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Setting up a game where the players make characters who resemble different mythological figures. All the players have characters that were pretty easy to figure out, except the one who wants to play Loki. Not sure where to go. I want his character to be effective mechanically. I give out random magic items, but I have adjusted the CR to reflect the lack of the standard magic items.
I saw this in the summoner guide and was unable to parse how this eidolon was put together. It looks like his eidolon has 3 evo points at level 1 to spend on claws, pounce, and improved damage. How does this person go about achieving this kind of level 1 eidolon? Half-elf Quadruped Level 1:
Level 5:
Homebrew race that gets free power attack and bastard sword proficiency. I don't have the stats on me right now, but from what I remember, I have a 18 str, 14 dex, and 15 cha. My feat plan was Race: Power Attack
However, since I got to Mythic Tier, I saw the path ability, "Retributive Reach," which increases your reach by 5' feet for the purpose of opportunity attacks. Factor in that in my party we have a wizard and a cleric (both who buff) and the option of wielding a bardiche could be totally freaking awesome. Now, my issues comes from, how should I fit COMBAT REFLEXES into my feats? Feat retraining takes 5 days of focus I believe.
25 point buy STR: 12
I think dump stats are hokey and lame. Feats/Talents Human: Point Blank Shot
This is what I have so far. Any ideas?
This is my first time playing a fighter or a paladin. I will have to be very durable and do quite a bit of damage to make up for our smaller then average team. I can't go archery since I need to be in the thick of things. The variance in playstyles, feat choices, and items is makin my head spin, so is appreciate a good starting place for a level 1 fighter or paladin.
Party just hit level five. The ranger feels way more useful than I do. He is playing a switch hitter with feats in 2h weapons and bows and is able to deal a significant amount of damage consistently. His higher wisdom makes his perception better than mine. He also has skills points in disable device, stealth, escape artists, and sleight of hand. I sorta feel like my character is pretty useless, perhaps I built it poorly. We are also playing mythic, so that opens up several options. I am playing a homebrew race that grants power attack and Elven Curveblade proficiency. Level 5 Rogue Scout Str 14, Dex 18, Con 14, Int 13, Wis 10, Cha 10 Feats Race: Power Attack
I use an elven curved blade. My damage is nowhere near as consistent as his and even out of combat I find myself really struggling to keep useful. Please help!
For starting at level 4, with 6,000 G I decided on 100 g MW Thieves Tools
Any other good ideas for items? What kind of mundane stuff do you usually like to include on a rogue? I was thinking of getting a potion of magic weapon and maybe some alchemical items.
So many options, I was wondering if anyone had any insight? I'm playing a finesse rogue. The only one that stood out for me so far was Impossible Speed (Ex) Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Here are the key features of the race +2 to any ability score
20 point buy, no dump stats, no multi-classing. My first idea, was to use the Scout archetype and a greatsword with power attack. The other idea was to dual wield short swords, use Combat Expertise and two-weapon feint. I'd be a bit more skill focused with this build. Thoughts? Starting at level 4.
Let's assume a character is using a reach weapon and has the Combat Reflexes feat. On this characters turn, the only thing he does is ready an action for when a creature leaves a threatened square. If a creature leaves a threatened square, does it activate the readied action AND the AoO? Additional Question: Can the character use a 5-foot step with his readied action to step back farther, thus forcing the creature to continue its approach and provoke yet another AoO?
Here is the feat. Benefit: Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited number of words of power spells. Add all of the target words to your spell list and your spellbook, familiar, or list of spells known. In addition, add the boost meta word and one effect word of any level you can cast in the chosen class. Here is the spell. This effect word can only target the corpses of dead creatures. These creatures rise as either skeletons or zombies, as decided by the caster. These undead follow the caster's commands to the best of their limited ability. They remain undead creatures until destroyed. The caster can create at most 2 Hit Dice worth of undead per caster level with each casting of a wordspell with this effect word. The caster can control no more than 4 HD per caster level of undead creatures. If additional undead are created, the caster chooses which undead to lose control of to get back under the limit. Seems to me like having a component free, additional pool of undead, and able to be used at 30 ft. is incredibly powerful. Any reason not to take this feat to access this spell?
Here is the guide. https://www.dropbox.com/s/g196mx15afictws/Jargonaut.pdf The guide advocates having your CHA as only 14 for this build and recommends all points go into strength. Wouldn't this build be unable to cast spells above level 4? Perhaps I don't understand the interaction with ability score and words of power, but I thought the rule was: you can only cast a spell of a certain level if your ability score is equal to "spell level +10." I'd like some clarification please.
Taken from the Environmental Rules section. http://www.d20pfsrd.com/gamemastering/environment/environmental-rules Does this mean that Acid Splash does 1d3 + 1d6 damage? Acid Corrosive acids deals 1d6 points of damage per round of exposure, except in the case of total immersion (such as in a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster's spittle, counts as a round of exposure. The fumes from most acids are inhaled poisons. Those who are adjacent to a large body of acid must make a DC 13 Fortitude save or take 1 point of Constitution damage each round. This poison does not have a frequency, so a creature is safe as soon as it moves away from the acid. Creatures immune to acid's caustic properties might still drown in it if they are totally immersed (see Drowning).
When reading the spell, it says, "You must create the pit on a horizontal surface of sufficient size." If an enemy is able to walk on a ceiling, and there is sufficient size, would you be able to create pit "underneath" the enemy? If so, what would happen? Would they fall "into" the pit? Would they lose their footing and fall to the ground?
Can multiple characters use a coup de grace on the same target simultaneously? Say a large humanoid had sleep cast on them. 2 melee character are flanking it. Can the one who goes first in initiative ready a Coup de Grace for when the character he is flanking with initiates a Coup de Grace? If both characters get the benefit, how would it work?
I'm playing a witch and have been preparing Cure Light Wounds almost exclusively for the first two games. I'm wondering if it is possible to prepare only 1 slot using the 1 hour of communing with my familiar and then later apply a different spell for less time? If someone knows where I can find the ruling on this, I'd very much appreciate it.
My friends and I were attempting to design an ultimate dueling character with no magic items. This character should essentially be able to challenge almost any non-magic opponent and beat them through cunning/weapon-play. I'm sure it goes without saying, but magic is discouraged in designing this character.
I have a druid and a witch in my group. Both have selected Control Weather as a spell (the witch also took it as a hex). If more than one caster uses it in the same area, what happens? Does the druid version take precedence? Is it a first come first serve situation? Would the hex version take precedence?
I'm debating if it is worth multiclassing into Witch for a level to provide a few RP, utility, and power benefits to my hexcrafter magus. It gets the ball rolling on being able to take the extra hex feat earlier on. Of all the hexes I'd pick, flight would probably be first. The DM doesn't put up with a lot of minmaxing (looking at you shocking grasp exploit), he seems very open to the idea of multiclassing to get archetypal benefits early, more cantrips, and hexes earlier. How about citizen?! |