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Hi all, With the new Occult adventures the occultist reminds me quite heavily of my favorite book series, The Dresden Files. I have a level 2 character I am making in this vein, and I decided the Occultist would be a great fit thematically. Spoiler:
For those who don't know the books Harry Dresden is a Wizard detective in the modern day. His magic deals very much with willpower, emotion, and foci that the Occultist class meshes well with. Currently I have the following Build: Harry Dresden Occultist 2 Spoiler:
For this Game stats were rolled and I came out with the following numbers: STR 12
HP: 20 (I rolled an 8 for my 2nd level!) FCB: +2/6 Focus Power Traits:
Feats:
Implements:
2. Abjuration 3. Divination I have not decided on the extra focus power/spell I get for Abjuration or Evocation yet either Spells: 0 - Resistance, Spark, Detect Magic
I know this build will be sub-optimal, but I am trying to keep with the theme and I could use some help optimizing with the theme. Thanks in advance
So after fiddling about with the new Mythic adventures book I was curious if anyone had looked into Mythic tiers as an alternate progression path. Right now 20/10 is what characters max out at but i was thinking along the lines of running a group that would look like 7-8/10 then doing new exp gains along a modified slow progression (x2 required from current amounts) for remaining levels. I am more concerned if this would cause any game breaking issues beyond the ones related to power level (i can always modify monsters), and if anyone else has experimented with this style of play since I could not find anything in my searches.
Hello, Is there any way to mix the two title elements in a class? I started looking under rogue variants but I figure fighter/barb might have a solution.
As the title says, been looking for a class that can control magical beasts beyond just their mount/"Animal Companion". Only thing I have found so far is wild empathy can be used to diplomacy MBs of 1 or 2 int, but aside from spells I have not had much luck. Anyone know of a class/archetype/ability?
Hey all, was looking for any feats/class features/archetypes that allow you to either prevent dying, take less damage while in negatives, or increase the effective con score of a player for reaching death.
Entry: Allip
So was looking recent through the elemental races (Oreads, Sylph, Ifrit, Undine) in the ARG and noticed that in the race builder they are only 6 RP. That seems dreadfully low compared to even the core races that range from 9-11. Now that Paizo has quantified race power, it has made some of my players become even less interested in branching out from the "powerful" races (although Samsaran has been a hit with the group, but I would consider it a power race).
It is a bard archetype from ARG that looked interesting to me but I had some definite questions about. Watersinger:
Watersong (Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard’s control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it. This ability replaces fascinate, suggestion, and mass suggestion. So my question is since you can manipulate a 5ft cube of water (5x5x5), and it has 3hp per inch of thickness, would it require 180 points of damage to break the cube then?
I have noticed for a lot of entries there are creatures with int scores above 3 that have no language listed. Do those creatures have no form of communication/speech?
So a few of the players in my group recently picked up this book before the start of a new campaign and I figured we would give it a whirl so I allowed the book and let one of my players come up with a race with a backstory etc. . . to try out. I gave him a point limit of 17 seeing as how fetchlings cost that and have no level modifiers. Let me say I think I am regretting this decision. The way point costs are setup are all over the place, with no rhyme or reason as to why certain things cost X or -Y points. My player came up with the following race: Half Dhampir/Samsaran
Let me know if he or I missed anything but at this point I am ready to ban this part of the book as a bad idea.
Hey all, been DM'ing for awhile now and have had many instances of players getting their arses handed to them by my monsters. Reflecting back though, I seldom kill them. I reasoned it out as "well the monsters are less threatened by the non-moving PC they just knocked down as opposed to the other one brandishing spells/magic at them". Was wondering if anyone else does this, or am I being too nice to my PCs?
Note: this makes manuevers more complex and is not for the faint of heart I have always found the way that CMB/CMD is calculated in PF seems rather limited in scope and always favors greater size and str compared to smaller, more mobile creatures. My solution to this was to split CMB/CMD into 3 categories based upon DEX/STR and the type of maneuver used. For simplicity at the moment im calling them DCMB and SCMB, which are calculated as:
DCMD=BAB+DEX+Size(the inverse scale)
The following manuevers use SCMB only:
The following manuevers use DCMB only:
I also made a third category that can be used by either CMB to simulate the dual nature of how some of these could be used:
Note: whichever CMB the person uses for these maneuvers, it would go against the highest CMD their opponent has. Changes to feats:
Would need to add a feat to change all their combat maneuvers to using SCMB.
