Raistlin

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Hi guys..
i'm becoming mad. I have to play my first session in a new Pathfinder Campaign with a GM friend. Here's my problem: i usually play wizard and i love Wizard but, unfortunatley, for a Campaign reason "arcane prepared caster" are gone. I'm lost.

so i decided to try the Druid.

We start from first level and i think we would play till 10-12.
After reading EVERYTHING about the druid my idea and concept is this:

I want to play a no-specialized druid. I know that in PF everything is a specialization in something but i'm sure that the druid can do that.

And this is the idea:

20 point buy

human menhir savant liv 1

str 14
dex 14
cos 12
int 10
wis 16
cha 8

i'm thinking about the +2 human bonus.. what about str 16 and wis 16? the idea is to be a good caster with buffs, some control and later fighting with Change Form and the help of some spell.

what i want to know is, i your opinion, if this thing is possible or
is too much general and no specialized.


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This night i couldnt sleep and i started thinking about a sorcerer specialized in force spell. i read a lot of interesting material in the forum.
Here's some ideas:

1) Normal arcane sorcerer (maybe tatooed) with increased caster level and all things referred to Battering blast. The goal is a +5 CL.

Trait: Magical Lineage (Battering Blast) (-1lvl for metamagic)
Secret of the Impossible Kingdom (Battering blast) (+1CL)

standard sorcerer build with all feats for a blaster:

1) spell focus (evoc) - mage tattoo (evoc)
3) Toppling spell
5) Spell specialization (magic missile and later battering blast)
7) Combat casting (bonus from arcane) - Greater spell focus (EVoc)
9) Intensify Spell
11)Greater spell focus (Evoc)

and so on (help me now until spell perfection)

The second idea is thr real idea but i want to know if all of these will be a)possibile b) efficient

Sorcerer Crossblooded Arcane/Orc (the dark side of the force)

Both Arcana so +1dam/dice with every type of spell and the Arcane arcana.

Only 1 spell to combat: Battering Blast (and some enervation sometimes but its not the point of this build)

the goal here is to maximize that blast:

+1cl from trait
+1cl from orange prism stone
+1cl from mage tattoo (Evoc) (bonus from feat)
+1cl from blooded initiate (bonus from feat)
+2cl from spell specialization (bonus from feat)
+4cl from Spell perfection

+10cl

at liv 20 (cl30) an intensified battering blast (3rd lvl spell thanks to gifted adept) will throw 6 blast for 7d6 each.

42d6+42 (flat bonus from orc bloodline) from the base intensified spell, force damage.

Even if this will not be possibile from the debate about spell perfection and feat bonuses i can still arrive easy to +5cl.

At liv 20 (cl25) the same intensified throws 5 blast for 7d6 + 7 each -> 35d6 + 35 force damage.

I would use blooded initiate only if this is allowed.

Crossblooded arcane/orc will (always human) will mitigate the drawbacks from crossblooded with an hedgehog familiar (+2 will save)
and the 3 spell bonus from the newarcana.

with both this build my idea is to grab BLINK or a Ring of blink and play safer with force spells.
The other interesting things is that i've a +1/dice bonus for every spelldamage i throw, so i can take some elemental spells for area blast and control too with a bit more damage

CMB

Battering blast start a bull rush against every target that takes damage from the spell. if more blasts hit the same target you can roll each bull rush against the same target using the best dice for the check. the CMB is CL + STAT + 10 each blast on the same target after the first.

If the cl trick is regular and assuming a charisma of 30 (20 base 6 item 4 increments) = +10

at lvl 20 = CL 30

damage 6 blast 7d6+7 each = 42d6 +42
CMB "the best of six rolls" + 90 (30CL + 10 CHA + 50 for 5 additional blasts)

at lvl20 = CL 25 (caster level trick not allowed)

damage 5 blasts 7d6+7 each = 35d6 +35
CMB "the best of FIVE rolls" + 75 (25CL + 10 CHA + 40 for 4 additional blasts)

I need some help with maths, impressions about the Xblooded arcane/orc (i think i will use the +5CL way).


Hi guys,

next week i finally play PF again after a long period of "no game life" .. as usual i start creating my Wizard for the campaign (my best class ever) but, this time something changed :P

The party lack a melee and this could be the right time to try my paladin idea.

I want to play a Paladin tied to the nature probably a paladin who worship Erastil and i want him to play with a celestial tiger.

