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I’m using a dwarf Fighter in RotRL with a Dwarven Longhammer that tears it up. Dwarven Boulder Helmet for a backup weapon in case someone closes in and I can’t reposition. He’s the main tanky/front line character. Runs around in around in full plate with nice bonuses from advanced weapon and armor training.

Lunge + Combat reflexes + a fortuitous Weapon is insane (fortuitous basically gives you an iterative attack on an AOO.) I Enlarge against large enemies so he can still hit from far away and force more than a 5’ step to close. Anything trying to pass by him to get to the softer party members takes two very potent power attack hits and is in an easily flanked position for the rogue to take advantage.


avr wrote:

A crossblooded bloodrager is probably a mistake. A poor Will save, -2 from the archetype (& losing the usual +2 Will save bonus in rage), and wanting to invest in 3 physical stats + Cha doesn't leave much for Wis. The lame curse means you probably won't want medium armor, which makes for more pressure to invest in Dex or Con rather than Wis. It's the sort of thing that could lead to you never succeeding on a Will save.

If you drop the crossblooded and just choose Black Blood or Undead things get easier. When you get a bonus feat at 6 pick Iron Will, both those bloodlines have it on their bonus feat lists. With few feats you're using a two-handed weapon, no contest, and probably not a reach one - you won't be able to afford Combat Reflexes to make that good.

Mithral Breastplate was the plan, and offseting the tanked Will Save with Iron Will at 6 as suggested.

Half Orc with sacred Tattoo + Fate's Favored for additional save boost

Great sword - Power Attack, Raging Vitality, Furious Focus

Stats at 1 (20pt buy) 16str 12dex 14con 8int 10wis 16cha - level 4 stat bonus to Con for raging vitality, the rest in Str.

If I had to pick one, I'd probably take black blood as the bloodline.


I know antipaladin and Undead Lord are probably staples for a deathknight, but I'm looking to build something that could be kinda like a WoW Deathknight in story - not necessarily evil, and maybe even fighting for good/redemption, just uses the profane powers.

What do you guys and gals think of a cross blooded Black Blood / Undeath Rager with Bones Oracle VMC: Raise the Dead revelation and lame curse for the free fatigue immunity later on. I'm thinking it could have the feel of a Blood or Frost DK from when they launched - heavy melee fighter with some spell ability and a temporary Undead summon every now and then.


Do you have an idea for what rage powers you want to get into?

I could see you building for criticals and pounce, but another fun idea would be exotic weapon proficiency and grabbing the new axe from the adventurer's armory 2 (if allowed in your campaign). It requires 17 str for a small sized character, base 3D6 x3 crit. So imagine toting around a large sized one of those (4D6), then get a friendly caster to enlarge your character / potion of enlarge (6D6), then vital strike (12D6). You could be looking at some crazy single-hit damage, laughing at anything with DR. At level 11 with improved vital strike you're swinging for 18D6+Str/PowerAttack/Rage.

Example feat build would be something like:
1. Power Attack (just carry a greatsword or something til level 3)
3. Exotic Weapon Proficiency: Butcher's Axe
5. Raging Vitality
7. Vital Strike
9. Furious Focus
11. Improved Vital Strike

Rage Powers - whatever fits your fancy. I like Beast totem, but, plenty of good options out there.

Alternate option, since you have not terrible charisma and it fits well thematically for barbs, is go for an intimidation monster - plenty of information out there for that - just google it or something.


To add some complexity to this - I don't currently have Precise Shot, as anytime melee broke out I waded in with a greatsword. Would I be further ahead to take Improved PS with the combat style and take PS with my level 11 feat to have both, or get PS now and wait for my next style feat to get Improved?

In the campaign we have vampires, dragons, devils and demons, plus a slew of casters we've been up against. It was enough that I took Blind Fight for melee because of all the greater invisibility and darkness spells going around (we don't have a caster in our group - the sorcerer got bored and rerolled as a cavalier).


My switch hitting ranger, sliding toward dedicated archer, just hit level 10. I have the option to get a +1 Holy Bow with improved Precise Shot as a feat, or a +2 Seeking Bow and an alternate feat choice with combat style. Campaign is chok full of evil baddies of all kinds, but we also keep getting into fights with enemies that can attain invisibility, and are sorely lacking in ways to combat it (leaning toward Seeking for that reason).

Current Stats: 19str 18 dex 16 con 10 int 14 wis 7 cha (dex is low for dedicated archer, yes, but that is a recent development due to change in party comp)


I know you're done, but, just as an afterthought/consideration for others:

Half orc or Human shaman: Heavens

You get the all important restoration spells, use FCB to pick up the more fun cleric spells you're missing, use Lore wandering spirit to pick up different wizard spells, get a Sage archetype spirit animal/familiar and they can be your knowledge librarian (or pick up improved familiar and get something badass like a faerie dragon, or the telepathic pseudodragon to sniff out invisible stuff on the DL).

I Recommend heavens due to overall strength of its spells and abilities. but also for one fun hex (can't recall name) that will let you teleport another player - basically free pounces for your martials.

Plus you have some fun buffing and debugging abilities, can pick up a witch hex, etc. you can pretty much cover almost all casting bases, and, if s@*$ ever really hits the fan and multiple players are messed up - swap wandering spirit to life the next day and make use of those bonus healing and restoration spell slots.


Think about it this way - most people, just being people, are Lawful Good. You do your best to not break the law while doing what you think is right.

The paladin is beholden to the basic code / code of deity / oath of charity. Law of the land should be respected, but it doesn't supercede.

