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Hey guys, this might not be in the right place, but it seemed to fit:

Over on my website I am starting a project to convert the characters from the Red Box of D&D to pathfinder. They are not "Exact" conversions as the goal is to make them Pathfinder characters, not to bend the Pathinder rules...

I am also trying to keep them fairly simple, stats similar to the sample characters in the book, 20 point buy, and have the right "feel"...In all honesty it is more of an art than a science :)

Come take a look at Eric the Red (Fighter)

http://jawedel01.wixsite.com/kountry-gaming/copy-of-pathfinder-lionell-1


Can you use Intensified spell on magic missile to get more missiles?


666bender wrote:
Jason Wedel wrote:

I feel that the dip rep Swash's get is unfounded. Not saying it is perfect, or not front loaded...but the additional damage per level alone makes not leaving the class well worth it IMO...

Once you factor in the extra feats and various deeds/improvements on previous class features, I think it is a great Martial class, though operates on a different style of play than most...

even with the level addon, the damage output wont reach a barbarian or fighter, as the main sources the multi on critical like Power attack and 2 hander arent optional for a Swash.

the low saves is a REALLY poor planning.

a better Swash is a Daring cavalier, with smite, order and fort saves.

the only Swash i feel worth playing, low saves though, is Unchained rogue 4 \ Swash 5 \ more Rogue levels.

the Class is the BEST 1 level dip for a fighter or magus for parry ...

You make a couple good points

The Barbarian can do more strait damage, the fighter will have more feats, etc, they should have another +2 save (probably fort).

However, the fact that there are aspects that a different class can do better does not negate the value of the class. I would be happy to take a level 10 Swash up against any other level 10 Martial, and I am pretty sure I could win (assuming an equal level of player mastery). One major weakness however is that (especially Barbarian & Fighters) have had more effort put into finding ways to make them uber than Swashbucklers have.

As a thought experiment I looked at some basic level 10 builds (and I do mean basic), while the barbarian would normally win, the fighter and the swash both did fairly well (Barbarian tended to "die" after most of the fights due to loosing his "rage" hit points). The swash and the fighter was about 60% fighter/40% Swash)


Hey, I had a question about the new Newcromunda game. I know this is not that companies forum, but I don't want to sign up for another forum and thought that someone around here might know the answer...hopefully this sub-forum is not intended only for D&D and Pathfinder games...:)

My question is, for the campaign style games how many creds does each gang start with?


I feel that the dip rep Swash's get is unfounded. Not saying it is perfect, or not front loaded...but the additional damage per level alone makes not leaving the class well worth it IMO...

Once you factor in the extra feats and various deeds/improvements on previous class features, I think it is a great Martial class, though operates on a different style of play than most...


Yup, forgot about metamixing (Due to build reasons I am waiting on taking the meta-magic till class level 9, I have a 1 level dip, and want to take it at Character level 10 to get selective) but Highly recommend the two metamagic exploits


My current character is an arcanist, Potent Magic, Quick Study, Dimensional slide & Familiar are all great, and need little to no explanation IMO

However two to take a look at for a blaster type is School understanding:Admixture and bloodline development: orc


Djelai wrote:
Malthus Krieger wrote:
[...] I decided for a two handed build instead, because I like the concept of reach weapons and their possibilities.

What ChessPwn said, then.

May I suggest dipping into cleric? It will boost your Will save and some domains have strong 1st-lvl options, such as Travel or Growth (Plant subdomain).

I'd consider monk instead, just me...


Only an opinion, but if you are giving up two traits, take the feat instead...Way to many really great feats out there...


Well, after a year running: I'm an arcanist (actually an evangelist, but favored class...)Yah, I i think I will just wait it out...need to decide about taking the exploit to explain the enchanting weapons thing... but otherwise, I don't really need spell combat...


cleric worshiper of Calista
1/2 elf art
kensi magus
there is a swashbuckler AT
bard (i think)


Start with a document: This is what your character believes about the world...


Today I was thinking about GISH classes, you know Part warrior, part Arcane caster.

