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Guys,

I'm rejoining my gaming group after a moderate hiatus, and I've been researching a Paladin Archer build(*snore*). I've been playing with a number of different build types, and I think I've settled on this one, but would love some help fine tuning it. The character wasn't a paladin to begin with, he was later recruited, which is one reason for the early multi-classing. I had initially went with Ranger/Paladin, but thought the fighter might fit better, what do y'all think?

Jorun Ronne
Male Human (Varisian) Fighter (Archer) 4/Paladin 8 (Pathfinder RPG Advanced Player's Guide 0)
LG Medium humanoid (human)
Init +7; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 19 (+9 armor, +7 Dex)
hp 88 (12d10+12)
Fort +17, Ref +16, Will +13
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine battleaxe +15/+10/+5 (1d8+2/×3)
Ranged +2 darkwood composite longbow +17/+17/+12/+7 (1d8+15/×3)
Special Attacks channel positive energy 4/day (DC 18, 4d6), smite evil
Spell-Like Abilities (CL 12th; concentration +16)
. . At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +9):
. . 2nd—fire of entanglement[APG] (DC 16), weapon of awe[APG] (DC 16)
. . 1st—divine favor, grace[APG]
--------------------
Statistics
--------------------
Str 14, Dex 25, Con 12, Int 16, Wis 8, Cha 18
Base Atk +12; CMB +14; CMD 31
Feats Deadly Aim, Improved Precise Shot, Improved Snap Shot[UC], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Traits indomitable faith, monster hunter
Skills Acrobatics +18, Climb +5, Diplomacy +19, Handle Animal +8, Knowledge (dungeoneering) +7, Knowledge (religion) +7, Perception +12, Ride +10, Sense Motive +3, Spellcraft +7, Stealth +18, Survival +14, Swim +5, Use Magic Device +16
Languages Common, Elven, Giant, Goblin, Varisian
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [1/day] 1/day), lay on hands, mercies (mercy [fatigued], mercy [sickened]), trick shots (trick shot: disarm)
Combat Gear wand of abundant ammunition (50 charges), wand of air bubble (50 charges), wand of cure light wounds, wand of expeditious retreat (50 charges), wand of gravity bow (50 charges), wand of invisibility (15 charges); Other Gear celestial armor, +2 darkwood composite longbow, adamantine battleaxe, belt of incredible dexterity +4, cloak of resistance +2, efficient quiver, eyes of the owl, handy haversack, headband of mental prowess +4 (Int, Cha), shaving kit, spelunking kit, 884 gp, 5 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Lay on Hands (4d6, 8/day) (Su) You can heal 4d6 damage, 8/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Paladin Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smite Evil (3/day) (Su) +4 to hit, +8 to damage, +4 deflection bonus to AC when used.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.

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Quintin Belmont wrote:
I have a question: Any mentioning of Champion of Irori soon?

Odd how I was coming here to ask the same thing!


Maybe work with Ravingdork to get some of his builds included as well?

A natural would be the Wizard(Admixture((or Teleportation))19/Cross-Blooded Tattoed Sorcerer(1) with Orc/Draconic Bloodlines.


I'm leaning towards going Wizard now for my first level, and seeing if me and the DM can work out a thematic approach to him uncovering his Sorcerous powers! I really wish that SMI was a little more friendly to the first level caster, it is really terrible, really terrible at first level.


Below is what I'm thinking about rolling with, anyone have experience with Crossblooding Sage? Would you suggest it for this character, since I am going Wizard for the remainder of his career. I just don't know if the benefit is tangible. I'm avoiding taking Primal(fire), since it seems a little OP coupled with Draconic.

