Cythnigot

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Hey, everyone. Looking for some critique on my build. Basically, I'm building a Warpriest of Pharasma for a Kingmaker game. The general idea is to capitalize on the Warpriest's sacred weapon damage with two-weapon fighting using daggers and the Deific Obedience feat.

I'm building on a 25 point buy. I'm not set on the blessings. Pharasma doesn't have the best ones . Any advice is appreciated.

Here's a little of the math:
To attack +1 (mwk), +2 (BAB), +1 (weapon focus), +4 (strength), +2 (Deific Obediance), -2 (two-weapon fighting), -1 (power attack)
Total: +7/+7
Damage: +4 (strength), +1 (River Rat), +2 (power attack)
Total: 1d6+7/1d6+6

Pharasman Warpriest
Human warpriest 3
N Medium Humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex )
hp 24
Fort +5, Ref +3, Will +6

OFFENSE
Speed 20 ft.
Melee mwk dagger +7 (1d6+7/19-20x2), mwk dagger +7 (1d6+6/19-20x2)
Special Attacks ice strike (1d4) 4/day, fervor 4/day, powerful healer 4/day

STATISTICS
Str 18, Dex 15, Con 12, Int 8, Wis 16, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Weapon Focus (dagger), Two-weapon fighting, Double Slice, Deific Obedience (Pharasma), Power Attack
Blessings Water, Healing
Traits River Rat, River Lander
Skills Knowledge (Religion) +3
Languages Common
SQ aura
Combat Gear wand of cure light wounds; Other Gear masterwork breastplate, masterwork dagger (2), holy symbol


Seems like the Skulls and Shackles forum is pretty dead, so I'll ask here.

I'm planning a wereshark-kin druid in an upcoming campaign, and I just can't settle on an archetype or domain. So, I want your help/opinions (no spoilers, please!)

I'm thinking either a Storm Druid with the Weather domain or a World Walker Druid with the Monkey Domain (but I'm open to suggestions). Both seem piratey enough, but I just can't settle on which I like more.


I'm planning a wereshark-kin druid in an upcoming campaign, and I just can't settle on an archetype or domain. So, I want your help/opinions (no spoilers, please!)

I'm thinking either a Storm Druid with the Weather domain or a World Walker Druid with the Monkey Domain. Both seem piratey enough, but I just can't settle on which I like more.


I've wanted to play a shaman since the ACG came out, and I may have an opportunity to play one in Carrion Crown.

However, I'm not sure what to play, so I'm looking for some guidance. For roleplay reasons, I'm most interested in the Lore or Bones Spirits. I'm also considering the Speaker for the Past or Spirit Warden archetypes.

Any advice is appreciated.

Edit: Actually, I guess I could take both the Speaker for the Past and Spirit Warden archetypes.


I'm looking for some help or a critique with my cleric build for RotRL. I've decided to create a Sylph with the Varisian Pilgrim archetype.

I'm having the most trouble picking a 1st level feat. I'm thinking Fleet to get a 40ft base speed, but I'm also tempted to take Combat Reflexes.

Character Build:

Rydia Windbourne
Sylph cleric 1
NG Medium native outsider
Middle-aged
Init +2; Senses Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
hp 10 (1d8+1, favored class bonus)
Fort +3, Ref +2, Will +5
OFFENSE
Speed 40ft.
Melee glaive +2 (1d10+2)
Special Attacks channel positive energy 5/day (DC 13, 1d6+1)
Domain Spell-Like Abilities (CL 1st; concentration +3) 6/day—wind blast, bit of luck
Domains Luck, Wind
STATISTICS
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB +2; CMD 14
Feats Fleet
Skills Diplomacy +6, Heal +3, Knowledge (religion) +4, Sense Motive +3
Languages Common, Auran
Combat Gear Glaive, chainshirt

Varisian Piglrim: Fortunate Road, Caravan Bond

Sylph: Like the Wind (+5ft speed)

Traits: +1 heals and channel


I'm going to be playing a Grippli Cleric of Gozreh in RotRL soon, and I can't decide on a second domain. My first domain is Frog.

