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Liberty's Edge

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Hey there!

So at level 3 a class grants the Feat Weapon Specialisation "...for each weapon type with which this class grants you proficiency..."

So for example by choosing an Operative as your character class you would be proficient with basic melee weapons, small arms and sniper rifles from the start.

It's obvious you get the Weapon Specialization feats for these prof. types, because the class granted the proficiency.
It's also obvious, that by spending a feat (lvl 1, 3, 5 gained via progression of my character level) on new weapon prof. won't give me the free Specialization.

But: Now as a level 2 Operative my character has the class feature "Operative exploit". It gives me the option to select "Combat Trick", which could be used to take Longarm Proficiency. Now my class granted me access to a new weapon proficiency and at level 3 should also give me the appropriate Weapon Specialization, shouldn't it?

What do you say?
Greetings, Nazrelle.

Liberty's Edge

Hello there!
For my Kingmaker group I will not allow leadership as a feat. Instead the players will receive cohorts via roleplaying (followers also, but that's not important).

I'd like to create all kinds of NPCs and introduce them via different approaches. If my players show interest in their background, personality etc. they will stay near and the players get the chance to win them as a cohort.

Did some of you went for the same?
What are your selfmade NPCs, what is/was special about them and where or under what cicumstances did the players met/will meet them the first time?
I'd really like to hear about your ideas!

Liberty's Edge

Hey there!
I'm starting a campaign soon as a GM. Except for one player, all PCs were built.

The one who's left has a "knife"-fighting character in mind, who uses these knives in meele and as throwing weapons. He imagines this char as a kind of juggler, but the juggler archetype of the bard isn't the way he wants the character (he doesn't like spellcasting and the group also has a bard).

The creation rules are the following:
- Stat array 16,14,14,12,12,10
- No multiclassing allowed
- Every PC gets one variant multiclass for free
- Only base races
- No occult stuff allowed
- starting at level 3
- bonus progression and background skills are used
- characters get two extra skill points (not per level) and two extra class skills

________________________________________________________________________

I only have two concepts in mind (which both uses daggers):

1) A weapon master fighter that just focuses on the mastery of the dagger via flat-bonuses and a high amount of feats.
Feat-choices would be startoss featchain, ricochet toss, advanced weapon training (trained grace/throw) and the typical feats you'd expect.

2) A Unchained Rogue (Knife Master/Scout) that gets DEX to dmg for meele attacks and can sneak easier with charges/movement later.
Further, feats I have in mind here are Opening Volley and Charging Hurler. Ricochet toss and startoss style are things to aim for, but will be in reach later. Obviously this char has much more utility.

________________________________________________________________________

As a GM I want to support his concept, so I'd like your advice. Especially on how to get advantages out of "switchhitting" with the same weapon.

Thank you in advance!

Liberty's Edge

So I want to start a Kingmaker campaign soon. Generally I'm not a fan of giving XP, so normaly I just have player level-ups as the story goes on.

In Kingmaker though, I want that open world feeling and I fear my players will metagame a bit and start "grinding" before doing quests.

My first thought was to have a set level for each book. I have no problem adapting encounters. So I would just let them start at lvl 4 for example. After they finish the first book, they are level 8 for the second and so on.

What are your thoughts about it? Do you have other ideas/approaches?

Liberty's Edge

So I have this idea about a character with super high knowledge skills.
There isn't a must for having max ranks in every one of them, but still being able to roll for them with a high result.

My next goal for that character is, that he should be quite okay in combat.
You could always be a full caster with high knowledge - like Wizard into Loremaster - and your full caster progression will do the trick. But I decided that to be boring this time.

An obvious attempt for high knowledge skills is the Mindchemist, who can buff INT with cognaton and also apply his INT-mod one additional time to all knowledge skills.
Having max INT isn't even bad with the bomb class feature.

So I started thinking about the concept. At first, what can raise your skills more:
- Breadth of Experience (so we gonna take an Elf)
- Variant Multiclassing Bard (mainly for bardic knowledge of course, but Inspire Courage is nice to have, so is Versatile Performance used with INT via Clever Wordplay Trait)
- Deific Obedience Irori (classic way to improve Knowledge skills)

Kirin Style will improve your Knowledge checks to identify monsters and stuff, while Kirin Strike will give you INT to damage for a swift action.
What you can do now is: Use move as a swift action and identify monster, then throw a bomb and use Kirin Strike. You now have triple INT-mod on your Bomb, which should hurt.
When you are out of bombs, Improved Unarmed Strikes with an Agile Amulet of Mighty Fists + Kirin Strike can still do the job. Meanwhile Inspire Courage also works great with that concept.

