Fiendish Marsh Giant

MehWhyNot's page

38 posts. Alias of Restores100HP.


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Emmit Svenson wrote:
MehWhyNot wrote:
I'm not set on the blessings. Pharasma doesn't have the best ones .
You might want to ask your GM if she’ll let you use Slashing Grace with your daggers. If so, consider switching to a dex-based version, with Pirhana Strike instead of Power Attack. That would free up some attribute points for more Con, among other benefits.

That's a great idea.

I like the Repose blessing, but quicken can't work until level 11. I disagree on the usefulness of the Knowledge blessing.


I don't think a cestus counts as a dagger for the purpose of weapon focus, sacred weapon, or deific obedience


RainyDayNinja wrote:

It looks solid, but on the fragile side. I'd recommend swapping Power Attack for Toughness; you should be able to get by with a bit less damage until level 5.

For traits, any reason you don't have Fate's Favored? It makes divine favor a godly (haha) buff at this level, especially swift-cast with fervor.

It looks like you've only got one skill rank, when you should have 6 (3 levels x 2/level. Don't forget the bonus one for being human).

Ah, thanks. I forgot about the extra skills from my race. I wanted to take River Rat for the background and the extra point of damage. And we only get 1 trait plus a campaign trait. It effectively balances out (except I miss the attack bonus).

I didn't roll well on HP, but d8s are d8s. I'll think about toughness, but I was planning to take Weapon Specialization at level 5.


Saldiven wrote:
For what it's worth, all the DPR calculators I've played with show that Power Attacking while TWF results in a reduction in overall damage output. The extra -1 (and eventually larger) to hit on top of the -2 from TWF isn't compensated sufficiently by the damage increase.

Maybe in most builds, but that's the entire purpose of Deific Obedience. I already have a +7/+7 to hit at level 3 with power attack on.


Hey, everyone. Looking for some critique on my build. Basically, I'm building a Warpriest of Pharasma for a Kingmaker game. The general idea is to capitalize on the Warpriest's sacred weapon damage with two-weapon fighting using daggers and the Deific Obedience feat.

I'm building on a 25 point buy. I'm not set on the blessings. Pharasma doesn't have the best ones . Any advice is appreciated.

Here's a little of the math:
To attack +1 (mwk), +2 (BAB), +1 (weapon focus), +4 (strength), +2 (Deific Obediance), -2 (two-weapon fighting), -1 (power attack)
Total: +7/+7
Damage: +4 (strength), +1 (River Rat), +2 (power attack)
Total: 1d6+7/1d6+6

Pharasman Warpriest
Human warpriest 3
N Medium Humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex )
hp 24
Fort +5, Ref +3, Will +6

OFFENSE
Speed 20 ft.
Melee mwk dagger +7 (1d6+7/19-20x2), mwk dagger +7 (1d6+6/19-20x2)
Special Attacks ice strike (1d4) 4/day, fervor 4/day, powerful healer 4/day

STATISTICS
Str 18, Dex 15, Con 12, Int 8, Wis 16, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Weapon Focus (dagger), Two-weapon fighting, Double Slice, Deific Obedience (Pharasma), Power Attack
Blessings Water, Healing
Traits River Rat, River Lander
Skills Knowledge (Religion) +3
Languages Common
SQ aura
Combat Gear wand of cure light wounds; Other Gear masterwork breastplate, masterwork dagger (2), holy symbol


Eltacolibre wrote:
frankly would just go for a menhir savant druid...because it is simple, convenient and useful in most situations. With wild shape serving as support for everything else, as a wereshark-kin, I don't need to worry about swimming or drowning, when I get wild shape, can even just take the form of a shark for the theme. I'll still use an aquatic related domain, like Oceans...and that's all.

I considered Menhir Savant, but it's just so out of place in a pirate campaign.


Maybe I need to rethink this a little.

What would you guys build? Wereshark-kin druid pirate. What would you make it into?


simon hacker wrote:
storm druid

Any reason why?


Bump


Eltacolibre wrote:

Oceans subdomain is actually pretty good, it also give you a CMB wave, so you can push people into the sea, great crowd control on a ship/boat.

But well, just play whatever you think is more fun, at the end of the day.