Would also add a set of feats to add STR to DCMD or DEX to SCMD depending on which feat you took, or someone could take both of them to make their CMD return to what the current system uses. for names I guess they could be "Pillar of Strength" and "Leaf on the Wind" respectively. Improved feats: the changes to these would be that the SCMB/DCMB usable CMs would have power attack OR combat expertise be their prerequisites, while the purely SCMB or purely DCMB ones would remain the same.
so new campaign starting! level 3, modified 25 point buy (16=9, 17-11, 18=13)
19 str (17+human)
Was thinking human doing a 2 level stint as a master of many styles for the crane line and then abandoning my lawful ways and becoming a rageaholic via barbarian. so would look like
Master Seward:
Monk 2/Barb 1 speed: 40ft HP: 2d8+1d12+9(12 w/favored?) BAB:+2 AC: 16(14 raged, 17 defensive+rage) CMB: +6 (+8 raging) CMD: 18 (20 raging) Attacks:
Feats:
the + to hit looks a bit low atm but with more barb levels that will go up and the ability to block the attack most likely to hit me seems like a golden goose that will keep giving + the free AoO from it. have not selected traits yet. Also not sure about weapon but that seemed like a nice one with the wider crit range and decent dice, although one of the thoughts i had later would be using the rage power for body bludgeon (although that would be more fun than anything else)
Hey all, was looking for advice on my next character build. Just got done playing an inquisitor but our party is lacking in the arcane utility department so I figured wizard. Was wanting to do transmutation and human for race, also good alignment. The point system our DM has setup is a bit different
Stats:
25 point buy 18=13 17=11 16=9 15=7 14=5 13=3 12=2 11=1 10=0 9=-2 8=-3 7=-4 Wizard Build:
Level 11 Human Transmutation wizard HP: 107 (i rolled decently and now have HP 2nd only to our fighter xD ) STR:10
Traits: Deft dodger(+1 ref) and maybe magical lineage (cheaper metamagic) not really sure on this one Feats:
Arcane bond: Wand Opposition schools: Necromancy (good party) and Enchantment (wasn't sure what else to drop) I really became uncertain about feats, taking the craft wand and piercing spell because it was there, same with magical lineage. As for spells I have a list I like and have allocated starting resources towards it already(19,200 GP), but haven't been sure what other items I may use besides a dex belt
So I have decided I want to make melee inquisitor for our groups next campaign, but was wondering what multiclass options are available that keep the character good on DPR but have some extra utility. Was thinking either druid due to the animal and the shared wisdom as a strong stat or rogue for skill monkey and sneak attack since I will most likely be going for outflank and possibly travel domain. 25 point buy, Any good, 2nd level starting btw
so a thread I had awhile back someone gave me a good idea about building a confessor from the Sword of Truth series. Confessors are born not made (well except the first one!) So I put together a template I think would work pretty well for it. Let me know if you see any gaping holes or if its UP/OP for its CR. Creating a Confessor
CR: HD 4 or less, as base creature +1; HD 5+, as base creature +2 Alignment: Any Good Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves. Armor class: The Confessor does not gain any bonus to Natural armor Defenses/Qualities: Immunity to Charm/Compulsion effects; Confessor's Touch; Confessor's Constitution Speed: As the base creature Melee: As the base creature Special Attacks:
HD Abilities
Confessor's Touch: Since a confessor must focus on not using her power when coming into contact with someone, if they comes into contact with a target able to be affected by her spell-like abilities while under the affect of a situation that would require a concentration check, she must make one (See: Concentration check DC table) or be forced to spend her next action using her highest level spell-like ability available on the target if they are within Touch range. Confessor's Constitution: When a Confessor uses one of her Spell-like abilities, she must make a fortitude save (DC10 + Spell level) or become fatigued. Each use of the confessor's Spell-like abilities beyond the first adds +2 to the DC of the save. If the Confessor is already fatigued and fails this save, she becomes exhausted, and is unable to use her spell-like abilities until the exhausted condition is removed. Abilities: A Confessor gains a +4 bonus on Cha and Wis and a +2 bonus on Int and Con. Skills: A Confesor with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.
As someone who has been DM'ing on and off for awhile I have thrown countless MM, bestiary, and custom monsters at my players, but actually ended up backtracking on one of my big-bads after creation. She was a Nymph Vampire with the advanced template and 4 levels of Oracle (Time). Ended up looking at the things saves and AC + the saves my party would need to beat the thing and basically made it screw with the party but the encounter ended up being a romp in her flesh golem pit with her AP spawn lieutenant. I am sure others have had the same problem with their big-bads, and would be interested to hear what creations other DMs had to sideline.
Hello,
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