (scorpion)Whip...so now i'm considering if Prehensile Hair and Whip Hex-Magus is viable option or not (Probably discarding Blade bound).

I would love to know peoples opinions on this approach and how best to feat build it. I am looking at feats like Weapon Finesse, Rime Meta, Combat Reflexes, Enforcer/Cornugan Smash, Lunge (hopefully this works on the grapple, so I don't have to be next to someone - though Enlarge Person is an lesser-alternative I believe), Power Attack, Whip Mastery (and those beyond).

I think some things can be discarded above, considering that the Hair will be the standard attack, CM weapon & AoO weapon of choice, but hopefully full-attacks will be more common with a whip and when the hair grapples, I have the whip to attack whatever I wish.

Anyway, nuff said already, hope someone can provide wise advice on this. Thanks for reading my confused musing's ;)


Got a while before a new game begins, but I am currently a "healing" class as so I wont running another similar next time (i'm putting my foot down;p). I like the idea of a Magus and have something particular in mind. I'm looking for help to make the best of the kind of Magus i'm going to play...

1) Frost themed: born in a blizzard or something similar) so, things like Rime Meta, Cone of Cold and Frostbite spells - though I think anything "storm-like" will work too.

2) Half-Orc: her mother was an orc witch-doctor who died after being raped by the evil son of the good lord she gave her baby too to adopt.

3)Hexcrafter: Mother was a Witch of sorts

4)Noble Duelist: I'm not keen on the Duelist Archetype btw, but prefer to go with the Rapier Sword. I think Bladebound Archetype will work well with this (since it seems you can have both Bladebound & Hexcrafter).

Here is Lady Valaska d'Winter's current attribute focus, feat, hex/arcana & some spells I am considering...

Attributes Focus (DM tends to make us roll):
Primary: Intelligence
Secondary: Dexterity & Constitution (with Strength of 12 minimum)

Feats:
1st) Weapon Focus
3rd) Enforcer (from what ive read this should work well with Frostbite)
5th) Rime Meta + Power Attack
7th) Intensified Meta
9th) Extra Arcana (to get Arcane Strikes, looks like a must have arcana)
11th) Weapon Focus + Specialisation: Rapier
13th) Critical Focus
15th) Impaling Critical (Have this daydream of impaling a guy, ice tombing them with the blade still in and fighting with a backup rapier (they weigh only 2 lbs) until the tomb guy is dead and then summon my blackblade to my hand;p)
17th) Dazing Meta + Spell Perfection: Chain Lightning
19th) Impr.Impaling Critical

Hex/Arcana:
4th) Prehensile Hair (Hex): Ermm...I considered Misfortune, but the hair thing won because its cool and fun tbh, no idea on how usefull it will be.
6th) Arcane Accuracy (Arcana)
9th) Evil Eye (Hex) + Arcane Stikes (Bonus Arcana via Feat)
12th) Ice Tomb (Hex)
15th) Retribution (Hex)
18th) Lifegiver (Hex)

Spells of note so far:
CL1) Frostbite, Shocking Grasp.
CL2) Frigid Touch, Mirror Image (as well as Rime Frostbite & Intensified Shocking Grasp)
CL3) Vampiric Touch, possible Slow/Haste or Ray of Exhaustion.
CL4) Black Tentacles, Monstrous Physique II, Dimension Door, Gr.Invisibilty
CL5) Cone of Cold, Overland Flight, Wall of Stone.
CL6) Rime CoC, Dazing Chain Lightning, Gr.Dispel, Freezing Sphere.

Anyway, this self-indulgence has gone on long enough, any suggestions and changes are welcome;)


So, my group is preparing/talking about the next party to play in a few weeks and there is no real healing capable class, and no one seems interested in a arcane caster heavy class (Wizard, Sorcerer, etc). So I figured i'd try the Oracle and focus heavily on casting, here is how she is looking so far (roughly)...

Aurora Starbreeze

Class: Oracle
Race: Gnome (Probably get Eternal Hope alt.racial - fits with her back story)
Alignment: Lawful Good (yeah, a Gnome? Not sure I can make that work)

Stats (DM tends to make us roll so can only roughly plan this)
Str = aiming for 12 (after -2)
Dex = high as possible.
Con = high as possible.
Int = 10-12ish
Wis = weakest roll.
Cha = Highest roll.