I thought I would compare two "gishes" for the benefits and negatives of the builds. For our purposes we will be using a Magus (The gish class) and a Eldrick Knight build. We will be taking a "Snap shot" of level 1, 5, 10, 15, 20

Level 1

Our Fighter/Wizard/EK build. Starts with a level of Fighter
+2 HP, +1 BAB, +1 Feat, Medium/Heavy Armor/shields
-1 Trait (to continue casting levels), -1 Favored Class bonus

Magus
+Spell Casting, +2 Will save, Light armor Casting, Arcane Pool, Spell Combat Ability
------------------
Level 5

Multi-class is now a Fighter 1/Wizard 4
+ Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers), Medium/Heavy Armor/shields
- Arcane Failure if wearing armor or using shields, -1 Trait (to continue casting levels), -1 Favored Class

Magus 5
+1 Fort Save, +2 HP, Light Armor Casting, Spell Combat, Arcane Pool, Spell Strike, Magus Arcana, Spell Recall
---------------------------
Level 10

MC, Now Fighter 1/Wizard 5/EK 4
+ +1 HP, Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers), +2 Bonus Feats, Diverse Training, Heavy Armor/shields. +1 3rd level, +2 4th level spell,
- Arcane Failure if wearing armor or using shields, -1 Trait (to continue casting levels), -5 Favored Class

Magus 10
+2 Fort Save, +1 Reflex, +1 Will, Med Armor Casting, Spell Combat, Spell Strike, +3 Magus Arcana, Spell Recall, Fighter Training, Improved Spell Combat, Knowledge Pool

---------------------------
Level 15

MC, Now Fighter 1/Wizard 5/EK 9
+ +6 HP, +1 BAB, Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers), +3 Bonus Feats, Diverse Training, shields. Better spellcasting
- Arcane Failure if wearing armor or using shields, -1 Trait (to continue casting levels), -10 Favored Class

Magus 15
+1 Fort, +1 Reflex, +2 Will, Hvy Armor Casting, Spell Combat, Spell Strike, +5 Magus Arcana, Spell Recall, Fighter Training, Improved Spell Combat, Knowledge Pool, Improved Spell recall, Greater spell Combat
-------------
Level 20

MC, Now Fighter 1/Wizard 5/EK 10/Arcane Archer 4
+ +11 HP, +2 BAB,
Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers),
+2 Bonus Feats,
Diverse Training,
shields,
Spell Critical,
Enhance Arrow (magic, Element), Imbue Arrow, Seeker Arrow.
Better spellcasting
- Arcane Failure if wearing armor or using shields
-1 Trait (to continue casting levels)
-15 Favored Class

Magus 20
+2 Fort, +4 Will, +1CL,
Hvy Armor Casting,
Spell Combat, Improved Spell Combat,Greater spell Combat,
Spell Strike,
+6 Magus Arcana,
Spell Recall, Improved Spell recall, Greater Spell Recall,
Fighter Training,
Knowledge Pool,
Counterstrike,
True Magus


due to role playing elements, yes. Though him figuring out how to merge spell casting w/combat would be reasonable (spell combat). Leaving his Magus pool ability to augment his weapons. Something I can duplicate with an exploit...


In a few levels, maybe...

Brings up an interesting question (unrelated) I have been having

If a magic item has multiple abilities, do they all have to "match" for spell level? right now my characters Melee weapon has a level 3 command word attack spell attached to it (Magic missile, only 2 darts...I cast 4 so not game breaking)


Right now: I am consoling myself that his teacher (me) does have magic weapon, which does "justify" his magus pool (as a kensei he only can cast 1 spell, plus his "magic weapon" spells). His Spell combat makes sense for his more martial focus than mine, I think the exploit is all I really need to feel good about the situation, even though it is less than optimal for me...


To late fore Blade adept.


The goal is to duplicate what the other character can do. It's a RP type thing, where I feel my character should be more capable (in this area) than the dabbler. Note, I am not trying to copy the rogue/Fighter/etc...abilities he has, just his Magus-1 abilities


So, I have an arcanist, do to some RP reasons (His brother is a level 1 MAGUS, 7 levels of "other") I want to be able to imitate his abilities? HOW...obviously I could take a level in Magus, but would rather not.

