Ulfen Raider

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Hello all. Just checking if anyone know any rumour about when and if they'll release an updated Magus class for the 2e Remaster. I have both Core books, just wondering. Meanwhile, can I use the same Magus from the older books or would you say it's better to change something? Thanks in advance.


Hello again.

I LOVE Androids. I love Brigh and Casandalee. But the idea that I have right now isn't quite what Androids are...

So the idea is that my human inventor will build a kingdom/temple to Brigh in the Stolen Lands (just bought Kingmaker) to improve science, technology and/or AI acceptance. In return, he wants to be made "like an android". But Androids are made and then receive a soul. This human already has a soul and was born normally.
He would then receive cibernetic implants and turn something new. His heritage would change. I love the idea of Cyborg Heritage, cause I'm sure Gnomes would try it out, and Goblins would make steampunk implants and the sky's the limit for the creative.

Rulewise, though, I'm stumped. Should I just "adapt" Android feats? Should I just use Android and the rules for android and "name" it differently, until Paizo release a Cyborg heritage for real? Do you think they'll launch something like this someday? Can you help me homebrew it? Would you like to play something like this? AND ACTUALLY, the rare background SAVED BY CLOCKWORK is pretty much "you have a clockwork implant". What do you think about that, huh?

Thanks for your ever insightful answers o/


Hello there, everyone. Yes, it's me again XD

SO! I was hoping to find rules to create rituals or design spells in Secrets of Magic, since the spell/ritual I want simply don't exist (as of October 2022), but couldn't find any rule anywhere.
Are there rules for creation of brand new rituals/spells somewhere?

So what I want to create is the Steal Life spell from the Book of Vile Darkness from 3.5. Remember the Book of Vile Darkness? That. The spell was Sor/Wiz 8 (level 8th spell from the Sorcerer/Wizard spell list). Necromancy [Evil], Close Range, Constitution Negates, Concentration duration.
By itself it wasn't that impressive: You drain 1 point of ability (Str, Dex, Con, Int, Wis, Cha), in any order, but only 1 point per turn and if Con reaches zero the victim dies. HOWEVER, if you would cast this spell during the night of full moon inside an area under the effect of desecrate or unhallow, the caster would also rejuvenate (get younger) one week per point drained. Draining a normal person (10 on all stats) make the caster 60 weeks younger, that's 420 days. Each victim you kill in this particularly ritualistic way makes you one year (and 55 days) younger, effectively making you "live young forever", if you don't mind the sacrifices.

I understand in PF2 age is just fluff, but as I said in previous posts #fluffmatters.
I understand rituals like Bathe in Blood have similar function and Mind Swap too (if you don't mind the body exchange), but I was hoping to use this ritual/spell, because Bathe in Blood has a limit (cast it 20 times and you'll have -19 on the test of your 21st attempt).

So, that's it: are there rules to create rituals? Where? How would this ritual be if you were designing it? Thanks a bunch o/


Hello there.

So this is not meant to be an OP build for combat, but for social interactions.
The char is meant to solve (almost) everything by using Diplomacy to Make an Impression followed by a Request. I scoured the texts I have for ways to maximize bonus and benefits and I call upon you, my fellow min/maxers for advice (and validation?): The idea is to gather all bonus (item, status, circumstance) and having a chance of conving the gods.

"How high would it take?"
Depends. If you're trying to convince Gorum, the god of WAR, to stop an epic battle that he's winning with a conversation, it would be DC 60: Level 25 (50) + Adjustement Incredibly Hard (10). As far as I know we don't have the gods level, so I just went with the maximum in the book (25). Again, it depends, convincing Calistriat, the goddes of LUST, to have a "good time" would have a different adjustement (maybe even Easy (-2)).

We can use any ancestry/class/mechanic, but we must remember same type bonus do not stack.

Bonus I found:
Ancestries:
Truespeech (Angelkin) - +1 status to Diplomacy (LOAG /11)
Courteous Comeback (Keleshite Human) - Reroll critical fails in Diplomacy (LOCG /11)

Best Items:
Major Cloak of Repute (LOCG /72)
21,750 gp = +3 item bonus to Make an Impression
3/day when I success at Request, it turns into Critical Success
If I crit fail when I use this power, I just fail instead.

