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Say someone is able to get their animal companion's intelligence to 10, how many skill ranks per level do they have? Is it the same as a Wizard (2+int), the same as the Druid(4+int), the same as an Eidolon(6+int), or the same as a Rogue(8+int)? I highly doubt it would be the same as the Rogue but I feel like I have to cover all bases encase it is the right answer.
"Welcome to the First Annual Tournament of Gorum!" The crowd cheers. "For your entertainment we have sent out invitations to many worthy competitors across Golarion! Here are the competitors!" The crowd cheers even more ferociously. "Azoth an Aasimar, Dakar the Ugly a Hobgoblin, Arsok another Hobgoblin, Jaron Musashi a Human, Glor a Dwarf, Bob the Barbarian a Gnome, Mr. Hercule another Human and The Mysterious Ranger yet another Human." "Now contestants please pull a number from the box in front of you." Azoth number: 1d100 ⇒ 16 Dakar number: 1d100 ⇒ 7 Arsok number: 1d100 ⇒ 46 Jaron Musashi number: 1d100 ⇒ 18 Roll off number: 1d100 ⇒ 29 Glor number: 1d100 ⇒ 13 Bob the Barbarian number: 1d100 ⇒ 74 Mr. Hercule number: 1d100 ⇒ 18 Roll off number: 1d100 ⇒ 32 The Mysterious Ranger number: 1d100 ⇒ 68
I had a very crazy idea thinking of making a Str Two-Weapon Fighting build when I remembered that the Ranger can bypass prereqs on feats. So I was thinking of this feat progression:
With these stats: (25 point buy at level 1) Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8 Increasing Dex at levels 4, 8, and 16 and Increasing Str at 12 and 20 Now before anyone asks I know that the normal Switch Hitter Ranger is the Archery Combat Style with a Great Sword and picking up melee feats when not getting Combat Style feats but I wanted to make something a little different. If anyone is wondering why Improved Shield Bash is taken at level 18 it is because that is the last combat style feat left.
I'm currently playing a Gnome Grenadier Alchemist at level 5, in a PbP, and I just confirmed a crit with a +1 Composite Longbow (no Str mod, size small) using the Explosive Missile Discovery. How do I calculate the crit damage for this? Is it 3d6 (from the bow) + 1d6 (from the bomb) + Int mod + Weapon Enhancement?
I just got started in PFS and I was wondering how much gold you start out with before your first adventure. I know that the Society PDF says "Every character in Pathfinder Society Organized Play
Is the campaign the first session that the character embarks on or is the campaign the "Congrats you have made a new character who's campaign to fame and glory starts... Now, here is 150 gold spend it wisely and good luck." (Evil cackle ends the cut scene as the door closes in the hero's face.)
I'm going to start up a tournament style PbP which pits players against one another. This is my first time GMing ever and i wanted to start off with something easy on me. Instead of designing encounters you will be in a 30x30 ft. arena. If you are moved out of the square you lose. If you fly higher than 30 ft. you are counted as knocked out of the ring. If you are flying above the normal "out" area you are considered out of the ring. You can knock people out of the ring however if you do this twice in a row the crowd will be one step lower in your next match. That's right I will be using the crowd ruled found in UC, massive crowd. This PbP will be Level 7, 25 Point Buy, 23,500 Gold, all classes, Core Races and some featured races only (will post accepted featured races later). Only books that will be used in character creation are CRB, APG, ARG, UC, UM and UE Looking for 8 players PM me applications and post in the recruitment thread, if I get more than 8 applications I will open it up to 16 players. No third party or guns, other than that any class/archetype is acceptable. Short back story would be liked. If I get more than 8 people but less than 16 before September 29th I will fill up the remainder with DMPC's.
After reading some necromancy threads and reading how it doesn't have to be evil to accomplish I was thinking of making my own twist on the subject. I was thinking either Human or Half-elf (depending on if I want to reveal my Necromantic intent at level 1 or not) Character Alignment will be CN This character was born dead but through divine intervention was given life and only now (after the 2 levels in Summoner) the effects of both events happening are showing and making him/her mad as the two entirely different blood-types are vying for control. Feats (if human)
Feats (if Half-elf)
I want Great Fortitude and Lightening Reflexes for the obvious saves reasons however if anyone could help out with other feats (possibly even replacing those two) that would be nice. Also I know that I wont even get level 9 spells and only one level 8 spell but (for once in my theory crafting) I am making the feats, skill ranks, ability scores, etc. revolve around the back story of the character.
