Grindtooth

Lunchbox3000's page

Pathfinder Adventure Path Subscriber. Organized Play Member. 208 posts (257 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Hiruma Kai wrote:

I'm not so familiar with Golarian Lizardfolk lore.

As for stat spread, maybe something like: 18 Str, 12 Dex, 12 Con, 10 Int, 12 Wis, 14 Cha.
Plan to grab heavy armor and shield. Eventually trident with returning rune from Divine Ally would be cool.

Some combos that stick out at me immediately:
12th level Divine Wall + 9th level Lizardfolk Terrain Advantage = Any enemy adjacent to you are flat footed to you.

Cliffscale Lizardfolk + Gecko's Grip + Divine Ally Returning Trident = Be 20 feat up a wall and throwing your trident at enemies

Deity's Domain (Nature - Vibrant Thorns) + Lay on Hands + Devoted Focus = 1d6 per spell level of damage back to attackers every fight

If you want water flavor, then the swim speed ancestry is probably good, and then going down Marsh runner, swift swimmer and terrain advantage seems good.

As for champion, if you're going Gozreh, your only option is NG, which means redeemer.

Here's two paths. A Vibrant Thorns build to damage enemies attacking you:

1st: Deity's Domain (Nature - Vibrant Thorns)
2nd: Divine Grace or Weight of Guilt
3rd: Divine Ally (Blade or in this case, trident, and add returning rune)
4th: Light of Revelation (mostly for the extra 1 focus - could retrain to this at 10th from something else like mercy)
6th: Smite Evil
8th Quick Block
9th Terrain Advantage
10th Devoted Focus (This lets you use both vibrant thorns and lay on hands per fight, which means a round of 5d6 thorns damage).
12th Divine Wall

A second path might focus on the travel domain:

1st: Deity's Domain (Travel - Agile Feet)
2nd: Divine Grace or Weight of Guilt
3rd: Divine Ally (Blade)
4th: Mercy
6th: Smite Evil
8th: Advanced Deity's Domain (Travel - Traveler's transit which lets you fly at 9th)
9th: Terrain Advantage
10th: Quick Block
12th: Divine Wall

Thanks a lot for these. Can you explain the thorns bit for me? How do we get d6s? I thought some other thing needs cast in between or it's just 1 point. Then you mention it being 5d6.


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K1 wrote:
Lunchbox3000 wrote:
Gozreh's only good alignment is neutral. I believe this forces me into Redeemer. For divine ally my thoughts are to choose blade. I think this is really good as in a pinch I can throw the javelin.

Could be a good choice.

The returning rune will let you able to have a returning weapon since lvl 3.

On the other hand, about the javelin

Quote:
This thin spear is well balanced for throwing but is not designed for melee use.

But I guess you meant the trident, as you stated before ( just wanted to be sure you intended to use the trident and not the javelin ).

I suggest you then

Lvl 2 - dedication ( for skills and maybe something else. Barbarian is cool for the rage too ) or divine Grace for saving vs spells ( but not magical effects ).

Lvl 4 - aura of courage is the best feat here. Some enemies has far aura which gives you frightened 1 on success and 2 on failure ( with aura of courage you instantly reduce the condition by 1 )

Lvl6 - smite evil, because of the extra dmg and good dmg ( pun intended ).

Lvl8 - quick block is excellent. 1 extra reaction for shield block.

Lvl 10 - radiant blade

Lvl 12 - dunno

Lvl 14 - divine reflexes. Best talent. Extra reaction for your champion reaction.

Lvl 16 - Dunno

Lvl 18 - celestial form ( flying speed. But maybe could be too Gross to see a flying lizardman ).

Lvl 20 - radiant blade

Totally meant trident. I think this is close to how I did it up in pathbuilder. The champion feats I felt like I didn't have enough and then the skill feats kept coming but nothing struck me as get that except medicine ones.


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Gozreh's only good alignment is neutral. I believe this forces me into Redeemer. For divine ally my thoughts are to choose blade. I think this is really good as in a pinch I can throw the javelin.


