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Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thanks for the advice, it's very much appreciated.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,

I am running a 9th level Paladin (Oath of Vengeance), and I'm looking for suggestions on what magic items I should target for purchase or trade.

Regards

Prux.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,

I'm looking for suggested fighter builds for Return of the Runelords.

It's a 20 point build with Paizo books only.

Our party currently consists of a Catfolk Wizard and a Human Inquisitor.

Any recommendations would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Chromantic Durgon <3 wrote:

Clone and prismatic wall might also be worth consideration.

As for suggestions for a second class it might be useful to know your party composition, I agree druid might be a good option, obviously Sorcerer cast from the same list so could probably replicate your MMO potential with increased success depending on what you do.

Psychics and witches are both intelligence based casters that might. Be an interesting change of pace.

We have a Fighter, an archer, a cleric and a wizard/rogue.

I've been playing the Wizard since 1st level.

As it's Giantslayer, I was thinking of something exotic race wise, like a half giant or some such.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
avr wrote:

Maze, Mind Blank and Moment of Prescience are some obvious 8th level spells to go for.

Assuming you've still got to fill battlefield control and some heavy-duty magical utility as a role, your options are a bit limited. Full casters only for a start. Maybe a druid? A feyspeaker druid gets some extra utility. The Panther or Eagle domains might be useful.

Thank you AVR

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,

So after a hiatus of a few years, our gaming group is heading away this Friday for a full weekend of Pathfinder.

We're currently in Book 5 of Giantslayer and we have to take spare characters with us in case of deaths.

I'm currently running a 13th level Conjurer and am hoping for two things.

One - any advice on what 8th level spells I should take in the unlikeliy case that we hit 15th at some point.

Two - A backup character in case my Wizard snuffs it. It's a 20 point build that would come in at 13th/14th level.

Any 'out of the box' ideas would be welcomed.

Thanks in advance.

Prux.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I actually took Opposition School, and now have Necromancy. I haven't been able to edit the original post.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,
This is a follow on from a previous post where I asked advice about 6th levels spells.

I'm running a Human Conjurer (Teleport) that's just hit 13th level Human Conjurer (Teleport).

I'm playing in the Giantslayer AP.

I'm after advice on what 7th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.
I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.
My opposition schools are necromancy and enchantment.
My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Wizard 6
Chains of Light
Disintegrate

Any advice would be appreciated.
Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,

This is a follow on from a previous post where I asked advice about 5th levels spells.

I'm running a 10th level Human Conjurer (Teleport) and I'm close to leveling to 11th.

I'm after advice on what 5th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Any advice would be appreciated.

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm now a 10th level Conjurer with the following crating feats:

Rings, wands, wondrous items, arms and armour

I'm after suggestions on what I should be crafting for my party, which is comprised of:

Barbarian, dwarves fighter, arcane trickster, ranger and myself.

Thoughts?

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Spacelard wrote:

Can I ask why you think summon monster slows things down?

I play a Conjurer (Teleport) w/ Necro and Ench opposition, ha!
I always use summons to help out the party in a myriad of ways and don't find it slowing the game at all. However I am organised...

At one table a Druid was summoning, the player was disorganized beyond belief. They would spend ages flipping through the books to find stats, celestial templates, etc.

I have my favourite summons printed off at hand with the template and augment summon feat bits built in. Doesn't slow the game one bit.

Overland Flight is a game changer.

'However I am organised...'. Nice backhander.

Why I find it slows the game down, is that when a wizard casts this spell, they have to control all of the summons; Initiative, rolling attacks, saves etc. if you have multiple summons going it bogs down play. No reason other than that.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,

This is a follow on from a previous post where I asked advice about 4th levels spells.

I'm running an 8th level Human Conjurer (Teleport) and I'm close to leveling to 9th.

I'm after advice on what 4th and 5th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin

Any advice would be appreciated.

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Fuzzy-Wuzzy wrote:
Prux wrote:

Hi Fuzzy,

The party consists of a Dwarven fighter, a Dwarven Cleric, a Ranger, A Rogue, a Barbarian and a Wizard (me). We are all level 8, nearly 9, and are currently in the 3rd book of the Giantslayer AP.

The Moon Circlet looks interesting, but my caster level will be 9th when I take craft wondrous items and that requires a caster level of 15th to make it.

I really like the idea of the Handy Haversack.

Prux.

You don't need to match the CL of the item in order to make it (despite the APG stating otherwise) unless it specifically says so in the Requirements line. Otherwise, its CL comes into crafting only in that the base DC to make the item is 5 + its CL.

