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Phaedre wrote:
Paizo actually has entire campaign setting book of them! Right here. It's a really well done book, I've got it and love the detail.

Oh nice!! Thanks for that!!!


Hey guys. So, I am gonna be starting an Eberron game in the next few weeks, and when I DM, I usually just take some published materials and reskin it to fit the world, and add my own flair to it. Anyway, I am wanting to use the tried and true method of “starting in a tavern” and I was curious if anyone had some suggestions for maybe some of Paizos best Taverns that was maybe published in one of their adventure paths, etc. that I could potentially use. Appreciate the advice!


Actually, I found the perfect thing! It is called the Far Strike Monk, that is apparently in one of the Player Companion books. It looks great!!


Actually, I should probably go Vital Strike since I want to be moving and throwing each round.


I am thinking maybe a primitive barbarian with a bunch of hurler feats, and making spears out of bone.


Hmm....good thoughts. I will have to look into that...


Seems kinda weird that Pathfinder doesn't have a like, Ranger or Druid build that uses the thrown spear to great affect. Color me shocked honestly.


Hah, i guess that right there would suffice really. Here is a link to her abilities, but at the end of the day she just mostly throws spears.

http://na.leagueoflegends.com/en/champion-reveal/kalista-spear-vengeance-re vealed


So, newest League of Legends champion just came out, and I am wondering if it is possible to make her in the game. Obviously maybe not the "incorporeal ghostly" part {though a Samsamaran wouldn't be far off}, but at least a like, spear chucker build at the core, and then maybe add on more things. I don't even think I have seen any sort of spear thrower build. Is there one?


Play a Skald, using the word magic system. He is Dovahkiin Dragonborn!!! Fus Ro Dah!! *heads explode*


DominusMegadeus wrote:
KainMalice wrote:
LoneKnave wrote:
Sounds like you want Unwilling shield or shared sacrifice and massive amounts of hp.
Oh wow! That is really cool! I could do a human, take the Racial Heritage feat for Orc, and then take the Orc Witch Doctor archtype, and then when I hit the appropriate level take that spell. That would be really cool! Its a thought at least.

Only one thing about that, a lot of people consider Scarred Witch Doctor to be kind of OP. They get full 9 level casting, cast from the same ability that gives them Fort saves so they overcome the inherent weakness of most casters. This SAD build makes it easy to get as much Dex and Wis as you need to boost the other saves. The lack of living familiar to get killed can also be a positive of the archetype.

If your DM is okay with that though, it's a really cool flavor of Witch. Enjoy being Akatsuki's immortal zealot.

How would I end up getting Unwilling Shield as an Rage Prophet? I don't see it available for Oracles.


LoneKnave wrote:
Sounds like you want Unwilling shield or shared sacrifice and massive amounts of hp.

Oh wow! That is really cool! I could do a human, take the Racial Heritage feat for Orc, and then take the Orc Witch Doctor archtype, and then when I hit the appropriate level take that spell. That would be really cool! Its a thought at least.


Sub_Zero wrote:
Utarga wrote:
Who? What is the source material for this character?
He's a villain in Naruto. He's particularly awesome, because he'd use a scythe to deal damage to his enemies, then through a ritual he'd bind his body to the enemies. this meant any damage done to him also affected his opponent. What made this particularly bad for the opponent is that Hidan was immortal, so a quick sword through the stomach did nothing to him, but killed his opponents.

Obviously something that powerful wouldn't exactly be available to a Pathfinder character because even 20th level characters can technically die. But I thought maybe I could get some kind of deathless barbarian, with way too much HP, and when he "should have died" his skin changes color, and he proceeds to start just beating people.


Ugh, oh...I guess I just assumed everyone know who he was. Lol! He is a villain from the Naruto Shippuden anime. He has immortality granted to him through a ritual he performs to his dark god Jashin. You can stab him, cut him, etc, and it heals pretty much instantly. They managed to defeat him in the show by cutting off his head, because he doesn't exactly have regeneration {though I don't think having such a weakness is necessary for the character I am making}. He also has an ability where he can ingest blood of anyone he cuts, and draws a symbol on the ground of his god, and his skin turns to look like a voodoo doll, and can then proceed to mutilate himself, which in turn kills whoever his blood he took in. Here is an article about him.

http://naruto.wikia.com/wiki/Hidan


So, I am attempting to create a character that is similar to Hidan. I am somewhat of a fan boy. Anyway, I was trying to think of how I could go about making him in Pathfinder. Now, I know immortality, at least to the degree that he had isn't really possible, nor is the ritual he would do in combat really. So I was thinking maybe going down the line of a Barbarian, or Fighter, or a Cleric, and taking the Deathless Feat line. Problem I am seeing with those feats is that they only apply to half-orcs/orcs and I want to do it as a human. I would imagine there is a way to do that. Basically just go about making him a nigh unkillable melee monster with a scythe, with a bunch of weapon focused feats, and a weapon cord. Maybe also Throw Anything so I can throw it, and then pull it back to me. Any suggestions are very much welcome.


