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Grand Lodge

I’m thinking myself the same the best way to build a dex kensai bladebound tank

With frostbite build and wand wielder arcana at 6 you can spam shield or mirror image on each fight

The other thing is to find a way to cast mage armor on yourself

Grand Lodge

Kurald thanks a lot for this guide

It will be awesome if you can add more sample builds, I just feel like there's a bunch of powerful builds and very different ones to make a good Magus

Thanks again

Grand Lodge

I came to this build

Lazarus Crowley
Male tiefling magus (hexcrafter)
Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 6

Traits defensive strategist(or reactionary) and magical lineage (Shocking Grasp)

Feats
1. Weapon Finesse
3. Dervish Dance
5. Extra Arcana, Intensified Spell
7. Improved Familiar
9. Lunge
11. Improved Critical, bonus feat
13.
15.

Arcanas
3. Wand Wielder
4. Hex Arcana (Slumber)
5. Familiar
6. Hex Arcana (Flight)
9. Hasted Assault
12. Hex Arcana (Agony)
15.

Do you think this guy can be up front in battle, disable enemies with maneuvers or via hexes, and somewhat be tanky

Our party consist of:
-Bloodrager > Dragon Disciple
-Pyrokineticist
-Alchemist bomber
-Cleric caster, support, buffer, etc

I think that maybe i can change familiar and improved familiar to Bladebound Archetype and use the same strategy to disarm enemies and grab the weapon with an Unseen Servant and spare the feats. Also i'll ask my GM if crafting feats

What do you guys think?

My main concern is that the bloodrager will be soaking damage and my intention is to hold enemies for the squishys in the party and I need to take more than a hit or two.

Grand Lodge

Kurald Galain wrote:

What level will you be playing at? Hexcrafter and Bladebound are great right from the beginning; Kensai has a lot of limitations at low level and doesn't really become good until somewhere between level 9 and 13.

I find that losing Spell Recall isn't such a big deal; just buy a couple of Pearls of Power and you'll be good. Losing Improved Spell Recall IS a big deal, assuming your campaign even gets to that level. Also, Diminished Spellcasting hurts a lot, particularly at low levels.

It will be a custom campaign from 1 to 16, reading all the comments of kensai I really prefer to stay away from it

From a frontliner and with our party composition Hexcrafter seems like a really good idea because I can choose to do maneuvers with wands of true strike or choose an improved familiar and use a wand of ill omen and then throw Slumber, Trip or something like that. Seems like a more versatile option.

Do you think these tactics justify losing Improved Spell Recall?

PhD. Okkam wrote:
Or maybe Eldritch Scion?

I prefer and int based magus over charisma

avr wrote:

If you're going to use a lot of wands then depending on how easy it is to get wands in your campaign, you might want to get Craft Wand at level 5 with your bonus feat. If you're going to drop wands after use so you can get another out, getting Extra Arcana (familiar) to pick them up isn't a terrible call. This can also be fun with Color Spray to stun the enemy and your familiar to steal their dropped weapons. Prehensile Tail if you have it can handle the first but not the second. Alternately, Improved Unarmed Strike + Deflect Arrows is useful to defend you, or Combat Reflexes + Bodyguard helps protect others, Burning (or Chilling or Shocking) Amplification can help your offence with your favourite offensive spells, or Weapon Focus is boring but useful.

Lunge would be a good level 9 feat IMO.

I'll ask if I can take craft feats and if its valid it will be amazing. Grasping Tail is an amazing option to from a maneuvers perspective, I can use ill omen with my familiar or with a quickened rod, disarm with true strike and then grab the weapon as a swift action

Lunge is another excellent choice to stay out of reach, i'll add that

Grand Lodge

The main drawback i see for selecting the Bladebound archetype is that it replace the third level arcana and for a frontliner I really like the idea to select the Wand Wielder arcana as soon as possible to do cast Shield or Vanish on each Fight.

As For Feats and Arcanas which ones do you recomend? Only got these

Feats
1. Weapon Finesse
3. Dervish Dance
5. Feat + Bonus Feat
7. Intensified Spell
9.
11. Improve Critical + Bonus Feat

Arcanas
Wand Wielder

If I choose wand wielder for a defensive use of wands, the Flamboyant Arcana think will be a waste

Which archetype can improve Magus as a frontliner with this party?

Grand Lodge

Hi guys

I'm trying to build a front liner Magus that can pair with a bloodrager and be up front the in battle

The party consist of
Bloodrager > Dragon Disciple
Pyrokineticist
Alchemist bomber
Cleric support, buffer, etc.

Was thinking something like a Dex Tiefling but can't choose between Vanilla, Hexcrafter or Kensai, maybe add bladebound in the mix

Can you please help me with some insight and a base to choose from?

Grand Lodge

Primalist bloodrager is a beast, they are imho the best frontliner among those options

Grand Lodge

+1 for Evangelist Cleric

Grand Lodge

Hi guys

Before starting the next adventure path with our group we decided to have a break from APs and for the next 3 sessions I will be the GM some modules

I was making my mind on what to throw at them and I would like to present the pfs scenarios in these 3 sessions and that they know more of Absalom, the Society and his lore.

was looking for advice and reviews and these 4 scenarios seems like having a very good reviews, but I just can't decide which order of these adventures and which of these 3 to choose

Module Master of the Fallen Fortress 
Intro-1 First Steps, Part 1 - In Service to Lore 
5-08 The Confirmation 
6-10 The Wounded Wisp 

Can you guys help to choose the right order to run this as a mini campaign and from these which one you would leave behind

Grand Lodge

avr wrote:

A magus can pull off some great damage. They aren't a skill monkey though, Int is usually their second or even third highest stat and their class skill list is terrible.

