Phneri's page

462 posts. No reviews. No lists. No wishlists.




So here's the deal. Character was made for a one-off which kind of..kept going. Now he's level 11 and I have no idea how to advance him. Here's what I got

Fighter 1/Rogue 10 (all stats are with magic stuff) (unbreakable and scout archetypes)

Str 23 (level up is going here)
Dex 14
Con 16
Wis 10
Int 14
Cha 12

HP 106 (I've rolled...well)

Feats: End, Die Hard, Power Attack, Furious Focus, Vital Strike, Combat Expertise, Improved Feint, Skill focus (bluff)

Attack (with move) (+2 vicious longsword) +18 (2d8 + 14 +2d6 vicious +5d6 S.A +5 bleed)

Current strategy is going unarmored/unarmed and activating armiger's bag (summon armor to self as standard action) and using a glove of storing to draw armor, shield, and a sword for ambushes. I use full plate and a shield.

The focus of the character has been getting one big hit pretty much every time (it's extremely rare that I don't sneak attack and vital strike in one go).

Clearly this isn't optimized for anything but that big single hit (it was a level 5 1-off...so yeah). I've beefed up bluff to get around most conversation bits, as well as sense motive. UMD is high enough to cover wands and level 5 and under scrolls with no worry. AC is 30 with armor and a shield, 36 fighting defensively with C.E.

Continuing with Rogue keeps some of my damage going and allows for more talents. Any other interesting options?


So, I'm putting together some ideas for this and thought I'd crowdsource:

Say you're a reasonably high-level mystic theurge (CL 16 or 17). Your adventuring party has largely disbanded, and being the knower of all things you've been entrusted with a number of powerful (and potentially very dangerous) artifacts.

Time passes and your grow older. In your twilight years you come to two realizations:

1. You will have no heirs
2. You will need to find a way to protect these artifacts.

How do you go about it?


Hey all,

My weekly game is looking for another couple folks. We've been alternating between a homebrow PF campaign and Warlords of the Accordlands.

Game generally runs on Friday/weekends out of my place (I'm near the metro and have the dining room table of seating +1).

Pretty easygoing group of adults and a couple cats. Shoot me a message if you have interest.


So I've made a rogue in full plate for a PF game. Yup.

Currently he's fighter (unbreakable) 1 Rogue 3, and fights using feint and a falchionn.

My goal for this character is to eventually (using vital strike, etc) make the biggest, most ridiculous single hit I possibly can.

Any advice on feat progression/etc? I'm not looking to make a DPR god with this, just have some fun with a...different idea.


So my (APL 11ish) group has headed to a city for research and shopping, and I'm statting up a hit and run style bad guy whose intended to not offer much in the way of a direct challenge, but be incredibly annoying in terms of making the party look bad.

Idea is to have him look like various party members and be witnessed murdering (or leaving the scene) of various people the party have discussions with. Preferably altercations, of course.

I'm starting with the faceless stalker from bestiary 2 (aberrations fit well with the overall plot and I want to depart from doppelgangers). Clearly rogue fits this, but I wanted to see if anyone else had ideas to work with the concept?


So the PCs are setting up for a good ol' proper dungeon crawl, and while I have about half of my bad guys, NPCs, and plot set up, I need a few more things. I'll have time this afternoon, but thought it could be useful to crowdsource some of these guys so everything isn't clearly my homebrew critter (I tend to be predictable).

What I'm looking for:

Fluumph (...yup) spellcasters around CR 4-5 with a CR 8-10 leader type

Wandering ghoul pack with enough uumph to threaten a 10/11th level party with high AC and saves

Trap type thoughts

Anything else you think works well in an undead/aberration heavy environment

Thanks in advance!


Have a newish campaign, just hit level 3 with my arcane duelist. 4d6 take away 1 for stats, here's what I have so far:

Str 18
Con 14 (was a 12, +2 for human)
Dex 12
Wis 11
Int 13
Cha 15

Skills of note: Intimidate, Bluff, Diplomacy (+8), Orator (+8), Spellcraft, knowledge (arcana, nobility, and history) (+7), UMD (+6), Perception (+5)

Feats: Extra Traits, Toughness, Power Attack

Went with the arcane duelist bard. Spell list is Vanish, Grease, Comp. Language, and Silent Image currently.

Basically I'm trying to figure out a direction based on the stat block I've got that will sync up with the rest of the group. We have two clerics, a fighter, and a rogue in addition to me.

I haven't done a half-caster in quite a while (and almost never as a PC), so ideas for that 4-12 level range would be awesome.


