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As above, I'm looking at the Caravan Bond ability of the Varisian Pilgrim archetype. It reads: "...by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch." My question is about the duration of this ability. I'm looking at a cleric with the Travel domain. Does this mean the ability to use the power (e.g. Agile Feet or Dimensional Hop) continues for my party or animal companion until the next time I say another group prayer, or they use it up? J
This has been on my mind lately. I've been thinking about class abilities that are really powerful, so much so that Paizo hardly lets any other archetypes or feats poach them. First are Vigilante talents. There are no "extra vigilante talent" feats out there, and the only archetypes of other classes I know of that can access them can get one specific talent. Paizo really limits access to them, and for a reason: just one talent can contain the equivalent of 2-4 feats, and abilities that are found practically nowhere else in the game. Second, Oracle Revelations. Similar to the above, many are much more powerful than feats and can let you do things some other classes just can't, which is probably why you can only get 6. Even the curses end up being useful. You need to be an Oracle, and unless you are a Ravener Hunter iIquisitor, you are pretty much out of luck. Third, the Ranger Style feats along with some Monk archetypes. There is a reason why only Slayers get them, and again, unless you're a Nature Fang Druid you are pretty much out of luck. Monks can get several things without meeting prerequisites, and tHe Zen Archer and Master of Many Styles archetypes give out feats without meeting prerequisites like they're going out of style. Is there something else I missed? Obviously any full spellcaster could be considered a hugely powerful ability, whether with the Cleric, Druid or Wiz spell list, but let's say aside from that. J
I've been building an AoO PC and had a question about reach. The play style will be me running around deliberately provoking AoO's, then attacking back as an immediate action. I've thought about getting a reach weapon, but ran into an issue. I figure most enemies from lvl 1-10 won't have a lot of reach, so I'll need to get next to them and leave. When I am leaving a square and they AoO me, does it happen before or after I leave the square? In my mind I've thought it happens as I leave the square, but that's not specific enough now. If it happens before I leave I won't want a reach weapon, because I can't threaten someone right next to me. If it happens after I leave the square I will want a reach weapon, other I'm too far away to attack back. J
I was reading the Advanced Weapon Training combat feat, especially the part it says about taking the feat as a Weapon Master Fighter: "Fighters that have the weapon master archetype can select this feat beginning at 4th level... A weapon master can select this feat as a bonus feat; if he does so, it doesn't count for the purpose of the requirement that it can be taken at most once per 5 fighter levels." Here's how I interpret that: As a weapon master I can take this feat at fourth level as a bonus feat, and since it doesn't count against the 'per 5 fighter level' restriction, I can take it at 5th level as well as a normal feat. This is because the second Special overrides the first one for WM's, and is an exception to it. Then I can take it at 6th level and every even-numbered level as a bonus feat if I'd like, since none of them count toward the restriction. At 9th level I can take it as a regular feat again if I wish, as normal. It might sounds nuts, but I'm not sure how else to interpret that. J
Normally Hellfire Ray is a 6th level spell for arcane and divine classes, which means 11th is the earliest level it can be obtained. Is it possible to get it earlier? I haven't found a way yet. Failing that, what are some great ways to bolster this spell so it will do the most damage possible when I cast it? J
I'm looking at the Id Rager archetype, and am not positive how the whole phantom thing works. If I take the Anger focus, does that mean I get an extra +2 Str while Bloodraging and a -2 to Dex, or do these replace the normal stat change for Bloodraging? J
If I took the Cave Druid archetype and threw in a level of Bloodrager, then took the Shaping Focus feat, would that allow me to take the Ooze wild shape at level 8 instead of 10? I've heard two different opinions on this, one says yea, one says nay. J
I am familiar with how pounce works, and generally with mounted combat as well. My understanding is if I am riding a Big Cat, the Cat can charge and pounce using its action, resulting in a full attack. At that point I could also full attack. As a barbarian, I could use the Greater Ferocious Mount rage power: "While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging." If I used the greater totem ability which gives me pounce, and shared it with my mount, couldn't I give the mount the pounce ability even if it did not have it, such as a horse? J