Refuse to participate in theft, but only try to stop it if it's a malicious act: stealing from the poor, threatening the livelihood of the target, etc. Depending on the paladin's deity, it may be of utmost importance to protect your friends/traveling party. You may go with them on a heist, refuse to help commit the actual crimes, give them a short lecture before, about how chaos is not the way, then accompany to "watch over them" ensuring they neither succumb to too much greed or commit a truly evil act.

I have a hard time imagining good characters, even chaotic good, would be stealing from a benevelont person, lawful good society, etc. If you're robbing the poor, stealing from a temple of a good god/goddess, etc, you're looking at that character jumping into evil.

Here's an example: a Lawful good paladin is walking down the streets of Cheliax - a land that is ruled by evil. Does the paladin put following evil law above doing good and following the paladin code/code of the god? Maybe I'm more lax with Paladin rules, but IMO their highest authority is their deity/paladin code, then the oath of charity, then they should do their best to observe the laws of the land that are good and just. Let's assume the paladin follows Seranrae.If the party is stealing and the paladin goes along to keep things from going bad, protect friends, etc, but it still seems unlawful or non-good, maybe your paladin gets a little scorched or sunburnt, showing the goddesses disfavor, and must do a minor repentance or community service act.

As long as you're not doing something bad enough to fully shift alignment or fall, toeing the line shouldn't break your game. Committing one minor neutral or chaotic act, such as looking the other way while your rogue steals from a slimy loan shark, doesn't undo a lawful character. If you rob the local food stores or temple, different story.


Bump


Since you're building an intel network why not an Investigator or some Rogue archetype? It wouldn't be as much for combat and party balance (thus not overpowering) but would thematically fit well and give you a skill monkey when needed.


I'm completely unfamiliar with playing a shaman, but building one to jump into a game at level 9. The rest of the party are melee fighters (ninja, monk, cavalier). Mechanical goal is to be able to act as library/face with support spells and the occasional blast if needed.

Character concept is an orc-raised half orc who used to be a raider. Was cursed after helpinG raid a temple of seranrae. Now is a proponent for doing things through peaceful negotiation and fighting as a last resort, relying on the wisdom of the gods and spirits. Believes even his warlike tribes can be redeemed and has been trying to convert them and challenge the old ways. Eventually was thrown out by the war chief and now travels with a band of adventurers.

Current idea is Heavens Shaman 8 with 1 Lore Oracle/lame curse dip, taking CHA to armor/reflex and extra revelation for one of the knowledge bonuses (either meditation for +20 or the refill failed save with +10 once per day)

Stats: 20 point buy (middle aged)
STR 12
DEX 8
CON 12
INT 15
WIS 20 (with headband)
CHA 16

Wandering spirit would likely jump between Life and Lore depending on the needs that day (15 int is to grab arcane spells with the lore wandering hex).

Question is - is it worth dipping oracle? The benefits are the int skills as class skills, plus Cha to AC//Reflex and a few spontaneous casts.


Can you help me make a better character? The idea is to be a ranged combatant with solid out of combat skills and knowledge/spellcraft checks.

The rest of the group consists of a sword and board Cavalier, gnome monk, and human ninja. Sometimes an Elf Wizard and Dwarf Cleric join the party. I'm looking for something that can be the party face, pinch hit for magical knowledge and spellcraft checks when the wizard isn't around, basic healing when the cleric isn't around, and still be able to deal damage consistently. (I know that's a lot to ask for - hence fighter/bard with stacked UMD).

All Paizo options available. No 3rd party material. Doesn't need to be PFS approved.

Halfling Lore Warden VMC Bard 8

Hit Points: 73/73
Intiative: +3
Speed: 30 ft.

Alternate Racial Trait: Fleet of Foot

Traits: Fate's Favored, Armor Expert (for Mithral Breastplate), Dangerously Curious. Drawback: Hedonistic

Armor Class: 23, touch 15, flat-footed 20
Saves: Fort +10, Ref +8, Will +5

Abilities: Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 21

Attacks: +1 Starknife +18/13 1D3+12/x3. | MWK Starknife +18/13

Feats: Weapon Focus: Starknife. Divine Fighting Technique: Way of the Shooting Star. Point Blank Shot. Precise Shot. Quick Draw. Startoss Style. Startoss Comet. Combat Expertise.

Skills: Swim +3, Knowledge (local) +10, Sense Motive +5, Survival +4, Knowledge (planes) +12, Knowledge (history) +10, Perform: Sing +13, Perform: String +8, Bluff +12, Appraise +11, Perception +6, Knowledge (dungeoneering) +10, Knowledge (arcana) +12, Climb +3, Spellcraft +10, Diplomacy +19, Linguistics +8, Acrobatics +10, Intimidate +12, Knowledge (religion) +12, Knowledge (geography) +10, Use Magic Device +19, Knowledge (nature) +12

Special Abilities: Bardic Performace: Inspire Courage/Competence 13 rds/day, Know Thy Enemy, Weapon Training I: Thrown

Equipment: Headband of Alluring Charisma, Circlet of Persuasion, Cloak Of Resistance, Ring Of Protection, Blinkback Belt, +1 Starknife, 3 Mwk Starknife, Mithral Breastplate +1, MWK Lute, Handy Haversack, Clamor Box, Sleeves of Many Garments, 1625 Gold Pieces, 2 Wands of Cure Light Wounds, Wand of Detect Magic, 2 Potion of Lesser Restoration


I'm trying to come up with a teleporting Melee character that isn't hamstrung in BAB.

My current theory is a Human with class progression of Slayer 1, arcansist 2/3, slayer 4-X.

Dimensional Slide up to 20' 4x/day as part of a move action. It would become really nice when swift action study comes online, but still be nice for initial positioning, easy sneak attacks, and even things like scaling buildings/trees for scouting. Plus you have the bonus of some minor spells and cantrips.