Being short on feat is the real problem here. So it will get online kinda late.

Any ideas to improve the knowledge checks any futher, making the char even better in combat, getting a few feats faster than normal or having some flavour advices?
Thanks for the input!

Liberty's Edge

Hello there!
Sometimes, as a GM, you think about giving the PCs a litte boon.
I did that with extra starting gold, better point buy, (static) bonus feats/traits and so on.

Now, that there is Variant Multiclassing, what do you think about giving it away for free (so they don't loose the feats on Lvl 3, 7, 11, 15, 19).
Do I miss any consequences? I'm aware, that I won't let the players take this class as a regular multiclass.

To be honest, I don't feel like the Variant Multiclass options are balanced against each other.

Any experiences made with that way of a boon or Variant Multiclasses in general?

Thanks for your replies!

Liberty's Edge

Hello!

Looking at the Enlightened Paladin archetype and it getting CHA to AC, I was wondering, if we can max it out from here.

What would make such a character solid, while making as many things as possible scaling with CHA?

One level Oracle of Nature/Lore comes to mind, to even more CHA to AC.
Noble Scion of War gives us Initiative with CHA and Paladin itself lets us put CHA to saves.

Any further ideas/advices for feats, class dips etc.?

Liberty's Edge

Hey there!
Maybe some of you know the River into Darkness module.

I added this to my campaign, but my six players are Lvl 9 by now. So I allready rebuild the Ekujae tribe.

Now I'm looking for the tribe most powerful Elves or more specific, how they could be built. Let's call those Elite Encounters (EE).

EEs should be very challenging for six Lvl 9 PCs and also fit the theme of a (primitive) Elven tribe.

I'm interested in your ideas! Please no Occult stuff :D

Greetings!

Liberty's Edge

Hey there!

How do you handle the following:
You as GM built an encounter involving foes, that want a certain effect on themselves, that is provided by a magical item. They have a wealth and such, so I buy that item for them.
Is it okay, that you ignore they would be dropping it, so your group won't get items over and over again?

My group is always at wealth per level and often finds consumables, that push them above wealth per level all together.

For example I wanted Lizardfolk tribal Warriors to have a "Belt of Mighty Hurling"-effect, or wolves to have fortuitous on an Amulet of Mighty fists.

Greetings!

Liberty's Edge

Hey there!
For my player I built three enhanced Dhampir Subraces. These should be decendants of more powerful vampires and so are probably better than common races or normal Dhampirs.
So I'm interested in your opinion how balanced they are compared to each other.

--------That's what all of them have:--------

All Enhanced Dhampirs:

- Humanoids with dhampir subtype
- Medium sized
- 30 ft. base speed

- Undead Resistance (+2 racial bonus on saving throws vs. disease/mind-affecting)

- Carrion Sense (scent for corpses and badly wounded creatures)
- Darkvision 60 ft.
- Low-light vision

- Negative Energy Affinity (reacts to positive/negative energy as if undead)

--------Then they chose one out of three Heritages:--------

Brute Heritage (+2 STR, +2 WIS):

- Frenzy 1/day (+2 racial bonus to STR/CON for 1 min after taking damage)
- Natural Armor (+1 natural armor bonus to AC)
- Improved Natural Armor (+1 additional natural armor bonus to AC)
- Skill Training (Intimidate and Sense Motive are always class skills)
- Skill Bonus (+2 racial bonus on Intimidate and Sense Motive checks)
- Static Bonus Feat (Intimidating Prowess)
- Spell-like ability 1/day (Enlarge Person)
- Stability (+4 racial bonus to CMD vs. bull rush/trip while standing)

Charmer Heritage (+2 CON, +2 CHA):

- Emissary 1/day (roll twice on Bluff/Diplomacy check, take better result)
- Eternal Hope (+2 racial bonus on saving throws vs. fear/despair)
- Eternal Hope 1/day (reroll after natural 1, take second result)
- Lucky, lesser (+1 racial bonus on saving throws)
- Resist Level Drain (no penalties from energy drain, auto-remove of neg. levels after 24 hours)
- Skill Training (Bluff and Diplomacy are always class skills)
- Skill Bonus (+2 racial bonus on Bluff and Diplomacy checks)
- Spell-like abilities each 1/day (Charm Person, Disguise Self, Undetectable Alignment)

Stalker Heritage (+2 DEX, +2 INT):

- Cat's Luck 1/day (roll twice on Reflex saving throw, take better result)
- Defensive Training, greater (+2 dodge bonus to AC)
- Silent Hunter (+5 penalty reduce to Stealth while moving, -20 Stealth while running)
- Skill Training (Acrobatics and Stealth are always class skills)
- Skill Bonus (+2 racial bonus on Acrobatics and Stealth checks)
- Spell-like abilities each 1/day (Blend, Vanish)

These "races" are created with 20 Race Points.

