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avr wrote:
What level are you coming in at?

The character will start at lvl 10, the same lvl of the character that died.

avr wrote:
If you like gadgets then the Item Mastery feats might suit you (the brawler dip would help here). Or Martial Focus followed by Weapon Material Mastery.

Did not know this existed. From what I saw, I really like it!!

avr wrote:
Some of the ranger combat styles (which you can access with slayer talents) out of Ultimate Intrigue are interesting. Deceptive and Menacing allow some odd things and Underhanded is good for use with dirty tricks.

I'm not really familiarized with Ultimate Intrigue yet. I'm gonna take a look at those combat styles and see what I think.

MageHunter wrote:
Slayer is good for TWF. Then you could invest in trip and disarm, and end up getting a bunch of AoO's, tripping, disarming, and beating up foes.

My campaign involves fighting against a lot of Aberration and monstruous foes. Trip and Disarm are good options, but suboptimal in my playgroup.

Thanks for the tips guys, if anyone else has some advice, keep them coming!!


So, I'm playing in a group that has been in the same campaign for quite a while now. My last character just died and I need to make a new one (no ress in this game).
I want to make a melee martial character with no intrinsic magic powers (campaign setting trstriction).
I chose to make a Slayer but wanted my combat gameplay to be more exciting than just approaching the BBEG and full attacking.
I had a Slayer character before and the combat felt a lot less fun than with the Magus character I had, for example.
So what I'm after is some advice on what direction I can take my character so that the combat fells more exciting and flexible, giving me options and versatility aside from just approaching and hitting hard.
I'm open to feats, gadgets, items and other options to achieve this goal.
I thought about going the mobility route with spring attack lighting stance, whirlwind attack, etc. But it just seemed very subpar.
I would like to keep the Slayer as the class since it fits the character background, so please try to avoid telling me to play something else.

TL.DR: Help me build a Slayer character with options and versatility in combat aside from just full attacks.


I don't seem to be able to find this Eldritch Archer Archetype.
Where can I find it?


Azten wrote:
Tels wrote:
Azten wrote:
Azten wrote:

Guys, guys..

Air(Lightning) is perfect for something. Even just one level.

I'll return later. [/cackles madly.]

Here's a terrifying NPC.

** spoiler omitted **...

A round is 6 seconds. 10 rounds in 1 minute. 60 minutes in 1 hour. 600 rounds in 1 hour. This means that Agesthran can boost his con by as little as 600 points, or as much as 2,400 points in 1 hour.

WHERE IS YOUR GOD NOW!?

Slightly off, because Electric Fortitude fades at a rate of 1 per hour, meaning an hour of blasting himself is 599-2,396 u typed Con increases.

Wow, thank god for that...

For a moment there I thought this was a very broken concept...

/Sarcasmoff


Each point of burn under normal rules would take 10% of your HP in non-lethal damage right?
Just houserule it so that each burn takes 10% of your Vigor points.
Simple as that...


What I would really like to see in the Kineticist guide is a clarification if there is ever a situation where using Gather Power/Supercharge for a Full Round+Move Action is more effective than using it for two rounds in a row for two blasts with only a Move Action Gather each...


Sphynx wrote:

Precisely... it's the utility of the Aether that makes him the best element, period. We are not the best at damage, but you are wrong in that we do better battlefield control than any other element, both with our infusions and with out utilities.

As for the Quickrunner Shirt, that only works once per day. Or yes, we'd all have one.

I think Dekalinder suggested that you buy more than one Quickrunner Shirts and change them after use, so you can have the effect more that once per day, thus the smell of cheese...


I this the "advantage" that the Aetheric Boost gives you is that it can be applied to a composite Blast, combining its bonus damage to the composite blast damage.


Dot


What a shame...


I was passing through some stuff in the Pathfinder Unchained and a question came to me:
Will this new classes from the Occult Adventures come with their Variant Multiclassing bonus specified??

Because it is such a nice rule, and it would be a shame if it was lost for all the classes that are yet to come in the new books...