Net loss of one BAB and a few HP, but the bonus Will save is nice.

Thoughts?


Thanks for all the advice! There are a few options in here I'd never considered. And Gulthor/Ryric, I'll definitely work through that process with the player.

Much appreciated.


Someone who has never played a tabletop RPG is interested in trying Pathfinder with my normal group. Any recommendations for an easy class to start with? I'm hoping for something mechanically simple, but still fun. Fighter can be incredibly simple, but a total drag out of combat..

I was thinking Ranger might be good so they can have some versatility and decent skill points without too much mechanical complexity, but am not sure I want to throw spells and tracking an animal companion at them.

Any advice would be appreciated.


Kensai Finesse Magus with a defending Wakazashi. Stupid high Dex and Int for all of the dodging, stupid high initiative so you don't get caught flat-footed. Take suspicious as a trait (if you get traits) for sense motive class skill so you don't get feinted. Take Long Arm as a spell and lunge as a feat to smack enemies from 15' away so they can't 5' and full round you. With Shocking Grasp you'll still be hitting like a truck, and unless your GM is metagaming hard, enemies will see you as a soft target to attack (initially).


Also, if you're open to changing your weapon, with crit feats a Falchion or Nodachi will be much stronger overall than a greatsword. The higher threat range beats the slightly higher damage due by a mile since the vast majority of your damage is coming from bonuses that would be multiplied on a crit.


I'd take a ring of protection before an amulet of Natural Armor - it applies to your CMD, and it affects touch AC, unlike natural armor. You can also get potions of Barkskin+2 for like 300g and they last 20 minutes if you really want the extra natural armor. Barbarians are health tanks, though, not AC tanks. Get the cloak to boost your saves and maybe look at a belt of STR and CON. More health, more rage, higher fort save.


Ammon Knight of Ragathiel wrote:

So after looking at some of the paladin codes of specific deities I think it might change some things.

Take iomedae and Torag both LG. Both are different types of LG

Torag's code calls out that and i'm summarizing here but it's fine to mislead people as long as your protecting friends and the innocent as long as you are usually truthful and honorable.

Iomedaes code is much more strict.

Talk to your GM when you get one, but remember that LG for a paladin means you adhere to the teachings/paladin code of your chosen deity, or a specific personal code if you have no deity, ABOVE all else. The laws of some petty king bear no weight compared to the direction of your God. If your diety outright forbids lying, you have plenty of other options. Don't lie by being silent. Don't lie by telling a partial truth. Don't lie by being a complete idiot from time to time and completely changing the subject (Cheliax example - "Have you seen any suspicious behavior, like slaves stowing away?" Answer "Have you seen the morning sunrise over the ocean? Isn't the light of the Dawnflower something to behold. Her beauty is most high.") Play it like the most annoying preachy paladin in the world when you don't want to answer a question, and the asker may get so frustrated they just walk away.


Declindgrunt wrote:
You could use a slayer talent to get trap finding and be rogue like with your skills. I recommend focusing on archery as it isn't erastils favored weapon, maybe go quiverless style?

Longbow is Erastil's favored weapon, yes. I just want to make sure the character is mechanically sound, as a potential battle *could* spring up between the pally and one of the PCs, as the latter is a cleric of Norgorber masquerading as a cleric of Calistria. Sense Evil may turn things interesting quickly. (NOTE: The players are OK with this being a possibility. I wouldn't throw this at them willy-nilly.)


PossibleCabbage wrote:

There's also the wiggle room available in-

"There's absolutely nothing suspicious about a slave running away; it's more or less what's expected of slaves, given the opportunity."

or

"They're not slaves anymore after they've run away, now are they."

There's nothing more lawful than pedantry, after all.

Good points. Virtuous lawyers use all the loopholes the system has to offer, same as the unethical ones. It's not the knowledge of said loopholes, but how you use them that matters. A lawful good paladin would find a way to make it work. A chaotic good Warpriest would yell "eff it" and do whatever the hell they wanted, rules be damned.


Murdock Mudeater wrote:
Kjeldorn wrote:


The situation was that the party was traveling by ship and had docked in Westcrown, in Cheliax.
During the night the party paladin had pulled guard duty aboard the ship and spots a couple of disheveled halflings (man and woman + very small child) sneak aboard the ship to try and stowaway. The paladin, knowing by word of mouth that the halflings in Cheliax were likely slaves and thus something this particular paladin was particular sympathetic towards, (by backstory and Goddess) let them slip aboard.
At a time close to dawn the paladin spots a guard patrol, that seems to be checking the docks and checking some of the ships there. When the patrol get to the ship that the paladins on, they ask a couple of questions and more importantly ask the paladin if she had seen anything suspicious like runaway slaves trying to stowaway since this is a somewhat common problem.
The paladin replies that she had seen nothing suspicious during the night.

So you don't have to make the paladin fall because of this, but you should warn the paladin player that lying is against their code and that this sort of thing "could" result in a need for atonement.

And for clarity, the issue here is that the paladin lied, not in regard what the paladin lied about. The paladin didn't need to answer the question, they could have evaded it and could have chosen not the answer. A person is not required to answer every question asked.

For example, the guards ask if the paladin has seen anything suspicious, like run-away slaves.

Instead of answering, the paladin could inquire about the run away slaves. Not the specific ones, but in regard to how common slaves run away and why the guards would suspect them here. Not an interogation, just honest questions about the legal system as it relates to local law and the concept of slavery. Guards have a time-table, and while they like people that have legitimate questions about the law and seem eager to follow the law, they usually lack time to spend answering or...