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K1 wrote:
Lunchbox3000 wrote:

@K1

We do intend to do a zero session to build/finalize any character ideas and mesh them into the story

Good.

I also suggest you to check how medicine works ( and how it can be Enhanced with skill feats )

https://2e.aonprd.com/Skills.aspx?ID=9

Here you can find medicine checks, and on the feats page all the skill feats

https://2e.aonprd.com/Feats.aspx

I know I am pressing too much on medicine, but in this 2e is way to important since it would be the main ability during short rests.

Finally, here's the lizardfolk ancestry page

https://2e.aonprd.com/Ancestries.aspx?ID=15

Thanks will definitely read through those.

I have been watching some oblivion oath and a little bit of knights of everflame and I have seen what medicine can do for you. I think I will just stick with core champion unless someone feels it is more worth it to MC and can help explain.

Wetland Iruxi Champion of Gozreh. Wielding trident and shield. Any tips or suggestions I should be cognizant of whilst building the character/leveling?


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@K1
We do intend to do a zero session to build/finalize any character ideas and mesh them into the story
@Hiruma Kai
Put that way it sounds simple and almost obvious. I am intrigued by the lizard folk. Any suggestions on building him out? Is there a good region or area he should probably be from?


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I really appreciate the feedback. I typically play caster or skill characters in games but I like a good DPS monstrosity every once in a while. Of the fighter/champion/barb, my big consideration was maybe doing a Giant Instinct Barbarian. Although Fury doesn't look far behind in damage. Maybe I need someone to point me at a cool story element or something that I might lean on to help influence a character.


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tivadar27 wrote:

I'd been looking into a similar build either with a leshy or goblin, so I might have some help:

1. Regarding 1st level, consider just wearing heavy armor without the proficiency. That's an AC of 15 or 16 (if you can afford full plate at some point) plus shield, which is going to be better than unarmored with your terrible dexterity.
2. My cleric was looking to be a blaster and follow Sarenrae. Turns out Fire Ray is some of the best damage in the game when it comes to 1st level scaling spells, 2d6 + 2d6 per spell level, with a ton of persistent fire on a critical. Not saying you should go that way, but definitely look into touch spells, as they target AC and can benefit from flanking. If you go this route, also consider MC Sorcerer for Dangerous Sorcery. It'll boost your Lightning Bolt Damage and you'll meet the requirements already if you've taken champion.
3. What feats are you thinking of from champion? My thought was Lay on Hands for the extra FP/additional healing and Champion's Reaction (NG) for a good reaction to prevent damage.
4. Think about your action economy. Most spells are 2 actions to cast and raising a shield takes an additional action (unless you can squeeze in Reactive Shield). That doesn't really give you much flexibility in terms of moving and whatnot.

I think that's about it. If you have additional ideas/thoughts, I'd be curious to hear them.

I am still trying to figure this all out. To be honest I do not know much about each class yet. Really I am in the planning stages and intend for my healing mostly to be out of combat as I believe things should be killed fast and then out of combat do the fixing of people. My first thought was Monk it was the first thing that sold me until I found that the person joining our group who had never play any rpg wanted to try monk. Thats when I was trying to think of something fun to play that could tank as the group really lacks them. I have not read the book completely. I have just read most of the adventuring/combat chapter. I have been skimming characters for ideas. My main thought was to be a frontliner to help the squishies. My typical characters tend to be casters/skill guys. Someone had suggested me taking cleric then MCing champion and I thought it might work. Skimming through abilities and such pointed m to Gozreh and I pictured a trident wielding lizardfolk.

I hope thats not too much rambling. I just wanted to give you an idea of how I came here. Sadly I do my characters backwards to most people I find cool mechanics then make it. In this I don't know the mechanics so well just trying to find a good fit for the party.


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This is true. Hence the I have to survive past 1st to get me some armor from Champion

My other thoughts were maybe going with a fighter, champ, or barb. Truth be told I am very undecided and I am glad I have two weeks till session 0


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K1 wrote:

Lvl 1 is not that hard. You will simply go down if they happen to crit or hit you too much.

