Rayhan Xobhadi

Prexus's page

37 posts. Alias of RebBrown.




Greetings! I'm making a backup for a mythic game and I've decided to play an evoker. The idea is to blast things to kingdom come or crowd-control them so hard that my partymembers can do that. Level 16, mythic tier 1 and 25 point buy with standard gold for the level and two traits.

The basic trick for this character is to use fireballs to blow up groups of enemies and use more specialized spells to take on tougher single foes. A mythic empowered maximized fireball cast at CL20 means you do 300 damage. This would count as a lvl3 slot, thanks to a metamagic rod and spell perfection. Throw in quicken and bump up the slot to 4 (trait for -1 to metamagic cost) and you can do 600 a turn. Alternatively, you can add persistent or dazing to the non-quickened ball for extra fun.

Now, my question is: what mythic feats, abilities and or basic feats and abilities would compliment this guy? He has:
-Eight feats from levels.
-Three feats from being a pure wizard.
-Possibly 1 feat from being a human, but I haven't decided on a race yet.
-One mythic feat!
-One mythic ability - mythic spellcasting.

He must take:
1 Spell Focus Evocation
2 Greater Spell Focus Evocation
3 Empower Spell
4 Intensify Spell
5 Quicken Spell
6 Spell Perfection Fireball
7 Spell Specialization Fireball
8 Spell Penetration
9 Greater Spell Penetration

This leaves a mythic feat and two feats open(or three if human).


Hi! I need a back-up character for a high level game (lvl15+!) with a lot of inter planetary travel and the idea is simple: a man who learned how to survival and gets through life with the help of his trusty blowgun.

25 point buy (can't go minus for bonus points), 2 traits and basic starting gold are the rules of the game.

So where to start? A blowgun does 1D2 damage, x2 on a 20 and has 20ft range. It works great in conjunction with poison, but only the alchemist and certain rogue archetypes get the poisoner abity. It requires tons of bonus damage to have an impact. Sneak Attack dice, static bonusses from fighter feats/abilities and buffs, that kind of stuff. This where I get lost.

Classes that might work: Fighter, rogue, alchemist and maybe druid.
-The fighter lets me stack flat bonus damage to the weapon, but I don't know what else it has to offer to me. Poor saves, tons of hitpoints, but I refuse to wear anything heavier than leather/hide armor.
-The rogue gives me poison, sneak attack, tons of skills but also is the weakest class in all of PF. Still, it seems like a better fit than the fighter.
-The alchemist .. I got no clue how this might work, but I suppose that the alchemist has mutagens, buffs and class abilities that let me use poison more frequently. Also, I'd be able to craft more expensive poisons in less time, but whether that makes up for the drawbacks (lack of +dmg) is something else.
-The druid. Poison immune, so using/making poison requires no skills. A companion who can protect me, fly me around and or supply me with poison. Spells that let me buff, debuff and control the battlefield. It seems like a great fit, but the blowgun would become nothing more than an accessory or a cool descriptor in the way I cast spells.

I understand that from a min-max point of view, the blowgun blows, but the basic crunch can still be applied to it. 1D2 or 1D8, if you have +30 damage per shot, the dice doesn't matter that much.

Help, feedback and or the bouncing back and forth of ideas is greatly appreciated!


Welkom!


#Discussion.


Welkom, heren van het goede leven! Dit is de thread waarin alleen maar in-game zaken worden behandeld en gepost.


Hi! I'm looking to make a dwarf character for a high level campaign (we're lvl14-15 now, we'll go epic apparently). This is my inspiration and the idea is to have the dwarf be an intrepid explorer who is always looking for new exotic places to discover and explore. So far we've traveled all over Golarian and right now are exploring Castrovel. Rumor has it that Akiton is coming up next.

The trapper will let me fill the role of trapspotter/disabler and [url]=http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/horizon-w alker]the horizon walker[/url] functions as a boost to said trapspotter/disabler role AND because of flavor. 25 point buy, no negative scores for more points and two traits.

As for the build, I'm completely unsure on whether I want to go melee or ranged. I get two combat style feats from ranger so together with the feats from my levels, that gives me nine feats to play around with. If I go melee, wielding a heavy pick feels like the right thing to do. If ranged, perhaps a heavy crossbow (can take crossbow mastery at 6 without taking rapid reload) could be cool and flavorful. 17-20 crit range with keen/improved crit is also nothing to sneeze at when combined with deadly aim+favored enemy. Plenty of cool choices here.

