Verik Vancaskerkin

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32 posts. Organized Play character for Chelios.



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Hi guys i want to build a tank.
A tank must have good saves (fortitude and willpower are the best for me), good Ac, good HP or at least the ability to heal himself, the ability to threaten a lot of enemies and the ability for positioning in the best way in oreder to protect allies.
(we start from level 13, and i can use all the book, no 3rd party allowed).


How can i build a blood alchemist?
Are there some feats for him?


I'll start like this:

Paladin Lv 1 Human

Traits: Ancestral Weapon (cold iron Falchion), ?

STR: 19 DEX: 12 CON: 14 INT: 12 WIS: 7 CHA: 15

Feats: Power Attack, Fey Founding

What is the best to way to go untill lv 20 for feats (not horse bond)?
Is there something cool with eldritch heritage to build around?


Is a good idea building an halfling bloodrager?
What is the better way to do it?
A slinger? Two-weapons fighting? Intimidate uild? Archer?
Of course the best archetype is the urban bloodrager.


I'm trying to mix a switch hitter with empty quiver style feats with iron caster and rage.
Have you any tips?


I can you help me build a kinetic knight for my friend. He hasn't an accout, so i'm here to ask for him. He wants to deal a lot of dmgs and being a little bit bulky. We are playing Rappan Athuk, we are evel 3 and we use 25 points build. He prefere the water/earth elements.


What do you think about my warpriest for Rappan Athuck?
In the group there are a fighter with tower shield, a ranger( the one with trap finding), a paladin-oracle( the oradin build) and an Arcanist.

hero:

Male half-orc warpriest (arsenal chaplain) of Iomedae 2 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6)
NG Medium humanoid (human, orc)
Hero Points 2
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 17 (2d8+5)
Fort +7, Ref +4, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron lucerne hammer +8 (1d12+6)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron lucerne hammer)
Special Attacks blessings 4/day (War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 2nd; concentration +4)
1st—divine favor (2), shield of faith
0 (at will)—create water, detect poison, guidance, light
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Weapon Focus (lucerne hammer)
Traits ancestral weapon (numeria), fate's favored, reactionary
Skills Acrobatics -2 (-6 to jump), Bluff -2 (-6 vs. those who have an attitude of indifferent or better), Climb +5, Intimidate +0, Sense Motive +7, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ guilty fraud, hero points, orc blood
Other Gear scale mail, longbow, mwk cold iron lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (iomedae bible)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of iomedae incision, 20 gp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Guilty Fraud -4 to bluff vs. those with attitude of indifferent or better.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.


Hi guys, it's like 2 years i didn't play pathfinder, but now i'm back. I read there are a lot of new stuffs for Fighter( starting from advanced weapon/armor training), so what are the new builds for the fighter? I remember the trip one with a reach weapon was one of the best one, but now, for exemple, i think dirty trick is a better way.
Some advices please.


I think Mysterious stranger could be a wand user, it has a great Charisma and a little bit of utility deeds, so i'm thinking about building around a "support" gunslinger who stays in the back of the battlefield helping spellcaster defending themselves. I also think the blatherskite can be a fun archetype. Can ypu help me move around this build idea( levels don't really matter).


So i'm thinking about a PC who is a kid( only for flavour) and his borther died in a war, so he remains all alone since the brother comes back as ghost/spirit
At first i think to do a Summoner character since Summoner is really a strong class and i can make an eidolon for being his borther, than i think about the Spiritualist, but it is a bit hard to build or i can't understand how to build it so i made 2 characters:

1)Race: Human with Dimdweller e Focused Study
Traits: Heirloom Weapon (longbow), Highlander
STR: 10 DEX: 16 CON: 14 INT: 12 WIS: 18 CHA: 7
Spiritualist LV: 5
FEATS: Skill Focus( stealth), Point-Blank Shot, Precise Shot, Rapid Shot.
Skills: Stealth +15 ( +2 in hilly/rocky areas, +2 in dim o lower light areas), +4 Swim, +4 Climb, +5 Knowledge (arcane), +5 Knowledge (nature), +5 Knowledge (religion), +6 Use Magic Device, +13 Sense Motive,+9 Perception .

GHOST: Dedication - HP: 48 - CA: 17
STR: 12, DEX: 16, CON: 14, INT: 7, WIS: 10, CHA: 15
Fort: +3, Will: +4, Ref: +7
FEATS: Iron Will, Weapon Finesse, Antagonize.
Skills: Diplomazia +9, Stealth +10, Sense Motive +7, Perception +7.

