Ezren

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Tried posting this once already but accidentally did it on the second edition forum. Whoops. Anyways, long story short. I have been home-brewing some stuff. Came across the artificer class from earlier editions. Wanted to try my hand at porting it to Pathfinder.

I looked through three or four versions other people made, but while I really liked elements of each, none of them fully fit the idea of the class that I had in my head. I went ahead and created my own, mostly as a fun side project.

Thought it might be fun to post my version (and three archetypes called the clockwork tinkerer, chemical scientist, and magical engineer) for people to look over and provide feedback. I feel pretty good about what I have, though without play-testing it is hard to say for sure.

For transparency, I took inspiration for some of the class abilities from multiple first party classes as well as the artificer classes on D20PFSRD by Adamant Entertainment, Eberron Pathfinder, and Elghinn Lightbringer's Stonehelm Emporium on Pathfidner Community.

Here is the link: Artificer.

If anyone bothers to take the time to read it, let me know what you think.


If I take the leadership feat to gain a Pegasus as a Monster Cohort, how do I go about properly advancing that creature?

1. I am having issues figuring out the correct skill ranks for the normal Pegasus. It should have 8 ranks but I’m not getting that number due to how many ranks must be in Sense Motive as it isn’t a Magical Beast class skill.

2. Adding PC levels comes with the stat adjustments of (+4, +4, +2, +2, 0, -2) correct? This just happens whenever a PC class is added to a NPC creature?

3. Does my Pegasus gain Ability Score Increases every four levels or extra feats from leveling like a PC would? I assume not since I have no idea how the progression would work, other than perhaps using the class levels as the character levels.

4. Does the Pegasus gain the armor proficiencies of the PC class so it can have barding without needing to take a feat to wear armor?

Thanks for your help in advance. I’ve never used Leadership before. Not looking for optimization, but I definitely want accuracy.


I am running a group of four through Rise of the Runelords. We are halfway through Book Two and everything is at 6th level. One of the PCs in the group, a human hunter with a panther companion (small cat), has made challenging the party in combat very difficult. I have had to start resorting to advanced templates just to keep some tension.

Basically, the PC took Combat Expertise, Outflank, Pack Flanking, Paired Opportunist, Toughness, and Improved Spell Sharing. The animal companion gets ALL of the teamwork feats for FREE in addition to its own Combat Reflexes, Toughness, and Dodge. The animal companion's stats are Str 21, Dex 21, Con 15, Int 2, Wis 12, and Cha 6. The PC took "Eye for Talent" to boost the companion's Str by +2.

The way things always go down is that the two of them close on a target and the AC makes its attacks. It gets a free trip on its bite (if hasted it apparently gets two bits and therefore two trip attempts), and since they flank from basically any squares against the same target they always get the +4 bonus to flanking (which also applies to the trip attempt I guess). Once the creature is tripped, they then get a +8 (flanking and prone) on all of their subsequent attacks. And when the creature tries to get back up, it provokes from both of them, at that +8 bonus to hit, and when it attacks someone the AC gets Vengeance Strike on it as well (which also gets a free trip attempt?).

I am really struggling with how to handle this combo. I can't just randomly start throwing in oozes, and elementals, and swarms in every encounter or else they will start saying I am purposefully trying to target them. And I can't just give all the enemies potions of fly for the same reason. But with the ludicrous bonuses the AC gets (its only a +9 normally, but the Hunter can cast magic Fang for a +1, hunter aspect on Strength for another +1, flanking for a +4, so the attacks at a +15 minimum, and then something like +19 after the trip) I don't know how to combat things without just hard countering the character.

Does anyone have any ideas on how to handle this situation without just making every enemy some crazy creature type that is immune to flanking or trip? Like I said, I am running Rise of the Runelords, so i can't just change all the encounters. Any help would be awesome. Thanks!


This is my first time posting on the Paizo forums, so I hope this is the correct place for this question.

Basically, I am interested in a Siegebreaker Fighter build (with a dip into Ranger or Slayer to grab Shield Slam early). However, I am really confused on some aspects of the build and I don't know if I am understanding them correctly. This build is currently for a third level character (Seigebreaker Fighter 1 / Ranger 2)

Spiked Destroyer
https://www.d20pfsrd.com/feats/combat-feats/spiked-destroyer-combat/

Heavy Spiked Shield
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/spiked-shiel d-heavy-or-light/

Spiked Armor
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/spiked-armor /

Shield Slam
https://www.d20pfsrd.com/feats/combat-feats/shield-slam-combat/

I plan on using a heavy spiked shield as my main hand weapon. I know that the description says it is an off-hand weapon, but I assume that it does not HAVE to be used as such as long as I am not wielding a sword or something. I would also be wearing spiked armor, which I could choose to attack with as an actual off-hand weapon. My feats would be Improved Shield Bash, Shield Slam, Spiked Destroyer, and Power Attack. Here are my questions about the way this build works.

1. If I choose to use my swift action attack from Spiked Destroyer (after using Shield Slam to get the free Bull Rush) to get a free attack with my spiked armor, would I have to take the penalties from Two-Weapon Fighting since it is an off-hand weapon and I would have attacked with my shield already as my main hand? Or does Spiked Destroyer function a bit differently?

2. What Strength bonus would I add to my shield and to my spiked armor? Would it be my full bonus on the shield as a main hand weapon and half my bonus on the armor as an off-hand weapon? And this would apply the same way for Power Attack?

3. My spiked heavy shield and my spiked armor would both be doing 1d6 points of damage (I am a medium sized creature). And I have to choose to enhance my shield either as a shield or as a weapon. I cannot gain both the AC bonus and the attack/damage bonus at the same time, correct? Is this the same case for the spiked armor?

4. I can do iterative attacks with my spiked heavy shield so long as I do not move more than 5 feet with my Bull Rush attempts, and I can use Shield Slam to make a free Bull Rush attempt on every single one of these attacks? I can only make a swift action attack with the armor once per round though.

5. If I use Shield Slam and knock an opponent prone, when they try to stand up and provoke, if I hit them again with the attack of opportunity, can I Bull Rush them and knock them prone once more before they even stand up? Or would I just Bull Rush them while they were prone?

I am just trying to wrap my head around how this character concept would work. There are a lot of instances were the rules seem to interact in complex ways, which might actually be quite simple and are just going over my head for some reason. But I want to get a handle on these things so that I am not bogging down sessions trying to figure out what I can or cannot do.

Thanks in advance for any help!