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Hi,

is there any limit besides the pure weight how much a character can carry?

One of my players carries a lucerne hammer (in his hands), a tower shield (strapped to his back), a great sword (in a scabbard on his back), a long sword (in a scabbard on his side) and a mace (in his backpack, besides some other adventuring stuff).
If I remember correctly, he also carries a light crossbow somewhere.

There is no pack animal nor other help. No handy haversack or other magical storage.

I doublechecked his encumbrance twice, he is on medium load.

It is just a dungeon crawl, so rp aspect are rather unimportant.
But the picture of this character is somewhat ridiculous.

Is there any rule to prevent that the player uses his character as a drone?


Hi folks,

a little thought experiment:

1 level of Titan Fighter.
At least 13 levels of synthesist summoner to get the huge advancement.

While fused he can wield a gargantuan falchion (one size category bigger than he).
With enlarge person on the eidolon he grows to gargantuan, making the falchion colossal.

Is this legal/possible?

What prerequisites do I have to take into account?
Beside of taking limbs(arms) of course

Does he need the eidolon evolution weapon training or are the fighter proficiencies enough?

What happens if this character is also under the effect of lead blades? The sword cannot grow bigger.

What would the damage dice and the reach of the falchion be?
I assume 6d6 and 30 feet, but not sure.


The Ranger is an archer.
I think, an oread would be also ok. He loves dwarfs and oreads are similar.

I suggest him know to play some sort of battlefield control with stand still feat and so on (like balgin suggested) with some minor changes to the feat to make it more viable.


Right now we have:

Barbarian (poor stats)
Ranger
Bard
Oracle (Battle, with good stats)
Witch
Monk

It is a big group. Most of them are beginners (only 1 played pathfinder before and 2 other played at least some DnD).

Since I am building the characters and have to explain all rules, all books are allowed.
Therefore I want to keep the rules as simple as can be (witch and oracle are played by players with more experience).

So I don't allowed traits, archetypes and other races than core.

Oh and I plan to gm a simple dungeon crawl.

The 7th player stated he wants to play a tank, no damage dealer. He knows there are no real tank mechanics. And he wants to play a "simple" melee warrior.

In my experience tanks are not satisfactory so I want to fulfill his wishes without gimping the whole character.

But I am a little bit at loss.


Hello,

I will GM a group of new players. One of them wants to play a tank, despite there are no benefical mechanics to do so.
He rolled very well, 4 times 14 and two times 12.

And he wants to play a dwarf, most likely a fighter.

We start at level 1.

What route can I suggest without creating a disappointing Charakter?


The Dragon wrote:


It makes a difference. (...)
They can't handle Multiple creatures nearly as well.

Your suggestions includes the same problem.

Instead of powering up one monster, you suggest to bring multiple monsters. Adapt and escalate the encounter until the party will have real problems.
No difference.

This arms race is boring. For the gm and for the players.


In which matter does it make a difference to what I am wrote above?

Ok, I throw 25 skeletons into battle - you won
Next time 50 orcs... and then 100 boars?

It is nothing different to making 1 monster harder and harder.

Next time you will kill 50 enemies and complain about the other 50 still standing.

As gm, I can create encounters that tpk easily.
To create interesting encounters is hard, with highly specialized characters even harder.
Players should recognize this. Sometimes they have to cut back to have more fun.

Just talk with your whole group

Since the gm seems to have no problems with the others characters and the other players seems to have no problems with the gm, you should start talking. Maybe you can rebuild your character


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In my opinion, both, players and gm have the responsibility to make a game really fun.

Optimized or even highly specialized encounters/characters tends to be boring.

In my first campaign as gm I have had a similar problem.
My players killed my monsters within 1-2 rounds. So I build harder encounters, harder monsters and so on. In the end, they killed a apl 4+ encounter in 5 rounds.

It was no fun for me. To watch, that every encounter I build was wiped out with ease was simply boring.

So I stopped building encounters and the fights looks like: "You found a hill giant. You kill the hill giant. Here is the loot."

