Half-Orc

Kneller's page

68 posts. No reviews. No lists. No wishlists.




I don't suppose there's a resource I can print out that has all the stat blocks for the creatures that can be summoned with summon monster? There's a lot of them and it takes forever to figure out what I want to conjure for a situation. Thanks!


I've read a ton of threads on the subject and am no closer to a clear answer. I'm especially interested in the pseudo dragon and the pooka (my alignment is neutral and mephits don't work so well with the concept). What's the official word? Thanks.


I'm just curious as to what one would pick for their bonus spell per level (has to be divination, right?). I'm considering changing the conjurer building into one, but I'm looking through the list and not seeing a whole lot that I would want to memorize (as opposed to just cast from a scroll).


1 person marked this as a favorite.

I'm thinking of flipping the script on my witch and going wizard (teleportation specialty) with mystic past life. However, they already have almost everything arcane on their list. What would be good picks?

So far, ill omen, threefold aspect, and vomit swarm have caught my eye. CLW could be especially handy with my party's dynamic. One thing I won't do is cheese and take other class spells already on my list but at earlier levels. Even if my DM would allow it (I doubt it), I wouldn't want to do that anyway. So, what would you recommend for picks? Thanks.


I know this might depends on the patron spirit. I haven't decided yet. I'm still trying to figure out which fits the concept better.

Anyway, I'm planning on having a solid four picks. What are some of the the must-have arcane spells to which witches don't have access?


What I'd like to do is basically have my familiar be able to "merge" with my body and become like a tattoo at will. In this case it couldn't be targeted directly or anything, but if I die, it would die. Short of a wish spell, how could one make this happen?


I have a concept for a character for a group I was just invited to join, but I don't know much about Pathfinder and could use some help fleshing it out (i.e. spell picks, feats, etc.). The party wants more healing but not necessarily a heal-bot. Aside from that, I want to build this character to be a controller. I've read that the heaven mystery is better for this, but dark tapestry fits the concept better. This character won't multi class and will start at about level 4. Is there anything else you need to know to advise? Thanks.


I'm bringing in an archer to a PFS/CRB-only game, and I'm planning out my build. This is what I have so far:

Kaz
CN Half-Orc Ranger
Companion: Wolf (Scruffy the Vampire Hunter)
st 15 dx 15(17) cn 13 in 10 ws 13 ch 10

Skills:
Climb
Handle Animal
Knowledge (Religion)
Knowledge (Nature)
Perception
Stealth
Survival

I have one too many skills, so Climb is just going to be boosted with favored class level up points.

1 Point Blank, Favored Enemy (Undead)
2 Precise Shot
3 Rapid Shot, Favored Terrain (Underground)
4 +1 Dex
5 Deadly Aim, Favored Enemy (Abberation)
6 Imp. Precise Shot
7 Manyshot
8 +1 Str, Favored Terrain (Mountain or Forest?)
9 Improved Critical (Bow)?
10 Some Combat Style feat?, Favored Enemy (Magical Beast?)
11 ???
12 +1 Con

I know a human would be more powerful (extra feat and skill points), but I have a character concept in mind involving his Orc heritage.

As you can see, I'm running out of feats to take by level 9. Does what I have complete an archer build (so I should just take other concept-related feats)? Or did I miss something? Thanks.


I recently received word from my group. Things are changing. We're planning to finish off a few more modules then move on to something else. Right now, we're level 3 and will probably only make it to level 8ish by the time we're done. The Gnome Conjurer I used last week was a little lackluster (missed almost all of his ranged touch spells, the one spell he did get off, glitterdust, did help a little, but wasn't a gamechanger). I'm bringing in a new character for the rest of this run, and I'm wondering what's fun (and effective) with the following restrictions:

1) The DM is sticking to PFS pretty closely (which, frankly, I can't stand. It really puts a strangle hold on things).
2) We can also only use the core book. So, races have to be Human, Dwarf, Halfling, Gnome, Elf, Half-Elf, Half-Orc. The classes can only be Barb, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard. Multi-classes are allowed, but they have to fit some kind of character concept.
3) We already have a hard-hitting barb (she did more damage throwing a chair at a guy, than I did with my one fireball I was able to cast from a scroll), a pretty tanky cleric, a rogue that's meleeish, and a blaster sorcerer. I don't want to step on anyone's toes, especially since I'm doing a mid-campaign swap.