Hey all,

I'm running a game tonight and realized I've forgotten to stat up my crazy witch doctor for an upcoming confrontation.

Anyone have a build idea for the following requirements:

Arcane-based caster with some nature flavors
Gnoll
25 pt buy (or advanced simple template, swap some stats around if need be)
CR 8-10 (Party is running around level 10 and he's meant to be part of a larger encounter)

Any thoughts or help would be appreciated.


So one of my games has swapped to a new campaign (farewell, 9th level artificer witch), and I've made a bard to function as the party face.

Oddly, he's also the only arcane caster in the party, but hey, whatever.

I went with the duelist and rolled a pretty decent statblock (4d6 drop 1). Here's what I've started with:

18 str (natural)
12 dex
14 con (12 +2 human bonus)
13 int
11 wis
15 Cha

I burned my feats on toughness (yay 14 hp at level 1) and two traits (a falcata heirloom weapon and rich parents. I blew half of my starting wealth on "flavor" stuff for the character, who's basically an overmoneyed bully).

We just hit level 2 and I'm good with the bardic stuff (grease, silent image, and vanish for spells) and combat (+8 to hit for d8+6 with arcane strike and bard song going).

My question is where to take him next. Lacking bardic knowledge, etc, my skill points are really fairly limited (8/level and I burn 5 on the charisma skills, knowledge (nobility), and perform).

My really worthwhile maneuvers could be sunder (I'm always going to have a more magical weapon than the other guy) and feint (but what's feint doing for me?), but that's a significant feat investment for something that's either situational or situational and not doing a stunning amount for me.

Power attack/cleave/etc. seems alright, but I wonder about the flavor fit with the guy.

any of the crit/focus feats would require me to drop two additional feats immediately (exotic weapon prof. and weapon focus), and at that point don't seem worth it.

Any thoughts? Should I just go power attack and leave the creativity to spell stuff? Go after skill focus, etc. to beef up that stuff? Give me some thoughts.


Was chatting with a guy the other day who rolled a...well, a dwarf that never has to worry about his college application letters, shall we say. And we were talking about how he was going to play his genius. That got me to thinking. What do you do with that poor stat?

For instance, sure you can go the classic talk like an 8 year old route with a low int, but guys doing that tend to be chatty, too. If you had any kind of wisdom wouldn't you be able to intuit that staying quiet would be a good idea?

Low wisdom I always figured as being the air-headed anime character. Brilliant, deadly, whatever, but absolutely zero idea of what's going on around him/her and impulsive.

Charisma..well. Charisma I think is the easy one. You just have to always say the totally wrong thing.

My concern with this is always trying to avoid metagaming away the penalty. For this I've talked with my regular group, and we've started doing something vaguely along the lines of the Ork Gahad in Earthdawn (the wikipedia stuff has a better explanation than I can give). I find something bad related to one of those awful stats. This can be anything from kicking in the door to blurting out something during the diplomacy check or trying to throw the halfling across the pit (long story). That idea gets assigned a number on the d20. Every minute that we spend discussing something, plotting, etc. I roll. On that number (usually 1, because it fits), I go for it.

This does a couple things: First, it turns that weakness into something funny and occasionally useful (the angsty barbarian has ostracized himself from everyone in the inn with his poor manners? Have him stand where the rogue wants to do rogue things), and it avoids a some potential problems with metagaming your int 8 dude into a savant.

Finally, it really works to move the game along during those tension moments.

"Ok, we have to very carefully navigate this trap or we'll all horribly die. We absolutely CANNOT deviate from this plan that I will outline in the following eighty-three points and-"

"OH GOD HE'S ROLLING HURRY HURRY!"

Again, works for my group. YMMV.


Oration. Sure. We'll go with that.

Anyway, I'm building the arrogant fop arcane duelist bard. Kind of a skill monkey (mostly party face), rich boy, etc, etc.

Where I'm sticking on is good material to bust out for his battle recitations. I'm thinking Beowulfish, or something close, maybe mixed with a bit of evangelist.

Any ideas?


So I'm a pretty high point buy game and I'm rolling with the 2-handed weapon barbarian. So far things are good. Power attack and rage deliver as promised, invulnerable rager is offering up delicious, delicious DR, and skills are...did I mention power attack and rage are awesome?

So I'm thinking of level 3+ advancement, and I've noticed some interesting class options. While full on barbarian seems pretty rad, I keep looking at the 1-level mix-in of an arcane duelist bard. Arcane strike seems like a fair trade off, especially at low levels, and the spellcasting, while not absurd, is useful.

