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Are there any guides for gestalt characters?


I was looking for good gesalt builds featuring rogue/magus for the sneak attack/spell strike damages.
I looked at the inquisitor and wow looks so good.

Can any one help with a gestalt level 20 build (with feat path - what to take at what levels etc) human magus bladebound/rogue (rapier for weapon)

16, 12, 15, 12, 12, 18 are the stats before any racial


From what ive seen so far my favorites are the Magus and especially the paladin but not sure how to make him a beast :) im only allowed Piazo content no 3rd party


Being 2017 and almost 200 pages.... How legal is this build? Ive seen the vows are not legal so..is the build still good without those vows?

I am making my character soon and i know with out a doubt...i will be facing a tarrasque (upon killing it our party gains mythic tiers) we are using gestalt characters starting at level 10.

What other class to take for the gestalt process? I am not familiar with all the rules yet.


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I am a new player and as i am taking this spell for my magus and being new i read it as NO to the weapons bonus. It is a reaction from stomping your foot or hitting the ground with a weapon. A +5 almighty hammer of tripping won't make the ripple any bigger. And its the ripple doing the tripping. The caster level and or Int/wis/cha replacement makes up for not using the weapons emhancement bonus i think.

I could be wrong butfrom a new players view point thats how i read it


with Greater Bladed Dash I could deliver up to 12 attacks in 1 go?
spell strike all of them?


...necroed sorry.

The up to 6 willing targets part... if a wizard/sorcerer used enchantment on the enemies (making them willing to be touched) I can use any touch spell towards that effect?


Waffles are very good. But what is actually the difference between them and pancakes? Besides the obvious one has squares in it to fill with buttery syrup goodness.
Is the batter the same as pancake? Some people say it is but waffles taste fking amazing compared to pancakes... what do you think


The magic resistant trait allows me to drop the resistance for 1 round as a standard action.

The Weapon Familiarity allows me to use the dwarven battle axe without taking an exotic feat while stil being only 1 handed. (I think that's how it works)
How does this trait sound?
Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
From the way I read Lasting Grudge is basically anything thing I don't 1HKO I get a bonus all day every day (lol...)

Also this one to replace defensive training and hatred.

Spell Smasher: Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred.

I don't see anything called glory of old.


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I played a Drow Bladesinger who had a phasing dire tiger for a companion (very giving GM for that game) and while jumping roof to roof top my tiger rolled a 1 for stealth. crashed through the roof of a mage guild and landed in the middle of an active summoning circle. Balor demon thingy ate my tiger....


Im not sure if I can use Vital strike at level 1. From what I read my BAB is only a +1. Vital Strike needs a 5?

Also is/would it be worth it to switch out the Hardy Defense racial trait for Magic Resistant trait. Spell Resist 5+ my level.

Are there any particular feats I want to look out for while building him up?


Arbane the Terrible wrote:

Does you GM allow things from D&D? If so, play a Kender.

LMAO haha man I love Kender. Annoying if played by the right person.

I played one for my Dragonlance 5th age game. Was fantabulously awesome


Dwarf stats for quick reference

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Dwarves are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
•Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. (Possibly switch this out for Magic Resistant??)
•Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits
•Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
•Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits
•Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
•Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


Race: Dwarf/Half Minotaur template
Class: Barbarian (Dreadnought/Invulnerable Rager archtypes)
Level: 1
Size: Large
Stats ( with racials added):
Str 24, Dex 13, Con 21, Int 8, Wis 10, Cha 10
Weapon: Large Dwarven Battle Axe (2d8)