Diabloderrick wrote:
I have a question, it may have been answered already, but i'm confused about burn for the Kineticist, why is it when doing the same wild talent you take more damage as you level up? for example Chain lightning has 3 burn, so that means you take 3 burn per character level, meaning that at level 10 i am taking 30 non-lethal damage but then at level 11 i am taking 33 non-lethal damage, why is it that as my character becomes more experienced he takes more damage overall from burn os at level 20 i'm taking 60 dmg for burn for something that when i took the wild talent i only took 30 why does the burn cost increase? would the char get better at resisting burn, and why would the task become harder to do as she became more experienced?

As far as I see it, the burn scales because the damage you are doing with that same Chain Lightning is also scaling.


Sorry I'm late to reply, but thanks for the feedback anyway!!


When using the Automatic Bonus Progression rules, you get the ability to attune yourself to one or multiple weapons, giving them an enhancement bonus.
My question is, can a character Attune himself to a natural weapon, like a Claw or his Bite natural weapon?
If yes, a character with 2 Claws have to attune himself separately to his 2 claws, using the rules for 2 weapons, or does he count them as a single Natural Weapon?

Thanks for the help guys...


Ventnor wrote:
Arbane the Terrible wrote:
Ventnor wrote:

No one's still managed to figure this one out yet...

Ventnor wrote:

Hm... here's another one.

This chaotic evil goblin* enchanter likes to take control of other evil creatures, buff them up, and then set them against his enemies, though his control is sometimes not as complete as he believes it is. His current goal is to bind a powerful djinni to his command, but again he probably underestimates how much control he will actually have.

* Well, he kind of looks like a goblin anyway.

I could've sworn I'd answered it already. Ash Ketchum, I choose you!

----

In a rather odd sci-fi game, the character are:
A male medium-sized Ettin Aristocrat with an Alchemist discovery or two.
An Android Expert who can't gain any positive emotion effects
A male Human (close enough) Bard writer
A female Human Expert and a male Human Commoner.

Nope, not Ash. Pretty sure he's not small and green.

I could be wrong, but it kinda sounds like Babidi from Dragon Ball...


I think that the Kineticist would be even more awesome if it got some cool Wild Talents on the likeness of the Unchained Barbarian "Energy Absorption" or the Winter Witch PrC "Unnatural Cold" and "Unearthly Cold", at least for the Pyrokineticist, so he has a way to overcome Fire Immunity without becoming useless for the rest of the encounter.

Energy Absorption:
Energy Absorption (Su): Once per day, the barbarian can absorb the energy from a single attack that deals damage of the energy type she resists with the energy resistance rage power. She takes no damage from the attack and doesn’t attempt a saving throw. Instead, she increases the temporary hit points from her rage by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance). If the barbarian is at least 16th level, once before her rage ends, she can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the barbarian would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Ref lex save for half damage (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon.

Unnatural Cold:
At 3rd level, whenever a winter witch’s spell, spell-like ability, or supernatural ability deals cold damage, treat affected creatures as having half their normal cold resistance when determining the damage dealt.

Unearthly Cold:
At 8th level, a winter witch’s spells, spell-like abilities, and supernatural abilities that deal cold damage become horrendously cold. Half the cold damage caused by these effects comes from an otherworldly power and is not subject to being reduced by resistance or immunity to cold-based attacks.

Since this ship(book) has already sailed, we can only cross our fingers and hope that Mark designer powers will take care of it without us even noticing. =]


Sorry for the Necro, but I didn't wanted to open yet another thread on the Slashing grace/Sawtooth sabre subject.

My question is, Can I TWF with two Sawtooth Sabres while using Slashing grace to add DEX to Damage??
If yes, does the off hand weapon receives full DEX bonus to damage or just 50% as with STR??


This redhead Bard has a Magic Cloak enchanted with the Greater Shadow special ability given to him by a millenar Fey woman, and during his journeys he ended up dipping a few lvl's in Monk while training in a foreign country.


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I don't have much advice to give since, in my game, death is a really big deal, meaning that except for an undead-like existence of pain and suffering, there is not much that can be done when a character dies.

