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   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'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)
 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
 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
 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?  
   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.  
   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.  
   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?  
   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?  
   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
 DEFENSE
 OFFENSE
 STATISTICS
 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
 DEFENSE
 STATISTICS
 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?  
   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.  
   Quick question about armor enchantment costs: If I wanted to take +2 Full Plate and add Determination to it (Counts as a +5 bonus), which has a cost of +30,000 gold, does that mean I pay 30,000 flat for Determination added to the armor, or the cost of +7 armor (49,000 - 4,000 for the existing +2) PLUS the 30,000?  
   Question for you RotRL vets out there - Typically a bane enchant on your main weapon isn't optimal, but in RotRL would it be worth it to go for a Giant Bane enchantment for my Reach Weapon Fighter? I know there will be some other big bads that have nothing to do with giants, but it seems like I may fight enough of them for it to be worth it.  
   Related to a previous post - Purely for RP I have a dwarf fighter in RotRL wielding a Dwarven Longhammer he crafted in the image of the Rusty Dragon for the hammerhead. I also took Advanced Weapon Training: Versatile Training for Diplomacy with the Hammer group (GM ruled the Longhammer in Hammer group). I'm looking for a fun name for the Hammer to make it semi-famous to give Hammer training Diplomacy some grounding in reality. Maybe it's been heard of before, accounting for the Diplomacy boost. Something related to Rusty Dragon or Sandpoint in the name. Currently thinking something along the lines of Dorf Dragon, Sandhammer, etc. it could be comical or serious. EDIT: For RP purposes he was a wondering exile that found a home in sandpoint and has a crush on Ameiko. With his bad Charisma it's led to some funny moments.  
   Background: My group is rerolling our RotR characters to restart the campaign in the Hook Mountain part of the story. This was our first attempted campaign, all first timers. Our characters were broken and we screwed a lot of things up, so we're redoing it the right way with 20 points buys. I'm rebuilding a giant-hunting dwarf fighter and trying to determine my main weapon for weapon focus/specialization etc. Earthbreaker or a Dwarven Longhammer? The latter seems like the better option with reach, but my GM plays enemies smart and will continuously 5' step me into corners/walls/etc to negate a reach weapon, and I'm the only true front-liner, so it happens pretty often. If I take a longhammer is there a good way to keep decent adjacent threat, outside of dropping and drawing a backup weapon? Thinking about a boulder helmet, but that takes a useful item slot. Any advice?  
   I'm looking at a Halfling Archaeologist Bard build with Divine Fighting Technique: Way of the Shooting Star. 20 pt buy:
 Fleet of Foot, Keen Senses, Halfling Luck, Fearless, Weapon Familiarity for racials, Fate's Favored and Heirloom Weapon: Starknife Proficiency Would it be better to trade Heirloom Weapon for another trait, and level dip in a martial for weapon proficiency and a boost to Fort Saves? I'm seeing the benefit particularly from Slayer, Ranger, Fighter, or even a Warpriest for free Weapon Focus and starknife damage jumping to D4 over D3 (not amazing, but something).  
   I'm GMing a session soon in which the PCs will run into a small hostile army (about 50 soldiers), and a horde of undead (about 100) crash the party in a 3 way fight. The current plan is to have a few small encounters within the battle, and have the rest be more scenery than anything, but does anyone have advice or examples I could refer to for running something like this? I'm worried one of the players will recklessly charge the commander.  
   If you took a Titan Mauler 2 / Kensai X with strong arm bracers, would you essentially be able to build a Large Nodachi One-hand-wielding Magus along the Sephiroth vein? It would fit his character theme, but I don't know rules well enough to know if the strong arm/jotungrip combo is something doable, though.  
   I know you typically don't want to delay caster progression, but this setup seems like it adds a lot of fun bonuses. Any reason you would/wouldn't? Level 6 Half Orc: Barbarian 1 / Oracle 5 (Metal Mystery, Tongues Curse) STR: 18 (+2 racial, +1 at 4) DEX: 12  CON: 14  INT: 10  WIS: 10  CHA:14
 Traits:
 Feats:
 Revelations:
 Unless the speed bonuses from DotB and Barb don't stack (anyone know if they do or don't?) I'm at base speed 50 in a breastplate. The dip also gets me some extra fortitude, a few nice class skills (perception!), an HD12, and Martial Weapons without needing the Oracle revalation. For combat: Buff up if needed, then charge up to 100' with power attack at a net +1 to hit (plus buffs), free intimidate at +18 from Cornugon Smash, and if it's successful, another free attack from Hurtful. Now I have a short rage available, spells, repositioning melee, etc.  
   I'm interested in going against the grain with a 2h Magus that uses spellstrike with a reach weapon, essentially eschewing spell combat. Currently looking at a dwarf with a longhammer or a half-elf with a fauchard. I've never played a Magus before, though, so I have no idea how to build it to be effective in combat. I've read up on the standard finesse + shocking grasp Dex builds, but is there a way to make a 2h version viable?  
   I'm playing with a level 7 character concept: Halfling Unchained Rogue 3 / Urban Bloodrager 4. Functioning as a switch hitter with a longbow and Elven Curve Blade. Dipping 3 levels into unchained rogue to give the ECB Dex to damage and two sneak attack die, plus a bunch of skill points and class skills. I was also looking at the Arcane bloodline for their spells (liked spider climb for out of combat blood rage utility). I know it's not optimized, but can this be made decent enough?  
