Hialin

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For an upcoming character who will have a servant not fully under their control I was looking into researching a spell that allows one to share self range spells with an ally, only a rough draft, as will quickly become evident

[insert name here]
school (enchantment or transmutation)
level: Wizard ?
cast time: 1 min
component: V, S, M(?)
duration: min/hour lvl?

For the duration of the spell the target gains the share spell ability as a familiar, allowing you to cast spells with a range of self on the target as a touch spell and allowing you to target them with spells even if they don't affect that creature's type.

The name will come with time and is the least important part, but what of the level and duration, what would be reasonable for these two things. The DM left the decision to me and then running it by him, but I don't want any others who see the spell to exploit the spell too much, as they will be fighting similarly

(for those of you who are curious and may be thinking about it, this was based off of Fate/zero, and I am looking for a way to buff my servant with more than just enlarge person)


This is just seeing various opinions on how one would handle a situation. A paladin walks into a bar with detect evil active and everyone but 2 people in the bar pings as evil, at least, everyone he examined, at least 30 people. He walks up to the two and says "I am seeking to cleanse the world of evil, will you help me slay these ne'er-do-wells in this bar"

The two non-evil people are bouncers working for coin, not evil, just a job. They tie him up, and turn him into the city guard. He is punished for conspiracy to commit mass homicide in a way that doesn't instantly kill a character literally 15 minutes into a campaign, they break his sword arm, giving combat penalties until healed.

He trades his paladin levels for rogue levels, asks to change his alignment to LE, and goes along his way. He rejoins the party and begins to hunt down the people the group was hired to with his new found street smarts.

Two other party members are waiting for nobility to answer them at the door. He sneaks into the estate, steals dragon scale tapestry (it was an eccentric home), and leaves. The party finds out who the next target may be and, not knowing about the rogue's theft, offers their protection to the next likely target. He is left to guard the roof, he abandons his post, and steels gold and a trench coat that he insisted on.

Returning to the roof the thief, a shadow dancer pops in on him. They fight, he nearly kills the dancer who runs away into the night never to be seen again. The players meet back up and try to track the shadow dancer but fail.

The rogue attempts to lie to the other players, saying that the shadow dancer made off with plenty of nice, expensive things. They pass sense motive and he runs away, jumps on a horse and runs. The party warblade/spellslinger(weird I know) takes a shot and hits for 39 damage. The party arcanist summons a mount and goes after him. After getting out of the city into the surrounding farmlands the arcanist casts gravity bow, making the concentration check on the galloping horse, and shoots the rogue, knocking him unconscious.

I ask for your opinions on the players actions, was the punishment for the mass homicide excessive? Death would have been bad for the player so I avoided that. He then becomes a thief, acceptable, but then he ends up lying to the party and they had to chase him down.

How should I handle this in the future? I am trying to keep with the fact that actions have consequences.

This being a metropolis city the warblade asked if it would possible to find a wizard to curse him to prevent it all, as the party is only level 7 and the arcanist cannot do so yet.


If you happen to know about Fate/ Extra and etc. that would be quite helpful for ideas as I have not taken part in watching/reading any of it but making it into pathfinder was fun last time so a pvp version may be interesting.

The other GM of my group wants to do a pvp game based off of the "Fate/[insert part here]" series. He picked a number of us from the group, one for each servant type. For those not familiar witht he servant "classes" They are Saber, lancer, berserker, archer, assassin, rider, and caster. Sabers apparently focus on standard combat with swords, lancers are apparently fast and use long, piercing weapons, berserkers are basically barbarian+ being totally insane but rock at smashing stuff into tiny pieces, archers focus on ranged combat (or in pathfinder dervish dance) assassins are stealthy and basically what the name says, and casters use magic.

Each player has two characters, a servant and a master, the master is the main character and they summon the servant when they require help. The servant receives a bonus to a stat equal to the modifier of their masters stat. Each master must have at least 1 caster level and is level 10.

There is one player per servant class, I got assassin. Assassins receive a +18 to dexterity, +2 to all mental stats, and -10 strength, they are allowed to use dex for hit and damage, including 1.5x dex mod on two handed weapons.

