Kech Hunter

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Nowhere in falconer does it say you get a companion at druid level -3. You get him at normal druid level.


I would go with a sandman bard. Stealthy, magical, charismatic. You get sneak attack and all the social magic of a bard. Easily put people to sleep, and take advantage of the dhampir blood-drinking feats to slurp on their life juices. In combat, a rapier seems fitting.

EDIT: With sneak attack, you may want to consider dual-wielding, if you've got the feats.


If you're interested in 3.5 style psionics, listen to everybody else and go with Dreamscarred Press.


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johnlocke90 wrote:
On the contrary I see far more people playing characters who would struggle to exist outside of adventuring. Its rare for characters to bother with an actual profession and crafting seems limited to making magic gear.

I generally build my characters with at least 1 rank in a craft or profession skill, often times more. I see all these basket weaving jokes, and I wonder how Steelgrip the Goliath Barbarian, master of throwing boulders and weaving baskets, would feel about being made fun of.


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Yeah, I agree with Marthian - sorcerer is what you point new players to when they ask to be a wizard. It's not hard at all as long as yo help him out with spell selection for a few levels.


I love a grenadier alchemist with all sorts of bomb discoveries. Use your single martial weapon proficiency to get a bow, and build tons and tons of offensive alchemical items. Now make sure you take explosive missile at 4th level. You should never fire an arrow that doesn't have an explosive strappde to it. Usually your bombs, when not those, all of your acid flasks, alchemist's fire, and related items. The Bomber Archer.


This cover makes me wish there was a spell to do this. Not a summon spell or anything. Sort of like a fast, mid-combat call animal. It could have a full-round cast time, and then for a few rounds a ton of animals native to the environment come out and attack your foes.


Definitely use divination spells. I don't think the druid spell list has a lot in that department, but it was a big part of Merlin.


I think psionic meditation + vital strike + psionic weapon is a really good combo. It would let you expend focus and vital strike at the same time, regain focus as a move action, then repeat. You'll be getting really heavy single hits.


You may want to choose a variety of different forms, so you've always got good options. Orc Double Axe, Heavy flail, a reach weapon; weapons with different special qualities.


Druid would also be a good choice, or a blast-wand focused magician bard, which could be a ton of fun.


And they're great for other casters in the party.


Belle Mythix wrote:
Jackissocool wrote:
One is an enhancement bonus to AC and the other is just a bonus to AC. Barkskin and Animal shapes. And then you suffer no dexterity penalty when you take the -4 for being huge because you use your Charisma to AC.

It isn't dex penality, but size penality because bigger mean easier to hit. reduced dex by increasing size is something else... so you might bypass the dex penality, but not the size one.

Yes, but the very substantial natural armor bonus (+12) greatly outweighs the size penalty (-2).


Claw blades do allow iterative attacks. They work like any other light weapon.

Other catfolky weapons: Bolas, shortbow, kukri, cat-o-nine tails, dagger, any spear, whip, flying talon.


I'm playing a trap-building PC soon, and I'm designing all the traps I use myself. I've just started, and they're relatively simple, but these are just a few ideas.

A hole in the wall with a bag of treasure. When you pick it up, blades slam shut on your hand.

A whole bunch of ropes on the ground that don't look like anything. When you step over a specific rope with their foot, all of the ropes go taut. Everybody in the area gets tripped, and then they're entangled until they chop their way out.

A panel in the floor, that when triggered, springs a hammer that swings from underneath and smashes on their foot. Use the called shot rules. You might want to use something with a higher critical rating to make the effects more debilitating.


One is an enhancement bonus to AC and the other is just a bonus to AC. Barkskin and Animal shapes. And then you suffer no dexterity penalty when you take the -4 for being huge because you use your Charisma to AC.


Nature is the best for the kobold oracle because it gives you two spells that would stack that give natural armor bonuses, taking advantage of the alternate favored class bonus, and it lets you use charisma instead of Dex.


