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So, I'v been planning a alchemist again, I love the class and have not played one for years. I want to be small and focused on bombs, And then either feral mutagen or a ranged backup weapon for when bombs run out...

But I'm struggling with the race choice... I'm thinking either a Goblin (Because I love goblins), A Gnome (+1/2 bombs per day, So it is like taking the Extra Bombs feat every 4 levels), Ratfolk (+1/6th of a discovery. Extra discoveries are always nice and one every 6 levels might not be many but still dang good) Or, A small Tiefling (+1/2 bomb damage. So a small bit of extra damage on each bomb, But I'm unsure if this is worth it when you can get extra bombs instead...)

So, What is considered the better Favored Class Bonus? Extra bombs, Extra damage, Or Extra Discoveries?


So, I'm taking the leap and trying the full arcane casters for the first time ever. I'm super nervous because I'm more used to playing the characters that hits things...

I went for the Occultist Arcanist archetype to get Summon Monster at the cost of points from my Arcane Reservoir, Just to have a bit more stuff at level 1 in case I use my 3 spells per day, And I am planning to focus on Conjuration and Illusion spells.

But I'm wondering if anyone has any tips for playing a Arcanist from level 1? (Dont know when the adventure path ends so I dont know the max level for her.)

My spells I picked for level 1 are Infernal Healing, Grease, Mage Armor, Secluded Grimoire, Summon Minor Monster, Disguise Self and Silent Image. Thinking of possibly swapping Summon Minor Monster and Infernal Healing...


So, I'm thinking an Occultist, Probably Trappings of the Warrior, Longsword and Shield (My GM ruled you need the shield equipped so no greatsword that I so often see recommended)

I'm wondering if this can keep up with other martials in the damage department, Or if it starts falling behind too much?

I'm thinking cast Lead Blades before the fight if time is given to buff up pre-battle, If fighting a boss throw Bane on the weapon from Legacy Weapon...


So, I'v been tossing around this idea for a while... A sneaky thief/rogue type with magic and it seems like the two best options are Eldritch Scoundrel or Arcane Trickster and I was wondering what the strengths and weaknesses of the two are? And if there are any other good options.

I am sorry for the vague idea, I dont really have anything big or specific in mind, I just want a sneaky character with skills, Some sneak attack and combat ability with daggers, And true arcane magic!


So, This might be a odd ask, But I'm looking for a capable healer, That can still fight decently in combat.

I'm thinking of a Life Oracle with either the Spirit Guide archetype (For the Shamans Life spirit) Or the Pei Zin Practitioner... I was thinking of picking up feats for brew potion and/or craft wands (Not quite sure how they work though..)

Our current party is level 9 with a Lawful Evil Fighter, a Lawful Neutral Unchained Monk, a Chaotic Neutral Inquisitor, a Chaotic Neutral Samurai, And me, Who is a Chaotic Neutral (But acting more True Neutral) Unchained Summoner.

The reason I'm considering making a healer is because currently all our healing comes fromn a very unsteady access to wands of cure light wounds. We have long adventuring days and between adventures decently long downtime, But access to getting things like healing wands is not easy in this campaign, And every single fight leaves us beaten intro the ground.

In the last adventuring day (Time limit to save the city from ancient eldritch evil) We have had a lot of encounters and gone through over 3 wands of cure light wounds, Plus a bunch of potions..

So I'm thinking of making a Life Oracle, Who can help heal up the party after combat, And potentially craft wands and potions during our downtime.

So.. Would a Life Oracle work? I dont want to do cleric because our party is leaning more and more evil in our methods to fight the ancient evil threatening the world. Would any other lcass work? What archetypes would you reccomend?


So, I had this idea of a Kitsune Trickster type, Possibly utilising Enchantment and Illusion magic, Preferably with a decent charisma.. And I dont know what class to make it so I was curious if anyone had any suggestions?