Anderon
Human (Varisian) Sorcerer (Crossblooded, Tattooed Sorcerer, Wildblooded) 1
LN Medium Humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger -2 (1d4-2/19-20/x2) and
. . Net -6 ()
Ranged Sling +1 (1d4-2/x2)
Spell-Like Abilities Dancing Lights (3/day)
Sorcerer (Crossblooded, Tattooed Sorcerer, Wildblooded) Spells Known (CL 1):
1 (4/day) Burning Hands (DC 16)
0 (at will) Acid Splash, Prestidigitation (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 9
Feats Spell Focus (Evocation), Spell Specialization (Burning Hands), Varisian Tattoo (Evocation)
Traits Reactionary, Scholar of the Ancients
Skills Acrobatics -2 (-6 jump), Appraise +8, Bluff +5, Climb -5, Craft (alchemy) +8, Escape Artist -2, Fly -2, Knowledge (arcana) +11, Knowledge (history) +9, Ride -2, Spellcraft +10, Stealth -2, Swim -5, Use Magic Device +5
Languages Common, Draconic, Dwarven, Goblin, Orc, Thassilonian, Varisian
SQ arcane familiar nearby, bloodline tattoos, empathic link with familiar, familiar tattoo, mutated bloodlines (draconicgold dragon [fire], sage), share spells with familiar
Other Gear Silken ceremonial armor, Dagger, Net, Sling, Candle (10), Chalk (10), Chronicler's kit, Hammer, Pathfinder's kit, Piton (4), 44 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Dancing Lights (3/day) (Sp) - 0/3
Net - 0/1
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Draconic (Gold Dragon [Fire]) +1 damage per die for [Fire] spells.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to ha
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

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Hey guys,

I'm knee deep in my attempt at building a Wizard for a new ROTRL Campaign that's starting this coming Sunday.

I've built a fair share of Wizards in the past,but I'm trying to do something a little differently this time. I've fallen back in love with the thought of an Evoker, the new options that keep it being viable, a long with much more interesting damage spells are very compelling.

I've read a number of threads, and guides, and digested a ton of advice, however I'm trying to tailor it to my character concept and it's proving a little difficult.

For ROTRL I envisioned either a Tiefling Orphan that had recently graduated from Acadamae, and went on a pilgrimage to Sandpoint to research the Thassilonian empire, and possibly discover more about his origins, and the secret benefactor that had been funding his schooling.
He is obsessed with Emperor Xin (sp) and Sin magic before it was perverted, he bases his casting style and approach to magic off of his interpretation of Xin's examples. Diabolism is out, (GM wants me to play nicely with the others!) so I'm not sure where to go.

I have spoken with my GM and we're in to the concept of a Wizard with a Dip into Sorcerer for Tattooed Archetype to flesh out the Tattoo Magic of the area. I had initially thought of playing this character as a straight Conjurer, but with a level dip into sorcerer it seems to heavily favor Evocation..

My quandaries include, how would to build this character, feats etc, embracing the flavor of the campaign with out gimping his play-ability. The bloodlines for a Tiefling, for Fiendish Sorcery are both pretty bad, a little flavorful, but bad. This leaves others, like Draconic, I am just having issue trying to flesh out how much of a mongrel this character would be if I pursued Draconic/Elemental or something similar.
I am leaning towards keeping my Teleportation specialty, to keep some otherworldiness to him, survive ability, and versatility. however, Admixture just seems sooo great for an evoker. Also, I'm stumped on a fitting familiar. I don't know what might be a typical, and fitting familiar for a Varisian Tattoo/Thassilonian obsessed caster. Has any mentions of Xin's familiar been published?

Also, Anyone have good experience for spell selection as a low level evoker type?

Mechanical info: It is 15pt buy, and I am very open to maybe Human as well.

Thanks so much in advanc for any assistance!


Really cool. Love 'em.

Fancy taking requests?


MTCityHunter wrote:
Tom S 820 wrote:

So it +2 damage per damage dice... for being 1 level behind in spell casting as a wizard. In the best case it +20 or +10 if they save. I have hard time buy that for beeing a level behind the spell curve.

"So at level 7, Burning Hands would do 10D4+23 damage (for the human build) or 10D4+20 (for the gnome build) as a 1st level spell"

I had trouble believing it as we'll...until I played it. If pure "god wizard" is what you're after, then no, giving up progression, and access to your control/summoning toolkit isn't worth it.

But if you are trying to play a blaster or a blaster/controller hybrid, there is NO other way to get that much damage potential. And again, IMO a controller who can also blast effectively > a pure controller.

I'll reiterate: if you want to do damage as a wizard, not only is the cross blooded dip "worth it", its the only option. Many people WANT to blast. And vanilla blasts are a waste of time (except as control with rime/dazing), and the dip makes blasts work like they used to in 1st and 2nd edition D&D, before they started scaling monster HD faster than spell damage.

And thats before you consider the unreal control potential you can still stack on with rime and/or dazing spell (which dont work with non damaging spells....those feats are so good you may as well make the connected blasts all that much better). Also remember all those per dice damage bonuses also get modified by empower. It adds up crazy fast even prior to that though. Play it before you dismiss it's merits outright.