A kobold oracle could get a pretty insane AC. The favored class bonus will give you +6 armor or natural armor from spells you cast on yourself. Barkskin for +18, animal shapes for +10 (no penalty from dex because you get Cha to AC instead, but -2 for size). Shield of faith for another +5. Dodge as a feat, improved natural armor a whole bunch of times. I see +10 from feats, and +33 from spells. Before any magical items or particularly insane shenanigans, you're at a very respectable 53 AC. With a reasonable Cha of 28, that becomes 67. Go venerable to make that 69. Please note, there are no magic items used yet besides a headband for +6 Cha. The only terribly cheesey thing is venerable, and that's only giving you +2. You could easily add in a level of monk for somewhere in the range of +4-5 AC, if your headband also boosts wisdom. I don't really use magic items much, so someone else can figure just what this would reach with those. Before direct AC boosters, this is at 74 AC right now.


Cavalier and Bard, going into Battle Herald. You can basically be a bard who trades out his spells and non-combat performances for combat abilities and an alternate, combat-heavy performance system. If you take 4 levels of Cav and one of bard, the master horseman feat, and the necessary skill ranks, you're in with a fully-leveld mount and only a -1 penalty to your BAB. And if your DM allows leadership, you're better with it. If you don't want the mount, go standard bearer. You should chooser an order that benefits from charisma, since you'll probably want a 14-16.


I think weregorillas should be neutral, not CE.


Azaelas Fayth wrote:

I love the one that gives a Familiar and getting say a Small Familiar to use for flanking in emergencies.

Especially handy for a Rogue.

I think a rogue is better off doing this with rogue talents, not feats. Feats are worth more to them.


So, some map ideas:
Mazey dungeon
Forest
Crowded city street
Sailing Ship
Mountain (rough terrain, boulders and cliffs and crap)
Open Plain

Then, I think you should roll for time of day and weather. And probably do a two out of three, each time in a different setting.


Yeah, the real strength of these is obvious: versatility. For a sorcerer it's a whole bunch of spells known, and for a wizard/witch it's like one slot that's spontaneous. It's the kind of spell you would never not prepare, because no one has immunity to it, and it can cover combat, utility, mobility, or a variety of other things. As for what to actually use it for? Whatever spell you wish you had prepared but don't. Keep those lists by your side and decide quickly what you need to achieve.

EDIT: This also effectively heightens all of those spells to the level of the shadow spell you're using to imitate them.


Hmm, ok. I misunderstood, then. Quite frankly, Sage is not a great bloodline in my book. Since you demand intelligence based, just forget about sorcerer. i still think my previous suggestion of using curse spells is a really solid choice, so go with witch. Look at all the spells with the [curse] descriptor. Focus on the ones that can give spellblights*. Match those with the plain old bestow curse and its greater counterpart to lower relevant ability scores.

*Just in case you are unaware of what spellblights are, since they're rarely mentioned on the boards by anyone but me, they're magical diseases/curses (they count as both) that affect casters. They do things like make verbal components require a concentration check, force enemies to cast the same spell repeatedly, prevent them from casting at the same enemy twice, take damage when they cast, give them spell resistance they have to beat in order to cast, pass out when they cast, and all other sorts of neat things focusde on messing up casters specifically. They're generally really solid debuffs, and they're all sorts of fun and flavorful.


Oh yeah, sandmand bard, like barry suggested. That's less a warrior-type and more a sneaky guy, but stealspell is greatagainst enemy casters. If you're familiar with 3.5 classes, it's basically spellthief + beguiler, using a pathfinder bard frame, and they were two of the coolest classes WotC made for 3.5.