Do you have the Giant Hunter's Handbook player companion? If not, you can find the wondrous items it introduces here.

If you want the others to be able to use your wands (that aren't on their spell lists), consider making some Wand Key Rings (3,000) (a wondrous item not a ring). You'll have to skip the "10 ranks UMD" requirement, but that just costs you +5 DC.

Well that certainly opens up the options a lot, thanks for clarifying that for me.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
avr wrote:

The big six are armor, weapon, headband of +mental stat/belt of +physical stat as appropriate, cloak of resistance, amulet of natural armor, ring of protection. Obviously CWI can't make all of those. They're the most cost-effective usually.

Goggles of night have no duration. The darkvision spell does, and has the advantage over the goggles of costing nothing.

Hi AVR,

Thanks for the advice.

I was more thinking of making them for the party, that way I'd free up spell slots for other spells.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Fuzzy-Wuzzy wrote:

How much money do you / your friends have to pump into this? What classes & strategies are the characters using, and what magic items do they have already? What weaknesses do they have that need to be shored up, other than darkness? A monk would probably appreciate a Monk's Robe (13,000) if they're not using the body slot already, for instance.

You might want to search for "darkvision" in Magic Items at the Archives of Nethys to find other possibilities besides the Goggles of Night. Not all of the 37 items found will be suitable, and many will be too expensive, but some are better for some purposes---for instance, an arcane caster might prefer a Moon Circlet (20,000).

Zainale's suggestion (which you can't use as rings are not wondrous items) reminds me that I'm quite fond of the Bracelet of Friends (19,000). Very appropriate for a teleporter. I'm also a sucker for Luckstones (20,000).

Amulets of Mighty Fists (4,000--100,000) are always popular with monks, other unarmed warriors, and animal companions.

Do you have enough Handy Haversacks (2,000) and/or Bags of Holding (2,500--10,000) already? If not, make some, they're great.

Nobody ever regrets carrying a couple of...

Hi Fuzzy,

The party consists of a Dwarven fighter, a Dwarven Cleric, a Ranger, A Rogue, a Barbarian and a Wizard (me). We are all level 8, nearly 9, and are currently in the 3rd book of the Giantslayer AP.

The Moon Circlet looks interesting, but my caster level will be 9th when I take craft wondrous items and that requires a caster level of 15th to make it.

I really like the idea of the Handy Haversack.

Prux.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
avr wrote:

Lady-J's right, the big six are the most efficient places to spend your cash.

Eyes of the Eagle are also good; possibly better than Goggles of Night considering the duration on the Darkvision spell by this level.

Other items you might like are gloves of elvenkind or spellguard bracers, to cast spells safely; fog-cutting lenses or a goz mask, to see thru the fog that you can create; and sandals of quick reaction, to help you in surprise rounds.

Hi AVR,

You mentioned the 'big six', yet I can only count four belts, headbands, amulet, cloaks, what are the other two?

Also, from what I have read, Goggles of Night don't have a duration?

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
zainale wrote:

friend finding maybe? Rings of Friend-Finding

http://www.d20pfsrd.com/magic-items/rings/rings-of-friend-finding/

HI Zainale,

I'm looking at craft wondrous item, not craft ring.

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,

I'm running an 8th level Conjurer (teleportation) that is about to hit 9th level. I took craft wand as my previous feat and am going to take craft wondrous item next.

Can anyone provide me with some tips on what wondrous magic items I should craft? I'm thinking of Goggles of Night as we have three humans in the party (myself included).

I welcome any other suggestions.

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

There's some really great advice here, thanks everyone.

I'll call on you all again if I make it to 9th level and need advice on which 5th level spells to take!

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

All,

I'm running a 7th level Human Conjurer (Teleport) and I'm close to leveling to 8th.

I'm after advice on what 3rd and 4th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin

Any suggestions on what spells I should use moving forward would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
avr wrote:

It allows you to apply the effect of the Disruptive Spell metamagic feat to a spell of 3rd level or less that you cast, 3 times per day.

Disruptive Spell forces a person affected by the metamagiced spell to make a concentration check to use a spell or similar for 1 round after being affected. It's not usually a big deal because 1) If you can affect them with a spell you can often apply worse effects than an extra concentration check and 2) the concentration check isn't one of the hardest ones.

I was trying to figure out how useful it can be but couldn't. Thanks for the feedback.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Can anyone explain to me what the benefits of a lesser disruptive metamagic rod is? I don't understand how it works.

Prux.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
BigDTBone wrote:
Prux wrote:

Hi All,

I'm about to start an all day Giant Slayers session and I need a spare character in case mine dies (at the GM's request), and have no time to build one. Does anyone out there have a pre-made 6th level wizard that I can steal? Preferably in a hero lab file.

