Cayden Cailean

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Organized Play Member. 76 posts (85 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




Hello Forums, this is the Ninja's Puzzlebox requesting a bit of help from the wise minds that frequent this forum, and some of the other crazy people as well.

I am currently looking into making the best mapmaker, that works thematically and mechanically. It is a gestalt game running at 25 point buy, and has all classes opened up to it that is Paizo Published. For thematic reasons I am going Occultist, since I think that is the best class that fits what I'm going for, but I'm at a loss at what I should go for the other side.

The obvious option may be wizard, arcanist, or investigator, and since we have 2 powergamers that like to focus on combat as long as I can contribute a little I'll be happy. If someone has any ideas feel free to express them, as I brainstorm myself.

Race has been decided, occultist is 1/2 of my gestalt classes, and I'll need Knowledge (Nature, Geography), Survival, and either craft maps, or profession Cartographer. Heavily focusing in Int, and starting at level 3.

STR: 12 DEX: 18 CON: 14 INT: 19 WIS: 12 CHA: 10


So my group has two major dps characters, one ranged one melee, a cleric, and an evocation wizard.

I talked to my gm to switch from another dps to a buffer. I was thinking the best buffer I could come up with was a sensei/ cavalier going into battle hareld, we are currently level 7 and am trying to think of other things I can do to effectively push out buffs without stepping on the cleric's toes. Hence why I didn't go evangelist cleric for the battle hereld.

I have a 24 wisdom, and he doesn't want me to change ability scores, any ideas other than what I have?

The cavalier would be the standard bearer, and the sensei would give me wisdom to hit which would be nice.


http://www.myth-weavers.com/sheet.html#id=188621

Any suggestions? My friend is having us all make characters in the new book now that it's out effectively restarting his campaign, tried my hand with the new rogue and this is what I came up with.

Skills, items, hp not calculated, we are also using variant multiclassing.

Didn't want to write in what things do from the new book, since they don't want the new rules posted to people in these posts.


How much would you say a slotless item would cost that changes the color of fire in a range of 1 mile to a blue color, no other side effects?


Like if you take Mystic Theurge and another class that enhances spellcasting, can you enhance Mystic Theurge spellcasting? And if there is such a ruling as to not, can you link me? I am failing to find such a ruling through searches.


Can you spend Construction Points on the same thing 3-4 times if you have the construction points to do so? Example: 1 cp to gain additional movement types, then -3 cp on the new movement to gain a fly speed of 0 but 3 more cp.


So, my GM during at the end of a campaign said after looking into the other books offered me a rework for the Legacy of Fire campaign, saying that with what I focused my build into I'd have a really hard time since most things are immune to what I focused on.

I was looking to make an Arabian like feel into a tank position, though also something that will work well in the party, racking my brain I can't think of anything currently. Probably due to lack of sleep considering I've been working at this character since the session ended.

I want to keep my race, which is a witchwolf (SkinWalker), and we have a bard, a brawler/slayer (Damage Dealer), cleric, wizard, and rogue. We are level 5 currently.

Any suggestions at to what class/archetype/prestige has an arabic feel without being detrimental to the party's balance?

Summoner is out, I suggested up the idea that I could be a summoner that summons a genie to fight Devil Summoner style. :P

TL;DR: Arabic like Tank, that has synergy with a rogue, brawler/slayer, cleric wizard, and rogue. Race: Witchwolf (Skinwalker) Level: 5 GO!


How does this Mystic Theurge look? I've heard constantly that the actual prestige class is crap and a complete waste of time, and resources, but I think this will turn out well.

http://www.myth-weavers.com/sheet.html#id=80117

It's a Menhir Savant Druid 2 / Cross Blooded Sorcerer 1 / Mystic Theurge 2
Being able to cast as a 5th level druid (Evocation only, 4th level if not), and a 6th level Sorcerer (Evocation only, 5th level if not).

The part where it says I can use 35 level one spells is actually 3 from druid, 5 from sorcerer, 4 and 6 with ability score added in.