I would say a hexcrafter magus. Take spells to give enemies spellblights, maybe improved counterspell, and the spellbreaker and disruptive arcanas (they don't require fighter levels if you take them as arcanas). You could even do it as a dwarf, and when you get your fighter levels you get get spell sunder as a feat. Obviously, you'll want dispel magic. If there any wizard spells you really need, get them with spell blending.
Not only is this a great anti-caster, but the flavor could be all sorts of cool - a witch-hunting witch warrior. Spellblights are really fantastic anti-caster buffs, and you can use other curses on your other enemies. In addition to the normal blasty spells a magus enjoys.


No, because the greatest form of Law would be unchanging stability, constant and timeless. Balance does not want this. Ultimate Chaos is change; there is no such thing as a constant. Balance also does not want this.
About enforcement, chaotic beings certainly can "enforce" their chaos on other beings and the world around them. So a being of balance can enforce that balance.


Nightshades are what you use when there's an undead army ravaging the land and you want something more interesting than a lich or a graveknight. Plus, you can have that undead army be from another plane.

EDIT: Make sure if you use these baddies, you really play them up. They exist to destroy entire worlds. By the time your players can do anything about them, there should already be a dead continent or two.


If you want your rider to be a zen archer, then I think the champn of irori (if you're on golarion) is the best path for you. It's super flavorful, and monk and paladin are both good classes for a dragon, mechanically.


Abyssal is a good one - it gives the strength bonus of orc and magical claws (it also makes sense as a source of magical power, unlike the decidedly unmagical orcs). Draconic gives magical claws too, and natural armor or a breath weapon.


My guess from the five others would be: Brine, Shadow, Sovereign, Forest, and then either Underworld or Magma.


Soulknife doesn't have powers. And you could certainly flavor the actual mind blade as a gift from your deity. Psionics and ki are similar thematically, and they're the same for fluff purposes in my world.


I would go with the dreamscarred press version, it's really well balanced and a lot of fun.


You should definitely take the shadow magic fetchling alternate racial trait. Also, the umbral wildblooded version of this is a bit better, with a superior arcana and first-level power. You don't need proficiency if your armor has no check penalty. That's what proficiency deals with.


In my world, each culture has their own religion, not just their own favored deity or two. So, the elves worship this magical network with five aspects (Sun, Moon, Stars, Air, Plants), the humans in the relevant area worship a dualistic sun god, the dwarves worship a pantheon of deities relevant to them, and acknowledge anopposing pantheon, the gnomes have a similar religion to the dwarves, but with less focus on opposing deities and more related to gnomey things, orcs are animists, and so on and so forth. Some religions deny the truth of others, like most modern major religions, and some are very mutable and open to adopting or at least acknowledging aspects of other belief systems, like most religions in ancient times.

Which one is right? What gods are real? I don't know or really care. I keep the gods mysterious.


Great ideas, Jubal! I already have "rifts" between the planes at the very darkest places, and it's never occurred to me that things should go through them both ways. The survival thing should really make a difference, because I make my players make those survival checks to get by in the wilderness. Also I'll make sure the lighting is always at most dim, because only one of them has dark vision and they'll really feel it. They'll know how harsh it is there.


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Steven T. Helt wrote:

Done correctly, I think the aboleth deserves mention as a horrifying creature. No encounter should ever be had that they don't come off as cold, evil and alien.

Plus aquatic combat. Shiver.

I think aberrations generally make for fantastic, scary foes. I've got an aberration heavy campaign right now that is sure to frighten.


I'm running a game now with a couple of different themes and factions. It's complicated, but this campaign is intended to go all the way to 20 (and maybe beyond). I'm still a pretty new GM, though, I've only been playing for a just over a year now. I seek advice on a few different things from you fine folks.

First and most important, how do I manage a game that takes place in two planes? I want the party to be spending their time on the material plane (my homebrew world) and the shadow plane (Jon Brazer Enterprises' Shadowsfall + homebrew stuff), with about a 65%/35% split for now. The thing is, they're level three. How do I get them to travel back and forth? They do have something of a mentor party of very experienced adventurers that can help them across, but I don't want them to be totally reliant. Also, how do I make the shadow plane really feel different?