2)RACE. Human with Dimdweller
Traits: Reactionary, Highlander
STR: 7 DEX: 16 CON: 14 INT: 12 WIS: 10 CHA 18
Spiritualist Fractured Mind LV: 5
FEATS: Weapon Finesse, Signature Skill (intimidate), Blundgeoner, Enforcer.
Skills: Stealth +11 ( +2 in hilly/rocky areas, +2 in dim o lower light areas), +1 Swim, +1 Climb, +5 Knowledge (arcane), +5 Knowledge (nature), +5 Knowledge (religion), +13 Use Magic Device, +13 Intimidate,+13 Bluff.

GHOST(?): Despair - HP: 48 - CA: 17
For: 12, Des: 16, Cos: 14, Int: 7, Sag: 10, Car: 15
Fort: +3, Will: +4, Ref: +7
FEATS: Weapon Focus (slam), Weapon Finesse.
Skills: Intimidire +9, Stealth +10, Sense Motive +7, Perception +7.

I can't think something better, have you any advices?


My team is 1 stalker, 1 sorcerer/ARCANIST 1 witch and( probably) 1 BIG AND BRUTE FRONT LINER. What is better a bard or a askald, and how to build him?


Cloaked wolf seems a really cool archetype, do you have any ideasfor building one?


What do you think about my Teisatsu Vigilante for S&S?

LV 1

Spoiler:
Unnamed Hero
Half-elf (Shoreborn) vigilante (teisatsu) 1 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (elf, human)
Init +6; Senses Perception -1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +2; +2 trait bonus vs. divinaton effects, +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +2 (1d6+1/18-20) or
wakizashi +2 (1d6/18-20)
Ranged underwater light crossbow +4 (1d8/19-20)
Special Attacks hidden strike +1d8/+1d4
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, reactionary
Skills Acrobatics +8, Bluff +6 (+10 when in your social identity), Climb +5, Diplomacy +6, Disguise +2 (+22 to appear as part of polite society while in your social identity), Profession (sailor) +7, Stealth +8, Swim +13; Racial Modifiers +4 Profession (sailor), +8 Swim, water child
Languages Common, Elven, Polyglot
SQ elf blood, seamless guise, social grace, social talent (social grace), vigilante specialization (stalker)
Other Gear leather armor, crossbow bolts (10), underwater light crossbow[ARG], wakizashi[UC], wakizashi[UC], 9 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Water Child You may always take 10 on Swim checks.

LV 6

Spoiler:
Unnamed Hero
Half-elf (Shoreborn) vigilante (teisatsu) 6 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (elf, human)
Init +7; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 48 (6d8+18)
Fort +4, Ref +10, Will +5; +2 trait bonus vs. divinaton effects, +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +7 (1d6+4/18-20) or
wakizashi +7 (1d6+3/18-20)
Ranged underwater light crossbow +9 (1d8/19-20)
Special Attacks hidden strike +3d8/+3d4
Vigilante Spell-Like Abilities (CL 6th; concentration +8)
—vanishing trick[UC]
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 12, Wis 8, Cha 14
Base Atk +4; CMB +5; CMD 20
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, reactionary
Skills Acrobatics +14, Bluff +11 (+15 when in your social identity), Climb +7, Diplomacy +11 (+15 when in your social identity), Disguise +9 (+29 to appear as part of polite society while in your social identity), Escape Artist +10, Intimidate +2 (+6 in your area of renown while in your vigilante identity), Profession (sailor) +9, Sleight of Hand +10, Stealth +14, Swim +16; Racial Modifiers +4 Profession (sailor), +8 Swim, water child
Languages Common, Elven, Polyglot
SQ elf blood, ki pool (5 points), seamless guise, social grace, social grace, social talents (many guises, renown, social grace), startling appearance, unshakable, vigilante specialization (stalker), vigilante talents (lethal grace, shadow tricks)
Other Gear leather armor, crossbow bolts (10), underwater light crossbow[ARG], wakizashi[UC], wakizashi[UC], 9 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hidden Strike +3d8/+3d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
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.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +6 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Water Child You may always take 10 on Swim checks.

