Inside the dark, silent reaches of the Uskwood Forest in Nidal, a group of albino druids watch for intruders and enforce their view of the natural order. These "pale ones" all serve the majesty of the midnight lord, Zon-Kuthon. These pale druids are sworn and bonded to the Uskwood's bleak power, they celebrate the inevitable pain and death inherent to the natural order. To live is to know suffering, and these druids ensure that intruders will know the full measure of pain.
While the Shades are dedicated to the natural power of the dark wood, they also revere Zon-Kuthon. This reverence is symbolized by the wearing of an Umbrae-Token, a fetish of hair, twigs and blood. For this worship, these dark druids are rewarded with some powers over necromancy and undeath.
Now that you know a good deal of information about this characters roots, we can begin fleshing out his build. I would like to start by saying the most important feat for this character is the Shade of the Uskwood, shown below.
Shade of the Uskwood:
Ordained as one of the sinister albino druids, you carry with you into the wider world a powerful effigy of hair, twigs, and blood that crawls with the deepening cold of the hallowed hunting grounds.
Prerequisite: Neutral evil, patron deity is Zon-Kuthon.
Benefit: Add the following spells to your druid spell list.
0—disrupt undead, ray of frost;
1st—ghost sound, touch of fatigue;
2nd—chill touch, spectral hand;
3rd—ghoul touch, invisibility;
4th—displacement, ray of exhaustion;
5th—animate dead, phantasmal killer;
6th—nightmare, waves of fatigue;
7th—circle of death, shadow walk;
8th—mass invisibility, waves of exhaustion;
9th—horrid wilting, weird.
Remove all spells with the [fire] descriptor from all your spell lists (not just your druid spell list). You cannot cast any spells with the fire descriptor, nor activate them off scrolls, wands, or any other magic devices. In addition, you may not use wild shape to take the form of any creature with the fire subtype.
Special: As part of this feat, you create a personal token that ties your soul and your doings to the fell power of the dark forest. This potent object is treated as a wooden unholy symbol that radiates faint necromancy magic. If your token is ever destroyed, your connection to the shadowy heart of the forest is severed and all benefits of this feat are lost until another is created. This process requires a journey to the same forest and an atonement spell cast by a fellow worshiper of your dark god.
My problem is that I don't know what direction I really want to go with the character. I was thinking something like Male [Race] lich druid 5/necromancer 5/mystic theurge 10
NE Medium undead (augmented humanoid) but I'm not sure how optimal that would be, compared to going full druid. But I do like the Idea of having a domain/animal companion along with a familiar/bonded item. Also I need help choosing my opposing schools of magic.
I need help building a Sorcerer with the Impossible Bloodline for a home-brewed campaign. This Blood line offers everything I'm look for in terms of the overall concept/feel for the character.
The Bloodline Arcana
Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.
Constructs are treated as living creatures for the purposes of determining which spells affect them.
I would really like to take advantage of this ability and make it a key part of my build. I'm also considering going Crossblooded if I can find another bloodline that offers some mind-affecting spells/abilities that I can use on constructs. If I go the Crossblooded route I would like to find a bloodline to replace the 3rd and 11th level spells, and the 1st and 9th bloodline powers.
I also need helping deciding on race, feats, and traits.
If you guys could get me pointed in the right direction in building an optimal crafting focused character I would be very thankful.
I'm pretty sure everyone on this board is familiar with who Jean Grey is. Here is a build/discussion for a D&D optimized build that fits the concept. What I'm wondering is how one could do something similar to this but only using Paizo material.
Post your builds for these wander-lusting adventurer's. This is probably one of the best PrC's in the game, and a great class to dip 3 levels into. It's also one of the easier PrC's to qualify for considering it only requires 6 skill ranks in Knowledge (geography) and the Endurance feat. Rangers are a good way to go because they gain Endurance for free, another easy option is to play as a Half-Orc. These would be 2 great optimal choices because either one can save you from burning a feat if you're too stingy to, their may be some other great options (from a starting standpoint) but these 2 are the most obvious ones.
I'm not too experienced with the class considering I haven't had the chance to play as one yet. But I've heard nothing but good things about them and I'm very excited to play as one in an upcoming campaign (home-brew). So I was wondering if you guys could help me out and influence the direction I take my character.
The first option that came to mind was to play as a Lore Warden Fighter and take the Eldritch Heritage feats to gain access to some great abilities. Another thing I've been thinking about was choosing the Astral Plane to get Dim-Door once I gained access to Terrain Dominance, combining this with the Dimensional Agility feat chain and "possibly" whirlwind attack (this would be great if I could throw in some sneak attack damage and a nice crit range). If I were to play as a ranger I would probably try to find an archetype that replaces favored enemy because Horizon Walkers get a better version. I'm really open to suggestion right now.
I'd love to see some ideas/builds for this awesome PrC. I'm interested to what you guys got in mind for this.