Base character is going to be a melee monster investing combat expertise and the trip feats. Rage powers are focused around avoiding damage.

Just wanted to hear some thoughts. Right now I'm torn between picking up a bard level (or more) and sacrificing some of that DR and BAB, or sticking with barbarian, picking up superstition, and tripping my way to smashy glee without magic, skills, and what have you.


Second session, adding:

Allistar: Savage fighter (pointy hands)
Carl: Gnome Druid (other assassin)

So, as it turns out the boss (heh. They'll be talking about what I did to him for WEEKS) wasn't really the boss. More of a middle manager. So we needed to go hurt someone else. I'm fine with that, as the walk gave me a chance to sort out my nose. After about the sixth break it never has really set right. That's not all bad, though. At least I don't smell what the runts cook up.

The cutpurse had figured out that one of the higher ups might be in a rented room instead of the guarded warehouse we've been told about, so that seemed like a good first place to look into. It was in the same part of town, by which I mean bad. The street gangs fight a half-dozen little skirmishes a week out here. No one bothers us, though. I can't imagine why. Somewhere along the way we lost the swampman. I guessed he didn't want his cut.

The two story hole we were to go into smelled all wrong from the start. Sure enough, when we got in there we found some very dead remains and a human with some clawed, pointy hands rooting through a bunch of papers. This set the runts and pretty-boy to arguing while the cutpurse and I asked some questions. Now, I was polite and all, and we asked real nice, but pointy hands keeps ignoring us.

So I broke a chair over the back of his head and dumped him in the corner for the runts to take care of. I can't abide rudeness, ya see.

The papers we went through indicated a change in management, which was part of the reason this room was decorated with the last leader of the Rat...whatevers. About this time pointy gets woken up and starts griping. Then the runts get to it, too. Enough to make a reasonable man downright irritable, I tell ya.

A few healing spells and some goblin tossing later we're sorted and heading to the warehouse, Mr. I-can't-be-asked-to-answer-simple-questions-so-I-get-bludgeoned-with-furnit ure in tow. Seems he's trying to do part of our job on behalf of one of the other street gangs. I figure he can stop some daggers for us, so why not?

The warehouse was destined to be a comedy of errors. The street approach is no good, so the cutpurse, pointy-hands, and some other assassin from some other gang (I get the feeling if we'd just slept on this whole matter we could have gotten paid just sorting out bodies, now that I think about it) go off to go in through a side window. One little squeak from my armor (I keep meaning to fix that joint) and the rogue gave me a look that would curdle milk. So I go off to keep the runts out of trouble. The skinny one's just tried to go in the front to run some con when I hear the crash from the side of the building.

Now some folk, just some mind you, might take a perverse joy out of watching the cutpurse's cleverly laid plans that don't involve people with the common sense to wear armor to a fight go out the window. But me? No, course not. I just get to work saving the skinny runt from the guards about to break his arms off and make my own little disturbance.

I'll be honest, sometimes when I start working it's hard to keep track of just what's going on. I'm pretty sure I killed two or three (must say the little runt did admirably; stabbed one right through the cheeks before he got clobbered into next month) by the time I got upstairs and found things had gone all to pieces. Pointy-hands is on the ground with all kinds of holes in him. One of the rat huggers is blocking the hall, and it seems like the pretty boy and his friends just can't be asked to deal with the two leaders. So I give 'em all a yell of encouragement and head in.

Now, the skinny runt likes to do this thing with acid. Stings like anything when it hits you, but I've never been really hurt by it much. So I should have known better when the mook in the hallway drops like a stone from it. Sure enough, I try to walk over him and he stabs me right through the foot. Course, when I'm all worked up I don't pay a lot of attention to these things, save to give him an axe in the head for his trouble. Made me right irritable later, though. Ruined a good boot and I'm hard to fit.

I finally get into the room and the pretty boy's working on putting his jaw back together after taking out a dwarf with a hammer. The cutpurse is almost as full of holes as the pointy guy, and the gnome who started tagging along is about as bad off. Now, I'm not usually one to judge, but this lot couldn't take care of one half-naked bint with a dagger? So I figure I'll go in and clear this up. As usual.

I take a swing and apparently she does something magicy like the runts do, cuz I go right on by her. She takes the opportunity to put that dagger of hers almost clean through me and into the metal on my back before I even see it move, and it's about here that I'm figuring out why she's been such a problem.

