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I won't be using a bow. I'm making a Gunslinger, not just a ranged guy and bows don't fit the concept for the character. He will be more of a tech/tinkering kind of guy. I'll have a melee weapon out of necessity though.
At higher levels it is too often that there are things with reach that can really screw up things with AoO's. That's why I like Deft Shootist. I just wish I didn't need Dodge and Mobility for it.

CWheezy wrote:

When was the last time you saw clint eastwood or the duke in the same scene as a man flying in the air shooting fireballs, a 2 foot tal person riding a bear, and a guy with scales for skin who can spit poison.

While this is just re iteration, remember that you only have so many faeat slots. burning three on something that might never come up seems like a bad idea. Also, Remember that as a gunslinger your ac is pretty solid, you can fight defensively because you will probably still hit, and you have a d10 HD, so you are not squishy by any means.


Normally I don't take Dodge and Mobility feats but they are required for Deft Shootist.

Hayato Ken wrote:

I don´t think gunslingers really need Precise Shot.

You´ll be hitting often enough and make more then enough damage.
Depending on archetype you could even leave out deadly aim!
Instead, take some more colorfull feats that let you do more things, perhaps even better social interacting.

Recommendable are also combat reflexes, weapon focus, snap shot, improved snap shot. Threaten up to 15 feet with your main stat on AoO´s and with a gun.

Why take dodge and mobility?


I had Craft Alchemy skill confused with the Crafting feats so that frees up that slot.
Thanks for pointing it out.

RumpinRufus wrote:

You will definitely want Precise Shot earlier than that. Even against touch AC those early levels will be rough without it.

Also, I don't think Craft Alchemy is a feat? So move Point Blank up to 1, and Precise Shot to 3.


I will soon be playing a Gunslinger and wanted some input on feats. We will be starting at 1st level and working up to 15ish. I'll probably be human.
Here are the feats I'm looking at. Any suggestions otherwise?

1-Craft Alchemy
1- Rapid Reload
3- Point Blank
4 Rapid Shot
5- Precise Shot
7- Deadly Aim
8- Dodge
9- Mobility
11- Signature Deed
12- Deft Shootist
13- Signature Deed or Improved Precise Shot
15 Clustered Shot
16- Leaping Shot or Snap Shot


Thank you. I now have some reading to do on some of these spells.


I am making a high level (20+) divine caster to throw against the party. I have not played a high level divine caster in Pathfinder and could use some help with the higher level spells. What are some good ones for cleric spell levels 6-9?


That's the plan. That's why I am gathering several different spell lists for different types of magic guys.
I had not thought of them exploding out upon the death of the body until Grishnackh mentioned it. Love that idea and I am currently modifying some ghost-like creatures for the individual personalities.


Hard to do "overkill" with this group. The characters are quite powerful and we have veteran gamers. They are all 20th level. One is a caster centered around summoning and brings in nasty critters but he also has great defensive based spells. They also have a crossbow guy that is focused in criticals (we use critical/fumble cards). He does ridiculous ranged damage. One guy is a Stalwart defender with huge hp's and AC. Another is a Holy Vindicator that heals and casts and does melee and has great ac. Plus a 20th rogue with several cool tricks, including Master Strike. Lots of damage from him when he can sneak attack. Some of the healing also comes from summoned critters.
I kind of like the synthesist idea. Plus it fits with how all the personalities all got into one body. Anybody want to do a quick synthesist build? I'm going to look into building a potential divine caster to put in there.
Emergency Force Shield is nice. That's an add.


Thanks guys. I now have 3 of the 5 I need.
Maze is a great spell. One of the pc's uses it.
I'll look over your Time Stop combo. I love that spell.


Excellent ideas guys. Thanks for the start.


I am GMing for a party that is coming to their final battle (retire or die). The party characters are 20th level. The main villain for the last battle is a crazy sorcerer/wizard from one of the characters past. Due to the characters actions this wizard was thrown into a different realm where he slowly went crazy. He returned later and killed the characters family (all from the characters background, not my doing). Now the villains body is inhabited with 5 different personalities, all some sort of sorcerer/wizard. All are evil or neutral. The plan is each round to roll to see what personality is in charge at that time and use that corresponding spell list. There will also be a small % chance of spell failure due to inner struggles for control. This could also limit spell combinations.
Anyone want to write up a spell list for a 24ish level wizard/sorcerer? Use a high intelligence that goes with the level. I don't care about most other things (specialization, etc...). I just need 4 spell lists (I'll make one myself for the main personality).
Feel free to limit the spells since most low level spells won't be used.
There will be a couple of other creatures with the guy but summoning things (especially deep ones) would be good also.
Use any Pathfinder books and you can import some spells from 3.5.
I appreciate the help.


Mostly Pathfinder but I've allowed the PC caster to bring over a few 3.5 spells.


The necromancy aspect might be interesting.
He had no future knowledge of the party coming along so he would not have been able to prep for them specifically.
Hmmmm....he's a mercenary bodyguard so he could go CE or LE depending on if he honors his contracts. Either is fine.
Any specialization would be fine.


Anyone want to make a spell list for a 20th level evil wizard (34 intelligence) for the game I am running? He is teamed with an Anti-Paladin and a Gunslinger. I don't want to pick the spells that directly counter the party so figured I would get some suggestions. The party is powerful so don't worry about holding back any.
Thanks in advance.


I am running a high level adventure and would like some help creating an evil villain team. If you have time and like creating characters it would really save me a lot of time. Plus I don't want to create the characters just to counter the PC's.

Stats are base stats and need to be adjusted for level and race.
Each NPC has 400,000 gp for equipment.
NPC's should be 18th level (PC's are 19th).

I will be creating an Anti-Paladin.
These can be a sub-class also.
Most races are available.

Wizard: Maybe a counterspell guy? 18, 10, 8, 15, 11, 12

Fighter: 12, 16, 17, 12, 15, 11

Cleric: 15, 13, 13, 14, 9, 14

Whatever class: 13, 10, 15, 15, 15, 16

Whatever class: 16, 14, 9, 10, 14, 16

Thanks for the help.