So I have been working on trying to make Gambit from X-men, and this is the closest I could make with the feats. Haven't added in all the class features, or added skill points just trying to get the class/feats right before I go on to work on everything else.

http://www.myth-weavers.com/sheet.html#id=77969

If anyone has any suggestions of how to work it better please respond. I thought this would be a nice little theorycraft.


1 person marked this as FAQ candidate.

Can you dispel a magical item that's melded into the form of a wildshaped druid?

I assume yes, but I was curious about it from other's point of view, googling provided nothing, same with form search.

Thank you in advance.


So if I give my animal companion a greater hat of disguise would it lose it's natural armor bonuses as it walks around as a human?


So if you have an animal companion with Eldritch Heritage, would you count HD as level, or would it be your druid level -2?


Can you get a feat that you sometimes have available to you?

Like lets say you're an alchemist with feral mutagen can you increase the damage of their claws even if you have more than 24 hours worth of mutagen?

Or the same for a druid? If you only have claws when you wildshape can you increase the damage of them?


http://www.myth-weavers.com/sheet.html#id=38202

I basically created this character around the concept of being able to give two attacks of opportunity, and deal decent amount of damage when he attacked. Someone did the math, and says I deal about 250 damage a round if everything goes off.

3d8+18(30)/14 basically means 3d8+18 for each attack after the first, 3d8+30 for the first unarmed strike, and 3d8+14 when I'm not dragon styling for some odd reason.


Can you make a Shadow Weapon into a special material? Like a Silver Dagger instead of just a dagger?


In the same round can you withdraw and stealth as part of one action? I have two friends arguing both sides of it, one saying that you can't add stealth to a withdraw, and the other one taking the other side saying that it is a movement so why can't you?

I want to argue on the side of the first argument, but the grounds which I do would be along the lines of referring to this action as the equivalent of a run in terms of concentration, and as a DM how I would rule. With no actual backing towards the RAW ruling, I doubt that this argument will end soon.

So I wish to ask you the question for a third time, "Can you withdraw, and stealth as part of the withdraw action?"


So I just had a game that we've all been playing for about 2 years now, and I'm 10 levels druid, having shaping focus so level 14 when it comes to wildshape. I went into huge Earth elemental form, and got strong jaw cast on myself.. that's when we all looked at the chart and found 2d10 turns into 4d8, but couldn't find progression after that.

I haven't used wildshape with my unarmed strike yet till now, when one player told me, "Hey you know you can use unarmed strikes while in wildshape right?" So I've been primarily dealing with just Strong jaw for now.

2d10--> 4d8 ---> ?? ----> ??


Can a four armed alchemist hold clubs dual handed and get the 1.5 str mod on both weapons?


So my DM wants me to make stats for a Slave that I freed, that follows me around now, I paid 500 gp for a specialized slave at the beginning, only I really wasn't planning on using her that much, except as a plot device. It happened yesterday that my DM suddenly decided she needed some stats, when all I know is she is a Sylph, not knowing at all how I should do this. I'm honestly at a loss of ideas and turning to the forums for help.


Is there any specific plants in pathfinder, or are they the same as real world? And can I create lets say Smooth Sumac, that slows down bleeding using Minor Creation?


Lets say someone is using enter image, could they in such a case that a caster is using glasses that allow someone to scry an area, it would create an image of the character on the glasses. So could you be able to detect, and enter the image of you that is in the glasses, basically reverse scrying on that person, and maybe influencing the image that he's seeing since you can do things within the area of the frames.


Was looking to see if there are any in this damn city, I've found a few, but three is not that many.


You can't do anything while concentrating correct (like walk)?

And if not could someone push you around in a wheelchair while you do a concentration check to keep you moving around? Or maybe ride a horse while concentrating...


How much would a statue of someone cost? I am making a character that is very egotistical, and I want them to carry a statue (or 4) of them where ever they go in a bag of holding.


Any good feats to take with her? I've mixed her with a juju (for two levels), so I don't have to worry about issues with smite evil, or detect evil.