That leaves taking Quicken Spell, and Arcane Weapon Exploit (Should be just about right). Is there another way?...that is a lot of resources for something I want simply because my character should have been the one to teach him magic...


Does that work with daggers as well?


I had an idea for a character, not really far into the process at all, but wanted him DEADLY with daggers, a warpriest of Pharasma

Human (Prioritize: Dex(>15), Wis (>13), Con (>13) Str, Int, Cha)
Traits: River Rat, (something to add perception as a class skill)
Vanilla Warpriest

1) Weapon Focus (Daggers), Weapon Finesse, Slashing Grace
3) Two-Weapon Fighting, Two Weapon Grace
5) Deific Obedience
6) Not sure, but if using ART will have two combat feats here...


Take this for what it is worth: I have not played a fighter sense the days of the Red Box D&D.

With your obvious love of fighters I would recommend picking up the two splat books Armor Master's Handbook and Weapon Master Handbook. Both provide a lot of advantages to the class.


Yes the Prestige Class. Gives a lot of little bonuses, at the basic cost of 1 hour prep a day and and one level of your "real" class...a;so hit 8th, took quick study


Greater Spell specialisation


---originally misquoted----

First let me say that I spend a lot of time thinking about the differences of good/evil, law/anarchy, Freedom/Safety, etc...

I can definitely respect what you are saying here (I think some of your assumptions about numbers are off, but that is minutia). I feel, after reading this monster of a thread, a few things: Paladin should replace the alignment restriction to "Must have the same alignment of the god they worship". Then a comment on the code that each god has a strict code that the Paladin must follow (to be established by the gameworld/GM/etc...).

Yes this "dips" into the Warpriest theme a bit. This also effectively removes Anti-paladin from the game (or merges it really with Paladin)


Lady-J wrote:
Faelyn wrote:
Lady-J wrote:
Faelyn wrote:
Lady-J wrote:
any one in any war is arguably evil that goes for both sides war is an evil thing and causes many innocents to lose their lives however many actions that lead up to many wars are also evil but evil deeds done to evil people doesn't make them good and while the world is a better place for some of those deeds taking place it was still an evil act

Originally I was just going to leave this lay, but I just...

So, in your opinion anyone that involved in a war (in any way shape or form) should be considered an evil person. How do you feel about Draftees? Conscripts? People fighting against someone seeking to kill them and their families simply for being alive? You consider them to be evil?

War in of itself is not evil. Some of the things that can happen in a war can be evil; the Nazi Holocaust, the Armenian Holocaust, etc. I suggest you take a walk around in a different part of the world where you don't have "evil" people creating a barrier against the true evil in this world and then rethink your philosophy.

*EDIT*

Also, please use punctuation and proper grammar as it is difficult to understand what you are even trying to say in most of your posts...

killing people is evil no matter who is doing it however it is necessary in some cases but that's part of human nature every one is capable of great good but they are also capable of great evil
That's your opinion, it is not a universal fact. I would agree that murder is evil, but killing by default is not. These two things are not by any means the same thing.
that's what murder is killing some one

Murder is a SUBSET of killing. All murder is killing, but not all killing is murder (Just like my poodle is a dog, but not all dogs are poodles.)


I was more concerned with casting out of combat, did not want to worry about the 20+ concentration out of combat.


Is a 1 always a failure and a 20 always a success? Specifically looking at skills and concentration


I want to do a cleric of a god of magic...maybe warpriest honestly, but the whole Hand of the accolyte thing...


Well, there goes that idea, funny thing is, it really DOES NOT MATTER, as the only goal in this was a style thing (As free actions I can summon the bond, cast, then send it back,,,)


Well first of all, magic missile couldn't target the images anyway. It only targets creatures, and the images aren't creatures.

Secondly, nothing in the mirror image spell says the images are directly targetable (unlike in 3.5 D&D, when that was specifically called out). Instead, you attack normally and there is a chance the image is hit instead.