As above, can anyone helpse me compile a list of archetypes whose levels count as fighter levels for the purposes of feat selection? The only one I know of is the Ironbound Samurai. I'm interested in building a mage hunter but I don't necessarily want to play a straight fighter in order to get access to Spellcut, Smash from the Air, Shatterspell, Spellbreaker, and Teleport Tactician. J
I'm interested in creating my first gestalt PC. I'm thinking of a Gunslinger/inquisitor PC. Having bane, lots of attacks vs touch AC, a super-fast draw with Cunning Initiative and Gunslingers Initiative, spells, I think he'd have a lot of potential. I just haven't built a gestalt character before. Can anyone give some tips or a framework to help me put things together? J
I'm playing with a group where most of the players are new to the Pathfinder game, and it's Strange Aeons, which I understand can be a little tougher to survive. I'd like to live. Here are the hints from the players guide: "while psychic casters tie in well thematically to this Adventure Path, they might also encounter more difficulties with this campaign than usual". So no psychic casters. The reason why is the second hint: "there is a greater chance to run into fear effects and effects with the emotion descriptor." A third hint: "any character classes that excel at removing negative conditions from themselves and other characters would be useful in this campaign." Hint number four: "Since much of Strange Aeons takes place inside cluttered estates, mystical libraries, and haunted laboratories, characters with mounts are not suggested." Hint 5: "learning Aklo might help" Hint 6: "have at least one party member with access to a number of Knowledge skills. The most useful among these are Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (nobility), Knowledge (planes), and Knowledge (religion)" Hint 7: "including a party member with ranks in Disable Device will prove useful for many challenges." Our GM is letting us start with 2 traits plus a campaign trait, and I'll be taking a drawback for another trait. This is thematic as SA asks us "To heighten the horror elements in this Adventure Path, consider making a character that has an obvious weakness or vulnerability. " I'm not looking to build a character that can necessarily do everything above, but bear it all in mind. I'm considering a slayer build but it's still preliminary. What would your approach be? Also FYI we are not don't point buy, but roll 4d6/drop lowest. J
As above, I want a way to allow my fighter to fly by level 10 or 11. It's usually around that level it's important to start being able to fly anyway, and I'm trying to figure a way to do it. I am aware of Celestial Armor but I probably won't be taking it. It's good armor (a little cheesy) but we will probably not encounter it or be able to buy it on our campaign. J
I'm looking for advice on spells. What are some great level 1 - 3 spells that can be cast on a tank to help him tank? I am specifically looking for spells without a save that inhibit movement, or debuff the enemy. For example Spike Growth affects anyone walking through it, and saving only prevents it from being even worse. Archon's Aura gives a good effect even on a failed save. Entangle, however, can avoid the entire effect if they save, so it's not one I would pick. Divine or arcane spells are fine, it doesn't matter. Any ideas? J
I'm playing a dwarven fighter, and we've just stared the AP--investigated and cleared out the abandoned village, just advanced to level 2. I have the option to take Aquatic Combatant now, but I am not sure if it needs to be a priority already or if I can wait a few levels before we are fighting in or under water. J
We will be starting a new AP this weekend, and I want to build a dwarven fighter. I see him as a front-line guy in plate mail with a two-handed weapon. I want to play a dwarf's dwarf, taking those cool dwarf traits and feats that I've wanted to for years. For example, I will definitely take Steel Soul and Shatterspell. I'm also considering the cleave feats including Cleave Through, the Goblin/Orc/Giant cleave chain, cleaving finish etc. Only I'm not quite sure which of the cleave feats are the most useful as I haven't done a cleave build before, I just know that dwarves get exclusive ones. Alternatively it might be simpler to just go the Vital Strike route paired with Gorum's Swordsmanship. I initially thought an axe would be thematic, but I can't deny the power of a charging greatsword paired with VS. I love the idea of improving his move speed to at least 30'. It's been suggested to take a level in cleric with the Travel domain, which gives me +10 movement and Longstrider. I can live with that, as I could also take another domain like Liberation and a couple of cleric spells, but it would push back all my BAB-based and fighter-exclusive feats back by a level. Not the end of the world maybe, I dunno. In terms of traits, definitely Glory of Old. I'm also considering Pathfinder's Focus, Totemist, Reactionary, Denial of Fate, Defensive Strategist. I do have an interest in crafting my own armor, so I took the Craftsman racial trait and am looking strongly at Master Armorer. I feel like I'm over-thinking, so recommendations are welcome.