You have so much more wiggle-room, here. All the Paladin saw was a family of disheveled halflings come on board. Did the paladin question them to find out if they were slaves or merely homeless/beggars? If the Paladin does not KNOW for sure, then there is no lie. "To my knowledge no slaves have stowed away on this ship." would not be a lie. It is a half-truth, and a hell of an omission, but it is not a lie. If the Paladin says "Slaves stowed away here last night." That would be an assumption, not a truthful statement. Think of law, outside the direct tenants of a paladin's chosen faith, like a lawyer would, and focus on doing what is Good first.


Ammon Knight of Ragathiel wrote:

So i'm making a chosen one paladin. maybe adding the Feysworn prestige class i don't know yet.

point being i need help making lawful good work.

i usually play almost exclusively neutral good, i like being a good guy and having the freedom to do save the day in whatever way i want.

i have a few questions regarding LG

can one lie if it could save lives?

how does one handle someone who is following laws but abusing them and in general doing bad things.

like how lenient can LG be.

this isnt for anything specific just general questions.

If you've ever heard of it - NPCs by Drew Hayes has a paladin who was a former henchman, skilled at deception. Rather than lie he tells partial truths that work very well. For example - there is an attack on a goblin settlement that he helps defend, after which they give him a suit of armor. He tells the story as "I acquired the armor after a goblin camp raid." He isn't traditionally LG, but has to abide by rules of his god and the typical Paladin's code. His background and personality allow him to look for loopholes, though. You could roleplay it as someone who was chosen to be a paladin, but is always at odds with the code, trying to find the best way to act and resolve situations. You don't have to like the law to follow it. Unless your GM is really harsh, they'll usually tell you if an act is against your code or would cause you to fall. You can play with toeing that line, pushing at the boundary, which is a lot more fun than RPing "Lawful stupid".


I need help with a level 6 character - an NPC that will be an occasional PC when a player is available for a campaign I'm running.

Background is he grew up as an orphan pickpocket of sorts that was taken under the wing of a LG ranger in a town that worshipped Erastil. His homeland was destroyed and the people scattered/enslaved. He was called upon by Erastil to take up a Paladin's mantle, find the scattered people, and rebuild his homeland.

I know it's not mechanically the best option to delay Paladin abilities, but I want to do a 2 level dip in Slayer to account for his upbringing, give skills, etc, and take all further levels in Paladin. It gives the rogue/ranger hybrid flavor without sacrificing BAB, and the second level slayer talent can be used for a ranger combat style feat.

I'm a little held up at the combat build, though. I like the idea of a light steel shield and rapier TWF, but Paladins don't have a ton of feats and I'm not sure the build would be effective. I've also looked at an archer with weapon finesse, as I still want a rogue feel in there somewhere.

Any ideas/suggestions to make this a competitive combatant would be appreciated.

20 point buy. Human. Level 6.


The Sideromancer wrote:
you think this math is bad? try sacred geometry.

Never heard of that before... but I just read it. Sounds like an amazing feat for action economy. Sounds like a TERRIBLE feat for enjoying the game of Pathfinder. Sounds like an ABYSMAL feat for the others at the table waiting for you to calculate a prime number 27 different ways. It's like a Summoner with leadership...


avr wrote:
Maybe? It depends if frostbite spellstrike counts as 'nonlethal damage with a melee weapon' or if it still counts as damage from a spell. Ask your GM.

Good point. An alternate option would be Cornugon Smash instead of Enforcer, but that would require power attacking, which I wouldn't mind using situationally but didn't want to force against high AC opponents.


Cristoballll wrote:

This is my question, im the GM of a campaign, in the campaign we "play" with the planes and they will go to each plane, so, my question is, can i send the players to their respective plane when they die? and when the alive players go to the plane they save him? for example, the characters with CN alignment to the Maelstrom

sorry for my bad english, i speak spanish

Rule 0: The GM is always right. If you're the GM and it isn't PFS or something, you are in control and can have it be that way if you choose to. It sounds like a cool system, honestly.


I have an idea for a Half-Orc Kensai based loosely on Grumph from NPCs by Drew Hayes. His first real spell was a frost attack, so I like the flavor of using Frostbite over Shocking Grasp as my main spell.

Here's what I'm thinking - tell me if this is dumb or effective:

Feats: Power Attack, Enforcer, Hurtful, Rime Spell

Cruel Weapon

What I'm seeing is, at level 7:

Spellstrike with Frostbite causing the fatigued and entangled conditions and activating Enforcer intimidate check. Enforcer (if successful) activates Hurtful for a bonus attack, which activates Cruel Weapon. And I still have an attack from my full-attack action.

In one round I just got off 3 melee hits, Frostbite, and left my opponent Shaken, Entangled, Sickened and Fatigued.

Is that correct? If so, is that a viable strategy, and would a GM want to gut me for all the math? Final question - is it worth burning the swift action on a Magus for an extra melee attack over other swift action options?


An additional idea to boost AC is to invest a little gold in a pearl of power. If you have a Cleric in the party, give them a level 1 pearl in exchange for a shield of faith cast, or give a level 2 to someone that can cast barkskin. You're either getting +4 deflection or +5 natural armor for a pretty good duration (barkskin would go further and you likely have a ring of protection the deflection wouldn't stack with)


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1. Have a powerful necromancer in the city of the undead to the east sends a horde of burrowing undead to attack the Valley, circumventing the adamantine gate.

