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So, This is a random question, I had a discussion with a few people of my group yesterday and, I want to play one of the flying races sometime (Probably Gathlain or Strix or Syrinx), No worries there, All GMs in my group allow them and we never had any trouble with them. But here is the problem, I dont know what class to make them... (Also dont have any game for it yet so this is currently just speculation)

So I decided to ask the mighty veterans and holders of knowledge here on the official forums, What classes do you think take good advantage of bieng able to fly? (Without being too troublesome for the GM) Or is just fun for these flying races? I was thinking potentially some kind of archer maybe with a flying animal companion. But mayhaps something else would be more interesting? A swashbuckler or maybe a magic user?

Sorry for this rambling aimless question, I just want to hear peoples opinions on classes for these three flying races! Sorry if this is the wrong place to ask...


So, A few days ago we started the final battle of our sunday campaign and I realised, My unchained summoner can only really deal with the minions as my eidolon can only hit the boss on nat 20's (Nat 19's with flanking) and the boss has fly on him so my over focus on pit spells wont effect him...

Okay, No worries, I'm sure the rest of the party has stuff to deal with the boss, But I'm wanting to try a more martial character soon and I want to make sure I dont end up in a sitation like this again...

I want to try an archer some time soon but also a few melee types and was wondering, How does one increase their accuracy outside just magical weapons and main stat boosts? Especially for a martial, Is there any martials that are extra accurate? I'd rather have more skill points then less (2+int is painful....) But I'm open for suggestions!

Please, Reccommend some accurate martials, And some tips on how to hit better!

I'm guessing Fighter will be up there, But anything that can fight well with weapons, unarmed strikes or natural attacks, while being accurate is very welcome, Magic is welcome too as are skill points, But primary focus is on hitting things rather then flinging spells.


So, I'm having a ponder.... I want to try playing a bard some time, High charisma, Buffing and supporting, Probably a small character like halfling, Probably low strength.... This leads to one issue, I dont know how to make it good in combat... So first round start a bardic performance to set up Inspire Courage, Then second round cast a buff spell and keep performance going...

But... Bards are 6th level casters so probably dont have the spells to keep up with being only casters, So after setting up the buffs, What would the low strength bard do in combat to keep being useful?

I have never played a bard and never really seen one played in Pathfinder 1e before either...


So, I like the divine full casters (I have only played Cleric so far but I want to play the others too ats ome point) and I had a ponder, What do YOU think are some fun races for the various divine full casters?

Not asking what is the best or strongest, Just wondering what races you think would be fun and/or interesting for the 4 full divine casters.

I think Tieflings are interesting for good aligned Clerics because Tieflings are fiend blooded and might be seen as evil by the people of the world, So haivng one be a good aligned cleric is just fun!

I have not thought of anything for Druid, Shaman or Oracle yet... How about you all, What do you think is fun for the four divines?


So, This is an old idea I'v had floating about my head for a long time and it came up again today after session, I do not have any game for this idea yet but I want to try it some time. I always had a ton of fun with Disguise Self...

I want to make a Master of Disguise type with Mundane and possibly magic disguises (Skill, Potentially with Disguise Self spell) and was wondering, Does anyone have any tips for how to make this work, And still have a fully useable character?

I'm considering a Vigilante, Investigator or Bard for the class, And for race I'm thinking Kitsune (With Realistic Likeness) Or something more mundane like Human or Halfling...

Any tips and suggestions are welcome!


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So, A random question mayhaps. Imagine if your character was captured and stripped of their gear, Which classes could fight their way out without having to worry about gear? Might not be at full capacity, But can fight their way out.

Monk and Brawler are obvious with their strong unarmed strikes. Kineticist got their infinite blasts, Gloomblade Fighters can summon weapons to fight their way out... Sorcerer dont need to worry about spellbooks or costless material components... I think in 3PP the Soulknife and Aegis from the Psionic stuff can manage well...

Anyone got any other ideas for classes/archetypes that could fight their way to freedom if fully stripped of gear?


So.. Full Arcane casters, Mighty gods of the battlefield! At higher levels... At lower levels you dont have many spell slots per day, Especially if your group dont follow the 5 minute adventuring days. Dungeons? Multiple combats per day? Many encounters outside just combat? Your spells run dry quickly and then what?

So I wanted to ask here, What do you do as a full arcane caster, When you run out of your daily spell slots, But still have combats and other encounters left to handle that day before you can take a rest?

I really want to like the full arcane casters (And the psychic), And I keep looking at them and thinking about them, But my group generally runs multiple encounters per day, Many dungeon crawls and other things where we cant stop to rest every 5 minutes and have to keep trucking, Many adventure paths too.

So I wanted to ask here, What do you do as a full arcane caster when you are out of spell slots? What tools do you keep in your tool belt for instances when you are either out of spells, Or out of useful spells?


So... I'm interested in trying a full caster that leans into the blasting aspect... I know it is not optimal, But is it worth trying it at all...?

I want to have enough spells to be a decent blaster, But also have a small bit of utility options too so I'm curious what full caster options there is for this? Sorcerer is the main classic, But are there any others? Psychic? Wizard? Arcanist? Oracle?

