Kadar's page

Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


RSS


Hey RD,

It seems like the Fultor Spellbreaker pdf uploaded to your skydrive is an old version, as I saw an earlier reference in this thread to you fixing him. As it is now, he has Magic Resistant and Stubborn which both replace Hardy and also seems to be missing a Rage Power(should be 6) unless I'm blind...

Thinking about running a Barb//Battle Oracle Gestalt, so I was skimming some of your characters for ideas. Thanks again!


I've been looking for something like these guides, awesome! I really like Component Freedom because it's so flexible. The option to ignore the somatic, verbal, or costly material component of a spell based on the specific spell? Free stoneskin! No more getting screwed by a silence spell! No more being captured because your hands got bound!


1 person marked this as a favorite.

I actually do remember that, and I think that is likely when I decided on the form. I think you altered her after we had decided which direction to take the character. Mythic really is just icing on the cake for any type of optimization. Once we're able to gain a few more levels I'll let you know how the character runs in a real campaign =)

I'm currently running a mythic Eldritch Knight, made feasible by mythic rules, that is basically untouchable at this point. He doesn't do much damage in melee(dex based and hasn't taken mythic weapon finesse) but he'll be a powerhouse in a few more levels.

Looking forward to see what you come up with next!


1 person marked this as a favorite.

She's actually doing a Saurian Shaman with Stegosaurus instead of Behemoth Hippo. She loses out the d8 for d6 but gets trip and the Saurian Shaman Archetype would feasibly allow her to swap out druid for barbarian at 7 instead of 8, though I haven't considered all the implications yet. Definitely going the vital strike line with Mythic Vital Strike, and we were debating on Champion or Guardian. Mythic rules just add a whole new level of complexity to optimization, which I love =)


Do you have any plans to make Nudel mythic? My gf is playing a character in the same vein with some minor differences, and we are gaining mythic tiers. I'd be happy to share what we have so far if you want to take a look. (Only level 5, almost 6 right now)


Hey guys, just looking for some feedback on whether to continue with my idea for a dexterity based EK or switch to a strength based one. I MAY end up as the main or secondary frontline fighter in this campaign, as the other is a Strength based wildshaping druid.

The campaign is 20 point buy, begins at level one, and each character gets 2 +2 items. +1 Mithral Full Plate and a +2 Rapier for me.

I'm playing as a tiefling with the following stats.
Str - 10
Dex - 17
Con - 14
Int - 18
Wis - 10
Cha - 6

Level Progression with feats will look like this to 9th.
1 Fighter - Weapon Focus(Rapier), Weapon Finesse
2 Wizard(trans)
3 Wizard - Tiefling Racial Natural Armor Feat
4 Wizard
5 Wizard - Toughness
6 Wizard - Empower Spell
7 EK - Spell Focus(Illusion), Arcane Strike
8 EK
9 EK - Weapon Specialization

Mythic Progression(we get the first at level 2)
1 - Dual Path & Armor Master I
2 - Armor Master II
3 - Weapon Finesse(M) & Component Power
4 - Metamastery?
5 - Arcane Strike(M) & Metamastery?

This is about as far as I have gotten with my planning, but so far this build seems to hit its stride around 6th level/whenever it gets 3rd mythic tier. The main drawback with doing the strength build is that it has lower AC and there is no race with a +2 str +2 int.

With the current stats and feats I seem to be within a point or two on attack rolls of a pure fighter, which is good for a gish and can be helped with buffs.


I was considering inquisitor, but I'm not really sure how to build a good one, haven't seen any guides around. Looking at the party makeup, I should probably bring someone that is a skill monkey or a divine caster. Either one or a mix, such as the inquisitor, though I'm open to other suggestions as well.


Hey there everyone. I got invited to play through Haunting of Harrowstone with 3 other people on pretty short notice, I was invited monday but had exams all week, so not much time to consider this. We play tonight, so any advice before then would be appreciated. =)

As far as I know we have a Samurai, a Wizard, and a Druid. That's really as much info as I have, I'm not sure what they're all specializing in, which makes it hard to choose a class. I'm playing a Bard now in PFS and did a Wizard last campaign, so those two are most likely out, but anything else is fair game.


I'll definitely be down to review an android version when it gets finished. I just finished playing my very first campaign, which I played as a wizard, and this would have made it SO much easier to keep track of my summons. As a new player this spell is quite intimidating, as you have to keep track of a whole other character and adding templates and such. This app would have kept me from slowing down my group so much on certain fights ^^; (was worth it though)


Kais86 wrote:

Sure it stacks up pretty fast, but you shouldn't expect to make really powerful items at low levels. For example: the lowest item in the book is CL3 which means it's a 8 DC to craft it, let's say it's a potion and you have no flask or reagents, that's +10 DC assuming it only has one reagent and you know the spell required, that's a 18 DC to craft it. Now say your character is level 3, you have 3 ranks in alchemy and it's a class skill, so with no modifier from intelligence you have a +6 which means you have to roll a 12 or higher to make the item, from functionally thin air and the desire to do it.

You should try to have every prerequisite for any item you make, otherwise it gets silly fast, which is appropriate, be glad they even allow us to make things without the actual parts to do it.

Understood, and it is nice to be able to make things without actually knowing how, but there seems to be a discrepancy of the two DCs as stated in the Pathfinder Core Rulebook.

One says 5+CL, while the other says 10+CL, any idea why?


I have one quick question about magic item creation.

As per pg 112 in the core rulebook:
"Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item's caster level"

Yet on pg 548 I see:
"The DC to create a magic item is 5 + the caster level for the item."

I looked, and maybe I didn't look in the right place, but couldn't seem to find any definitive answer to this. Has this been errata'd? Or am I missing something?

A +5 may not seem like much, but when you throw in another +5 for being below CL for the item and/or for spell requirements and other random things, it starts to add up.