Thanks in advance.

Prux

No, but I can put something together for you quickly. What are your character generation rules?

A 20 point build basic wizard. email address is russandtaryn@bigpond.com

Thanks Mate.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hi All,

I'm about to start an all day Giant Slayers session and I need a spare character in case mine dies (at the GM's request), and have no time to build one. Does anyone out there have a pre-made 6th level wizard that I can steal? Preferably in a hero lab file.

Thanks in advance.

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thanks all.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Can anyone please explain to me the best way to use a 'Demand' Spell?

One of the monsters in my campaign has it and I can't see any logical way to use it as it doesn't really seem to be useful.

Regards

Prux.

Demand

The gadget spec URL could not be found
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8, witch 8; Domain charm 8, nobility 8; Subdomain torture 8

EFFECT
Saving Throw Will partial; Spell Resistance yes

DESCRIPTION
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

The demand's message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Piccolo wrote:

I'd honestly recommend a Elf Evoker with the Admixture school, which allows you to change the element damage from one kind to another. This means you can really nail Frost and Fire giants to the proverbial wall. Do not have Enchantment as an opposition school; giants have crappy Will saves.

Second, since giants can hit really hard, try to max out your AC with item creation feats (Wondrous Item, Arms & Armor), and upping your hp. The former of course also helps out the party. You can maximize your time by grabbing a Ring of Sustenance, which allows you to sleep for only 2 hours, giving lots of extra time for crafting.

Quick tip: Have everyone take Stealth Synergy at 3rd level. The reason why will become painfully obvious in The Hill Giant's Pledge (2nd adventure) and also later on.

Ask the player of the Rogue to contact me personally. I have a Rogue build that maximizes sneak attack damage.

What races are the other PC's? I recommend Orc for the Fighter, Aasimar for the Cleric, and Goblin for the Rogue. If you take an Elf with darkvision, all of the PC's will be able to see in the dark, which means you will likely get a bonus from the DM on Stealth rolls since nobody is carrying a source of light.

Great advice on 'Stealth Synergy' we're going to look into that. Also, my mate that is running the rogue is going to contact you.

Regards

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Can a wizard use a spell to coup de grace someone?

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thanks Mate, turns out that I didn't even get to use it. A four hour battle with Cadrilkasta the Blue Dragon rounded off The Shattered Stars 'Into the Nightmare Rift', ended with the great Wyrms death. We had a really good session.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
The Archive wrote:
PRD wrote:

Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus.

Tail Sweep (Ex): This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

1. No. There's absolutely nothing in the Tail Sweep ability to indicate that.

2. The dragon, assuming normal action economy, cannot attack the crushed creatures. The dragon must use its actions to maintain the pin with a combat maneuver check. This prevents your typical dragon from attacking the crushed creatures. An atypical dragon could attack the crushed creatures if it had an ability that allowed it do do so. For example, if the dragon had something that granted it extra standard actions, it could use one to attack them.

Although, if a dragon crushed on the first turn, it could attack the...

I was more coming from the perspective where the dragon has landed on one opponent and crushed him, then maintained the crush while attacking those around it.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

The party make up is stock standard Wizard, Cleric, Fighter and Rogue.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Surely if a Dragon uses its tail sweep attack those that fail the DC reflex are knocked prone?

Also, if a Dragon uses 'Crush' can it still attack targets while crushing the poor unfortunate it's sitting on?

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm about to start the Giantslayer Adventure Path and was thinking about running a Wizard.

I could really do with some advice as I've pretty much been GM'ing for about 4 years and am a little out of touch with character generation.

Our GM has given us a 20 point build to start with.

I like to have fun with my characters, they're generally Chaotic Good with a dash of madness and bravado, with delusions of grandeur thrown in for good measure.

Any tips would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm about to start the Giantslayer Adventure Path and was thinking about running a Wizard.

I could really do with some advice as I've pretty much been GM'ing for about 4 years and am a little out of touch with character generation.

Our GM has given us a 20 point build to start with.

I like to have fun with my characters, they're generally Chaotic Good with a dash of madness and bravado, with delusions of grandeur thrown in for good measure.

Any tips would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Might I suggest that you try using cardboard armour and a stick of wet celery as your primary weapon?

Yes, I am his GM.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Diablo2970 wrote:

I kinda like the current guy, he has survived a number of near death experiences

I must try harder. Although you do a pretty good job in nearly killing him without any help from me.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I have an initiative board on a chair that everyone can see so that they know when their turns are.