That aside, I find it really disturbing the number of people that, instead of simply giving advice, keep yapping about the fact that it is "a thematic issue, not a mechanical one." "is plot. Plot isn't a mechanic".

Seriously, I don't see the OP specifying that he need a mechanical solution, This thread wasn't posted in the "Rules" forum either, so I really don't see why all the fuss about it not being a "mechanical issue".


Nefreet wrote:

You get to select a simple or martial weapon.

A Dwarven Waraxe is neither of those.

It is exotic.

Dwarves simply treat it as though it were martial.

This case is very comparable to that of the recent Mithral FAQ.

A Mithral Breastplate is still considered medium armor (interacting as such with the Defender of the Society Trait, and the Brawling, Bouyant, and Hosteling enchantments), but wearers get to treat it as though it was light.

As an alternative, there is a Player Convention Boon out this Season that grants you the Weapon Familiarity Racial Trait of a Core Race. My Oread used it to gain Dwarven Weapon Familiarity so he could wield a Dwarven Waraxe.

Perhaps seek that Boon out, instead.

Where can I find this Boon?


What I want to see the most are the new basic Wild Talents made to add more flavour with the element of your choice.

I know that the book is already done now, but i think it would be awesome if, in this book or in some future softcover expansion, the pyrokineticist could choose a Smoke Blast of some sorts, that instead of inflicting damage, generated a smoke effect similar to the Fog Cloud spell, maybe even blind or inflict some other condition to whoever it hits. It would add a lot, versatility and flavour wise, to the character, not to mention it would give the "Firesight" Wild Talent a lot more utility, giving the Pyrokineticist the ability to benefit from it without having to carry a bunch of Smokesticks...


mplindustries wrote:
Yeah, they do sort of stack. If I have 20 max HP, and I take 10 nonlethal damage, nothing happens. But if I then take 11 lethal damage, my HPs are down to 9. Since I have 10 nonlethal and 10 > 9, I fall unconscious. So, yes, they totally "stack."

That's about right. You basically just need one guy doing regular non-lethal damage to make this work.

On the casters side (at least half-casters) you also have the Frostbite Magus build.


Hey guys, It's a pretty huge thread and it was probably been answered already, but I really liked this class and I'm still trying to figure out how it is going to be played.
So, in the final version, which feats are going to work with the Kineticist Blasts? I mean, feats like Precise Shot, Snap Shot, Weapon Focus, Point-blank Shot, etc.
I know Vital Strike won't work, but what will?

Which will work with the ranged touch attack blasts and which are going to work with the ranged attack blasts?

And finally which are going to work with the "Melee" Blasts (kinetic blade/whip)?

Sorry for beeing late, but I would love some help with these questions.


I agree with ElterAgo.

First with the mercenary unit, that you guys can be sort of a Guild of people that receives contracts and this sort of things from all the country. The 5 men team can be a protocol of your organization. If you guys already started the game, you 5can be recruited by this organization instead.

Second with the WbL problems. But these can be easily fixed, just say that the hole guild has a common treasure chest, where it's members can take their part of the loot and arm themselves. The thing is, if a player start giving all of his loot to one single character, you can have the Guild Leader or even the other characters confront him for taking more than he is entitled.

If I may meddle a bit more:

One adventure idea can be your hole guild being summoned at once to a contract where they have to invade a big and highly secured facility through 3 diferent fronts and confront hordes of minions, lieutenants and generals, having to find shelter in dark corners, sewers and things like that to rest between encounters, so they can finally arrive at the BBEG's chamber.

Then you can have the BBEG be in three diferent chambers in three diferent dimentions, where your characters have to coordinate the kill through mirrors in the room, OR Have it be Three diferent Bosses, each with a diferent mechanic than the other. The players may switch between rooms to better coordinate the abilitys of the characters with that of the bosses, but the character lose a round each time they change room. Also have the portals to that room lock when the room's Boss die.

