Nexian Galley

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DM is trying something new and wants the players to build a party with balanced attributes for some thematic purpose.

I don't have much experience with Int/Cha characters and am totally at a loss. I need this character to be functional/competent in fights.

Any suggestions on where to start?


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.


Besides the standard improved initiative etc.

Any ideas? I was thinking maybe false focus?


I will be having a mount with pounce and am in talks with the GM over whether or not the mount get to use their attack when they charge.

Anyone have any insight or can point me towards the right rules?


I noticed infernal healing and rejuvenate eidolon on the summoner spell list. Infernal healing seems to provide utility in that you can also use it for yourself and other party members but is a bit weaker. Rejuvenate Eidolon seems to be significantly less versatile.

What are your thoughts?


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:
Evos:
Claws, pounce, Improved damage (claws)
Feats:
Power Attack

Level 5:
Evos:
Claws, pounce, Improved damage (claws), Energy attacks, 4 extras
Feats:
Power Attack, Improved Overrun


Pathfinder takes place in a fantasy world where good and evil are not just concepts. They are an aspect of reality that you can magically seal in a jar. Sometimes reality and the game don't mesh very well. If you don't like it, don't include it in your game.


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As she was going over material to make her character, she seemed unsure of how to make good use of her time as a PC. She won't have that many spells to cast, and she wants to be useful.

any combat styles I can direct her to?

Human 20 point buy.


Heirloom is not an option at this time.

Any advice?


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
1: Weapon Focus (Bastard Sword)
3: Intimidating Prowess
5: Furious Focus
7: Cornugon Smash
9: Dazzling Display
11: Shatter Defenses.

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.


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So far, Lore Warden looks to be the best.

The character is essentially a sub-par soldier whose survival has been due to his luck, cowardice, and occasionally a great idea.


25 point buy

STR: 12
DEX: 18
CON: 14
INT: 13
WIS: 14
CHA: 10

I think dump stats are hokey and lame.

Feats/Talents

Human: Point Blank Shot
1: Precise Shot
2: Combat Trick: Combat Expertise
3: Gang Up
4: Weapon Training: Short Bow (composite)
5: Rapid Shot
6: Bleeding Sneak Attack
7: ??
8: ??

This is what I have so far. Any ideas?


Rays are considered weapons, right?


I have a paladin in my game who uses a heavy shield and a battle axe.

He wanted to unequip his shield, use lay on hands on himself and then power attack a goblin.

What action is it to drop an equipped heavy shield?


I'm looking for pure combat optimization here, including potential group buffs.

An arcane duelist who goes into the snap shot tree of feats can end up being an archer who can stand in the thick of things while dealing damage and causing havoc for casters.

Looking for your input.


I'm playing a custom race that has +2 str, +2 con, and -2 int, free falcataproficiency, free power attack.

I was thinking of taking these feats

Level 1: TWF
Level 3: Imp Shield Bash
Level 5: Double slice

Thoughts?


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
1: Agile Maneuvers
Rogue Trick: Finesse Rogue
3: Furious Focus
Rogue Trick: Weapon Training
5: Extra Rogue Talent: Bleeding Sneak 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!


The armor is described as being plates on lacquered leather bound together over a silk shirt. Couldn't the plates be made with mithral instead?


Kind of a weird question, but I really wanted to know.

Can they write spells down in a book? Why not multiple times?


MY Rogues strength will either be 14 (light load 58 lbs) or 12 (light load 43 lbs).

With just my weapons and armor (and thieves tools), I reach 35 lbs.

How do I prioritize what I carry on adventures? And what is the best way of managing that stuff?


The more I look at dirty trick, the more I like it. The ability to apply blind and entangled seem incredibly valuable. Quick Dirty Trick and Greater Dirty Trick would be required of course.

What are your thoughts on the Dirty Trick CM?


What are some lesser know traits that you like to include on your characters?

Reactionary/Armor Expert need not apply.


For starting at level 4, with 6,000 G I decided on

100 g MW Thieves Tools
380 g MW Elven Curved Blade
250 g Composite Short Bow (Str 2)
1100 g Mithral Chain Shirt
1000 g Ring of Protection
1000 g Cloak of Resistance
2000 g Handy Haversack

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.


After playing for 5 levels in ROTRL, I noticed full-round attacks aren't as common as a lot of the TWF proponents insist they are. In addition, it tends to leave rogues in "unfavorable" circumstances. HELP ME UNDERSTAND!


Here are the key features of the race

+2 to any ability score
Receive Combat Expertise or Power Attack for free
Proficient with all swords

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?


I'm looking at Light, Medium, and Heavy armors and am unable to distinguish why the Breastplate appears so often in different builds.

Any ideas?


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.


I was looking at the two and wondered if they interacted that way. Lame says you aren't slowed by being encumbered so I'm just curious if you can be reduced to 10 speed.


The question came up during our last game.


Just curious :)


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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?


So far, the campaign is lethal and we have had a series of people joining and quitting.

A party member came up with the idea of creating an organization who can continue on the adventure regardless of who joins or leaves.

How would you structure it?


How in the hellballs do I make Edward Elric? Of course, anime/manga universes usually have obscenely multi-talented characters, but what are the key components that would really translate from the show to Pathfinder?


As I'm taking a look at wizard spells, it appears that a lot of the level 1 spells seem to lose their luster.

Particular with the lower DCs.


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.


Especially with the Conversion Inquisitor. It would reduce the amount of stats you'd have to work with and greatly expand your apparent usefulness.


My current group has a lack of someone to help the party recover via healing as well as someone to fiddle with all the knick-knacks and the patty-wacks to get them through the adventures.

I don't know how possible it is, but I'd really like to see if you can help me pull this off.


I'm making a human witch level 1. My first two feats were going to be, "weapon finesse: touch" and extra hex, but once I really thought about the poorness of touch spells on a witch I must change.

Item creation and leadership feats are a no-no.


I'm in an argument with a friend regarding two spells mentioned in the subject.

When you use Shadow Conjuration to imitate Sepia Snake Sigil, do you still need the components and the full casting time?


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?!