After that we rebuild campaign AND characters

Long story short:
You complain that the gm is ruining your fun, but you have no problems with ruining the fun for the gm?

ps
After the experience with my campaign, I stopped building highly optimized characters


Thanks for your advice.

The occultist is the best summoner besides the broken summoner, right.

So I will give it a try.


How should a 25 point by look like? Is Charisma neccessary or can I dump it?

I think I will play human.

We are at the Moment at level 5, so my feats will be spell focus, augment summoning and superior summoning. 5th level feat will be summon good\neutral Monster.

Is evolved summoning worth it?


Hello,

I want to play a summoner and found the arcanist archetyp occultist.

Using the standard feats like augment and superior summoning would it be as usefull as a master summoner or a Druid focused on summoning?

Another question:

Summon good Monster or summon neutral monster?
Which feat offers the better monsters?


Hi guys,

I wanted to play something different for the skulls and shackles campaign, so I decided to do a heavy multiclass character. As another challenge he is a small melee based character (gnome).

There wasn't a plan, so he evolved. In fact I started as level 2 antipaladin and picked every interesting option.

But now I am somewhat in a dead end.
The next general feat I want to take is reckless rage to improve my damage and the possibility to extend multiclassing into slayer sounds nice.

Optimization is not important.
I just need some ideas to move on ;)

Raec:
Raec von Silvenstein
Gnome antipaladin 2/barbarian 1/fighter (mutation warrior) 2/oracle 1 (Pathfinder RPG Advanced Class Guide 93; Pathfinder RPG Advanced Player's Guide 42, 118)
CE Small humanoid (gnome)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +3 dexterity, +1 size)
hp 58 (1d12+4d10+1d8+20)
Fort +15 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +8, Will +10 (+1 vs. fear)
Defensive Abilities bravery +1, defensive training
--------------------
Offense
--------------------
Speed 25 ft. (20 ft. in armor)
Melee +1 greataxe +11 (1d10+5/×3)
Special Attacks hatred, rage (7 rounds/day), smite good
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Antipaladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect good
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—divine favor, inflict light wounds (DC 14), shield of faith
. . 0 (at will)—bleed (DC 13), detect magic, light, spark{super}APG{/super} (DC 13)
. . Mystery Lore
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 16, Int 12, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 17
Feats Dazzling Display, Extra Rage, Intimidating Prowess, Power Attack, Weapon Focus (greataxe)
Traits deft dodger, indomitable faith
Skills Climb +7, Craft (alchemy) +10, Craft (ships) +8, Heal +4, Intimidate +15, Profession (sailor) +7, Stealth +5, Swim +4
Languages Common, Gnome, Orc, Sylvan
SQ aura of evil, fast movement, gnome magic, knack with poison, mutagen, mystery (lore), oracle's curse (lame), revelation (sidestep secret), touch of corruption, unholy resilience
Combat Gear potion of shield of faith +2 (2); Other Gear +1 agile breastplate, +1 greataxe, boots of the cat, cloak of resistance +1, backpack, masterwork, barbarian's kit, masterwork tool, 121 gp

Thanks in advance for your help.


Bard and Lore Oracle

You substitute dex with charisma for the most relevant purposes and you get your charisma mod on all knowledge skills.
Later you can add 2 levels of paladin to get really gold saves


My druid:
AC is the good old big cat (with light armor, improved bite, iron will and toughness)

I wanted a little bit more strength than a caster druid needs

Should I change combat casting to heavy armor proficiency?

