Zon-Kuthon

Interzone's page

907 posts. No reviews. No lists. No wishlists.



1 to 50 of 68 << first < prev | 1 | 2 | next > last >>

Hi folks,
I am putting together a pretty epic campaign that features a number of different large armies, and I am trying to balance them out. I am roughing it out with XP levels based on CR, but some of the armies include things like Cannons and Alchemical Dragons and other Siege Weapons/Vehicles. How much should they be worth, comparatively? Has anyone around here done this before?


Hi folks, I am just wondering if I have this all correct...
I have a Brawler who wants to use a pair of Tekko-Kagi. A Tekko-Kagi has the option of being used defensively like a buckler. A Brawler is not proficient with shields, and so would take a penalty based on the ACP of the buckler, but if I get that penalty to 0 there is no penalty for not being proficent, yes?
A Brawler is able to Flurry with only one weapon, so he could use one Tekko-Kagi as a weapon, and the other as a buckler with no penalty, yes?
This much appears to work fine as far as I can tell.

Can he enchant the 'shield' one as if it was a shield? (its enhancement bonus would apply only to AC/etc)
The plan is to never use that one as anything other than a shield (effectively pretending it is in fact a buckler) it is just much cooler looking having them on both hands.

Are there any problems with any of this?


I know I saw this.. SOMEWHERE... but now I can't for the life of me remember where I saw it.. not sure if it was mythic, an item, a class ability, or what or even from which book but I am SURE I saw it somewhere. Some kind of ability that let something have the 'returning' special weapon quality but was immediate, so you could use all your iterative attacks throwing the same weapon... Where the heck did I see this?


Hi folks, I am working on a few things for a campaign I am putting together, and one of things I am adding as this upgrade for an Alchemical Dragon: (the wording is still wonky, I only just came up with it)

Alchemical Rocket Boosters:
These powerful engines can be mounted on the side of the vehicle instead of siege weapons. They can be used to provide bursts of speed when necessary. Activating them requires a DC X Craft: Alchemy check (Haven't decided on DC yet). They can be used up to 12 times a day. When active they increase your acceleration by 10ft and your maximum speed by 20ft. This speed increase lasts for 5mins, and can be kept up by expending additional uses. Alternatively, you can overcharge them for a greater burst, increasing acceleration by 30ft and maximum speed by 100ft instead, but this bonus only lasts for 5 rounds, and then the engines can't be used again for at least 1hr so they have time to cool down.

So how does that seem as far as numbers go? And what should they cost?
The idea is to give up armaments in exchange for not needing to get caught in a firefight. In this campaign there will be a fairly large number of flying vehicles etc.


Hi folks, I am trying to track down a pre-made map (including features i.e. Forests, Hills, Plains, Rivers etc that are used in the Kingdom system) with hexes on it... All I can seem to find is completely blank hex grids (I don't want to have to draw an entire map right now) or ones that don't have the type of terrains used in the Kingdom building rules system, or ones that already have kingdoms made on them...
Anyone know where I can find such a thing?


I am working on a campaign setting that includes a whole bunch of superhero/supervillain npc's, and I want them to all have code names... think x-men type of names.

So far there is Wrath, Saint, Starchild, Brute, Chaplain, Leyline, Serpent, Mastermind and Ghost...

The ones that still need names:

NG female Human Weapon Master Fighter specializing in twf/throwing Wakizashi

and her twin sister

LN female Human Qinggong Weapon Adept Monk specializing in teleportation and energy blasts

CG male Catfolk Archivist Bard with massive Knowledge and a focus on singing

CG male Human Beast-Bonded Witch with Compsognathus familiar (so he can turn into a dinosaur :D) and a focus on offensive hexes

LN male Human Void Elementalist Wizard with a very heavy emphasis on dispelling and countermagic

CN male Strix Falconer Infiltrator Ranger (haven't finished the build yet)

LE male Human Ronin Samurai with Beast Rider via Racial Heritage so he can ride a pteranodon, he is specialized in shield bashing and carries a Vorpal Katana

NE male Tiefling Bladebound Kensai Magus, with dervish dance and an unhealthy relationship with his weapon

CE Undead Lord Cleric with disease alternate channeling

Any ideas?


