Rocking Horse

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Organized Play Member. 207 posts (259 including aliases). No reviews. No lists. No wishlists. 1 alias.




Hiya All.

I've been looking into the Lore Warden archetype. At second level, you get Combat Expertise for free, "even if you don't qualify for it," but I've been wondering - since an Int of 13 is still listed as a requirement for all the Improved feats, what good is it to be able to receive the feat even if you don't qualify for it? Would it be fair to say that the intent is to have you subsequently qualify for Improved feats even if you have a lower Int?

I'm not trying to game the system, this just seemed like a reasonable assumption to me. Thanks for your help and your thoughts.


Hi All. A quick search didn't turn up any consolidated information on this topic, so I thought I'd start a new thread.

Does anyone have any suggestions for hexes for a Hexcrafter, particularly of the offensive variety (as opposed to for utility)? I like the archetype's ability to add longevity to the class, but I still haven't fully wrapped my head around how a offensive-minded Hexcrafter would be built, and how they would play out in combat. Any input would be much appreciated.

Thanks!


I wanted to get confirmation on something. Let's say I have PC with three natural attacks - a bite and two claws (which are on his feet). He's holding a greatsword. On round one he charges the baddie and attacks with his greatsword. On round two, he opts to full attack using his natural weapons. If he opts to not attack with his sword during the full attack, am I right in thinking that the three natural attacks are all treated as primaries?

Many thanks for your input!


Hiya All.

I'm running a (very very fun) game for a pair of kids (7 & 10) that I tutor (we do real work, too, but playing Pathfinder has become a favorite "reward" activity of theirs). The younger of the two is playing a barbarian ("Gabriel the Crusher"), and playing him as one should (step 1: hit things hard; step 2: repeat). He's loving it.

Anyway, we're about to hit level 2, and I'd like to make a short-list of possible Rage Powers for him to choose. I'm not too familiar with the class, and a quick glance didn't reveal many obvious winners for said goal of hitting stuff hard, so I'd appreciate any advice you'd be willing to throw my way. Keep in mind: this is a 7-year-old who is new to Pathfinder (perhaps obviously), so keeping it simple and straight-forward is ideal (although I'm able to help him out with recommendations and such if need be).

Many thanks!


Hiya, All.

I've been kicking around a build recently, starting at a lower level (likely 3). It would be for a PbP campaign, meaning leveling would be slow, and so I therefore place emphasis on a concept coming together at levels 3-5 rather than 7-10.

The idea is basically a synthesist/monk: I prefer synthesist for the extra HP, the synergy between the eidolon skins' natural armor bonuses and the monk's Wis-to-AC, and the possibility for self-buffing. Here's a rough outline of the first three levels:

Stats (20 PB):
Str: 10 (0)
Dex: 10 (0)
Con: 10 (0)
Int: 12 (2)
Wis: 19 (13)
Cha: 14 (5)

- Level 1: Synthesist 1
- Feats: Extra Evolution (level) & Weapon Focus (Claws) (human)
- Eidolon:
--- Biped: Str 18, Dex 12, Con 13
--- Evolutions: Improved Natural Armor (1), Ability Increase: Str (2), Bite (1)
- Level 2: Master of Many Styles of the Sacred Mountain 1
--- Feats: Dragon Style (class) & Improved Unarmed Strike (class)
- Level 3: Master of Many Styles of the Sacred Mountain 2
--- Feats: Feral Combat Training (level), Dragon Ferocity (class), Toughness (class)

Obviously, the basic idea is to have the Synthesist's natural attacks make up for the loss of FoB, and to focus on brute force in combat.

I'm basically just looking for feedback/ideas. I've considered taking some levels of Unarmed Fighter (to nab some more style feats), Brawler (from 4 to 6? The +1 attack/+3 damage is pretty wicked, and I could pick up a few goodies like Arcane Strike along the way), or possibly just shifting back between Synthesist and Monk.

Any thoughts? They'd sure be welcome.

