Muckdweller

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Which monsters do you find totally adprable?


What possible builds are there to create a melee oriented character, that relies on polymorphing?
Many Archetypes only get natural attacks, but cannot truly transform themselves.

-Beastmorph Alchemist is pretty strong, but neither a martial character nor can he fully transform
-Kitsune with Fox Shape, pretty small and weak lacks extra attacks, might work with a Dex build
-Werebatkin-Skinwalker with Dire Bat Shape can fly but lacks extra attacks


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Is this allowed RAW?


What is the weakest(lvl wise)character/group of characters you can come up with, that could beat the Pathfinder version of Cthullhu. Anything goes mythic ranks, monster characters, whatever allows you to beat the guy as early as possible.

Scenario 1 - Open field, the characters knew beforehand, the great Old One was coming.

Scenario 2 - Cthulhu is in an underwater temple in a 600'x 300'x 300' room. The characters are not informed before fighting Cthulhu.

EDIT: Munchkinbuilds(Simulakrum army, own demiplane etc.) are allowed, but playable characters are preferred.


I just found something: Mocking Dance allows you to move as a swift action, but you cannot end threatening an enemy.
However using a whip or the Lunge feat one can attack a square, without threatening it.

You basically gain Pseudo Pounce. What builds could profit from this?


I am building a Ranger for a homegame and considered making a Standard Switch Hitter.

With the Point Blank Master Feat however, I don't see any real reason to ever put away my bow.

I'm likely going to start this character at level 10(my Barbarian got turned into a Vampire), therefore Point Blank Master won't really stop my acess to Improved Precise Shot.

Is there any reason I am not aware of to still be a Switch Hitter under this circumstances?


I'm thinking about 3.5 Feats, that are necessary for certain builds or feats with unique effects, that deserve being important.

Monkey Grip is a feat I'd like to bring over to Pathfinder, cause there is no other way to wield a large Greatsword and this makes it pretty cool.

Practised Spellcaster is an obvious choice for multiclasse casters.

Do you guys have any other ideas?


We are currnetly playing the "City of the Spider Queen".
Last session my level9 Barbarian(standard Beast Totem line, Invulnerable Rager, going for CaGM later) got dominated by a drow Vampire. The party not wanting to fight their main tank ran off and left the dungeon. I failed the reroll on my Will save, too and got my blood drained.

The group left the Dungeon to regroup, while I stayed down there. The DM ruled I'm under the Vampires control, but at the moment free to move around in the dungeon. If I go near to the Drow Vampire, she can regain control over me any time she wnats though.

Now I've got some questions and look for advice.

1. It seems technically Undead are immune to morale effects, which would very likely include my Str Bonus(and Con Bonus) to Rage. Now my GM likely doesn't know this and would likely allow me to get those anyway.
But how would you handle this? I mean why would a not Vampire be able to give in to his beast side and fall into a killing frenzy? Would you even allow me to put my Con-bonus into Cha?

2. What shall I do? I basically got three possibilities:

a)Try to help the group in killing that Vampire drow priestess, become a free Vampire and try to rejoin the group.

b)I'm now Chaotic Evil, so maybe I would rather try to get my revenge on the group. They left me alone and just ran, arguing that my hot-headed barbarian caused a lot of trouble for their cowardly cautious group, who were often to scared to fight enemies head on. If yes how to kill those guys:

Half-Drow Magus 9(Spring Attack feat chain, doesn't do that much damage)
Travel Domain Cleric(Mobile Healbot, likes his subparblasts, Channeling and Heavy Armor)
Rogue(insane AC, due to having gotten the most loot and being a crafter.)

I'm the most optimized character in the party though rather underequipped only having:+1 Greatsword, + 2 Gauntlets of Strength, Potions of Flying and Haste, A Hat of Disguise[this could really help me here], Wands of Hold Person and Tongues, Masterwork Composite Longbow(St+4), and 4 Javelins of Lighting.
Since I can now Rage Cycle for free, maybe I should retrain some Rage Powers.

c)Roll a new character(I already got a melee Druid ready, though my group wants a paladin.)


Since Spell-Like Abilities now count as perequesites, would the following work?

1 Point Evolution: Minor Magic, then take Arcane Strike.

This could be superawesome for Kalibuilds.

EDIT: Does Arcane Strike work with Natural weapons too?


Just detected the Diabolist Prestige Class and it seem pretty awesome.

Therefore I'm thinking about how to make me the perfect one.

At first I thought about becoming a wizard to get into the class, but then I realized the dude needed some high Charisma. Also wizards don't get new spells when leveling uo in Prestige Classes. On the other hand he is still a wizard.

So maybe an Oracle or a sorcerer would make a great Diabolist?

Since I get the Imp as Companion could I get a familiar and an Imp Companion?
Also in the Imp description "Class Level This is the diabolist's class level plus her highest caster level." should be a mistake, since Diabolist already adds to the caster level. Otherwise this would result in a lvl 30 Companion for a Sorcerer 10/Diabolist 10(Caster level 20+10 Diabolist levels).
They should be meaning "Diabloist levels plus his highest level in another spellcasting class" or just "his highest caster level", unless the class has some in build Horsemaster shenanigans.