LV 13

Spoiler:
Unnamed Hero
Half-elf (Shoreborn) vigilante (teisatsu) 13 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (elf, human)
Init +8; Senses Perception -1
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+2 armor, +6 Dex)
hp 101 (13d8+39)
Fort +6, Ref +14, Will +8; +2 trait bonus vs. divinaton effects, +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +13/+8 (1d6+7/18-20) or
wakizashi +13/+8 (1d6+6/18-20)
Ranged underwater light crossbow +15 (1d8/19-20)
Special Attacks hidden strike +7d8/+7d4
Vigilante Spell-Like Abilities (CL 13th; concentration +15)
—vanishing trick[UC]
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 12, Wis 8, Cha 14
Base Atk +9; CMB +10; CMD 26
Feats Dimensional Agility[UC], Dimensional Assault[UC], Extra Ki, Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, reactionary
Skills Acrobatics +22, Bluff +18 (+22 when in your social identity), Climb +10, Diplomacy +18 (+22 when in your social identity), Disguise +13 (+17 when in your social identity, +33 to appear as part of polite society while in your social identity), Escape Artist +18, Intimidate +2 (+8 in your area of renown while in your vigilante identity), Profession (sailor) +12 (+16 when in your social identity), Sleight of Hand +11, Stealth +22, Swim +20; Racial Modifiers +4 Profession (sailor), +8 Swim, water child
Languages Common, Elven, Polyglot
SQ elf blood, frightening appearance, ki pool (10 points), seamless guise, social grace, social grace, social grace, social grace, social talents (great renown, immediate change, many guises, mockingbird, quick change, renown, social grace), startling appearance, unshakable, vigilante specialization (stalker), vigilante talents (hide in plain sight, ki power, lethal grace, shadow tricks, up close and personal)
Other Gear leather armor, crossbow bolts (10), underwater light crossbow[ARG], wakizashi[UC], wakizashi[UC], 9 gp
--------------------
Special Abilities
--------------------
Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Frightening Appearance (DC 18) (Ex) Free action when att unaware, demoralize check vs. foe and allies in 10 ft. Target is also frightened 1 rd (Will neg).
Hidden Strike +7d8/+7d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Hide in Plain Sight (Ex) Can hide while being observed as long as within 10 ft of dim light.
Immediate Change (Ex) Change identities as a move action and no the need to adjust appearance and persona.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
Mockingbird (Ex) Can nonmagically alter and throw voice and mimic many sound effects.
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.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Renown +6 (area of renown) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Disguise) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Profession [sailor]) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +13 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Up Close and Personal +7d8/+7d4 (Ex) As a swift action when use Acrobatics to move through foe space, make att with hidden strike dam.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Water Child You may always take 10 on Swim checks.


I think Teisatsu vigilante is one of the best martial classes, it's reakky strong and can be tier III if builded the right way.
What do you think?

Scarab Sages

Is this archetype any good? It seems cool to me( not the best broken op ever created archetype, but cool to play), but probably a little bit mad, what do you think?


In last days i tried to build an occultist for a S&S campaign.( we use 25 poiints build and hero points- i choose to take a feat and no heropoints)
I pick the half elf for race( with child of the sea and fey toughts)
For stat i use
STR: 14 DEX: 14 CON: 14 INT: 19( +2 is here) WIS: 11 CHA: 7
Feat: skill focus( linguistic) - bonus - orator - 1st lv - amateur investigator - heropoints -
trait: Vagabond Child, Pragmatic Activator
skill: linguistic, profession( sailor), swim, sense motive, UMD( only to odds lv), 1 rank in knowledge( any level a different one) are the top ones.
One of the implements is divination, the other one i don't konw and i'd like you help me to choose.

Scarab Sages

I built this occultist for a home S&S campaign, i pick orator because i'd like to be the captain.

Spoiler:
Unnamed Hero
Male human (Ulfen) occultist 1 (Pathfinder RPG Occult Adventures 46)
CN Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +1 (1d6+1) or
spiked gauntlet +1 (1d4+1)
Ranged energy ray +2 touch () or
shortbow +2 (1d6/×3) or
sling +2 (1d4+1)
Implement Schools (6 generic focus)
Divination (googles, 0 points) Resonant—third eye; Focus—sudden insight
Evocation (staff, 0 points) Resonant—intense focus; Focus—energy ray
Occultist Spells Known (CL 1st; concentration +6)
1st (3/day)—burning hands (DC 16), psychic reading[OA]
0 (at will)—detect magic, light
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 20, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Orator[ACG], Skill Focus (Linguistics), Wasp Familiar
Traits pragmatic activator, swamp rebel, touched by the sea
Skills Knowledge (arcana) +9, Linguistics +12, Perception +4, Profession (sailor) +4, Sense Motive +4, Sleight of Hand +6, Spellcraft +9, Stealth +6 (+8 in swampy terrain), Survival +0 (+2 to avoid becoming lost when using this), Swim +6, Use Magic Device +9
Languages Aquan, Common, Elven, Halfling, Infernal, Polyglot, Skald, Undercommon
SQ implements 2, mark of slavery, mental focus (6/day)
Combat Gear desnan candle firework, glowing ink[UE], keros oil[UE], paper candle firework[UE], simple invisible ink; Other Gear leather armor, arrows (20), quarterstaff, shortbow, sling, spiked gauntlet, beast whistle (ungulate), bell, candle, chalk, compass[APG], earplugs[APG], false-bottomed cup[UE], fishhook, flint and steel, grappling arrow[UE], magnet[APG], masterwork backpack[APG], occultist's implement[OA], paper, parchment (2), perfume/cologne[UE], powder[APG] (2), rice paper[APG], sewing needle, signal whistle, silent whistle[APG], stationery[UE], string or twine[APG], tindertwig, trail rations (5), wandermeal[UE], weapon cord[APG], whetstone (2), 2 gp, 6 sp, 2 cp
--------------------
Special Abilities
--------------------
Divination (googles) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation (staff) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Implements (Su) Gain a series of items which grant access to schools and powers.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Shape Mastery (Su) Spend up to your Int modifier to exclude squares from the area of an evocation spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