PS - It's for a living world, meaning party make-up would constantly be changing, so that doesn't factor into my consideration of this build.


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I really, really like the notion of the MoMS - I love the possibilities afforded by combining style feats, and I love the idea of freeing up the monk from leaning on full attacks. But I've been wondering, is the MoMS worth giving up FoB?

I suppose you can think of this from two perspectives: defensively and offensively. I think for the former there's no question that the MoMS has the leg up: being able to have Crane Style and Crane Wing at level 1, for instance, is in itself uber-wicked. But what about offensively? Do the AoO-provoking feats + the ability of accelerating Dragon Style offer a viable alternative to flurry? I'd certainly like to think they could, but again, I'm not so sure.

Thoughts?


Hi All.

I'm relatively new to D&D/Pathfinder, so I'm still in the process of assimilating the lore. That said, I'm in the process of dreaming up a game I want to GM, and I'm considering having it center around dragons - not sure on much of anything yet, but I'd like to have the PCs encountering dragons from early levels (i.e. wyrmlings, or maybe non-combat interactions with older dragons). I was wondering if anyone could point me to a place, online or otherwise, that would be a good source of information on the temperments/habits/etc of the various dragon species. I've already perused obvious places like the SRDs and wikis, but I was hoping to dig a little deeper if possible. Alternatively, some benevolent and knowledgeable folk could just school me on here. : )

Many thanks!


Hi All.

I've been contemplating a melee-oriented summoner build, and I wanted to see if I could get some advice on the idea. My biggest issue is where to place my focus: on boosting the combat viability of the eidolon, or on the summoner himself. If the former is the goal, I could see switching Toughness and Extra Evolution, for instance.

The PC will begin at level 1, and would be for a PbP campaign, meaning that progression will be relatively slow, which in turn places an exceptional emphasis on levels 1-5 (which I could feasibly be at for a year+).

Here's a very brief outline of my thoughts thus far. I'm definitely planning on having strength be my primary stat, with charisma relatively deemphasized (I don't plan on using spells with DCs, or my SLA, much at all). The bully trait is there more for flavor, and could get switched out for something else. I'm planning on taking the half-elf racial FC bonus for the extra evolution points. I did consider taking a weapon proficiency with a one-handed weapon, and picking up a shield - with a MW shield, I could avoid the ACP. I'm open to the idea of taking a quadruped over a biped - maybe I'm undervaluing pounce vs the higher strength of the biped.

Thoughts? I'll also say that I'm open to the idea of executing this general concept (i.e. melee fighter with pet/buddy) with another class, save the ranger, as I'm already playing one in another game.

Many thanks.

half-elf
summoner

Str: 18 (10) +2 racial
Dex: 14 (5)
Con: 12 (2)
Int: 10 (0)
Wis: 10 (0)
Cha: 13 (3)

Racial Traits:
- Ancestral Weapon: Fauchard

Feats:
- Toughness (lvl 1)
- Extra Evolution (lvl 3)

Traits:
- Anatomist: +1 to confirm crits
- Bully: +1 Intimidate, Intimidate as CS

Spells:
- 0: Detect Magic, Guidance, Light
- 1: Shield, Lesser Restore Eidolon

Skills:
- Knowledge (Arcana) +4 (1 rank), Intimidate +6 (1 rank)

Eidolon:
- Biped:
- Evolutions:
----1: Bite (1), Improved Natural Armor (1), Skilled (Perception) (1)
----2: Bite (1), Improved Natural Armor (1), Ability Increase (Strength) (2)
----3: ?
- Feats:
----Power Attack (lvl 1)
----Weapon Focus (Claws)? (lvl 3)


Hi All.

I'm currently planning a character which will make use of a mount for the first time, and I'm finding it difficult to get a complete sense of the rules related to using one, and therefore what is necessary to use one, so I was hoping to get some help. The character will be a gnome master summoner, which has sort of added to the questions to me.