Below is the info I used to make this. In regards to the Size... ive seen more people agree with the bonus being like the Enlarge Person spell rather than the monster size category so I used it instead.
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Dreadnought Archtype
Unstoppable and fearless, the dreadnought turns the terror of her enemies into violent physical power.
Dead Calm (Ex)
A dreadnought can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The dreadnought cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.
This ability alters rage.
Steady Gait (Ex)
A dreadnought advances steadily, shrugging off attempts to slow her advance. The dreadnought gains a +1 bonus on saving throws and to her CMD against effects that would slow or immobilize her. This bonus increases to +2 when she gains rage and +3 when she gains mighty rage.
This ability replaces fast movement.
Fearless Killer (Su)
Starting at 14th level, a dreadnought becomes implacable in her pursuit of slaughter. While in rage, she is immune to fear effects.
This ability replaces indomitable will.
Instant Dispassion (Ex)
At 17th level, a dreadnought can quickly turn her compassion on and off. She can enter a rage as soon as she wants after ending a previous rage.
This ability replaces tireless rage.
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Invulnerable Rager Archtype
An invulnerable rager has the following class features.
Invulnerability (Ex)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.
Rage Powers: The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.
.......................
Half-Minotaur Template
A half-minotaur uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The base creature's type does not change. If the base creature is of Small or Medium size, it gains one size category, becoming Medium or Large respectively. See Creature Size Changer for changes to the base creature when it gains a size category. The changes in this template are in addition to the changes outlined there.
Speed: If the base creature's size increased due to the application of this template, all its speeds increase by 10 feet.
Armor Class: The base creature's natural armor bonus improves by +2.
Attacks: If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural attack.
Damage: The half-minotaur's gore attack deals damage according to its size as shown below.
Size Gore Damage
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Special Qualities: A half-minotaur has all the special qualities of the base creature, plus the following special qualities.
Darkvision (Ex): range of 60 feet.
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Abilities: Change from the base creature as follows: Str +4, Con +2, Int -2.
Skills: A half-minotaur has a +2 racial bonus on Search, Spot, and Listen checks.
Feats: A half-minotaur has Track as a bonus feat.
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Enlarge Person
The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.

So Im curious what direction people would go with this. Im finding it difficult (im new to Pathfinder so not a master with feats/skills) to find things to replace the fact he cannot charge or run while raging due to Dreadnought. Any thoughts and ideas? thank you


Thank you for all the info.
After all of this i believe i shall change the character to another class. Is there a guide for all races , supplemental and core? Ive seen lists with bunches of 3rd party ones. But i should like to keep it to Pathfinder alone


18 str +4 racial
14 dex -2 racial
15 con
12 int -2 racial
10 wis
10 cha

And i wanted to be able to use the weapons 1 handed. Didnt know about penalty for me being bigger than the weapons

Edit forgot racials


Ahh. Ok i see. That actually makes it make sense to me now.

Regarding the size... Dm will alow minotaurs be large sized.
Does this help in advising how to make the character?

Race: Minotaur
Class: Barbarian lvl 1
Weapon: 2 medium sized greataxes connected with spiked chain.


I definitely do not understand the concept of touch AC... ignores armor shield and natural armor..
I believe I have a lot to read lol.


Ummmmmm that's a lot to take in....

Barbarian for class.

As for invincible tank.. If I have to take a hit I want to be able to take that hit. Just shrug them off as if they tickle. Does having a massive AC mean you never get hit at all? Ofc I would like a plenty big hp pool as well.

As for that Dex check. he said its because if I want to throw it. Swigning like normal is STR. throwing is Dex. I implied I wanted to be able to entangle/trip my opponents with them hence the reasoning for them being chained together


Hello everyone!! I am new to Pathfinder and am about to start playing a campaign. I have already talked with my DM the only restriction I know of so far is
#1: Gaining a size category follows the Enlarge Person spell - so +2 STR I think??

I want to play a Large Minotaur Barbarian. the only way I have read to do this(for some reason I don't understand) is to use the Half-Minotaur template. A full blood Minotaur is Medium sized for characters?? How does one be half blooded and be bigger.....but rules are rules I suppose.
I am contemplating making an Elf/Half-Minotaur for the size increase while getting the Dex and Int bonus from elf to minimize the penalties.
I have permission to use what I call Chained Axes. Basically 2 great axes with a spiked chain attached to them (very much like Kratos from god of war except they are great axes) so I will be dual wielding. I was told there will be a Dex check until I take an appropriate feat?? I don't know what feat that would be.
My basic goal is to be an invincible tank. I don't think this is possible to work straight out of the gate so I can work at it as I level up. I am pretty set on my race. That said if this set up cannot possibly work then I am certainly up for suggestions ofc. Thank you for reading this massively long text and sorry for said text lol. Look forward to all of your expertise