Making a character to replace a dead one for a just-turned 6th level party. The rest of the group is a Paladin, Cleric and Alchemist.
Conditions:

Level 6
Either full Wizard or one level dip +Wizard 5
25 point buy
Non-evil, can't be involved in Necromancy
Either human or as close to as possible (Elf would be ok though)

Looking for an idea that is at least reasonably powerful, but is interesting.

Any thoughts?


Hey everyone..
I was just watching "X-men: First Class" and was inspired by the part with Azazel attacking by grabbing people, teleporting into the sky, and letting go...
Is there any way to reproduce this in Pathfinder?
If not for a PC then at least for a villain?


1 person marked this as FAQ candidate.

As the title says...
I have a player who is a bard and for various reasons is most likely going to be taking the Dragon Disciple prestige class.

We need to know whether this item would work have any effect on the player.


I'm currently running through Legacy of Fire and we are on the fifth book (The Impossible Eye)
We have just reached Shazathared and she has offered me a Wish...
The party is me: a Half-elf Dual-Cursed Oracle (Ancestors Mystery.. sort of a female half-elf version of Maud'Dib from Dune), a Human Sorcerer (Crossblooded Marid/Draconic), a Strix Gunslinger Monk and an Aasimar Archaeologist Bard...

I am debated how to use the Wish... My character is the leader of the party and the face, so she wants to wish for something that will benefit the whole party, but I also want to wish for something appropriate to the storyline.

So, any ideas? My mind is a complete blank...


Hi everyone, just feeling a bit confused on which direction I should go with this character...
He just hit level 7, running Legacy of Fire campaign... (just finishing book 2, no spoilers please obviously :P)

Name: !Abawe The Foolish
Race: Aasimar (Mwangi descent, hence the weird name)
Alternate racial abilities: Immortal Spark, Deathless Spirit, Scion of Humanity
Age: 169 yrs old
Class: Archaeologist Bard

Note: age penalties only apply if my Lesser Age Resistance (via Immortal Spark) is dispelled

Str 15 -1 age +1 level +2 enhance
Dex 14 -1 age
Con 14 -1 age +2 enhance
Int 13 +1 age
Wis 8 +1 age +2 race +1 inherent
Cha 15 +1 age +2 race +2 enhance

Feats so far:
1 Lingering Performance
3 Exotic Weapon Proficiency: Elven Curve Blade
4* Power Attack
5 Deadly Aim
7 Improved Initiative

The 4th level feat is from the Combat Trick rogue talent.

I am having trouble deciding where exactly to go at this point, as there are several different directions for the build...
I get another Rogue Talent at level 8, and advanced talents at level 12/16/20 (although I will probably multiclass level 17-20 if the campaign goes that long)

The character is sort of a dashing Pathfinder, fighting in melee and at range with shortbow, in charge of trap disabling and Knowledge skills. He is also currently the physically strongest character in the group (the rest of the group consists of a Half-Elf Dual-Cursed Oracle, Human Crossblooded Sorcerer and Strix Musket Master Gunslinger... yeah silly stuff but so far it is really fun)
I just need some advice for Feats/Rogue Talents from this point on etc

Any ideas?


... by level 2, that isn't for just one roll...

So far I can think of:
-Archaeologist Bard
-Half-orc with Sacred Tattoo
-Divine Favor spell

Just wondering if anyone knows of any others?
I'm sure there must be more but I haven't researched it in great depth yet.


It is a Monk weapon, so it can be used for a flurry.
It is a thrown weapon, so you can use TWF to get an extra attack (assuming you have 2 of them)
It can be retrieved as a free action, which means you can use one for a full-attack...
Does this mean you can do a flurry at range with them? From what I can see it is legit, just wondering if I am missing anything...


I'm working a on a build for an interesting character...

First off the assumptions: 25 point buy, level 12, Craft Wondrous Item = wondrous items for the character cost 1/2, and that I was able to one way or another get a hold of spells for crafting.