But the thing is, no matter how quick you are or how hard you hit, once you stab someone deep, it's hard to unstab 'em and keep moving. So while she's introducing her knife to my insides, the cutpurse and the pretty boy get in there and start stabbing away. I got a good view of all this, seeing as I'm right next to her, on account of the being stabbed and all, and it seems that she's almost as tough as me. Something's definitely wrong here.

At this point I'm just about out of steam. There's all kinds of stuff coming out of my stomach that should be staying in there, my leg's barely working, and it's a bit hard to hear all the yelling going on around me. I'm guessing I don't have a lot left before lights out are coming.

But I ain't letting this half-naked magiced up tart get away with stabbing me.

So I shove her off me (funny, I don't even feel the dagger coming out, and that should have probably been a worry), and the last things I see and hear are me axe biting into her chest and a scream that sounds like it won't be alive much longer than me.

Of course I woke up a bit later. I'm telling ya the story, ain't I? The short runt had enough juice left to piece us together again. Then we got paid. It was the usual affair, some skinny guy showing up and tallying a whole mess of figures, and finally some tiny bags of platinum being tossed around. Course it would have to be coin that's near impossible to spend on anything useful. I mean, what barkeep's gonna change a platinum coin for beer?

Pointy even took me with to get paid for his deal, and cut me in on a share. Almost made me feel a bit bad about the chair business. 'Specially seeing as his folk paid in money that's usable.

Well, about this time is where it got dull. See, the runts, the cutpurse, and pretty-boy spent about the whole day figuring out what to do with the warehouse we'd just pillaged. Seems the deed was in the papers I'd just found. The gnome had gone bananas over some kind of giant vermin eggs and was all set on telling us why we should keep them. And on top of that, we found some ring or other that got the skinny runt all excited about some count or other. I let him have it, and it seemed to keep him happy enough not to notice when I went to the smiths to spend that ridiculous coin.

Platinum can be useful for some things, I suppose.


So I was looking into magical staffs, and wondering why there's no staff that functions like a ring of spell-storing. Here's the key differences I'd want:

Casting out of the staff is a spell-completion action (you must know the spell to use it).

The staff holds 10 charges, spells stored in it are cast out using various charges per a normal staff. Ex:

5th level (considering making this the max level to store): 3 charges

3rd: 2 charges

1st: 1 charge

When charging the staff the caster can also choose to cast new spells into it.

So, your standard 3 spell staff would cost 22kish. a 5th level ring of spell storing (less potential power but more versatility) would be 50k. Thoughts on where this staff should fall in that range? Caster level? Spells involved?


So, I've taken a half-elf witch from levels 3 to 9, and I'm looking into options for levels 10+. The party currently consists of myself, the gnome sorceror, halfling rogue, and human murder machine (barbarian). We did 4d6 subtract 1 for stats and I got fairly lucky on the rolls. No 18s at creation, but beyond strength and a meh wisdom I'm without any real weaknesses. I also rolled a quite good charisma, and have wound up combining that and a huge number of knowledges and skills.

So far I've been the party utility caster, and extremely fragile (I sat out a fight with a former BBEG when one of his ogre-ish minions came with on a dimension door and 1-shotted me). I'd like to improve upon that, but I've also got the party face duties to share (currently sitting on +16 to diplomacy and intimidate) and my feats have been focused on doing artificer stuff to cover our missing cleric and stat buffs (craft wondrous item, brew potion, forge ring, and recently craft staff).

We recently just took down a BBEG that netted us something like 60k in gold/materials/stuff to craft. I've built everyone some +2 stat items for their primaries and secondaries, and we killed the party fund to get the rogue a ring of invisibility.

I was thinking of going for a staff of teleport, and later dropping a blasty spell into it as well, opening up spell slots for heals/buffs/utility. Beyond that I was thinking about a mirror image 3x/day item or some such.

Beyond items, are there any goto defensive spell options? prestige classes that can help without crippling spell advancement? Thoughts on builds? I know crafting feats aren't optimal, but the half-price magic gear seems to be making up for it so far.


Hey all. I run a homebrew Pathfinder campaign that's sitting around 8th/9th level. We're at 4-5 and I'd like to get to 6-7 so that we have a sizable group for the days some folks can't make it. We have an adult group in the 20ish-40 range and generally go for a weeknight game (Mondays have been good lately, but we're flexible). We generally run out of my place right off the orange line.

Additionally, I'd like to find another game to participate in as a player. I've played a fair amount of pathfinder/3.0/3.5, some earthdawn, a bit of 4.0, and some 2nd ed (back in the stone ages). I'm always open to new systems. Weekends are good for me.

Give me a reply here with some kind of contact stuff or ping me at phneri on the gmails.