As for the math (and ignoring the evoker bonus to keep it simple) you can easily get to 9d4+18 by 7th level, or 10d4+20 as a gnome with the relevant racial trait since burning hands is a fire spell (or by using irrissen ice Mage and converting burning hands to cold):

6 dice from wizard levels + 1 die from varisian tattoo + 2 dice from spell specialization (and + 1 die for fire spells for gnomes...or +1 die for ice spells for irriessen ice Mage users, though...

I'm very interested in your Controller/Nuker character that you're playing. I am looking into that as an option for a Wizard character I will be starting for a new ROTRL Campaign.

My character is a Tiefling Wizard(Teleporter) right now, but I've been giving the blessing and idea to dip a level of Sorc for Tattooed Sorc for thematic and RP reasons.

I wasn't sure how to build him, but your replies in this thread have really interested me.

Would you mind sharing your thoughts on how to flesh out a Tiefling Wiz(Teleportation)/Sorc(X-blooded Draconic(gold)/ Elemental etc/Tattoed)

I haven't played a non-controlling or mind-bender styled Spellcaster wizard in years, so I am sorely under informed.

Thank you in advance!


How would a Sorcerer fair in place of a Wizard? The Thassilonian specialties are boring to me, and I've played a bit too many Wizards lately.

I planned on a Arcane Sorcerer Human, with the History Seeker trait, I wonder if Sage would be more appropriate for the added intelligence bonuses?


I was thinking Human, I just feel it fits thematically better, at least the vision I have for the character.

I was really working between Lore,Time, and Heavens. Lore does seem like a pretty solid fit, maybe with the dual-curse archetype? My DM suggested I could take Tongues with the caveat that I speak Thassilonian during combat in lieu of the other languages. That makes it very manageable, and probably haunted to finish the flavor and pick up some neat spells as well.

Would Eldritch Heritage: Arcane be a worthy investment, or should I save for more metamagic?

Sean FitzSimon wrote:
MooNinja wrote:

I was wondering if y'all could offer any advice or insight for a Oracle that I am looking to create for Rise of the Runelords. Basically he is haunted with ghosts of his very distant Thassilonian ancestors that are urging him to Varisia and the beginning of the module. He is obsessed with learning and uncovering as much as he can about his people, and Xian, attaining some of the power of his people and attempting to bring the lords to justice.

I would imagine him as a Caster/Controller style Oracle, but I cannot really find a fit for a mystery, and I am at a total loss at what would make for good spells for him. The level 1 spells seem very iffy, I have as of now Cause Fear and Burning Disarm.

Going over the lore in the wiki (yes, I had to wiki it) I'd say that Lore is by far your strongest choice for mystery. The Thassilon empire has rich ties to rune magic, which fits very well with the Lore mystery. I'd probably flavor the spells to have a runic theme.

What race were you thinking? Distant ties to the empire seems to suggest human, but Elf or any of the half-blood races would be equally appropriate thanks to interbreeding. If you went Elf you could take the elf's racial archetype and pick up the most thematic arcane spells for your distant heritage.

You might also go Heavens, as the Thassilon empire had ties to Desna and a number of mysterious deities.

As for spells it's hard to say really. For a caster I'd always recommend Bless- especially if you add a "rune" component like a bright mark appearing on the chest of everyone affected. Fluff shouldn't be an issue. Obscurring mist is particularly powerful at 1-4 level, too.

For spells higher than 1st I'd say you really shouldn't miss out on the summon monster series since Thassilon was big on opression and slavery. I'd really recommend summoning fiends every once in a while, even if you didn't "mean to." Calm Emotions also has some oppressive vibes that you shouldn't pass up. Vision of Hell is likewise a good...


I was wondering if y'all could offer any advice or insight for a Oracle that I am looking to create for Rise of the Runelords. Basically he is haunted with ghosts of his very distant Thassilonian ancestors that are urging him to Varisia and the beginning of the module. He is obsessed with learning and uncovering as much as he can about his people, and Xian, attaining some of the power of his people and attempting to bring the lords to justice.

I would imagine him as a Caster/Controller style Oracle, but I cannot really find a fit for a mystery, and I am at a total loss at what would make for good spells for him. The level 1 spells seem very iffy, I have as of now Cause Fear and Burning Disarm.


That sounds like a great idea. I really like the eldritch heritage line with arcane to fill the theme.

I'm really struggling on the build for the first three levels though. The spell selection at first level seems very difficult to manage especially.