Aasimar Oathbound Paladin 4/Oracle of Lore 1/Zen Archer Monk 3/Ninja 4

Aasimar alternate racial traits: Deathless Spirit, Immortal Spark, Scion of Humanity

Middle Age

Str 17+1(level)+4(enhance.) -1(age, null with lesser age resistance active)
Dex 7 -1(age/null)
Con 16+4(enhance.) -1(age/null)
Int 7+1(age)
Wis 14+2(racial)+1(age)+1(level)+4(enhance.)
Cha 14+2(racial)+1(age)+1(level)+4(enhance.)

so with modifiers and age resistance active:

Str 22
Dex 7
Con 20
Int 8
Wis 22
Cha 22

Traits: Birthmark, Magical Knack: Paladin
Favoured class bonuses (paladin)x4= +4 skill points
Oath of Vengeance
Oracle Curse= Tongues (celestial)
Revelation= Sidestep Secret
Ninja tricks= Vanishing Trick, Forgotten Trick
Skills (48 points total)= Bluff, Perception, Spellcraft, Stealth

Feats=
1- Noble Scion of War
3- Power Attack
5- Craft Wondrous Item
6* Improved Unarmed Strike
6* Perfect Strike 5/day
6* Point Blank Shot
7- Furious Focus
7* Precise Shot
7* Weapon Focus - Longbow
8* Point Blank Master
9- Improved Initiative
11- Stunning Fist 6/day

(*= Monk bonus feat)

Gear (108k WBL)

+1 keen Nodachi 8.360k
+1 Seeking Composite Longbow (+6 Str) 9k
Ring of Sustenance 2.5k
Ring of Ki Mastery 10k
Belt of Physical Might +4 20k
Monk's Robe 6.5k
Quick Runner's Shirt .5k
Eyes of the Eagle 1.25k
Sandals of Quick Reaction 2k
Apprentices Cheating Gloves 1.1k
Jingasa of the Fortunate Soldier 2.5k
Headband of Mental Prowess +4 20k
Amulet of Natural Armor +3 9k
Cloak of Resistance +3 4.5k
Silver Smite Bracelet 8k
Handy Haversack 1k
Efficient Quiver .9k

So what do you think? Did I miss anything/any mistakes?
I know the whole crafting thing is a very big assumption that wouldn't generally happen in an actual game, and that the build is not nearly as good without it :P.

Seems like fun though, a decent switch hitter and pretty tough.


1 person marked this as a favorite.

Anyone ever done up Granny Weatherwax, Nanny Ogg and Magrat Garlick from Terry Pratchetts Discworld?
I was thinking they could make some excellent NPC's for something...

How would you stat them up?


Or better yet Outsiders specifically?
I am trying to figure out options for the True Name arcane discovery, and it is annoying trying to open everything individually to check...


I am working on a new character built around using the new Belt of Mighty Hurling so that I can have a switch-hitter that only needs one stat. Between the belt, the Two-handed thrower feat, and 2-handed weapons that can be thrown, I can use Str for both melee and ranged attack rolls, and add 1-1/2xStr on all damage rolls...
I am thinking probably a barbarian so I can get Hurling Charge, and I have a few other ideas for feats/abilities/etc, but I want some input on what are standard Thrower type of options...
I am thinking he might use Spears as his primary weapon, and he is going to max out at lvl 12.


I just started working on a new campaign setting, and the big thing about it is there will be NO casters.
People can have extraordinary/supernatural abilities, but no spell-like abilities and no spell casting of any kind. (obviously there will be much cutting and/or changing of classes)

HOWEVER

There will be a sort of arcane technology. Basically there is magic in the setting, but it is 100% item-based.
(example: nobody can cast Burning Hands, but you can get a flamethrower which is just an item that casts Burning Hands)
So, I need to figure out which spells are going to be involved.
What do you think are spells that will be pretty necessary to involve in the world? Or, for that matter, what are spells that you think are really unnecessary?

The setting will be sort of sci-fi. (Item of Shield spell = personal force field generator etc)


I am coming up with a build.. The idea is to have an Aasimar Oracle of Nature (using the favored class bonus for the Bonded Mount revelation so that by level 12 my effective Druid level is 18 for the mount)
He is going to have the Scion of Humaniy racial trait so that he can qualify for the Racial Heritage feat (Orc). That way he can take the Beast Rider feat, so he can ride an Int 6 Rhino with an effective Druid level of 18 for the Animal Companions powers....

Note: also going to use Improved Eldritch Heritage: Arcane to snag one of the Beast Shape spells off the sorcerer list.

SO:

What feats/skills should I give this mount? I get 8 feats, and with an Int of 6 they can be anything the mount is capable of using.

(And yes, I know this is a very cheesy build)


I'm thinking of making a character who is a caster, who can cast spells to mimic the 10 plagues of egypt...
However, I am having trouble with a couple of them...