Remember that being a healer and a tank is pretty hard because of aoo which disrupting your actions.

Remember also that in this version tanks are used to be hit. They can mostly work towards not being critted than not being hit.

Better focus on healing an let melee to take dmg. Eventually you could use your champion reaction too. But if you have to heal stay back.

See I have heard numerous things going back and forth trying to come up with what I want to play. The party's only melee guy before me is the monk. The Ranger intends to stand back and shoot. The sorcerer is planning on being a Hag


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I wan to build a Cleric(Cloistered) of Gozreh. I am most likely the tank and healer and this will require me to survive level 1. My thoughts lean to Iruxi as an Iruxi climbing out of the water with trident and shield in hand seems very fitting. My question is how would you guys build this? Would it be viable? The rest of the part will be Monk, Sorcerer, and Ranger.


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Ravingdork, What do you use for those character sheets?


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I called and a lady resolved the issue.


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I am trying to start an adventure path subscription Hell Knight Hill. Every time I start the checkout process I select Hell Knight hill. Then I proceed through shipping and order steps 2 and 3. I get to step 4 and it automatically has switched back to the module 2 adventures ago.


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Well my Dragonkin was shot down. What are your thoughts on the skittermander? I think it could work though I am worried about losing skills. Also he will be a space pirate because he is fierce.


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Thanks. I skimmed through most of your guide. I really like it and appreciate the input. Part of me contemplated trying to take one of the Dragon Glaives and I think that is part of what makes this difficult. I noticed the melee build you forgo Graviton for more photon stuff. Doesn't that hinder you trying to get your abilities going.


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I've played quite a bit of games but my home group will soon be trying Starfinder. I saw Dragonkin and really want to play one. Not having read all the rules yet is probably making this harder but I want to make him a Solarian and crush people in melee. I could really use some help in how to build him and knowing what's good and bad about Solarian and how to mitigate the bad. I do plan to bond with the operative in the group whom has like +10 init.


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So I stopped playing Pathfinder for a while as we started playing less mechanically heavy systems. I feel a bit out of the loop but I want to build a Witch for a game coming soon where we will be exploring The Emerald Spire. Any recommendations? Is there any new hotness? Is there another class that could do better? I think the last book I read was Advanced Class Guide although to be honest I did not get far in it. So yeah my thoughts are playing some sort of witch nothing particular in mind about it other than shutting people down like they do.


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Should I combine both fire bomber and winged marauder? Any build recommendations?


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Why would a Goblin in Irissen join a group? What is his motivation and why would he follow these people?
The party is a summoner, sorcerer, and hunter with a mammoth. I do not know what races.


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I will be joining a small group playing in RoW. The GM got pretty excited when I mentioned the thought of an Alchemist and is nudging me in that direction all though I looked at many options.
He is letting us use any non 3rd party books. 25 point buy. I will be joining at 4th level. Wanting to weigh the pros and cons of either Tiefling or Goblin.

For RP the goblin would be fun but I will also need some good reason for him to join the group. The Tiefling has some cool factor because wings, tail, and such.

What are your thoughts?


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So... our last campaign abruptly ended after a party wipe. So we are going to be playing in Skull and shackles again. Starting at about level 4. Through some hurried decision making and the fact that all the other characters are melee focused I decided to go with a Human Tattooed Stormborn Sorcerer. I am looking for advise on how I should build him and feats or spells to pick. As characters were made quick I may be able to convince him to let me change a few things.
So far feats I picked Spell Focus (Evocation), Spell Penetration (Evocation), and Improved initiative.
For spells I chose Magic Missile, Grease, Mage Armor, and Obscuring Mist.
So like I said I am curious as to possible suggestions or improvements and ways to go moving forward.