At level 9 the Two-Weapon Warrior gets the ability Doublestrike: Does this mean that it can be used with At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2. Vital Strike: and attack with both weapons?
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. If so then add 2 levels of Titan Mauler and exotic weapon prof. (Bastard Sword) and give him a Great Sword for his primary hand and see what damage you can get out of this feat line!
I was doing some theory crafting with the Master of Many Styles Monk and then re-read the rules for multiple Archetypes on one character and then found out that the Drunken Master can stack with the Master of Many Styles. I'm still in the process of figuring out what feats I want at what level but I was thinking that a human Monk would get 17 feats right? With that being said I was thinking Panther Style and Boar Style for 2 of the 3 beginning feats and Toughness for the Human Bonus feat. Panther Style for the Aoo's and Boar for when I do hit the same target twice in the same round that extra 1d4 bleed damage and I can use all 2 of the 3 different types of "damage" (B and S) at level 1. I was also thinking of making it a high Con with balanced Str, Dex, and Wis if possible for the Fast Drink feat to give me more drunken ki for the Drunken Strength to be used as often as possible. If I am just wasting time please say so because this is just theory craft after all... (70% of the characters I make in theory craft never make it to being play anyway so I would have no hurt feelings)
Misdirection:
Misdirection (Sp) At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This power replaces stern gaze. Does this mean that there is no save to find the true alignment or is it a base dc of 12?
I'm making a level 15 Merciful Healer Cleric for a campaign in which my last character died in. At level 8 the Merciful Healer gets the ability "True Healing" which states that when a Cleric channels "Holy Energy" he/she gets to add either the stuff from Merciful Healing or reroll all 1's when healing. What I would like to know is what is this "Holy Energy" that this Cleric archetype says can be channeled because I've looked at the variant channeling in UM and it doesn't say anything about channeling "Holy Energy". Do Positive Energy channeling Clerics just have an innate ability to channel "Holy Energy" or does it just mean Positive Energy?
I would like to make a throwing weapons specialist but I'm not all too sure on how to do it. I was thinking vanilla Fighter for the class and put the first weapons group in Throwing obviously and as for feats Quick Draw is a must but the rest I'm not all to sure about. As for ability scores Dex > Str > Con > Int > Wis/Cha for the simple fact that thrown weapons to hit goes off of Dex but damage goes off of Str (if I'm mistaken please correct me). If there is a better class for throwing weapons (NOT Alchemist I do not want to throw bombs I want to throw daggers, hammers, spears etc.). I had this idea a while ago and thought I had a character sheet made for it but I can't find it anywhere...
Hi all I am doing Carrion Crown in my RPG group in about a couple weeks and I'm going to be playing a wizard. Now I don't want to be the EXPLOSION boom their dead guy... I want to be the okay these guys are de-buffed while my guys are buffed and my summoned creature has taken a lot of hits. Now I I already have a lot of the crunch done except what opposed schools to get. I already have Evocation down as an opposed school but I can't decide on the other. If you would like to look at my stats where they are Stats: Oh and my chosen school is conjuration. Points left:(+2 if Human/Half Elf/Half Orc) point chart 18 | 14 | 11 | 10 | 10 | 8 (take 2 from 14 and put into 18 to make 20 then put your race mod into Int to make 22)
Human/Half race Str: 10(0) Dex: 11(-0) Con: 12(+1) HP = 8(put all favored class bonuses into health you need it) Int: 22(+6)(With +2 bonus) Cha: 10(-0) Wis: 8(-1)
I'm going to be GMing a PVP match as a send off to Pathfinder before my group goes off to a homebrew RPG and it is going to be about 8 people in groups of 2 randomly selected and I'm scared that one group of 2 will be over powered (a paladin and inquisitor combo) so I just wanted to know what class counters the Paladin class for there will be a twist in the game (dont want to get into it because my group mates use this site to help with what they are going to build). Please help because I really would like to have a fighting chance against this very deadly combo. |