Mask of Allure (SoM /186) 24,000 gp
+2 item bonus to Deception and Diplomacy (any, not just Make an Impression like the Cloak)
Increase Cha by 2 and once per day gain +4 status to one of the skills

NOTE: I understand the item bonus from these two items wouldn't stack, therefore the cloak would be better, but the +4 status is the highest status bonus I could find, for that one attempt that MUST succeed.

Consumable
Matchmaker Fulu (SoM /160) - +2 status to Diplomacy, if crit fail, just fail instead

Magical Terrain: Occult - +1 circumstance to Diplomacy if casted an occult spell

Class Archetype: Wellspring Mage
Strike up the Band: For 1 min +2 status to Diplomacy

Familiar Ability: Ambassador (LOGB /35) - use Aid when I Make an Impression and auto-crit succeed (this could theorically, and please, correct me if I'm wrong, grant +4 circumstance to Diplomacy if both me and my familiar are masters in Diplomacy, right?)

True Name = +2 circumstance to Deception and Diplomacy if you know their True Name.

===============

This brings me to a Human (Keleshite) for Courteous Comeback.
Class: ??? (you tell me, any that max cha is good, but which one would be ideal?)
Charisma 18 +4 (levels) +2 (the mask of allure) = 24 (+7)
Level 20 with Legendary Diplomacy: Proficiency: 28

Make an Impression
GET A FAMILIAR WITH AMBASSADOR: My understanding is that my familiar has my level as skill check and uses my level proficiency (legendary) and auto-cri, so +4 circumstance.

Item: Major Cloak of Repute (LOCG /72) = +3 item

Consumable: Matchmaker Fulu (SoM /160) - +2 status to Diplomacy
OR IF YOU USE THE MAKE ONCE PER DAY POWER: +4 status to Diplomacy

Final Make an Impression bonus: 7+28+4+3+2 = 44 (or 46 if you used the once per day power from the mask). So if you roll really high you could convince Gorum to stop and listen to your request, congratulations, let's hope your Request is high as well.

Request
Unlike Make an Impression, we lack stuff to give us specific bonus. Ambassador familiar does not help and the max item bonus is +2 (that I could find).

Item: Mask of Allure = +2 item

Consumable: Matchmaker Fulu (SoM /160) - +2 status to Diplomacy
OR IF YOU USE THE MAKE ONCE PER DAY POWER: +4 status to Diplomacy

Circumstance: True Name is VERY hard to find, even more of a DEITY. If you do get it, you gain a +2 circumstance bonus to it, otherwise you'd have to cast an occult spell in an occult spell magic terrain, which does not often make a proper battlefield. So I'll say you spent all the time from lvl 1 to 20 to find out the deities true names = +2 circumstance

Final Request: 7+28+2+2+2 = 41 (or 43 if you used the daily power from the mask).
============

Conclusion
You can reach 60 in both Make an Impression and Request. I'd save the daily power of the Mask of Allure for Request and end up with:
Make an Impression d20+44 = you need to roll 16 or higher;
Request d20+43 = you need to roll 17 or higher.

Do you have ways to make it more likely to succeed?


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Hello there.

So, when I stopped paying attention people were excited about the Armory. So yeah, it's been a while. Would you be so kind as to answer a few questions and share your opinion?

1) Can I be ageless due to class feature? Not a race that's ageless, I mean like, can a human receive the "don't age nor die of old age". The only thing I remember had that was the capstone 20th level Mystic Enlightenment. Is there any other way I can make a human lasts forever (aka until killed)? Or any item/ritual that gives that?

2) Do we have rules somewhere to build our own planet/business/society? Kingmaker style, kinda. Are they nice?

3) Did they do something with the Solarian to make them stronger? It's such an interesting class, but I can't seem to build him correctly.

4) Same question above, but for the witchwarper. Such great concept, but the mechanics seem so... weird o.O Not bad, but definetly not good. You know? Is it just me?