The Implant Bomb rules state that it is used like the Delayed Bomb option, because you are required to have it before you can Implant an bomb. In those rules, it states that anything in the square when the bomb goes off is considered to be directly hit, so I needed a way to enter into their square. Since you can enter an prone creatures square, I would simply need to knock them prone in a full attack action, 5 foot into their square, and then commit the seppuku. Obviously this isn't something I PLAN on doing, because I don't want my character to die. I like him a lot. But he would have no problem doing this if it helped his crewmates survive/win the battle. Plus it helps me figure out my future feats as well. Being Level 7 Gunslinger, I already have all of the really good ranged feats, so now I am just down to the flavor, and Improved Trip and Combat Expertise are some pretty good feats to have up my sleeve.


Actually, I may have figured it out. I have the ability to knock prone with the butt of my gun or trip them or whatever, then 5 foot into their square and commit seppuku. Pretty simple, and they take the full brunt of the bomb. Cool stuff :)


The one problem I have noticed about this though is that the bomb actually goes off in my square when I die, meaning that anyone I am fighting who kills me wont actually take a direct hit from it, which seems a little lame. Are there any rules on entering into someone's square so that it goes off there?


So, I am playing a Gunslinger, and am looking to find a very good bomb to implant into him. The feat says you can imbue it with discoveries, and obviously the more dice I can add, the better. This is assuming money is no object. If your going to get a bomb implanted, better make it a good one. :)


So, after having played the Gunslinger now from about level 2 to level 7 in our Skull and Shackles game, I just have to say that this class really sucks. I just got Deadshot and Targetting, and was thinking oh wow, this will be really cool. Granted I cant do it every turn because of grit and all, but it is still better than a full attack action. Then I realize it is a full round action for both of these abilities. So....Deadshot goes through DR better, but I have to give up two standards just to even do the damn shot? Something tells me the damage from just taking two full attack actions would be better. I mean sure, Deadshot will give me some movement and then also allow for nearly the same amount of damage as one full attack action, but who cares. Like, why would anyone play this class? Your better off playing a damn Ranger. At least they have options. Anyway....Rant Over....


So, my friends and I are playing Skull and Shackles. I am playing a Gunslinger, and recently picked up Leadership and took Mardus Siggs as my cohort. I am currently trying to build him into an alchemist to maybe provide some AOE damage, and cover if necessary since I am a Musket Master. I found the Grenadier Archtype which seems perfect for what I am trying to do with him. I was going to pick up an Blunderbuss soon and give it to him, and then noticed the Alchemical Weapon thing. Can anyone think of any reason as to why I couldnt use that along with the Scatter Shot?


How many buy points would account for an missing PC?


Er, we always do 25 point buy. Maybe that could be why...


If I were to do that, I would probably just end up redoing an lot of the AP. The one thing that has bothered me since I started running these is the amount of low level encounters that the PCs just pretty much steam roll. I don't know if it gets better as the game goes because we have never really made it past book 2 it seems. I just hate encounters that players just roll through. Im not saying I want to kill players, but like...knock one one maybe? I would probably end up consolidating an lot of encounters into an larger one that is tougher.


So, I wanted to get peoples opinions on something. I would like to run an AP for my friends, but as it stands we only have three players. Now I am sure I could try and hunt around for an fourth person, but I am always hesitant about doing stuff like that because it usually ends up falling on its face because they only show up for one session, and never come again, etc. So if I were to put in an NPC to support the actual PCs, what would you guys suggest that isn't rules heavy? I was thinking maybe some sort of fighter, because I mean, he walks up and hits stuff. Or an tank to just run into engage, and hang out. Stuff like that.


This may be a silly question, but if I use the Ki Leech ability, the person I am taking it from obviously has to have Ki to take, correct?


Hmm...Vow of Cleanliness doesn't seem out of the question. I mean, Wesker did wear gloves all of the time, and was pretty well kept as far as cleanliness. I will probably just end up taking the Hungry Ghost monk archtype to help with the Ki Pool thing, and then end up getting an Ki Ring. Seems pretty solid to me.