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Domestichauscat wrote:

Phalanx fighter is my favorite. Grab three levels of this archetype and then you can hold a polearm in one hand while holding a shield in the other. So go two weapon fighting (preferably via two levels of ranger so you don't pump a lot of points into Dex) and the shield slam feats. Then when you hit with your shield and free bull rush the foe, you get a free attack with your polearm in addition to your other attacks. And even if you don't bull rush him, you can 5 foot step away and still spear him. And if you're cornered, you're fine because you can still bash that dude with a shield.

Very fun fighting style, I'm having a ball with a hellknight that rolls this way.

That sounds totally cool. Care to share your build?


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Well look at that. I hadn't even contemplated that. We always play that we go in the same initiative, but readying that attack should work. Thanks


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I just wanted to say that I played this build today and I loved it! The only issue I noticed is that the first attack from my T-Rex seemed lack luster as it was hard to land without the teamwork bonuses. We were also only level 3 so that may be part of it.


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I don't know if I am up for multiclassing. My character is pretty good, but I do have a couple questions before my game tomorrow.
1. What are some pros and cons of bodyguard archetype for my character here?
2. What are some spell recommendations? (Right now I took lead blades, cure light, resist energy, and magic fang)


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Lol true. Part of my original thought before I read up on the group was that my love had been part of the group and I was attempting to atone for betraying her and her death, by putting them ahead of my own needs. I haven't even totally thought of why she died or how that happened. Given the situation my guess is she will have been an elf.


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So I am not the GM of this campaign however I am working on some back story. So please no spoilers. I am playing a half orc hunter with a T-rex. So far I had the thoughts that his actions had lead to the betrayal and death of his love. The gm said he would be part of this mercenary group. Upon looking some stuff I find they are all elves. So why would they let a half orc into their midst and why would he join snobby elves?


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QuidEst wrote:

Prestidigitation.

Oh, first level? … Extended Prestidigitation.

Realized I couldn't read either just now. I would go with enlarge person.


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Is asking for Wish or miracle wrong?


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I say make him blind for awhile or at least from the one eye at least until he finds a cleric or something to cast like restoration or remove blindness maybe. Now he has a new quest. I often have fun with spontaneity.


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So you think I may be better off with a half Orc instead of giving my AC an additional 2 to a stat? The saves are pretty appealing never thought of fates favored and how that would mix. What do you guys think for another Trait? Also what are some pro and cons over the archetypes for animal companions? I notice I have also forgot this character is going to be a caster hence the 13 Wisdom. I am very used to maxing out just one or two stats with characters.


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We had mentioned that he might poor the wrong potion down his throat like that bottle of alchemist fire.


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Such is life.


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So funny story. We were discussing in our most recent game the possibility of training monkeys. A couple of us had come very close to dieing once to often. Mostly because of splitting the group. Then one of us said "Hey. I have handle animal and monkeys cost like 3 gold." We replied "You're point?" Then a 30-45 minute conversation ensued about training monkeys for the purpose of feeding us healing potions when we went unconcious. Our GM eventually just said no and we moved on but what do you guys think?


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The thing you need to look out for in Illusion is that it requires tons of GM buy in. You will need to find out how he rules the different types of Illusions.


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Ok you guys are awesome. I really appreciate the assistance. Something about the T-rex just gets me excited so I will stick with him. I took off traits because the ioun stone and spikes should do. I'm thinking human with eye for talent. I will need tips for the traits. Also upon thinking about my stats I thought "OMG! I seem to be approaching MAD territory." How do you guys think 20 point buy should go? Also here is the latest revision.

Level 1: Combat Reflexes 
Level 2: Outflank (Precise Companion) 
Level 3: Pack Flanking (Bonus Team Work Feat) 
Level 3: Combat Expertise 
Level 5: Paired Opportunists 
Level 6: Broken Wing Gambit (Bonus Team Work Feat) 
Level 7: Butterfly Sting
Level 9: Precise Strike (Bonus Team Work Feat) 
Level 9: Improved Trip 
Level 11: Improved Critical 
Level 12: Lookout (Bonus Teamwork Feat) 
T-Rex Feats: 
Level 1: Combat Reflexes 
Level 3: Power Attack 
Level 5: Narrow Frame 
Level 8: Improved Natural Attack (Bite)
Level 10: Iron Will
Level 13: Improved Critical (Bite)