A swashigator is OK for damage but no magus. On the other hand they are masters of skills and utility magic.

If I understand correctly the Magus has less skills but can expect more damage input like Swashigator??

With all the options described above the swashigator seems very interesting

Grand Lodge

Chromantic Durgon <3 wrote:

Given that you already have a bloodrager when you went into melee you would be doing so as a secondary melee you wouldn't be the parties primary.

The Swashtigator does more than enough to cover that role and makes a brilliant skill monkey. The Vivisectionist Alchemist can also fill this roles but provide more DPS and less skill support.
I believe, although it isn't perhaps the most commonly held opinion that a Swashmerist with the inspired blade and Vexing Daredevil archetype can also do a similar thing, where the Swashtigator would provide some party buffs the Swashmerist brings mostly debuffs to the opponent. Alongside tricks which are kind of battlefield control/buff hybrid abilities with some interesting action economy.
The Swashtigator will be better at most skills but the Swashmerist will be a better face.

From your passed experience I'm given to understand that you weren't interested in Wizards and probably other Arcanes with the same spell list?
Does this expand out to all Arcane's though? The Witch and Silksworn bring different abilities and spell lists to the table. Both are int based so can bring skill support.

Just wizards in general, I just dont want to repeat a Wizard or Bard

To be honest I don't understand the silksworm, what role they bring to the table?

Grand Lodge

On our current campaign I'm an Archer Bard and before that I played a Divination Wizard so I prefer to stay away from that at this moment, and I'll stay away from ranged builds too, this time I fell like going melee for a change

The swashigator seems very appealing to me to fill the rogue department with good skills, backup healing, maybe infusion for some support

On other hand do you guys believe that a dex magus can fill this place decently like the hybrid intelligence based caster and the knowledge guy in the party?

How does the magus vs swashigator compare in the damage department

Grand Lodge

Hi fellow Pathfinders

Our party is about to finish AP Rise of the Runelords on a month or so and for the next campaign we are starting to build our new party.

This time our master is going for a homebrew campaign, 20 pts, all books, 2 traits

Our party consist of

Bloodrager
Pyrokinetic
Cleric (still deciding on how to build it)

I just want to hear some suggestions on what to build and which class can be a good addition to this party

Thanks in advance

Grand Lodge

Awesome, keep up with the excellent work

In fact I always share this guide to new guys on our table

Grand Lodge

Maybe we can establish and build some samples at level 8 and compare each other, for rules we can count on 10 min buffs like barkskin, heroism and things like that and first round of buff

Grand Lodge

Great builds over here, I really liked the idea of Swashbuckler 1 / Investigator seems very tempting for a very good replace of the traditional Rogue, my only concern is in the damage department

The Magus is always a very good options and there are a lot of ways to build properly

I always tends to favor dexterity over strength, but the only downsize is that is very hard to find a way to match the same dpr as a full bab who invest in strength like a Barbarian or a Bloodrage

What is the highest DPR that this builds can achieve ? And for how many fights in a day

Grand Lodge

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Hi fellow Pathfinder

Only for curiosity and if we don't take into consideration any throwing or archery build

What are the best class or builds for a dex based for a melee damage dealer that can also take a hit or two

Grand Lodge

Oh and the party composition is

Bloodrager >Dragon Disciple
Cleric
Pyrokinetic

Grand Lodge

Hi guys

I am trying to build a Dex Magus for a homebrew campaign. My approach was to build a Dex based Bladebound Magus but have some questions.

Here is what i have so far.

Dex Magus:

Magus 1
Tiefling magus (bladebound, hexcrafter) 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 47, 48)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6/18-20)
Ranged sling +4 (1d4)
Special Attacks arcane pool (+1, 5 points), spell combat
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 1st; concentration +5)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 18, Wis 12, Cha 6
Base Atk +0.75; CMB +0; CMD 14
Feats Weapon Finesse
Traits magical lineage, pragmatic activator
Skills Climb +2, Fly +10, Intimidate +2, Perception +2, Perform (dance) -1, Sleight of Hand +3, Spellcraft +8, Use Magic Device +8; Racial Modifiers +4 Fly
Languages Common
SQ hex arcana, prehensile tail[ARG]
Other Gear chain shirt, rapier, sling, 65 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hex Arcana You can substitute Hexes for Magus Arcana.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

For a Dex based build and taking into consideration that we are going to play a homebrew campaign Hexcrafter is a good archetype?

Which second trait do you guys recommend, Gifted Adept, Pragmatic Activator, Wayang Spellhunter??