Is possible building an occultist for being the sorcerer/wizard of the group? Our DM asks to us to avoid tier 1 and 2 classes(but if one of us want to be a cleric,wizard ecc ecc he can, he only asks for not having too much differences in power between characters).


Is Juju oracle good? I really like the flavour, and the fact that jujunecromancy can be good or neutral.


Can unsworn shaman take extra hex and spirit talker?

Scarab Sages

I'm thinking about to play a child in the next campaign( it s a porate camlaogn inspired by one piece). I think to him like a potent spellcaster with high charisma for becoming the leader.
The 3 classes i can think about are sorcerer( but she has too low skill),the oracle( but she has poor blaster spells) and shaman( but some spirits don't deserve high charisma). Can you help me build him?( 3rd party not allowed except for the oracle curses).


Is it possible to build a good kineticist with Overwhelming Soul archetype? Because he lost CON for main stat for CHA( and cha is one of the worst in the game), and he loses also burn... I can't really understand what's the point about this archetype, maybe it exists for making undeads kineticists.


this is the character i'm planning to play in S&S campaign

Spoiler:

Unnamed Hero
Human (Ulfen) swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125)
CN Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 13 (1d10+3)
Fort +2, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +6 (1d6+4/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier)
Skills Acrobatics +8, Bluff +6, Diplomacy +6, Escape Artist +8, Intimidate +6, Profession (sailor) +4, Swim +4
Languages Common, Goblin, Skald, Undercommon
SQ hero points, inspired panache
Other Gear leather armor, rapier, 120 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.

i would like him to be the best AoO character, with a good threatened area and with some cool way/utility for AoO
( I like dex over Str for flavour and int and cha quite good, always for flavour).


Does underwater crossbow suffer the penalities in ranged combat underwater?

Scarab Sages

He is the guy that I build for S&S campaign, 25 points-build and all official books allowed

Spoiler:
Khayr al-Din
Human (Ulfen) inquisitor (monster tactician) of Besmara 1
CN Medium humanoid (human)
Init +10; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6+1/18-20)
Inquisitor (Monster Tactician) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, expeditious retreat
0 (at will)—create water, detect magic, guidance, light
Domain Reformation inquisition
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +1; CMD 15
Feats Improved Initiative, Weapon Finesse
Traits besmara's blessing, reactionary
Skills Bluff +5, Climb +4, Diplomacy +7, Intimidate +8, Perception +8, Profession (sailor) +8, Sense Motive +8, Stealth +10, Swim +4
Languages Common, Skald, Undercommon
SQ hide tracks, judgment of escape, stern gaze +1, summon monster I
Other Gear hide shirt, rapier, 110 gp
--------------------
Special Abilities
--------------------
Hide Tracks (Ex)
Inquisitor (Monster Tactician) Domain (Reformation Inquisition)
Granted Powers: You can speak with divine persuasiveness.
Judgment of Sacred Escape (Su)
Stern Gaze +1 (Ex)
Summon Monster I (6/day) (Sp)

I use the rapier because is the pirate weapon, and i go with finesse build because i like dex more than str. Ac, Init and stealth bonus, and since we are in a sea campaign i don't like to use weight armor so i must have a decent dex for raising AC. I'll use my summoned monster like teamworkfeat user buddy,and since i want to be the ship captain i wanto to raise diplomacy, bluff and intimidate

Now one of my friend want to build a character who uses net and trident or harpoon, do you have any advices for him? I can only thinking about lore warden because he trades of heavy armor for 2 more skillpoints( and heavy armor in a sea-campaign is not the best)


I'm building an inquisitore for S&S and i want a familiar at first level, and i find the wasp familiar feat,it requires calistria as god. Can i have calistria as a god or is bettere besmara for S&S?