Plot twist: the BBEG is the Guild MAster all along. He hired all the people he thougth could defeat him and sent them to die never especting them to reach the final room. In the first scenario above he is the three dimensions at once. In the second, he splits himself in three where each part assume a monstrous form representing a dark part of himself.


As most people said, I know that a full archer is mechanically stronger. And Rambear hit exactly where I wanted.

The thing is, my table plays in a house scenario which is completely NON PFS legal, if you know what I mean.
In this scenario, there is no resurrection magic, and Death is always something either permanent, or in the case of the rare return, it means some serious consequences. My character that died at lvl 8 has reacently been resurrected as a "Zombie Lord", as per the template, with some modifications to make it more inconvenient and adding some drawbacks to it (We also don't enforce the Alignment rules).
[EDIT] Forgot to tell, he died before the ACG was released and was a Ranger back then. Since the Slayer fits best what I had in mind for him, I'm rebuilding him as a Slayer.[EDIT]
Roleplay aside, mechanically, it means that my character that already had it's stats rolled gained a boost to Str and Dex, giving it the total of 22 Dex and 18 Str.
With a +2 Elven Curve Blade I gained as a Heirloom weapon, I felt that keeping Switch Hitting was a valid option both for fluff and for the fact that my table doesn't take itself very seriously crunchwise.

I don't want to get off topic, i'm just explaining my scenario so you guys understand my reasoning.
And as far as it goes, you all helped a lot, both for this and for future characters...


Isn't there a good soul out there that can help us poor non mathematical players to make the most badass Slayer the world has ever saw??


Thanks for all the advice guys, there's a lot of good stuff here. I'm gonna balance my normal feats with the ones I get from Ranged Combat Stye and see what kind of fun I can muster.


I'm building a switch hitter Slayer build and need a little help with it.
I got the Ranger combat style Slayer Trick with Precise shot as the first feat.
For the second combat style feat i'm in doubt between the Manyshot and the Rapid Shot feats.
Which one do you guys think is more usefull and why?


I've seen your builds and I really liked the concept of this type of teleporting character.
I'm not really good with this kind of thing, but since no one posted a Ranger Build with this kind of flavour, I decided to do one of my own.

Human Divine Tracker Ranger 12/Horizon Walker 3.
Dual Talented Human (str) (wis)
20 point buy
Str 15 (17) Dex 14 Con 13 Int 10 Wis 14 (16) Cha 10

level 1 Ranger - Divine Tracker Favored Weapon (Sawtooth Sabre); Feat: Weapon Focus (Sawtooth Sabre); Favored Enemy 1; Track
level 2 Ranger - Combat Style: TWF
level 3 Ranger - Feat: Combat Reflexes; Endurance; Favored Terrain 1
level 4 Ranger - Divine Tracker Blessings: (Death) (Trickery); +1 STR
level 5 Ranger - Feat: Improved Critical (Sawtooth Sabre); Favored Enemy 2
Level 6 Ranger - Combat Style: Improved TWF
level 7 H.W. - Feat: Outflank; H.W. Favored terrain;
Level 8 H.W. - Favored terrain: Astral*; Terrain Mastery: Astral; +1 WIS
Level 9 H.W. - Terrain Dominance: Astral; Feat: Dimensional Agility
Level 10 Ranger - Combat Style: Double Slice; Woodland Stride
Level 11 Ranger - Feat: Dimensional Assault; Swift Tracker; Favored Terrain
Level 12 Ranger - Evasion; +1 WIS
Level 13 Ranger - Feat: Dimensional Dervish; Favored Enemy 3
Level 14 Ranger - Quarry
Level 15 Ranger - Feat: Dimensional Savant; Camouflage

By choosing the Divine Tracker Archetype and choosing Achaekek as deity, you automaticaly get the Sawtooth Sabre proficiency. At lvl 4 you also gain two Warpriest minor Blessings from Achaekek's list. I chose Trickery and Death because they give nice bonus and offer options for your swift action when you can't BAMF if you get to lvl 16 (ranger 13) and get the Major blessings.

Death Blessing:

From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.

