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I'm curious if ranged weapons exist for quadrupedal creatures in Pathfinder official material.

I was curious if something existed like sage arms/nouliths from FF14, or some other animated weapon that's not simply a spell. Probably unorthodox but I figure as diverse as Pathfinder is, something might have entered print.

I understand that might come with some limitations as if its not conventionally wielded, how would things like disarming come into play. Would it break action economy or function in the realm of existing feats or the like for current ranged weapons.
That said, if there wasn't and something had to be brewed, what other concerns for the existence of a weapon might there be?


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I had also looked at this list of things I liked prior to posting.. use to be more but I had to cut down on it. I can definitely see merits in the traits listed by Melkiador and TxSam88.

RP
4 Advanced Attributes
1 Linguist
4 Flexible Bonus Feat
3 Greater Spell Resistance
4 Lucky, Greater
2 Static Bonus Feat
2 Quick Reactions
3 Deep Magic
2 Enclave Protector
3 Fleet-Footed
3 Swift as Shadows
4 See in Darkness


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Melkiador wrote:

Wow. Monstrous... That gives us some very desirable options. I would try to work all of these in:

Fast Healing (6 RP): Prerequisites: None; Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end. Special: This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP.

Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

See in Darkness (4 RP): Prerequisites: None; Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Blindsense 30 Feet (4 RP): Prerequisites: None; Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
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Blindsense is a bit niche if you already have See in Darkness. It's good for things like invisibility, but you could...

I'm curious, cause I had tried to wrap my head around the at will spell ability. So has to be 3rd level or lower, whatever spell you pick, multiply the level by 2 to get the RP cost? You can choose up to 5 spells for this one ability, but each time it adds the cost?


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Melkiador wrote:

The "point" of this build seems to be outright spell denial. Personally, I'm not sure if that's worth it, but that's clearly what's going on here.

My problem is that this is far too much focus on such a niche activity. I feel it'd be better to use the arcanist for all the anti-spell activities and use the slayer for the average combat's damage purposes.

A denial build like this also has a problem with GM reaction to it. Your average GM will either stop throwing casters at you or start making sure your denial doesn't work well against the casters you do face.

GM is one I've been playing with for years, our group is all on pretty good terms. I'm under the understanding its a little niche and that it may not be a one size fits all situation but I don't think the GM intends to outright deny any of us, usually they make it so we all have chances to shine. I suppose that makes it seem like we can come in with a half baked crappy build and still get mileage as the GM will play to us.


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Melkiador wrote:
What level are you starting at? Early level, an archer could get a lot of benefit out of flight. Later level, you can do better with your magic.

Starting at level 3.


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Melkiador wrote:

Do you have any limits in your race builder? Are you using a standard, advanced, or monstrous limit of options?

The differences in those lists can wildly change what your strongest options are.

Starting with monstrous, 25RP. Bunch of vat grown player characters. Not sure what other limits there might be as its been pretty hands off.


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I think the notion was I'd be using the bow defensively using overwatch style but there probably will be times the opposite happens. Does manyshot work with overwatch style?


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I Have a general overall template of a class build provided by Ryze Kuja for an arcanist/slayer posted down below for a high fantasy campaign involving gestalt characters and a 25RP race builder in which all FCB/Racial bonuses are available, plus one starting feat.

It gives us quite a bit of flexibility but its a matter of figuring out of all things what I want to have in a character. I've looked over the list of racial traits and picked a bit of things I either am interested or like but I wouldn't mind optimizing as well, to find a happy medium.

I'd welcome suggestions of all kinds, either for the race building or simply for other aspects. The build below does list a starting point with point buy but as noted, that will probably be swapped for a custom race. Thank you for your time.

1 Human 25 pt buy

Str 7
Dex 16
Con 10
Int 20
Wis 10
Cha 12

Slayer: Sniper Archetype
Arcanist: School Savant (Evocation)

Human Alt Racial: Focused Study: Free Skill Focus at levels 1, 8, and 16

Pick 2 of these Traits, or take a Drawback and choose all 3.
Trait (regional): Spell Duel Prodigy (+2 Dispel checks)
Trait (combat): Reactionary (+2 Initiative)
Trait (magic): Desperate Resolve (+1 to all Conc checks, +4 Conc checks while grappled, pinned, violent weather, or entangled)

1 Feat: Point Blank Shot
Skill Focus (Stealth)

2 Slayer Talent: Precise Shot

3 Feat: Rapid Shot

4 Slayer Talent: Deadly Range

5 Feat: Overwatch Style
Exploit: Counterspell

6 Slayer Talent: Combat Trick (Overwatch Tactician)
6/6 Slayer Talent: Improved Precise Shot

7 Feat: Heighten Spell

8 Slayer Talent: Fast Stealth,
Skill Focus (Spellcraft)

9 Feat: Preferred Spell (Fireball),
Exploit: Quick Study

10 Slayer Talent: Feat (Quicken Spell)

11 Feat: Overwatch Vortex,
Exploit: Greater Counterspell

12 Slayer Talent: Feat (Disruptive Spell),
6/6 Slayer Talent: Feat (Extra Arcane Exploit: Arcane Discovery(Creative Destruction))

13 Feat: Deadly Aim,
Exploit: Counter Drain

14 Slayer Talent: Feat (Spell Focus- Evocation)

15 Feat: Spell Perfection (Fireball),
Exploit: Potent Magic

16 Slayer Talent: Feat (Spell Penetration),
Skill Focus (Knowledge Arcana)

17 Feat: Dispel Focus,
Exploit: Dimensional Slide

18 Slayer Talent: Feat (Greater Dispel Focus),

19 Feat: Greater Spell Focus (Evocation),
Exploit: Metamixing

20 Slayer Talent: Feat (Greater Spell Penetration)


Ryze Kuja wrote:
Melkiador wrote:

The downside of fireball is that fire resistance and immunity are common, but in that case the Elemental Spell feat exists so you can switch the damage to another element when necessary, typically acid.