I'm also undecided on what terrains/planes to focus on. Here's a key feature of the Horizon Walker: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

So while the bonus ability matters big time (3+wis dimension door as spell-like ability? yes please!), the favored enemy bonus could possibly be game-changing. It's tempting to pick Hell and the Abyss just for the sick attack/damage versus devils and demons, but the associated power would be pretty meh. The desert ability looks great (immune vs fatigue/exhaustion) and astral is an obvious winner too. Sadly, the favored enemies associated with those will be very .. meh ..

Please, help me fix this puzzle!


Greetings fellow Pathfinders. I want to make a cleric for an ongoing campaign (Council of Thieves) and I want him to be Macgyver-esque. We already have a fighter, a rogue and a wizard and we're severely lacking healing. We roll for stats and I get to use 16/16/15/14/12/12 - and place them any way I want.

My idea is to play a Cleric of Brigh with a high int and wis. Thanks to the knowledge and artifice I get to emulate Macgyver's knowledge and crafting skills. My DM is willing to give me Catch Off-Guard as a bonus feat so I can use improvised weapons ala Macgyver. He'll use his Traveler's Any-Tool as his divine focus and could use it as his weapon of choice as well. So here's the problem: how to build him?

STR 15 / DEX 12 / CON 14 / INT 16 / WIS 16 / CHA 12 .. with the racial +2 going into wisdom or strength. If STR, I'll swap STR and WIS and put the lvl4 point into wis so I have str18/wis16. I'll have two feats, but what to take? Fast Learner + Improvisation and Improved Improvisation at 3 will give me 7 skill points a level and a virtual +4 on any skill that I haven't put any ranks in. Alternatively, I could take Heavy Armor Proficiency and whatever and function as a skill-monkey tank with healing powers. Another option is to go the summoners route and take spell focus conjuration, augment summoning and summon good into superior summonings and the like. The first choice feels the most 'MacGyver'esque though.

Skills .. I was thinking of dedicating three to knowledges each level, two to crafts and the last two to spellcraft and disable device. This is assuming I do not take Improved Improvisation. If I do take that, I'll forgo the crafts and specialize in knowledge skills. My INT bonus, travelers any-tool and +4 combined with Crafters Fortune and or a Guidance should be enough to see me through any crafting I need to do!

One trait I'll take is Nimble Fingers, Keen Mind. A Brigh trait, it gives +1 on disable device and makes it a class skill. The other trait is open. Are there any cool traits that give bonusses on crafting? Perhaps Equipment Trick so I can use items for all kinds of purposes?

So, I need a build that takes me up to level 8 at least and makes me useful in combat, utilises my skills and abilities out of combat and SCREAMS Macgyver. HELP! :D


Greetings! I'm making a back-up character for tonight and I'm updating an old idea of mine: a human fighter with the swordlord archetype. I'm going STR over DEX, he'll wear heavy armor like a boss and be neigh unhittable once he can full-attack in combat. I got a few open feats that I need help with, can use advice on tweaking his skill set-up, his gear and I surely must've missed some stuff! Another main concern are his will save and the ability to tackle very mobile foes with special movement (fly, dimensional hop, etc).

Fighter 13 Human (Swordlord - inner sea primer)

25pnt buy stats:
STR 21 (16 + 2 human + 3 levels)
DEX 14
CON 14
INT 13
WIS 12
CHA 10

Feats:

H Power Attack
1 Improved Unarmed Strike
3 Crane Style (-2 on pen from fight defensively, +1 ac when FDef or TDef)
5 Improved Disarm
7 Crane Wing (Deflect 1 attack that would hit when FDef/TDef)
9 Defiant Luck (1x day reroll save or force crit confirm against you)
11
13
F1 Wpn Focus Aldori Dueling Sword
F2 Dodge
F4 Combat Expertise
F6 Wpn Spec
F8 Improved Critical
F10 Critical Focus
F12

Skills:
Ranks
1 Acrobatics 13
2 Intimidate 13
3 Know Nobility 3
4 Sense Motive 9
5 Perception 8
6 Climb 2
7 Swim 2
8 Survival 2

Special:

-Defensive Parry (Ex)
At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
This ability replaces Armor Training 1 and 4.
-Disarming Strike (Ex)
At 5th level, when a swordlord successfully disarms an opponent using a dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage.
This ability replaces Weapon Training 1.
-Steel Net (Ex)
At 7th level, a swordlord can throw up a blazing wall of steel to defend himself. When fighting defensively as a full-round action with a dueling sword, the swordlord’s penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.
This ability replaces Armor Training 2.
-Counterattack (Ex)
At 11th level, a swordlord can make an attack of opportunity as an immediate action against an opponent who hits the swordlord with a melee attack, so long as the attacking creature is within the swordlord’s reach.
This ability replaces Armor Training 3.
-Weapon Training (Heavy Blades +2, Close Combat +1)
+1 attack/damage (increase to 2 at 13, 3 at 17)
-Bravery
+1 (and +2/6, 3/10, 4/14, 5/18) will saves vs fear.