Here is the feats that i am considering

1. Weapon Finesse
3. Dervish Dance
5.
7. Intensified Spell
9.
11. Improved critical (Scimitar)
13.
15.

And about arcanas there's another thing i don't know which ones are the best for a Dex based Magus

Thanks in advance for any advise =D

Grand Lodge

A blight Druid will be awesome for a ending boss thanks to miasma ability

Grand Lodge

There are various things to choose from if you want a balanced vibe between casting and combat

Between 7 and 12th level the combat druid will be amazing but you will go downhill after that

You can try something like this if you don't want to summon

Dwarf Druid (Menhir Savant Archetype)
Str 16 Dex 12 Con 14 Int 10 Wis 17 Cha 7

Traits: Reactionary and Deft Dodger

1 Improved Initiative
3 Power Attack
5 Natural Spell
7 Spell Penetration
9 Dazing Spell

With this you will have endurance to stay on combat and by 7th level you can switch to casting, just remember to raise wisdom every 4 levels.

Another option if you like to summon, buff yourself and be very decent on melee can be something like this

Half Orc Druid (Lion Shaman archetype)
Alternate Racial Traits: Sacred Tattoo
Nature Bond: Nobility Domain or Wolf
Str 18 Dex 12 Con 14 Int 10 Wis 14 Cha 8

Traits: Fate's Favored and Reactionary

1 Toughness
3 Spell Focus (Conjuration)
5 Augmented Summoning
7 Heavy Armor Proficiency
9 Powerful Shape

With this guy you can self buff, be very strong summoner thanks to this archetype to summon lions as a standard action

Grand Lodge

You could also talk to your master if he will allow the retraining rules and start with an animal companion and by 8 you can change to a Domain or even to the new Druidic herbalism option

And for a balance setup you can start by using the dual talented alternated racial trait or even with dwarf you can make it work thanks to the bonus on wisdom

Grand Lodge

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WagnerSika wrote:
A nice guide for all your druid needs (does not include Draconic druid sadly).

Give his man a beer for his excellent taste on guides =D

I'm going to work a build for Draconic archetype

Grand Lodge

Yeah i post that build, but to be honest to make it work you only need Power Attack, Toughness and Heavy Armor Proficiency, you can use the rest of the feats on feats like Improved Initiative, Additional Traits, Lunge.

Also if you like Dwarf you can pick on and grab Steel Soul feat for extra aid on saving throws

Grand Lodge

Between those two I feel the half orc can be better thanks to acces to Falchions and sacred tatto / fate's favored combo, also the favored class bonus is a boost to natural armor

Grand Lodge

Goliath Druid are awesome, is a very good archetype to play with because the way alter self interact with your equipment you can use the same gear as giant, speak without the need of Natural Spell feat and can cast Enlarge Person on you for the first levels before Wild Shape comes online

If you want to play as a frontline like a skirmisher, offtank and a brute you will have a blast, at 12th level thanks to regenerations ability of trolls you will be unkillable.

You can go with natural attacks, two handed weapon or weapon and shield

Grand Lodge

Thank you for all your feedback guys, if i sum it up most of you guys recommend either a ranged damage class or a buffer, with that in mind i come to this 3 builds that be a decent choice for the party, which one do you think is the best for this party composition?

Archer Bard
Can provide Inspire Courage, Haste and all classic bard buffs and be the face of the party

Spoiler:
a Archer Bard
Male half-orc (mystic) bard (arcane duelist) 8 (Pathfinder RPG Advanced Player's Guide 80)
CG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 19 (+7 armor, +1 deflection, +6 Dex, +1 natural)
hp 67 (8d8+24)
Fort +8, Ref +16, Will +10; +2 morale bonus vs. charm and fear
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +2 seeking composite longbow +16/+16/+11 (1d8+8/×3)
Special Attacks bardic performance 20 rounds/day (move action; bladethirst, dirge of doom, distraction, fascinate [DC 16], inspire competence +3, inspire courage +2, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 8th; concentration +10)
. . 3rd (2/day)—displacement, good hope, haste
. . 2nd (5/day)—allegro[UM], cacophonous call[APG] (DC 14), heroism, mirror image
. . 1st (5/day)—charm person (DC 13), grease, lock gaze[UC] (DC 13), saving finale[APG] (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 12), message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 8, Wis 10, Cha 14
Base Atk +6; CMB +10; CMD 24
Feats Arcane Strike, Combat Casting, Disruptive, Endurance, Lingering Performance[APG], Manyshot, Point-Blank Shot, Rapid Shot
Traits big game hunter, fate's favored
Skills Acrobatics +10, Appraise +3, Bluff +6, Climb +5, Diplomacy +13, Disguise +6, Escape Artist +10, Intimidate +13, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +11, Perform (all) +6, Perform (dance) +6, Perform (oratory) +6, Perform (sing) +6, Perform (string instruments) +13, Sense Motive +4, Sleight of Hand +10, Spellcraft +3, Stealth +10, Use Magic Device +7
Languages Common, Orc
SQ arcane bond - weapon, orc blood
Other Gear +3 mithral chain shirt, +2 seeking composite longbow (+1 Str), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 4,960 gp
--------------------
Special Abilities
--------------------
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action, 20 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Archer Druid
This Druid have a very decent damage and can provide +4 Natural Armor with Barkskin to all of the party for almost 3 hours, decent blasting and crowd control is needed and has Heal spell at level 13, also his Wolf act as a second tank.