Or should I just make another Kineticist? (I love kineticist for blasting, But I wanted some more castery option with a bit of utility from spells)

I'v only played 3 full casters so far, 2 clerics and 1 Arcanist (One cleric and the arcanist enver made it past level 6, And the other cleric is still going and almost at level 7) So I dont have much experience with full casters, So I came here to ask the mighty experts!


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As the title says, There are 4 full arcane casters and 1 full psychic caster, The Wizard, Sorcerer, Arcanist, Witch and Psychic. Out of these five potential reality warping classes, Which ones are your favorites?

This thread came from my wanting to finally give non divine full casters another try, I tried a Arcanist up to level 6 once but thats my only full caster who was not a cleric, So I'm looking for opinions on the 4 full arcane casters and the Psychic to see what people like best of them, To try and help me decide on what to try!


So, This is probably a dumb question... I was just having a random idea earlier... A melee combatant fighting on the frontlines, Wearing no armor, Just their clothes...

And I started wondering what options there are for such a character. There is the obvious Monk/Unchained Monk, And the Kensai Magus... But are there any other classes or archetypes that can work well for a melee combatant that does not wear armor?


As the title asks, I'm curious what your favorite ranged damage dealers are?

I love alchemists but they dont have very long range on their bombs, And I also quite enjoyed the one Kineticist I played. I could do a big amount of damage in my singular hit at a decently long range!

But my group rarely actually have long ranged combatants, So when we encounter enemies who fight at range, And we dont have any easy way to get to them we struggle a lot... So I decided to see here what peoples favorite ranged damage dealers are!


So, I'm here again. I know i'v posted a lot lately asking about various character ideas and stuff but... I'm struggling to decide what to play for the next campaign my party is gonna play (Still a little bit aways, We are part way through book 6 of Council of Thieves so we are close to finishing it, Then we will play the next campaign which is Carrion Crown, No spoilers please)

So far we have a Paladin, A Necromancer Wizard, A Druid, A Sorcerer, And either a Crypt Breaker Alchemist or a Spiritualist.

I'm considering a Warpriest, Invulnerable Rager Barbarian, Or some kind of unarmed combatant, Possibly a halfling cavalier...? Or maybe an Archer Ranger... Or one of my many other ideas...

Basically, I have too many ideas and am struggling a lot with deciding on what class to play... So I wanted to ask what you would all add to this party?

Sorry for posting so much lately...


Hi all, It's me again. I want to thank everyone who helped me in my previous thread about getting over my mindset about support characters, You are all awesome!

This is a random unrelated ponder I had today, A grappler type character. I know Tetori Monk is considered the best grappler because it can deal with freedom of movement, But my group has never really come across freedom of movement so that is not a real worry for me.

So I'm wondering, What would be some fun classes for a grappler? I'm looking a bit at the Brawler, Possibly with the Constructed Pugilist archetype since it can fire out a grappling hook to yoink enemies in (If I understand this right), But what other fun grapplers are there?


So, This is probably a super dumb question and maybe even unique to me but....

Conceptually I love support characters. I'm always drawn to characters that can heal as I love healing and keeping my party alive, I love buffing allies and myself, And I have loads of fun when I manage to cause trouble for enemies with crowd control spells like grease and the Create Pit spells...

But... I always end up feeling like I'm not doing enough to help the party, I always end up in a situation where if I don't do decent amounts of damage ontop of all that, I feel like I'm letting the party down and being useless and not providing enough help...

Does anyone have any ideas of how to snap me out of this dumb mindset and allow me to finally enjoy the support types I love so much conceptually? Like, I have lots of fun when I trap a few enemies in a pit so they aren't a problem for a bit, And I love healing and buffing my allies... I just feel like I don't do enough...


So, Would a small cavalier work in Carrion Crown? Thinking an Aasimar from a Halfling family (To make them small but have a strength bonus), Attempted to build for mounted combat but also build so they can fight on foot when mounted combat is not gonna work very well.

Also planning to pick up Wheeling Charge so I can charge through allies spaces, And then the usual mounted feats. Just curious if this would work well in Carrion Crown? Small cavalier on medium mount so I can ride in more places.


So, This is probably a dumb question and I am very sorry for comming here and asking something this dumb...

But I always loved the idea of the mighty spellcasters, I love magic users in stories and when I play video games I always pickmagic users. I know Pathfinder wizards are nothing like video games, But I still want to give it a try.

Though I realise, I am very dumb and probably dont have the right mindset for wizards, And I was wondering how do you play one well? You dont have enough spells per day to fling a spell for every turn of every combat, So what do you do when not flinging spells? What do you do at low levels? How do you avoid feeling like a useless burden to the party when you are hiding under the table cus you used your 2 spells per day? How do you know what spells to prepare?

Edit: I thought I should add, This is not for any currently planned character or campaign, This is just for some future ponderings. I love the idea of the powerful caster, But I dont know how to but want to try it in the future...


So, My group are soft prepping for our next campaign and we have started making characters, 25 point buy (First time we are not rolling for stats) and I'm considering finally trying an Occultist... Going Half Elf for the Elf FCB.

I want to make a good melee occultist who fights on the frontlines but I cant decide if I should build for Trappings of the Warrior to get more BAB and thus hit better and get extra attacks sooner, Or if I should skip Trappings giving me more freedom in what Implements I pick up...

What are people's opionions on Trappings or no Trappings for a melee occultist?


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)