5) How do you enjoy some of the more *ahem* unique races. Like, things that are nowhere near humanoid format. Do you guys use them? Do you charge different prices for accomodations and armor for things without arms and/or legs? If a humanoid enemy drops a nice piece of armor, can the blob of gelatinous flesh wear it normally?

6) A friend mentioned that there are new functions for the starship battles. I will say he is not the most trusted of sources. Is it true? Where are they (which book)? Do you use them? Do you like them?

7) I'm trying to return, would you say there is something I should look up? Some great new thing that made this great game even better?

8) Is there a way I can play with people online? Any community somewhere to play Starfinder online? Most of my old team isn't playing anything, I'd like to meet new people and play, you know?

Thank you very much for answering.


Hello there.

Would you be so kind to help me out with the math/formula/build?
The point is to try and cause as much damage in a single, melee attack, but there are some rules:

- The books allowed are: Core, Advanced Player, Advanced Class and all the Ultimates (Battle, Campaign, Combat, Equipment, Intrigue and Magic).
- The character cannot be any half anything that buffs it by raising it's ECL. So no half-giants, monstruous hybrids, monster races. Just the normal races from Corebook.
- Built with 25 points build, infinite money, level 20, NO MYTHIC RULES ALLOWED (that's from other book that is not this one).
- For the sake of math, we'll check what is the most we can get dice-wise.

What I made so far was a normal human that crits on a mounted charge... mounting a mammoth or a t-rex. Any mount with huge Str mod.

Build: Race: Human (Core /28)

Points Base Race Initial Age Level Manual/Tome Item Total Mod.
17 Str 18 2 20 5 5 6 36 13
1 Dex 11 11 5 16 3
1 Cons 11 11 5 6 22 6
-2 Int 8 8 3 5 16 3
-2 Wis 8 8 3 5 16 3
10 Cha 16 16 3 5 6 30 10

Level Class Feat Feature
1 Cavalier (APG /32) Gendarme (UCom /37) Mounted Combat (Core /132), Ride-By Attack (Core /133) Spirited Charge (Core /135)
2 Cavalier (APG /32) Gendarme (UCom /37)
3 Cavalier (APG /32) Gendarme (UCom /37) Power Attack (Core /132)
4 Cavalier (APG /32) Gendarme (UCom /37)
5 Cavalier (APG /32) Gendarme (UCom /37) Furious Focus (APG /161) Spring Attack (Core /135)
6 Cavalier (APG /32) Gendarme (UCom /37)
7 Cavalier (APG /32) Gendarme (UCom /37) Leadership (Core /130)
8 Cavalier (APG /32) Gendarme (UCom /37) Improved Bull Rush (Core /127), Unseat (Core /137)
9 Cavalier (APG /32) Gendarme (UCom /37) Cleave (Core /120)
10 Cavalier (APG /32) Gendarme (UCom /37)
11 Cavalier (APG /32) Gendarme (UCom /37) Cleaving Finish (UCom /92) Great Cleave (Core /125)
12 Cavalier (APG /32) Gendarme (UCom /37)
13 Cavalier (APG /32) Gendarme (UCom /37) Improved Cleaving Finish (UCom /105)
14 Cavalier (APG /32) Gendarme (UCom /37) Weapon Focus (lance) (Core /137)
15 Cavalier (APG /32) Gendarme (UCom /37) Improved Critical (scythe) (Core /127)
16 Cavalier (APG /32) Gendarme (UCom /37)
17 Cavalier (APG /32) Gendarme (UCom /37) Toughness (Core /136) Combat Reflexes (Core /120)
18 Cavalier (APG /32) Gendarme (UCom /37)
19 Cavalier (APG /32) Gendarme (UCom /37) Improved Initiative (Core /128)
20 Cavalier (APG /32) Gendarme (UCom /37) Blind-Fight (Core /119)

Weapon: Lance +5 Thundering, Icy Burst, Shock Burst.

Build: Str 36, Charisma 30, lance +5, mammoth mount,
cavalier gendarme lvl 20:
8 (weapon) + 19 (str*1,5 for using two hands) + 18 (power attack with -6 to hit using two hands) + 11 (mount strength) + 10 (Charisma from Knight's Challenge)
+ 20 (cavalier challenge) +5 (magic lance) = 91x4 = 364 on a normal mounted charge or 546 (91x6) dmg on a crit.