Ok so, I am doing something a little silly for an upcoming game. I am making Wesker in Pathfinder. So far, my ideas are trying to use the Abundant Step ability a bunch of times, and its looking like Monk may be the way to go with it. I also plan on grabbing all of the Dimensional Agility feats to go along with it. I am thinking probably race Dhampir, and I will end up picking up some Smoked Goggles, because he has to have his shades. Though it looks like having to spend 2 Ki points just to jump is rather expensive, so I was thinking of possibly taking Vow of Poverty. I would like to know if there is maybe an feat similar to the Signature Grit ability where I can reduce the point cost by 1. That would be really awesome. Anyway, you guys give me some suggestions about what you think I should do.


Every Sunday, my friends get together to play Pathfinder. Currently I am running the Worldwound AP, and my friend is running the Skull and Shackles AP. I don't know if my friend shares the same thoughts, but from my perspective, it seems like as the players levels climb, the longer and longer combat seems to go on. I don't mind a long combat, but it has gotten to such a crawl that it seems like some fights go on for like, 3 hours or so. I would say it is due to inexperience, but we play a LOT of Pathfinder, so we are to the point where we don't even really need to look up rules anymore. I have been considering the Massive Damage rule provided in the Core Rulebook, and see if it would speed things along. I would like to make a few small changes to the rule though, such as the Minimum 50 damage. I was thinking if I do half of your current HP in Damage, then an Fort save would be needed. It would make it to where as combat drags on, the faster things start going down. Though, as it stands I am not enforcing death on a failed save. Simply unconsciousness. I wanted to get some opinions on such an house rule, or maybe you guys might have some other suggestions on how to speed things along.


So, I am wanting to make a character based on being an follow of Aroden. Maybe he was an Paladin that lost his powers after his death or whatever, but is basically convinced that Aroden still walks among the people. I was wondering if there are any like, Aroden based prestige classes, archtypes, etc. that might be out there.


Hello fellow D&D players. I wanted to ask if the monsters that have Power Attack already have their attack information factored in when using the feat, or do I need to go in and factor all of that information up?


So, I am not sure if this has been asked or not, but I just wanted to get some information about this upcoming fight for my party.

Spoiler:
So, at the Grey Garrison, it says that there are 12 Cultists, 4 Vermleks, and 6 Howlers basically walking around this place. Now, I am looking at this fight and just thinking, wow, this will be truly an epic fight, but I also look at it and think, can my party actually handle this fight? I mean, they would have the aid of the Wendaug copies because they secured the help of the Mongrelmen, but seriously, this is some like, really strong/heavy monsters that they would be facing down. Or am I maybe reading the text wrong. I dont imagine I will run the combat as having ALL of the monsters there, but one will show up at the end of each round to attack the party as they try to make their way in through the front door I suppose. If anyone else has run this fight, please let me know how it turned out.


Avh wrote:
Quote:
So, small air elemental uses the base saves of Fort+2, Ref+2, Will+0

Actually, the +2 fort and ref and +0 will is for standard familiar, as they have a single HD of animal. For improved familiar, base save bonuses are often higher.

For your example : a small elemental uses its base saves bonuses (+3 fort and ref, +0 will) or those of the masters if higher, and add its own attribute bonus to it.

So for a 5th level wizard (to be able to select such a familiar), it will have base save bonuses of +3 FORT and REF (=> those of familiar, as they are better than the +1 of the master), and +4 WILL (=> the one from the wizard, as it is better than the +0 of the familiar).
Adding its attributes, it will have +4 FORT, +6 REF, +4 WILL.

By being a familiar from a 5th level wizard, it will also have 8 INT instead of the standard 4 (and will gain retroactively 4 skill points to add in its own skills ranks), and +3 to its natural armor added to its own (for a total Natural armor bonus of +6), acquire several familiar power (improved evasion, communication with master, ...), and its whirlwind will raise from DC 12 to DC 13 (because it is an effect based on HD, and thus now based on wizard level instead).

Awesome, thanks for the information.

So then the duration of the whirlwind would also increase as well, correct?

Also, how do you figure up the skills for the familiar?

I got the Animal Archive book, and am gonna look through maybe switching out some of its feats, but I dunno.