Is Mesmerist good? Or would a Wizard or Sorcerer work better for Illusion and Enchantment casting? Is there any other classes that could work out well? Dont have to use enchantment and illusion magic, Thats just the first thing that popped into my mind when I thought of an kitsune trickster...

Mayhaps a Vivisectionist Alchemist, Unchained Rogue or Investigator..?

Any suggestions would be welcome!


So.. I'm not sure this is even allowed to be asked here.. But I'm interested in Starfinder, As is my entire group (We mostly play Pathfinder 1e) but it is starting to look more and more like if I want to try Starfinder I'm going to have to be the one to run it..

I heard the Junker's Delight module is good for new groups so I have ordered it, And I have been looking through the core rule book to try and figure things out but.. Does anyone have any tips for someone that has never tried GMing before and is now going to try and GM starfinder, Without having ever played starfinder..?


So, I have been glancing at the Adventure Card Game for a long time now, A couple of years I think.. And looking at the store where I buy all my Pathfinder books, They have a lot of things for the Adventure Card Game. So I decided to finally look into it a bit more.

I'm curious if you can play it solo or if you need multiple people? And also, What to buy for it..? The local store has the Core Set, The Mummy's Mask base set, The Wrath of the Righteous base set, The Curse of the Crimson Throne Adventure Path set, The Skull & Shackles base set, And then a whole ton of character, class and quest expansions... So I am rather lost...


So, I had this idea of a halfling martial who fights with a spear and I was wondering over these archetypes, The Cavalier's Disciple of the Pike and the Fighter's Polearm Master and Spear Fighter.. Which one of these would be the best for a small character who fights with a spear? And are there any other good options for it?

I was thinking light or medium armor rather then heavy armor, Though heavy armor can work too. I was not planning on a shield for the character..


So, I had this idea floatig about in my head.. A cleric who does not use armour and doesn't fight in melee, But instead focuses on using their spells and channel energy...

Has anyone here tried this before..? How did it go..? Is this just a horrible idea in general..?


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So, I was thinking, A Kineticist who's race matches their element! A few are easy, Fire is Ifrit, Water is Undine, Earth is Oread and Air is Sylph...

Wood is a bit harder, Maybe Gathlain or Ghoran..? But what about Aether and Void? And does any other races match the other elements?

Has anyone else thought about matching up race and kineticist element like this..?


So, I'm trying to think of a backup character for Skull & Shackles, We just beat book 2 (I think..) and our party is currently a Oracle, A Gunslinger, My Kineticist (That i'm considering swapping from due to reasons..) And a Fighter.

But I have no idea what kind of character i'd want to play if I do swap from the Kineticist (Or if the Kineticist dies) so I wanted to come here and ask, What classes work well with this adventure path, And what classes dont work so well? I know the gunslinger would have had trouble with the dungeon we just beat, But the gunslingers player couldn't make it to the two sessions it took us to beat the dungeon.


So, Druids! Never played one, But want to. Just not sure what kind of druid to make as they seem to be able to be built so many different ways... So I ask here!

What is your favorite Druid Build? Do you prefer to play as a shapechanging melee druid, Or a caster druid? Any archetypes you like? Tell me about it! :D


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So, I'm currently playing in Skull & Shackles as a Kineticist but I was tossing arround an idea for a backup character who is a caster (Have not played many casters so I wanna try more..) focused on Enchantment and Illusion spells.

I came to Wizard, Arcanist and Mesmerist, Wizard and Arcanist can learn all the spells thanks to their books so they have the versatility of having non enchantment or illusion spells for when such spells are not effective, While the Mesmerist can pick up Psychic Inception to make their mind affecting spells have a chance to affect creatures immune to mind affecting spells. Mesmerists are also charisma based so they can let me easily be a party face, Something I'v also wanted to try for a while..

What do you all think the strengths and weaknesses of theese three classes are for a enchantment and illusion focused caster?


So, I really like clerics despite only having played one and was curious, What is everyones favorite cleric builds?