I'm thinking about this as my group is currently playing Skulls & Shackles. A guy in our party is playing a Swashbuckler/Inspired Blade so I don't want to duplicate his PC. There We already have a spell caster, cleric, and an alchemist. We also have a barbarian but he hasn't been coming consistently. I'd like him to be viable from at least level 4, and I'm excited about taking a level of Ranger/Freebooter for Freebooter's Bane: " At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter the bonus increases by 1." Other than that I don't have much of a preference for race, class, PrC, etc, as long as it is pirate-themed or it contributes to the theme of the build. Any ideas?
Here is the sum total of what I know about the GLP combo: "Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool... For characters with a mix of grit, luck, and panache, they pool the three resources together into a combined pool. For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa. A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement." I've never built a gunslinger, a swashbuckler, or any luck-dependent PC. My thought is a halfling could be a good race candidate for the cool luck stuff they get. Is there a way to build a viable PC with a terrific common pool to fuel abilities? J
Right now the best I can do is a level 1 Gathlain: Dex 20, small size, studded leather armor, buckler, natural armor bonus, and taking Dodge at level 1 gets him an AC of 22. I haven't figured out the class yet. If we leave out any spells, using only starting gold with whatever class you want, and not activating any special abilities, can we do better than 22? J
I'm making a debuffing cleric, and am currently at level 1. I've narrowed my feat choice down to either Imp Init or War Blessing. I worship Tsukiyo (love the Madness and Archon domains, I plan on going Evangelist for Collective Vision also). War Blessing gives me access to the Repose blessing of Gentle Rest: "At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that’s touched is staggered for a number of rounds equal to your Wisdom modifier" Since blessings are supernatural, I figure a way to make any enemy staggered with no save or SR can be pretty valuable, and since I'm planning on using a conductive longspear, I can do it at 10' vs their touch. This could be great no matter my level. The other domains are darkness, madness and law. I would probably lean toward Darkness or Law's blessings for my second blessing, but it's really Repose that draws me. On the other hand, Imp Init is a solid bonus that can be helpful in every combat. Thoughts? J
Say a player of yours wants to make a cleric. He wants to choose the Divine Paragon archetype, which grants boons from Deific Obedience at levels 5, 11 and 14. Then he wants to take the Evangelist PrC at level 6, which grants boons at 8, 11 and 14. What he asks you is, since he already has the first boon, when he gets to level 8 can he take the second boon at that level and the third at 11? What would you rule? J
I'm building a half-elf slayer who is going weapon & shield ranger style. Iluzry's guide recommends taking a level of Vivisectionist as it somehow lets you get 'ahead' by advancing sneak attack further than if you were taking straight levels. "Rather than just stacking the number of 1d6’s, when you multiclass with vivisectionist as a class that gives sneak attack, you basically add all of the levels you have in sneak attack classes and get the progression of a rogue of that level…which means that our slayer just went from having a sneak attack of 1d6 at level 4 to 3d6 at level 5... This also means you get abilities faster. This also means you can take better feats sooner... it gives you rogue sneak attack progression if you have less than rogue sneak attack progression." Another benefit is I can make mutagens, and boosting Str by 4 could be a wonderful help for a couple of reasons. The downside is I delay my Slayer abilities such as advanced talents, ranger style, studied target progression, etc. I'm wondering first if Iluzry's interpretation is correct, and if it's not is essentially gaining mutagens and brew potion worth the tradeoff? J
RAW I'm thinking they would as they are untyped bonuses, and I'm not taking weapon focus multiple times since they are technically different feats. Thoughts? I wonder if there's a way to build a martial gnome character taking advantage of that if it does work. I mean nobody makes martial gnome characters! J
I'm making a Catfolk unchained rogue and plan on using either natural claws or claw blades as weapons for sneak attack. It's nice to use d8's (vicious claws rogue talent), and I'm not interested in taking Knife Master since I will be the trap specialist in the group. My guess is that it'd be more advantageous to use claw blades, as they can be enchanted as I level up, is that correct? Also, "If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. You do not receive additional natural attacks for a high base attack bonus." As I interpret that I will only get one attack with each of my claws no matter how high my level is, which would not be the case if I use claw blades. I want to know if my interpretation of the rules is correct or not, and if my guess that claw blades would be a better option. Also I'm not also not sure how two-weapon fighting interacts with natural attacks vs claw blades on each arm? J