And lastly, mirror image says anything that doesn't require an attack roll automatically hits the creature and does not destroy any figments.

So unless the wording of the spell changed between printings of Pathfinder, nothing about either spell would even allow magic missile as a possibility of removing images.

In my/my gm's defense: We did not realize the FAQ (Or the bit in the spell description). I thought it was clever...ohh well....


PossibleCabbage wrote:
the nerve-eater of Zur-en-Aarh wrote:
Gosh. I am entirely in agreement with you in not liking alignment (except for outsiders strongly attached to specific planes and moralities), but that seems a really fundamental disjunct with how the game works to me; the fluff is what makes any class distinct, it's what justifies mechanical distinctions. If you don't want fluff to define a class, what would you see as the point in having classes at all ?

Yeah, I've played plenty of good classless systems, and I figured that the entire point of having classes is that you have the existing fluff to serve as a prompt for who the character is (not a complete picture, just somewhere to start from.) I find it leads to more focused and realized characters a lot of the time (I mean, I've been in a lot of Shadowrun games where someone tries do everything and it never goes well.)

So if you're actually opposed to classes with fluff built in (oddly nobody seems to want to remove this from the Summoner, Wizard, Barbarian, Inquisitor, et cetera) why not just play something without classes?

FYI---My shadowrun Jack of all Trades works REALLY WELL (Mystic Adept/Decker/Face). Lots of BUFF spells involved. He is a Karma build, but could have done him as an ABCDE if I was willing to pay double on a quality (+4 Karma) and wait 4-5 runs for his first deck (Or use in debt)


umm what is Phoenix Wright Cases?


honestly: Probably. The rust effect would only work while "out" however. Just like with the bond I would not allow a wand of MM to cast the missiles (but would not make the character roll concentration and probably allow the one extra spell). Note that it is hand v. in hand


Ok, I know some will say "ABUSE" but this idea came to me for a wizard's weapon. I would have little problem with it for a non gish spellcaster, a gish one I would have to really consider for but here is the idea

Weapon +1 Training (Arcane Strike). Total cost 8150+Weapon. Obviously as the character advances levels it becomes more and more powerful for less cost

Level
1-4 +2 (0 savings)
5-9 +3 (saves 10k)
10-14 +4 (Saves 24k)
15-20 +5 (saves 42k)

However a spell caster should not be in melee if they can help it. Yes VERY ABUSABLE for a Magus or other GISH


Personally, I wanted a similar ability for my custom Quarter/Magical Staff combo. I decided on the following price

2500 x 16x 1.5=60,000 and removes the "magic missile/force" element


I am trying to be careful with how I say this, so if I am offensive or seem to be belittling your response I assure you it is not intended to be any type of attack

I disagree with you on the consequences of allowing this & the level of cheese. However I suspect you might be right about the rules. I wonder if I was clear of the intent however, as by your response I think you think I am talking about more than I am. In practice what I am talking about is making the "slot" go from "in-Hand" to well "hands". I would not expect it to be "Wielded" while in glove.

Let's look at something a little odd as an example of a similar effect: there is a magic item called the STINGING STILETTO. Basically a dagger that could turn into a ring or necklace...would you allow it to function as an arcane bond in any of it's forms? or only while "in hand"?


1 person marked this as a favorite.

Glad my GM didn't know about that FAQ (Neither did I)...

Yup, remember the "Light"=Blind days....


If a character has a "hand held" Arcane bond (Weapon, wand, etc...) and a storing glove, is the item considered "In hand" while in the glove


1 person marked this as a favorite.

So last night we were fighting an ogre mage who cast mirror image (The visuals of a basically nude ogress might haunt me for a while...especialy when there were 4 of them...)

Knowing that she was going to be a challenge (and was probably "The boss") I cast my Magic Missile spell and split the darts to one on each of her...

Okay, my damage sucked (I only rolled one d4 and got a 1), because we knew only one of the images was "Real"

It got me thinking, the spell is not designed to get rid of images (Basically a dispel) but it worked, what I call the butterknife screwdriver principle...What other stories do players have that they used something in an unintentional way that worked?