Spoiler:

a Druid Archer
Middle-aged garuda-blooded aasimar (plumekith) druid (nature fang) 8 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 92, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 22 (+8 armor, +3 Dex, +4 natural)
hp 67 (8d8+24)
Fort +10, Ref +8, Will +15; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft. (40 ft. in armor)
Ranged +2 adaptive guided composite shortbow +16/+16/+11 (1d6+12/×3)
Special Attacks sneak attack +1d6, studied target +2 (1st, move action)
Spell-Like Abilities (CL 8th; concentration +7)
. . 1/day—lesser age resistance[UM]
Druid (Nature Fang) Spells Prepared (CL 8th; concentration +15)
. . 4th—air walk, flame strike (DC 21), greater flaming sphere[ACG] (DC 21)
. . 3rd—ash storm[UM], call lightning (DC 20), greater longstrider[ACG], protection from energy, resinous skin[UC]
. . 2nd—barkskin (4), resist energy
. . 1st—longstrider, produce flame (3), snowball (DC 18), windy escape[ARG]
. . 0 (at will)—chameleon scales, create water, detect magic, detect poison, light, read magic
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 10, Wis 24, Cha 8
Base Atk +6; CMB +8; CMD 21
Feats Clustered Shots[UC], Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (shortbow)
Traits big game hunter, reactionary
Skills Acrobatics +1 (+5 to jump), Climb +2, Craft (tattoo) +4, Fly +5, Handle Animal +9, Heal +11, Knowledge (geography) +11, Knowledge (nature) +7, Perception +18, Ride +12 (+14 to stay in the saddle), Spellcraft +7, Survival +14, Swim +2
Languages Celestial, Common, Druidic
SQ combat style (archery), immortal spark[ARG], nature bond (roc named Animal Companion), slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), trackless step
Combat Gear lesser extend metamagic rod, wand of cure light wounds (50 charges); Other Gear +2 dragonhide breastplate, +2 adaptive guided composite shortbow, cloak of resistance +2, headband of inspired wisdom +2, exotic military saddle
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immortal Spark You gain +2 to saves vs. death.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Manyshot You can shoot two arrows as the first attack of a full attack action.
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.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Evangelist Cleric
This guy buffs the party with Inspire Courage plus all the spells of the cleric has to offer like Divine Power, Heals, restorations, etc.

Spoiler:

Evangelist Cleric
Human cleric (evangelist) of Desna 8 (Pathfinder RPG Ultimate Combat 40)
CG Medium humanoid (human)
Init +6; Senses Perception +2
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 20 (+8 armor, +1 deflection, +6 Dex, +1 natural)
hp 67 (8d8+24)
Fort +10, Ref +10, Will +10; +2 morale bonus vs. charm and fear
--------------------
Offense
--------------------
Speed 50 ft.
Ranged +2 composite longbow +16/+16/+11 (1d8+8/×3)
Special Attacks channel positive energy 1/day (DC 12, 3d6), countersong, fascinate, inspire courage +2, sermonic performance
Domain Spell-Like Abilities (CL 8th; concentration +10)
. . At will—dimensional hop (80 feet/day)
Cleric (Evangelist) Spells Prepared (CL 8th; concentration +10)
. . 4th—blessing of fervor[APG] (DC 16), dimension door[D]
. . 3rd—fly[D], magic vestment
. . 2nd—locate object[D]
. . 1st—longstrider[D]
. . D Domain spell; Domain Travel
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +10; CMD 24
Feats Lingering Performance[APG], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits big game hunter
Skills Acrobatics +6 (+14 to jump), Appraise +11, Diplomacy +9, Heal +6, Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +11, Sense Motive +13, Spellcraft +4
Languages Common
SQ agile feet (5/day), public speaker, spontaneous casting
Other Gear +4 mithral chain shirt, +2 composite longbow (+1 Str), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 21,000 gp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bardic Performance: Fascinate (3 targets, DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 3d6 (1/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Manyshot You can shoot two arrows as the first attack of a full attack action.
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.
Public Speaker (-8 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sermonic Performance (move action, 16 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

Melkiador wrote:
The war priest should be pretty tanky.

He's going for a two weapon fighting style and he wants to focus on damage, at level 8 he ha 24 AC Touch 14 Flat 23, 67 HP, and saving Throws of Fort 8, Ref 4, Will 9.

Grand Lodge

I'm not sure on the rogue approach for this composition, my understanding is that combat for this AP is brutal and we already have two 3/4 BAB in the front and to be honest these 2 players are somewhat new to Pathfinder.

There are some weak points for this party like i feel we need someone more tanky and reliable on the front, battlefield control, accuracy to hit and traps

That's why im looking for opinions and help =D, i just can't decide which is the better class to choose from

Maybe a switch hitter Ranger with giant as favored enemy for a well rounded approach and skills

Goliath Druid for a more tanky frontliner, reach and spells as backup, heck i can even choose druidic herbalism for potions for my team

A Nature Fang archer Druid seems like a good idea too

Evangelist Cleric build can do the job too but lack only raw power of another archers, Maybe a reach cleric approach

The Skald/Bard seems like a good plan too, the opportunity to buff the team seems pretty good, maybe an Arcane Duelist Bard will do the job

There are lots of options to take

Grand Lodge

ngc7293 wrote:

I am in Rune Lords as an Arcane Duelist Bard. I took Master Performer and Grand Master Performer feats. Currently at 12th level my Inspire Courage is +5/+5. There is also Soothing Performance for Outside of combat. My bard is in the front line and can take the damage as well as dish some of it out.