I have come here to ask you to critique my build. We are level 21 with excessively high stats, as you will see below. My classes progress rogue2/ fighter 19. Feat progression is in the second spoiler below.

Base ability scores before any bonuses from the servant class are a 32 point buy +10 to every stat after the point buy.

I am a goblin, I traded my 30ft move speed for 20ft move speed 10ft climb speed.

ability scores, AC, HP, and Saves:

Strength: 10 (10+ 10
(base stat increase) +2 (bonus from master) -2 (Goblin) -10 (assassin))
Dexterity: 60 (bought up to 18+ 10(base stat increase)+4(goblin)+5(levels)+5(bonus from master)+18(from assassin bonus))
Constitution: 28 (bought up to 16+ 10(base stat increase)+ 2(master))
Intelligence: 26 (bought up to 12+ 10(base stat increase)+ 2(master)+ 2(assassin))
Wisdom: 20 ( lowered to 8 for point buy+ 10(base stat increase+ 2 (bonus from master))
Charisma:26 (bought to 14+ 10 (base stat increase)+ 2 (bonus from master)+ 2 (assassin)- 2 (Goblin))
Hp final: 335
AC:51 (too much to explain but i am wearing +5 fullplate. no mithral allowed but it doesnt matter other than the -1 armor check penalty)
Fort:20
Reflex:39
Will: 11

Note: he has allowed a bit of 3.5 specifically, skill tricks and the level 21 feat below

feats and talent:

1: Skill focus stealth
2 rogue talent: Fast stealth
3b: weapon focus
3: stealthy
4b: dazzling display
5: go unnoticed
6b: weapon specialization
7: sneaky vagabond
8b: shatter defenses
9: skill focus climb
10b: greater weapon focus
11: dodge
12b: mobility
13: (3.5 feat) freerunner: 2 movement skill tricks, Wall jumper and back on your feet
14b: greater weapon specialization
15: (3.5 feat) Urban stealth +3 stealth in urban areas outside, not inside the buildings
16b: underfoot
17: sow terror
18b: improved critical
19: quick draw
20b: agile maneuvers
21: epic skill focus stealth

The game will take place in a modern urban environment so urban stealth and disguise were useful my stealth bonus before the final tweaks to be added when the mechanics are finished is 76 without sneaky vagabond or urban stealth applied.

Also on the mechanics and flavor sides each servant has something called a noble phantasm. Based on description from the GM and others this is embodied by the weapon and it can be used to create amazing effects. Mine has already been approved and it is as follows

noble phantasm:

If someone has seen me in the past 24 hours and cannot see me, or expects to see me in the next 24 hours and cannot see me they are shaken. If I am undetected by a shaken foe I can study as the assassin class feature death attack requires but only for 1 round. After doing so I can coup de grace the target.

Now in a previous campaign of similar basis i was also an assassin but we worked cooperatively so my shenanigans were a good thing, now not so much. Everyone else happens to know about my love of being a sneaky punk so there is that and now the saber and the archer have a focus in finding me. They are more combat able than me only because of servant class and this countering will be an issue.

I request aid in refining the feats and other bonuses, I did not two weapon fight because that is a feat tax that is a bit iffy and our weapons are +15, split between the two if you two-weapon fight, and the grim reaper idea was hard to pass up. I use a naginata for the x4 criticals so that is nice.

Any suggestion on tactics are also welcome, I have not made the master other than a rough draft but I am thinking summoner or wizard/rogue/arcane trickster.


My group is doing a side campaign we may return to occasionally just to have fun away from the main group. I have a DMPC who exists soley to help the campaign along and just be fun.

Now, we rolled stats. 4d6 drop the lowest, repeat 7 times and take the best 6. My final roles came out to 9,11,11,12,12,14. which I arranged as such after racial, including losing a bonus feat and skill rank per level for an extra +2.
str: 14 (12+2)
dex: 16
con: 12
int: 11
wis: 11
cha: 11

Despite these bad rolls i decided to play this to see if I could. As a result I went back to an old idea of mine, the most mundane adventurer ever.