Spoiler:

Druid
Human Druid 8
NG Medium Humanoid (human)
Init +3; Senses Perception +17
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 72 (8d8+32)
Fort +11, Ref +5, Will +14; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
--------------------
Offense
--------------------
Speed 20 ft.
Druid Spells Prepared (CL 8):
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 16, Int 12, Wis 22, Cha 9
Base Atk +6; CMB +7; CMD 18
Feats Augment Summoning, Combat Casting, Natural Spell, Spell Focus (Conjuration), Superior Summoning
Traits Focused Mind, Reactionary
Skills Acrobatics -2 (-6 jump), Climb +2, Escape Artist -2, Fly +9, Handle Animal +10, Heal +10, Knowledge (nature) +11, Perception +17, Ride -2, Spellcraft +12, Stealth -2, Survival +19, Swim +2
Languages Common, Draconic, Druidic
SQ animal companion link, nature bond abilities (animal companion, tiger), resist nature's lure, share spells with companion, spontaneous casting, trackless step, wild, wild empathy, wild shape (3/day), wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Other Gear +1 Wild Ironwood Breastplate, Cloak of resistance +2, Headband of inspired wisdom +2, 100 GP


Thanks for the help
I think I'll go with the druid. I think I can easier roleplay a druid than a smart, squishy wizard :)
So if a druid is also mechanically a good idea I will go for it.

It should be a caster druid, because we already have two melee classes.

Any suggestions how to handle a druid in combat?
Wildshape into an air elemental, stay out of reach of the bad guys and support the party?
Let them do the work together with my AC and the summonings?


Hi guys,

I can't decide between a druid and a wizard.
The other members are: a cavalier, life oracle and a alchemist/barbarian melee. Sometimes a ranger (Trapper archetype), a rogue or a monk joins the party.

level 8
25 point buy
standard wealth per level
Most paizo products allowed

Since it will be my 5th character in this campaign it should have some staying power.
There were a few bad choices and bad luck :(

Augment summoning is a must and I need some sort of battlefield control as well as hp and good saves. Maybe I take Summon Good Monster too.

What would you suggest?


Hi,

I have two questions:

1. Does a non human character with the eldritch heritage feat have access to the imperious bloodline (only available to human sorcerers)?

2. Feat:

Quote:
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Summon Monster:

Quote:
...1d3 creatures of the same kind from the 1st-level list

When I roll a 1, how many monster are summoned?


Quote:


Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size.

I would say no


Does the +1 bonus to ranged attacks from the bracers count for the ranged flurry from the Zen Archer (monk)?

If so, I have found a bug in hero labs ;)


Thanks for the advice

Is there any possibility that a shaken enemy loses his dex bonus to ac?

I think, if we go evil I will go on as Barbarian. The oracle curse will be lame so I can ragecycle.

Otherwise oath of vengeance and staying paladin would be the best.

Do think the cruel weapon enhancement would be recommended?

Eldritch heritage is a nice route, but it is very feat intensive, I don't think I can afford it.


Hi guys,

I planning on playing a high Cha, low Dex melee character.

My stats (25 PB)
16 Str
7 Dex
14 Con
12 Int
12 Wis
16 Cha

Race: Aasimar with +2 Str and +2 Cha and scion of humanity

1. Paladin (or Antipaladin if we decide to go evil)
2. Paladin
3. Oracle (lore with sidestep revalation)

Feats: Scion of war and PA

What should I do next? stay on Paladin (Antipaladin)? Any other class?
Cournogon Smash and Intmidating prowess?

All paizo products allowed

thx


The oracle has 4 feats on level 5. works only with human but not assimar.
(if it has also have scion of humanity as you say, otherwise huntsmaster would not be allowed)

How does the fighter get 22 strength? His stats are way above average...

The horse is the AC of the oracle, but the fighter rides it? Why???
The horse doesn't have a single trick, that means they have to push it every time (DC 25)

And remember: the animal companion is a NPC. You control it.


You can smite like a paladin at your characterlevel (general rule)
But you can do it only once per day (spezial rule)

Special trumps general


Aasimar Azata-Blooded Life Oracle
Revelation channel energy
Feat selektive channeling
All favorite class bonus into the +1/2 level for one revelation (channel of course)

This will provide enough healing. Later you can get life link (fey foundling recommend)


Just for me to understand:

SLAs are treated as arcane "spells" for prerequistes for feats, PrC and so on?

This means, an aasimar Cleric 3 / Wizard 1 (with 3 ranks in knowledge arcane/religion) will meet the prerequisites for the mystic theurge?

Pretty strong to have a nearly full cleric with additional arcane spells.