I've been leaning toward Weather or Wind, but I need a little help thinking it through.


I'm a little confused on the wording of the spells a Witch gains from her Patron. Here is the wording:

At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar.

So, are Witch's Patron spells automatically prepared everyday (effectively adding a spell slot like a wizard's arcane school), or are they just added to the spells stored by your familiar that you could prepare (taking up a normal spell slot)?


I'm sure this comes up a lot, but I'm considering running a poison-based build. What, in your opinion, is the most viable option?

Is it as simple as a Grippli Alchemist or Vishkanya Serpentine Sorcerer?


I've been looking at the Green Faith Acolyte PrC as an option for a druid. Everything I've read says that it's inferior most PrCs and the druid as well. However, I like it for the flavor, so I'm curious.

If a druid selected a domain, would they also get an animal companion by taking levels of GFA?

I'm considering running a Treesinger with the Growth Domain, and then picking up a plant companion and the Boon Companion Feat.


I'm trying to find an image that was used to advertise the NPC Codex. Here's the image.

The image in the bottom-right created by Mauricio Herrera doesn't seem to be in the NPC Codex, and I can't seem to find it anywhere online. Does anyone know where it might have been used?


If you have a fly speed (from a spell or wings) and a decent strength, can you grapple an enemy and then move your speed in flight?


I'm planning a character for an upcoming homebrew campaign, and I'm planning to play a Human Feral Child Druid (with the young character template) aiming at becoming a Nature Warden.

However, I'm completely stumped on feats. Feral Child Druids get Improved Unarmed Strike for free, so I'm considering capitalizing on that, but I may be limited to Core and APG only (not sure yet).

Any suggestions?


8 people marked this as FAQ candidate.

Does the Treesinger Druid gain movement speeds from its Wild Shape ability?


I'm running a Treesinger and thinking about the Sapling Treant companion. Given it's "double damage to objects", I'd like to teach it the Maneuver Trick (Sunder) to damage enemies' weapons and items, but I have 2 questions.

1) Can an Animal Companion take Improved Sunder without having 3 intelligence?

2) Does an animal trained to use the Maneuver trick provoke attacks of opportunity to use the trained maneuver (without the appropriate "improved" feat)?


I'm playing Kingmaker and planning a back-up character (we tend to die a lot with this DM). I've always wanted to play a Grippli, but I couldn't find a good game to play one in. Is Kingmaker a good campaign to use a Grippli? And, if so, what build would you recommend?

I've been considering a druid (wasp companion) or a cleric (frog/feather domains).


I'm running a Treesinger Druid in Kingmaker and I'm having a few logistical issues (as I think many do with Treesingers). I'm assuming that Treesingers can use Handle Animal to teach plants tricks, as a normal druid can teach animals, but I'm not sure about the specifics. After all, how else would they train their companions?

So, for example, let's say we're ambushed by a Shambling Mound. It's a plant creature, so I could Green Empathy it (starting at indifferent attitude). If successful, would it be possible to use Handle Animal to rear the creature or even potentially domesticate/train it?

Thanks!


Hi, everyone.

I'm planning to play a Treesinger Druid soon, and I've never really played a druid before, but I love the flavor of the archetype. The biggest problem I'm having is selecting the companion. It seems that everywhere I look players select the Sapling Treant as their companion, but I'm pretty interested in the Crawling Vine as well.

Can anyone share insight into the best options for the Treesinger's plant companion?

Plant Companions:

Carnivorous Flower

Starting Statistics
Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6);
Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10;
Special Qualities low-light vision, scent.

4th-Level Advancement
Size Medium; Attack bite (2d6);
Ability Scores Str +4, Dex –2, Con +2;
Special Attacks rage (1/day, as the barbarian class feature for 6 rounds).

Crawling Vine

Starting Statistics
Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack slam (1d4);
Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2;
Special Attacks grab; Special Qualities low-light vision, scent.

4th-Level Advancement
Size Large; AC +1 natural armor; Attack slam (1d6);
Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.

Puffball (Floating Fungus)

Starting Statistics
Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 natural armor; Attack thorn (1d4 plus poison);
Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6;
Special Attacks poison (Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC);
Special Qualities low-light vision.