So, small air elemental uses the base saves of Fort+2, Ref+2, Will+0 and its respective ablity modifiers, or its masters. The monster entry has a Reflex of +6 which I see the Dex of 17. But if I use mine, and have to revert it down to those familiar saves, that means its Reflex drops to an +5. Is that correct?


So, I am playing a Stormborn Sorcerer, with the Arial Wildblooded Archtype, and my DM said it was ok for me to get the Eldritch Heritage feat, in order to eventually get a steam mephit so I can cast rain on myself, to get +2 caster level. Anyway, I cant actually get it until level 9, due to the -2 Level, so I am going to get an air elemental for the time being. So I was looking over the familiar rules, and it says that the HD for it, are equal to my character level, or its actual HD, whichever is higher. Now, that would make my small air elemental 5HD. So does that mean it moves up to an medium air elemental, or does it just have higher HD?


I was going for a gameplay Leblanc I guess. I am of the opinion that she is a nuke Mage with an contingency mislead spell. The rest of it, I'm not really sure


So, Leblanc is my most favorite champion to play in League of Legends, and I have been wanting to make her in quite a few games of mine. Problem is that I don't know that playing a pure illusionist wizard is really gonna cut it. I feel like she is obviously a bit more than that. Can anyone offer any suggestions on what I would need to really make this character?

I have seen the conversion post, but feel it wasn't really good enough of an explanation.


HaraldKlak wrote:

Since you've got umbral spell, you can make permanent entangling darkness traps.

Use umbral spell and shadow grasp on a continual light spell. Unlike tenebrous spell the umbral spell metamagic doesn't disallow [light]-spells. And the light from the spell has no effect, since it isn't a higher level than itself.

That...is...interesting...

I was wanting to play an Illusionist caster a while back, but felt bad knowing that I was not able to do any sort of damage due to being an illusionist. I noticed another post about some guy who made an shadowcaster, which made me find out about Shadow Gambit and was like...seriously? Where was this when I was trying to create my character? I am trying to figure out what fancy things I could do with the Umbral, Tenebrous, and Shadow Grasp spells,and that one is rather interesting. This is what I have managed to put together so far...

Wizard Half-Elf Shadowcaster Level 20
Universalist Specialization

Strength 13
Dexterity 14+1 [Level12]=15+1 [Level20]=16
Constitution 14+1 [Level 4]=15+1 [Level8]=16
Intelligence 16+2 Racial=18+1 [Level 16]=19
Wisdom 10
Charisma 12

+5 Ability Score [4,8,12,16,20]
+10 Feats [1,3,5,7,9,11,13,15,17,19]

Racial Features
Low-Light Vision
Ancestral Arms: Martial Weapon Proficiency [Scythe]
Elf Blood
Elven Immunities
Keen Senses
Arcane Training

Class Features
Shadow Spells [Level 1]
Hand of the Apprentice [Level 1]
Cantrips [Level 1]
Scribe Scroll [Level 1] {Or Spell Focus [Illusion]}
Shadowsight [Level 5]
Metamagic Mastery [Level 8}
Shadowy Specialization [Level 10]
Bonus Feat [Level 15]
Bonus Feat [Level 20]

Feats

Shadow Gambit [Level5]

Probably not very impressive, but some of this stuff is for flavor.


So, I was looking at this metamagic feat, and have been considering its uses with the Darkness spell. So, I take magical lineage with Darkness as my chosen spell, apply this feat to it, cast it on a crossbow bolt, shoot the bolt at someone because I have dark vision. They get hit, and then have to make a save to not become entangled. Does this seem correct?


So, I am trying to make my own campaign world. I have a few questions about some specific rules that could affect my game. Firstly, when using the Armor as Damage Reduction rules, how are firearms resolved against that sort of system? Would they just get to ignore the DR from armor? Also, how many archtypes are there that give up spellcasting? I only know of one off of the top of my head, and that is the Paladin one. Are there others? Thanks for the help guys...


New question. What feats should I be looking to get in later levels? The moonstalker feats seem pretty cool, and I might continue picking those up, but if you guys might have some better suggestions, I would love to hear it.


Ok cool. I'll pick up extra arcane pool points, and eventually maybe get around to getting the other moonstalker feats. I really like the mastery one. But we will see. Man, I wish I had you guys when I made my gunslinger. He feels so useless in the skull and shackles game we are in. Except when he crits.


Alright, so I decided to go ahead and do Blind Fight, Combat Expertise, Moonlight Stalker, and I got Intensified Spell for my Bonus Feat. Now, I have an feat from 7th level, and I dont know if I should get Extra Arcana Pool, or pick up the Moonlight Stalker Feint. Im not sure how often I would end up using my points in my Arcana Pool honestly.