For me a tank is good hp and good AC guy who prevents others guys to take dmgs and when an enemy damages a friend the tank punishes him hard.
The problem is that i really like to be the face of the group but i hate the paladin i don't like to be the l/g, i always make characters n/g or c/g(but she is the only one tank class that can want a good cha) and i like having 4/5+skills for doing something out of combat. Can you suggest me a class and a build?

Scarab Sages

Hi me and my friends are going to start a S&S camapign, we are 6 and we need advices for the best classes to fill the role of:
- captain, he must be charismatic and quite smart, leading his crew in combat. The enemies must be scared by his legend
- quartermaster, he is the best friend of the crew, the captain commands his crew, quartemaster persuades them to obey
- the surgeon
- the carpenter
- the navigator
- the guy who manages the treasure

All official books
No 3rd party
No good people, if possible all true neutral or chaotic neutral


I really need help building a captain of a ship of pirates or corsairs. I want my PC seems like Khayr al-Dīn( Redbeard the corsair), he was a great warrior a great sailor( and,of couse,capatain), he knows how to lead his men in battle or in stealthy ambush. His legend scares men and soldiers.
I' m thinking about the dragon skald archetype. I have problems with stats,25 point build, race, i want him to be a human or an human-like( like aasimar) and feat( on an hipotetycal 20 levels build)
Can you help me?


Sorry for the question, does the warlock vigilante use his int for spellcasting?


i really, really love the binder in d&d 3.5, and i think the medium is the pathfinder binder.
Can someone hel me build a jack of all trades medium?


I want to help my friend to build his luchador.
We'll use stamina points( only for fighter), auto bonus progression, action economy, no hybrid classes, no oracle, no cavalier, no witch.

So i'm thinking a build sometrhing like fighter brawler x/ monk unchained y or monk master of many styles Y, He is level 10, he wants to play a human a dwiarf or an elf, no other races. Hel p me.


HI, how can i gain the compression ability without belt of the weasel? Are there other items for gaining compression?


Is it possible to build an unchained rogue ranged?

In our group we lack of ranged charcater( and we also need skillmonkey and trapfinder)


rogue:
Human rogue (unchained) 10
N Medium humanoid (human)
Init +6; Senses Perception +13
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 21 (+8 armor, +2 deflection, +5 Dex, +1 natural)
hp 78 (10d8+30)
Fort +8, Ref +16, Will +7 (+2 insight bonus vs mind-affecting effects); +2 trait bonus vs. divinaton effects
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee keen adamantine dagger +14 (1d4+8/17-20) or
keen adamantine dagger +14 (1d4+5/17-20)
Full Round Attack: keen adamantine dagger +14/+9 (1d4+8/17-20) or
keen adamantine dagger +14/+9 (1d4+5/17-20) or
keen adamantine dagger +12/+7 (1d4+8/17-20) and keen adamantine dagger +12/+7 (1d4+5/17-20)
Ranged dart +12 (1d4-1) or
light crossbow +12 (1d8/19-20)
Special Attacks shadowstrike, sneak attack (unchained) +5d6
Rogue (Unchained) Spell-Like Abilities (CL 0th; concentration +0)
At will—minor magic
5/day—major magic
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 14, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +6; CMD 24
Feats Dampen Presence, Eldritch Heritage[UM], Hellcat Stealth, Improved Two-weapon Fighting, Skill Focus (Stealth), Steadfast Personality[ACG], Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, river rat (marsh or river)
Skills Acrobatics +18, Bluff +15, Climb +10, Diplomacy +15, Disable Device +16, Disguise +8, Escape Artist +18, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +8, Knowledge (religion) +3, Perception +13, Ride +8, Sense Motive +8, Sleight of Hand +18, Stealth +29, Swim +3, Use Magic Device +15
Languages Common, Elven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, fast stealth, major magic, minor magic, pressure points), trapfinding +5
Combat Gear wand of infernal healing (50 charges), caltrops; Other Gear +2 shadow mithral agile breastplate, dart (10), keen adamantine dagger, keen adamantine dagger, light crossbow, bat cloak, handy haversack, stalker's mask, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 4,958 gp
--------------------
Special Abilities
--------------------
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Dampen Presence You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature's perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Major Magic (Chill Touch, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Detect Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja.
Shadowstrike (5/day) (Sp) Melee touch attack deals 1d4+4 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Steadfast Personality You gain a +2 insight bonus to Will saves vs mind-affecting effects.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

What do you think aboutthis unchained rogue build?