My main area of ambiguity comes from the fact that I'll mostly be casting spells/SLAs from the mount, and I don't plan to be attacking with the mount itself. What feats and skills are still necessary/useful? I imagine Mounted Combat might still be a good idea, as would Ride. Do I still need the Mount evolution if I'm not planning to fight with the eidolon?

Basically, if anyone could help fill me in in terms of action economy while using a mount, necessary/useful feats and skills, etc, I'd be much appreciated. I've been doing my own research, but haven't really reached a comfortable understanding with things.

Many thanks.


So I'm drawing up an alchemist for a Kingmaker game (no spoilers, please!), and I was looking for a few suggestions.

Just a bit on my ideas thus far: I'm planning on choosing half-elf and using the Ancestral Arms racial trait to gain proficiency in the fauchard: I really like the idea of utilizing a reach weapon. Of the archetypes, I'm pretty certain I'm going to go vivisectionist: yes, the trade off between bombs and sneak attack is debatable, but I want to focus on melee, so I'm going to choose sneak attack. Because of the reach weapon focus, I'm not planning on taking/focusing on feral mutagen (which could change, but I'm currently not too into it for this character).

Also, it's for a PbP game, and I don't know what the rest of the party will be (and don't have any way of finding out).

- I was considering picking up a trait to give another knowledge skill as a class skill: a) would this be worthwhile? (I'd be trading out the Anatomist trait, which would give me +1 to confirm crits with my 18-20 fauchard), and b) which would you suggest? (I was leaning towards Know (Local), with Know (nobility or geography) in second place). I had also considered choosing a craft skill instead: maybe craft (alchemy) and craft (weapons)?

- I had originally thought about choosing the Preservationist archetype, but I'm currently leaning towards the Chirurgeon. I like the idea of summoning, but since I'll be devoting my feats to my melee prowess (weapon focus and power attack will by taken at levels 3 and 5), I'm starting to feel like I won't be able to summon particularly well anyway (in part b/c of the low spell slots), so I'm not sure if it'll be even worth it. The chirurgeon takes the pressure of needing to take the Infusion discovery a bit, which is nice, if somewhat minor. What's everyone think?

- The player's guide seemed to suggest a strong presence of fey, so I'm planning on starting with cold iron weapons. Yay/Nay?

- Edit to add: My preference of a reach weapon over Feral Mutagen is mostly because I would prefer to capitalize on AoOs over relying on full attacks. Any thoughts here? I know Beastmorph gives you access to pounce eventually, but as this is a PbP game, it will be a year or two before I get that high in levels, which doesn't really make that route a viable one for me.

Think those are the big ones; any help would be much appreciated.


Is taking 20 the same as rolling a 20 - i.e. does it incur an automatic success? For instance, if the DC of a lock is 30, and someone's DD modifier is +7, would taking 20 allow them to succeed? Seems a bit dubious to me, but I'm uncertain.

Many thanks.


Did a bit of searching around for this, haven't been able to find a clear answer: can an alchemist wield a shield with the tentacle gained through the tentacle discovery? Granted, he'd need to obtain proficiency first...

I did find a place where Sean Reynolds said that that sort of thing wasn't the intention of the discovery, but this seemed far enough from an official ruling that I wanted to seek clarification.


Hi All.

I've been working on a reach weapon fighter build. It's for a PbP living world, in which I'll be starting at level 1, so I'm only really concerned with the first 5 or so levels (since it'll take me ~a year to get that high). I'm mainly wondering about the order of feats - I am leaning towards Weapon Focus over Power Attack at level 1, since I'd prefer to be hitting as often as possible. Having never played this sort of build, I'm wondering just how much use I'll get out of Combat Reflexes out of the gate (my guess is a lot, but I could see switching it and Power Attack). Also, I'm a bit wishy-washy on the third level feat - should I take Toughness over Dodge? Cleave? Something else? Thoughts on this and anything else are welcome. Also, I'm pretty set on the stats - I'm not tanking Int and Cha beyond what I've listed.