I had 5 players but 1 just quit as he was frustrated by the pace of the game, so at our next session we'll be down to 4.

I do at least 2 hours prep work per session so that I have a good understanding of the monsters abilities.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm currently running Into the Nightmare Rift, which is the 5th part of the Shattered Star AP. The characters are currently 13th level and will soon be 14th.

The players and I are finding that combat is taking an inordinate amount of time.

Having run 10th level modules before I've found that this is symptomatic of the Pathfinder game.

Does anyone have any ideas on how we can speed things up or maybe simplify things?

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Mellok wrote:

Would like to point out that the stats you have listed you cannot get with a 20 point buy:

An Example would be:
Str 16 (10 points) Dex 12 (2 points) Con 14 (5 points)
Int 10 (0 Points) Wis 8 (-2 Points) Charisma 14 (5 points)

After Racials Str:18 Dex:12 Con:14 Int:10 Wis:8 Char:14 with all levels going into Char is a really strong 20 point array for a 2hand build. I could see arguments for int over dex or droping Wis to 7 for the same when you consider paladin immunities. Paying for an 18 in 20 point buy is only for DC based save or die casters. For everyone else 18 is a huge waste before racials.

They were the stats tha I used the last time I built a Paladin. This time I have a 20 point build to work with.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Fruian Thistlefoot wrote:

My advice-

Get Dangerously curious and skill up UMD.
Use wands and scrolls to add layered defenses. A wand of shield is so cheap you can burn a charge before entering a room. Scrolls are nice too. Like scroll of fly.

Get Unsanctioned Knowledge.

Get Improved critical- falchion. this + bless weapon is auto confirm crits.

I like the idea of UMD and bless weapon. What spells would you recommend for Unsanctioned Knowledge?

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

The advice given to me last time about the extra lay on hands:

Here's the deal - with Fey Foundling you gain an additional +2 hit points per die whenever you heal yourself or are healed by another (including channelling, I believe). That's huge. You also gain the benefits of Mercies when you self-heal or heal others which is also huge. Moreover, you know how awesome Smites are? Well, Oath of Vengeance allows you to sub some of those Lay on Hands in for extra Smites, so now you're fueling both your offense AND your defense. Power Attack and Deadly Aim were taken to make you equally dangerous in melee or at range when you're Smiting because the attack bonus should more than offset your penalty for using those feats. Also keep in mind the massive bonus to saving throws you'll be getting, all of those Paladin immunities and the auras you'll be generating to help protect your teammates.

Let me put this in perspective. Assuming no ability-boosting magic items, at 6th level you'll have 10 uses of Lay on Hands a day. Assuming that you don't use any of those to get extra smites, that gives you (3d6+6)x10 extra hit points to play with. That works out to about 160 bonus hit points a day. By 12th level that number jumps to (6d6+12)x20 or around 660 bonus hit points a day. At 20th that number becomes 2,552 bonus hit points. A day. Again, that's in addition to being able to wear full armor, have all those boosted saves, gain all those Paladin immunities etc.

So you have all the self-heals you want without ever having to take a break in combat, all the Smites you want which makes you a killing machine and protection from almost anything that could incapacitate you or turn you against the party. You have heals that can use to help out party members between battles or when you bed down for the night... and let us not forget spells. Paladins have some truly great spells. In particular, I recommend:

1st level - Hero's Defiance (let's you cast Lay on Hands as an immediate action - its good to hang onto a couple of these to be truly unkillable)
2nd level - Litany of Righteousness (swift action spell that doubles the damage you deal for 1 round against evil creatures - combined with Smite its pretty much a death spell)
3rd level - Blessing of Fervor (normally not a Paladin spell but Oath of Vengeance gets it for you - probably one of the best group buffs out there)
4th level - Bloodsworn Retribution (+5 attacks, +5 saves, +5 skill and ability checks, pretty much all the time? Yes, please)

That's the build that absolutely thrived in RotRL Anniversary Ed. He was a LOT of fun to play.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm after some advice on a 20 point Paladin build for the Giantslayer Adventure Path.

I want to steer clear of the sword and board type and go for the two handed weapon option, probably with a falchion.

A few years ago I was given the following build based on rolled stats, but a lot has changed since then and there might be something that can add to it, or is better:

18, 14, 8, 11, 14, 14

Human Paladin (Oath of Vengeance)

Attributes:
STR - 14
DEX - 14
CON - 14
INT - 11 (+1 at 20th)
WIS - 8
CHA - 18 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th)

Traits:
Reactionary
Purity of Faith

Feats:
1st - Fey Foundling
1st - Power Attack
3rd - Deadly Aim
5th - Extra Lay on Hands
7th - Extra Lay on Hands
9th - Extra Lay on Hands
11th - Extra Lay on Hands
13th - Extra Lay on Hands
15th - Extra Lay on Hands
17th - Greater Mercy
19th - Ultimate Mercy or Radiant Charge

Any help would be much appreciated.