Scarab Sages

Magus:

Human magus (staff magus) 8/monk (master of many styles) 2 (Pathfinder RPG Ultimate Combat 59, Pathfinder RPG Ultimate Magic 9, 49)
LN Medium humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +2 shield)
hp 76 (10d8+28)
Fort +14, Ref +10, Will +12
Defensive Abilities evasion
Speed 30 ft.
Special Attacks arcane pool (+2, 9 points), improved spell combat, magus arcana (arcane accuracy, wand wielder), spell recall, spellstrike, stunning fist (4/day, DC 15)
Magus (Staff Magus) Spells Prepared (CL 8th; concentration +13)
. . 3rd—fly, haste, monstrous physique I[UM]
. . 2nd—alter self, glitterdust (DC 17), empowered shocking grasp (3)
. . 1st—frostbite[UM], grease, shield, shocking grasp (2), true strike
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 20, Wis 10, Cha 7
Base Atk +7; CMB +11; CMD 26
Feats Cleave, Cleaving Finish[UC], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dodge, Dragon Style[UC], Empower Spell, Improved Unarmed Strike, Power Attack, Quarterstaff Master[UM], Stunning Fist
Traits magical lineage, reactionary
Skills Acrobatics +9, Climb +9, Escape Artist +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (history) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +13, Spellcraft +18, Stealth +14, Swim +9, Use Magic Device +11
Languages Common, Elven, Gnome, Sylvan, Undercommon
SQ fuse style, knowledge pool, quarterstaff defense, spark staff
Combat Gear spark staff( +2), wand of infernal healing (50 charges); Other Gear +2 mithral breastplate( +2), handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 11,378 gp
--------------------
Special Abilities
--------------------
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +2 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quarterstaff Defense (Ex) At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level,
Quarterstaff Master Use a quarterstaff one-handed
Spark Staff (1/day) When the weilder is dealt 10 pts elec dmg, regain 1 chg.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stunning Fist (4/day, DC 15) You can stun an opponent with an unarmed attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

we are going to start a new adventure with the revised action economy and the auto bonus progression rules( both from Pathfinder Unchained).

Do you think is a good build or i must change some feats/arcanas? I also have 11378 golds left, what can i buy?
In the group we are: a druid, a sorcerer( areally good-one), a 2 weapons fighter and another guy( he hasn't yet decided).


Cleric:

Human cleric of Cthulhu 10
CN Medium humanoid (human)
Init +3; Senses Perception +7
Aura aura of madness (30 ft., DC 22, 10 rounds/day)
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 19 (+6 armor, +2 deflection, +1 Dex, +1 natural)
hp 78 (10d8+30)
Fort +12, Ref +7, Will +17; +2 insight bonus vs. mind-affecting
Resist guarded mind; SR 15
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 conductive adamantine lucerne hammer +9/+4 (1d12+2)
Special Attacks channel negative energy 1/day (DC 13, 5d6), part the veil
Domain Spell-Like Abilities (CL 10th; concentration +17)
10/day—vision of madness (+/-5)
Cleric Spells Prepared (CL 10th; concentration +17)
5th—nightmare[D] (DC 22)
4th—confusion[D] (DC 21)
3rd—fly[D]
2nd—touch of idiocy[D]
1st—lesser confusion[D] (DC 18)
0 (at will)—detect magic, light, mending, read magic
D Domain spell; Domains Madness, Void
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 14, Int 10, Wis 24, Cha 7
Base Atk +7; CMB +8; CMD 21
Feats Bouncing Spell[APG], Channel Smite, Combat Reflexes, Guided Hand[UC], Persistent Spell[APG], Reach Spell[APG]
Traits reactionary
Skills Heal +12, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +9, Knowledge (religion) +9, Spellcraft +13
Languages Common
Other Gear spell resistance (15) mithral breastplate, conductive adamantine lucerne hammer.
--------------------
Special Abilities
--------------------
Aura of Madness (30 ft., 10 rounds/day, DC 22) (Su) 30' aura confuses opponents.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 5d6 (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Void) Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Guarded Mind (Ex) +2 Save vs. mind-affecting effects.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Part the Veil (5/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Spell Resistance (15) You have Spell Resistance.
Vision of Madness (10/day) (Sp) With a melee touch attack, target gains +5 on attack rolls, saving throws, or skill checks and -5 on the others.

Can you suggest me the best spells? And the best equip, i always have 12758 golds, we use the autobonuses progression from unchained.
Can you tell me if the build is a good one? I don't want to feel underpowerd with my other friends( my first time cleric).

Scarab Sages

Whrre can i finde the rules and the cost dor creating a custom staff with custom spells?