If you use Fester on an undead, does that mean it get's hurt by healing spells less?


First of all, thank you to all those that helped me get my options down...

Okay, so Saturday we are going to be having a party which the DM stated he wanted to see an interesting party, at level 8. We're going to have someone summing golems, I think a class from 3.75, and another that is going to be a ranged Paladin. My thoughts in interesting came down to a choice between bladebound, souldrinker/alchemist, and finally the juju/gravewalker, the last one being my choice, but I still don't know how to get it to work very well.

My plans so far (no equipment yet or feats):

Juju (2) / Gravewalker (6)
Kitsune

Gold: 33k

Max Hp 68
AC:12
Fort: +4
Ref: +4
Will: +5

Str 5 (-3)
Dex 15 (+2)
Con 14 (+2)
Int 18 (+4)
Wis 7 (-2)
Cha 16 (+3)

Curse: Haunted
Mastery: Spirit Vessels
Patron: Elements

Hexs:
Healing
Ward

Spells -0 level:

Murderous Command
Infernal Healing
Cure Light Wounds
Peacebond
Interrogation
Cure Moderate Wounds
Fester
Masterwork Transformation
Healing Thief
Pup Shape
Cure Serious Wounds
command undead
animate dead
shocking grasp
___________________________________________________

I'm looking for advice on feats/equipment that would be good, I'm probably going to take Weapon Finesse, just in case they come up close and personal, but other then that I'm still debating on what to take.


So, I have a game starting next week Saturday, and I am split between a Bladebound, or a Rogue that I'm going to modify it's weapons and invest most of it's gold to get a rapier that is an intel. sword. Since we are starting at level 8, we'll be given basic starting gold for level 8's which is 33K if I remember right.

The rogue/shapeshifter(Ranger) will use about 25k on the sword, creating a level three weapon that will have dark vision making up for the fact that my character won't have dark vision the sword telling him what's there, also speaking telepathically he'll be able to tell me without giving away my position. Also, he'll have a sneak attack (if rogue).

(Sword Stats)
Katana +3
Damage (1d8) +3
18-20/x2 Crit
Deadly: +4 when calculating Coup De Grace
Telepathy
Senses 120 feet
Darkvision
Ability scores 18
Level 1 spell/3x a day
Ego 9
26240

Or the bladebound which will not have to spend money on his weapon, so he'll focus more on armor, and other things to help himself. Allowing him to be better at survival.

Sword Stats

Katana +2
Damage (1d8) +3
18-20/x2 Crit
Deadly +4 when calculating Coup De Grace
Telepathy
Unbreakable
Senses like a creature 120 feet?
black blade arcane pool
Gives bladebound Alertness
Ego 10

I can't figure out which one might have better benefits. I like not worrying about preparing spells, though if the benefits are too good to pass up I'll go into it, but I do want an intel. weapon for the roleplaying benefit.


It was basically a necromancer that gained a skeleton champion as a cohort and had basically a leadership skill that solely worked on the undead. Though I might have been surfing the web when I saw it, so I'm just trying to confirm which one it was.


Our DM stated earlier this week we were to make interesting classes, that would come down to a interesting party. I'm wondering which classes have the best progression into the Soul Drinker. Also if the crystals of people's souls can be used for anything, other then health regen, given to me by the Ceustodaemon, since he can basically eat, then vomit up soul crystals.


One of my friends, and I are trying to figure out if the sorcerer bloodlines advance if you go into a ‎prestige class (mainly the body changes), I think that they don't, he thinks that they do.


So, I'm thinking of making a rogue sniper/ Spellslinger just because I happened to stumble along this archtype (usually I try and stay away from casters due to people wanting to play them so much). Any ideas of how to make this... actually good? Or should I stick with the rogue sniper/ waves oracle as I was planing?