He is a fighter (altered class features to give them 4+ skill ranks, catch off-guard, bonuses to combat maneuvers, and 2 more knowledge skills.) who pre adventuring was a blacksmith and with some discussion and convincing traded his fighter bonus feat for skill focus craft(armor) to match his skill focus craft (weapon). His traits are talented blacksmith and rich parents to help fund his business and and his adventuring.

I plan on making him based on using non-magical equipment in order to prove a well made sword and armor along with a few non-magical explosives is all that is needed. He has a horse that stows his 10 alchemist fires, 10 acid flasks, 5 liquid ice, and ghost salt weapon blanch. I want his feats to help him with his mundane abilities. There are no casters so his lack of magic gear will not hurt too bad but getting the most out of alchemical gear would be nice.

I plan on taking point blank shot, precise shot, throw anything, fire in the hole, and anything else to help but i need suggestions on order and other feats to help out.

I apologize for the poor organization, it is late and I find it hard to put my character ramblings into a concise an organized format.


In a recent campaign we are playing as gestalt characters. I decided I would try and play a sniper rogue/ crossbowman fighter. I planned out my build and i decided on all the vital strike things and I can prepare an action to vital strike at 7 to deny dex and get sneak attack and with my heavy crossbow do 2d10+4d6+1/2 dexmod+weapon training and spec.

However, until then I am useless. The others are martial adepts but they are both in melee and range seemed like a necessary thing. (It would be a caster instead but the DM has hatred because of 3.5 but that is a different post.) In combat I do not ever have cover or anywhere to hide. The only time creatures are flatfooted or denied dex is when I go before them. The fights are OK but we never have different lighting and advanced things like cover or other combat modifiers are rarely used. I am almost useless compared to the others(martial adepts targeting touch or flatfooted or dealing an extra 2d6 just because). Our last fight we were level 3 so I had a masterwork heavy crossbow and my total to hit was 9 (3 bab+5 dex+5 masterwork). I was able to sneak attack one creature and that was 2d6 of my 1d10+2d6 damage. The following rounds consisted of me running from the rest of the creatures as they came after me and the other creatures were fighting the other two PCs. I felt totally useless. My melee is sub-par in that I only have 12 strength so hitting is not exactly common. So what should I do to help with getting sneak attack until I hit level 7, or even after so I can get it on full attacks? What gear do you suggest to help.

Also at level 7 I get hellcat stealth which helps but isnt exactly guaranteed. At level 8 I am getting major magic to get vanish and use that to the best of my abilities, but until then I have a feeling I will be extremely useless.

Do I just have to tough it out until 7 or is there a way to get this to work?


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EDIT: please don't flame against others, this is about being a paladin act like one while responding.

So heres the thing. In my game there is a mimi paladin of sarenrae, they argue that invisibility is a reasonable tactic in certain circumstances because of the herald of sarenrae (sunlord thalachos) will use invisibility if the foe is clearly stronger than him. Is this reasonable? Does this conflict with the paladin code it seems ridiculous that sarenrae will say
"Oh you fought like my herald, I want my powers back, go atone for your misdeeds against my religion and then you can have them back. I don't care that my herald can act deceitful in fights you can't."

I restricted him to "you can use it if fighting honorably would endanger innocents or fighting deceptively would result in the redemption of someone evil. Never to be used against someone you can beat with relative ease."


So here's the thing, In my group as filler before we start my next campaign I wanted to do something that would just be fun for the group to try. They have all made level 20 characters on a 30 point buy, 3 traits, and 1.5 wbl (1320000 gp if you're curious). One of the players made a thrown weapon character because now he could afford the dex and strength required to use it. He is using javelins and looking for feats specific to javelins or piercing weapons and we came across hamatula strike.

Hamatula strike allows one using a piercing weapon to make a grapple check when you damage an opponent with a piercing weapon, albeit with a -4 penalty.

