Jhavhul

Prometeus's page

178 posts. Alias of andresamgc ..



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

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

1 person marked this as a favorite.

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

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

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

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

Hi there fellow pathfinders

We are about to start a new party to play the Dragon Demands module, we expect to play from level 1 through 7 and that's all

I am trying to figure out which class can be a good addition to this party

The current members are
Warpriest, he is the main front liner and usually go with the sword and board route
Cleric of Saranrae
Ninja
Investigator

I would love to hear some suggestions, I just don't know which class can complement this party better, maybe a wizard for the arcane powers, bard to buff all the party, kineticist to add ranged damage or even a witch to add some debuff

Thanks in advance for any suggestion

Grand Lodge

Hi guys

I plan to give one of my players the chance to have a silver dragon as a divine bond, he's a level 20 paladin with mythic rules and currently we are at the last book of Wrath of the Righteous

Is there a legal way to do that or which is the best way to do that??

Stat wise which feats he need to take or which Dragon will be appropriate ??

Adult Silver Dragon seems like a good choice but the spellcasting and the breath feels a little too much

I just want to balance things with other players

What do you guys think??

Grand Lodge

On our last session we had a little debate about something I hope you guys can help me with the right answer

One character move from far away to be adjacent to a Colossal size mob that have Combat Reflexes, Improved Whip Mastery with a Scorpion Whip on one hand and a short sword on the second hand.

How many opportunity attacks the mob can make?

Thanks in advance for any advice

Grand Lodge

Hi guys,

For the last 2 years our party switched from using the chessex gaming mats to project maps with Maptool.

Overall is amazing and really speed our time on the table, but it feels that besides auras some spells are difficult to mark on the maps.

So the question here is, for the people that projects their maps while playing what programs do you use and how to you handle the marking of some things like traps, spells, etc.

Which other software do you guys recommend?

Thanks in advance for any input

Grand Lodge

Hi there guys,

I'm trying to start GM a PFS group on month or two, and I'm reading the guide and FAQ to ensure to run it good.

I'm trying to run a season for our group but have a question, in which order should we run the scenarios? Because it seams weird to me that

S06-01 is Tier 1-5
S06-02 is Tier 3-7

Was on the understanding that after running a the players gain 1 XP, so if the season 6 has 23 scenarios the players will be ending the season by 7th level, is that correct?

Also beside the pfs guide there is another guide or which books do you guys recommend me to read to expand the lore or to improve my game as GM???

Thx in advance

Grand Lodge

Quick question guys,

A Barbarian with the Beast Totem rage powers gains 2 claws attacks, if he equip a heavy shield on one arm he can still be able attack with the other claw? There are any penalties involved?

For me just seems like it can be done, just need to confirm it with you guys because on Hero Lab it keeps hidding the claw if i equip a shield and need a second opinion.

Thx

Grand Lodge

15 people marked this as a favorite.

Hi there fellow Pathfinders,

I will like to start this guide by telling you that the priority of making this is not break the game or to make the ultimate optimization possible for the Druid, my mission here is to share my thoughts of this awesome class and with your support and contribution we can make this guide a good place to start building a functional Druid and to share solutions to the challenge of being one of the most versatile class on Pathfinder.

Im not an expert of the class or Pathfinder in general, in fact this is my first guide ever on internet, but for the last 2 years I been lurking the forums for help and tips to make my own characters and creations and it's time to give something back to the community

Enjoy and any comment and sugestion is more than welcome

This is a work in progress
Prometeus guide to Druids

Grand Lodge

I been reading these forums for a while and currently I'm looking for some feedback of what things or chapters do you recommend skipping, or things that your party don't took it with real excitement

So far we are at the Drezen Citadel and reading through the third book the hex discovery thing seems slow and I'm debating to remove entirely

Grand Lodge

Hi there,

I've been reading a lot of threads of the mythic balances issues and I don’t know which path to follow for our campaign.

Currently I am the GM of a Wrath of the Righteous campaign for 2 players and we are starting the assault of the Grey Garrison.

What do you guys recommend to keep the balance of the game?

• Ditch all the mythic features of the game and go with the recommended boons to the players (Increase their ability points, hero points, adjust statics for enemies, etc.)
• Give them the mythic powers by myself (Like if Iomedae give them those blessings and I build the characters, just for the mythic powers and mythic feats)
• Leave them to make their own choices of mythic powers

Was considering to give myself their powers just because they dont like to read alot, one of player is a min-max and the other just select anything that looks cool on paper.

What do you guys recommend, they are really motivated and compromised for this campaign and having a lot of fun and I don’t want to ruin these with balance issues or bad calls.

BTW, one players is a Paladin with a mounted lancer build, the other one is a Titan Mauler Barbarian.

Regards and thx for any input

Grand Lodge

Just some quick questions

Im trying to build a Summoner for a two man party for Council of Thieves, but have some questions and tried to find theses on guides but cant find the answers

Whats the diference from Summoner to the Master Summoner? From the the descriptions in the PFSRD seems that the Summoner can cast Summon Monster as a standar action and the Master Summoner as a full round action, is that correct or im missing something.

Summon Monster I (Sp)

Spoiler:

Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell

Summoning Mastery (Sp)

Spoiler:

Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner’s normal summon monster I ability and shield ally.

How can i communicate with the all the summons, i believe that with the eidolon can work with common language, but with all the summons?

Also, why u need to have a great skill in Knowledge (Planes)???

Thx

Grand Lodge

Hi there folks

We are trying to start a party of two players for the Council of Thieves AP so we will focus with more urban classes for this.