So, just a little taste of what has happened so far, my character has bought a pickled pixie, given a barrel of beer away to a shady salesmen, deferred a mugging by talking to the pickled pixie as he walked, almost let my ally (a druid) get eaten by wild animals while searching crates, and then killed one of the wild animals sending the others running off. ~takes a breath~ Blinded an old lady, after taking her money and medicine that she swindled from the church out of her room, making all the orphans think I was a hero (she was raciest, hating elves, she deserved being blinded by ink)

I know that paragraph wasn't proper at all, but... well yeah.

Thoughts in the future, having an (sniper taking a class in it) oracle that faithfully believes that their power comes from Cayden Cailean, since his obscuring mist is made of beer, and having the pixie talk to him, giving him mischievous ideas, since he'll be haunted.

Any ideas?


If I wanted my rouge to be proficient in counterfeiting documents, would that be craft, or profession?


What is the tiniest monster that could, lets say, have its corpse on a necklace. Also, if you can pick something cool or interesting... +1 to you! Only used for roleplaying purposes btw.


Started a new campaign 2 weeks ago, was curious if there was any viable use for a devil fetus other then calling it George, and making it a roleplay element when I pick up a level in oracle and start having George haunt me.


So far I've been role playing a drunken rouge sniper, that is cocky and has had a tendency to go against odds. (thus far he's soloed a newb mission, and been rewarded for it boosting his cockiness saved solely by a grease potion I bought by chance) He also has a tendency to buy interesting things (he has a demon fetus in his inventory) I'm trying to come up with a backstory for him that makes him just seem like someone that might in turn betray you to save himself, but has survived solely on luck but can't seem to rack my brain for a good, silly, yet dark path, that isn't copying a book that I've read. Any ideas?

Edit: Also have any ideas of what I can use a devil fetus for, I was going to name it and keep it as a pet?

Race

Gnome

Classes/Levels

Oracle 4

Gender

Male

Size

3'5"

Age

54

Strength 9
Dexterity 14
Constitution 19
Intelligence 16
Wisdom 15
Charisma 22

About Bartlebi Featheringwalthamstone

*
*
*
*
*
*
*
*
Backstory:

Spoiler:
Bartlebi grew up in a small cave not far from the shelter that the people who would form the city of Ventron were in. Too small to grow food Bartlebi's ancestors had to survive off of what they could hunt or gather from the world outside the cave entrance. Unable to completely hide from the radiation, surrounded by death, and located in a spot saturated by magic the people in the cave were warped into what are now known as Gnomes. These particular Gnomes, developed their necromancy talents as a means to store food initially. Without any means or preservation, food quickly spoiled and would rot away to nothing, beyond even what magic could restore. However with necromancy they could kill large game and keep it in a zombified state where they could then take the flesh from and purify it for eating when it was needed. This practice soon developed into necromancy as a means of defense, as the animated dead are ever vigilant servents. To Bartlebi and his kin, magically animating the remains of a creature is just like using every part of the kill they possibly can

When settlements began to emerge, Bartlebi first took to a port city a days walk west from the city of Ventron called Highmarch. As a port city, Highmarch quickly became a busy hub of trade and craft. Bartlebi, who was already accustomed to many crafts out of necessity for survival soon made himself quite at home in Highmarch. After several years of crafting and expanding his magical talent he decided that he would venture to Ventron to expand his talent in magic and magical craft even further. As well as satisfy a need to explore.

Appearance:

Spoiler:
Bartlebi is a short, green haired gnome who from growing up not entirely sheltered from the harsh environment has more than a few screws loose in his head from what people gather interacting with him. He always seems to be talking some nonsense about Onyx and how it's "essence".

Basic:

Spoiler:

HP:45/45 *Treated as undead for Harm/Heal*

AC:24 *
Touch AC: 13 *
Flat footed AC: 22 *
*Defensive training:
+4 dodge bonus vs. Giants.

Will: +6 *
Reflex: +4 *
Fortitude: +7 *

*Illusion resistance:+2 racial bonus vs. illusions
*Necromantic affinity:You gain a +2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause negative levels, or cause ability damage, ability drain, or ability penalties. In addition, damage caused by inflict spells heals you as if you were an undead creature, but you also take damage from cure spells.