Of coarse the game suggests the Ranger which isn't a bad idea (or go half way with a Slayer).

I wish to build an Arcane Duelist Bard but do you have any tips on how to build it?

MageHunter wrote:
Looks like you need some support and buffs. Skald is really good as is bard. Sensei monks and martyr Paladins also very bardic performance.most dedicated spellcasters will have good spells. Inquisitor also works well with skill points and group support.

The Skald seems like a good idea, with this composition it seems like a tanky build can shine and be a good support for the team

Grand Lodge

Pretty much all is allowed except 3pp and gunpowder

Grand Lodge

Hi guys,

I'm here looking on some advice on which class to pick for a Rise of the Runelords game, we are starting at level 8 with 33k gold to spare

Our party composition is:

Wizard (Evoker)
Shaman (Debuff and heals)
Warpriest (Two Weapon Fighting)
Inquisitor (Two Handed)

I just want to have some advice on which is a solid class for this team, was thinking on someone who can take a hit and buff the party

All Paizo books, 20 pts buy, no Paladins,

Thanks in advance =D

Grand Lodge

Bober wrote:
lemeres wrote:

There is also the HUUUUUUGE school for druids.

If you pick the goliath druid (or cave druid) archetype, you can turn into a giant instead of animals.

Why? Several key advantages that make you easier to play than a normal druid. First, since giants are humanoids, they play with a different set of rules for equipment. Instead of having your equipment absorbed, it will instead grow with you. Both weapons and armor. So you could use standard loot the party finds.

So you can run around with a giant scimitar (high crit) or spear (hits like a greatsword when big). And since you have a humanoid shape, you get humanoid reach- 10' when large, and 15' when huge. With a nice, meaty 2 handed weapon, you could even do a reach build.

Other advantages come from the fact that you still have ahnds and a mouth. No need to use a feat so you can cast spells.

Regular druids can also do something similar to this build with elementals (human shaped elementals can use weapons). The disadvantage there is that your equipment doesn't scale (you have to independantly buy a large sized set of stuff), but otherwise similar. Useful for keeping various options as a druid.

I really like the idea of Goliath Druid, even though becoming an animal is more fun. It's true I could use standard loot, and that's a big plus.

I would save a talent for casting spell, but I would have to spend one for heavy armor probably. Unless I get a level dip in something like fighter, giving me a bonus feat and plenty of proficiencies.

If I go this way, the Giant one, would it be better for me to take a 2h weapon, or 1h+shield since I'm the only melee in the group (other than my animal companion)? Is the Bastard Sword worth a feat to use it 1 handed? (I've always loved that sword, but it doesn't come cheap)

Also, I would be limited to megafauna (my DM doesn't want dinosaurs :( ) so that would limit a lot my choice of companion and eventually animal shape if I don't go for a giant...

You can go as a Half Orc and grab a Keen Falchion and grab a Stoneplate, with the help of Greater Longstrider and Barkskin you will have a decent speed and armor

Grab a scimitar and shield if you are having trouble on some fights

For feats you can have Heavy Armor proficiency, Toughness and Vital Strike for some fun

Grand Lodge

Louise Bishop wrote:
Prometeus wrote:
Louise Bishop wrote:
I say bloodrager but where are you gaining a familiar from? Arcane bloodrager does not get a familiar like the sorcerer does.
Is from the familiar Folio, you can change the first bloodline power with a familiar, for this sample I went with an armadillo familiar but maybe getting improved familiar to get something better like Faerie Dragon or Lyrakien Azata is a better idea

Ah yes.

Well I recommend a Improved Familiar with Fast Healing then. If it is using shield other might as well make it able to Heal and stabilize itself. The Tumor Familiar gets it so I always recommend Aberrant Tumor on all Aberrant Bloodrager builds with the Hedgehog for +2 will saves as well. But I literally forgot about that section of the Familiar Folio.

But you can also just make it a UMD Junkie throwing out scrolls and wands to increase your character's action economy and efficiency.

My decision is still the same...Bloodrager. Finish up your Beast Totem Line and then also Come and Get me. Grab Combat reflexes with your Bloodline feat.

As for your Feats...Don't take Arcane strike...Take Power attack and swing your Longsword 2 handed...spend shield money elsewhere. (Prolly should be a Scimitar 15-20 critical range) AC is nice but you have built in Displacement when raging (and you should be.)

Reasoning 2 for not taking Arcane Strike. Action economy. Your level 13 feat should be Raging Brutality. So if you take arcane strike you will be fighting for action economy in your boss fights. So if your taking Arcane strike you should pick up Bloodied Arcane strike. Then you will no longer suffer the action economy overlap that will come your way at level 13.

As for your spell list might I make a few suggestions?

Level 1/ Enlarge Person- Because you have Displacement your hit to AC is negligible. You also gain some reach for fighting all them Giants and Large+ creatures. Plus the damage increase.

Level 1/ Frostbite- I like this to be...

So is better to stay with a Keen Falchion, Scimitar or go with Claws?