Traits
-Sword Scion: +1 attack / cmbs with Aldori Dueling Swords.
-Threatening Defender: -1 when using Combat Expertise.

Notes:
When Fighting Defensively: +6 dodge AC, -0 attack.
When Combat Expertise: +4 dodge AC, -3 attack.
When full attacking, +3 AC from Defensive Parry vs melee.
When Full-Attacking, +6 from FD, +4 CE, +1 Dodge and +3 vs melee.
Possible total: +14 AC.

Gear
+1 Adamantine Dueling Sword (1D8, x2, 19-20)
+5 Full Plate
+5 Cloak of Resistance
+4 STR
Gloves of Dueling (+4 cmd vs disarm/sunder/lose grip on wpn, doesnt drop wpn, wpn training +2)

I did NOT imagine a Jaime Lannister when making this guy, but after completing this chassis I can't help but get a Jaime vibe. A guy in full-plate who's superior skill at swordplay makes him a real menace in 1on1 combat.


I've been thinkering with a rogue build that might ACTUALLY work. He'll fill the role of a melee combatant, but not that of a party's main tank and front-liner. Through the use of Enlarge and Lunge he can stay out of trouble while using Gang Up to get the flanking bonus so he can sneak attack.
The spells granted through the Eldritch Raider talents are meant to patch up his weak spots - his defenses, while the lvl1 spell gives him 13 touches per casting for negative energy touch sneak attacks.
Thanks to his fantastic UMD and skill mastery he can pick up any wizard/sorcerer item and use it with no problem whatsoever. Items for other classes are only at a +16 instead of a +20.
Thanks to Gillmen having a +2 con/cha, he isn't lacking in the HP department. Twelve of the favored class points went to an extra talent, which ended up giving him two extra talents.

Now, my idea at first was to create a rogue 'mage lord' - a rogue so good with UMD that as long as he has scrolls, wands and staffs he's basically an arcane caster. He uses his limited casting (through talents) for touch spells that turn his TWF/iterative attacks into a death machine, but apparently only Chill Touch works with that. So I opted for defensive spells instead. My problem is that now the build feels a little unhinged. I'm sure it can work, because he has good saves, good hp and a good AC with offensive defense AND ablative sphere 'up'. The will save is a problem, but future talents and an iron will feat can sort that problem out.

rogue 13 gillman

str 12 BAB 9/4
dex 19 (23) F4/R8/W4 -> 14/18/9
con 16 (20) 128HP
int 14
wis 12
cha 10

6+int+x skills

feats:

1 Combat Expertise
3 Gang Up (flank if 2 enemies threaten enemy)
5 TWF
7 Extra Talent (Offensive Defense)
9 Lunge (-2AC, +5f reach)
11 Extra Talent (Minor Eldritch)
13 Extra Talent (Major Eldritch)
B ITF

talents:

2 Detect Magic at will
4 Major Magic lvl1 Chill Touch
6 Weapon Focus Short Sword
8 Combat Feat (ITWF)
10 Skill Mastery (UMD, perception, disable, stealth, acrobatics)
12 Opportunist
F Offensive Defense
F Minor Eldritch lvl2 Defending Bone
F Major Eldritch lvl3 Ablative Sphere
B6 Finesse Rogue (Weapon Finesse)
B12Crippling Strike (2str dmg on SA)

skills:

1 stealth
2 acrobatics
3 spellcraft
4 knowledge arcana
5 use magic device
6 perception
7 disable device
8 climb / swim / survival

special:

