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Where does it say that you're not allowed to stack templates? I am allowed +2 CR so I was considering taking advanced twice.


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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.
We're starting at level six and the party is fairly optimised, one player is doing 75 damage a round with attack rolls of up to 40 and another is building one capable of dealing 110 damage a round. I'm new to optimisation so this sort of damage is massive to me. Anyway, we're starting at level 6 and we're allowed one free template of up to CR 2 (not vampire/lich) so I have chosen ghost except being a good, native outsider without rejuvenation or incorporeality. I've chosen ghost because as a charisma based caster I get 40 extra HP, +8 deflection bonus to AC and also I get a bunch of cool supernatural SLA's.

Quote
STR: 6
DEX: 19
CON: - (originally 10)
INT: 11
WIS: 11
CHA: 26

HP: 78

Initiative: +4
AC: 22
Touch AC: 22
Flat Footed: 10
BAB: +4

Fort Save: +2
Ref save: +6
Will save: +5

CMB: +2
CMD: +16

feats:

Spell Focus (Conjuration)
Augment Summoning
Superior Summoning
Hover - for 50% miss chance

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.


Is there a way to use summons to maximise my AC more?


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?
I am having trouble finding rules for it.


Yeah, I decided that +8 charisma is enough. Instead I'll get a few metamagic rods.


bump


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.
A wish isn't too hard if I've got a wizard, I can just have an efreeti ported in as well to get the wishes.

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.
The game is starting at level 6 and I am going to play a vanilla summoner. I've decided on my eidolon and general build but my objective will be to buff my charisma as high as physically possible for the purposes of getting to level 10 and being able to make a virtually un-saveable baleful polymorph among hoards of low level summons. I will be taking persistent and be using a maximising rod to get it as high as possible.
All pathfinder source materials are allowed, although I'm not allowed to use the race creator.
So far, I have a level 6 fletchling which grants a +2 charisma bonus due to race, a +1 middle-age bonus, a +1, +1 for my level 4 bonus giving me a charisma score of 23 right off the bat. I am then going to buy a headband of alluring-charisma, we have a craftsman in our party so it will only cost 17.1k, which will give me +6 and a total of 29 charisma. Now, in the four levels until level 10 I want to be able to maximise my charisma as much as physically possible. First of all, I've had a look at the succubus: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/succubus
Being granted a +2 profane bonus seems good but putting a possible 12 charisma in the hands of an evil being isn't something I really want to do. Despite this, sacred and profane bonuses seem like the way to go and I wonder if there are any safer ways to get these.
A good save could be up to 35, I want to be able to beat this 100% of the time by level 10. I know that I won't be able to keep up with the ever-rising will saves but I am confident that this should still be useful in later levels.
I am aware that this is not how people typically play the summoner but from my experience with this GM, this sort of thing is always very useful. I know battlefield control should be my primary concern but this will compliment that.
tl;dr I want to make my intelligence score really high, I've got it at 29 at the moment.


Bum[


If it's a sleep spell then managing to increase the DC a couple of times will have fairly catastrophic affects.


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


1 person marked this as a favorite.

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.
I


Thanks


Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time

Two attacks = two doses?

I'm assuming yes because both of the hits add poison and this rule could just be an unclear way of saying 'you can't just cover your weapon in double the poison'


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.
http://www.d20pfsrd.com/feats/item-creation-feats/brew-fleshcrafting-poison -item-creation

I've compiled a few myself.

Deathless - http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium/sk eleton-bloody - 500GP (massive cheese)
Orc Ferocity - http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orcs/orc - 300gp
Woodland Stride - http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orcs/orc - 2000gp
Hold Breath - http://www.d20pfsrd.com/bestiary/monster-listings/animals/cetacean/dolphin/ dolphin - 500gp
Shadow Blending - http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/fetchling - 500gp (this is well worth it)
Soporific Pollen - http://www.d20pfsrd.com/bestiary/monster-listings/plants/xtabay - 500 gp (Early save or die)

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.


There isn't a dwarf favoured class bonus for wizard?


I can take magical knack to help adjust better.

Wizard discovery is fantastic, I can now make things at 75% the time! It's definitely worth a one level dip into wizard.


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)
http://www.d20pfsrd.com/traits/magic-traits/hedge-magician (lowers magical items by 5%)

Now, I'm not sure if they'll stack. I do assume so.