Tom S 820 wrote:

human and get 3 Skill Focus at 1,8,14

Know History(1)
haunted oracle with the ancertor mystery
Take Eldritch Heirage Chain Arcane Blood line
Get Faimlier any you want Get +3 Skill to a skill you want ,and Alertness
The rest of the chain for more spells. Wizard Spell of you list know+1 kool
Then take Adetp channel ORC Race Book 2 channel 2 time per day and extar Channel

This give good Spell list, Blood line powers, Revelation Powers, Burts and Skills
1 main Stat CHA

OR Dark myster Oracle and Shadow/Snake/Undead/Aberrant blood line via Eldritch Heirage chain

Do not forget about extra Revelations feat

And Varisian Tatoo feat and extra Trait to do with your back ground stuff.
Take the extra Spell know as you level up instead of HP/skill point.

With School Focus 2 time and Blood line abilty of Arcane you you DC of spell could be spell level +4 +CHA mod that Nasty good.


Hey Fellas,

I've been having some issues when attempting to craft a Cleric for an upcoming game. I should say I've been having issues when attempting to craft an interesting Cleric that would be fun to play, and fit a concept I have thought of.

I was imagining a Human(azlanti) who was adopted into a Varisian family after orphaned when his family died under suspicious circumstances. He comes of age and learns of the fate of his family, he becomes obsessed with researching his family history and the history of Azlant. His ancestors begin to haunt him and spur him on to recover the secrets of his people and his family, as well as the fallen deity Aroden.

I imagine a caster focused Cleric with control/debuffing as a focus, but if someone else knows of a better build using more of the up to date books I would love to hear them.

I considered heavily, Oracle, but couldn't decide on a mystery nor the first level spells to take.

Oh, and if it helps we're playing Rise of the Runelords with a 25 points buy.


Hey guys,

My group is starting a campaign in Qadira, and I've been dying to play an Inquisitor. I have encountered some issues with creating my character though. From what my DM tells me, Half-Orcs are met with open hostility in the region, and Half-Elves are looked down on.

So I was looking at an Inquisitor of Cayden Cailen, but being an Taldorian god he isn't very popular in the region either... Sarenrae seems interesting, but a bit boring, and I don't know if a Dervish would be the best option. What thought have y'all


There is my character. Any thoughts?


GREGORI CR 9
Male Half-Elf Summoner 10
CG Medium Humanoid (Elf, Human)
Init -1; Senses Bond Senses (10 rounds/day), Low-Light Vision; Perception +14
--------------------
DEFENSE
--------------------
AC 9, touch 9, flat-footed 9. . (-1 Dex)
hp 63 (10d8+10)
Fort +6, Ref +4, Will +14
Defensive Abilities Shield Ally (+2 AC/Saves); Immune sleep; Resist Elven Immunities, Shield Ally (+2 AC/Saves)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6/+1 (1d3-1/20/x2)
Spell-Like Abilities Summon Monster V (11/day)
Summoner Spells Known (CL 10, +6 melee touch, +6 ranged touch):
4 (3/day) Wall of Stone (DC 23), Acid Pit (DC 23)
3 (5/day) Aqueous Orb (DC 22), Dimension Door, Black Tentacles, Evolution Surge (DC 21)
2 (6/day) Haste (DC 20), Invisibility (DC 20), Create Pit (DC 21), Slow (DC 20), Summon Eidolon
1 (7/day) Enlarge Person (DC 19), Grease (DC 20), Infernal Healing, Expeditious Retreat (DC 19), Shield (DC 19)
0 (at will) Acid Splash, Message, Light, Open/Close (DC 18), Detect Magic, Mage Hand
--------------------
STATISTICS
--------------------
Str 8, Dex 8, Con 12, Int 14/18, Wis 14, Cha 22/26
Base Atk +7; CMB +6; CMD 15
Feats Augment Summoning, Combat Casting, Extra Evolution, Extra Evolution, Spell Focus: Conjuration
Traits Focused Mind, Indomitable Faith
Skills Fly +12, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Planes) +17, Knowledge (Religion) +12, Linguistics +12, Perception +14, Spellcraft +17, Use Magic Device +21
Languages Abyssal, Aklo, Auran, Common, Daemonic, Dwarven, Elven, Infernal, Terran, Undercommon, Yithian
SQ Arcane Training, Aspect (Su), Eidolon Link (Ex), Elf Blood, Ioun Torch, Life Link (Su), Maker's Call/Transposition (2/day) (Su), Metamagic Rod, Extend, Lesser, Ring of Sustenance, Share Spells with Eidolon (Ex)
Other Gear Cloak of Resistance, +2, Handy Haversack (empty), Headband of Mental Prowess, INT & CHA +4: Perception, Fly, Ioun Torch, Metamagic Rod, Extend, Lesser, Ring of Sustenance, Shock Amulet of Mighty Fists, Wand of Cure Light Wounds, Wand of Enlarge Person
--------------------
SPECIAL ABILITIES
--------------------
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Aspect (Su) You may take some of your Eidolon's evolution points to add evolutions to yourself.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (10 rounds/day) (Ex) Share your Eidolon's senses.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Focused Mind +2 to Concentration checks
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (2/day) (Su) Dimension Door your Eidolon to you or swap places with your Eidolon.
Metamagic Rod, Extend, Lesser The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster V (11/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