Explanation: Order of the Sword allows me to add my Charisma to damage and my mount's strength (t-rex and mammoths are official mounts, check druid's animal companions, and they have the highest str). Gendarme final power causes damage from mounted lance charges to deal quadruple damage. According to the rules, lance is x3 crit, so the math is 4+3-1 = x6 on the 91. Since it's x6, it adds 5d8 sonic (thundering), +1d6 ice, +1d6 shock, +5d10 cold, +5d10 shock. Again, supposing all dice go as high as possible:

Final count: 594+40+6+6+50+50 = 746 damage, if the enemy has no DR or resistances.

Just to give you an idea, let's say, instead, I'm using just a Lance +5. It's still 546 dmg. The motherf&*#ing Tarrasque (Bestiary pg 262) has 525 HP and DR 15/epic. So If I hit it and crit it, I'd still cause 531 damage. The Tarrasque does not have Diehard, it'll be knockout senseless until it's Regenaration 40 kicks in.

Additionally, against many foes, thanks to reach from lance+mammoth and these feats, it can kill 35 to 70 enemies per turn with a 40 ft mount. +10 enemies per +10 ft the mount can walk.

I made this build listening to King Theoden speech on repeat. I'm sure it can cause even more damage using a different lance and mount, but I feel like killing gods with one blow it's enough. I'd just like to hear your opinions on this build, under these rules and I'm curious if you have other builds that can cause as much destruction, do share! Thanks for reading.


Hello there, everyone.

I'll be short and sweet: I want to make an immortal monk. I'll have him be the opposite of the usual monks and he'll be a bon vivant. I am torn between two builds, both nice and neat and functional, one is melee and one is ranged:

Ethan, Human Monk (focused on causing conditions):
1st: Ki Strike (158), Tiger Stance (159)
2nd: Stunning Fist (160)
4th: Cobra Stance (APG/128)
6th: Tiger Slash (161)
8th: Wild Winds Initiate (163)
10th: Cobra Envenom (APG/129)
12th: Disrupt Ki (163)
14th: Timeless Body (164)
16th: Wild Winds Gust (165)
18th: Ki Form (APG/131)
20th: Impossible Technique (165)

So the idea of this build is to cause as many conditions as possible, then fly away in his super sayan form and range attack. So start cobra stance, use disrupt ki and envenom, then tiger slash to bleed and finally wild winds, fly away and shoot.
If everything happens perfectly (which never does, but let me dream) it causes (at level 20): 1d4+6 bleed + 3d6 negative + 4d4 poison, all persistent damage at the beginning of the unfortunate enemy turn, plus any attack I land on my turn. I think it's neat, but we only got close to it fighting a biggass giant with a ton of HP to make the battle last long enough, still, when it did happen it was great.

Athan, Human(Maybe Aasimar for the flying at late levels) Monk (annoying archer):
1st: Monastic Archer Stance (APG /128), Ki Strike
2nd: Stunning Fist (Core /160)
4th: Deflect Arrow (Core /160)
6th: Return Fire (APG /129)
8th: Pinning Fire (APG /129)
10th: Wholeness of Body
12th: Focused Shot (APG /130)
14th: Timeless Body (164)
16th: Medusa's Wrath (APG /130)
18th: Triangle Shot (APG /131)
20th: Impossible Technique (165)

So the idea here is to make an enemy not act. Medusa's Wrath due to maxed out Wis will slow (or outright petrify), Pinning Fire will make the enemy spend an action to remove the arrow that is stucking him in place, and I can Stunning Fist at distance with arrows, so even more actions they'll lose. If they do have an action I'll be flying away (aasimar wings) and they'll have to attack me at range, which I'll Return Fire. My damage with major striking longbow will be 4d8 because the monastic archer stance forbids composite longbows, and as far as I'm aware there are no bow with monk trait (is there?) so my damage won't be mind blowing, but I'll derive sadistic satisfaction from not letting my foes do what they want. I also do enjoy wholeness of body, saved my life twice, quite literally, amazing heal for a single action.