Now since he is using javelins (a piercing weapon) when he throws his javelin and hits he can make a grapple check and according to the PRD

PRD wrote:
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).

So if he uses this feat in conjunction with javelins he can grapple his target from a maximum of 30ft with no range penalties but if he uses a distance javelin and eats the range penalties that is up to 300ft. This is cool but a bit unbalancing in regular play.

For this campaign we have ruled it as ok because it is clever and at level 20 you are stronger than the herald of a god and they are +5 speed returning distance javelins but regarding future campaigns should I allow this? I'm assuming not. And also is this RAW or did I miss something?

I apologize for my ramblings, I'm bad about being concise.


So a friend of mine brought a up point in the magus rules and I thought I covered it well but he doesn't agree so I come to the people of paizo asking for advice.

He claims that if a level 4 magus casts frostbite The situation is as follows.

1) Cast frost bite
2) move into range
3) make free attack with weapon
4) enemy goes
5) next turn free frostbite attack
6) spell combat melee attack
7) Spell combat shocking grasp
8) free shocking grasp attack

The extra frostbite attack is an issue, is there anything regarding this, it seems wrong.


Ok, so heres the thing, last night I was DM'ing a gestalt campaign that is reaching a close. The party had been recruited by a very regal looking man who claimed he wished to use an artifact to help his people and anyone else who agreed to his terms to create what would have essentially been a gigantic demiplane in order to escape the turmoil that is happening in the world (Big war going on, PCs got tired of it).

the situation:
Now here is the biggest issue, I decided to make it so that their employer would end up destroying the world or most of it in the process of creating his demiplane. They went to the temple, got to the room where the artifact was held and found a note that said "Ha Ha, fooled you." Upon exiting the temple they came across a group of secondary heroes that would either attempted to kill had they refused to assist them or traveled with them in hopes of fixing everything as well as revealing the BBEG's plan's side effects. Well they travel for three days and come across a small village of people the NPCs say are working with the BBEG (they were) and as such they killed the enemies therein and found a note confirming suspicions of their loyalty and the side effects.

After all of the roleplaying the Party leader says "Ok, who can scry?" No one says anything including the party they were traveling with. "Ok, who can teleport?" Again no answer, we agreed to just have the other party have a scroll of scrying and next time we get together they will find a means of travel.

We did this because the party wanted to finish the campaign but I want to avoid this in the future, so how should I handle this in later campaigns. This one has been going fo a while the party is a group of level 15 gestalts and they have become fairly attached to them ( well some, one player is on his second character that is just a druid gendarme charger on a lion with nothing about his character)


Any of the people in my group stay out, thats you people who are participating in both the gestalt campaign and a fate zero campaign( for those of you who dont know my screen name), dont continue if you're one of them wont end well if you do.

spoiler:
Ok, so i have an issue. This fellow player of mine who also GM's his own campaigns occasionally. He is of the firm belief that casters are morbidly overpowered and horribly unstoppable. I believe this to be bleed over from him reading the Giant in the Playground boards about 3.5 and seeing the broke-ness. though he is wishing a massive over haul, he proposes a change to them reducing power and arguing that martial classes are worthless with them as they are. I believe the have large amounts of power but martials have something they never can and thats the ability to hit something of equal challenge rating consistently with out a daily limit on their main form of offense.

So i ask you is there a way to explain how they arent overpowered, because i tone down my stuff, I make my stuff good but not necessarily optimized, i take cosmopolitan a lot. H plays martials their dps is high and mostly he is annoyed with the battle field control, such as create pit, black tentacles, wall of force, summoning, and other things that make it so martial can hurt them like fly, over land flight during a battle, various other things.

So if you can tell me how to prevent him from despising casters, in the gestalt mentioned at the top for a while he was actually a sorcerer barbarian who mostly used self buffs in the gish style of play. He has also played a bard before helped with designing summoners, druids, and clerics so the biggest beef is with arcane casters with 9th level spells. One of things he brings up all the time is 3.5's chain gating solars and what not (but you know gm what not can screw you on this). most of the time its actually impossible to cast the highest level spell because most campaigns end at like 10.