Half-elf
Fighter (Weapon Specialist (Fauchard))

20-point buy
str: 19 (13) +2 racial
dex: 14 (5)
con: 14 (5)
int: 8 (-2)
wis: 10 (0)
cha: 9 (-1)

Racial Traits:
- Ancestral Arms: Exotic Weapon Proficiency (Fauchard)

Feats:
- Weapon Focus (Fauchard) (lvl 1)
- Combat Reflexes (fighter bonus - lvl 1)
- Power Attack (fighter lvl 2)
- Dodge (lvl 3)
- Weapon Specialization (fighter lvl 4)
- Iron Will (lvl 5)

Traits:
- Indomitable Faith (+1 Will Save)
- Undecided (Failed Apprentice, Anatomist, or possibly adopted to get me Militant Merchant)


I just wanted to see if there was anyone else who agreed with me that the prerequisite for Augment Summoning should be changed in some way to accommodate the alchemist, as Spell Focus (Conjuration) is literally a useless feat for an alchemist. I understand the concept of a feat tax, but not having any other route to Augment Summoning makes the feat more of a burden on the alchemist than any other class.

Maybe I'm just complaining too much, though. Thoughts?


So I've been looking over the various styles and trying to think of combinations which would work especially well. What are your thoughts?

I think Snake Style + Crane Style would be great, especially at low levels - if your opponent lands an attack, you deflect it and gain an attack of opportunity; if they miss, you gain an attack of opportunity, and if that lands, you get an additional attack. Wicked.


Hi All.

So I've been putting together a rogue/alchemist build, and it's gotten to the point where I'd like some feedback. I've only really settled it up to level 6 (since it's for PBP, and I'm starting at level 1, that should keep me through at least the next year or so). I have thought about doing Dazzling Display -> Shatter Defenses starting at lvl 7, but am currently undecided. I'm planning on duel wielding daggers; the River Rat trait bonus is nice to have, and it's nice to get the +1 from Weapon Focus on both hands. Not sure if I should take Magical Knack; I was thinking that it would extend the durations of my summon nature's ally from the preservationist, which would be nice for flanking reasons (although I'm not sure if they'll even last that long).

My reasoning for taking the tentacle is to be able to carry a mutagen/extract/etc, or even a sling, while still being able to carry both daggers if necessary. It'd be nice to take the Infusion discovery earlier, to help make myself more relevant to the part as a whole, but I'm not really sure where I'd fit it in (getting the hedgehog familiar for the +2 Will saves is probably going to be necessary by lvl 6).

Thanks for looking; any thoughts would be welcome.

"Iligo Ojik"

Rogue 2/then straight alchemist

rogue archetypes: rake (if going dazzling display -> shatter defenses)
alchemist archetypes: vivisectionist, preservationist

str: 10 (2) -2 racial
dex: 19 (13) +2 racial
con: 14 (5)
int: 13 (3)
wis: 9 (-1)
cha: 10 (-2) +2 racial

Feats/Talents/Discoveries:
- Weapon Finesse (lvl 1)
- Two-weapon Fighting (rogue 2 - combat trick - *at lvl 2)
- Weapon Focus (Dagger) (lvl 3)
- Discovery: Tentacle (place as tail) (*at lvl 4)
- Piranha Attack (lvl 5)
- Discovery: Tumor familiar (*at lvl 6)
-- Compsognathus (+4 initiative)
--or
-- Hedgehog (+2 Will Saves) (probably this)
- Dazzling Display? (lvl 7)
- Improved Two-weapon Fighting (lvl 9)
- Shatter Defenses? (lvl 11)

Racial Traits:
- Underfoot : +1 Dodge bonus to AC when fighting an opponent who's medium or larger
- Sure-footed: +2 acrobatics and climb
- Keen Senses: +2 Perception
- Small: +1 AC, +1 attack, -1 CMB, -1 CMD, +4 Stealth
- Fearless: +2 against fear