-Fire Vulnerability
-Can breathe air and water
-+2 vs non-aboleth enchantment spell/effects
-30f swim speed
-a +4 UMD for arcane items
-trapfinding
-uncanny + improved uncanny dodge
-7D6 sneak attack

traits
1 Armor Training (-1 ACP)
2 +1 Fortitude save

gear:

x2 mithril short sword +1 Agile
+1 short bow
+4 Cloak of Resistance
+4 Mithral Breastplate
+4 con/dex belt
+5 perception goggles
+5 disable gloves
+5 acrobatics boots
+2 ring
+2 amulet
Handy Haversack
Wand of Greater Invis (15 charges)
Wand of Enlarge Person / Endure Elements / Invisibility
Scroll of Gaseous Form (x3) Fly (x3) Dimension Door (x2)

Ablative Sphere:

Casting Time 1 standard action
Components V, S, M
Duration 1 minute per level (D)
DESCRIPTION
An immobile, crystalline, weblike globe surrounds you. When the ablative sphere winks into existence, it provides you with improved cover (see below). The barrier does not impede a spell's line of sight or effect.
The sphere is 1 inch thick per caster level, has hardness 5, and 3 hit points per inch of thickness. When an ablative sphere loses hit points, the level of cover it provides is reduced. When the ablative sphere has lost one-third of its hit points, it provides cover instead of improved cover. Once it has lost two-thirds of its hit points, it provides only partial cover. Finally, when the ablative sphere's hit points reach 0, the globe is destroyed. When an attack reduces an ablative sphere's hit points to 0, you take any remaining damage.
Improved Cover
In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.

Defending Bone:

Casting Time 1 standard action
Components V, S, F (a Medium creature’s skull or femur), DF
Duration 1 hour/level or until discharged
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks. This gives you damage reduction 5/bludgeoning.
Once the bone has prevented a total of 5 points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.

http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-gillmen/eldrit ch-raider-rogue-gillmen

My question for you is how can I get that 'touch spells' based 'caster rogue' feeling back? Too many feats are spent on extra talents. TWF doesn't work with any touch spells, save for chill touch. Thanks to his high starting level of 13, I can easily patch up his AC and saves through items. I want him to be a master of UMD who blends that proficiency into his combat style. Add in one level 1, 2 and 3 spells that he can cast twice a day and that should be doable, right? Right..?? HELP! :D


Hi all. My wizard died last week and I needed to roll a new character. I figured I'd play a cleric, flipped through the book and my eye initially fell on Asmodeus. The problem is that the group consists of 6 chaotic evil/neutral/good characters, so that was a no-go. Then my eye fell on Calistria and Norgorber. Thinking I'd go for something I've never played - a weasely secretive cleric who channels negative energy - I made a lvl10 cleric of Norgorber.

Now the problem. I cannot keep my Divine Focus hidden when casting spells or channeling. There's others with knowledge religion who will pass their check. Is there any way to circumvent this? Right now I pretend to be a 'free agent of Pharasma and Asmodeus, with a sprinkling of Nethys, Calistria and Shelyn and any other gods that may be required'. My thought was to have a cluttering of holy symbols woven together to be 'one big symbol' around my neck and use that when a DF is needed. Would that work?

Also, is there more information about the Reapers of Reputation than can be found in the Evil Gods splatbook or Gods and Magic?

Augustine's background is simple. He's a lawyer from Cheliax who worked for the bureaucratic institution of the empire. He slowly but steadily fell away from Asmodeus and Pharasma and slipped into the hands of this secret cult who worship the Reaper of Reputation. Augustine has little knowledge of religion and honestly doesn't care much for it. He's greedy, cares about acquiring wealth and power, but prefers to stay civil about it. When he got the chance to move on from being a field agent slash pro-active lawyer he did. After free-wheeling for a few years he joined a group of adventures.

So the build.

Aasimar Cleric 10 Norgorber (Reaper of Reputation: NEUTRAL)

STR 10 BAB 7/2 F7 R3 W7
DEX 10 HP (8+4.5x9+30=78.5)
CON 14
INT 14
WIS 20
CHA 16

Feats
1 Smite Channel
3 Guided Hand
5 Skill Focus Diplomacy (+6)
7 Quick Channel (channel as move action for 2 charges)
9 Selective Channeling

future feats: (greater) spell penetration, toughness, iron will, great fortitude, improved initiative, improved channel, lunge.

Skills
1 Diplomacy 10 ranks
2 Bluff 10 ranks
3 Knowledge Local 10 ranks
4 Sense Motive 10 ranks
5 Linguistics 1 / Profession Lawyer 5
6 Appraise 1 / Disguise 1 / Stealth 1 / Knowledge Religion 1

Charm+Trickery Domains
Aasimar abilities

Traits
1 Secret Knowledge (+2 Knowledge Local, becomes class skill)
2 Innocent (When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.)