2. A powerful Lich poses an imminent threat, but a scouting party of the Freeswords found an old journal/map/etc in ruins outside the city that could point toward the phylactery location. (This could be a multi-level quest chain of sorts. At level 3 you find a book. At level 6 it's deciphered and you find a clue to a map somewhere in a crypt. At level 9 the map is fully read and leads you to a dead end, but another clue. At level 12 you find the Phylactery, but have no way of destroying it. At level 15 the lich discovers you have the Phylactery and sets siege to the city - massive battle.)

3. There's evidence of another living civilization across the mountains. Investigate?

4. A living wanderer shows up at the gates to the valley. Where did they come from? Are they friend or foe?

5. Necromantic cult activity has started up somewhere in the Valley. Find and destroy the perpetrators

6. A large party of hunters left to gather food and skins but is three days overdue on returning. Search and rescue mission.

7. A plague/sickness is spreading through the city. The clerics can treat the ill but the cause remains a mystery and the sickness continues to spread. Find the source.

8. A string of murders has broken out in one of the poorer districts. With the official military force spread thin looking for dwarves and missing hunters, the Freeswords are asked to look into it.

9. A high-ranking noble has been killed/kidnapped and is being impersonated by a master of disguise.

10. A radical and arrogant sub-group of the Freeswords is forming around the idea of pushing out to the east and purging the undead from the city. They attempt to recruit the Cleric.

11. Something is wrong with the lake water, threatening the livelihood of the city.

12. A wealthy patron hires daring adventurers to bring him/her a rare gemstone said to be obtainable deep in the mountains.


If you have access to the Weapon and Armor Master's handbooks for feats and advanced Weapon/armor training, a standard fighter can achieve this easily, and with things like versatile training you can boost the crap out of your skills for out of combat effectiveness. You could even be a high-skill magic armor crafter with one of the advanced armor training options.

Sample Build for tanky fighter with potency:

Dwarf Fighter 12
Dwarven Longhammer +2
Adamantine Full Plate +4
Advanced Armor Training: armor specialist: Full Plate
Advanced Armor Training: armored juggernaut
Advanced Weapon Training: Armed Bravery
Advanced Weapon Training: Defensive Weapon Training

This nets you Adamantine Armor of +16 AC with DR 6/-
Have 14 Dex for +2
Defensive Weapon Training gets you +2 shield
+2 ring of protection brings you up to 32
Ironhide Feat gives you +1 nat armor for 33 (not an amazing feat, but you have them to spare)

33 AC and DR 6/- with a reach Weapon for position control. With 20 STR and power attack you'd hit at +17/12/7 for 2D6+21 But your strength could easily be higher. Gloves of dueling would double Weapon Training and boost hit/damage by 2.

Feats: Weapon Focus, Power Attack, Combat Reflexes, Lunge, Advanced Weapon Training, Pushing Assault, Ironhide and Steel Soul. Between Armed Bravery and Steel Soul you aren't losing will saves. In Melee you have a big range and can control the area easily. With potions of enlarge, Lunge and pushing assault, nobody is full-attacking you, ever.

And you still have 5 feats to do whatever you want with. I'd grab extra traits (Dwarven trait militant merchant gives you the oh-so-needed perception as a class skill, then grab something like reactionary for +2 initiative)

If you don't have access to those handbooks, sorry for wasting your time.

EDIT: You don't have Militant Merchant in the APG, so instead go LN alignment and take Eyes and Ears of the City for +1 Perception and class skill


I like the scorching ray and flaming sphere access of blackened, but I'm also looking at Haunted or Lame as curse options. Lame doesn't really impose a penalty with wings and access to cinder dance (if I don't go Spirit Guide) and nets fatigue immunity. Haunted comes with some handy positioning and utility spells, and potential RP fun in all social situations.

Would a flame oracle without blackened have enough blasting spells? Again, as I've never really played a caster, is Fireball going to be my go to like a full round power attack with martials?


A summoner with Leadership that picks up a Druid cohort would be a potent force multiplier.


bitter lily wrote:

Let me clarify something: I think you need to decide first up whether you want to go ranged or melee (in addition to AoE). There's nothing wrong with learning one or two spells of the other touch type, but your stats need to focus on STR or DEX, you may need feats, and so on.

Just looking at the mystery/curse lists, the Flame Oracle list is (naturally) heavy on AoE, but Fire Seeds is mostly ranged touch. Again, the Blackened curse likes AoE (w/ some repeats), but also has a hot ranged touch spell in Scorching Ray. And I know you get Searing Light as a lovely divine ranged touch spell. I don't know what divine melee touch spells are out there.

I'd rather go ranged. I've just seen a caster get gutted by a surprise attack or backed into a corner and locked down til death in every campaign I've played. Just like pumping a will save on a Melee character so I don't get mind controlled, I'd like to have some kind of close quarters option so I don't get physically controlled. I may get stuck fighting inside a house where fireball isn't an option, I can't fly away, etc.

Medium armor and a shield solves most of that problem, but I just want to make sure I'm contributing every round.


Archaeologist Bard would probably be good.


bitter lily wrote:
Makknus wrote:
Also, I know the blackened curse is pretty damn good, but I'd rather not lose the ability to swing a weapon if it comes down to it. As a half orc oracle I can have a great axe and a breastplate with magic weapon/magic vestment if I can't escape Melee. Not optimal by any means, but it covers my back. Our sorcerer was almost gutted last session by a ghoul surprise attack in the woods - GM likes to trap casters.

Ummm, the Blackened says nothing about armor; it just makes it ineffectual to carry that great-axe. If you're a blaster (once you get 3rd-level spells, anyway), using a great-axe is sub-optimal under the best of circumstances. Making sure that you can fire off your spells while casting defensively is better. (Hence things like the Gloves of Elvenkind or Circlet of Persuasion.)