I need some advices for building a skill eidolon( psychopomp)
I m level 10 and i'm building my summoner as a... summoner, summoning monsters in combat and using eidolon out of combat

Scarab Sages

I need help building a character who focuses on fighting with 2 kukri( short-sword or dagger) based on dex, he must be smart, roguish and at the same time disciplined( he was a general warrior time ago).

10 level and stats 15 point build, but i really need an advice on class/classes and feats.


Please help me creating this group of character

-The lead of the group is a barbarian/paladin L/G, he must defeat his enemies with shouts( intimidate in combat)
-An Amazzon archer, she is pretty easy to build, archer ranger(no animal companion) L/N
-A wild warrior( maybe barbarian) who thinks to be a dog C/N
-A roguish like character who fights with 2 daggers C/N
-An oracle who fights with poelarm( a reach-cleric like build) L/G
-A storyteller, a bard, who supports his allies in combat, but he has no idea how to use weapons N/G

1) 10th level
2) 15 point build
3) Each character can spend 62000 gold for equip, but no more than 10000 fo a single object
4) they all must be human
5) they all mus act totally dumb/idiot


Detective Dee:

Male tengu investigator (empiricist) 9/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Advanced Race Guide 162)
N Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +19
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 21 (+7 armor, +5 Dex, +4 shield)
hp 67 (10 HD; 9d8+1d10+19)
Fort +7, Ref +16, Will +10 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +3; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 inspired rapier +14/+9 (1d6+6/18-20) or
bite +2 (1d3), 2 claws +2 (1d3)
Ranged +1 light crossbow +13 (1d8+1/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), studied combat (+4, 4 rounds), studied strike +3d6
Investigator (Empiricist) Extracts Prepared (CL 9th; concentration +13)
3rd—channel vigor (2), heroism, monstrous physique I[UM]
2nd—alchemical allocation[APG] (3), invisibility, vomit swarm[APG]
1st—anticipate peril[UM] (DC 15), enlarge person (DC 15), heightened awareness[ACG], long arm[ACG] (2), true strike
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 18, Wis 12, Cha 7
Base Atk +7; CMB +7; CMD 22
Feats Brew Potion, Combat Reflexes, Extra Investigator Talent[ACG], Fencing Grace, Inspired Alchemy[ACG], Weapon Focus (rapier)
Traits accelerated drinker, bruising intellect
Skills Acrobatics +10, Appraise +8, Bluff +8, Craft (alchemy) +13 (+22 to create alchemical items), Diplomacy +8 (+14 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +17, Disguise +11, Escape Artist +9, Heal +5, Intimidate +17, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +19, Sense Motive +9, Sleight of Hand +9, Spellcraft +10, Stealth +20, Use Magic Device +17; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth, ceaseless observation
Languages Common, Dark Folk, Dwarven, Elven, Shadowtongue, Sylvan, Tengu, Undercommon
SQ alchemy (alchemy crafting +9), inspiration (8/day), inspired panache, investigator talents (combat inspiration, infusion, mutagen, quick study, sickening offensive), keen recollection, mutagen (+4/-2, +2 natural armor, 90 minutes), trapfinding +4
Combat Gear elixir of tumbling, poisoner's gloves, potion of ant haul, potion of anticipate peril, potion of barkskin (CL 12th), potion of cat's grace, potion of heroism (CL 5th), potion of invisibility, potion of levitate, potion of life bubble, potion of nap stack, potion of protection from evil, potion of share language, wand of cure light wounds (50 charges), acid (5), alchemical grease (2), alchemist's fire (2), antiplague (2), antitoxin (2), blood-boiling pill, burst jar (5), cytillesh stun vial (3), ghast retch flask (2), holy water (6), meditation tea (2), tangleburn bag (2), tanglefoot bag, weapon blanch (adamantine) (3), weapon blanch (cold iron) (3), weapon blanch (ghost salt) (3), weapon blanch (silver) (3); Other Gear +2 mithral kikko armor, +3 mithral buckler, +1 inspired rapier, +1 light crossbow, crossbow bolts (10), bag of holding i, belt of incredible dexterity +2, cloak of resistance +3, elixir of hiding, elixir of vision, headband of vast intelligence +2, hybridization funnel, alchemy crafting kit, bandolier, bandolier, bedroll, belt pouch, flint and steel, ink, black, inkpen, iron vial (100), mess kit, portable alchemist's lab, pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 170 gp
--------------------
Special Abilities
--------------------
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Upon drinking a mutagen, you must make a Will save (DC 10 + one fifth your level + Int modifier + 2 per additional discovery applied) or your moral alignment becomes evil until the mutagen wears off.
Poisoner's gloves (2/day) Each glove can be filled with liquid, and deliver with melee touch or natural att.
Quick Study (Ex) Use studied combat as a swift action.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+4, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects.