BAB: 3
Melee: 3*
Ranged: 6*

*Situational bonuses Hatred: +1 against reptiloid and goblinoid

CMB: +1
CMD: +13/11FL
Init: +4
Speed: 20/15
Darkvision 60' (alt racial trait)

Languages
Common
Draconic
Sign language
Celestial
Dwarven
Gnome
Sylvan

Oracle curse
Tongues: Sign language

Weapons & Armor:

Spoiler:

Blowgun: 50 darts
Dagger

+1 Agile Breastplate
+1 Heavy Wooden Shield

Skills:

Spoiler:

Acrobatics: -2
Appraise: +3
Bluff: +13
Climb: -2
Profession miner: +7
Craft Alchemy: +14
Craft Firearms: +8
Craft Gemcutting: +14
Craft Jewelry: +7
Craft Ships: +7
Diplomacy: +13
Disable device: -
Disguise: +6
Escape artist: -2
Fly: 0
Handle Animal -
Heal: +2
Intimidate: +6
Knowledge Nature: +7
Knowledge Religion: +7
Knowledge Geology: +7
Perception: +6
Ride: -2
Sense motive: +9
Sleight of Hand: -
Stealth: +2
Survival: +9
Swim: -5

Traits & feats:

Spoiler:

Armor Proficiency Light
Armor Proficiency Medium
Craft Wonderous Item
Necromantic Affinity
Shield Profficiency
Simple Weapon Profficiency -All

Traits:
Brastlework Business Man
Excitable

Gear:

Spoiler:

390GP kept in pathfinder pouch
500GP Onyx Kept inpathfinder pouch
Amulet of natural armor +1
Bag of holding I
Cloak of resistance +1
Heavlyload belt
Pathfinder pouch
Ring of feather falling
Robe of needles
Anvil, Farrier
Anvil, Jewelers
Cold weather outfit
Hot weather outfit
Artisans tools, Masterwork
Gunsmith's kit
Obsession log
Oil, 20 pints
5 one pint clay pots of mixed kerosene and lard with a lighting wick
Backpack, masterwork
Bedroll
Flint and steel
Hatchet
Belt pouch 8x
Bottle x2
Caltrops x4
Crossbow bolts x50
Crowbar
Flask 4x
Grappling hook
Hammer
Iron spike
Marbles 4x
Piton x2
Rope 200'
Tent, small
Thieves' tools
Twine 500'
2x flask of fine dust

Spells
Spell points: 20

Spoiler:

Racial
Dancing lights 1/1
Ghost sound 1/1
Prestidigitation 1/1
Speak with animals 1/1

From Items
Feather fall (Constant)

Chosen
Create water
Detect magic
Enhanced diplomacy
Mending
Purify food and drink
Read magic
Level one
Charm person
Command
Inflict light wounds
Murderous command
Level two
Hideous laughter
Hold person
Inflict moderate wounds

Minions:
Belching bloody beheaded

Spoiler:

HD: 3
STR: 11
DEX: 15
WIS: 11
CHA: 14
Speed: Fly, 40 (perfect)
Darkvision: 60'

HP: 30 Fast healing: 1
1d8+2 per HD, juju mystery allows max HP per HD

BAB: 0
Ranged: +3

AC: 14/12/12
CMB: -1
CMD: 12/10FL Can't trip

Defensive abilities:
Channel resistance +4
Deathless
DR: 5/Bludgeoning
Immune: cold, undead traits

Fort: 1
Reflex: +1
Will: +3

Offensive ability
Slam +1 (1d2)
Belching (Ranged touch) +3 (1d6 electricity)


References
http://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton

Belching

Spoiler:

A belching beheaded gains the ability to spew raw energy from its mouth, giving it a ranged touch attack that does 1d6 damage of a specific type (acid, cold, electric, or fire) chosen at the time of the beheaded's animation

Deathless

Spoiler:

A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.