I have a bad touch cleric I'm developing, and of course the problem is he has to get close to bad guys. That's not healthy. Right now my plan is to turtle up a bit and cast defensively, and when I can get Spellguard Bracers, but I found another possibility. Wizards and witches get the spell Spectral Hand, which is a beautiful way to deliver touch spells. Is there a way a cleric can poach this without taking a level in another class? Be aware I will be taking the Evangelist PrC. Any ideas? I've never built a melee touch attack spell caster before. J
The highest spell resistance I can find readily available to a PC is from either being Drow Noble, character level + 11, or from the spell Spell Resistance, 12 + Caster Level. I suppose one could wear a Mantle of Spell Resistance until level 9 or 10 and the other abilities 'catch up.' Given that, per the Core Rulebook: "Spell resistance does not stack, but rather overlaps" is it possible to have SR that is better than this, in a viable build? J
I know, I'm crazy, the Drow Nobility Feat chain isn't worth it. I'm not only wanting to take all three, but the Noble Spell Resistance feat also. They require Wis 13 and Cha 13, and the buile space to take the feats author cooking the build. Any class or archetype is fair game, what are your best ideas? J
As a thought experiment, if someone wanted to build a character that pulled together as many powers of a dragon as possible (and be somewhat optimized), what would you combine? I'm thinking it could include at least a level of Dragonheir Scion, Sorcerer with a draconic bloodline, and several levels of Dragon Disciple. It may be possible to wedge a level or so of Scaled Fist in there as well. Can anyone think of a good way to synergize any of these classes? J
As most of you likely know, Owlcat games has released Wrath of the Righteous as a PC game, which is coming to consoles this March. I have a blog page where I post various things. I bought the PC game not long after it came out, and there was a definite learning curve in the differences in many of the rules in the game. Skills have changed, some of the races have changed, several archetypes of classes have changed along with new ones being introduced, etc. I haven't been able to find a site that summarizes all of the changes, so I decided to write a summary of them myself. There are absolutely no plot spoilers of any kind. I'm not good at HTML code for this place, but here is the site of my first post. In this first post I give a general overview and summarize the significant differences in the skills, as well as an indication of what I'll be covering next. Please feel free to give any feedback as to whether it's clear and understandable, and if there is anything else folks would like included! J
We're finishing up a super module and will be starting a new AP soon. Not sure which one yet. I'm going to play a cleric, and there are only a few things I know for sure I want a part of my build. He will (almost certainly) be a dwarf.
I like the idea of being a battle cleric, but I'm not opposed to a support cleric at all. I like the idea of nabbing the Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization feats if possible. I would prefer a balanced character, I am not looking for a glass cannon build. We have a 20-point buy system, and will be starting at level 1. Any and all build ideas are welcome! If there are questions or clarifications please ask. J
I had an evil idea today: in the mini-campaign I'm about to run, which starts at level 9, what if I offered to have a player start at level 10 if he played an awful Prestige Class? He has to take levels in it until the campaign ends (around level 12), but he'd get to start at level 10 and have level 10 starting gold as well. Heck I might even go level 11. I don't think I'll do it, but it might be a fun thought exercise. What's the worst PrC you'd make a PC play if they wanted to be a level or two ahead of everyone else? Pathfinder Chronicler comes to mind as a possibility along with Darkfire Adept or Daggermark Poisoner. J
So I'm getting ready to run a mini-campaign starting at lvl 9, and one of my players has an interesting idea. He is making a dwarf fighter(brawler)/barbarian (invuln rager) who has taken greater grapple, armor spikes, and improved two-weapon fighting, along with double slice, rapid grappler, throat slicer. His plan is to run up and hug enemies, grapple them and if he can, tear them to bits with his armor spikes. He has +1 spike gauntlets when not grappling, or the dwarven boulder helmet if he bull rushes. What I'm wondering is, can someone use a gauntlet as a primary weapon and armor spikes as an off-hand weapon? Any other thoughts about this build I should know as a relatively new GM?