Thanks in advance and greetings!
Naz

Liberty's Edge

Hey there!
I have a question about the definition of weapons.
In the rules, there is a table, where all weapons are listed. You can't find Daggers under "Ranged Weapons", but you can make range attacks with them.

The Combat Rules are saying: "If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll."

Is a Dagger a range weapon? If not, throwing into meele on that given situation won't let you suffer a -4 penalty, will it?

The other question relies on daggers being ranged weapons:
If you are using the Rapid Shot, could you, if your BAB is 6, make two meele attacks with a dagger and then make a 5ft. step away and throw an additional time (with all attacks at -2 of course)? What the definition of "fire an additional time"?

Thanks for your help!
Greets, Naz.

Liberty's Edge

Hey there!
I'd like some opinions how you'd create Razmir. Many class combinations come to mind.

The things we know is, that he's a powerful arcane spellcaster and can act like he has divine powers.
So the Razmiran Priest Archetype (for Sorcerer) and the Prestige Class would fit, of course.

But what level do you think he would have? We can at least reach lvl 30 with 20 Sorc and 10 Razmiran Priest. If we go beyond that? Rogue, Arcane Trickster?

Please share your thoughts with me!

Greets, Naz.

Liberty's Edge

Hello guys!
I think I'm not the only one trying to make TWF (Two-Weapon Fighting) characters... well, worth?

You can start by thinking a sawtooth sabre char with one swashbuckler level and slashing grace is the best approach. Or a dual weapon for the option to wield it 2-handed, when you make single attacks. Some may say, the best weapon will be the longsword, 'cause of a trait bonus on attack roles and Effortless Lace to make it light.

But I think there is the option to wield two Light Shields and bash with it. The reason, this is being the best option:

Shield Master

For characters with martial weapon prof. and shield prof., wielding a shield, counts as wielding a weapon.
Wielding two (light) shields (AC bonus does not stack) let's you "do not suffer any penalties on attack roles".
It's obvious where this is going:

Help me with penalties on meele attack roles, that bring something in return!

Here's a list of options I thought about:

- Power Attack
- Combat Expertise
- Fighting Defensively (3 Ranks Acrobatic for 1 more AC)
- Pliant Gloves
- Dazing/Bleeding/Stunning Assault
- Using Large Light Shields (heavy instead with "Shield-Trained") instead of Light Shields [the idea here is to get a higher damage dice by increasing the penalties to -6/-6 instead of -2/-2... which you ignore then anyhow - a large light shield with spikes and bashing has 2d6 (3d6 with "Shield-Trained") base damage]
- Doing nonlethal damage without the -4 penalty
- Not really an option, but being kinda immune to debuffs, that directly targeting your meele attack roll or at least the part of the debuff is also nice

You just need Shield Master as soon as possible. Achieving that is easy with Slayer/Ranger via Combat Styles.
Slayer is probably the best option with Sneak Attack and Studied Target.

So, do you have any ideas for further swapping attack for something else?
Thanks in advance and for reading!
Naz

Liberty's Edge

Hey there guys!
We all know the Sorcerer Bloodlines, that cause some damage spells deal more damage per die. (Draconic, Orc, Primal)
Using this with Fireballs and Burning Hands early is buisness as usual.

But it seems kinda funny and maybe effective with Acid Arrow. We can get 2 or 4 damage per tick and with the Burning Magic metamagic feats a bit more, dependant on the spell level.

And so it started... Now I want to know, what further increases the damage and makes it more effective. Are there good feats/traits? Some nice items? Some tricks and stuff?

Would really like some help with that! Thanks in advance!

Liberty's Edge

Hey there!
I'm thinking about an agile and charismatic Pirate, who's kinda talented in intimidating his opponents, even in combat.
The first thing, that came in mind to me was the Swashbuckler (now even with his new Shackles Corsair Archetype), who can demoralize with his strikes and even, when being succesful on saving throws.