Another story comes from 2.5 era (Players options days), where my wizard cast cantrip (I was out of other spells) at the top of a tower where 3 ogres were chasing us. The party was out of resources, low on hit points, and basically screwed...

Cast cantrip (3 glowing balls) "This is the cantrip of DEATH!!!, when the arcane ball strikes you your flesh will dissolve, every inch of you will be as if you were on fire, and you will die. slowly. painfully. while you will not care, you will also stink up the room worse than you do already...leave NOW!

One (Terrible) moral roll later and we are safe...


Currently in the middle of chapter 3 of ROTRL with an elven Arcanist (5)/Evangelist(3).

We don't use retraining...If I did I would change somethings...

The following is my thoughts on how it is going

ELF: I swapped elven weapons for elven arcane focus (+2 concentration)...mixed bag, there was a few times wish I had a sword, but overall I think it was a good swap

Feat selection: I have been doing a KS build, so almost all my feats have basically gone towards this...less than optimal, but been fun.

Traits: Magical Knack & Scholar of the ancients (TAKE SCHOLAR OF ANCIENTS...TRUST ME)

Exploits
School Understanding Universilist has been more helpful than most would believe, but long term is starting to be less useful.

Potent Magic: TAKE THIS...LEVEL 1, MUST HAVE...Cannot stress this enough...

Bloodline development: Arcane (Focus)...Building a custom focus, would have cost me two feats instead of one, so went for it...would probably of been better to go with craft weapon then craft staff...ohh well, the extra spell isn't bad...

Quick Study...just got this last night, and only used it once...but really nice...

The Evangelist levels have been useful already (Character level 6 sucked), obviously choosing the right god helps a lot (Nethys, so concentration bonus and 3/mage armors a day)


Honestly, best way does seem to bite the bullet and take the exploit Bloodline Development....Not sure if it is just archtypes or bloodlines you want to avoid...


So taking a bit of my day off to think about where I am going with my character.

My current character at level 7 is below. We don't use retraining rules...

The staff of Nethys is a custom magic weapon (quarterstaff). Basically a very expensive staff of entwined serpents, special materials and provides a +1 Shield bonus (priced as X^2 x 2500 x 1.5). I'll be developing it, to a higher weapon and shield bonus.

Spoiler:

Meriel The Magnificent
Male elf arcanist 5/evangelist 2 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +1 natural, +1 shield)
hp 43 (7 HD; 5d6+2d8+16)
Fort +4, Ref +6, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . staff of nethys +6 (1d6+4)
Ranged sling +7 (1d4+2)
Special Attacks arcane reservoir (3/9), arcanist exploits (bloodline development [arcane][ACG], potent magic[ACG], school understanding [arcane bond [object], universalist][ACG]), consume spells, hand of the apprentice (5/day)
Arcanist Spells Prepared (CL 7th; concentration +15)
. . 3rd (3/day)—haste
. . 2nd (5/day)—cat's grace, fox's cunning
. . 1st (5/day)—burning hands (DC 15), grease, mage armor, magic missile
. . 0 (at will)—acid splash, detect magic, light, mage hand, prestidigitation, ray of frost, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 14, Int 18, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 20
Feats Amateur Investigator[ACG], Breadth Of Experience[APG], Deific Obedience, Eschew Materials, Noble Scion Of Lore[ISWG]
Traits magical knack, scholar of the ancients
Skills Appraise +9, Craft (Drawing) +13, Craft (weapons) +10, Knowledge (All) +6, Knowledge (arcana) +18, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +18, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +13, Knowledge (planes) +11, Knowledge (religion) +13, Linguistics +10, Perception +10, Profession (All) +5, Spellcraft +14 (+16 to identify magic item properties), Stealth +11, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Thassilonian
SQ arcane focus[ARG], elven magic
Combat Gear scroll of comprehend languages, scroll of mirror image, scroll of see invisibility, scroll of sleep, wand of silent image (5 charges); Other Gear staff of nethys, dagger, dagger, sling, sling bullets (20), amulet of natural armor +1, golembane scarab, handy haversack, traveler's any-tool[UE], arcanist starting spellbook, belt pouch, belt pouch, candle (10), chalk (2), crowbar, flint and steel, grappling hook, ink (2), inkpen, journal[UE], masterwork tool, mess kit[UE], parchment (5), scroll case, silk rope (50 ft.), spell component pouch, string or twine[APG] (5), trail rations (5), waterskin, whetstone, donkey, animal harness, artisan tools, bedroll, blanket, cauldron, masterwork tool, pack saddle, silver/gold-smith anvil, soap, light horse, bit and bridle, riding saddle, saddlebags, 4,377 gp, 8 sp, 4 cp
--------------------
Special Abilities
--------------------
Amateur Investigator (4/day) Your knowledge is more than plain smarts - it's inspired.

Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Like an investigator, you have the abil
Arcane Bond (Staff of nethys) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +2 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bloodline Development (2 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 2 rds.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hand of the Apprentice (5/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
School Understanding (2 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 2 rds.
--------------------
Meriel was always slightly odd, while a gifted mage he was always thinking about the world beyond his forest home. He was a wander at heart, and when he reached the age of maturity he set out to see the world. He has an innate curiosity about the world that cannot be quenched.

His most prized possession is a small journal that he keeps in a belt pouch. He can often be seen writing notes about what is going on around him.

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Current "plan"

level
08 ... Evang 3 ... Int +1 ... Discovery (Dimension slide or Quick Study)
09 ... evang 4 ... Spell Penetrating
10 ... Evang 5 ... Metamagic Discovery (Selective)
11 ... Evang 6 ... Magical Aptitude
12 ... evang 7 ... Int +1 ... Greater Metamagic (???)
13 ... evang 8 ... ???
14 ... evang 9 ... Discovery (Other of level 8)
15 ... evang 10 ... Spell Perfection
16 ... Arcan 6 ... Charisma +1 ...Craft Items Discovery (Wondrous?)
17 ... Pathfinder Savant 1 ... ???
18 ... Pathfinder Savant 2
19 ... Pathfinder Savant 3 ... ???
20 ... Pathfinder Savant 4 ... Str +1

I am mostly concerned with the order I am taking things right now, but would like opinions over all


Might not be appropriate here, but an idea on a Magus has been going through my head. Taking True strike, using the spell combat, getting basically a +18 to hit...


If the campaign world is there world then yes

When I ran Star Wars for instance the party was a group of Rebel "troubleshooters" who took orders from Wedge Antilies. They ran into Luke, Chewie, 3PO and the Falcon. The stories always revolved around the players

Same when I ran a Dragonlance, DC Universe and a Marvel Universe game. In my own Superhero setting they have ran into some "mythical" characters (Various legends like Hercules), and some classic lit characters (Ishmail, Sherlock Holmes, and Dracula)


If a character belongs to multiple classes that require spell prep (Say cleric/Wizard or Wizard/Magus) do they need to spend 2 hours each day prepping?


Went with Amateur Investigator
----
Going to take Quick Study next level


She decided on Stage combatant (So she could get panache back easier)

We are coming up to level 8, the list for her this time looks like this:

Agile Maneuvers*:
Enforcer*:
Extra Panache*:
Greater Weapon Focus*:
Improved Init*:
Quick Draw*:
Weapon Spec*:
Combat Expertise*:
Power Attack*:

each one I am including +/- on


Without knowing your financial situation:

Advance Class should be the only one you "NEED". Espesialy if you emphasise the full BAB/Warrior aspect with spells being a sideline

something like

Unnamed Hero
Half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +5, Ref +3, Will +3
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft.
Melee greataxe +4 (1d12+4/×3)
Special Attacks bloodrage (7 rounds/day), claws
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Traits indomitable faith, reactionary
Skills Acrobatics +0 (+4 to jump), Intimidate +8, Perception +5, Survival +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood
Other Gear chain shirt, greataxe, 30 gp
--------------------
Special Abilities
--------------------
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.

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Klorox wrote:
Core RulesBook

du'uh...thanks

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