Traits:
- River Rat: +1 Swim, Swim as class skill, +1 damage with a dagger
AND
- Blade of the Society: +1 damage bonus to sneak attacks
OR
Dirty Fighter: +1 damage when flanking
OR
- Magical Knack: CL+2
OR
- Indomitable Faith: +1 Will Saves

Skills: Acrobatics +10 (1), Diplomacy +4 (1 rank), Disable Device +8 (1 rank), Intimidate +4 (1 rank), Knowledge (Local) +5 (1 rank), Perception +5 (1 rank), Sense Motive +3 (1 rank), Sleight of Hand +8 (1 rank), Stealth +12 (1 rank)

Extracts:
- Cure Light Wounds
- Expeditious Retreat
- Shield

Equipment:
- Studded Leather (25 gp): +3 AC, +5 Dex, -1 ACP
- Cold Iron Dagger (4 gp): attack +5 (+4 Dex, +1 small), damage 1d3+2, range: 10 ft
- Two spring-loaded wrist sheaths (10 gp): draw item as a swift action
- Whetstone (2 cp): +1 damage on first use after sharpening a blade for 15 minutes
- Thieves' Tools (30 gp)
- Masterwork Backpack (50 gp): Encumberance=Str+1

Stats:
HP: 10 (d8, +2 Con)
AC: 18 (+3 armor, +4 Dex, +1 small)/19 against larger opponents
Touch AC: 15/16 against larger opponents
Flat-footed AC: 14

Languages: Common, Halfling, Elven


Apologies for two back-to-back advice posts; it seems I have a few quandaries rolling around in my head...

I'm trying to decide which Ranger archetypes to take for a character that is going to take 6 Ranger levels on his way to Arcane Archer; although it's likely that I'm going to go back to Ranger after three levels of AA, that's not been fully decided.

My two preferred options at this point are either Spirit Ranger (for the extra, spontaneously cast spell) or Guide/Skirmisher (I love the flexible application of favored enemy that Guide has; not sure which Skirmisher tricks I would take - probably start with Chameleon Step). In part, the choice is of spells vs. tricks/flexible favored enemy. I feel like there are some good spells, that would remain useful for an archer character with a low caster level (such as gravity bow), but I also already have a level of wizard (in preparation for AA), so I do have access to spells without the Ranger spells. On the other end of the spectrum, the flexible favored enemy is awesome, and the tricks would just be a nice bonus.

Any thoughts?


Hi All. I've been contemplating my first rogue build (a combat-oriented two-weapon fighter halfling), and I have a few questions.

First off, I was wondering if anyone had any experience with using bluff to feint in order to make one's opponent flat-footed. I've seen various thoughts on the feasibility of this, but I wanted to see if anyone had any hands-on experience.

Second, and more generally, I'm just curious with everyone's experience with a finesse rogue: my main worry is that if I don't score sneak attack, I won't be contributing much. How often do you find yourself able to get sneak attack? Did you feel viable in combat (with all the skill points, I'm not worried about contributing out of combat)?

Also, I'm considering taking one or more levels of Alchemist (vivisectionist) - I like the class, and I feel the access to a few self-buffs, plus the mutagen, would be a really nice addition to the build. Plus, I won't lose any progression on sneak attack, so there doesn't seem to be much lost with a bit of a dip. Does anyone have any thoughts on this, in any regard? My current thought is to start with 2 levels of Rogue, then 1 of Alchemist - from there, I may just go straight rogue, or perhaps keep the 2:1 pattern up.

Thanks, All.


Hi All. Just wanted to get some confirmation - is it correct that the AC bonus provided by bracers of armor does not stack with mage armor?

Just wanted to be sure; thanks.


Hi All.

A while back, I had started a playing on EnWorld's "Living Pathfinder" forums with a level 1 wizard, with the intention of working towards Arcane Archer. Initially, I had planned to take 1 level of fighter/wizard the rest of the way, until I qualified for Eldritch Knight, then take a few levels of that, a few of AA, then EK the rest of the way. For a variety of reasons, I've decided to go with a more front-loaded, martial-oriented build. I realize there are some drawbacks to this approach, but it's what I'm going to do. Part of the impetus for this was that I felt the character called for ranger levels.