Hmm, what's the range on the Oceans ability? It seems unlimited...


Eltacolibre wrote:
World Walker is slightly better. Not much else to say really, depend which one you prefer but might as well take advantage of favored terrain Water, where you will have a constant bonus.

Thanks. Any opinion on a domain?


Seems like the Skulls and Shackles forum is pretty dead, so I'll ask here.

I'm planning a wereshark-kin druid in an upcoming campaign, and I just can't settle on an archetype or domain. So, I want your help/opinions (no spoilers, please!)

I'm thinking either a Storm Druid with the Weather domain or a World Walker Druid with the Monkey Domain (but I'm open to suggestions). Both seem piratey enough, but I just can't settle on which I like more.


I'm planning a wereshark-kin druid in an upcoming campaign, and I just can't settle on an archetype or domain. So, I want your help/opinions (no spoilers, please!)

I'm thinking either a Storm Druid with the Weather domain or a World Walker Druid with the Monkey Domain. Both seem piratey enough, but I just can't settle on which I like more.


Bump


Sample Builds

Elf Shaman:

Elf Shaman 1
LN Medium humanoid (elf)
Init +0; Senses Perception +3

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 armor)
hp 8 (1d8)
Fort +0, Ref +0, Will +5

OFFENSE

Speed 20 ft.
Melee longsword +2 (1d8+3)
Ranged shortbow +0 (1d6)

Shaman Spells Prepared (CL 1st; concentration +3)

1st—entangle, cure light wounds, detect undead (S)
0th (at will)—stabilize, light, detect magic

SPIRIT ABILITY
Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

STATISTICS

STR: 14 DEX: 10 CON: 10 INT: 14 WIS: 17 CHA: 14
Base Atk +0; CMB +2; CMD 12
Feats Breadth of Experience
Skills Intimidate +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Perception +7, Spellcraft +6, Use Magic Device +6, Heal +7, Knowledge (All) +4
Languages Common, Elven, Draconic, Sylvan

Changeling Shaman:

Changeling Shaman 1
LN Medium humanoid (changeling)
Init +0; Senses Perception +3

DEFENSE

AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural armor)
hp 8 (1d8)
Fort +0, Ref +0, Will +6

OFFENSE

Speed 30 ft.
Melee 2 claws +2 (1d4+3)
Ranged light crossbow +0 (1d6)

Shaman Spells Prepared (CL 1st; concentration +3)

1st—entangle, cure light wounds, detect undead (S)
0th (at will)—stabilize, light, detect magic

SPIRIT ABILITY
Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

STATISTICS

STR: 14 DEX: 10 CON: 11 INT: 14 WIS: 18 CHA: 14
Base Atk +0; CMB +2; CMD 12
Feats Mother's Gift (Surprisingly Tough)
Skills Intimidate +8, Knowledge (History) +6, Knowledge (Religion) +6, Knowledge (Planes) +6, Perception +8, Spellcraft +6, Use Magic Device +6
Languages Common, Elven, Draconic, Aklo


I've wanted to play a shaman since the ACG came out, and I may have an opportunity to play one in Carrion Crown.

However, I'm not sure what to play, so I'm looking for some guidance. For roleplay reasons, I'm most interested in the Lore or Bones Spirits. I'm also considering the Speaker for the Past or Spirit Warden archetypes.

Any advice is appreciated.

Edit: Actually, I guess I could take both the Speaker for the Past and Spirit Warden archetypes.


Bigdaddyjug wrote:
MehWhyNot wrote:
Sammy T wrote:

Shaman w/ Animist Archetype: Pump WIS, dip 1 level Inquisitor to add WIS to Diplomacy, Skill focus: Diplomacy, +1 Diplomacy trait = goodbye Conditions

Expanding on this idea, Half-Elf Shaman Animist with Skill Focus (Diplomacy), a Thrush familiar, Creed of Humility (Virtue Feat), follow Sarenrae for the Illuminator trait. At level 1, your Diplomacy skill is +17, assuming you have 18 WIS and 14 CHA.
I wish this build was a good healer, because I have a just turned 2 cleric in PFS that I hate playing and this sounds like it could be fun.

Just run it as a Life Oracle with higher CHA. More diplomacy plus channeling to heal. Goodberry+Cure spells are pretty great at healing.