I need helping building a caster character with an affinity for all things metal. Now their seem to be two obvious paths but I'm not sure which route to take. Their is Oracle with the Metal mystery, or their is Wizard with the Metal Elemental school. I don't know jack sh** about either so if someone could fill me in on both of them that would be great. I want this character to have an almost telekinetic feel, with metal of course. Imagine him walking with blades floating around him deflecting arrows and making attacks on enemies while he is picking people up wearing metal armor crushing them in it and then throwing them off to the side. Please help me solidify this concept!
I have a player who currently plays an artificer in D&D 4e. He's also a huge guild wars 2 player, obviously plays an Engineer. I need help making his character for him. They will be starting at 3rd level but I would like to see some progression up to like level 12-15 or higher so I can point him in the right direction.
The main goal is to build a fully optimized master of mechanical mayhem. He loves to tinker with elixirs, explosives, and all aspect of hazardous gadgets. He really wants him to be able to control the battle field by deploying devices that can help defend an area. For example, turrets that can cause damage to foes in the area, or regenerate the health of nearby allies. If this is possible he would also like to find away to make them very mobile on and off the battle field. He also want to be able to provide the party with potions and enchanted weapons of great power. This character needs a wide array of utility and firepower. I'm sure if you have read this far you are expecting this... He says he needs a freaking flamethrower! His concept is solid but I want to be able to pull it off through the mechanics of the game for him using paizo material only. The Alchemist looks like the go to class but I also came across the Forgemaster archetype for Dwarven Clerics. If you're not familiar with it I will post a link for it below.
If someone could help me bring my players character to life it would be greatly appreciated. I don't know how to pull these things off for him and I really don't want to let him down.
If the Engineer isn't a viable/accessible concept maybe his second idea would be.
Here is a link to the mesmer class/profession from GW2, I feel like this would be a lot easier to pull off with paizos material.
I've been putting together a plain text version for a custom campaign setting, the Google Document will eventually be uploaded after a little while. If you are here to participate in this thread their are a few things you need to know. Firstly, my only request to you as the reader is to please comment. If you are here to contribute to the main cause of this thread I would like to say thank you. The main goal is to create Seven Deadly Liches based off of the seven schools of magic. We all know Liches are undead spellcasters of great power, usually wizards, but they can also can be sorcerers or clerics, etc. I need your help creating them, keep in mind each Lich will obviously have its own Phylactery. You also need base each Lich off their corresponding school of magic depending on which sin you choose to create. They are listed below.
The Seven Schools/Sins:
- Envy (Abjuration) (In progress)
- Gluttony (Necromancy)
- Greed (Transmutation)
- Lust (Enchantment)
- Pride (Illusion) (In progress)
- Sloth (Conjuration)
- Wrath (Evocation)
Each Lich needs to be at least level 15 or higher, with a 20 point build. I would also like to point out that all books are aloud and you aren't very limited when it comes to their creation. Just make sure that the content stays within paizo's products. If you have any questions please do not hesitate.
I'm in some serious need of direction. I'm really interested in the Knight of the Sepulcher archetype for my Antipaladin, someone please fill me in on the archetype. I'm also wondering if I should dip a level into Oracle for the Lore mystery. That way I can gain access to *Sidestep Secret (Su)which adds your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity. I do know for a fact that I will be taking Leadership and I will definitely be the face of the party. Any advice you have throw at me.
Attributes (with Racial Modifier):
I haven't decided on a point build yet because I don't know the play style yet.
I need to figure out what would be the most efficient order in taking these feats. Some of them are quite obvious because they are prerequisites to each other.
Here is the most basic format for you to fill out, remember Shadowcasters don't get a bonus feat at level 5 or 10. They only get it at level 15 and 20. But we are only going to level 15 unless someone would like to help me progress this to 20.
I make a lot of characters with very strong concepts but I lack in executing them. So here I am asking for your help now. About a week ago I came up with a concept for a character that I want to play in an upcoming campaign, we will most likely be using a 20 or 25 point build. I have put many things into consideration with this character but I need some feedback and direction. I want to create an extremely mobile fighter who uses a bow or crossbow that can switch positions with his allies or shadowy companions. I want him to prestige into Shadow dancer from fighter. As far as required feats in any builds you may suggest they need to include Eldritch Heritage lines so he can gain access to Shadow/Umbral Bloodline. I know for sure that I want the 1st bloodline power from Umbral Cloak of shadows (Sp). Also the 9th level ability Shadow Well (Sp) and finally the 15th level ability Enveloping Darkness (Sp) These are all key things he needs to be able to switch positions efficiently. My major problem is figuring out how many levels in fighter and shadow dancer to take. Also I know being an archer is very tax heavy, that goes for meeting the prerequisites for shadow dancer also. I need help balancing and choosing the right feats. I want to go human, i will consider other races if suggested. I was looking at the feat racial heritage to gain access to the drow/tengu racial feets. Drow for shadow caster and spider climb and tengu for the ability to fly with wings or transform into raven form. Please Hallllpppp!
Edit: also 3 fighter archetypes to consider are archer, weapon master, and crossbowman. I will consider other classes for this but i feel like fighter is the best option based on the amount of feats you gain.