So i found in the race book that Aasimar can have celestial companions and paladin has the charisma for Eldritch Heritage(Sylvan).

Adoptive Parentage: "Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race's languages and gain that race's weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait."

I will speak with gm for Skill focus Knowledge(Nature).

I'm thinking about a guy son of an important family of somewhere (i'm working on BG in this week too). The reign was attacked from something extremely evil that kill all the sons of the most important families in the country. His parents, at the cost of their lives, saved his life hiding him in a forest. A Cleric of Erastil (an aasimar) found the guy and grew him up, in the ideals of nature and community. animals became his best friends and he learned al lot of things about nature, animals and the life outside cities. A ranger teached him the basis of combat with sword and arcs.. He his too strong and not so agile so he decided to wear a bigger armor and a bigger two handed sword to balance this things. His god answered his prays and he became a paladin, devoting himself to the protection of the nature.

But the war arrived, and burned everything. He saved a little tiger from the fire of the forest and make a Oath of revenge against people who destroyed his forest.

Now that the story is composed, lets try to make this things number and choices in the respect of the rules :)

- Race Human (Adoptive parentage Aasimar)

- Stats i dont know the value of the pointbuy but i think i will use the standard of the vindicator paladin in the paladin guide.
High str and cha, then con, some int for skill point (almost a +1. Low wis and 11-12 dex

- Class Oathbound(Vengeance) Holy Guide Paladin

This combination reflects exactly my BG.
The Holy guide gains Knowledge(Geography) and Survival as class skill, and with a trait i gain Knowledge(Nature) too.
It changes the class with that bit of ranger that i want but leaving all the paladin abilities there.

at 3rd favoured terrain --> Forest (for a mercy)
at 5th a teamwork feat --> Improved Spell Sharing

so

1 - Aura of good, Detect Evil, Smite Evil 1/day - Feat: Fey Foundling, (B)Skill Focus Knowledge (Nature)

2 - Divine Grace, Lay on Hands

3 - Aura of Courage, Divine Health, Favored Terrain(Forest), Feat: Power Attack

4 - Channel Wrath, Smite Evil 2/day

5 - Divine Bond (Weapon), Feat: Eldritch Heritage (Sylvan), (B)Improved Spell Sharing (Teamwork)

7 - Boon Companion, Smite Evil 3/day

The Teamwork Feat is a great bonus cause i can take that with the tiger too, with the stat increment in INT from 2 to 3.
In this way at lvl 7 i've a paladin with a Large tiger with him.

He's not the perfect combatant cause the time spent in the forest was subtracted from a formal training that all paladins have, and it is reflected from the only Feat releated to combat and weapons:Power Attack.. He can buff himself and share nice and fun buffs with the tiger. Wrath, shield other, Aspect of Divinity, Blessing of fervor and so on.. he can heal himself with a big bonus gained with the long exposition to fey (Fey Foundling).. coupled with the Fey (Sylvan) Bloodline.. a lot of flavour about all this things.

I'll start at level 6 so the pc is almost done..
At level 9 : Celestial Companion

Later.. dunno atm. weapon focus, improved initiative, extra lay on hands..

that's it.. impressions?

Iknow that Erastil favoured weapon is arc and Divine Hunter is will probably well suited with this idea, but i want to have a big sword and stay in melee :) i play always squishy characters so i want to stay in the middle and kill things :)

But the Divine Hunter suits very well with this pg.


Hi guys,
i hope this is the right place to ask the question i have.
here we are:

if a cleric (Theologian Archetype) select Animal as her (only) focused domain
the animal companion level at lvl 4 will be

Druid as a Cleric -3 liv so : Cleric 4 + 2(archetype) = 6 - 3 = 3

So basically she looses only 1 level without the use of boon companion feat.

the question is: Does ANYTHING exist to fill that 1level gap without the use of Boon Companion feat??

Trait, items.. but NO FEATs plz.

Thank you.

Rafim


Hi guys!! i'm starting a sort of new campaign (it's not exactly but it's too long to explain here the adventure) with lev.3 PCs. I want to test these houserules for the rogue PC (and eventually assassin):

- On a critical hit with a SA she can add the weapon's crit modifier to every SA's dice.

example: rogue of lev.3 with a short sword (1d6) rolls a critical hit + SA
damage 2d6 + 2 x ability mod + 3d6+6 + other bonus

- I want to leave the 3/4 BAB but his hit dice can qualify him for critical feats

ASSASSIN

Death attack : the same as the original but the damage of the attack is maximized (weapon and SA dice)


Hi everybody.. i've a question about the druid wild shape (my gm need an help with a player that want to play a druid melee).
I start with an example to verify that i've understand everything.