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When I get home, I'll show you my character then! Thanks!

I was leaning towards straight Summoner, very upset about not getting to become a big beasty with my summoned minions, but had questions about using the antagonize feat with the Eidolon. Would you suggest it?


Hola Chaps,

Well, my poor Bard died during my last session, and I've been wanting to create a Summoning focused character to alleviate the stress of no tank.

I narrowed it down to Synthesist,Conjurer Wizard, or Master Summoner.

I had decided on the Synth, but then noticed that when merged with the Eidolon you can't use the Summon Monster SLA, which is a big deal, and you can just summon the Eidolon to fight normally.

The Straight Summoner seems interesting, but giving up on the summon SLA almost entirely is a bit frustrating, as is being kinda gimped in number of spells.

The Wizard, has a ton of options, but no neat-o Eidolon back story etc, and I'm a little wizarded out, I play them almost exclusively.

Anyone offer any builds they found fun for Synthesist, or a better way to play the others? It would be greatly appreciated!!

Some History:
My character, as a summoner, would be from Mendev, and thought his Eidolon was an Aspect of Iomedae, but after finding an ancient manuscript of untold power, him and his Eidolon begin to change. Basically he starts to succumb to the Dark Tapestry and him melding with his Eidolon would be RPed as him giving more to the Old Ones.


Hola,

I've been enamored with the Hammer of Thunderbolts ever since I first started gaming in 1ed. I've never gotten around to building a dwarf that would be capable, and effective!

Anyone have a pathfinder equivalent?


Jack of Tales wrote:
MooNinja wrote:

I've been looking for an updated .pdf list for awhile now. Anyone care to help a future summoner/conjurer out with any links or info?

Also, I love summoning, but not sure if the recent books have changed the summoner to something utilitarian and versatile enough to warrant picking it over a conjurer wizard. Anyone with experience in that regard?

I'm playing a master summoner in a current game and the best part about them is the ability to pretty much spam summon monsters from level 1. A wizard is stuck with 1 round summons that take a full round action to summon each time. I feel that the extra utility a wizard has from other spells is far outweighed by the sheer quantity/length of summons a summoner gets. You might get a different perspective from someone in a party with a wizard, however.

As the main support caster (there is a cleric but they focus on heals/melee/blasting) all of those summons are ridiculously useful. Giving every party member Aid right before each fight with a lantern archon is nice. As is the ability to have spells "ready" that you usually wouldn't prepare. For example, one of the mephits can use Gust of Wind 1/day. That spell usually isn't very useful unless you're facing many small/tiny creatures or a swarm.

The length of the summons also lets you reliably summon them prior to running into a fight. And with an eidolon that you can make into a stealth monkey (Ranks+dex+8 evolution+small size+ skill focus since there's nothing better to spend feats on for a 1/2 level eidolon) you almost always have time to prepare before a fight.

Are they viable with out having to summon swarms of lesser summons? I know if I come to the table and attempt to summon 30+ lantern Archons I would get the look of the utmost disapproval and promptly be encountering dismissals at every turn from then on, lol.

I was looking at the Synthesist, since they don't rely so heavily on the eidolon being out, and can make full use of the summon SLA too. Any perspective on that?


Wonder if this is dead. moofox6 at gmail


I've been looking for an updated .pdf list for awhile now. Anyone care to help a future summoner/conjurer out with any links or info?

Also, I love summoning, but not sure if the recent books have changed the summoner to something utilitarian and versatile enough to warrant picking it over a conjurer wizard. Anyone with experience in that regard?