Death's Touch (major): At 10th level, you can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. Alternatively, you can activate this ability as a swift action upon hitting an opponent with a melee attack. These temporary negative levels stack. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation).

Trickery Blessing:

Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. This ability doesn't stack with the additional damage from the mirror image spell.

Greater Invisibility (major): At 10th level, as a swift action you can become invisible for 1 round (as greater invisibility).

I went in with combat reflexes and added the Teamwork Feat Outflank. With that and going two extra lvls to get Dimensional Savant, you start to flank with yourself from multiple squares, and since you count as your own ally, you basically just gain a huge bonus to hit and, depending on your GM, the chance to give yourself AoO on crits (I know it may be a stretching RAW and a little weird to conceive, but for that kind of feat investment, I would allow it)

What do you guys think?
It's the first time I post a build in here, so if there is something wrong or if I forgot something, please let me know.


I thought so too, but wanted to make sure it wasn't just me thinking this way.
Thanks for the help!


So, the Sawtooth Sabre entry reads as this:

Sawtooth Sabre wrote:
A sawtoothed sabre may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (sawtoothed sabre), you treat the weapon as if it were a light weapon for the purpose of two-weapon fighting—the sabre remains classified as a one-handed melee weapon for all other purposes.

The Divine Tracker archetype has an ability called favored weapon that states this:

Favored Weapon wrote:
At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.

My question is, if a Divine Tracker Ranger chose Achaekek as his deity, gaining the Sawtooth Sabre as his weapon proficiency, will he also be able to use it as a light weapon for TWF purposes, or he still need to have the Exotic Weapon Proficiency feat??

Thanks for the help...


I was looking for one too. Didn't find anything as of now...


So... Anyone?
I just wanted to know if anyone knows of a template, or something as such, that fit the spiritual resurrection theme.
I guess that me and my GM will have to decide for ourselves.

Too bad, cus this looked so cool...


First of all, i will try to situate you in the aspects of my campaign and my character, so you guys can better aid me in my question. If you are not interested in reading a lot of stuff from my game, just don't read the "spoiler" box and go to the direct question below...

read if you want:
The campaign that I'm currently playing is set in a low-magic scenario very unique and original created by my GM. This world has a more limited approach of planes and magic, so resurrection is not something mundane. Having said that, my current character has recently died (in a very heroic manner btw), and I would be fine with it, if wasn't for the fact that he is of great importance for the current events of the campaign lore. By this reason, my GM decided that instead of just making a new character, my old character would be resurrected somehow.
The thing is, in this world, resurrection plain and simple is something that simply doesn't exist. And only through means similar to undeath would my character be able to return. This put me and my GM to the search of a template that would fit to the characters resurrection.
My character was a Neutral/Good Ranger inspired by Strider, Aragorn alias in the first time the Hobbits of LotR encounter him. That and the hole vibe of the Rangers of Middle Earth was my inspiration to this character, so the Lich and Death Knight templates doesn't really fit him.
Then today when I started looking for a good fit I remembered the new LotR game that has been announced and remembered the means of the protagonist (a Ranger) resurrection as a Human possessed by a Wraith. That would be perfect for my character, but i still don't know the best template to fit this kind of character, nor if it even exist.

So my direct question is, What template do you think would fit better a Ranger resurrected by spectral means, in a way similar to Thalion, the protagonist of the next LotR game??

I was thinking of the Shadow Creature template, and even considered the Demon Possessed Creature (though I am declined by the fact that the Shadow Demon is not covered by this template), since this seem to fit better in the flavour of the character. What do you think??


Gancanagh wrote:

Damn! Is there really no fungus/toadstool/mushroom monster in legends, folklore or in mythology?

Does anybody knows about a fungus monster from mythology? All animals and plants have their myths and legends, but there are none about fungus?

It's probably because the concept of fungus is rather recent. In most of history, fungus were thought to be plants. It was only in 1969 that the Fungi kingdom was created and the fungus were categorized apart from plants or protozoa.

In ancient history and in the medieval times, when most myths were created, fungus were just plants. That is why it's dificult to find fungus related mythology