Thank you, guys


Hello,

my lore oracle has the sidestep secret (cha to ac and reflex save instead of dex)
Enlarge person lowers your dex by 2 points.

With the enlarge spell my dex will be 2 points lower and it hurts my initiative and CMD, but I suffer no penalties to AC and reflex saves, right?


Bard Archaeologist

Access to cure spells, a bonus to perception and disable device and can disable magical traps (at 6th level)


Hello guys,

I want to build a character that is hard to kill.
It should do enough damage to not be ignored by intelligent monsters.
The saves are very important because I lost the last 3 characters by failing my saves.

This is the best I can do, but I think one of you has surely a better idea or some hints to improve my build.

AC 30, touch 16, flat-footed 25
Fort +15, Ref +18, Will +17
hp 69
Immune disease, fear; Resist oracle's curses (tongues [celestial]), fire 5, dragon resistances

Speed 30 ft.
Melee +2 Falcata +13 (1d8+8/19-20/x3)

The whole crunch:

Male Half-Orc Bard 1 Dragon Disciple 3 Oracle 1 Paladin 3
LG Medium Humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 25 (+8 armor, +4 shield, +5 Dex, +2 natural, +1 deflection)
hp 69 (3d12+3d10+2d8+19)
Fort +15, Ref +18, Will +17
Immune disease, fear; Resist oracle's curses (tongues [celestial]), fire 5, dragon resistances
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +11 (1d4+6/x2) and
+2 Falcata +13 (1d8+8/19-20/x3)
Special Attacks bardic performance (standard action) (9 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 15), bardic performance: inspire courage +1, breath weapon (1/day) (dc 16), claws & bite (8 rounds/day), dragon bite, smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Bard Spells Known (CL 3):
1 (5/day) Cure Light Wounds, Feather Fall (DC 16), Feather Step (DC 16), Restful Sleep (DC 16)
0 (at will) Mage Hand, Prestidigitation (DC 15), Mending, Message, Know Direction, Sift
Oracle Spells Known (CL 1):
1 (5/day) Shield of Faith, Protection from Evil, Cure Light Wounds
0 (at will) Create Water, Guidance, Purify Food and Drink (DC 15), Stabilize
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 22, Dex 7, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +11; CMD 20
Feats Exotic Weapon Proficiency (Falcata), Greater Mercy, Improved Initiative, Noble Scion of War, Power Attack -2/+4
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics -4, Climb +9, Diplomacy +9, Escape Artist -4, Fly -4, Handle Animal +9, Heal +3, Intimidate +18, Knowledge (arcana) +9, Knowledge (local) +7, Linguistics +4, Perform (oratory) +9, Ride +1, Stealth -4, Swim +4; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Celestial, Common, Draconic, Orc
SQ aura of courage, aura of good, bardic knowledge, dragon type (gold dragon [fire]), lay on hands (1d6) (6/day), mercies (mercy [fatigued]), mysteries (lore), revelations (sidestep secret)
Other Gear +2 Mithral Agile breastplate, +2 Heavy steel shield, +2 Falcata, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +2, Ring of protection +1, 112 GP
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Breath Weapon (1/day) (DC 16) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 16.
Claws & Bite (8 rounds/day) (Ex) Bite attack deals 1d6 damage.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Bite (Ex) Bite attacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Dragon Type (Gold Dragon [Fire]) +1 damage per die for [Fire] spells.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6) (6/day) (Su) You can heal 1d6 damage, 6/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Tongues (Celestial) You can only understand and speak one language in combat.

Thank you for all good advice!


Thanks :-)


Extra Rage

You can use your rage ability more than normal.
Prerequisite: Rage class feature.
Benefit: You can rage for 6 additional rounds per day.
Special: You can gain Extra Rage multiple times. Its effects stack.

Prerequisite: rage

Half orcs favoured class Option:
Barbarian Add +1 to the barbarian's total number of rage rounds per day

Prerequisite: Barbarian but no rage


Can I use my favourite class bonus to get additional rage rounds if I am a barbarian but haven't got the rage class feature yet?