Anyone else have a good Master Summoner build? I just can't seem to come to one that really feels good. I'm trying to develop one for my campaign, lvl 10 25 point buy, tough.


Well, the Solar's Bow would be fun, however, I believe he would want something that could be referenced in the Herolab equipment guide. Thanks for your feedback though :D


Hey guys,

I've been tasked with creating a wish list for my lvl9, soon to be lvl 10 bard, in terms of magical equipment. This is my first Bard, and first character to get this high in a number of years. He is Archery Based, default archetype, and has a +2 Composite Shortbow, +1 armor, and the +2dex item.

This is both long and short term goals.

A lesser metamagic rod of quicken is on the list, but can't think of anything else, other than some elemental damage on the bow.

What do y'all think ?


The game I'm playing in is a 25point buy. The shield ranger sound interesting, not sure how well received it would be, might be called cheesy by a few :).

Guide Ranger using Sword and Shield sounds very interesting, anyone have a build for the Dwarven Fighter version?

Thanks so much for the feedback so far!


Lastoth wrote:
Before I give any advice on this, will the lack of pounce be a huge hindrance? I would think a level 10 barbarian with shield fighting feats would be better just because he can have more full round attacks.

Naw it wouldn't matter, I'm envisioning a Dwarven warrior type of shield fighter. Something that my group has never seen made into a real threat, and effective character. It doesn't have to be a Dwarf, just what comes to my mind's eye when I think of the character.


I've never played a real SnB fighter, and saw a handful of really cool builds about three months ago, so I was hoping to pick the brains of anyone who might have a build with the newest material.

The build that interested me the most was using the shield for AoOs coupled with imp. shield bash making it so that they could do a improved bull rush with the shield attack.

I'd love him to be a high survive-ability fighter with moderate or better DPR.


Hola,

I haven't lurked through the forums in a handful of months, and haven't kept up with the latest builds for Sword and Board Fighters. My group will be 10th level soon, and I would love to have one ready to roll if my current character is murderized.

The builds that I roughly remember used the shield as an offensive weapon a long with the AC bonus. I wish I could remember the exact builds =/


Please, forgive my ignorance, but how does the natural attacks granted from the feral mutagen interact with the Ranger's base attacks with the scimitar?

I ask, because this is an excellent basis for a Witcher style character that I've been trying to make for my weekend game. I'd have to be able to explain how it all works.

So you get two main hand weapon attacks, and then claw, claw, bite as secondary attacks ?

What would you modify for the casual level 8 player ? I simply love this build, and the flavor it introduces!

Charender wrote:
Cheapy wrote:
wait what, how do you have 37 AC at that level?

Half-Elf Ranger 2/Vivisectionist 8

** spoiler omitted **

26 dex -> +8AC

Mutagen +2 natural armor bonus

Dodge feat +1

Celestial armor +8 AC with a +8 max dex

Barkskin extract +4 enhancement to existing natural armor

All buffs so far last 80 minutes or more.
AC: 33 Touch AC:19

Shield extract +4 shield bonus

AC:37 Touch AC:19 <- This is where my 37 AC came from

You can squeeze out 2 more AC with a Monsterous Physique(medium creature) extract +2 natural armor

AC:39 Touch AC:19

If you want to really cheese it, get a level 20 potion of Shield of Faith(costs 1000 gold) and use alchemical allocation. Kind of a waste for an 20...


Black XIII wrote:

What I do NOT Want

° No LA. Really. I don't need it.
° No Race Paragon Class.

What I Want

°Racial Subclass. Really.
°Racial Archetypes, Forever.
°Racial Items/Weapons/Tecnology.
°Specifics for height/weight/age for the various ethnics groups already presented.
°Racial PrC.

StockVillian wrote:
Those are the sort of things I'd like to see in Ultimate Races. I don't need more plant people, or cat people, or dog people, or nine-tailed-fox people, or whatever sort of anthropomorphic critter some small fan group wants.

Up.with a little reserve. things like merfolk are welcome, but things that allows the creation of a half-dragon/half giant/half yuan-ti/chimeric sand lich, no. that's D & D, not Pathfinder and I don't want that.

Amen, °Racial Archetypes, Forever. if that is referring to racial specific spins on existing classes that is. Something that makes a class feel more Elvish, or Gnomish etc. I'd love to see a barbarian with decidedly elvish changes if you choose that archetype.