4th-Level Advancement
Ability Scores Str +2, Con +2.

Sapling Treant

Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6);
Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7;
Special Qualities double damage against objects, low-light vision.

4th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 slams (1d8);
Ability Scores Str +8, Dex –2, Con +4.


Soon I'm going to be running a Seer Oracle of Lore, but I'm having a little difficulty settling on the Revelations that I should take.

I'm starting at level 4, so I automatically get Natural Divination and Gift of Prophecy. I'm probably going to use my 3 feats (+1 bonus feat as a human) to take Extra Revelations.

Sidestep Secret is a given, but I need to decide what else to take. I'll need to be the knowledge skill monkey for this game, so I was thinking about taking Focused Trance and Lore Keeper. Brain Drain seems less functional than fun, but Automatic Writing could be good for my character's background (Spirit Seer and Diviner) and it wouldn't hurt to be able to cast a free Augury or Divination twice a day.

If it matters, here are my ability scores:

STR - 12
DEX - 10
CON - 14
INT - 14
WIS - 10
CHA - 20


So, I'm new to the Inquisitor. In fact, no one in my group has ever run one. But we recently started running Carrion Crown and it seemed like the perfect opportunity to play a Kinslayer/Infiltrator Dhampir Inquisitor.

I've had a lot of fun so far, and I've loved the diverse playstyle of the class, but I have absolutely no idea what I should be spending feats on. So far (level 3), I've been using feats to improve my ranged attacks with my Heavy Repeating Crossbow (Point-Blank Shot and Rapid Shot). But I don't know if I should begin focusing on my longsword as well (follower of Iomedae) or what in the world I should do.

I honestly have no idea what I should be focusing on.


I'm starting a new game soon, and I'm considering a natural attacks/magic based build.

So, my question is simple: Is it possible to multiclass the Monk and Witch together without having insane MAD issues?

Here's what I'm thinking:

Hulking Changeling
25 Point Build - STR 15, DEX 12, CON 10 (12-2), INT 17, WIS 16 (14+2), CHA 9 (7+2)

Master of Many Styles/Sacred Mountain Monk


  • Level 1 - Weapon Focus (Natural Attacks, Claws), Boar Style, Stunning Fist, Unarmed Strike
  • Level 2 - Dragon Style (or Snake Style), Iron Monk
  • Level 3 - Feral Combat Training (Claws), Fast Movement, Maneuver Training, Still Mind

White-Haired Witch


  • Level 4 - +1 Intelligence, Cantrips, Patron Spells (Strength), Turtle Familiar, White Hair
  • Etc.

Two Claws (1d6+2), White Hair (1d4+4 plus grab), Tear Flesh (2d6 bleed)

Basically, I'm trying to create a character with great AC, great natural attack damage, and spell-casting abilities.


Warning: There may be very minor Kingmaker spoilers in my posts.

I'm playing a Kitsune in Kingmaker and I'm becoming a neutral Master Spy who wants to create a faceless guild of other spies. We're still pretty early in the game (level 3), but my character has decided to begin building an underground lair to eventually house her cohorts. I'm essentially trying to build a guild of neutral spies that gather information and use it to shape the world.

Obviously, at such a low level, there's not much I can do yet. However, I want to hear your ideas for what I should be planning. How can I build an underground lair secretly? I'm considering using an abandoned alchemist's shack as the entryway, and I might be able to convince some kobolds to do the work. However, I might have to hire people. How do I do that without arousing suspicion?

How would you build a secret lair? And how would you secretly recruit the guild members?


I'm playing a Rogue/Alchemist (future Master Spy) in Kingmaker and I'm very new to PF, so I'm trying to get a few ideas. We're only about halfway through the first book, but I've never played the "party face" before. Being new to this, I'd love to hear some creative ideas and uses for my skills.