So these are the options, due share insights and opinions on which one I should go with, I'm aware it could be better, but I don't want to age, so Timeless Body is the thing I want the most, even if, mechanically, it's meh. Thanks for any comment.


Hello everyone.

I checked the internet and couldn't find the explanation for what I'm trying to "cheese". Let's talk about a possible level 20 monk "combo":

Empty Body is a level 18 feat, two actions, let's you use ethereal jump, but only on yourself, for one minute, without need to sustain. Cool.

Ki Form (APG /131) is another level 18 feat, one action, turns you into Super Saiyan and let's you add 1d6 Force damage on strikes and 2d6 Force damage just by being nearby.

Now Ethereal Jaunt reads: "You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down).

You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there."

Does this mean I can only be affected by Force damage or that Force damage is the exception to both ways of "can't affect and be affected"?

Because, if so, I'll Ki Form and Empty Body in one turn and on the next turn, I'm invisible (and enemies can't even use See Invisibility, because I'm not only invisible, I'm ACTUALLY not "there"), and can cause the Force portion of damage for 10 rounds (I'll assume 3 hits plus the "being close hurts" damage for 5d6 per turn) in total safety, unless my enemies have Force attacks AND a way to see into the Ethereal, is it?

And this combo, at level 20, is worth not taking Impossible Technique?

Thanks for the clarification.


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Good morning everyone o/

So, after a long, LONG pause from Pathfinder 2e, me and my party are debating making a party exclusively of dwarves that dreams of colonizing the Fog Peaks (between Galt and Taldor). We call the group The Dwarven Hand, we use fingers as codenames. We're, peharps, too open to options, and since everybody went with "I can play whatever" we're lacking "directions". This is because we're more into learning to love the character as we see them grow, instead of bringing to the game something we already love.

This is what we want:

- Fingers: We plan to max out one characteristic (which is easy in this system) according to the position: the Little will have max Dex, the Ring max Int, the Middle max Str, the Index max Wis and the Thumb max Cha (yes, a Cha focused dwarf, the leader/ruler of the enclave they're dreaming to build);

- Baruk Khazad: We fight melee. Even the casters. Dwarves can have weapons and critical specializations from their race feats. I heard gossip about a Magical Strike build, although I don't fully understand it (since I didn't read it XD);

- Full party: Five is a big number. We should be able to do everything out of combat: face skills, survival to find the way, disable all traps.

We'll be some do-gooders until we can face the dangers of Fog Peaks and gather other frontier dwarves to join us. We'll try to keep the dwarf-theme going (for instance, a Wizard or Witch would be a Rivethun adept, etc.)

I'd love to hear your bright ideas and suggestions, since in Fog Peaks there are derros, rocs, ice trolls, ice giants (one of which has a vorpal axe), remorhaz, frost worms, white dragons (3 of which are famous), a magic prison from Galt, an unknown magic tower and more.

Thanks in advance!


See what I did there? ... I'll see myself out...
AFTER someone please clarify some stuff for me:

1) Ostentatious Arrivel (SoM /69) creates an explosion (emanation) surronding the Eidolon. Manifest Eidolon demands I manifest the Eidolon adjacent to me. If we take this RAW (rules as written) my Eidolon will burn me too, right? Which sounds counterintuitive since we share the same HP. On Core Rulebook, rules on emanation says "the caster choses if the creature at the center is also subjected to the effect". Do I count on this or only if I have Meld Into Eidolon? And finally, what if my Eidolon is small or a mount and we share a square at the moment of the manifestation? That would keep me out of the "line of fire", right? Please say yes.

2) Master Summoner (SoM /69) says I can prepare two slots for summoning spells. Does it have to be the same spell? Like both of them has to be Summon Elemental?

