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My main aims are defence - one of the problems with pathfinder is that I can't just hide in a metal box - that only gives me +8 cover bonus so I need to maximise my dexterity so that I can't get destroyed by ranged attacks. I want to get charisma high so that I can maximise my ghost abilities as they are supernatural and thus not subject to SR - thus malevolence and fateful fate can be amazing tools. Half-celestial is allowed and three players are taking it, I would be taking it but I think that the massive HP bonus I get from being a ghost is a lot better. I have just asked about what will happen, I am assuming that anybody else will be able to take a new template or they will have to sacrifice a level. ![]()
Hello, I'm new to optimisation and I have till Saturday to create a character. I've decided on the master summoner because it lets perform a load of tasks which are fairly useful and I plan to just use my eidolon for skills.
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HP: 78 Initiative: +4
Fort Save: +2
CMB: +2
feats: Spell Focus (Conjuration)
As you can understand, the build is optimised enough in the sense that it isn't completely rubbish but compared to the other players it is almost not optimised at all. I want to increase my AC, possibly through increasing dexterity and am completely opening to changing things about the build. Thanks in advance. ![]()
Assuming I am standing in a 1*5 square corridor, and as a summoner I summon a creature (let's say a drench) in front of me. At the end of the corridor is a person with a gun/bow who is wanting to attack me. What negative modifiers does the person with the bow/gun get to hitting me?
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Are there any safer ways to get a +2 charisma from an outsider? Ideally both a good and bad one since sacred and profane bonuses stack meaning that I could possibly get +4.
There is still the morale bonus, how does that work? ![]()
I would like a bit of help with my character and this seems like the best place to go. I've asked for help before and it was really successful but now I'm a little more experienced and am now playing an optimised game.
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Whale_Cancer wrote: Also keep in mind that poison is generally a terrible option for a PC. I wish it weren't so, but alas. I plan to give it to my eight armed eidolon, I am going to buy it so there won't be any risk of it spilling (besides it will be an injury poison) Essentially three or four hits with any poison that lowers an ability score is able to make a victim comatose so that they can be coup de graced![]()
I'll be getting them with starting wealth, that sort of thing normally doesn't need to be justified. I think that I may have to pay double the price as I'm not crafting it. I think it would be fantastic and I will be introducing a little bit of it to my campaign, possibly with a few hilarious circumstances (going blue maybe) and needing to check for false potions.
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Hello, I'm starting a new campaign in a few weeks where I will be playing a level six wizard. I have 16,000 GP to spend as per the WBL table and I am intending to spend it all on fleshcrafting poisons. I'm looking for some cheap uses that will be helpful throughout the campaign to my character.
I've compiled a few myself. Deathless - http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium/sk eleton-bloody - 500GP (massive cheese)
Are there any others that you know of that you think could be useful? My max spending price is 16,000 GP but I wouldn't mind hearing about some other viable option. Fleshcrafting is a great option because it's permanent and can't be stolen. ![]()
I'm not referring to the third party or 3.5e artificer, I'm looking to create a character that's optimised when creating magical items (specifically constructs) so that they can be made as quickly and as cheaply as possible. I don't mind how weak this character is, it can be a commoner for all I care. I just want to get the most efficiency out of crafting. http://www.d20pfsrd.com/traits/magic-traits/eldritch-smith (this applies to metals, so all metallic constructs. Requires you to be a dwarf)
Now, I'm not sure if they'll stack. I do assume so. Then, to lower the time of crafting I can take forgemaster
A dwarf cleric archetype that can craft magical items in half the normal amount of time. The character I'm creating is level 9, so far it should be:
I will also ask if I can swap out ability scores (like strength, charisma, wisdom, dexterity which I'm not going to need) for price reductions for magical items (1% per ability score) it's 25 point buy. ![]()
Anetra wrote: Consider taking a prestige class that continues your wizard spell progression instead of a completely different class. I understand that I may lose a few levels of wizard but at around level 15 once I've got level 9 spells it really won't matter to me that much. Also, none of the prestige classes strike me as being any good and adding much flavour to my character. ![]()
I'm a level 8 wizard with the teleportation subschool wanting to multiclass. I have no particular reason for multiclassing, I just think it would be nice to add a bit of flavour to my character. I've already got eight levels of wizard and I would like to keep wizard as my primary class (so not a spellslinger) but would like something like two levels in rogue or maybe five levels in monk. Does anybody have any suggestions for a good multiclass for a wizard? I was considering a paladin but that would require me to take six feats for arcane armour proficiencies.
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Hello, The golem manual (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/book -golem-manual) costs 11,000 GP for one that aids with the construction of an iron golem. It states that it pays for the magic and for the feat.