I'm about to take my second level, which means that I need to finalize my plans. Given my criteria (already have one level of wizard, want some levels of ranger), I feel I have two options in working towards AA: go six levels of ranger (I would choose the Spirit Ranger archetype), or take two levels of ranger (Guide archetype) and four of fighter (archer) (not sure what the order would be - probably 2 ranger/4 fighter). The former option gives me three lvl 1 ranger spells/day, 16 additional skill points, and possibly improved precise shot (if I decide to take it at lvl 6, which is likely), the latter option gives me an extra feat (with which I would either take Arcane Armor Training or Arcane Strike - probably the latter, as it fits the AA build concept and would make my own level of wizard valid earlier on) and would set me up to pick up Expert Archer for +1 attack & damage after my three levels of AA. I'm not sure which I prefer, which is why I'm asking for some input.

As an aside, I am a bit disappointed with AA - I've always loved it as a concept, but didn't really understand the crunch until after I set out on this path; for instance, I was really disappointed that enhance arrows doesn't stack with a bow's enhancement - I know there's some argument about this, but I'm pretty sure that's the case - which kind of renders the first level of AA useless. Even so, I'm still committed to the taking the class at this point, if for no other reason than I'd otherwise have to scrap my character on LPF, which I'm unwilling to do.

Think that's enough information to start with; any input will be hugely appreciated, as long as it takes my aforementioned preferences into account.


Hi All. Let me apologize in advance, because I know this has been addressed in extant threads, but I'm having trouble finding said instances.

If I have an eidolon with multiple pairs of limbs and the two weapon fighting feat, can I make multiple attacks with crossbows per round at only a -2 penalty? Would this penalty be -4 if I were using bows?

Thanks for the help!


Hi All.

I've been contemplating a Master Summoner build (mostly for my own enjoyment, and in the hopes of finding a future campaign for him), and I was hoping for a bit of input on his eidolon. At the moment, I'm not interested in using it as a mount; I much prefer the idea of the eidolon being a companion, in some ways mirroring the PC. I know there's been a lot of talk about using UMD for the eidolon, which I like the idea of, but I'm unsure as to what wands would be best for use in combat - any suggestions in that regard would be helpful. Beyond that, what else does the eidolon do? Take a ranged weapon proficiency and fire its crossbow/longbow every other turn? I know going the skill focus/stealth route is an option, but I'm interested in finding ways to make the eidolon more function within the context of combat.

Any input would be appreciated.


Hi All.

I was just wondering if anyone had an opinion on how the alchemist's spontaneous healing discovery compares to toughness - is one better than the other? I'm drawing up a melee alchemist build, and I'm trying to decide whether to take toughness or extra discovery (spontaneous healing) as my level one feat.

Many thanks.


Hi All. I had a question about an arcane archer build I'm contemplating.

After much pain and anguish, I'm heavily leaning towards 1 Wiz/6 Ranger/X Arcane Archer (I'll figure out the rest later). I had initially planned to go 1 Wiz/1 Fighter/4 Wiz/3 Elritch Knight/X Arcane Archer, but decided that for this character I'd prefer either the extra feats of 1 Wiz/6 Fighter or the skills/spells/animal companion of 1 Wiz/6 Ranger. I'm leaning towards the latter for reasons of flavor and versatility; I understand it is not combat optimal.

I did have a question, though, about the usefulness (both short- and long-term) of the ranger's animal companion for this build (one of the big selling points of the class for me). Since I'll get it at character level 5 (I'll likely choose a small cat, if it's any help), I was afraid about the animal's combat viability (both in terms of contributing damage and, more importantly, just staying alive). I would likely take Boon Companion at character level 9 (no sooner), but wasn't sure how the companion would fair a) in general, and b) during my first level of arcane archer, before I can take Boon Companion. So any advice would be much appreciated on the animal's viability. If it doesn't seem like it'll be of much use, I might lean towards taking 6 levels of fighter (or perhaps even my original build) instead.