   I'm going to start running a homebrew soon. 3 of my 4 players have characters in mind, but one does not. He almost exclusively plays Melee rogue-types, but is too afraid of taking hits to stay in combat. He typically delays his turn or stealth/hides until everyone else has set up, then spring attacks and runs away (he did this at level 1 in another campaign against rats, even though his high Dex gave him the party's best AC). He'll normally get 3-5 hits in while everyone else is getting 10+, and gets frustrated when his character "can't" do more. I'm trying to advise on something to fit his playstyle. He is strategic and meticulous, and plays at a slower pace, always looking for the edge or advantage. He's the type who will 100% video games and learn the full boss' AI to perfect fights on the hardest difficulties. The party is currently Paladin, Arcanist, and Rogue. I've been looking at an Inquisitor, but am really not sure. Any ideas/advice?  
   I'm playing a level 7 Human switch hitting Ranger. Stats STR 19, DEX 16, CON 16, INT 10, WIS 13, CHA 7 with gear. He's highly combat focused with skills loaded for survival, tracking, Animals and IDing enemies. The group also has a Harrow Sorceror with high diplomacy/bluff, a tanky gnome monk with creative item utilization, and sometimes a poisoner rogue with low perception and no trap skills at all (ugh). The home brew campaign I'm in has progressed from a lot of outdoors/wilderness, to a LOT of city-based scenarios, diplomatic endeavors, politics, investigations, etc. I currently have nothing for social skills and it's an enormous pain in the ass. I want to pick up diplomacy and a few other skills without sacrificing much offensive ability (I contribute well over 50% of my groups DPR) My current considerations:
 Barb nets me crowd fighting bonus and diplomacy with a nice controlled rage when I go into melee. Rogue gives me trapfinding (which our group doesn't have), skills, and diplomacy with an SA die, but costs me BAB progression Sniper Slayer + traits keeps me full BAB, works well for RP and gives a 110ft bow sneak attack with an immediate action Study, as well as the rogue trap talents at second level, but it delays my favored enemy/terrain bonuses. What would you guys do? Or is there a better option I'm not considering?  
   I have a level 5 ranger with elf favored enemy +4, Elfbane arrows, Gravity Bow, and Deadly Aim using a Composit Longbow (3) If I calculated this correctly, the bow goes to 2D6 from grav. bow, gets 2D6 from bane, +3 from str, +2 from bane, +4 from favored enemy, + 4 deadly aim. Am I really going to be shooting an elf for 4D6+13 damage? Do these all stack or are some nullified? The chapter boss we're about to fight is an elf and my DM may be pissed if I crit and one shot the guy...  
 
   I am interested in making a Cavalier due to the character style, order choices, and heavy teamwork, but I'm not big on using mounts due to the way it can unbalance encounters with the extra movement and slow down combat with extra rolls. Is there a way to build a decent cavalier without focusing on mounted combat?  
   I'm about to start a character in a home brew and am still relatively new to Pathfinder. So far I've played a Dwarf fighter to level 11 in Rise of the Runelords and a human switch hitting ranger to level 5 in another homebrew campaign (which is ongoing). The second campaign I'm joining currently has an fighter, swashbuckler, and likely a rogue or monk (so far the player has only said he wants to play a dex class, but highly favors rogues over all else). The DM is going to be very focused on balancing everything for whatever our group build is, but I'd still like to have some sort of well-rounded group. I think the swashbuckler will serve as the face and we have a tank and skill monkey, but I'm not sure where to go with my character. Currently I'm looking at an Evangelist Cleric for buffs and divine casting, a Treantmonk style God Wizard for battlefield control, or an archer bard as a do-it-all to give some ranged damage ability, buffs, and casting. Any advice to help round the group out? So far I've only played martial classes, but open to trying just about anything.  
   I want to build a sling staff focused Halfling who was a slave growing up and the lifestyle made him mentally crack just a bit. Mostly a good person but sometimes off his rocker with a gleeful craze. He will heartily believe cats really do always land on their feet and occasionally try to load one into his sling staff and catapult it. For combat I want him to be ranged focused and will utilize the new stuff in the Weapon Master's Guide. I'm not sure what to do for class, though. I want to make a viable ranged attacker, and the thought of a paladin or zen archer for cool ranged attacks was initially interesting, but I'm not sure it would fit the character. I can't see him being zen enough to be a monk, nor lawful enough to be a paladin. Currently leaning Fighter. Note: The DM is disallowing multi-classing in this campaign. Ideas?  
   I'm starting in a Homebrew campaign next week with a human Harrow bloodline Sorceror, human Rogue planning to go assassin, and a gnome Monk. DM is sticking to CRB and APG with case-by-case acceptance of other rules/classes/etc. we're starting at level 1, 20 point stat buy. I'm trying to fill group need, and looking at a 2H paladin with reach weapon and extra lay on hands, archer paladin, or a switch hitting ranger. I'll probably end up in tank duties when one is needed in confined spaces (unless I play archer paladin), but also likely be the primary healer. Any advice you guys and gals could give me? 
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