1: Turning rivers to blood.. I can't seem to figure out how to get an effect siilar to this. Closest I can think of is some sort of illusion, but they don't seem to be nearly large enough
2: Slaying of the firstborn: I have no idea what to do with this one, aside from maybe Miracle.. but I would prefer the characters level to top out somewhere before 15 so that wouldn't work...
Any other ideas?


1 person marked this as a favorite.

I am going to make a Samsaran Synthesist... What do you figure would be the best Arcane spells to add to my list with the alternate racial ability?


Domain Strike (Combat)

You unleash a domain power upon your enemy as part of your unarmed strike.

Prerequisites: Domain class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.

---When you use this ability for a domain power that requires a melee touch, does it automatically go through or do you have to make a melee touch attack in addition to your successful unarmed strike?


1 person marked this as FAQ candidate.

Hey, just realized I wasn't entirely sure about something:

...

Dragon Roar (Combat)

The spirit of the dragon wells up inside you and bursts forth in a mighty roar.

Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks.

Benefit: You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.

Special: If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.

...

When you use this feat is the 'Unarmed Damage' equal to your unarmed strike attack, or just the base dice?
i.e. my 12th level monk would do 2d8+Str+etc or just a flat 2d8?


Putting together a party of Dragon-themed characters, and so far we have a Dragon Totem Barbarian, a Dragon Style-using Monk, and a Draconic bloodline Sorcerer/Dragon Disciple...
But we need a healer, and I am having trouble thinking of something appropriate...
Any ideas?

Edit: I looked at the Dragon Shaman Druid archetype, but it kinda bugs me that it is much more Lizard-themed than Dragon specifically, and pretty weak too. So I would prefer something different...


Hi everyone, just wondering if anybody has any experience with the Sacred Servant Paladin archetype?
Specifically the Call Celstial Ally ability...
Just wondering what players and/or GMs have thought of in terms of what is a 'reasonable request'.
In the spell version of Planar Ally it gives several options for duration... would it be reasonable at 12th level to use the ability to call up a Movanic Deva Angel and ask it to 'protect me for a week'?
I know it is very much a GM call and different people will have very different ideas of what is reasonable I just want a general public opinion of what others have done.

Here is the ability for reference:
Call Celestial Ally (Sp): At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant's caster level for this effect is equal to her paladin level. This ability replaces aura of resolve.


Hi everyone, I am working on a character with a Whirlwind build and a few things came up...

First: Can you use Double chained Kama/Kusarigama/Kyoketsu Shoge to do a Whirlwind attack? I wasn't entirely sure because of the whole double-weapon thing....

Second: If you have Improved Unarmed Strike, and a reach weapon, can you whirlwind everything near and far? I have been looking on here and it seems most people feel this is OK (or with Spiked gauntlet/armor instead)

Third: Ummm... I know I had a third question but now I totally don't remember....
Anywhoo... any thoughts?


If you have a Sage Sorcerer, and you take the Eldritch Heritage feat, would you use your Int for the bloodline power via by the feat?


I'm trying to figure out the best way to use (and/or abuse) this feat... Has anybody tried making a list of different abilities it can work with?

I'm looking through the books and so far I have:

Imp. Lightning Reflexes/Iron Will/Great Fortitude
Blind-Fight
Rage power: Clear Mind
Cleric Domain power: Good fortune
Fey/Destined/Celestial Sorcerer powers... etc

But there is a heck of a lot more to go through, and this is just the core book. (I also want to look through APG, UC, UM, and the ISWG....)
So if anyone has anything already put together that would be a huge help...


I'm trying to come up with a character with as high as possible passive AC at level one without being useless at doing damage..
I don't want to include the possibility of using the Rich Parents trait.
Right now I am looking at a Grippli Zen Archer, but I am trying to see if there are better options.

Any thoughts?


Sorry for yet another Synthesist thread, but I realized there were a couple things I wasn't sure about.

1: Can a Synthesist benefit from a magic item that increases a physical ability score when in their melded form? (i.e. Belt of Incredible Dexterity)

2: Can a Synthesist take the Increased Ability Score evolution for a mental ability score? And if so does that then raise the mental stat of the summoner himself when melded?

My feeling is that it is probably Yes and Yes but I am not 100% sure...

Thank you.


1 person marked this as FAQ candidate.

The 15th level Serpentine bloodline power... Is it an at-will ability?
Seems to me like it is just want to confirm.