Yeah, but that's why this guy is going School Savant in Admixture school, now he can change the damage type to cold, acid, or electricity when he encounters a monster that is immune to fire.

If you had 25 RP to build a custom race based on the GM race builder, what would you build to compliment this? What about skills? I'm having a hard time knowing how many ranks to weigh into everything. There is also a free feat to start. Kinda going high power fantasy it appears, haha.


Also apparently overwatch requires a weapon focus, which is a feat no? I don't see that in the build unless I'm missing something.


Oh meant to also add is fireball the preferred magic to modify or is it just more commonly the used one?


Ryze Kuja wrote:

Something like this:

1 Human 25 pt buy

Str 7
Dex 16
Con 10
Int 20
Wis 10
Cha 12

Slayer: Sniper Archetype
Arcanist: School Savant (Evocation)

Human Alt Racial: Focused Study: Free Skill Focus at levels 1, 8, and 16

Pick 2 of these Traits, or take a Drawback and choose all 3.
Trait (regional): Spell Duel Prodigy (+2 Dispel checks)
Trait (combat): Reactionary (+2 Initiative)
Trait (magic): Desperate Resolve (+1 to all Conc checks, +4 Conc checks while grappled, pinned, violent weather, or entangled)

1 Feat: Point Blank Shot
Skill Focus (Stealth)

2 Slayer Talent: Precise Shot

3 Feat: Rapid Shot

4 Slayer Talent: Deadly Range

5 Feat: Overwatch Style
Exploit: Counterspell

6 Slayer Talent: Combat Trick (Overwatch Tactician)
6/6 Slayer Talent: Improved Precise Shot

7 Feat: Heighten Spell

8 Slayer Talent: Fast Stealth,
Skill Focus (Spellcraft)

9 Feat: Preferred Spell (Fireball),
Exploit: Quick Study

10 Slayer Talent: Feat (Quicken Spell)

11 Feat: Overwatch Vortex,
Exploit: Greater Counterspell

12 Slayer Talent: Feat (Disruptive Spell),
6/6 Slayer Talent: Feat (Extra Arcane Exploit: Arcane Discovery(Creative Destruction))

13 Feat: Deadly Aim,
Exploit: Counter Drain

14 Slayer Talent: Feat (Spell Focus- Evocation)

15 Feat: Spell Perfection (Fireball),
Exploit: Potent Magic

16 Slayer Talent: Feat (Spell Penetration),
Skill Focus (Knowledge Arcana)

17 Feat: Dispel Focus,
Exploit: Dimensional Slide

18 Slayer Talent: Feat (Greater Dispel Focus),

19 Feat: Greater Spell Focus (Evocation),
Exploit: Metamixing

20 Slayer Talent: Feat (Greater Spell Penetration)

Couple of questions would be, would it have to be human? Human I take it is mostly for the extra feat? Are the skill focuses just to add more skill buildup?

Secondly what ranged weapon is being used cause I see point blank modifies weapons up to 30ft.


Senko wrote:
I think the first thing you have to ask yourself is do you want to boost your strengths or shore up your weaknesses. For strengths the sorcerer suggestion above is good as you can select combat spells for the sorcerer, double up with arcanist if you want or spread out the arcanist on utility. To shore up weaknesses go with the slayer get better saves, better hit die, better attack all giving you more survivability.

First, apologies about the link. I was looking for a method to 'link' it rather than type it out but I'm new to these forums. Thanks to Melkiador for fixing that for me.

I think the reason I was debating about another caster to compliment the arcanist was due to the fact that going the route of a counterspell build I was worried I wouldn't be able to load up spells offensively if the idea doesn't pan out. I have been seeing alot of suggestions of slayer between this and reddit, though a few of the other ideas have been interesting as well.


Dipping my toes into a pathfinder 1e game for the first time. We're doing a gestalt game with race creation (race requirements mostly lifted due to the custom race with 25RP to build with)

Part of me wants to do Arcanist cause it'd be my first full caster of sorts and from what I hear it has best of both worlds when it comes to Sorcerer and Wizard and in some ways feels akin to how casters are handled in 5e.

The quandary I have is what to gestalt with? I like the idea of being a blaster but I also really, really like the idea of this counter build by eeveerulz255.
https://docs.google.com/document/d/1XqcFr980WIYJSmk7n68ZV1mVL50vCgrJy4ZDdRP WaIU/

I understand there's some caveats to this and its not as great as a properly built caster but I'm still really tempted to try but then that leaves me with what to gestalt to compliment it. Doubling up as a caster for backup and lack rounding out defenses, go rogue to gain skills aplenty and round out some defenses, monk, etc? Or do I just lean heavy into blasting and pick something to compliment that?

Obviously the race I build would compliment this but the main thing is figuring out what I want to 'be' before I dabble in the minutia.

Thanks for your time.