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I'm a wizard and would like a golem to protect me from general harm and also to attack enemies. If it's the case that monsters don't have levels then I really don't think that my GM is going to let me lower the levels of some of the golems. I've already asked similar questions. I'm allowed the modification rules and I'm allowed all of the pathfinder-approved sources (not third party). If UM is Ultimate Magic, then yes. ![]()
The whole point of having golems is that they're powerful. Applying the young template would be detrimental to that, I was actually hoping to apply the giant template to a few of my golems. Also, the young template would only take away 1 CR and I'm not even sure that it would take away a level, and even if it did it would take away only one. Animated objects are a good idea but they are nowhere near as strong as golems. I'm going to need some muscle to protect me as a wizard and I want that to be as solid as possible. ![]()
I'm looking to have a stay-at-base crafting familiar for golems and magical items however a lot of the golems that I want them to build have a CL requirement that's too high. For example clay golems which could potentially be absolutely perfect as labourers are four levels higher than a level 7. The GM has allowed me to gain a price reduction on golems that are within 5 levels, so 10% extra for the CL being one lower, 20% for being two lower and so on. Is there anything I can do? I've already taken Golem Constructor for a powerful type golem but are there other alternatives so that my level 7 cohort can be crafting golems. ![]()
I wasn't aware that you were able to apply two seperate metamagics to a spell. I'm also not taking any metamagic feats, I'm only using rods.
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I don't want to kill and reanimate. Anybody who I magically control should be crafting for me. Killing also means that they have to make bluff and disguise checks to make sure that they're alive and I'm sure that in the long term they'll rot as well lest I cast gentle repose on them constantly.
EDIT: Ruyan, thanks. 1d3 for 1500gp seems a little overpriced for me. I won't be using it unless it's a really high profile target that I want to enchant. ![]()
Azaelas Fayth wrote: This is true... next question what is the primary target you are going after? I attempted to apply a lesser geas to a cleric and due to their high wisdom score they were able to shrug it off and gag me. I want to be able to use a quickened spell to lower their will and then I want to geas them with 'untie me, tell me the location of the treasure and cut your tongue out'. But mainly I want to be secure, I need to permanently geas a few fighters, antipaladins and other characters which would be useful on a ship. ![]()
Roberta Yang wrote: Does it need to be an actual spell (and if so, does it matter what classes of caster can take it?), or would, for example, the Alchemist's Madness Bombs count? No, it doesn't. As long as it's a viable way to surprise an enemy and geas them I'm fine. It can't be something prolonged but those bombs seem fine. Thanks HaraldKlak, it would definitely be something I would need to cast twice (my familiar and myself) to completely disable them Fatespinner, this is awesome! Once I've got a cohort it will mean unlimited mind slaves. Azaelas Fayth, I want to perform charms. Nearly all charms have a will save. ![]()
The clockwork leviathan is absolutely awesome, I've looked at it before and it's perfect for the campaign. It is well in its capacity to bite a hole in an opposing ship and just grind its way through any enemies I face. It can also travel onland. I was seriously considering going the whole craft construct route because of this. I've decided against it, feats are too valuable and I'd much rather have one type of golem than waste three feats on.
Golems can easily be modified so adding a cannon to a golem isn't really a problem, the cannon golem does high damage but generally I think it's a bit of a niche. I think I've decided upon the iron golem. I can easily make modifications such as adding a cannon to it and of all the golems It's the largest and seems to be the best value. Brass plating won't cost much anyway. ![]()
As a homebrew rule it is okay to have golems that require a CL 5 times higher than you but you suffer a penalty. So for example if the golem was only 1 level higher than me I would have to pay 10% more, 2 levels higher than me I would pay 20% more than the cost. This opens up the possibility of some of the higher-level golems such as the iron golem. I've found the thing which does allow me to get modifications and following these guidelines I could give all of my golems slipstream for:
Which is relatively cheap and a great safeguard if the golem ever does fall in. Found the page on modifying golems, there's nothing about adding swim but I can add slipstream in the way I did above. I can also probably add some crude floatation devices, maybe even wings.
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I'd like a golem that is ideal for ship-to-ship combat, that doesn't mean that it needs to be an alchemical or cannon golem since they're the only golems with ranged weapons because I can just have them pick up cannons for ranged use. Obviously an adamantine golem is a fantastic choice, being almost impossible to kill and such but I'd much rather be able to have golems at an early stage than one adamantine golem at level 20.
Using construction speed I can give all golems a swim speed. Most golems are large so I can add three construction points.
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Having an immovable rod in case of emergency is a great idea, it may be a little expensive at first but having all of the golems able to simply able to stop themselves. Also, since golems are far stronger than humans and also underwater I could have the golems climb up in the same way people climb ropes and have them ascend to the surface.
- Also, I've chosen coral golems because they're the obvious choice but what other golems could I choose around level 10-11 that are also viable choices. The being in water and healing isn't too amazing to be honest considering shield golems (which I want to avoid due to being tied to an amulet) can do that anyway. Are you sure that coral golems are the right choice? Pretty much all golems work underwater and quite a few of them are stronger than the coral golem. Any suggestions about other golems which I could use which require caster level 11 or lower. Iron seems another obvious choice, although it requires cl16 it's obviously one of the most versatile golems and so does the cannon golem.
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