Goblin

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In an abandoned arcane research facility, I wish to have a gun that animates itself as a turret at the end of one of the rooms act as an encounter. Logically (I thought) this would be as simple as an Alarm spell treated with Permanency triggering a Contingency spell that caused a Gun to animate similar to the 'dancing' weapon special ability. However I've hit a few snags you've probably already perceived; first and foremost, I can't find a spell on the Wizard/Sorcerer spell list that animates a gun to fight on it's own. Any advice or things I've overlooked?


When Ultimate Combat was released with the Fighter archetype of the same name, I was highly excited; It used a lance and the 15th level ability is very appropriate. However I mostly want the 'Jump' ability. I want to look at a Dragon, a Giant, or other such huge monster, jump in the sky and spear it. Now with Unchained I thought perhaps fighter VMC monk for the ki pool to acrobatics would allow me to use the ki pool to make such amazing leaps, then use 'Death from Above' (the feat) to charge downward if I leapt high enough. However I don't get Ki until level 11, don't get the Ki power to do such things, etc. I don't mind multiclassing at all if necessary, but it's been a huge dream of mine since 3.5 (which I later found out had the class somewhere deep in the game).

So I come to you, Pathfinder experts. Is this even possible?


Has anyone built one? I'm thinking about making a campaign around a criminal-ish, "Ocean's 11" type of group; I have other prepared classes in mind, but the Mastermind is the primary one I really wish to include. Having no experience yet with the class, I wondered if anyone here has playtested it or theorycrafted a build to any degree. I'd appreciate any feedback so I can begin to build the campaign's world around such abilities it would bring to the table.

For reference, there is no wrong answer. I build my campaigns once I know the classes being played, and I do have a ban list of classes, so we don't need to worry about things such as "Wizard/Arcanist does it better".


Making human slayer, and GM is letting us use trait rules, so we get two traits. I'm taking the obvious Reactionary (Quick Draw, Surprise Attack should let me do early damage each combat). For my second trait, I was looking at the list of Social traits and saw 'Adopted'. Would that allow me to take the elf Racial trait 'Fleet-Footed', granting Run as a bonus feat and giving me an additional +2 to initiative? Can I really start with a ghetto Improved Initiative?


Hi! I'm Jupiter. I've played 3.5 and more recently Pathfinder the past few years with the same guys. Lately only one of them is on my level (however high or low that is) and I've sorely lacked people to talk to. Happy to be here.

I am currently obsessed with alchemists and have two builds in the air for my next campaign. I always try to plan 1-20 so bear with me; to save you time I'll just go with feat/discovery progression.

First, my 'Scarecrow' build. He's a human Alchemist. If someone can teach me how to link to google docs I have a fully built Level 10 sheet. Until Then:

1. Point Blank Shot, Precise Shot, Throw Anything, Brew Potion
2. Smoke Bomb
3. Explosive Bomb
4. Immolation Bomb
5. Master Alchemist
6. Explosive Missile
7. Concentrate Poison
8. Dispelling Bomb
9. Confusion Bomb
10. Stink Bomb

He's built to model the terror of Batman's enemy 'Scarecrow' using debuffing bombs and poison bolts to confidently cripple his enemies. Later we'll do things like Madness Bomb and of course, Poison Bomb.

Next we have a character that I can't really model. If Wolverine and Snape had an illicit love child this would be it. He's a human Vivisectionist and from 1-20 we have:

1. Weapon Finesse, Toughness
2. Feral Mutagen
3. Spontaneous Healing (wait for it)
4. Lingering Spirit
5. Master Alchemist
6. Healing Touch (there we go)
7. Sticky Poison
8. Concentrate Poison
9. Bleeding Attack
10. Crippling Strike
11. Bottled Ooze
12. Greater Mutagen
13. Combine Extracts
14. Dilution
15. Extend Potion
16. Grand Mutagen
17. Elixer of Life
18. Eternal Potion
19. Enhance Potion
20. Preserve Organs, Mummification, Philosopher's Stone

Basically a regenerative, death defying Rogue substitute that uses swift (sticky) application of Concentrated Poisons to cripple foes with easy to achieve sneak attacks. This build is my baby right now. I may Bottle Oozes sooner because they're fun flank buddies and hardly notice you when you're invisible. Whatcha think, Paizo Community?