-------------------------------------------------

To sum this up, we want to be good at meele, intimidating and resilient via saving throws.
This led me to Antipaladin (also in alignment range of Besmara) and Half-Orc:

Three level of Antipaladin will give us still good BAB, but more important a huge boost to saves and "Aura of Cowardice". Once per day smiting may be fine, 'cause its still around +3 to damage and hit.

Half-Orc gives us an Intimidate bonus and a bonus to all saves. We make these double with the right traits (Brute + Fate's Favoured).

-------------------------------------------------

So, the synergy is there. To get the Swashbuckler's "Menacing Swordplay" we also need 3 levels.
With this we end in:

3 Lvl Antipaladin/3 Level Swashbuckler (Shackles Corsair) as Half-Orc.

Weapon Focus und Slashing/Fencing Grace will let us do okay with a Cutlass/Rapier, when DEX and CHA focused.

-------------------------------------------------

After that, how would you proceed? Are there more synergies or extra tricks easy to integrate? Does one level of Rogue (Thug) hurt or help?

I'm happy about every advise! Thank you in advance!
Naz

Liberty's Edge

Hey there!
Can't find any direct answer to that, so I ask the direct question!

Here's the reason I'm asking:

Rules wrote:

As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack...

So, it does not give Brawler's Flurry as a choice here. Nothing in the description of Brawler's Flurry says it's counted as Flurry of Blows.

Am I missing something here?

Thanks in advance!

Liberty's Edge

Hello guys!
I'd like to know, what actions one char has to spend, to give orders to Undead companions (generated via Animate Dead).

And do actions change, when one direct more than a single undead?

Thank you in advance!

Liberty's Edge

Hey there. I looked at the Skeleton Template and the Animate Dead spell.
In my campaign there was an Elite Dwarf killed, and is now on the list for Animate Dead.

He had the following stats:
Dwarven Fighter 6

STR 10
DEX 18
CON 16
INT 10
WIS 14
CHA 8

He got his typical Weapon and Armor Proficiencies and used a Light Crossbow (also had Weapon Training for that) as his main weapon.

His further feats were:
Point-Blank Shot
Precise Shot
Deadly Aim
Rapid Reload
Rapid Shot
Weapon Focus
Weapon Specialisation

--------------------------------------------

The first question for me is: Will his Skeleton-being have 1 or 6 HD? Rules say: "A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD."

For me, this Dwarf had no racial HD, so he is reduced to 1 HD. If this is right, the components costs should only be 25gp, or?

--------------------------------------------

Now up to the Feats, the Skeleton will have:
Quote from the rules are:
"Feats: A skeleton loses all feats possessed by the base creature and gains Improved Initiative as a bonus feat."
Before it said: "A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature..."
Its proficiencies came from Feats, so does the Skeleton keep them?

--------------------------------------------

For next the rules say:
"Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks."
Does his Weapon Training counts for that? Do the Feats like Deadly Aim count for that?

--------------------------------------------

Looking at the stats after his revival, I'd say they look this way:

STR 10
DEX 20
CON /
INT 10
WIS 10
CHA 10 (14 if bloody)

As a medium creature he also gains +2 Natural Armor.

--------------------------------------------

The rest is pretty easy to understand. (loosing skill ranks and stuff)
Would be nice, if you can help me with the question above!

Thanks in advance!
Naz

Liberty's Edge

Hey there!
In the next time, I'll start a new campaign with mostly beginners. I (and them too) want to keep the RP level high, so we want to play this game without much rules and in german only.

I bought the german PDF of the Core Rules and only want to use them. Just one book, where all can look at, no more sources, just for keeping it simple.

Most of the time though, I give my players a starting boon. There are traits - I know - but not for this game.
So I had the idea, to give the characters an NPC bonus:

They choose Warrior, Adept or Expert as Background option and get the benefits of the NPC class without actually getting a level. Warrior won't be an option for full BAB classes, Adept for casters.