Grand Lodge

Louise Bishop wrote:
I say bloodrager but where are you gaining a familiar from? Arcane bloodrager does not get a familiar like the sorcerer does.

Is from the familiar Folio, you can change the first bloodline power with a familiar, for this sample I went with an armadillo familiar but maybe getting improved familiar to get something better like Faerie Dragon or Lyrakien Azata is a better idea

Grand Lodge

Back to this post, our DM told us that will be starting at 8th level with 33k gold

Our party composition is an Evoker Wizard, Support/Debuffer Shaman, and a non optimized TWF Warpriest

My main concern is that this guy will be the main "tank" and I heard some comments that Rise of the Runelords is very battle intensive and that some battle are very difficult

With all this information I made these guys, can you please give some insight on what to pick?

Dex based Bladebound Hexcrafter Magus

:
Magus Dex
Male tiefling magus (bladebound, hexcrafter) 8 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 47, 48)
CN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 26 (+9 armor, +2 deflection, +5 Dex, +5 natural)
hp 91 (8d8+48)
Fort +9, Ref +8, Will +6
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +15/+10 (1d6+10/18-20)
Special Attacks arcane pool (+2, 6 points), hex arcana (close range[UM]), improved spell combat, spellstrike
Magus Spell-Like Abilities (CL 8th; concentration +12)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 8th; concentration +12)
--------------------
Statistics
--------------------
Str 7, Dex 22, Con 16, Int 18, Wis 10, Cha 7
Base Atk +6; CMB +5; CMD 22
Feats Dervish Dance[ISWG], Enforcer[APG], Rime Spell[UM], Toughness, Weapon Finesse
Traits big game hunter, magical lineage
Skills Acrobatics +13, Appraise +10, Climb +1, Fly +20, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +12, Perception +10, Perform (dance) +0, Ride +9, Sense Motive +2, Spellcraft +15, Swim +5, Use Magic Device +2; Racial Modifiers +4 Fly
Languages Abyssal, Azlanti, Common, Daemonic, Thassilonian, Varisian
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, hex (flight[APG]), hex arcana, hex magus, knowledge pool, medium armor, prehensile tail[ARG]
Combat Gear pearl of power (1st level) (4), pearl of power (2nd level), wand of shield (50 charges), liquid ice[APG]; Other Gear +3 mithral breastplate, belt of incredible dexterity +2, ring of protection +2, 33,000 gp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spellstrike (Su) Deliver touch spells as part of a melee attack.

S&B Divine Tracker Dwarf Ranger

:
Ranger Dwarf Shield
Dwarf ranger (divine tracker) 8 (Pathfinder RPG Advanced Class Guide 108)
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 30, touch 12, flat-footed 28 (+10 armor, +2 Dex, +4 natural, +4 shield)
hp 84 (8d10+32)
Fort +9, Ref +8, Will +4; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen kukri +12 (1d4+5/15-20) or
. . +2 heavy shield bash +15/+10 (2d6+8) or
. . armor spikes +13/+8 (1d6+6)
Ranged +1 composite longbow +12/+7 (1d8+7/×3)
Special Attacks combat style (weapon and shield[APG]), favored enemies (evil outsiders +2, giants +4)
Ranger (Divine Tracker) Spells Prepared (CL 5th; concentration +7)
. . 2nd—barkskin
. . 1st—lead blades[APG], longstrider
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 10, Wis 14, Cha 6
Base Atk +8; CMB +13; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Endurance, Improved Shield Bash, Shield Master, Shield Slam, Shield Snag, Steel Soul[APG], Two-weapon Fighting
Traits big game hunter, reactionary
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +8 (+12 to catch yourself on wall or slope when falling if you have a shield equipped), Handle Animal +3, Heal +6, Intimidate +9, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (nature) +11, Perception +13, Profession (tanner) +9, Ride +4, Spellcraft +4, Stealth +4, Survival +13 (+15 to track vs. humanoids of the Giant subtype), Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ blessings, blessings (Air: Zephyr's Gift, Travel: Agile Feet), favored terrains (mountainous +4, underground +2), giant hunter[ARG], rock stepper[ARG], swift tracker, track +4, woodland stride
Other Gear +3 armor spikes jarring armored kilt mithral breastplate, +2 bashing shield spikes heavy steel shield, +1 composite longbow (+4 Str), +1 keen kukri, 17,000 gp
--------------------
Special Abilities
--------------------
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. giants foes.
Favored Terrain (Mountain +4) (Ex) +4 to rolls when in mountainous terrain.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Primalist Steelblood Bloodrager