I've still never built a character using the Words of Power system, and I am trying to figure out a good way of doing it...
But when I look at I can't seem to find any inspiration...

Anyone have any ideas of what would be fun and/or powerful?
Anything really silly/broken that can be done?
Any ideas for build: feats/words/ etc?

I am planning on it being either an Oracle or a Sorcerer.

Thanks :)


If you have a Sylvan Sorcerer 1/Druid X:
I assume you have just one animal companion, and that the levels stack.
Do you just end up with an animal companion as powerful as a full druid?

linky:

Bloodline Powers: Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). This bloodline power counts as your bloodline arcana and also replaces laughing touch.


It says they have to hear you, does that include your voice in their head?


How would you go about building a character around having a Shikigami Kami Familiar designed to be as effective as possible in combat?
Perhaps (but not necessarily) tag-teaming with the character him/herself?


As the title says.
Is there any other way of doing it? All I can see is Hungry Ghost archetype and Ki Leech, but I feel like I missed something somewhere....


Here it is so far:
(25 point buy, level 12)

Vanara Crusader Cleric of Saranrae 1/Qinggong Monk 11

Str 7
Dex 16+2 racial +1+1 leveling +4 enh
Con 14
Int 14
Wis 17+2 racial +1 leveling +4 enh
Cha 7-2

* = bonus feat
Feats:
1*- Weapon Focus - Scimitar
1- Weapon Finesse
2*- Deflect Arrows
3- Dervish Dance
3*- Combat Reflexes
5- Crusaders Flurry
7- Mantis Style
7*- Mobility
9- Step Up
11- ??????????????
11*- Improved Critical - Scimitar

What should I take as my 11th level Feat? I am not 100% set on all the other ones, although the Crusaders flurry and prereqs and dervish dance are for sure.

His qinggong powers will be power attack, barkskin, gaseous form and dragons breath, and he will have vow of fasting and vow of truth

His domain will be Healing (Restoration)


Just as the title says, are the Spell-Like Abilities of a Qinggong Monk Arcane, Divine, or neither?

For example there are traits that can give someone a +1 on saves against Arcane spells or Divine spells...

I assuming since they are not called out as being from a deity they are either Arcane or neither, but wondering if anyone else has any input on the matter


Hi, just wondering about what happens if a Qinggong Monk takes some Aether?

AEther

Type inhaled; Addiction moderate, Fortitude DC 16

Price 20 gp

Effect 1 hour; +1 caster level

Effect 1d4 hours; user must make a caster check to cast spells, DC 15 + spell level

Damage 1d2 Con damage

Would the +1CL and/or the CL check apply to his Spell-Like Abilities?


10 people marked this as FAQ candidate.

The spell says:

Strangling Hair

School transmutation; Level sorcerer/wizard 3, witch 3

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration concentration, up to 1 round/level

Saving Throw none; Spell Resistance yes

Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.

Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.

So it says that once you choose a target your hair goes on its own, but the spell has a duration of concentration... so which is it? Does it attack on its own while you do other things? Or is the 'other things' limited to concentrating on maintaining the spell?


I am pretty sure that in my book it says that the Walk the Lines ability replaces Venom Immunity, but I was just looking at the PRD and that text is not there, is this an oversight?


Here is the build:

LG Half-Elf Synthesist 8/ Oathbound Paladin 4 (Vengeance) of Saranrae
Favored Class: Paladin and Summoner - +2 evolution pts, +4 skill points

25 point buy:
Str 7
Dex 16 +4 enhancement
Con 14
Int 14 +2 enhancement (ioun stone)
Wis 7
Cha 17 +2 racial +3 level (4/8/12 bonuses) +4 enhancement

Traits:
Birthmark, Magical Knack - Summoner

Feats:
Half-Elf - Skill Focus - Kn: Arcana
1- Weapon Finesse
3- Dervish Dance
5- Antagonize
7- Cosmopolitan (Intimidate/Perception)
9- Eldritch Heritage - Arcane (familiar)
11- Improved Familiar - Cassisian Angel

Synthesist Evolutions: (13points) -BIPED-
Large (4) Flight (2) Limbs-arms (2) Grab-claws (2)
Claws-on feet (1) Improved Natural Armorx2 (2)

Skills: (2+3/level, +4 from favored class)
Intimidate x12, Perception x12, Spellcraft x12, Fly x12,
Kn: Arcana x10, Perform: Dance x2, Diplomacy x1,
Use Magic Device x1, Kn: Religionx1, Kn: Planes x1