I've really enjoyed my purchase of Hero Lab. $60~ for all the "required" materials is a song. Pathfinder is my top hobby, and that is a relative pittance for the amount of content you receive. There are a number of free alternatives, but I believe the content, usability, community support, and elegance of the program more than cover the difference in expense.


I'm playing a Barb/Oracle right now, and would love to see some of these builds. Any chance of someone linking to a write up of a Solid "pure barb", and a example of the Barb/Oracle....Fighter one ? I'd be deeply appreciative. Love seeing examples of different avenues to take my characters.


AceMcGrudy wrote:

Well, 3 out of 4 characters in my current game just died due to a mummy paralyzing them all and coup-de-gras doom, so I have to make a new 6th level character.

We roll stats, I got 12, 12, 14, 14, 14, 15.

I want to make a front line fighter (because I am sick of hearing people whine about my characters being too defensive. He was a lvl 5 Sorcerer, but whatever)

I am thinking of doing a rage prophet with the Metal Mystery. Probably a half-orc with favored class bonus going towards extra rage rounds.

Any advice?

P.S. I know I can't actually become a rage prophet until next level :p

I've been playing a Barbarian/ Battle Oracle in one of my D&D games, and I've really enjoyed it. We're just now turning 5th level, and I'm easily the most powerful character on the table. Half-Orc w/Falchion love, and one level of barbarian is very nasty. I would also advise against going Rage Prophet, unless you are just sold on it. You give up too much.


I would also love a copy of it, I was just thinking about running my first real Pathfinder game with this module.

moofox6 at gmail dot com

thank you so much in advance

Have you thought about putting it up on PFSRD or one of those sites ? Would save you the annoyance of having to e-mail everyone.


Seems that they're on track to have a bad name due to tardiness of an app, rather than a bug on an app. Release it, and then patch it, IMO.


I don't know why People are saying this is a new system; it's 3.5 with a handful of really nice changes. This system is aging, I don't want to wait 10 years, and I doubt Paizo will want to wait 10 years to refresh the system with their vision and direction on it. Right now, Pathfinder is known as the D&D "Successor", I'm sure Paizo will want to go a direction that distinguishes their own mark on the product as well.


KaeYoss wrote:
MooNinja wrote:


I'd rather paizo kept the system fresh with regular revisions
Among the PFRPG fan base, you're a minority with that. If Paizo started releasing a new core rulebook every couple of years, they'd probably haemorrhage customers.

I stated a timeline of every 5 years or so. I think everyone could agree that 5 rules sets in a decade would be pretty ridiculous.


I'd also love to see a 2e. 2e could be done next year and I'd be more than happy, if it was a good system. Current Pathfinder isn't a young system, it's roots are really over ten years old. The mechanics are old, there are some definite elements that can be improved.

I'd rather paizo kept the system fresh with regular revisions, and not allow it to stagnate and flounder under the weight of tons of bloat. They have to release material to turn a profit, so either it's a fresh new take on the system, or more crap thrown in on top of it.

The next iteration should definitely focus on speed, combat is way to slow. Nothing close to 4e, 4e combat was interactive, and quick, but lost too much RP. We need RP while maintaining fun, and interactive. I loved the prospect of melee classes getting interesting effects. 4e dropped the ball hard in makes the interesting effects feel more like anime effects.

All in all, I hope this doesn't go 10 years with out a refresh.


bugleyman wrote:
Michael Miller 36 wrote:
see wrote:
James Jacobs wrote:
The topic of "class bloat" is (and has been for some time) something we've been wrestling with and talking about for a while now. Feedback from the playtests is certainly going to help us come to terms with the question, and more to the point, inform us as to whether or not we've hit the saturation point for full classes (be they called base, core, or alternate... it's all the same).

Here's some feedback:

The oracle filled a mechanical gap, the magus (with an overly-complicated pool mechanic) patches a gap. The antipaladin squeaks through due to gaming tradition. The alchemist is at least its own niche. The cavalier, inquisitor, summoner, and witch base classes are pure bloat and should never have been published, and there is no need whatsoever for gunslinger, ninja, or samurai (the last being bloat upon bloat).

So stop already.

+1
+2

-1


houstonderek wrote:
Mafoon wrote:
houstonderek wrote:


And reality didn't catch up to the idea for nearly 300 years. There's a reason it took a LONG time for hand held firearms to completely replace everything else. Mostly that they weren't terribly effective until the evolution of design made them do what the idea asked.