So, This is something I struggle with,m Fleshing out my characters and connecting with them. I'm trying to get better but I'm not very good at it currently...

So I decided to ask here, What are the questions you ask yourself about your character to help you flesh out them and their backstory?


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So, I know that this is not the optimal way to build a caster in Pathfinder but I was interested in trying it anyway. What class would be the best for a full caster using damaging spells?

Most casters can still have a backup toolbox for when they dont want to be a blaster.. But sometimes you might want to be a blaster for the fun of it.


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So, I think the Lantern Staff is a really cool weapon and was wondering if anyone had any suggestions for classes or feats that could make good use of it?


So, i'm curious. What is your favorite character youe ver played in Pathfinder? What race and class where they, What was their backstory, And why did you like them so?

For me it was my Goblin Alchemist, Mogawg Fireblast, Or Mog for short.

He was originally just a regular swamp goblin living in a small goblin village, Untill one day when he while exploring the swamp found a dead human alchemist! Mog got curious and started rummaging through the alchemists belongings and found a lot of interesting things, A few books that he ate to take the thoughts they had stolen for himself, And a lot of things he started experimenting with.

Eventually Mog learned how to handle the alchemists things, Learning how to create bombs, A few less exciting things like a healing liquid, And even some fireworks with a bit extra work. He spent some time entertaining the village with fireworks and explosions, Until a day when he accidentally blew up the chief's hut, With the chief still inside it.. With that he was chased out of the village, And set off to explore the world!

He ended up going on a big adventure, Where he meet friends, Saved the dragon empire from a evil cult, And joined the alchemist guild! It struggle to say exactly why he is my favorite, He was simply a blast to play, I had so much fun with his crazy antics and my group seemed to really enjoy it too! (Thats what they say at least)

What abou tyou all? Who is your favorite and what makes you love them so?


So, I'v been interested in the MEdium for a while and these three archetypes makes it seem much more manageable.

The Relic Channeler gives you 6 relics that you can use to channel any one of the 6 spirit legends every day so you always have access to all 6 no matter whee you are.

The Rivethun Spirit Channeler and the Spirit Dancer get a Spirit Dance, They dont have their spirits on the entire day, Instead they can as a free action start a spirit dance channeling any of the 6 spirits freely, But they only have spirit dance for their charisma modifier plus double their level in rounds per day so I worry it might be a bit low for an entire day, Especially for out of combat stuff...

Have anyone here played a MEdium with one of these three archetypes? If so, How did it go? And if where where the Spirit Dancer or Spirit Channeler, Was the limited number of dance rounds per day a issue or did it work out well?


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I'm curious, What is your favorite class to play as the party's main frontline combatant?


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So, I'v been pondering deities in pathfinder lately and trying to look into them. There is a lot of cool ones so I wanted to ask people here, Who is your favorite Pathfinder deity, And why?

I like Gorum, Our Lord in Iron, Because he is so fitting warrior types and I do like strong warriors.. I have also been a fan of Desna since I reasd about her invading the abyss to avenge her follower. And Cayden Cailean is a cool guy, He is like the good aligned adventurer, Now in deity form!

What about you all? Share your favorites!


So, I'm curious if it is possible to make a necromancer character who instead of a horde of small minion,s Has one or two strong undead companions? And what class would work best for such a character? Anyone got any tips for a necromancer?


So, I'm interested in the Investigator class but I struggle to think of a backsatory other then the detective/sherlock holmes styled one. So I was wondering if people who have played the class would mind sharing your backstories here?


So, I have been trying to work out a backup character for a while now and decided to come here and ask more veteran players what would be useful to have in this party?

We have a Gunslinger, A Ranger (Who focuses on ranged attacks) A Oracle (Who is evil and dont like to heal and is more of a general caster/blaster type) And a Psion (I think.. One of the psionic classes from Dreamscarred Press)

And I'm currently playing a Kineticist.I'v beent rying to figure out what the big holes in our composition is and my thoughts currently is we dont have any frontline combatants, No face type character (Nobody has any face skills and they feel useful in Skull & Shackles..) No healers (As our Oracle does not heal) And nobody to deal with potential traps and locks.