Ooooh, I don't know how many of those divine evocations are rays. (Searing Light is, for instance.) Rays are good, because they don't take a save for half damage -- but firing them into melee requires two feats: Point-Blank Shot & Precise Shot. I think they're worth it for a ranged arcane blaster, but I don't know how much they would benefit you. OTOH, if you can focus on divine melee touch spells (also no save for half), you don't need the two feats and you have a better melee attack than a greataxe.

At least, my understanding is that "You take a –4 penalty on weapon attack rolls" does not affect ranged or melee touch attacks.

Casting defensively is probably the better option. I could also rely on a high UMD and a wand I suppose for tight quarters. Wands don't provoke, do they?


bitter lily wrote:
Makknus wrote:
bitter lily wrote:
Gulthor, the Spirit Guide could indeed be interesting, if the OP doesn't want a mostly-fire-blasts half-orc. (For RP reasons, he might prefer to limit himself.) But what is the Blackened Curse? I couldn't find it in the PRD.
I don't want to limit myself for RP - I went flame for the free wings and it just seemed like the best way to maximize a divine blaster. There are apparently many divine blasting spells I was unaware of, though.

The Spirit Guide really is a great option. But for your fire spells, are you looking at the...

< full stop after reading the ARG >

Half-orc sorcerers get a bonus to fire damage as a favored class bonus, but nooooo, not oracles. So why the half-orc?

And by all means, diversify your blasting. At least you won't be as short on spells as my sorceress is (if you use the alternate FCB).

Half orc is purely for RP. I also quite like having Darkvision from playing a dwarf, and the Savred Tattoo/Fate's Favored combo looks awesome.


bitter lily wrote:
Gulthor, the Spirit Guide could indeed be interesting, if the OP doesn't want a mostly-fire-blasts half-orc. (For RP reasons, he might prefer to limit himself.) But what is the Blackened Curse? I couldn't find it in the PRD.

I don't want to limit myself for RP - I went flame for the free wings and it just seemed like the best way to maximize a divine blaster. There are apparently many divine blasting spells I was unaware of, though.


Gulthor wrote:

If you're not already planning on doing so, the Blackened Curse and Spirit Guide archetype can open up some nice additional blasting avenues for you.

I'd second not multiclassing, since delaying your casting any further is terribly painful.

I'd prefer not to multiclass for progression's sake, but I saw a lot of people advising the crossblood dip for +2 to every fire damage die. There are dragons in this campaign, so I am worried about Fire immunity making that a waste of time.

Also, I know the blackened curse is pretty damn good, but I'd rather not lose the ability to swing a weapon if it comes down to it. As a half orc oracle I can have a great axe and a breastplate with magic weapon/magic vestment if I can't escape Melee. Not optimal by any means, but it covers my back. Our sorcerer was almost gutted last session by a ghoul surprise attack in the woods - GM likes to trap casters.


Kai_G wrote:
Paladins don't get spells until 4th level. And at 25 gp a pop for a flask of holy water, that's an expensive proposition for the Warpriest. Any ideas on how to work around that cost?

The town you're defending should be willing to foot the bill for their own survival... who has Diplomacy?


I'm joining a home brew sandbox type campaign with everything from political intrigue to unknown wilderness exploration. Other party members are a tanky serpent-style monk, controller sorcerer, and a ninja. My character is a level 8 half orc, and I wanted to go with an oracle blaster to give some ranged damage and a divine caster for some buffs and condition removal needs, but I'm struggling with the build. Looking at VMC Sorcerer or a 1 level crossblooded orc/gold draconic dip and possibly taking eldritch heritage feats.

I primarily play martial classes so I don't really know what I'm doing, though, when it comes to casters. Any suggestions?


My party of a poorly optimized, but stupidly high-stat rolled Fighter, Rogue, Sorceror and Cleric facerolled almost all of the beginning of RotRL. The biggest challenge we had was with haunts, until we started late book 3 into book 4. Things got much harder after that.


Dip one level into an arcane caster and then go Dragon Disciple.


I've posted a few threads for advice, but am restarting a RotRL campaign at the Black Arrow Fortress, level 9 on Sunday. It's a reboot of the entire group's first ever pathfinder experience (all players and GM). I'm still a fairly new player (only been going about a year, never beyond level 11, and mostly in homebrews) so am very advice-hungry.

I played RotRL to 11 after and my fighter was killed, revived, and killed again for good pretty quickly. Our reboot is going back to just before he died at the hands of Kreeg.

GM will let me recreate the character as either a fighter or barbarian with access to all Paizo material. Bonus story feat and campaign trait given. Alternate rules of Combat Stamina for Fighters only and 2 background skills per level, as well as max health for levels 1-5 and rolls thereafter. 20 point buy. Rest of the party is a Cleric/Bard VMC for pure support with Leadership and an unchained Monk cohort, Blaster Sorcerer, Unchained rogue built for archery, and sometimes a Divine Defender Paladin.

I've built it both ways and come down to two options after a lot of time and theorycrafting and test builds.