To get me right, here are three examples:

A Rogue with Warrior Background:
Gets everything a Rogue would get and the following is added:
- +2 FORT
- BAB is +1, not 0
- 2 additional skill points
- Handle Animal will be a class skill
- Warrior Weapon and Armor Proficiency
- 6 additional Hit Points

A Fighter with Expert Background:
Gets everything a Fighter would get and the following is added:
- +2 WIL
- 6 additional skill points
- 10 bonus class skills of his choice
- 5 additional Hit Points

A Monk with Adept Background:
Gets everything a Monk would get and the following is added:
- +2 WIL
- 2 additional skill points
- Knowledge (all), Spellcraft and Survival will be class skills
- Simple Weapon Proficiency
- 4 additional Hit Points
- Casting as a level 1 Adept

All of then will still count as level 1. They also don't get bonus HP and SP from CON/INT for this level - so I call it pseudo level.

In the end, it provides some good stuff and negates the things I don't like for first level characters, mainly the low HP pool and grants individuality.

So, I'm not exactly sure about the balance of this. What do you think about this booning and the pseudo level in general?
(Commoner won't be an option, because it's just worse than all others and Aristocrats won't be an RP option for the PCs)

Thank you in advance!
Greetings!

Liberty's Edge

1 person marked this as a favorite.

Hello there!
I'm playing a "Just for Fun" group with some other people.
We do not build serious and effective, though playable characters.

In general, we have funny scenes all over the evenings and I want my characters to be funny, too.

For my new concept I thought about Fat Fred the Graceful. Like the name and title tells us, he has to be fat and graceful.
Here are my ideas so far:

- Full Oracle, so Charisma supporting the "graceful".
- Nature Mystery giving me two things: Dump DEX (he's fat!) and using CHA for the AC (he's graceful!). The most important thing is the mount he get. He may be strong, but the horse can carry all his food, and he takes much food with him. He actually can't ride this mount, but he never tells.
"I love my dear horse so much, I won't make it suffer under my weight!"
- Lame Curse makes me slower, 'cause bigger people are slower!
- Maxing Survival, Profession (Cook/Brewer) - we are on an island, and food tastes better if tasty!
- Maxing Diplomacy or Intimidate - need to talk people into sharing their food. "I'm hungry" will never be a lie, so Bluff isn't needed.

We only use the hard cover books except Inner Sea World guide. I want him to be Human.

Some further ideas would be nice!
Greetings!

Liberty's Edge

Hello there!
For my group of four PCs, I'd like to make a challenging encounter with a young Black Dragon and young Green Dragon.

First a few words about the PCs:
They are on their first characters, so not that much experienced. But that shouldn't be a problem.

They have are a Barbarian (sometimes 2-Handed, sometimes with Shield and 1-Handed with a Dwarven Waraxe), an Archer Ranger (with Fav. Enemy Dragon), a Caster Oracle (buffs and debuffs - more buffing for this encounter though) and a Knife Master Rogue (Two-Weapon-Fighting).

They will be Level 6 for this encounter and every one of them will have 1 Dragon Bane Weapon and are aware of facing Acid Dragons.

--------------------------------

For this encounter I would prefer to only use the two dragons, so they maybe suffer on action economy.
If I value the encounter in XP, I have about 1600 XP left to make it challeging.
What would you guys do? Give the Dragons maximized Hit Dices, Templates or maybe Class Levels?

Thanks in advance!
Naz

Liberty's Edge

Hello there!
For a high Level campaign I built a Trapsmith Rogue. He's kinda great at doing his job disabling traps and so on.

The GM bought the equipment for me. For meele now I have +3 Dancing Short Sword and a +3 Defending Dagger.
Now I saw, that Dancing is a +4 Enchantment - so it must be great I thought... but I just dont get, what to do with it.

Am I missing something special? Maybe flank with myself or such things?
I feel, spending the +4 for agile, heartseeking or just flat out damage/hit would have been better.

Any ideas?
Greetings!

Liberty's Edge

Hey there!
Couldn't finde anything in the rules and on search about this:

If you want to attack someone on a mount, can you do just do this?
I mean most of the time, the Rider is the bigger threat and you definatly want to get rid of him.

The Mounted-Combat feat can only be used, when my mount is attacked. So, what's the disadvantage of attacking the rider?

Otherwise I can just see the use of Mounted-Combat for AoO purpose and for feat chains.

Greetings!

Liberty's Edge

Hello there!

Im interested what one can possibly do with the Horizon Walker.
I like this prestige class and want to try it out.

Rules for this Char are the following:
- Character Level 16 with 10 Levels of Horizon Walker
- Half-Orc Race
- Point Buy 25

RP vise, I want to be a competent Guide, pseudo native in every terrain.
Still being good at fighting - being useless there won't help my party.