3) The "summoning" and "incarnate" spells that are covered by Master Summoner appears on a box on SoM page 73. However it does not include the primal 10th level spell Summon Kaiju. Which makes sense, since originally, Summoners don't have access to 10th level spells. HOWEVER, at 20th level we get Legendary Summoner, which allows me to trade one level 9th spell for two level 10 summoning spells. The only 10th level summoning spell is Summon Kaiju. But Summon Kaiju isn't on the list on page 73. But it's the only 10th level YOU GET IT! I got into a loop and I REALLY want to summon a Kaiju and make it explode it's surrondings when it arrives. Can we all agree (this is more a request than a question) that Summon Kaiju was forgotten on the list on page 73 and a primal summoner could summon it if he had Legendary Summoner? Please say yes.

Thank you very much for the taking the time to answer.


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Hello everyone!

So, back in Pathfinder one, if you don't know the story of The Land of the Linnorm Kings and Irrisen and Baba Yaga (it's awesome), let me give you a tl;dr: huge area where the humans of ulfen ethinicity (basically scandinavians) got attacked by a minor deity called Baba Yaga and lost half their lands in one month. This land is now Irrisen and is ruled by Baba Yaga daughters. The lands to the west are the lands of the Linnorm Kings, viking-ish people where to be king, you have to solo a Linnorm. It's hard, but awesome. There's also the "minor-deity-fairy-dragon" know as Fafnheir and he is THE FIRST Linnorm. He lives in a huge forest and prophecy says whoever fell this foul beast becomes the king of all ulfen and will lead the ulfen in war against Baba Yaga offspring and return summer to that land cursed by eternal winters... AWESOME, ISN'T IT?

Anyway, years ago, my friends and I tried it, and my char was called Magnus, he was a Human Skald (from the manual of advanced classes). And it was GREAT. He wasn't by any means super OP, but he was SO NICE TO PLAY AS. To inspire my fellow men and charge into certain death and yet win somehow. I want that again in PF2.

Sadly, the "bardbarian" class would be the Warrior Muse Bard from Advanced Player Guide and it's... it's... not Magnus. You see, the Skald didn't overfocus on spellcasting and now the bard is a fullcaster which is good!, don't get me wrong, but that is not, well, a skald. I even tried playing as a warrior muse bard, but it was so... so... subpar. Maxed out as expert proficiency for melee attacks, no medium armor, relying so heavily on spells.

I come then to you, my brethren, who probably read much more than me. Can you help me make an ulfen human that uses shield and axe and inspires his comrades? Someone that fights melee, has more guts than sense, but it's still a joy to have around? All ideas are very welcome, I have almost all books in PDF format, so I can mix and match classes and archetypes, but I'd very much want him to be an ulfen human chaotic good with shield and axe. Despite that, all is fair game.

I'm eager to hear your ideas and suggestions and thank you for sharing your thoughts with me!


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Hello again everyone.

I'll keep it simple: I don't want to age. Dying is fine, Pharasma will have me eventually, but until then...

I'm aware of Druid Timeless Nature and the Monk Timeless Body. But do they still have that rule of "still die of old age when the time comes"?

Also, any other way to reach It? I want a Charisma focused, preferably non-undead, ageless kinda guy.

Also, I'm okay with ageless races, like the Android and the Bleachling Gnome, but we don't have rules for them yet... Do we?

Thanks in advance!


Greetings everyone.

I want to build an "Eternal King" of sorts. I'll be using the Kingmaker/Ultimate Campaign rules from the 1st edition (while desperately patiently waiting for such Settlement rules for 2nd edition (any update on that, btw?).

I bought the Advanced Player's Guide certain that would be a ritual of Eternal Youth or something similar (I know there are no benefits for old age, it's just fluff, but #fluffmatters), but there's nothing of the sort.

The only two "official" ways to, as written "cease aging", are Timeless Body (Monk 14) and Timeless Nature (Druid 14). In my head I was hoping to make a Bard (Warrior muse is broken? I didn't read in-depth, but making allies Stride and Strike or make two allies Strike when one of them critically hits and even, with a Performance check, prevent a caster from spending a Focus Point or Spell Slot, sounds... "too" useful? If there is such thing) or Sorcerer, bohemian in behavior, diplomatic, saavy, even a non-optimal Swashbuckler with more Charisma and charm than skill.

But I can't find any way (official way, at least) to make them Forever Young (I guess there's the clone spell, but it isn't quite the same, is it? There's a passage mentioning Pharasma getting upset and I'd prefer to avoid that).