What feats would you take?
"Dazing Spell" -> Channel Hellfire should overcome many energy resistances even with low Spells
"Craft Wondrous Items", "Craft Arms and Armor" -> I like crafting and squeezing those two in would be nice.
Since I get "Augemented Summoning" as a Bonus Feat at like lvl 8 or so, "Superior Summons" would kick in quite late too.
If I'm an Arcane Caster, I would still need Spell Focus(Conjuration) for Planar Binding though.

Any other thoughts? How would you build the dude?


I just build an Antipladin and he is quite awesome, however the Spell list seems kinda short. He seems to lack the support the Paladin spell list has. Therefor I'm planning on asking my GM to use certain Paladin spells, since I feel those should have been added to his spell list in the first place.
I'm especially looking at spells, that aren't tied to a special concept and would fit well to the concept of the Antipaladin as well due to not bein tied to a certain alignment like Effortless Armor, Bloodsworn Retribution(sounds more like a crazed madman than a paladin anyway) or create some evil twins of aligment based spells like Littany of rightousness and Rightous Vigor.

Do you guys think this is reasonable or do you think, the Antipaladins utility and save or suck spells(especially Invisibility, Animate Dead, Hold Person etc.) already make up for this?


I really like the idea of the uncontrollable Berserker, but the DC against his confusion effect just keeps getting too damn high!

Therefore, I was thinking about ways to get of the confusion effect.

So far I have thought about Furious Finish. Edning my Rage after finishing my enemies would prevent me from getting confused. Since Furious Finish depends on Vital Striking however, I cannot use it with "Wild Fighting".

I also searched for ways to get immune to confusion at higher levels, but the only one I found was being a lvl 20 "Enlightend Philosopher-Oracle".

Does anyone have an idea of making a playable Wild Rager, that's more than a 2 level dip?


Just thought about the possibility of sone "Master of the Hunt Type" character by taking Eldritch Heritage(Sylvan)again and again, each time getting a new Companion and building myself a little pack of Animal Companions.

There seems to be nothing that forbids taking this feat multiple times. This way I could get myself a strong team of nasty animals. In theory one could do the same stacking familiars(Arcane Bond)or even Bonded Items with this feat.

I'm also thinking about taking this feat with my Crafter Wizard to stack Familiars(Archetype: Valet) each time multiplying the woldamount I can craft each day.

Is this legal? Should this be restricted? Thoughts?


If a rogue selects some of the Magic Rogue Talents, does his Class Level now count as his caster level?

"The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier."

Does this mean he can use this Caster Level to select Magic Item Creation feats?


I'm trying to make an Invunerable Rager for some old url=http://en.wikipedia.org/wiki/City_of_the_Spider_Queen]D&D campaign[/url].
Having mastered for quite some time the GM allowed me to pick up some old Barbarian and remake him with Pathfinder rules. The character will be 9th level, when he starts the adventure.

The rest of the group consists of a Cleric with the Travel Domain, a TwF Rogue with insane Stealth abillities, a Magus, another Rogue, who multiclasses Sorcerer and will go Arcane Trickster some time and a Paladin with a greatsword.

We used quite an overpowered method to roll our stats and I got the following ones:

17, 16, 16, 15, 15, 14

The plan behind my character is to first go with the standard pouncing Witch Hunter Barbarian, before putting the insane extra DR a tank build provides on the guy by doing that Unbreakable Figther dip. I don't like the flair of being an Urban Barbarian and therefore this archetype stays out. The Campaign will bring us to lvl 15, but the character is supposed to be played after this too.

Here is how I wanted to build him: Race Human

Invulnerable Rager 12 -> Unbreakable Figther 1 -> Invulnerable Rager 19/Unbreakable Fighter 1

Feat Progression:
1: Power Attack [B], Raging Vitality 3: Improved Sunder 5: Extra Rage Power[Lesser Beast Totem] 7: Greater Sunder 9: Combat Expertise 11: Combat Reflexes 13: Stalwart, Endurance[B], Diehard[B] 15: Improved Stalwart 17: Antagonize 19: Extra Rage Power[Extra DR]

Rage Powers:
2: Superstition 4: Witch Hunter 5. Lesser Beast Totem[Extra] 6: Spell Sunder 8: Beast Totem 10: Greater Beast Totem 12: Come and Get Me 15: Reckless Abandon 17: Extra DR(or maybe Inspire Ferocity to help my TwF Rogue flanking partner) 19: Extra DR, Extra DR[Extra]

Now did I make any mistakes with the progressions?

Is there anything to further optimize my build?

One of us got Craft Wondrous Item. Are there any awesome Items I should get myself(I already got some Gauntlets of Ogre Strength[+2], a +1 Greatsword, some weird homebrew Amulett[+1 HP/level] anhd a pair of Boots of striding and sprinting)?

Does Greater Sunder work with Spell Sunder/Sunder Enchantment? Can I hit someone for full damage, while dispelling his buffs?