Im very interested in some synergies one can get with other classes, feats and so on. (Like Rogue's terrain mastery for example)

Looking forward to your advises and ideas - thanks in advance!
Naz

Liberty's Edge

Hey there!
My group will soon face two Ogres. Nothing special so far. They are all Level 4, so I think just two Ogres are and easy Encounter.

'Cause I want to stay with the two Ogres, I'd like to give them Class Levels. I determined their roles (something like smashing things...) and went to the next step of this advancement: Adjusting Ability Scores!

Creatures getting Class Levels really should get an adjustment of +4/+4/+2/+2/0/-2 ?
Isn't this a bit over the top? I really can't figure out, if this adjustment is needed - does anyone have experienced with that?

Also how much Levels would you think is okay? What Levels would you give to them?
[Group is an Oracle (spellcaster/buffing, debuffing), Rogue (Knife Master), Barbarian (2Handed or axe + board) and Ranger (archer)]

Thank you in advance!

Liberty's Edge

Hey guys!
I'm looking for such a guide. I remember reading one few months ago. It was about how to make encounters a bit more challenging, think about action economy from the enemies and so on.
I also think is was a google or dropbox dokument.

Someone may be able to link it to me?
Thank you in advance!

Liberty's Edge

Hey guys!
At our last session, I noticed Intimidate doesn't only work vs. my ingame opponents, it also affected my GM as well...
He gave me the task to do some research with him, how to defend vs. demoralize. What he means is an active defense from the enemies, that are not immune to that.

My character is level 4 at the moment. He's Cavalier (Gendarme) 2 and Rogue (Thug, Scout) 2. Order of the Cockatrice gave him Dazzling Display and Thug Archetype does it's job anyhow.
The problem the GM has is the DC vs. the intimidate check. With a skill value of 22, I autowin this. Sometimes, if I role high, people just run.

Is there anything to raise the DC? (except the Order of the Cockatrice)
Many Auras, Performances and stuff seem to just buff the saving throw vs. fear effects, which isn't quite the same.

Any hints for my GM and me?
Greetings!

Liberty's Edge

Hello guys!
I'd like to have an advice for a level 4 character:

What would you create with the following:
- 20 Point buy
- Only Core Races
- Take a least one complete Style Chain with Unarmed Fighter 1/Master of Many Styles Monk 2

For me I'm thinking about taking the second Fighter level and pair Dervish Dance with Crane Style stuff. But the deeper I go into that later, the more useless the class features of Monk and Fighter become, cause they are not for Dervish Dancing.

Thanks in advance!

Liberty's Edge

Greetings Heroes!
For a campaign I'm gonna force myself to play a Druid. I really like Druids, but the "forcing" is, because I'm afraid of that Wildshaping stuff and a bit with Summoning.

At first, let we show you the Character basics:

Dwarf Druid (Bear Shaman) - Level 4

STR 18
DEX 12
CON 14
INT 10
WIS 16
CHA 6

When I look into the Bestiary (1), I find Grizzly Bear and Dire Bear. Both Large Animals.
Let's say, a normal Druid wants to be a bear at level 4 - he can't, or?

Being a Bear Shaman, I can only Wildshape into bears. My wildshape acts like two levels higher for that purpose? That does mean, I can wildshape as Beast Shape 2, so I can transform myself into a large bear at level 2?

As far as I understand wild/beast shape, I can turn into a Grizzly Bear or a Dire Bear. But where are the differences?

The last point I may not get correct: What does such a bearshape grant me now? I would guess:

- Scent and Low-light Vision
- +4 STR, -2 DEX and +4 Natural Armor (and -1 AC /-1 Reflex)
- Bite and 2 Claw Attacks (with grab)

So in the end, I would have the same Character with this adjustments, who can't speak normal, is large sized and looks like a (Dire/Grizzly) Bear. I'm not sure about his Landspeed - will it also increase to 40 ft.? If yes, where I can find that ruling?

Thank you so far!

Liberty's Edge

Greetings!

Imagine, you would play a Half-Elf Oracle with the Ancient Lorekeeper and Dual-Curse Archetypes. As a basic strategy, you want to support your party:

- Use Misfortune and Divine Interference to force rerolls for enemies and/or your party members.
- Taking a Reach Weapon + Combat Reflexes to attack without your Standard Action.
- Casting Buffs on your turn, using saving throw-independant battlefield control stuff.