Sammy T wrote:

Shaman w/ Animist Archetype: Pump WIS, dip 1 level Inquisitor to add WIS to Diplomacy, Skill focus: Diplomacy, +1 Diplomacy trait = goodbye Conditions

Expanding on this idea, Half-Elf Shaman Animist with Skill Focus (Diplomacy), a Thrush familiar, Creed of Humility (Virtue Feat), follow Sarenrae for the Illuminator trait. At level 1, your Diplomacy skill is +17, assuming you have 18 WIS and 14 CHA.


I'm interested in playing. I've DMed and played Pathfinder for a few years now, mostly with friends once a month. I love in uptown Dallas, but have several co-workers interested in playing as well (they're in Carrollton).

If you need more details, just let me know!


Take a class with the disguise skill as a class skill or use this guide to find a helpful trait:

https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEm CdhA/mobilebasic?pli=1


Magda Luckbender wrote:

So, you are considering playing an Evangelist Cleric. Your allies kill stuff faster, so they take less damage, so they need less healing. The increased combat effectiveness of all your allies from Inspire Courage more than compensates for 1-2 HD less channel healing.

One error on the sheet: Glaive with 14 STR does 1d10+3, not 1d10+2.

The links are great (and thanks for the correction). It might help to mention my party's setup. We'll have a fighter, rogue, barbarian, monk, and sorcerer (blaster), so an Evangelist would probably be perfect for this group. But, obviously, they'll need support.

I'm stuck with Shelyn now (we're not allowed to change backgrounds), but a cleric of Shelyn that sings makes sense to me. Would Luck be the better domain option over Wind, even as a Sylph?


Wiggz wrote:
I would seriously consider making an Evangelist Cleric, taking the Heroism Domain and then build the cleric as a summoner who focuses on air and lightning elementals. Lots of buffs, cool thematic summoned creatures - what could be better?

Is losing Channel worth it? That seems dangerous, especially in RotRL.

I love the idea of summoning air and lightning creatures, but losing Channel and the spontaneous healing worries me. Are there other routes?

Edit: Also, none of the deities that grant the Heroism subdomain make sense for a Sylph (in my opinion).


Gilarius wrote:
I think you should first decide if you will be combat or casting focused. Then planning out a full set of feats will be easier.

My plan is to be a controller/buffer cleric - using Wind Blast/spells to control, Bit of Luck/spells to buff, Channel for most of my healing, and my reach weapon plus Combat Reflexes to also control (getting AoOs).

I don't expect to do a lot of physical combat, but I'm going to set myself up strategically to be able to cast or use a domain ability every round plus get AoOs. Which is why I thought a 40ft base speed would be helpful, especially since I don't have medium armor proficiency.

Edit: Also, upping my Con as a Sylph is tough. I have a natural -2 and Middle-aged makes it -3.

Edit 2: With 14 Con, these would be my stats - STR: 12 DEX: 14 CON: 14 INT: 9 WIS: 16 CHA: 14


I'm looking for some help or a critique with my cleric build for RotRL. I've decided to create a Sylph with the Varisian Pilgrim archetype.

I'm having the most trouble picking a 1st level feat. I'm thinking Fleet to get a 40ft base speed, but I'm also tempted to take Combat Reflexes.

Character Build:

Rydia Windbourne
Sylph cleric 1
NG Medium native outsider
Middle-aged
Init +2; Senses Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
hp 10 (1d8+1, favored class bonus)
Fort +3, Ref +2, Will +5
OFFENSE
Speed 40ft.
Melee glaive +2 (1d10+2)
Special Attacks channel positive energy 5/day (DC 13, 1d6+1)
Domain Spell-Like Abilities (CL 1st; concentration +3) 6/day—wind blast, bit of luck
Domains Luck, Wind
STATISTICS
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB +2; CMD 14
Feats Fleet
Skills Diplomacy +6, Heal +3, Knowledge (religion) +4, Sense Motive +3
Languages Common, Auran
Combat Gear Glaive, chainshirt

Varisian Piglrim: Fortunate Road, Caravan Bond

Sylph: Like the Wind (+5ft speed)

Traits: +1 heals and channel


Kaeru, Grippli Cleric of Gozreh. Born in Mushfens of Varisia, his tribe was wiped out by boggards. He moved to Magnimar And was a servant on a merchant vessel, typically for their Cleric who taught him about Gozreh. He was shipwrecked and his faith held him together until a fishing vessel took him to Sandpoint where he settled in.