Some of the stuff for the Magus seems weird. Like, Knowledge Pool. So, I can gain spells I dont know for my spellbook? I mean, if I prepared it, do I know it, and can write it down into my spellbook, even though I technically havent paid for it?

We get 4K gold starting off, and I think I will pick up 2 Pearls of Power. Plus, I also start off with an +1 equivalent suit of armor.


MTCityHunter wrote:
KainMalice wrote:
I am playing an Elf though, so I dont have the extra feat from Human...I was considering picking up Blind Fight as my bonus feat, so I dont know that I would prepare See Invisibility.

This is actually my suggestion, but not for the reason you stated.

If you qualify for it (you do), and if you've got a reliable way to get concealment (you do), Moonlight Stalker is incredibly good value. The +2 to attack and damage really helps to offset the penalties for spell combat quite well. Blind fight is the first prerequisite for MS (combat expertise is the other).

It basically amounts to Weapon focus, greater weapon focus, and weapon specialization, only it stacks with those feats and you also get the benefits of its prerequisites which are pretty good: Blind Fight, which is a very solid feat in its own right, and Combat Expertise, which again is a solid feat in its own right.

Just use stealth, fight in darkness, drop obscuring mist, cast blur, vanish, (greater) invisibility, etc. and you'll have +2 to attack and damage. Note that with darkness and mists, they'd have concealment from you as well, but you'd get to reroll miss chances due to blind fight, while your enemy likely will not. Later on, you can either continue casting stuff like blur regularly or just invest in a lesser cloak of displacement to have the effect 'always on' (you'll still probably want a cloak of resistance though, so don't forget you can pay the cost of the first enchant plus 1.5 times the cost of the second to add both to the same cloak).

---

Aside from that, I'd scrap all 3 of the feats you already decided on.

As mentioned, you're already past the sweet spot for combat casting. Soon enough, its going to be a pretty much useless feat for you. If you're really worried about casting defensively, buy some gloves of elvenkind. Alternatively, cast enlarge person, etc. to get reach so you don't provoke when you cast, and also just cast before you move + spellstrike...

Man, now I am kinda torn...I really like the thought of playing an more melee centric Magus, because initially I was wanting to play a Transumtation Specialized Wizard, and try to melee, but someone pretty much just said to play a Magus, and yeah...I think I might go with this build then. It would end up being more to my liking I think...


So, can Magic Lineage make Metamagic spells drop it to where I dont have to spend an higher spell slot, for example Intensified Spell? Are there any rules on it always costing at least one higher spell slot? Also, if I use it, doesnt it cause the spell casting time to become like...a full round or something like that?


That looks pretty hilarious Lastoth. I am playing an Elf though, so I dont have the extra feat from Human. I guess being able to sacrifice higher level spells for 2 lower level spells really does allow for Metamgic stuff to work, because honestly I have never seen any use for those feats. But then, I typically play Sorcerers who just decide to cast that second Fireball if the first one didnt get the job done. Also, we are getting a fair amount of gold, so I can just buy a pearl of power right off the bat. I was considering picking up Blind Fight as my bonus feat, so I dont know that I would prepare See Invisibility.


Ah, I always forget that Bastard Swords are Exotic Weapons. I will probably just do Scimitar then. Thanks for the advice. :)


So, I am making an 7th level Bladebound Magus for Carrion Crown, and I am trying to figure out what feats to take. So far, this is what I have decided on...

Toughness
Combat Casting
Weapon Focus {probably Bastard Sword}

And my 4th feat, I am a little bit confused about. I am thinking about picking up Extra Arcana Pool, but since the Black Blade also has an Arcane Pool, will he also get the +2 points, or is that just for me?? Does anyone have any suggestions for future feats to grab? The Vital Strike line looks pretty good so my character can keep moving and attacking, without getting locked into combat, and continue to be able to do damage. Might have to take Mobility at some point to help that workout...


So, I want some advice on how I could build Kimimaro from Naruto using only Paizo books. The only thing I can really think of is maybe some kind of synthesist summoner, but I am not really sure. I know they have the Bone Sword thing in the Shattered Star module, which I think I could talk my DM into allowing me to purchase or something. Anyone got any suggestions?


Actually, I have another question concerning this. What archtypes are available for classes, that force them to give up spell/extracts per day? I know they have that one Paladin class, but does Ranger, or Bard maybe have anything similar to that?