This is the character in general at Level 11. But, I can reach my goal in too much different ways, that I just cannot decide.
For example, I would like Stone or Battle for tripping stuff or Time mystery to even more rerolls.
Half-Elf would give me Weapon Profiencies for any reach Weapon I like. Otherwise I can go for Skill Focus to pick Eldritch Heritage.

Also, what Spells would you take with the Ancient Lorekeeper Archetype?

Thank you in advance!

Liberty's Edge

Greetings Ladies and Gentlemen!
I'm looking for some advice: We all know the mechanic about getting foes shaken via intimidate. There are enough tools, to do that. Shaken is a nice debuff on its own, but how can a character get the most out of it?

Lets say, we have a 10th level character:
What comes to my mind is starting 2 levels of cavalier with the order of the cockatrice. This provides a +2 to hit vs. demoralized targets and a (weapon independent) Dazzling Display for a standard action, aside from martial weapon proficiencies.
The following 8 levels are filled with the Thug/Scout Rogue. This is also no secret. We are able to get people shaken for more rounds and let them become frightened.

Good feats to pair with this concept are Intimidating Prowess, to have the STR modifier count for intimidate - and Strenght will probably our main stat.
Cornugon Smash lets us intimidate on the fly as a free action, when we power attack people. Also nice to stack shaken rounds to let people become frightened.
The last thing, I could imagine, is Shatter Defenses. Hitting people flat-footed means, we reduce their defenses and are able to sneak.
Getting a bite attack, we can attack once more, sneak once more.

To summon things up: We demoralize people fairly easy with Dazzling Display or Power attacks. This gives us +2 to hit, free sneaks and debuffs them.
But I'm not sure, if we can find more things, to utilize shaken stuff more. Also, I'm unsure about the frightened condition. Isn't annoying to run for their foes all the time, instead of just full attack them, while they are debuffed?
Also, I'm interested, if there is a mechanic, that let me stack up shaken via demoralize to debuff panicked?

Sorry for my english, hope you still get my point!
Greetings and thanks in advance!
Naz

Liberty's Edge

Hey guys,
For a campaign I'd like to play mentioned Cleric.
Basically my Character will be an Aasimar (standard Heritage) and worship Abadar, selecting the Travel and Nobility Domain.

I would like to play him as Caster and/or Channeler, so the Bonus to Wisdom and Charisma is handy. As a Caster I want to support and generate battlefield control, or let's say buff and debuff.

My problems here are the following:
- What to do with the cohort? (should be Lvl 8 I guess)
- What stats would you buy with PB 20?
- What feats are the ones to take?
- How to use Standard Action when not casting, channeling and use Domain stuff? (Cause I think, STR will be kinda low, same for DEX)

Greetings and thanks in advance!
Naz

Liberty's Edge

Hey friends of the Pathfinder RPG!
I'm here for my first post on this forum. I would like to mention, that I am from Germany, so please be mild with my english.

Now let's go to the topic:

I need some help with a Flame Mystery Oracle, that mainly wants to blast and throw some Control and Enable stuff here and there.
For fluff reasons, this build should have the Flame Mystery, the Tongue Curse (cursing on Infernal in and out of combat) and take the Eldrith Heritage for Arcane Bloodline into Improved Familiar: Imp.

The goal is to create a Character, who's cursed and/or blessed by an Infernal being, so he likes to burn stuff and gets an Imp Familiar to influence him in an evil way.

The Character will be level 10 and generated with Point Buy 20. Except 3rd Party stuff, everything will be usable - but do not overdo here.

The main questions I have here:
- Is there a method to raise the damage of spells, like Sorcerer bloodlines do (Orc, Draconic)?
- Which Metamagic is the way to go?
- Is the "Pyromaniac" Racial worth taking a Gnome over Human with Focus Study for the Eldrith Heritage?
- How would you adjust the starting Ability Scores with Point buy 20? (or rate my suggestion below)
- Fire Ball seems to be the best pick for Magical Lineage, or?
- Is there a method, to ignore fire resistance?

I'd also be happy, if you can share experiences about that topic or give me some other hints!

Here is my Point Buy Suggestion:
Str - 7
Con - 14
Dex - 14
Int - 12
Wis - 12
Cha - 16

As second trait next to Magical Lineage, "Dangerously Curious" seems great, but that would be a also a magic trait. Is there another one for Use Magic Device, or do you got a better idea?
Greetings and thanks in advance!
Naz