STR 12
DEX 16
CON 12
INT 8
WIS 17
CHA 16
Middle-aged


Lincoln Hills wrote:

They're jungle-dwellers ordinarily, so Plant seems like it would be a natural choice. Entangle is nice to have.

Oh, wait. Gozreh... don't think it's an option for him/her. Water??

Plant and its subdomains are available to Gozreh.


Actually, would you be able to use it with a channel focus?


Imbicatus wrote:
MehWhyNot wrote:
@Imbicatus, I love the spells with the Swamp Domain, but the first ability is almost entirely useless for a Cleric, especially since none of my other players will have a companion.
It does give you double uses of Channel Energy though. You can use them to power a Grayflame weapon.

Hmm, interesting point. I wonder if I could use it for feats or other abilities.


@Imbicatus, I love the spells with the Swamp Domain, but the first ability is almost entirely useless for a Cleric, especially since none of my other players will have a companion.

@Victor, Javaed, and Castarr4, I like the Animal subdomains better than the domain itself, but my DM was a little weird when I suggested it. He didn't like the idea of me having both a familiar and an animal companion.

For a little background on the character, he grew up in the Mushfens, tribe was wiped out by boggards, left for Magnimar where he was a servant on a few ships, met a Cleric of Gozreh on a few voyages and learned about the faith from him, then was shipwrecked near the Eye of Abednego. He was eventually rescued by a merchant ship and ended up in Sandpoint. He lives just south of the town now, and spends most of his time fishing.

I was thinking Oceans or Wind might make sense, but I've never played a Cleric before.


Bump. Maybe I need to provide more info?


I'm going to be playing a Grippli Cleric of Gozreh in RotRL soon, and I can't decide on a second domain. My first domain is Frog.

I've been leaning toward Weather or Wind, but I need a little help thinking it through.


Falcar wrote:

These spells are just added to your famiars mind/body (however it holds them) you may select these spells just like if they were in a spell book, when you prepare each day you can choose if you want to cast it and how many times as normal not spontaneously.

Hope this helps.

Ok, that makes sense. This seems to make certain Patrons incredibly pointless (Portents, I'm looking at you).

Thanks, guys.


I'm a little confused on the wording of the spells a Witch gains from her Patron. Here is the wording:

At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar.

So, are Witch's Patron spells automatically prepared everyday (effectively adding a spell slot like a wizard's arcane school), or are they just added to the spells stored by your familiar that you could prepare (taking up a normal spell slot)?


I'm sorry, but maybe I'm still not understanding this. I thought Poison Steep functioned as the spell. If so, how are you allowed to increase the DC as if it were a mundane poison? If I'm not mistaken, the DC should increase as you gain levels, like any other witch hex, but it just doesn't seem to work the way you're saying it does. I wish it did, but it doesn't seem to.

I'm beginning to consider a Vishkanya Vivisectionist Alchemist with the Sleep Venom feat (basically a scaling Drow poison with easy daily access) and a ton of poison-related feats/discoveries. Maybe even a viper tumor familiar?

Has anyone tried the Daggermark Poisoner?


Mathwei ap Niall wrote:

Most powerful Poison build is a Witch with Cauldron Hex, Poison Steel and profession:chef.

With the stacking rules of Poison and the weight limit on Poison Steep you can easily make a poisonous sandwich or bag of candy with a save DC in the 30's.
Throw in a Beguiling gift spell and you can really get that poison into the target.

Also, the best part of using which is cost, unlike the rest of the builds all the witch poison is negligible in cost (how expensive is a pound of raisins?)

I'm a little confused. Can you explain how the DC stacks in this case? Since Poison Steep functions as the spell and not a traditional poison, wouldn't the save DC default to the witch's standard hex save DC?


Would you mind sharing the build?


I'm sure this comes up a lot, but I'm considering running a poison-based build. What, in your opinion, is the most viable option?

Is it as simple as a Grippli Alchemist or Vishkanya Serpentine Sorcerer?