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I'm about to start a game playing a divination Wizard and the other characters will be a hunter and a skald. I'm also just getting back into pathfinder after about 2 years, so I'm behind on the new stuff. I'd like to build a "God" wizard per the guides available, and I have a good idea about how I would have done this 2 years ago, but what new things should I consider? Also, briefly going over the two classes, it looks like the skald will have knowledge checks covered and between the Hunter and my summons we should be able to create tanks. What skills and spells should I focus on to best support this group? I'll likely take the foresight us school with necromancy and enchantment as prohibited. Thanks ![]()
In a game I'm about to start the GM has asked us to make our own races with a 20 point race build. For mine I started with the concept of a Halastar Blackcloak type wizard magically crossing elves and halflings. Generations after the mad wizard dies, they form a creation myth out of the tomes and scrolls they piece together from the remains of the wizards belongings. I want the race to use the human pantheon from galorian with a heavy focus on Abadar. I also want them to be at least as arrogant as Taldans, and value magic and study over the martial arts (although realize those are still a necessary evil). Lastly, I would like this to fit into the Inner Sea Region, which I'm not spectacularly familiar with. Here are the stats: (I'm not set on the name either so that can change if someone has a good idea.) Thank you. New Race: High-Borne (derogatory: Elfling) Type Humanoid (halfling, Elf) 0 RP
Feat and Skill Racial Traits
Senses Racial Traits
Ability Score Racial Traits Advanced Intelligence (4 RP)
Elven Magic (3 RP) Prerequisites: Elf subtype.
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I'm making my first Oracle and I would like some advice on the build. It was a 26 pt buy using all pathfinder books. The write up isn't much, but I'm making it up as I go.
As he levels, he'l buy a falchion, and get a mount, for spells, he'll focus on buffs, controll, and summons. Name Vragdush, Oracle 1 (Nature, Lame) Race: Half-Orc (Favored bonus 1 spell added per level)
Str: 14 +2
Fort: +2
Revelation: Nature's Whispers Equipment:
attack bonus
AC: 23
init: +6
feats:
five skill ranks:
spells:
lv1
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I'm trying to build a gunslinger (Yes, i know there is hate) and I would like some assessment on my build. The concept is to make a mounted gunslinger that can do damage while remaining mobile. I didn't want a combat monster mount, so I avoided taking levels in classes with an animal companion mount.
I've posted the basics of this concept before, but not with the details available here. Goblin Gus:
Goblin Gunslinger (Musket Master) 7, Monk (Sohei) 2, Fighter (Dragoon) 1 Ability Scores:
HP: 108 HP (8d10+2d8+10) Initiative: 8+2+5= 15 Saving Throws:
AC: 28 - Touch 26, Flatfooted 18 (10 +4 Wis, +8 dex, +1 Amulet of Natural Armor, +1 Ring of Protection, +2 Nimble, +1 bracers of armor, +1 size) Attacks: +1 Musket +19/+14 or +14/+14/+9 (PBS use +15/+15/+10)(while mount is double moving, additional -2) Damage: 1d12+9 or 1d12+15 (PBS use 1d12+16) Crit: 20/x4 Class Abilities:
BAB: +9 CMB: +8 CMD: 33 Feats:
Skills:
Gear:
Gus uses his trusty mount Penelope the pony XII for battlefeild mobility in order to keep moving while fireing full attacks. His trusty sidekicks, sam the spider I and II, clean his barrels to prevent misfires two minutes of each day.
Although Penelope XII only has 20 hp, with mounted combat and Trick Riding, Gus can increase her AC to between 32 ad 51 twice a round. Gus's initiative score of +15 helps him to go first in each round. His perception of + 17 helps him to avoid ambushes. In the event of an ambush, Gus can still act in the surprize round due to his Devoted Gaurdian ability. Gus starts with regular powder and bullets, then uses alchemical paper cartriges for the free action reloading. His average damage per round with deadly aim and rapid shot, and not within PBS is 72.45.Gaining an additional attack adds adds 24.58 DPR, a +1 to hit is worth 1.29 DPR, and +1 to damage is worth 3.22 DPR. Within PBS these change to 77.02, 25.67, 0.00, and 3.28 respectively His expected damage with a single attack using Deadly aim and Rapid shot, not within PBS is 24.58. Within PBS this changes to 25.67 Thanks in advance. ![]()
Im building a Gunslinger and was considering the snapshot line with combat reflexes. Then I cam to this problem:
It appears, RAW, that you could never make more than 1 AOO per barrel per round since you can't reload it when it's not your turn. Am I missing something or do I just have it wrong? ![]()
Im looking to create a mounted gunslinger archtype for use in a campaign I am in. The character is level 1 so I can't replace any of those abilities. I am currently playing a musket master so I would like this to work with that archtype as well as pistolero. My GM and the other players will scrutinize this heavily as they all expect me to make something that gets rid of the bad stuff and give me free riding feats. While I would like to add some feats, I don't see anything they could reasonably replace. Please take a look and let me know your opinions. If you come up with names for the abilities or archtype, or other abilities, I'd appreciate those as well. I'm not looking to get a powerfull mount like an animal companion, just a way to help my abilities on the mount and to give the mounts a reasonable chance to survive area effects and the occasional attack. Grit
Evasive Riding (Ex): At 15th level, when the gunslinger has at least 1 grit point and is mounted, she and the mount gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge. This ability replaces evasive. Non-grit (stolen from rough rider fighter archtype)
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I'm making a Golin Musket master for a new game and I'd like advice on the build and what types of mounts I should be choosing.
Level 1 build:
Race Goblin Class: gunslinger Musket Master Stats after mods: STR 10, Dex 22, Con 10, Int 12, Wis 16, Cha 6 Traits: Reactionary (+2 init), Highlander (Stealth always a class skill and +1 to stealth, +2 in hilly or rocky terrian) Feats: Goblin gunslinger Ac: 19 (leather) touch 17, ff 13 Init +8 Saves: F2, R8, W4 Weapon: Medium musket, +8 atk 1d12 dmg; Great axe, +2 atk 1d10 dmg Skills: Craft Alchemy +5, Handle Animal +2, Perception +7, Ride +14, Stealth +19, Survival +7 With the free +4 to ride, I'd like to have a mount, but I don't need a super tough mount as I'll primarily use it for mobility and carrying capacity. (I'll have a pack animal too) First level I'm limited to a pony or goblin dog if I can afford one, but what should I be looking for around level 5 and higher? Also, using a mount effectively in combat requires a couple of feats as I see it. Mounted Combat and probably Mounted Archery, Trick Riding and Mounted Skirmisher. Of course that is feat intensive and takes away from some of the other feats I'll want as a gunslinger. Looking for ideas on how to continue this build, and on how the build looks so far. Thanks for the assistance. ![]()
In a new campaign, I am playing a LN wizard (Divanation/scryer) who is a follower of Abadar. I have found some information on Abadar on the web, but sadly I do not have Seven days to the grave or some of the other accessories which go into more detail about the god. What I am looking for are quotes or sayings a follow of Abadar, such as myself, might say in a given situation. |