Fighter:

Makknus Hammerhand

Male Dwarf Fighter 9
NG Medium Humanoid (Dwarf)
Init +5; Senses Darkvision 60ft; Perception +13 (+14 against surprise, +15 to notice unusual stonework); Sense Motive +14

DEFENSE
AC 26, Touch 13, Flat-Footed 24 (+13 armor, +2 Dex, +1 deflection)
HP 104 (50 + 4D10 {rolled 27 total} + 27 Con)
Fort +11 Ref +7 Will +8; +4 vs. poison, spells, and spell-like abilities; +2 vs. fear (stacks)
Defensive Abilities Defensive Training (+4 Dodge bonus to AC vs. giants) Weapon Master: Difficult Swings (Treat 5' radius around fighter as difficult terrain after a full-attack action. Can nullify effect for friendly targets fighter is aware of)

OFFENSE
Speed 20ft.
Melee +1 Fortuitous Dwarven Longhammer +18/10 (2D6+19/x3)
+1 Fortuitous Dwarven Longhammer (without Power Attack) +18/13 (2D6+10/x3)
Mwk Armor Spikes +15/7 (1D4+11/x2)
Ranged Mwk Composite Longbow (3) +12/7 (1D8+3)
Special Attacks +1 on attack rolls against giants

STATISTICS
Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +14 (+16 for Bull Rush/Overrun) CMD 26

Feats True Love, Combat Stamina, Power Attack (-3 +6/9), Weapon Focus: Dwarven Longhammer, Combat Reflexes, Steel Soul, Barroom Brawler, Furious Focus, Weapon Mastery: Difficult Swings, Advanced Weapon Training: Armed Bravery, Advanced Armor Training: Armor Specialist (Full Plate), Lunge, Advanced Weapon Training: Versatile Training (Intimidate & Diplomacy), Advanced Armor Training: Master Armorer

Traits Outlander: Exile (Campaign), Survivor (region), Militant Merchant (racial)

Skills Appraise +4, Climb +4, Craft: Magic Armor +21, Craft: Arms +14, Diplomacy +11, Handle Animal +3, Intimidate +11, Knowledge: Dungeoneering/Engineering +4, Geography/History +2, Linguistics +2, Perception +13 (+14 against surprise, +15 to notice unusual stonework), Profession: Engineer/Soldier +6, Ride +1, Sense Motive +14, Survival +5, Swim +4, Use Magic Device +2

Languages Common, Dwarven, Giant, Goblin

SQ Weapon Training: Hammers (+2 hit/damage), Bravery 2, Armor Training I, Advanced Weapon Training: Armed Bravery and Versatile Training, Advanced Armor Training: Armor Specialist and Master Armorer

Combat Gear Potion of Enlarge Person (6), Oil of Bless Weapon (6), Potion of Shield of Faith +2 (6), Potion of Baskskin +2 (2), Potion of Blur, Potion of Lesser Restoration, Tanglefoot Bag (2), Thunderstone (3), Potion of Cure Light Wounds (3)

Other Gear +1 Fortuitous Dwarven Longhammer, +2 Adamantine Full Plate w/ Mwk Armor Spikes, Mwk Composite Longbow (3), 20 Arrows, Cloak of Resistance +2, Ring of Protection +1, Handy Haversack, Bag of Holding Type 1, +5 Artisan's tools (Craft Arms & Armor), Anvil, Crowbar, Shovel, Pitons (10), Silk Rope 100ft., Bedroll, Tent, Cooking Pot, 2 Waterskins, Flint and steel, Iron Rope, Grapple Hook, Skinning Kinfe, 10' Pole, Blanket, Armor Ointment (2), Mending Paste (2), Spider Sac (2), Adamantine Weapon Blanch, Cold Iron Weapon Blanch (2), Silver Weapon Blanch, Bloodblock (2), Antiplague (2), Clear Ear (2), Bladeguard (2), Alchemical Solvent (3), Blackfire Clay (2), Gold: 3,835

Barbarian:

Makknus Hammerhand

Male Dwarf Inuvlnerable Rager (Barbarian) 9
NG Medium Humanoid (Dwarf)
Init +5; Senses Darkvision 60ft; Perception +13 (+15 to notice unusual stonework); Sense Motive +13

DEFENSE
AC 22, Touch 13, Flat-Footed 20 (+8 armor, +2 Dex, +1 deflection, -2 rage, +3 natural) DR 4/- SR Fire/2
HP 147 (60 + 4D12 {rolled 33 total} + 27 Con +27 Rage)
Fort +14 Ref +8 Will +8; +8 vs. spells, and spell-like abilities, +4 vs. poison
Defensive Abilities Defensive Training (+4 Dodge bonus to AC vs. giants), Light Fortification: 25% chance to negate sneak attack or critical hit
OFFENSE
Speed 30ft.
Melee +1 Fortuitous Dwarven Longhammer +18/13 (2D6+22/x3)
+1 Fortuitous Dwarven Longhammer (without Power Attack) +21/16 (2D6+13/x3)
Mwk Armor Spikes +18/13 (1D4+14/x2)
Ranged Mwk Composite Longbow (3) +12/7 (1D8+3)
Special Attacks +1 on attack rolls against giants; Combat Reflexes (+2 AOOs/rd); Fortuitous (make a second attack 1/rd on a provoked AOO at a -5 penalty.) +3 damage against spell casters or enemies with spell-like abilities

STATISTICS
Str 26, Dex 14, Con 22, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +17 (+19 for Bull Rush/Overrun) CMD 29

Feats True Love, Power Attack (-3 +6/9), Steel Soul, Combat Reflexes, Raging Vitality, Extra Rage Power

Traits Exile (campaign): +2 Initiative, Survivor (region) +1 Initiative, +1 Sense Motive and counts as Class Skill, Grounded (racial) +2 acrobatics for balance, +1 Reflex Saves

Skills Acrobatics +9, Climb +9, Craft Arms and Armor +16, Diplomacy +2, Handle Animal +4, Intimidate +11, Knowledge: Geography/History +2, Knowledge Nature +4, Linguistics +3, Perception +13, Ride +3, Sense Motive +13, Survival +5, Swim +9

Languages Common, Dwarven, Giant, Goblin

SQ Rage 32rd/day, DR = 1/2 barbarian level, Fire Resistance = 1 for every 3 levels beyond 3rd.