:
Bloodrager
Half-orc bloodrager (primalist, steelblood) 8 (Pathfinder Player Companion: Familiar Folio 11, 16, Pathfinder RPG Advanced Class Guide 15, 84, 85)
CG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 29, touch 12, flat-footed 27 (+12 armor, +2 Dex, +5 shield)
hp 76 (8d10+24)
Fort +10, Ref +6 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee +1 giant-bane furious longsword +14/+9 (1d8+9/19-20 plus 2d6 vs. Giant)
Special Attacks blood casting, bloodrage (32 rounds/day)
Bloodrager (Primalist, Steelblood) Spells Known (CL 8th; concentration +9)
. . 2nd (1/day)—false life
. . 1st (2/day)—cheetah's spirit, magic missile, true strike
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 8, Wis 12, Cha 13
Base Atk +8; CMB +14; CMD 24 (25 vs. overrun)
Feats Arcane Strike, Endurance, Eschew Materials, Extra Rage, Extra Rage, Improved Initiative, Raging Vitality[APG]
Traits big game hunter, fate's favored
Skills Acrobatics +3 (-1 to jump), Appraise +7, Climb +3, Handle Animal +12, Intimidate +5, Knowledge (arcana) +3, Perception +12, Spellcraft +10, Survival +5, Swim +3
Languages Common, Orc
SQ armor training 1, blood deflection, greater arcane bloodrage, indomitable stance, loyal bodyguard, orc blood, rage powers (beast totem[APG], lesser beast totem[APG]), shield master, spell catalyst
Other Gear +3 full plate, +3 heavy steel shield, +1 giant-bane furious longsword, 33,000 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Havoc +1 dam per die for spells belonging to bloodline or spell focus school.
Blood Intensity +4 (2/day) Add listed bonus to maximum dice of damage (doesn't stack with intensify spell).
Blood Piercing +4 (2/day) Reduce energy resistance or SR of foe by listed amount.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (32 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Greater Arcane Bloodrage (Displacement) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.

Grand Lodge

BadBird wrote:

Battle-Witch (Strength Patron Witch + Eldritch Knight, or maybe some Dragon Disciple) can be done a variety of ways that are very effective if done right, and it has a very unique flavor to it. They get a huge combat buff from crossing Divine Favor(/Power?) and Heroism, and can overcome their armor problem with things like Arcane Armor Training, Shielded Mage and the Ironskin spell. They're also still fairly high-level spellcasters who can have a decent spell DC on things like Confusion.

The Synergist Witch can gain Pounce and a fly speed at level 8 with Improved Familiar: Sylvanshee. They can use a combination of weapons, unarmed strikes and natural attacks with pouncing charges if they use Artful Dodge to base TWF off of INT, and use Unarmed Fighter for their martial level to grab Improved Unarmed Strike and Dragon Style.

Ley-Line Guardian Witch / Bloodrager / Dragon Disciple / (Eldritch Knight?) is another setup that's extremely dangerous, since by level 9 they can combine +4STR from Bloodrage, +4STR from Dragon Disciple, +6 attack and damage from Divine Favor, Heroism and Arcane Strike, and a bonus to weapon enhancement from a Furious weapon. They don't really need to be able to cast while raging, but Mad Magic allows it if they want the option. They're not as strong with casting as a straight Witch/EK (though still pretty good for a spontaneous caster), but swinging a two-hander or weapon/shield or whatever with all those buffs tends to be a massacre.

I really didn't pay much attention to the Witch, but im goin to play with hero lab to make theses builds and look at how it stacks to another ones

Grand Lodge

Bloodrager seems like a very good idea, specially with Primalist archetype, so if I understand correctly the good thing to go for Rage Power are Beast Totem and Come and Get Me right? How can i boost the armor without sacrificing one claw attack

Another option was Magus Hexcrafter and I read some guides and seems like a very good idea for debuffing enemies, the dex version seems like a very good way to keep a high initiative with good armor

These options seems very nice

Grand Lodge

Hi guys,

On the next month our group will resume a Rise of the Runelords campaign from book 4, because we haven't played this campaign for more than 2 years our GM gives us the opportunity to create new characters.

We will start from 9th level with 44,000 gp and 20 points buys, all Paizo stuff allowed.

I want to create a versatile frontliner that can use magic either divine or arcane, that is fun to play and that can endure all sort of things the campaign has to offer like giants and a big evil wizard

I would like to hear your suggestions to explore different points of view, like Magus builds, Warpriest, even Bards, etc.

Thanks in advance =D

Grand Lodge

Hi fellow pathfinders,

I reached level 5 with my Diviner Wizard and got 10,200 golds to spare, what do you guys recommend to buy in first place?

The only thing have in mind are some scrolls and pearls of powers

Grand Lodge

Hi fellow pathfinders

I'm playing as a Diviner in Dragon Demands module, i'm looking for some advice on what to buy, yesterday our party reach level 4 and I got 7500 gp on my pocket

What do you guys recommend, I really need some advice on what to buy

Our party consist in a Slayer, Cleric, Ninja, Warpriest and me

Grand Lodge

Dastis wrote:

Weapons are for muggles. That is what wild shape is for. If you must get a quarterstaff and start using shillehlah. A scroll of Ironwood might also be a good investment

Barkskin. Buy a pearl of power and ask the wizard for mage armor while your in animal form. You can also buy/make barding for yourself as wild shape does last long enough to merit having a few sets of mundane armor for your common forms. Theres a reason I always take leatherworking. A feat for heavy armor proficentcy might be worth it if you can procure sufficent dragonhide.