One thing worth noting: I would prefer to have an animal that could survive in the thick of combat (i.e. I wouldn't really be interested in taking a bird for its auxiliary abilities).


Hi all. I'm hoping to get some advice on a few dilemmas I have regarding a monk character I'm building - this is my first attempt at the class, so I don't have any practical experience at the moment. I don't know what the rest of the party will be like at the moment, so that aspect won't really play into the discussion.

Question 1: I'm very interested in the monk of the sacred mountain archetype. For the most part, I like the very pragmatic, front-line oriented bonuses that it offers. My only hesitancy regarding the class is the loss of evasion and its improved version, which obviously is pretty huge. Do you think giving up this ability is worth the bonuses you get? FYI, I'm perfectly happy to give up slow fall, high jump, and tongue of the sun and moon.

Question 2: I've boiled down my choices of race to either aasimar or human. The extra feat and skill point and flexible ability bonus (to strength) of the latter are great, whereas the stat boost to wisdom (I know charisma isn't ideal) and the energy resistance of the former are nice, although I'm unsure of how useful the energy resistance would turn out to be (my guess: useful in the short-term, less so in the long run). Any thoughts?

Question 3: What are peoples' thoughts on the monk of the four winds archetype? I think I would prefer the extra, scaling damage of elemental fist to stunning fist (which, when combined with the extra damage potential of drunken master, which I plan to take, could make for some nice knock out blow potential), but I'm open to changing my mind on that. I would much prefer abundant step to slow time, but it's a late-coming ability (I'm uncertain as to what level the character would get played up to), so I'm not overly concerned about the loss, unless it's just that good.

Think that covers it. Thoughts would be more than welcome.


Hi all.

I'm new to tabletop RPGs, and just started playing my first ever game (a PBP game over on Mythweavers) earlier this week. So far, I'm enjoying the heck out of it.

I just thought I'd share what will probably be remembered as one of my formative Pathfinder experiences. My group encountered a prison break in progress; it was mostly goblins and hobgoblins, but there was also an ettin that was tearing up everything in sight (all the more awe-inspiring since we're a bunch of level 2s). Anyway, the ettin eventually was brought to his knees via a grease spell, and beat up pretty good by the party summoner's eidolon. The eidolon got thrown clear, however, and my PC (a gnome alchemist) squared off from a distance. I set the scene thus (I've edited it slightly for language):

Post:
Turning back towards the ettin, he was just in time to see the wolf who had so valiantly stepped into (err...I mean rudely interrupted) the fight take two brutal blows from the planks wielded by the kneeling giant, sending it flying. That s.o.b. just doesn't know when to quit, does he? Well, let's see how he likes this. Right hand still aflame, Qui once again reached for a vial strapped to his side; with a fluid, peculiar flick of his wrist, he executed the very particular kind of violent motion necessary to bring the chemical agents therein into reaction with one another. Eyes narrowing, he focused in on his target. In that moment, everything else seemed unimportant: the sounds of people in the crowd screaming in fear, the noise as those nearest the conflict struggled to get away, the shouting of the guards behind him. Time stood still, and the very air held its breath. Qui stood, focused, a tiny, defiant figure staring down one of the biggest living creatures he had ever seen.

Suck on this.

He lobbed the bomb.

Right. So anyway, he's standing there, focusing, sizing up the ettin, throws the bomb, and....I roll a 1. Epic whif.

So anyway, I just thought I'd share this formative roleplaying experience with you all, when my sense of the scene ("here's our great hero preparing to slay the giant") totally clashed with the outcome via the dice. Laughter is welcome. Anyone else want to commiserate?


Hi All.