Gear: (108k gold)
Headband of Alluring Charisma +4
Belt of Incredible Dexterity +4
Silver Smite Bracelet
Amulet of Mighty Fists +1 (Vicious)
Cloak of Resistance +3
Ring of Protection +2
+3 Mithral Shirt
+1 Keen Scimitar
Eyes of the Eagle
Ring of Sustenance
Scarlet and Blue Sphere Ioun Stone
Wayfinder
Handy Haversack

4,085gp in mundane items/gold/etc

Spells Known: (Summoner)
0x6: Detect Magic, Read Magic, Guidance, Message, Mage Hand, Arcane Mark
1x5: Mage Armor, Shield, Grease, Ant Haul, Enlarge Person
2x4: Summon Eidolon, Glitterdust, Invisibility, Lesser Restore Eidolon
3x3: Black Tentacles, Rejuvenate Eidolon, Evolution Surge

Spells Prepared: (Paladin)
1x2: Hero's Defiance x2

Anything I missed? Anything you would change?
Thanks.


Just as the title says.
I am thinking of getting a Cassisian angel as an improved familiar for my Paladin/Summoner (via Eldritch Heritage) and wondering if it is socially and/or religiously acceptable to try to wear it on your head?
Its natural form is that of a flying helmet...
If I did, how obvious would it be to people that it is actually a creature itself, would there be any way to bluff that it is just a normal (albeit magical) helmet?

Thoughts, Suggestions?


I want to make a 12th level caster who can cast Contagious Flame at CL 19...

So far I figure a Pyromaniac Gnome (+1 to fire spells) with Gifted Adept trait (+1 to one spell) Varisian Tattoo (+1 to evocations) Spell Specialization (+2 to one spell) and an Orange Prism Ioun Stone (+1)

but that only puts me to 18.... Anyone know of a way for me to bump it one further? Preferably Core/APG/UM/UC/ISWG/Inner Sea Magic only.
I did see the Bloatmage Initiate feat from some other book but I don't like the encumbrance thing.

Did I miss anything?


I am trying to figure out a good way to go for a character...
So far the plan is Master of Many Styles 2/Unarmed Fighter 2- The character is going to top out at level 12.
The idea is to basically run around everywhere, go overboard with attacks of opportunity, and generally cause havoc.

Feats:
Human- Combat Reflexes
Level 1- Weapon Finesse
Monk 1- Snake Style
Monk 2- Snake Fang
Level 3- Panther Style
UF bonus - Panther Claw
UF bonus 2 - Panther Parry

The stats are 25 point buy:

Str 14
Dex 16+2 racial
Con 12
Int 12
Wis 16
Cha 7

Though I might switch Con and Str or something like that

Not sure about:

- Whether to add more levels of Fighter, more levels of Monk (in which case I would need to choose a third style to add) or whether to take the rest of the levels in a different class entirely.

- What feats to take after this, though I probably want Combat Style Master at some point.

Thoughts/suggestions?


6 people marked this as FAQ candidate.

I am guessing that for this feat:....

Boar Style (Combat, Style)

Your sharp teeth and nails rip your foes open.

Prerequisites: Improved Unarmed Strike, Intimidate 3 ranks.

Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.

.... it is actually supposed to be rending damage, or something like that.
Or is it actually 2d6 bleed? (which would be way better than Bleeding Critical - an 11th level feat)

any paizo staff chimed in on this one? I couldn't find any official answer.


6 people marked this as FAQ candidate.

If you have the fast bombs discovery can you use the Breath Weapon Bomb discovery multiple times? (according to how many you would have via BAB)

Relevant quotes:

Fast bombs: An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An alchemist must be at least 8th level before selecting this discovery.

Breath Weapon Bomb*: Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist's bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. An alchemist must be at least 6th level before selecting this discovery.

I'm guessing not but I want peoples input.


Hey everyone, I am trying to find a good character sheet that can be used for any class (Or a set of more class-specific ones that all match in appearance)
Until now I have being using the Neceros ones, which I am fond of, but there are a couple things that don't work (The item slots don't match up exactly, I don't like the layout of the pet area) and a couple things I don't need (like the area saying the range/DC's of spells and such)

Anyone have and good suggestions?
Thanks :)

1 to 50 of 68 << first < prev | 1 | 2 | next > last >>