History (work-in-progress): Princess to a long-destroyed, wealthy/advanced community of Gnomes, all murdered defending her on her wedding day from jealous human raiders. Her Oracle powers surfacing to rap her in a powerful stasis-sanctuary spell, awakening centuries after the event. Her people long forgotten, she strives to help all gnomes (and the good and weak) in the world, while ever haunted/reminded by the spirits of her long dead people.

Curse = Haunted
Mystery = Heavens:
1st) Guiding Star
3rd) Awesome Display
7th) Coat of Many Stars
11th) Mantle of Moonlight
15th) Moonlight Bridge
19th) Dweller in Darkness

Feats:
1st) Skill Focus: Knowledge (Planes)
3rd) Eldritch Heritage: Arcane
5th) Combat Casting
7th) Extend Metamagic
9th) Empower Metamagic (or Intensified)
11th) Impr.Eldritch Heritage: Arcane (Thinking spells like: Haste, Cold Ice Strike and something like Prismatic Wall)
13th) Dazing Metamagic
15th) Spell Perfection: Chain Lightning
17th) Gr.Eldritch Heritage: Arcane (+2 DC Evocation)
19th) Persistent metamagic

As you can see, heavy spellcasting (I kinda want to shock my party on how much "unlimited power" a humble Gnome Oracle-girl can be)

Anyway, any problems you can see, or maybe i'm being blinded by trying to make a kind of oracle/Sorcerer to better see better options. Any advice or input would be great;) Oh, and I haven't even considered what oracle spells to have.


So, its a bit of a complicated idea maybe, but I kind like to always have things to look forward to, start to finish, with my Pathfinder characters. That said, i've never really played straight melee combatant, so am looking for advice, well ahead of time, on this future character.

The things I am 100% sure upon is that he's a Dwarf, favours dwarven waraxe and (heavy)shield and likes to shield slam while defending the weak/allies. I know he'll never do as much damage as a straight damage dealing focused fighter, but I am trying to minimize the gimping of his output, as I doubt Antagonise will be an option (which I am more than okay with)

Anyway, stats, feats, etc.
(Note: Our DM makes us role our stats - 4d6 pick best 3 - though allows placing those stats where we choose, so I will be a bit vague, but give an indication of my thinking)

Strength = High as possible.
Dexterity = 16, preferably 17 (For Two-weapon fighting feats)
Constitution = Aim for 14+2 (racial)
Intelligence = Aim for 10
Wisdom = Aim for 12+2 (racial)
Charisma = Dump Stat/lowest role (-2 racial)
(I don't think this is an outlandish goal, but a bad role will probably force my to try this again some other time)

Racial changes = Relentless for the Bull Rush bonus, also I am not sure how I will use the favoured bonus. How much (if any) + to CMD vs.Bull Rush/Trips would be too much, or should I just go all into hp?

Two-Weapon Warrior = I am thinking from 1st to 13th level, making the most of the bonuses to 2 weapons (I believe shields are weapons, but it is something i'll have to check with my DM). I definitely like the 11th level bonus so I can use a heavy shield in my off-hand with light weapon penalties (its more a flavour thing for me than getting abit more damage out)

Stalwart Defender = Starting at level 14 i'm thinking of taking this (but this is a recent idea), since the 2Weapon archetype felt less interesting and the Stalwart feels like it could breath new and interesting things during my second half of this character. I am not altogether sure on which defence Powers to take, though Intercept seems to fit my flavour, and possibly some DR. I am still wondering if this Prestige class is worth it, or are there better ways to go that this at later levels?

Feats: (Put a ?? beside things I am really unsure of or question)
1st)Power Attack & Toughness (Stalwart Prereq.)
2nd)Cleave
3rd)Combat Reflexes
4th)Step Up
5th)Two-Weapon Fighting
6th)Improved Shield Bash
7th)Shield Slam
8th)Improved Two-Weapon Fighting (left until 8th in case need to +1 Dex)
Swap out Cleave for ?Doublestrike? (Possibly get later, 10th maybe)
9th) ?Saving Shield?
10th)Dodge (Stalwart prereq.)
11th)Shield Master
12th)Two-Weapon Rend
Swap out Step-Up for ?Pin-Down? (Before considering Stalwart, I
was thinking of getting Following Step & Step-Up & Strike)
13th) Endurance (Stalwart Prereq.)
15th) ?Lunge? (Seems handy for Stalwart, maybe I should take earlier)
17th) ?Shield Focus?
19th) ?Covering Defence?

Well, that's a lot of stuff, I still question all of it. Flavour aside, I always like to try to stay as useful as possible in my group (I hate being dead space), so any ideas on better things to go for is most appreciated

Thankyou;)