Any help with showing/ explaining how fighters, barbarians, cavaliers, samurais, and various other mostly martial classes aren't completely destroyed by tenth level would be nice, please no snarky or insulting comments, thanks in advance.


I was wondering if Cyphermage is any good in practice. Wizards easily qualify and it gives full spell per day progression. They can even make/ buy scrolls at a lower level and use them at their level so is there any big downside to this prestige class. I plan on using it for gestalt though it really only has anything to do with the wizard part of the character. Not to mention that being able to make 2 lower level scrolls per day and adding a couple of not entirely worthless things to the summoning lists of some spells.


Ok so it's my friends turn to DM next campaign and we are running a high powered campaign. Now this next part will probably sound crazy but for stats we rolled 6d6 each, rerolled the two lowest and any ones. We then picked a high stat which got a +6 and a low stat that couldn't exceed 14 at character creation. Hearing that I decided I could make a really cool rogue (High Dex, Con, and Int I think yes). Then we picked a type that we are which our options were Saber, Archer, Berserker, Assassin, Lancer, and Rider (apparently from something I'm largely unfamiliar with). I went Assassin, which gives +6 dex, a +2 to all mental stats, and you may use dex in placee of strength anywhere it benefits you. I picked Goblin as my race (mostly for the +4 dex, the stealth bonuses, and the fact that my lowest stat was 16 and going to strength so it didnt have any effect being down to 14 and all for the low stat) which after all said and done puts me at 44 dexterity. This game will also have no wondrous items (most likely)
Now here's the issue, I'm not really sure how to build my self, I'm pretty sure I should go two weapon fighting for the maximum sneak attacks. Though I'm not quite sure what all to grab and when feat and rogue talent wise. And then I was also thinking about Going into the Assassin prestige class starting at level 12 in order to get 11d6 sneak attack, is that a good idea?

My total stats came out:
Strength: 14
Dexterity: 44
Constitution: 25
Intelligence: 27
Wisdom: 25
Charisma: 19

This is the general outline for feats I was thinking about.
1: Two-Weapon Fighting
3: Skill Focus Stealth
5: Double Slice
7: Hellcat Stealth
9: combat expertise
11:?
13: Ability Focus (Death Attack)
15: Greater Two-Weapon Fighting
17: Two-Weapon rend
19:?

And for the rogue talents
2: Fast stealth
4: Weapon training(dagger)
6: Swift poison
8: Combat Trick (Improved Two-Weapon Fighting)
10: Feat(Dastardly Finish)

Sorry it was so long, lot of changed rules to cover.


Based on what I'm seeing if something fails its first save against the witch's death curse they are stuck exhausted forever?

the Death Curse hex

Quote:

Death Curse (Su): This powerful hex seizes a creature’s

heart, causing death within just a few moments. This hex
has a range of 30 feet. The hexed creature receives a Will
save to negate the effect. If this save is failed, the creature
becomes fatigued the first round of the hex. On the
second round of the hex, the creature becomes exhausted.
On the third round, the creature dies unless it succeeds at
a Fort save. Creatures that fail the first save but succeed
at the second remain exhausted and take 4d6 points of
damage + 1 point of damage per level of the witch. Slaying
the witch that hexed the creature ends the effect, but any
fatigue or exhaustion remains. Whether or not the saves
are successful, a creature cannot be the target of this hex
again for 1 day.

I don't see a duration if they happen to pass their fortitude save does that mean they are forever exhausted?


7 people marked this as FAQ candidate. 1 person marked this as a favorite.

Ok, I know this question has been asked before but throughout all of my searching I never found a definitive answer. Under familiars it states

Quote:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

So does this mean that for every odd hit die I get that my familiar would get a feat as well?


Ok, here's the issue. Currently I'm running a gestalt campaign in which the players are a party nine strong and well made and fairly dangerous. My main issuee is for fights i generally create NPCs myself and most recently they faced two fighter/ wizard Taddols (third party race from alluria publishing) that were two weapon fighters with adequate damage 74.8 average per round and then casting (one evoker with no abjuration or divination one transmutation with no divination or necromancy). The issue is I cant really find a balance. This fight could have easily ended in a TPK with a simple application of black tentacles that I chose not to use and then showed them afterwards to show how reckless they were but back to the issue.