I was considering a warpriest or cleric in order to handle the healer and frontline combatant role (We are a neutral/evil party leaning towards evil so no paladins)

But I decided to come here now and ask, What would be useful to add to this party?


So.. I'v been working on something, I had an idea.. My group is currently playing a evil party in Skull & Shackles and Iworked on ideas for backup characters and I got the idea of a combat focused Evil Cleric, And after searching for a deity I decided on Gorum.. But then I thought, Why not a Warpriest?

But I have no idea how to build a good warpriest, So I was curious if people could give me some sugestions for building a warpriest of Gorum?

I heard Arsenal Chaplain is a good archetype but I'm not sure why it is so good, So any sugestions are welcome!

Edit: Oh yeah! Level! We are currently level 4 so lets go from there, Dont know when I'l need the backup.


So, This is a class I rarely see anyone mention and when ever I try to search for info on it I just get the various animal shaman Druid archetypes so I decided to come out and ask, Have you played the Shaman and if so what is your opinions of it? It seems like a interesting and versatile class but I want to hear peoples opinions on it.

Thanks in advance!


So, I was chatting with my GM and we where discussing animal companions and my GM brought up that Cohorts where cool too so we discussed them a bit.. And then we started talking about what kind of classes would work best for cohorts in an adventuring party...

I thought that Cohorts would likely work best as support classes like bards and such, Possibly healers. Then mayhaps full casters, Wizards and sorcerers and such... While full martials would probably be the worst choice for them.

So I decided to come on here and ask, What kind of classes work best for a Cohort, Aspecialy if you want them to be useful in combat as well?

My GM and me both agreed that we dont like the crafter cohorts that you just pump full of crafting feats and leave at base crafting (And Ultimate Campaign specifically calls out that kind of cohort use among the inappropriate advancement choices)


As the title asks, Is there any way, Feat, class ability, not too expensive magic item, Something, That can give a land based animal companion (Like say a wolf or sometihng) A swim speed, And possibly water breathing?


So, I had this random idea, A character who does not fight, Mayhaps casta few spells here or there, But for combat mostly just directs their companion (Animal companion or other permanent companion) as well as their summoned creatures, Flinging a couple of spells here or there, Maybe smacking somoene if they get too close...

I'm not sure of the class though... It seems like the best option would be Summoner (Unchained Summoner probably) though while their eidolon is out they cant use their summon monster ability (They can still use the spells though I believe..) Or possibly Druid (Animal companion and spontaneous summon natures ally)

Are there any other good options for this idea? (I mentioned the idea to my GM and he said it seemed cool)


So, This post is mostly to hear some positive things about the occult classes as they are not mentioned very often... I keep finding myself drawn to them and have finally started playing one, The Kineticist. We are only level 3 so far and I already love the kineticist, Such a fun class to play! And I really want to try the other occult classes aswell. =)

So what about you? What is your favorite of the occult classes, And what is it you like about it?


So.. We have been having a bit of trouble so far in skull and shackles, We lost our only frontliner and the rest of the party almost died and we have no healer..

So me and my friend (The player of the now dead frontliner) Are planning to make Seascarred characters, Him a pure frontliner, And me a frontline capable character with access to healing spells so I can top people off a bit in an emergency and be able to use cure wands without a UMD once we can get them.

I was thinking Druid as I have never played one and have wanted to try one for a while, And was wondering if anyone has any tips for making a frontline capable druid? And any sugestions on what animal companion would be useful for Skull and Shackles.

A animal companion feels like it could be useful for a extra member on the frontline alongside me and my friends characters.. But I dont know if there is any good ones that can handle land combat and the ocasional swimming..

Any sugestions?