Regards

Prux.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Damocles Guile wrote:
Prux wrote:
Do you have the Paladin build too?

Sure.

The key to the Paladin build is making maximum use of the one of the most potent abilities in the game - namely Lay on Hands. Forget Smite, great as it is, Lay on Hands allows you to heal yourself as a swift action, meaning that you can do so and still make a full attack, charge, double move, whatever.

Human Paladin (Oath of Vengeance)

Attributes:
STR - 14
DEX - 14
CON - 14
INT - 11 (+1 at 20th)
WIS - 8
CHA - 18 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th)

Traits:
Reactionary
Purity of Faith

Feats:
1st - Fey Foundling
1st - Power Attack
3rd - Deadly Aim
5th - Extra Lay on Hands
7th - Extra Lay on Hands
9th - Extra Lay on Hands
11th - Extra Lay on Hands
13th - Extra Lay on Hands
15th - Extra Lay on Hands
17th - Greater Mercy
19th - Ultimate Mercy or Radiant Charge

My version of the character notmally carries a Greatsword and a Composite Bow, but you're free to use any weapons you like as you're not tied to anything specific.

Here's the deal - with Fey Foundling you gain an additional +2 hit points per die whenever you heal yourself or are healed by another (including channelling, I believe). That's huge. You also gain the benefits of Mercies when you self-heal or heal others which is also huge. Moreover, you know how awesome Smites are? Well, Oath of Vengeance allows you to sub some of those Lay on Hands in for extra Smites, so now you're fueling both your offense AND your defense. Power Attack and Deadly Aim were taken to make you equally dangerous in melee or at range when you're Smiting because the attack bonus should more than offset your penalty for using those feats. Also keep in mind the massive bonus to saving throws you'll be getting, all of those Paladin immunities and the auras you'll be generating to help protect your teammates.

Let me put this in perspective. Assuming no ability-boosting magic items, at 6th level you'll have 10 uses of Lay on Hands a day....

What would you recommend for a 20 point build?

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

My party is about to enter the Guiltspur Depths in part 5 of the Shattered Star AP, Into the Nightmare Rift. This entire part of the dungeon is subject to the spell Dimensional Lock:

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

My first question is, does this spell prevent teleport etc within the area, say from one side of a room to another, or does it only prevent it from entering and leaving the targeted area?

I would have thought the former, but am happy to be proved otherwise.

My second question is on summoned creatures. In the description above, it states that "the spell does not prevent summoned creatures from disappearing at the end of a summoning spell". Does that mean that they can't be summoned into an effected area in the first place?

Regards

Prux.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thank you, I'm looking forward to receiving it.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hi,

Any idea when this order will ship?

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
fearcypher wrote:

Recently I have met a large group of people who all have been interested in playing a TTRPG. So I recommended Pathfinder. Before I realized it we had accrued a group of 12 people. However as nobody else has any experience or materials the job of DM has fallen to me. There is literally nobody else who can fill in the DM role and the time is restricted to one specific date. I want to know if it is even possible for this to be pulled off. And if it can be how as I don't know how to balance something for this many people at the same time. I feel like large amounts of weak enemies would result in a heavily bogged down game but a few strong enemies would easily kill a few party members per encounter.

TLDR; Is it possible to balance a game for 12 people and if so how?

Thanks in advance.

I would strongly advise against running a group that large. Pathfinder can be a time consuming game and with 12 players you will struggle to get anything done. I was in a game with 10 players years ago (old DnD) and it was a nightmare. Most of the time we sat around doing nothing.

I suggest that you see if there is a Pathfinder Society group nearby that you can all join.

For what it's worth.

Prux.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thanks everyone, I'll check the details with my player and get back to you.

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

If a sorcerer uses a bloodline power with an opponent in a threatened square, does it invoke an attack of opportunity?

Also, is a bloodline attack, such as a ray of fire, subject to spell resistance?

Prux

Sovereign Court

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Katina Mathieson wrote:

Sure thing! I've added the Giantslayer Pawns to your order, and I'll send you an updated confirmation email in just a moment. Feel free to look it over and verify that everything is correct.

If there's anything else I can help out with in the meantime, just let me know!

Thanks,
Katina

Hi Katina,

Please proceed with the order.

Russ.

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