The PC is druid lvl6.. she can trasform in a Large animal as beast shape II

The druid BAB is 4 and his strenght is 16 base +2 (object)

She choose Tiger.. let's calculate:

She get the 2 claws attack and the bite attack, low light vision, scent, pounce, grab

here's the questions:

- bonus attack: she uses her bab (4) + her strength (16base +2obj +4beast shapeII) (6) = +10 (+ eventually weapon focus for that natural arrack)?

- damage: each attack use the base dice of the natural attack + the druid new form strength??

so claw 2d4 + +6 - Bite 2d6 +6

CMB : BAB (4) + strength (6) + size modifier (large= +1) = 11??
CMD : 21 ??

Skill: all her own skills with no other bonus
Saves: all her saves bonus

AC: she have not the wild enchantment on her armor so (with base dex 14)
she has a ring of protection +1 and an amulet of natural armor +1

ac: 10 + 1 (dex: 14-2=12) +1(ring) + 5 natural armor (1+4)= 17??

Is this thing i've written correct :) ??


I want to create an Aasimar that was sad of his celestial heritage and and always play with a mask. He decide the alchemist way to change in appearence cause of the years of sadness and loneliness due to the stupidity of the townfolks where he lived. (I love the Nualia story)
But he decided the alchemist way:

Here is the rpg material..

The idea is to maximize the use of natural attacks + SA with 2claws and Bite from feral mutagen and the 2 additional wings attacks with the aasimar feat.

The second idea about this PG is the use of unarmed strike + the NON-lethal SA route when he is not under the effect of the mutagen... when he drinks the mutagen he become more violent and aggressive and stop with the non lethal way..

i'm sorry for english, it's not my mother language and I'm not sure to have explained exactly what I mean.

Can you suggest me something?? I dont Alchemists very well.. i usually play wizards or barbarian :)


Hi guys
my friends opened a game room in a library and asked me to create some one-shot adventures to let players play pathfinder and learn what a role-playing game is.

The range of players at the table will be various and always different i think, so that's what i think about:

Idea 1 or "The standard one" for every player (most newbie): In the first session i present with a lot of different pre-gen characters, created with the 20 point standard creation system. In the first half-hour i'll explain the bases of the game and i will probably print a resume of the most important rules attacked to every character's sheet. We start from 1-2 level and we play a one-shot adventure with a super fast xp rating level. If we play from 21.00 pm to 3-4 am (with a pause in the middle) i think it could be interesting gaining 3-4 levels.. for newbie players i can print some "suggestion feats" to choose level by level a based on the character concept. This idea is a sort of group that play in this game room one time every 2 weeks (or 1 month).. If people like this I can continue with the story to let them at high level in 4-5 game session.. Obviously people can change and i'm sure about that.

Idea 2 or "Funny Games" (lol): This is my favourite, but it's only for experienced characters. I put an advice in gameroom for a one-shot session speaking about the title of this session and some explanation like a published adventure.. for example (under a big image of a castle at the top of a mountain that watch a dark cold land) "Enter the realms of the Winter Witch and help the citizens of -place name- to rescue their land" and a little explanation of the adventure like "The lady know as winter witch (it's not the real idea it's an exmaple) has mastered the practise of the Dark Cold Ice and starts creating strange undeads infused with a dark cold power...

(experienced player can now create their characters for this session with the knowledge that they could meet undeads, probably cold resistence and so on...)

One-shot adventure for characters of - level decided -.
Rules:

- You can Use material from (material/books list)
- Characters restrictions: Type of characters allowed (single class - which archetypes - PC allowed or not and so on - alignment - traits etc)
- starting wealth and rules to buy them (the use of item creation feats.. the magic level in the adventure..)
- Send your character to my email.. (i want verify all the pcs and i probably need some time if the level of the adventure is high)

Any suggestion?? what do u think about these?? For the first idea i'm a bit relaxed cause it is a sort of "long term group with a fast leveling". I choose this one cause i think this like a film divided in 4-5 sessions to let the player become a hero inside the big story.. more for kids probably..

I like the second one but i'm not experienced in one night session..so plz any suggestion about everything is GOLD :)


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Haaalllo! my group love bleach (and me too) and they asked me for shinigami class. I'm lazy man (or busy sometimes) and i try to mix material from books instead of create something totally new.