I feel pretty comfortable with the aberrations and the prophecies. I've got cool ideas for those. The thing is, there are a number of major factions that I all want to matter and feel distinct. There's the drow, the dwarves, the elves (represented mostly by the lantern bearers, which one party member aspires to become), a kyton demagogue I have yet to detail, several human lords and a king, and the elans. That's a lot. How do you manage this many different groups with all sorts of different goals in a game? There might also be a resurgence of the ancient cyclops empire.

Just a note, the game is mostly open-world, with the players making a lot of decisions on story direction themselves, which only further complicates things.


I'm running a game now with a couple of different themes and factions. It's complicated, but this campaign is intended to go all the way to 20 (and maybe beyond). I'm still a pretty new GM, though, I've only been playing for a just over a year now. I seek advice on a few different things from you fine folks.

First and most important, how do I manage a game that takes place in two planes? I want the party to be spending their time on the material plane (my homebrew world) and the shadow plane (Jon Brazer Enterprises' Shadowsfall + homebrew stuff), with about a 65%/35% split for now. The thing is, they're level three. How do I get them to travel back and forth? They do have something of a mentor party of very experienced adventurers that can help them across, but I don't want them to be totally reliant. Also, how do I make the shadow plane really feel different?

I feel pretty comfortable with the aberrations and the prophecies. I've got cool ideas for those. The thing is, there are a number of major factions that I all want to matter and feel distinct. There's the drow, the dwarves, the elves (represented mostly by the lantern bearers, which one party member aspires to become), a kyton demagogue I have yet to detail, several human lords and a king, and the elans. That's a lot. How do you manage this many different groups with all sorts of different goals in a game? There might also be a resurgence of the ancient cyclops empire.

Just a note, the game is mostly open-world, with the players making a lot of decisions.


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In 3.5 I would have said mind flayer. Now, I'm not sure.


I am very interested in seeing how a dragonrider is balanced.


I think a lot of people face that same issue, sadly.


Level 6 powers done. They were delayed by all this thanksgiving travel and food nonsense.


You definitely want the ectoplasmic creation powers. Unlike their magical counterparts, they're actually at a reasonable level and worth it.


I'm definitely taking that one, I love it. I mean all levels, the full deal. I always wish there were some scrying powers on their list, but I don't think there are. But anything in the discipline, from any spell list, at any level (1-6), is what I'm interested.


bump


I'm playing a cryptic in an upcoming campaign. I'm very knowledge obsessed (as a good cryptic should be) and I want my powers to reflect that. I'm willing to spend a feat or two on expanded knowledge to take things from the psion or seer power list. What are the best clairsentience powers for me to take from my list and any other?


Basically, what's your philosophy in creation? Where do you get your concepts? Mechanics first and then role playing, or vice versa? Or what?

Personally, I have one rule I like to follow. Everything else is mutable, like whether its mechanics or roleplaying first, or what. That rule is as follows:

All of my characters have one unoptimal gimmick, and the rest of the build is optimized as much as possible within this and the character personality.

For example, a barbarian who takes all the hurling rage powers and uses them a lot. Sure, he's got a big hammer too, but his signature is the giant boulders he tosses to open battle. My current character: a cryptic (3rd party psionic class) who uses tons of traps, using the craft skill instead of ranger traps or something like that. Others (off the top of my head) could be a wizard who specializes in mad monkeys, or a druid who wildshapes only into birds, or a fighter who uses starknives for everything all the time.

I find characters like these a lot of fun for a few reasons. First, they're great for roleplaying, because a unique concept helps me get more into the character. Second, they're a ton of fun in combat, to be doing something totally weird and badass. Finally, I find it a fun optimizing challenge to make them viable and not a drain on the party. It's not even really something I do intentionally, but just how all my characters tend to work out.


Level 5 powers completed.


And level 4 powers are up!