What do you guys think will be a good combo of classes for a two man party

Thx for any advice

Grand Lodge

Hi there folks,

We are going to try CoT with only two players and the GM, talked to our GM he´s going to modify some parts of the story to be able to do it with only two people, we really dont try to complicate things with going mythic, gestalt or runing two players each.

What classes combo do you guys think will be a good party for this AP? Any sugestions will be appreciated becaus this is our second AP.

Grand Lodge

Was wondering if a full caster Druid going from levels from 4 to 12 with an a Amulet of mighty fists with the guided enchant will be to overpowered?

I mean, he can just adapt to any situation and still be a good melee and caster combatant, and in certain combat he just can stay back his pet and summons

Never played a Druid before but is this viable or there's a drawback with this plan?

Grand Lodge

Hi there folks,

I been looking for some advice for a 3 man party for Rise of the Runelords party

The other members are a Two Handed Fighter and a Wizard, and we are currently level 7, almost 8, and we are starting the third book The Hook Mountain Massacre.

What do you guys think will be a better party member for this composition, an Inquisitor, Oracle or a Paladin? Also wich combat style will be better

Im unsure wich is the best class to choose from for this party

Grand Lodge

Hi guys,

Can u guys critique this build, was playing with hero lab with the new acg come with this build,

with Flurry at lvl 7 with 3 attacks will be +14/+14/+9 with damage of 1d8+9+2

Warpriest Bow

Spoiler:

Male Oni-Spawn Tiefling Monk (Zen Archer) 3/Warpriest (Sacred Fist) 4 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 27, touch 26, flat-footed 24 (+2 Dex, +1 natural, +1 deflection, +1 dodge, +12 untyped)
hp 85 (7d8+29)
Fort +10, Ref +7, Will +14
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +8 (1d8+3)
Ranged +1 composite longbow +13 (1d8+9/19-20/×3+2 flurry)
Special Attacks flurry of blows, ki flurry, ki speed, channel positive energy 5/day (DC 18, 1d6), zen archery
Warpriest (Sacred Fist) Spells Prepared (CL 4th; concentration +10):
2nd—
1st—
0 (at will)—
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 22, Cha 8
Base Atk +5; CMB +8; CMD 34
Feats Armor of the Pit[ARG], Deadly Aim, Dodge, Improved Initiative, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Toughness, Weapon Focus (longbow)
Traits exalted of the society, finding haleen
Skills Acrobatics +9, Climb +9, Diplomacy +3, Disable Device +5, Disguise +1, Escape Artist +6, Heal +12, Intimidate +5, Knowledge (history) +4, Knowledge (religion) +4, Perception +19, Ride +6, Sense Motive +10, Spellcraft +4, Stealth +11, Survival +6 (+8 to avoid becoming lost when using this), Swim +7
Languages Abyssal, Common
SQ aura, blessed fortitude, blessings, blessings (destruction blessing, healing blessing), destructive attacks +2, fast movement, fervor 1d6, ki defense, ki pool, powerful healer, prehensile tail, unarmed strike
Combat Gear cold iron arrows (50), silver arrows (25), healer's kit; Other Gear +1 hide armor, +1 mithral chain shirt, +1 buckler, masterwork buckler, +1 composite longbow, +1 shortsword, masterwork cold iron spiked gauntlet, masterwork greatsword, scimitar, belt of incredible dexterity +2, bracers of falcon's aim, cloak of resistance +1, sihedron medallion, stalker's mask, air bladder (3), backpack, masterwork, climber's kit, compass, grappling hook, masterwork tool, powder, signal whistle, silent whistle, snorkel, masterwork, thieves' tools, masterwork, vial (10), weapon cord, 194 gp
--------------------
TRACKED RESOURCES
--------------------
Aspect of the Falcon (Constant) - 0/0
Blessings (5/day) (Su) - 0/5
Cold Iron arrows - 0/50
False Life (1/day) - 0/1
Fervor 1d6 (8/day) (Su) - 0/8
Healer's kit - 0/10
Ki Pool (Su) - 0/0
Perfect Strike (2d20, 4/day) - 0/4
silver arrows - 0/25
Stalker's mask (1/day) - 0/1
Warpriest Channel Positive Energy 1d6 (5/day, DC 18) (Su) - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Destructive Attacks +2 (Su) Touched ally gains a morale bonus to dam for 1 min.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Exalted of the Society You may channel energy 1 additional time per day.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fervor 1d6 (8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Healer As a swift action when casting cure spell, empower spell for free.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sihedron Medallion Allows a runelord to scry on you and speak to you.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Warpriest Channel Positive Energy 1d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon cord Attached weapon can be recovered as a swift action.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Liberty's Edge

Hi guys, im looking for advice

Currently we are playing Rise of the Runelords and our priest leave the party, leaving us with only three members.

Our composition are

Fighter lvl 7 Two Handed
Wizard lvl 7 God
Ranger lvl 7 Archer

Im the ranger, so i talk to the DM and he let me reroll to another class to better complement the party.

Wich class do you recommend for this AP, to be honest im open to suggestions to balance the party.

Im seeing a lot of options here like a paladin, warpriest, oradin, etc I reallly dont know what to do.

Grand Lodge

Hi there guys,

I been trying to build a Monk or Rogue as a melee front line for a 4 man party, theres a way to make it work for Rise of thr Runelords?

Our party composition is
Lvl 5 Two Handed Fighter
Lvl 5 Evangelist Cleric
Lvl 5 God Wizard