Just looking at the druid spell list they seem to have most their power as over time effects. Their damage spells are all multi use per casting but lower damage per hit. Many of their control/debuff spells can be repositioned/change targets. Unlike wizard/sorc spells that change the battlefeild dramatically with each spell, druids seem to change the world in a slow but on an even larger scale. Ie fireball 10d6 fire damage vs call lightning 30d6 over 10 rounds. Also they do have some great buff spells their just for your summons/companion. Also for self buffing there exists wild shape

DO NOT awaken your companion. Instead buff his int to 3 with an ability score increase. Much better, much cheaper, and he stays your animal companion. Also yes he is supposed to be stronger than you for early levels. His job is to guard the wannabe until he comes into his proper state as natures wrath incarnate

Check Treeantmonk's and Prometheus's guides for some very good advice on building a druid

Nice advice, specially on the guides ;D

Grand Lodge

Padawanchichi wrote:

I'm currently building a caster druid.

She's a Storm Druid and I'm not trying to fit either in the control nor blaster type.

I find that blasting as a spellcaster druid is only a lesser version of what a sorcerer/wizard can do and building specially for that (spell specialization/empower/maximize) is a bit of a waste as our powers granted from domain, as opposed to bloodlines for exemple, doesn't grant us the edge on that role.

I don't mean that druid is a bad blaster, its spell list sure is better blaster oriented than say, a cleric.

However I feel like caster druid is extremely polyvalent. We got some decent buffs, we got some blast (some are even move action and great for metamagic) and some of the best ground control spells (stone call, entangle, ...).

I've chosen to go for this polyvalent role as I feel it's the best route to go for a non summoner build :
- I'm taking rime spell to make winter's grasp my bread and butter control spell : with magic lineage it's no save, no SR, zone entangle + double square movement
- I'll probably go for extend spell for buffs (extend communal are the way to go)
- Most of the druid's control spells also do damage and we still got flamestrike, and most notably Explosion of Rot (go through energy resistance like a breeze), if ponctual blast is needed in the group
- Storm Druid's domains give me the option to spontaneously cast fogs, sirroco or even chain lightning to prepare utility spells

In the guide we got a pur blaster storm druid, however I just feel like going pure blast is a bit of a waste knowing how amazingly polyvalent can be this archetype.

Sorry for the late reply but you are right about it and think that you hit the right spot, you really need know what is the best action to take on your turn. I often then to choose the action that generate the best impact sometimes is to buff your party, another one is to cast a control spell and sometimes just blast things up

Grand Lodge

Wu Nakitu wrote:
Prometeus wrote:

These two can help

Ring of Blinking

Cloak of Displacement

Also being a Half Orc with the Sacred Tattoo racial trait and Jingasa and Druid FCB to add +1/3 to the druid's natural armor bonus when using wild shape.

Jingasa got a beatdown with the nerf stick a whiiiile back, unless you're relying on the Deflection Bonus.

True that, totally forgot about it

Grand Lodge

Just my 2 cents

Blight Druid
Race: Tiefling, Oni Spawn, ability +2 Wisdom with Scaled Skin trait
Favored Class Bonus: +1 Hit Point
Archetype: Blight Druid
Nature Bond: Death domain
Traits: Omen and Magical Lineage (Frostbite)

STR 14 DEX 14 CON 16 INT 10 WIS 18 CHA 8

Feats
1- Enforcer
3- Rime Spell
5- Heavy Armor Proficiency
7- Natural Spell
9- Powerful Shape
11- Lunge

For this build to function properly you need to play it as a debuffer and deliver spells like Frostbite, Frigid Touch, etc. And have a nice endurance to stay close to combat to spread Miasma

From a roleplaying perspective this build has a lot of downsizes, but if you have a good DM you can talk through it and find a way to don’t alienate from all the social interactions.

For the first levels you will need to play like a caster and play safe and smart, on some combats you can go make some attacks according to your discretion.

At 6th level things will be very interesting and the build start to shine with Miasma. For tactics you can wild shape as an Air elemental and start moving around the battlefield, glide as an earth elemental and spread Miasma or take a lot of different approach to stay close to combat, spread Miasma and deliver your touch attacks.

Remember that with each Frostbite you can use it one attack per caster level and with Enforcer you can attempt to demoralize your enemies as a free action. With this simple combo you will have delivered Fatigued, Shaken and Sickened your foes

Grand Lodge

Hi there Gorethel,

What kind of combat style do you want to do?

I am just trying to figure this out because you have a very low wisdom if you want to be a caster druid and usually Combat Casting is good if your plan is to going melee.

I am working on a guide, is a lot of information but if you feel you can read it Druid Guide

Grand Lodge

These two can help

Ring of Blinking

Cloak of Displacement

Also being a Half Orc with the Sacred Tattoo racial trait and Jingasa and Druid FCB to add +1/3 to the druid's natural armor bonus when using wild shape.

Grand Lodge

I compiled a few builds that are fun to play, specially an Archer and Monted Druid

Builds

Prometeus Guide to Druids

Hope this helps

Grand Lodge

Thanks for all the advice, probably i'll go with a Wizard but to be honest I am considering the Bard too, I just don't know the best way to build him with this party

Grand Lodge

born_of_fire wrote:
Witches are cool but you can't deny the awesomeness of a straight up god wizard. The game will end before it gets too game-breakingly disgusting but not before you can have some good fun with it.

Yes indeed, no one can't deny the power of a Wizard, but with only advancement to level 7th just don't know what is the best way to build a wizard for this party. A diviner seems fun because with such a large party i don't feel comfortable with a conjuration approach

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