Notable gear: +1 spell storing short sword and a phylactery of negative channeling.


Greetings,

I'm currently in the process of creating a lvl10 backup character, a wizard transmutation specialist. One idea is to start with higher than average strength (14, 16 or perhaps 18) and have enough int to cast spells, the other idea is to pump INT and let my spells do the talking through baleful polymorph, slow and whatever you have.

So, the lay-down. 25 point buy, cannot go into the negatives (except through racial mods, so CHA 10 becomes 8 as a dwarf) and 2 traits. Standard wealth for that level. Pathfinder/paizo products only.

Idea 1: The melee wizard! Basically the idea is to break the mold here and succesfully make and play a wizard with strength. I can spend a trait or feat on martial weapon prof for either a great-sword or a weapon with reach so that I can stay behind the front-line. Enlarge will allow the great-sword to attack at reach and give the reach weapon even more reach. At lvl12-13 I can take the feat lunge to add more reach. The Eldritch Knight prc might be a good choice for this build as it gives BAB, 1D10 hd and weapon proficiencies and feats at the cost of two caster levels. Magical knack can at least fix the CL damage here.

Idea 2: Ye standard meta-magic wizard. Pump int, get quicken/persistent/heighten metamagic and mix buffs, debuffs and 'haha you suck' spells to aid your party. Int gear, one or two feats for defense (Still Spell on a Dimension Door could be considered defense) and the usual wizardly stuff should suffice here.

I really, really, really want to make idea 1 work, preferably without (heavy) multi-classing. Are there any specific races, traits, feats and or builds out there to make it possible? Is it perhaps possible to drop the weapons altogether and go the Natural Weapon route enhanced by Polymorph/X shape spells?

I was thinking of going the Enhancement focused school route as telekinetic fist is a waste at this starting level.


Hi! A mate and I have been thinking of a dynamic (A-Team like) duo focused on using the combat maneuver Dirty Trick to debuff enemies and set them up for Sneak Attacks. Fighter/Rogue would give the necessary BAB and feats to give the characters their core at level 5. Where I need help is improving the damage output and or keeping their armor class up to par!

Human Fighter2/Rogue3
With 25 point buy and no stat below 10:
STR 14
DEX 19 +2 racial / +1 lvl4
CON 14
INT 13
WIS 12
CHA 10

feats
h Combat Expertise
1 Improved Dirty Trick
3 Gang-Up
5 Weapon Finesse
F1 Two-Weapon Fighting
F2 Improved Shield Bash

Shield Wall and Saving Shield are feats for later levels - we got a third party-member who is a TWF paladin with a shield, so if he also takes Shield Wall we could really crank up one anothers AC.

skills
-the standard sneaky stuff with a big focus on craft

traits
1 Improvisational Equipment
2 Threatening Defender

rogue talent
1 Offensive Defense OR Canny Observer OR a combat feat/weapon finesse. The first would be a nice buff to AC. The second would turn the duo into great trapfinders. The third would relieve the pressure on feat slots.

archtypes
fighter - cad, rogue - normal or swashbuckler (undeclared as of yet)

They'll use a chain shirt, a heavy shield (I know, no finesse!) and a short sword. Now where I run into troubles is that CMB and damage goes on STR. Swapping STR with Dex would go at the cost of AC and TWF. Another alternative is going for STR16/DEX16, but then we'd still need to pump dex at higher levels for future TWF feats, while pumping STR is more effective for damage and CMB reasons.

The idea is that we blind the enemy whenever possible through Dirty Trick. This sets up SA, steals actions from the enemy to remove the condition and debuffs their to hit. Outside of combat we'd both sport tons of skills for trapfinding and to craft stuff to deal with problems. The improvisational equipment helps limit the penalty for not having the appropriate tools and adds to the A-Team vibe.

Giving up TWF and going for a high STR instead would open up Power Attack and the Shield Wall/Saving Shield feats. Going for TWF without a shield would come at the cost of AC, but open up a feat for now. Greater Dirty Trick requires BAB6, but lets you substitute an attack for a Dirty Trick maneuver, letting you weave it into an attack routine instead of having to spend a standard action on it. Because of that, I'm inclined to go for a high STR and shield build. Alternatively, one could go for a shield and STR while the other goes for TWF and dex.

Any feedback, tips and or advise? I got the feeling the pieces of the puzzle are there, they just need to be put in the right place.