I doubt we need another melee character, but I'm not sure what I can do at range that would be terribly effective. My conjurer is just plain sucking outside of summon monster. A lot of what I wanted to do with him, I can't do now that I've read the PFS rules (mainly because of the removal of item creation). Anyway, I'm at a bit of a loss of what to do. I can't think of anything to fit into this group that would be fun and still grab his fair share of the spotlight. Some kind of archer? A different kind of spellcaster? Who knows? Any thoughts? Thanks.


I was thinking of building a dex-based fighter (12/20/12/13/10/7) for a 20-point buy game with the plan to take on the Duelist PrC once I get to level 6. Aside from the required feats I'd take Combat Reflexes (so I don't have to wait until level 10), weapon finesse, improved trip, and disarm before getting starting the duelist levels, and then eventually take improved crit for a 15-20 crit range on a rapier, and possibly also go down the TWF road. I figure this character wouldn't be terribly good on its own (doesn't put out enough damage and can't tank), but I figured it would make a half-way decent field controller and really open up opportunities for a barb or whatnot. On top of that, I like its style. Any thoughts? Thanks.


I've been reading that illusion spells like silent image and whatnot are super useful for their levels. What I'm wondering is how you use illusion spells in your games. Illusions have always been an ambiguous thing with me as I've never had two GMs who approach it the same way. I'm interested in silent usage in particular. The only use I could think of was to create a fake wall of fire to create choke points. Though, being that it wouldn't put off any heat, wouldn't that make it unbelievable from the start? In any event, what can you tell me about how you use illusions? Thanks.


I've read treantmonk's guide and googled on the topic, but haven't seen a consistent opinion on good schools to pick for opposition schools (except that Enchantment sucks).

The character I'm building is going to be a true neutral wizard/loremaster that focuses on crafting (wands and wondrous items) over metamagic. I'm heavily leaning towards a Conjurer specialty as I see this character being a field controller and I like the special abilities the most. However, Divination might be a good choice for a future Loremaster (concept-wise).

The party also has a blaster sorc (which makes Evo a solid contender), and a cleric who is more of a battle cleric than divine slinger.

Based on how specialization works in PF, being able to still use spells from an opposition school takes some of the weight out of the decision. Obviously, I don't want to pick a school where I'll be memorizing spells from it every day. But I can still scribe them to scrolls and cast from that when need be.

I'm leaning toward Enchantment (because I don't like any of the spells, despite being a crafter) and Necromancy (because it's too creepy/evil themed for this character), but I'm not sure how I could fit these two choices together in a character concept, as they are very different from each other. Any thoughts? Or should I consider other schools? Thanks.


I couldn't find this in the core book, but I'm assuming these things are factors, based on previous editions.

What are the oppositional schools for each specialty? Do you get to choose? Do vou get an extra spell per level for specializing?

Based on the wizard guide, it seems that the strong way to go is to build a conjurer and focus on battlefield control, debuffs, and buffs. Based on my reading, it seems that a druid would also be a good/better choice for with the boosted summoning power and a pretty decent spell list as well. Am I wrong?


I recently became involved in a Pathfinder group. Last session, I just kind of observed and read the rule book. This week I will be drafting a character and joining play. I'm trying to decide what kind of character to make that would really complement this group. Just so you know, the group is core rules. So, if it's not in the core rulebook, I can't use it. We have:

1) Barbarian. Very smashy, like you would expect from a barbarian.

2) Cleric. Fire and Healing domains. An ok backup tank.

3) Rogue. Melee-oriented, but not very good at it. Probably should stick to ranged.

4) Sorcerer. Fey bloodline, I believe. The usual spell-slinging fare.

My first thought was extra muscle, but since the barb is smashy, I was thinking something like a defensively-oriented monk with combat expertise and various improved combat maneuvers. Between disarms and trips, I'd be able to open up even more attacks of opportunities. For this, I was thinking either a dwarf with focus on dex and wis, or a half-elf for the same. The former is a little munchkin, the latter will let me do more with diplomacy and RP.

My next thought was a paladin, thought it could be a little redundant with the cleric. But, it would let me wear shiny plate mail and swing a sword. Or, I might make him a gnome or halfling and give him a riding dog. then he could be like Sir Didymus and Ambrosius from Labyrinth. :) Wouldn't be terribly effective, but would be funny.

And then my third thought was just do something totally random. They have the fighter/mage/cleric/thief bases covered, so I might as well be random. I had this idea for an amnesiac bard once I never got around to playing. Or, a wizard/artificer might be crafty fun.

Anyone have any thoughts? Thanks.