Then, to lower the time of crafting I can take forgemaster
http://www.d20pfsrd.com/races/core-races/dwarf/forgemaster-cleric-dwarf

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:
Forgemaster 5 then I will multiclass with something else for efficiency.

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.


Existing magical items aren't free though, I thought you could craft magic in for free?

The question is:

Do I get any bonus for making a magical object a bonded object apart from the one spell? Is there a way I can get cheaper or free items using this.


Blackbloodtroll can you give me an exact link and quote please?


I was reading the Arcane Item Bond and it seems that it can only be an un-enchanted masterwork item. I always thought that the point was that you would get an arcane bond for the initial starting weapons.


I'm wanting to play a pirate wizard with only one hand. Is it possible to cast somatic components if I do this? As I understand, one handed weapons don't incur an arcane failure rate but take up one hand.
I need a specific link if possible.


Any of the pathfinder-approved sources, no third party.


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.
The other class that appeals to me is gunslinger.


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.
It specifically states that it does not pay for the materials. The cost of the materials required for an iron golem are 10,000 GP.
As this makes the cost of an iron golem 21,000 GP + the cost of crafting the materials which I'm assuming since it's the only other thing included in the construction requirements that's not a spell.
Am I able to craft the armour and weaponry from the 10,000 GP of iron instead of paying an extra 70,000 GP for it to be already crafted.


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'm not currently in any situation. I'm thinking for the future.


Thanks


I was looking through the achievement feats and found a source named LFPG.

http://www.d20pfsrd.com/feats/achievement-feats

If you look at the last column on the right some of the feats have LFPG as their source. Does anybody know anything about this?


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.
Also, bestow curse is a great idea since I can have my familiar cast the touch of idiocy and then I myself can cast bestow curse. If bestow curse will work then I can have one of my followers cast it as well.


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.
To be honest, I'm thinking touch of idiocy is the best plan. Although it isn't as solid (may roll 2 1's) it is almost certainly more secure due to the complete lack of a save. Even in the worst case scenarios four castings (myself and my familiar, maybe even my cohort and some followers) casting it at the same time will be a perfect way to geas high level, his WIS targets.
I don't think that compulsion is generally a good way to get out of things. It's essentially 'get or good save or you're killed' sort of spell but with charms you can keep talking. Therefore I think I'm going to be using these on high level targets that I've already tied down and such.

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.


I've been having trouble finding spells that target wisdom. I've found ones that target intelligence and charisma but finding ones that target the persons 'worldliness' is proving to be harder.
I'm hoping, preferably for a spell with no save.


After finding out that shrink item un-shrinks when thrown I wanted to start doing this. Where can I find the rules for throwing such massive items?
Also are there any rules for scaling up other things? Arrows, cannonballs?


I was wondering whether I could make a simulacrum of a spellcaster and whether the simulacrum of that spellcaster could cast spells. I know that the lesser simulacrum is unable to cast spells but it does not specify whether the standard simulacrum can.

Thanks in advance.


Thanks


I wanted to know if the book is going to be added to the PRD, if so when?


Hello,

http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-objec t

(There's a space between the C & T in the URL)

Do the rules apply for constructs or only animated constructs, it says animated constructs but I was unsure.

Also, is it possible to stack them?


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.
I haven't considering the alchemical golem but it really does look good but it's too weak and won't be very useful at the end of the campaign. If I get a wizard cohort I will definitely have some.

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:
minimum level to cast the spell × the spell level × 250 gp

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.
http://www.d20pfsrd.com/magic/building-and-modifying-constructs


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Bump


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.
I want them to do relatively high damage since the golems job is basically to kill anybody that opposes me and act as thugs. But I'd also prefer if they were rather strong and didn't die. I can't think of any special stuff immediately but any bonuses to naval combat.
I'd say level 14 is the maximum level about which I can begin to start making golems since I want them as early as possible.

Using construction speed I can give all golems a swim speed. Most golems are large so I can add three construction points.
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-objec t
I'll probably add a swim speed and a ranged attack.


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.
I'll definitely need some mundane flotation devices, they can simply be taken off once the golem has boarded a ship if they impede the movement.
Call construct is useful but a bit expensive, definitely more endgame.

-

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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