Rage Powers Lesser Beast Totem, Beast Totem, Accurate Stance, Superstition, Witch Hunter

Combat Gear Potion of Enlarge Person (6), Potion of Lesser Restoration

Other Gear +1 Fortuitous Dwarven Longhammer, +2 Light Fortification Breastplate w/ Mwk Armor Spikes, Mwk Earthbreaker, Mwk Composite Longbow (3), 20 Arrows, Belt of Giant Strength +4, Cloak of Resistance +2, Ring of Protection +1, Handy Haversack, Mwk Artisan's tools (Craft Arms & Armor), Anvil, Crowbar, Shovel, Pitons (10), Silk Rope 100ft., Bedroll, Tent, Cooking Pot, 2 Waterskins, Flint and steel, Grapple Hook, 10' Pole, Blanket, Gold: 3,185

The Fighter will have much higher AC as levels progress and is more defensive, potion enlarging and using lunge/reach weapon/combat reflexes to control the battle.

The Barbarian will hit harder while raging and will have much higher offense with taking Greater Beast Totem (pounce), Spell Sunder, and Come and Get Me.

GM has approved either build (though with us all being newish still, there could be some things that are wrong/illegal and neither of us caught it).

The biggest difference to me is the Fighter's access to Combat Stamina and using that to pump AOO's (With Fortuitous weapon, can land 2 AOOs at full attack bonus by supplementing the -5 with 5 points of stamina spend on a single provocation at 20' away.) vs. the Barbarians' much higher saves/health and damage potential with CAGM. There's also the AC difference, but I feel that with the enemies we're up against, there really won't be THAT much difference in how often I'm hit with 26 AC or 22 AC going forward, but the 40+ health point differential and bonus DR could be massive. Between the two builds, which would you recommend?


Current Build on Barb1/Oracle of Metal7:
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 14
(Can optimize more if you don't mind dumping intel, but I don't like to)

Sacred tattoo w/ Fate's Favored trait for +2 all saves
Intimidating
Darkvision

Weapon/Armor:
+1 Cruel Falchion
+2 Mithril Full Plate

Revalations: Skill at Arms (Martial Proficiency + Heavy Armor), Armor Mastery (full move speed in medium metal armor), Dance of the Blades (+10 Move Speed)

Feats:
1. Power Attack
3. Hurtful
5. Intimidating Prowess
7. Cornugun Smash

Spells:
1. Cure Light Wounds, Lead Blades, Divine Favor, Shield of Faith, Weapon Wand, Obscuring Mist
2. Cure Mod Wounds, Heat Metal, Resist Energy, Lesser Restoration, Eagle's Splendor
3. Cure Serious Wounds, Magic Vestment, Prayer, Keen Edge


Look at an Oracle of Battle or Metal. They're spontaneous divine casters with full access to the cleric list of spells, with mysteries that make them meant to be front-line melee fighters. Get access to heavy armor and all martial weapons at level 1 with revalation choice, bonus spells to buff melee combat (battle gets enlarge person at level 2 I think). As a bonus, they get all cure spells for free at level. Your spell list will be smaller than a cleric by a mile, but you can take the necessary Restoration spells, get cures for free, then use your other slots to buff combat (magic weapon, divine favor, etc)

I haven't played mine quite yet, but built a backup Half Orc Barbarian 1 Metal Oracle 7 for a campaign I'm likely to die in.

It can move 50 ft in medium armor and because of Half Orc racials and Str/Cha focus, has a sky-high intimidate and uses the Power Attack, Hurtful, Cornugun Smash line with a Cruel weapon.


lemeres wrote:

I don't know much about the characteristics of the D3 monk, but I might as well suggest a sohei archetype monk.

Sohei is the 'good at attacking' archetype. It allows the use of light armor during the flurry (which could go up to mithral medium armor, since it counts as light; just grab armor expert to fake having medium armor proficiency). They gain weapon training like a fighter, allowing them to match up to other 3/4 BAB classes out of flurry and to full BAB classes while in flurry.

Another interesting aspect of the sohei monk is that you can flurry with the weapons in your weapon training groups. Sohei can pick monk, throwing, spear, polearm, and bows. Reach tends to be a rather good build for martials, allowing for easier full attacks (which you want, because a lot of your strength is in flurries). But you could also grab fist weapons under monk, or daggers under throwing weapons.

Monks in D3 are super mobile dual-wielding characters (fist weapons, swords, axes, daggers, maces) that work with some sort of element (lightning was always the big one when I played) and they can have healing and defensive buffing abilities. I was always a paladin player in video games, and that was the closest class to a paladin in D3 due to the divine-type magical abilities.


Secret Wizard wrote:
Unchained Monk can fulfill all that the D3 Monk does.

I know they can do Ki point healing, but what about the buffs and area effects? I haven't played D3 in quite a while, so it could have changed, but I'm remembering abilities like sanctuary.


A friend that is completely new to Pathfinder wants to join us for game night and play a character based on the D3 Monk. I don't think a straight monk is the best bet.

Currently thinking a Sacred Fist Warpriest may be the closest, but we're starting at level 9, so it's going to be an interesting learning curve for a new player. Warpriest may even be a little too complex right out of the gate with blessings, alignments, spells, ki, flurry, etc...

Goals: Fun to play, easy to play, feels sort of like a D3 Monk.

Currently looking at: Sacred Fist Monk, Enlightened Paladin, TWF Style Ranger using cestuses. I invite any further ideas or opinions.


_Ozy_ wrote:
No problem. That +5 equivalent that shows up in those tables is confusing.

Indeed it is. Thanks for for the clarification!

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