Here's my character and build so far:

Kitsune (Fast Shifter racial trait)
25 point buy
STR-8, DEX-16, CON-10, INT-16, WIS-10, CHA-18

Kitsune Trickster Rogue 2/Vivisectionist Alchemist 1

Feats: Realistic Likeness & Iron Will (required for Master Spy)
(I'm planning to take Fox Shape at lvl 5 and Deceitful at lvl 7)

Rogue Talent: Finesse Rogue (Weapon Finesse)

Skills:
13 Bluff, Disguise, & Diplomacy (Kitsune's Guile helped)
Can fill a lot of roles: Linguistics, Disable Device, Use Magic Device, Craft Alchemy, Kn Nature, Kn Local, Spellcraft, and generally stealthy and perceptive.

And now I've begun to brew potions and alchemical materials.

And here's how I've been playing the game and a few of my future ideas (possible Kingmaker spoilers):

Generally, I've been handling the diplomacy for the party since most of the other players used Charisma as their dump stat. However, I don't just want to be the "diplomatic one." I want to establish a network of informants and spies, and I want to be useful as an infiltrator and assassin.

Our party recently raided and decimated the Thorn River Camp - taking several bandits for questioning. I think I've been roleplaying interrogations pretty well so far. I studied techniques and she's been using mostly non-tortuous methods (sensory deprivation, lies, good cop/bad cop, disguising as a co-captive, etc). And I flipped a couple of bandits to our side. I want to send one of them to the Stag Lord's camp as a spy, but I don't know if I can trust him yet.

Also, we recently wiped out the mites and rescued Mikmek, but we haven't returned the statue yet. I know about the tribe's feelings towards Tartuk, and we'll probably have to deal with him first. However, afterward, I'd like to supplant their chieftain and instill Mikmek in his place, essentially ensuring his tribe's loyalty. The party seems to want to use the kobolds to mine for us. When we found the gold mine, I drafted a title to the mine at the behest of our deep gnome.

Basically, I've been running the messaging, lying and controlling enemies, and sneak attacking enemies.

So, what I'm really looking for is a few tips. What can I do with my skills that I might not know? How can I better prepare my character for the future? What alchemical discoveries might be useful to a spy? What extracts might be useful too?

How would you play a spy in Kingmaker?


Hey, guys. I'm pretty new to Pathfinder, and I'm seeking some advice. This is only my second AP, but I love it. We've been given a lot of freedom to do what we want in this AP, so I'm trying to find out where to take my character. My first character in this campaign was actually slaughtered (werewolf one-shotted her from stealth while she was on watch), so this is my second.

Here's the setup: My first character was a fetchling named Raven (abandoned in the Material Plane by her parents and raised by an infiltrator/thief). She became a spy-for-hire/information broker and her protégé was a kitsune named Kit Megami. Both had a lot in common - hiding their true races from others, very skilled infiltrators and both great at espionage in general, etc. Very different personalities, though. Anyway, I started the kitsune off as a Rogue (Kitsune Trickster), and we're only level 2, but I plan to eventually become a Master Spy at level 8. I'm thinking that I should dip into one of two classes: Ninja (GM is allowing it) or Bard (Detective). Or I could go 7 levels of Rogue.

So, here's my question: Which would be better for the role I'm playing? As a Rogue 2/Ninja 5, I'll be exceptionally stealthy and more powerful in combat as long as I can sneak attack. As a Rogue 2/Bard (Detective) 5, I'll be more versatile and capable of filling a lot of roles, but much less useful as a combatant. I'm basically intending to be our party's diplomat, spy, and interrogator.

Personally, I'm leaning towards the Bard. My party has practically destroyed every single challenge we've come across, mostly without my help (outside of planning). In fact, only two creatures have given us trouble so far, a Shambling Mound and a Werewolf.

Kingmaker Spoiler:
The bandits at the Thorn River camp didn't stand a chance. Only one of us took any damage, and it's because Kressle was camping in the woods and caught one of our fighters flat-footed (she was promptly pinned to a tree with an arrow).

The party is made up of a human aldori sword fighter, a gnome synthesist summoner, a half-orc seer oracle, a svirfneblin fighter, and a goblin bard/barbarian. The goblin is a dervish dancer, so no support. The half-orc is our healer. And the gnome is more of a melee fighter than a caster.

Oh, and my kitsune has the Fast Shifter ability and the Realistic Likeness feat, so she's pretty spectacular at disguising herself.