And, by the time they were effective, they bore zero resemblance to anything that could be called "medieval".

So, again, the OP confuses me with what he wants. Effective firearms are NOT medieval, not by a long shot.

I guess i didn't make it clear but what i was impling is that the majority of people are not trained for combat and would be no challenge for a trained swordsman, but then they have a better chance of killing when given one of these crude guns. This is how the guns presented here are, what i'm saying is that you wouldn't focus on guns as an entire class if they stay at this level of effectiveness. If they want it to become a vialbe option then the guns need to become better or stay an amusing flavor option for all characters.

I agree. I think it's a poorly conceived (and poorly named) class all around. Fighter + gun = gunfighter.

Plus, the archetype the name of the class invokes is Jesse James or Wyatt Earp, not anything from the Middle Ages.

I'm thinking you're hung up on the "middle ages" mind set. This isn't the time period that Golarian is based in. There is an entire country devoted to technology, whom can advance at a rate disproportionate to that of reality. I mean, seriously, in a world where you can summon a demon from the abyss, or a ball of fire, or even go invisible with an eyelash and bat guano, you can't argue anachronisms.


Yeah, I think the Arcane Duelist is the route I'd like to try out. The ranged variety seems like it would be pretty fun to play too.

How would y'all distribute the points for the attributes ?

Feats seem straight forward: Pointblank, precise, rapid, and deadly aim ?

(( sorry I'm 5th level))

We get 10500gp to begin with, should I dump that almost entirely into a +1 elemental bow of some type ?


Hey guys,

I've been playing D&D for a very long time now, and never got around to playing a Bard. The flavor of the class never appealed to me, only until recently has the class started to grow on me. I started a couple of bards in the past months, and I couldn't really get a build that appealed to me. Fast Forward to APG, the new options seem pretty cool, but I don't know how big of a sacrifice some of the options are, having never played a bard longer than a session before.

So I'm dead set on trying to hammer out a solid representation of a bard, and hopefully with y'all's help I can accomplish this task!!

The guidelines:

Setting: Kingmaker Campaign
Attributes: 25 point buy
Source Material: APG, Base Book, and the kingmaker options

Current group make-up:
1x DPS oriented Barbarian, 1x Tank/DPS invulnerable rager Barbarian,
1x Druid (Wolf Shaman), 1x Sorceror (fire spell affecionado),
1x Inquisitor, 1x Fighter DPS orientation( not there much)

My normal playstyle: I typically love Wizards, spell casters are generally up my alley, but I've always loved Wizards. Rogues TWF, Rangers, and Paladin.

Any assistance would be magical!!


Hey guys,

I'm currently playing through the Kingmaker campaign, and have been interested in creating a mounted character. However, I know almost nothing about making an effective and cool mounted character since I've never played one, or seen someone play one!

I know Paladin are supposed to be great mounted combatants, but the Cavalier is designed entirely around it, and doesn't seem to be as MAD. However, I'm a poor judge of classes on paper. Anyone able to fill me in on how the Cavalier plays, maybe a basic outline of how to make it fun and effective ?


Like other's have said, I've never been in a game that approaches the WPL, but on the other side. We normally are very much below it. We're playing through the kingmaker first module, and barely have magic at all. We just killed the main villain from the first module, and that treasure has yet to be distributed, but baring something amazing, it won't bring us up to the average.


I second the Witch for the Beguiler stance. The Witch can be re flavored to be more Beguilery, but to be honest, it's really close to Beguiler if built correctly already. Take Shadow patron, and focus on Illusion/Enchantment and you have a close analog for the Beguiler.


I have no idea how this is such a long argument. You're paying to support the industry, and the hard work of the people developing the software. Sure there are excel worksheets that can do basically the same thing, but those need to be maintained and updated as well, so extra work. The worksheets don't support the industry, which isn't exactly health, and don't produce the quality present in Hero labs.


Having trouble trying to select a Patron. Anyone with insight on some of their experience with 'em ?


Easiest way to get back into building characters would be to buy a Hero Lab license. TO answer your question, INT is the main one by light years, but DEX and CON are always welcomed. Deity doesn't matter, but I always worship the Magic one. Always have a weapon, Crossbow and a Sickle or something. No spell component pouches. No real tools, unless you are a crafter.


I was just working on a Zen Archer build today, has to be the best alternate class template in the book. Great ideas on here to boot!

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