In short, any way I could make a Charismatic character "live forever". Can I get those feats from Druid or Monk being another class?


Greetings everyone. So I play games for a long, long time. My last one was Kingmaker and it was great. Now I want something new and oh boy, is Starfinder new! (For me at last). I want your opinions (I know it's a dangerous thing to have on the Internet) because I am trying to play a campaign about colonizing a different solar system. Based on that premise:

1) Too many options?
I'm struggling to grasp everything in the Core Rulebook, and there are the Armory and Operation Manuals, and Pact Worlds and Near Space and I have no idea what else. I'm feeling overwhelmed. I love that there's just so much content, but I nevertheless feel lost. What would you suggest I should do? Focus solely on the Core Rulebook and ignore the rest? Or the classes from Operations Manual are just that good/fill a niche the others didn't? Or the options for the classes raise the power level in such way they're necessary to fight the strongest foes from the AA and AA2?

2) Is the witchwarper... Good? I feel like Infite Worlds are disappointing, the spell list is lackluster and only his last special power (the one that stuns for 3 turns) are actually pretty good. I loved the concept (similar to the Solarian) but I find both him and the Solarian... Erh... "Off"? Can't put to words properly what I mean.

3) I like ships and shipbuilding and shipfighting, but I wish they made a cheat list with all the options each role can use at any given time. Is there in the books somewhere? Did someone make it and if so can you link it to me?

4) Is there a program or something where I can draw the ship to visualize it or something? The blueprint I mean it.

5) I'd like to ask whomever read it all for some tier lists regarding classes (with subclasses if it makes major difference). For instance (and this is just for example):

DPS:
1. Soldier (sharpshooter)
2. Soldier (Blitz)
3. Technomancer
4. Solarian (melee)

Tank:
1. Vanguard
2. Soldier (Bodyguard)

Support (healing and buffs):
1. Envoy
2. Biohacker
3. Mystic

Utility (control and other useful stuff):
1. Mystic
2. Technomancer
3. Biohacker
4. Witchwarper

I'm curious to hear your opinions and why. I understand this is subjective, but I'm eager to listen/read your build ideas.

Thanks everyone.


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Hello all!
I just finished this quiz to help out which class (with subclass) you should play next if you haven't decided yet. I might have overdone it with FORTY-SIX possible results. Please let me know what you think and if you liked the result: https://uquiz.com/CcH1mB


Page 64, about Bard Spell Repertoire
So when you reach 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and at 4th level you select a 2nd-level spell.

I think this is wrong. It must have meant select 1 2nd level spell at level 3, and then a second 2nd-level spell at level 4, right?
Otherwise, does this mean I get two 3rd level spells at level 5? Then 2 4th level spells at level 7?
I might be overthinking this, I just wanted to make sure.


Hello all.

I've been reading a lot and me and my party tried to build a Dwarvish Kingdom using a party of 5 dwarves and the rules from Ultimate Campaign. It was super challenging, daring, and we got emotionally bounded, but now that kingdom has grown and we felt like it's time to try something new (specially because people wanted to try other chars and leadership roles).

Thing is, the more I read, the least I wanted to play a high charisma character. I'll be the "ruler" and I'm really interested in playing a wizard (specially a human one). I'm aware elves have some mechanical benefits, but the main problem is: how to make an efficient ruler that has charisma as a dump stat? Talking to the GM brought no new ideas, so I come to you all for help.

Is there a way to make an Intelligent Ruler? Wouldn't a smart, strategistic mind be a better ruler than a "guy-we-all-like"? Can you also help me making an OP non-elven (hopefully, but not necessarily, human) wizard (archetypes, new spells, new feats, traits from Ultimate Campaign, etc). We'll be using "only" The Core Rulebook, The Advanced, The Ultimate Magic, The Ultimate Combat and the Ultimate Campaign. I'm aware of other books, but the GM feels it's better to limit to what he already read and knows. Honestly so do I.

Thank you all.


Good day to all.