Today(the day after) one of my players told me that the encounter was imbalanced and was too deadly and that making the enemies was done a little too well and also said a similar thing after I warned him about a highly defensive enemy that still has like 252 dpr at level 14(magus/ fighter) without power attacking. However they out number pretty much every party (8 pcs two of them summoners one of them bought a hippogriff).
Generally they can just outnumber the enemies and slaughter them maybe one person goes down and too much role-play is difficult with the group. So now my question, can You give any advice on how I should be building the enemies. Should I include more skill stealth enemies or just more mooks style ones.


Ok, for a while Ive been seeing this whole AMBARBARIAN thing and it got me thinking, since I can use a lance one handed on a horse can I not two-weapon them? And if so can I get the spirited charge on all those attacks? So I set out to find how well a charging pouncing barbarian is. Now I realize there are loads of debates about the AM BARBARIAN and that is not quite what I'm building its just inspiration. So on to the build I've tried to put together

Spoiler:
25 point buy Human
starting stats:
20 (18 base+2 racial)
18
10
7
7
9

ending stats:
36 (20 starting+4 levels+ 4 inherent+ 6 enhancement+ 2 profane(succubus)
25 (18 starting+1 level+ 6 enhancement
10
7
7
9

feats:
1: two weapon fighting
1: mounted combat
3: ride by attack
5: spirited charge
7: improved two weapon fighting
9: double slice
11: Greater two weapon fighting
13: two weapon rend
15: power attack
17: weapon focus lance
19: improved critical lance

rage powers:
2:lesser beast totem
4: ferocious mount
6:beast totem
8:greater ferocious
10:greater beast totem
12:ferocious trample
14:superstition
16:witch hunter
18: spell sunder
20: sunder enchantment

I think his to hit ends up as +43/38/33/28 while raging with a +5 lance is that right?

Also if possible can I request the dpr on this and any changes that may increase it, Im trying to build this for either a future enemy or a character so I need so help. Thank you in advance.


So if you would empower magic missile how would it work because the way I see magic missile is one spell with five sources because you can pick seperate target. Empower spell cause te variables to increase by 50% so would tat increase numbe of missiles or how would that work? The reason I ask is because a player with the Orc bloodline realizes that of he can cast it with more damage dice what happens for empowered causing his arcana to increase.

On an off note is blood rag for the Orc bloodline suppose to increase spell damage or what cause that makes little sense but I'm just wondering.


So if you would empower magic missile how would it work because the way I see magic missile is one spell with five sources because you can pick seperate target. Empower spell cause te variables to increase by 50% so would tat increase numbe of missiles or how would that work? The reason I ask is because a player with the Orc bloodline realizes that of he can cast it with more damage dice what happens for empowered causing his arcana to increase.

On an off note is blood rag for the Orc bloodline suppose to increase spell damage or what cause that makes little sense but I'm just wondering.


So are there any rules about extra points left in a stat buy it should I just Try and convince the player to rework the numbers?


For a campaign I am currently running I want to make a wizard who is a follower of Nethys. I have most of the feats down and now I need him to be fleshed out personality wise.
I want him to have similar issues as his deity with the whole help the world/ destroy the world. Now the real question.
How do I role play this multi-personality character with out him coming off as a joke to the PCs. If he shifts personalities back and forth to his opposite one then my PCs will think of him as a joke, so how do I have him act to appear as a serious concern but also a possible boon.

the issue in my group is that they don't get really immersed into the game but a few of them do so I want help with him appearing as a real person and not some joke waiting to happen. Is there a way to make his personalities extremely discernible without it being overly dramatic, how would you run this if need be?


Ok, in a gestalt campaign in a homebrew setting I am currently playing I am a human wizard/ barbarian with conjuration as his school and abjuration and divination as opposed who plans on attempting combat control. We have been allowing anything on d20pfsrd.com and the GM has used this liberally. But, here's the thing.