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As the title asks, I'm curious. Have you, GM or player, Ever created your own race or altered an existing race using Pathfinders Race Builder from the Advanced Race Guide? If so, What did you create, Or what did you change about the existing race you altered? And how was it taken by your group?


So, I'm wondering mostly over unarmed strikes. But what is your favorite class or archetype for playing a unarmed melee based character?

I really like martial artist types but have as of yet only played the Brawler, But other then that and monk there are many archetypes that gives unarmed damage similar to a monk. So what ne is your favorite?

Second question, This is for natural attacks! Who is your favorite class to bring for a natural attacker? Only character I played who used natural attacks was one of my alchemists who used Feral Mutagen.


So.. I'm making a backup character for Skull and Shackles (No spoilers please) and me and a friend has a plan that if either of our characters die, The other will leave, And we will make Seascarred siblings.

My friend is going to put his lowest stat into int he said and will be the main frontline bruiser type (Likely fighter) And I want to make someone who can fight alongside my friends character on the frontlines, We will be the only melee characters in the party unless someone else dies..

Now, I also want to be able to provide a bit of healing and support (Without using UMD, Though wands can be used.. Basically I want to have the spells on my spell list so I can use the items well) But I dont know what class to play...

I have considered a Occultist as I'v wanted to try them for a while and if you pick up Conjuration you get cure spells on your list so you can use the cure wands..

Clerics and Oracles are up there too but I dont realy know much about how to make them work well on the frontlines...

Anyone got any sugestions for a class that would fit as one of two melee characters but also be able to provide support and some healing..? Or some info on how to make Cleric, Oracle or Occultist work well for the role?

Edit: Oh! Forgot to say, Paladins wont work. We are pirates, Everyone is neutral or evil.


So, I have been tossing arround the idea of a unarmed combatant that has light or no armor and can fight well, But also has divine magic to buff and heal himself (Or possibly others) and was thinking of a Oracle with the Ascetic Mystery, Or possibly an unarmed Warprirest, Either base or Sacred Fist.

Would either of them hold up in combat?


So, My group has played Pathfidner for a long time but I want to try Starfinder too and my only way to try it will likely be to run it so I was wondering, What is a good adventure path to try out for a first time GM and a group that never played Starfinder before?

I was thinking of getting maybe the first book of an adventure path to try it all out with to see if I could manage to run it but I dont know much about the various adventure paths..


So, I'v been looking at the Spiritualist and think it seems like a realy cool class but I'v heard a lot of people say it is a horribly bad and weak class... Is this true..? It seems cool...

And what about the Phantom? Can it stay viable in combat? It seems like Anger is the best emotional focus for combat, But can other emotional focus work too? What can you do with your phantom other then combat?


So... I'v only ever played a single full caster, That being my very first character who was a cleric, And I had no idea what I was doing back then... But now I'v played for a few years and I'm considering taking the plunge and trying a full arcane caster (Or the psychic) But I dont know much about them...

So I wanted to ask here, What are the strengths and weaknesses of these 5 classes? (Wizard, Sorcerer, Witch, Arcanist and Psychic) and which one would you recomend for someone who never truly played a full caster before? (My cleric was built for melee, And I did not know what I was doing.. xD)

Edit: Oh! And if anyone could give me some tips for playing a full caster that would be nice too!


So, I was pondering and tossing arround fractions of ideas as I usualy do and was reading a bit about the varios gods of Pathfinder and stumbled across Irori, And reading about him made me want to make an archer. Then my brain randomly went "You know how you want to try an archer, Why not combine it with monk?"

So I come here to ask, Whats the advantages and disadvantages of Zen Archer and Sohei as an archer? And also are there any other monk archetypes that make good archers?

Thanks in advance!


So.. I kind of wanna build an archer with a good combat capable pet.. I want the pet to be good and useful in combat while I support with some magic (Heals and buffs) And then stay back and shoot arrows at the foes my animal companion are targeting...