I pointed on somethings:

Shinigamis fight with their weapon, an expression of their spirit and tipology.. they have different styles of play: pure combat, healing, magic attacks, magic blocks etc...

It would be crazy and at the same time fantastic creating all these things but (again) i'm a lazy master and i'm also afraid about creating something to much OP.

So i decided to use the Monk as base class but i dont allow multiclass
Monks can play without armors very well, ki is quit near to my idea of reiatsu. They are the most various class with all archetypes and style feats.
Someone can specilize in healing, someelse in boasting ky, or in his weapon etc...

About the weapon i think this: a Shinigami is proficient only with his own weapon that is a sort of Black Blade of the bladebound archetype, a unique weapon that could manifest in the form of a weapon choosen with the shikai ability (only Martial weapon) and has his own ki, personality and intelligence.
This weapon counts as unarmed attack as prerequisite for feats and style feats.

The idea is to create an big number of possibilities of characters.
All archetypes, the style feats, meshed up with Quinggong monk.. In this way they can create any sort of shinigami.

The weapon damage:

- The base damage of the sword (unreleased) will be 1d4 with the appearence of a wakizashi

- Shikai (2nd level): When they release the real form of the weapon the damage will be the unarmed damage of a monk of the same level and the weapon takes the her real appearence

- Bankai: the damage of the weapon is the same of the shikai but 1 size bigger. About Bankai: In this way i taked time to create personal quests for the bankai. It would be near the 10 lvl and for that level i want to create specific abilities tied up to the type of weapon choosen, the style feat used and the background of my characters.

what you think about this?? :)
Any suggestion is gold.

Last thing: i didn't ask you about the balance of these things for this reason -> all of them want to play this sort of character so i think they have the same possibilities and the same starting point. If the group will be to much/less powerful i will adjust the CR of the encounters. This is only for the fun of my group and not for optimization. The question is if this could be a good idea or i'm totally mad :) bb


Can a Thessalonian Specialist benefit from "Opposition Research" Discovery??


I start now a campaing and i'm the only caster. We miss divine caster too. I'm thinking about a Razmiran Priest.. and i've a question for you.

Razmiran Channel (Su): At 9th level, the Razmiran
priest can use his own magic to power spell completion
and spell trigger items that use divine spells.

and

Activation: Staves use the spell trigger activation
method

So i can use the Razmiran Channel with a staff with divine spells at +1 spell level.

Rules for a staff creation:

Creating Staves
To create a magic staff, a character needs a supply of
materials, the most obvious being a staff or the pieces of the
staff to be assembled.
The materials cost is subsumed in the cost of creation: 400
gp × the level of the highest-level spell × the level of the caster,
plus 75% of the value of the next most costly ability (300 gp × the
level of the spell × the level of the caster), plus 1/2 the value of
any other abilities (200 gp × the level of the spell × the level of
the caster). Staves are always fully charged (10 charges)
when created.
If desired, a spell can be placed into the staff at less than the
normal cost, but then activating that particular spell drains
additional charges from the staff. Divide the cost of the spell
by the number of charges it consumes to determine its final
price. Note that this does not change the order in which the
spells are priced (the highest level spell is still priced first,
even if it requires more than one charge to activate). The caster
level of all spells in a staff must be the same, and no staff can
have a caster level of less than 8th, even if all the spells in the
staff are low-level spells.

The creator must have prepared the spells to be stored (or
must know the spells, in the case of a sorcerer or bard) and
must provide any focus the spells require as well as material
component costs sufficient to activate the spell 50 times
(divide this amount by the number of charges one use of the
spell expends). Material components are consumed when he
begins working, but focuses are not. (A focus used in creating
a staff can be reused.)

So can I ask a divine caster to create a staff with a lot of divine spells asking him to setup the charge cost to 10 charge for each spell and so dividing the cost 10 times??

example:

I ask for a staff with:

Divine Power (4th Lvl spell) CL8
Silence (2nd Lvl spell) CL8

->Divine Power 400 x 4 x 8 = 12800

at the cost of 10 charges 12800 / 10 = 1280??

->Silence 300 x 2 x 8 = 4800

at the cost of 10 charges 4800 / 10 = 480??

All other spells at 200 x spellLevel x casterlevel (min.8).

Using razmiran channel preserve all charges when casting a spell from a staff so it's the same thing if i use a 1 charge spell or 10 isnt'it??