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Ok based off of some suggestions, I have the following:

Hunter feats:
Trait: Heirloom Weapon (Fauchard)
Trait: Adopted (Toothy) [My thoughts are that way down in my lineage there was an Orc]
Level 1: Combat Reflexes
Level 2: Outflank (Precise Companion)
Level 3: Pack Flanking (Bonus Team Work Feat)
Level 3: Combat Expertise
Level 5: Paired Opportunists
Level 6: Broken Wing Gambit (Bonus Team Work Feat)
Level 7: Power Attack
Level 9: Tandem Trip (Bonus Team Work Feat)
Level 9: Improved Trip
Level 11: Improved Critical
Level 12: Seize the Moment (Bonus Teamwork Feat)
T-Rex Feats:
Level 1: Combat Reflexes
Level 3: Power Attack
Level 5: Narrow Frame
Level 8: Paired Opportunists
Level 10: Weapon Focus (Bite)
Level 13: Improved Critical (Bite)

What are your thoughts? Any improvements to be made?


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Probably not, but does that affect power attack?


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These all sound awesome. How does the T-rex get the x2 multiplier. Also what would you sacrifice for snake style.


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How did they do stats? Have they gotten a lot of extra gear? Also I find the CR to be more of a guide then hard fact.


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So looking into the hunter. I like the idea of tons of AoO. I want to make this work. I also think I want to use a pole arm of sorts as we have plenty of melee in the party. A bow will be my back up if only because everyone else leaves them at home. I will be starting at level 3 with a 20 point buy. For me finely deciding on a class is a big improvement. You can ask my group. So I come to you guys for tips and ideas on building this hunter. As the title suggests I would like to melee with my friend as we trade AoOs until the enemy dies.


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I do like to smash.


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So I added a few levels and I am looking for some additional tweaks. Also if it helps we are running second darkness.

Level 1: Weapon Finesse, Weapon Focus, Fencing Grace,
Level 3: Combat Reflexes
Level 4: Weapon Specialization
Level 5: Dazzling Display
Level 7: Savage Display
Level 8: Performing Combatant
Level 9: Greater Weapon Focus


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Our gm feels we can use piranha strike with a rapier. Another question though. Would it be better to go with human instead to get that at level 1? Or like power attack are we sacrificing too much to hit? I am not as fluent with pathfinder as you guys and look forward to any additional insight and suggestions.


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Totally a home game. Where is effortless lace?


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Thanks for all the responses. I didn't realize they took back arcane strike. I can play around with some stats as the character is not made yet. What feat progression do you think is best to maximize his output? He wants to be up there in dpr. Sadly our groups biggest lack is buffs and spellcasters so he will need to be pretty self reliant. I think this is why I veered away from power attack.


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Trying to help a fellow pc with his muse touched inspired blade swashbuckler. Stats 10 str, 18 Dex, 10 con, 14 int, 10 wis, 16 cha.
Feats:
1: weapon finesse, weapon focus, fencing grace
3: combat reflexes
4: weapon specialization
5: arcane strike
I am a bit unsure from here. He wants to be a damage monster yet still a finesse guy. Any tips or suggestions?


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Well I never looked at war priest but it looks as though it might be cool. Any build suggestions or tips in playing one?


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So my party and I are playing in second darkness. We use a 20 point build. I am leaning towards playing a barbarian, bloodrager, or maybe fighter. I want to be probably anti mage, but definitely wield some big hammer. I am looking for some insight into what to play. I will be coming in at level 3. The party is possibly changing but consists of a fighter, rogue, and sorceror.


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I am about to run Iron Gods with 5 players. We have a Magus, a Barbarian(the river kingdoms one), an Oracle, a Gunslinger, and an Inquisitor. My group and subtlety do not go hand in hand. Sometimes they need info beat into them to get it. What are some good tips for running this AP? Any potential pit falls or things I should look I out for?

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