In my party we also have a barbarian/ sorcerer with an int of 7 and as such in role playing has been bothering my character with his int of 20. After a little role playing he offered me the skulls of his defeated enemies as a gift from one barbarian to another and has offered to stay behind and study. I told him not to and we agreed to settle our differences between our ideals on the whole "lazy magic vs. learned magic" that has been going on. And as a result out of character we have discussed both of us multi-classing to the opposite caster as a sign of a forged bond.

I have planned on ending as wizard/ barbarian 11 and sorcerer/druid 9 so that I can get greater rage and also the ninth level ability for sorcerer.

My stats are
Strength:14
Dexterity:14
Constitution: 11
Intelligence: 20
Wisdom: 7
Charisma: 7
I plan on increasing Con to 12 at level 4 and putting the rest into intelligence.

The traits I took are Care taker and desperate focus.

So I have planned my feats ahead and they are as follows
1: Improved initiative
1: Dodge
3: Spell focus (conjuration)
5: Augment summoning
5: Silent spell
7: Improved arcane bond (for my bonded great sword)
9: Combat casting
10: Opposition research (abjuration)
11: spell finesse (intelligence, this allows me to base all casting on one stat)
13: synergistic training (wizard as first class sorcerer as augmenting)
15: synergistic training (sorcerer as first class wizard as augmenting)
17: synergistic training (druid as first class barbarian as augmenting)
19: (most likely) boon companion

and my rage powers will be. (note: at our table we allow a feat in place of a rage power because it stops things from falling off too hard late game though no item creation feats cause that would just be odd.)
2: moment of clarity
4: toughness
6: power attack
8: fast study
10: Opposition research (divination)

Now for the questions.
1: is there any feat replacements you would take in place of these?
2: what bloodline has the best bonuses only going to level 9?


In a homegame I'm currently running I've been having issues with a PC who is a little conceited about his character.

In this campaign I have allowed the players to be extremely powerful by giving them multiple wondrous items and having it be a high fantasy game to start off. This specific character has taken far too much to this as in he believes he is perfect.

He constantly threatens the party ranger, has charged in first and complained of almost losing his character and has kicked the alter of deity whose paladin was standing nearby. Whenever he faces an enemy, say a monk, and begins to lose all he does is complain, whine, and beg for help. This has happened twice now and he complains if he overhears me talking to a Co-DM about monks, grappling, or anything that stops him from
two-weaponing with his daggers. As a result so far he has tied the ranger up and placed him in-front of him as a meat shield, refused to move at all and then complain about not getting to fight, and also he tried to use an important NPC like he did the ranger (the only way i stopped this was by telling him the NPC was a Level 60 fighter and he shut up).

Basically I am requesting for assistance in 1) humbling him so hes less conceited and 2) show him how he could use tactics appropriately to increase his survival

note: he is relatively new to the game and I don't just wanna kill his character and burn all his gear and make him start over. So please be relatively gentle.


Ok here is the deal, in my group we allow general creativity and we enjoy seeing how strong the other players can get. So the other day i decided to take this to the limit so for the past week i have been scouring databases for ways to boost stats effectively to their highest. My first goal is to get the highest possible ability score which i have calculated to be 61 in non Strength, Constitution, and Dexterity and a max of 71 for those three via the use of barbarian controlled rage and alchemist mutagens(barbarian 19/alchemist 1).

I calculates as 18 base+2 racial+5 level increases +5 inherent+29 enhancement(that is using custom magic item creation rules and only spending the money of one standard level 20 PC and having a caster somehow make this using craft wondrous item which costs 841,000gp)

This is some thing i am just attempting to discover for the purpose of a campaign my DM is planning in the future in which he promised standard wealth. I realize that this burns so much of a PC's wealth that it is highly... impractical though it is fairly awesome.

I ask for thoughts on this if it is somehow rendered impossible by a hidden rule though i have yet to find it. Also please include any suggestions on how to increase this maximum.

Thank you kindly if you read


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