I've never played a sorcerer and I ran across the solar bloodline recently. I can't find it on any of the guides, was wondering how the hive mind here would rate it?
FYI I'm defining a tank as a Meat Shield. Those who stand in the front line of combat with a reasonable chance of not getting killed. I was checking out a post that gave a niche rating for all classes, located here, and it suggested that Druids could potentially be the best. Certainly Clerics and Barbs can make great tanks, but does anyone have build ideas for a great druid tank build that could justify a top-tier ranking? If they don't deserve it, who does?? I've never played a Druid in Pathfinder but a Goliath Druid or Saurian Shaman come to mind as great possible tanks. J
I was reviewing the CRB, and per the description: "Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells." This implies to me that a cleric could potentially cast their spells, take an hour break and meditate, and get everything back again all in the same day. Contrast that to the description on how the wizard regains spells. "He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook." Am I right? J
I've looked into this, and it seems like there is a ton of great stuff in here, but that it may be an OP archetype. I've played a wizard through Crimson Throne and loved it, and was considering playing a different flavor (Diviner instead of Conjurer). I love playing powerful characters but I don't want to play anything too OP or broken. Wizards are powerful already. Anyone played it and can speak to game balance? Those who haven't played it but are experienced wizard players are welcome also! J
About LephosMale android kineticist 1 (Rage of Elements)
[dice=◆ kinetic blast: ranged cold (range 60 ft, versatile), impulse attack, cold damage]1d20+7; 1d6[/dice]
Metal (30 ft, 1d8 Piercing or Slashing; versatile Electricity)
[dice=◆ kinetic blast: ranged electricity (range 30 ft, versatile), impulse attack, electricity damage]1d20+7; 1d8[/dice]
[dice=◆◆ Shard Strike: Shards (15 ft cone), Slashing damage, DC17 basic reflex]1d6[/dice]
[dice=◆◆ Shard Strike: Spines (30 ft line), Piercing damage, DC17 basic reflex]1d6[/dice]
◆◆ Base Kinesis (L bulk, 30 ft): Generate/Move/Suppress
Generate wrote: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. Move wrote: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. Suppress wrote: You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. -------------------- Other BBCode-------------------- [dice=◆ Strike: Shortsword (agile, finesse), Piercing damage]1d20+6; 1d6[/dice] [dice=◆ Strike: Shortsword (agile, finesse), Slashing damage (versatile)]1d20+6; 1d6[/dice] ◆ Wayfinder: Cast Light ◆ Stride 25 ft ◆ Interact: <details…> ◆ Seek ◆ Stand ◆ Step -------------------- Appearance -------------------- A taller man with impeccable posture and a stoic expression approaches. His hair is black, shoulder length. On further inspection he seems rather pale. There are strange... tattoos (?), unclear, but inky black markings for sure, peeking out of the collar of his cloak and more framing the edges of his face. They are sharp clean lines, sometimes with angular branching. Players know this is the circuit-print on his neck and face. Finally, you note that he seldom blinks.
Kutak was a particularly successful buso who built something of a small enterprise entailing several employees. His company became well-known for its busos’ ability to conduct treks across the wastes that avoided all magical hazards. Or, for curious and ambitious wizards, they provide treks directly into intriguing magical hazards. As his burgeoning empire grew, he had an idea for adding protection for his travelers. He makes a plan to acquire young androids and commission one of his wizard clients to enhance them. Unlike mages, those who wield the elements do not trigger the wellspring surges in the wastes. Kutak intends to create a capable guard for his treks whose abilities don’t incur the randomness of surges. Lephos is his first prototype. He’s brought along on a wizard’s trek to a spot with particularly potent elemental magic. Lephos does not entirely understand what’s happening to him. The mage is also unsure how it will go, likely being the first experiment of its kind. No mage is powerful enough to simply open elemental gates in a being, but his knowledge of androids enable him to establish six “modules” in Lephos’ core that have the potential to establish gates. The wizard is able to enable two of the modules in him, establishing gates to fire and metal. He teaches Lephos that in time, the other four may be activated. Kutak employs the enhanced Lephos as something of a wilderness scout and elemental soldier to help protect his clients on their treks across the Mana Wastes. How does Lephos leave and join the Pathfinders? TODO there’s an accident on a trek
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