The classes that to me seems to best for this is Ranger, Hunter, And Inquisitor with the Sacred Huntsmaster archetype, But I enver played a archer before so I dont know what one of them to pick... So could I get some pros and cons of each of the three? What are the advantages of each one over the other two?


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As the title asks, I'm curious what instruments peoples bards play? I have never played a bard, But I want to and I'm thinking of having my potential bard play a swedish Nyckelharpa (16 stringed keyed fiddle).

What about everyone else? What instruments do your bards play?


So, I'm not asking for a tiny PC race or anything such as I doubt it exists, But the smallest in height. What is the shortest first party race for player characters?

This question has no actual point, I just like playing small characters, Dont know why, I stopped questioning myself on this ages ago. But yeah, I just wanted to know what the smallest race I can play as is.. xD


As the title asks, I'm curious what peoples favorite class that dosent use spells are? For this I'm going to consider alchemist and Investigator as casters. They dont use spells directly, But they use alchemical bottled spells. So they are counted out (They are great though)

Personaly my favorite non caster classes are the Brawler and the Cavalier. The Brawler because I like characters who fight without weapons, Or that summon weapons.. And Cavalier because they are the knight in shining armor, And thats always cool!

What is your favorite non caster and why?


So, I stumbled across the Pummeling Style and Pummeling Charge feats and for someone who likes characters that use unarmed strikes (Brawlers aspecialy, Been looking into other classes/archetypes too) these two seem realy useful! So I started wonderng, What other good style feats are there?

What style feats are worth taking? Do you have any good ones to recomend? Is there any guide out there for style feats?


So, I was considering backup characters for the campaign I'm in currently where we play as knights in service of a empire, Basicaly official adventurers with uniforms and badges. And my thoughts turned to the Cavalier, I played one once before some 3-4 years ago and I want to try it again, And it fits the knightly theme of the campaign!

We are level 5 currently, But I dont know when I will need this backup character... I decided on making it a Halfling as they are one of my favorite races (I play primarily small characters.. xD) But I'm stuck on deciding on a mount for him..

I was thinking maybe a Pony or a Dog.. But Archive of Nethys has a bunch of mounts for small cavaliers like Boar, Giant Weasle, Ram, Giant Gecko and a bunch others.... So I decided to come here and ask peoples opinions? I'd prefer it to be one of the ones I listed, But am open for sugestions.

Also, Are there any good ways to increase the mounts carrying capacity? Other then enhancing their strength by leveling them up..


So, I was just curious how useful druid wild shapes would be in combat? Could you make a druid focused primarily on using wild shape for combat? Or would a wild shapeing druid be too weak to keep up with the party? Just how useful is wild shape for combat? And are there ways to improve wild shape?


I'm sorry if this is in the wrong place... But I was wondering what the difference between the regular editon and deluxe edition books for Pathfinder 2e is? I'm asking because I want to start buying the 2e books and start GMing it for my group, But looking at the core rulebook, It has been sold out in my nerd store of choise for atleast 4 months... But they have 2 copies of the deluxe edition core rulebook in stock. I'm not sure if the deluxe edition is worth the big diference in price though....

So I come here to ask, What are the diferences, and if you got the deluxe edition do you think it was worth the extra cost?

I know the rules are avalable on Archive of Nethys, But I prefer using physical books, And also want to support Paizo. Unfortunately I dont have the most funds, Thus my questioning on if it is worth the cost difference.


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So, I have been playing Pathfinder first edition for about 4 years now and have been thinking of trying to GM at some point, And I was thinking about it a bit earlier and started wondering about second edition, I got to try it in 3 short sessions just after it came out when most of the group was away and I realy liked the system, But since my group returned to first edtion, D&D 3.5 and Dark Heresy.

So I was thinking... What if.. I try GMing Pathfinder second edition to try and get people to try P2e some more to see if they can get intrested in it? So I wanted to ask, How hard is P2e to GM and run? Anyone got any tips for a first time GM in a new system?