It's been generations since I last played Pathfinder, but inspiration brought me back to try something I haven't tried before. I want to make a "Puppeteer". Something akin to Summoner, but instead of the "Eidolon" it would be a "Puppet".

I did some research and found nothing official, so why not creating something new, although I don't know as much as I wish, so I thought of seeking your help. Here are my basic ideas:

- Rules for Eidolon/Puppet evolution just the same (you can craft a puppet in any shape and whatnot);
- Puppets are Eidolon of the Construct type (there is no such option in books), but they have all advantages and weakness of a Construct (thus the Puppeteer would have "Repair Damage" spell to "heal" his puppet);
- The puppet grows more "real" as the Summoner grows in levels. (pretty much like Pinocchio, the Puppet became a "living being", gathering the best of both worlds (advantages of constructs and non-constructs);
- The Puppeteer needs to "control" the puppet through invisible "soul lines". These can be severed by force spells or weapons, making the puppet inert. The Puppeteer adds his Dexterity to the puppet own Armor Class and attacks. (So the AC of a puppet would be its own Dexterity + the puppeteer Dexterity; the puppeteer Dexterity would also be added to the Attack rolls and Reflex rolls os the puppet);
- As levels grow, the puppet would be able to act on some turns by himself (not receiving the Dex from the puppeteer) and have its own ideas and personality;
- At the highest levels, the puppet would gain levels in classes, becoming effectivelly a "first of its kind" being, treating the Puppeteer as a creator-god and following him with obsession;
- The puppeteer would have powers not of summoning, but with the "soul lines" he create. Adding spells to its list that control the enemy body instead of mind and using the "soul lines" on enemies directly for a variety of effects.

I wish someone could help me pass this on rules from 1-20 and beyond, and I'd love to hear your comments and critics, as I still have just a raw idea. Thank you very much.


Hello all. My first post in this forum, so forgive me if this is not the right place to ask it. Also, please forgive any grammatical mistake, English isn't my main language.

Here is what, I found the every player dream table. Experienced GM, five players (so full party), meetings regularly twice a week minimum. The sort of thing you found once in a lifetime, so we decided that we'd get serious and play chars from level 1 to epic, really growing attached to the char. We'll use medium EXP progression. As this is very important to me (a real campaign that will last generations?) I'd like help and advice with the class I've choose: The Cavalier.

I've played a single Cavalier before, without any thoughts about it. It was a halfling with mithral full plate, dex 16 and shield. Little tank, with the shield order, I had a lot of fun, it was really funny how everything kept trying to hit it, but missed. The damage was poor however, but we had other melees in that time, so I got the tank/support role. This time, however, I want to hit, and hit hard. I want something that is great out of a mount and overpowered with one. Can you please help me?

The material: We'll be able to use the Core Rulebook, the Advanced Player's Guide, the Ultimate Magic and the Ultimate Combat. Other books, magazines and etc will not be allowed.

Exception and House Rule: Hellknights are allowed (apparently they'll show up in the campaign at some point, introduced by the DM himself) and NO RACIAL TRAITS. Why not? The DM dislike them... and particularly I never used them myself, but the guy who'll play the rogue got maaaaaad. Also, alignments free, so we can be evil, neutral or good (most will be good though).

The party: We'll have an elf rogue (who may or may not get some levels as shadowdancer), a dwarf healer (who'll have some combat prowess, but not much, he will focus more in buff and healing), my beautiful girlfriend as a half-elf sorcerer (she has been playing RPG for many years now, but no doubt she'll be a blaster), me, as Cavalier, and the other is still unsure about what he'll play. He asked for advice for anything that would complement the party, if you could help with that would be nice too. Thanks.

My experience: I really have no deep love or hate for any particular build, archetype, class or multiclass. I wouldn't mind getting some levels as Paladin (as I assume I'll have a nice charisma to boost the Saving Throws) or Fighter (for some sweet extra feats), but I wouldn't want to outnumber the Cavalier levels, really. I like to balance well the mechanics with the flavor, but I don't see myself as a halfling riding a dinosaur. Maybe some celestial Lion...

Thank you very much for any advice given and yes, I'm reading/read the guides and comments previous posted in this and other forums, but still, don't think it harms for asking here, right?