1)I can pick Brew Potion, because like my DM said is ridicously that a guy who can brew extracts and infusions can't brew potions.
2)I choose Investigator because is a lovecraft-like adventure.
3)I choose Tengu because i like them.

What do you think? Must i change something?

Scarab Sages

In which book can i found Fungal stun vial?


We are going to start a new adventure with new PC from level 10, i'm thinking about a feral(were-insertanimalhere-like) alchemist. So i m thinking about a dex-based natural weapons combatant. Something like Alchemist Beastmorph x/ Masterchymist 3/ Urban Barbarian 1, not in this order.
I don't want to pick the vivisectionist because i like the bombs, i am not really sure about the urban barbarian level, do you have some tips for me?

I don't know what other guys are going to play with( we can't know, but i can say, someone will be a sorcerer, someone a monk-like character, someone an archer, i suppose based on their tastes, and the other one i really dont know, probably a cleric, but can be also a rogue)

Scarab Sages

We are starting an horrorific/lovecraft-like adventure, and i think the alchemist is one of the class that fits best in such type of campaign. I want nothing OP, but something that works well. Last time i played pathfinder i played a madbomber like alchemist, this time i want to play a Mr. Hyde alchemist, but i don t like vivisectionist( i love throwing bombs).

I want for sure the prestige class Master Chymist for fun.

There are some Houserules for the campain:

HR:

Alchemist
Those who dedicate their lives to the mysteries of chemistry and physiology are
generally only found in the most advanced domains, such as Dementlieu and Darkon (where
many gnomes are attracted to the obscure science). However, the domains of Lamordia and
Paridon are the true home of alchemy in the Land of the Mists. While it is not common even
there, it is at least widely enough known that schools for alchemy have been founded there. In
Nova Vaasa, this type of alchemy is forbidden.
Alchemists should be warned: they are interfering with the very foundations of self
and life. Few alchemists lead happy or long lives.
Mutagen – Upon drinking a mutagen, you must make a Will save (DC 10 + one fifth
your level + Int modifier + 2 per additional discovery applied) or your moral alignment
becomes evil until the mutagen wears off.
Cognatogen, dendrite mutagen – Upon drinking a cognatogen or dendrite mutagen,
you must make a Will save (DC 10 + half your level + Int modifier + 2 per additional
discovery applied) or you suffer a minor Madness effect until the effect wears off. You do not
suffer the ability damage associated with madness. The DC for this madness effect is equal to
the original Will save DC or the normal madness effect, whichever is lower.
Mummification, Nauseating Flesh, Plague Vial (Plague Bringer) – Using these
abilities is cause for a Powers check.
Obviously inhuman – Some discoveries create obviously inhuman changes in your
appearance. In these cases, the initial disposition of any non-evil humanoid (with some
exceptions at the GM’s discretion) is never better than hostile. These discoveries include
Parasitic Twin, Tentacle, Tumour Familiar, Vestigial Arm, and Wings, and the Beastform
mutagen of the Beastmorph archetype. These changes can be hidden with a Disguise check
(as disguising yourself as another species) unless otherwise noted.

Some tips? We start from lv 10.

Scarab Sages

When a barbarian becomes lawful, waht happens?
I think he can't take another level in barbarian, but i'm pretty sure he doesn't lose ability( like rage). Now i want to play something like a barbarian paladin, a warrior who is good and sweety but sometimes has some overrage-reaction. Is it a legal build? I'm thinking to play him for a campaign from level 9 to level 20.

Scarab Sages

I don t understnad how fame and max gold work. If my player have 3 points of fame they can t buy anything? Also the item they found in the scenario?


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Hi Folks,
i'm going to DM a home session of PFS, and we bought:
Destiny of the Sands—Part 1: A Bitter Bargain
Destiny of the Sands—Part 2: Race to Seeker's Folly
Destiny of the Sands—Part 3: Sanctum of the Sages
because we thik they are the best, now like a DM i'm reading a little bit and i don't think they are appropriate for the first game, so now i want to play:
Intro 1: First Steps—Part I: In Service to Lore
and 2 or 3 other scenarios, any suggestions?


I'm here thinking for a PC for PFS game i'm going to play in the store of my city.
Osirion is my Faction, i study archeology at university, so osirion is perfect. Now i really don't like the bard's archetyp archeologist, because i spend most of my time in the library searching for book and documents, so the archivist is perfect.
Now i also like the inquisitor class and i want combining the 2 classes, is it possible?


Are words of power legal for PFS?

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