I'm drawing up a gnome character for the first time (which I'm quite enjoying), and I was wondering if someone could give me a better idea of the numerical span of their various age brackets. Going off the various minimums provided for each race, is a 49 year old gnome roughly equivalent in maturity to a 17 year old human? i.e. would the former just be taking his/her own in the world professionally?

Many thanks.


I'm working up a lvl.8 alchemist for a PBP game, and I've purchased a Headband of Vast Intelligence +2. I understand that, generally speaking, the sorts of bonuses applied by such items are applied retroactively, which makes me think that I have an additional 8 skill points to divvy out. However, in the item's descriptive text, it says "a headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses." Do these skill ranks count as the retroactive skill points endowed by the bonus, or are they in addition to them? I'm guessing the former, since the latter seems a bit too good to be true.

Many thanks.


Hi All.

I'm working on an alchemist build for a Greek-themed E6 Pathfinder PBP game; you can read about all about it here. My general idea is to play a bomber, using a sling as my secondary weapon (chosen in part for flavor reasons; the damage roll has been house-ruled up to 1d6), and also buffing the party as needed. I'd really appreciate any comments/insight on the below build.

20 pt. buy. Starts at lvl.6. Using Core and APG.

Aristodemos
Human

Str: 11 (including +1 from lvl.4 ability advancement)
Dex: 16
Con: 10
Int: 18 (including +2 racial modifier)
Wis: 12
Cha: 8

Traits: Heirloom Weapon (sling) and Indomitable Faith (potentially negotiable)

Feats:
- Point Blank Shot
- Precise Shot
- Rapid Shot
- Undecided - I was thinking either weapon focus (slings or bombs) or Extra Bombs (though I could probably wait on these).

Discoveries:
- Precise Bombs
- Infusion
- Explosive Bombs

I've spoken to the DM, and he's said that I could eventually take Fast Bombs as an E6 feat, so eventually I'll be able to chuck 3 bombs/round if I so desire.

Spells:
1: Bomber's Eye, Cure Light Wounds, Expeditious Retreat, Crafter's Fortune, Shield, Enlarge Person, Identify, Detect Secret Doors
2: Alchemical Allocation, Invisibility, Protection from Arrows

Haven't touched skills yet, but with the ample amount of points I'll have, I shouldn't have too many tough decisions to make.

Now, the second part of my question comes from the fact that I am a complete newb to tabletop RPGs, so I'm having trouble figuring out what gear I should buy. I figured I'd get a portable alchemist's lab, but beyond that, it's all open for discussion (note: due to the Greek theme, (non-crafted) magic items are going to be considered rare and therefore cost x3 their listed price). Relatedly: I should be able to buy additional formulae known as long as I pay for them out of my starting gold, correct?

Think that covers it. Many thanks, all!

EDIT: If anyone wants to weigh in on which gods I should cull favor from, please do - I'm planning on starting with Hephaestus at 20 and Hermes at 10.


I was just curious to hear about peoples' experience with campaigns in which the group was predominantly evil, and/or involved in comparable activities, particularly in campaigns that lasted a while. What sorts of activities did you undertake? How did you keep yourselves busy, both on the short and long term? Similarly, I'd be curious to hear about peoples' experience with evil-ish characters.

I was eying the diabolist prestige class and got to wondering about its applications.


Hi All.

I'm pretty new to Pathfinder (and d20s in general, for that matter), so I wanted to see if I could get a bit of help on a build I've been contemplating.

I really like the idea of playing an Arcane Archer, so I'd like to build towards that, and was leaning towards doing so via Fighter 1/Wizard 5/Eldritch Knight 3 (then onto Arcane Archer for 4+ levels, then who knows). My main question has to do with which school I should choose for my wizard levels: I'm leaning towards either transmutation (primarily for the ability score bonus, although I worry I'm placing too much emphasis on that) or conjuration (mainly because I like the idea of my own personal line of defense provided by summon monster). Of course, I can use summon monster in either case, but I wasn't sure how much of a benefit the extended summon durations would be for a conjurer, because I don't have a lot of in-game experience.

Any help would be much appreciated.