The mad dog archetype barbarian archetype get rage later but the dwarf/half orc barbarian favoured class option does not require rage.

So can a half orc mad dog get additional rage rounds as favoured class bonus before level 4?


Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

CRB magic items weapons


He can play a sorcerer with sylvan bloodline.
Or a cleric/inquisitor with animal/feather domain.

Both will give you a animal companion.

You have to take boon companion to bring the ac to charakter level.


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Serisan wrote:

Summon Monster and Summon Nature's Ally must place the creature on a surface. You can't summon things into the air, even if they fly.

Edit: From the Magic chapter, Conjuration:

Quote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Wouldn't that mean you have to summon a swimming creature on the ground of the sea instead of summoning it somewhere in the water?


Play summoner and build your eidolon like a dragon.


Hi,

I have a few questions about the druid.

1. Can I use wild shape and then cast strong jaw on myself? (natural spell provided)

2. If I use wild shape to change into an elemental, can I use weapons and wear armor of the same size as the elemental is?

3. Can I take the feat improved natural attack even when I possess the natural attack only in wild shape?

4. The Aasimar feat celestial servant gives my animal companion the celestial template and changes it to a magical beast.
Does this means that my animal companion gest a d10 as HD and fast BAB progression like a magical beast?


Kat Tenser wrote:


Because a wizard can buy more spells and add them to his spellbook. This can be done as easily as adding any equipment to your gear list. Sorcerers do not have the same luxury.

Who decides which equipment is available?

As easy as a GM can say there is no sword he also can say there is no scroll in the shop.
This means of course even a wizard doesn't have always the right spell in his spellbook.

So if a wizard is more powerful than any other class, it's the GM fault.
(you can replace wizard with any other class)


Why does everybody assume a wizard can cast all spells available?

A wizard gets 3 + int mod level 1 spells at the beginning, With every new level he gets 2 additional spells.

This will end up in 41 + int mod spells.

A sorcerer gets 48 spells + bloodline spells
(without level 0)

So what if the GM don't let you copy any spell?

It's GMs choice how powerful a wizard will be.
In worst case he could end with less spells than a poor sorcerer :)


Hi everyone!

Our group start the Skulls and Shackles AP. I am allowed to play a Samsaran with the Mystic Past Life racial trait.

I will play a Cleric of Besmara with a Wisdom of 18 after racial mods.
This gives me 5 divine spells of other classes to add to my spell list.

What spells should I take?
I want to play the cleric as a caster/range, so my first thought was Gravity Bow or Aspect of an Falcon.
Maybe Feast of Ashes as 2th Level spell (don't know it sounds nice to me)

Thanks in advance


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Here is my first version of the Paladin of Besmara
(It looks like a Paladin but it isn't one! Iomedae doesn't kill kittens and everybody is fine who thinks paladins have to be LG. hint: Never look at page 122 in the APG!)

Alignment: CN
Code: Spread chaos, plunder as much as you can, protect the ship and it's crew.

Proficient with all simple weapons, pirate weapons (pirates of the inner sea), rapier, whip, sap, net and medium armor. (no shields or heavy armor)

Class skills: add swim and intimidate, remove ride

1. Aura of chaos, smite lawful, detect lawful
2. chaotic touch (like Lay on hands but heals chaotic creatures and harms lawful)
Besmaras Bond: every friendly member of the crew count as chaotic for the Besamara Paladin (replace divine Bond)
3. Mercy/Cruelty At level three and every three levels thereafter select one mercy and the equal cruelty. Chaotic creatures receive the effects of mercies and lawful creatures suffers the effects of the cruelty.
4. Channel Energy: on chaotic creatures it works like channel positiv energy and on lawful creatures it works like channel negativ energy
Gain Favorite Terrain: Water (like a Ranger)
5. Besmaras curse: Every enemy currently on your ship (or attacking it) count as lawful for the Besmara Paladin
7. Gain Terrain dominance: water (like a Horizon Walker)
11. Aura of Justice replace smite evil with smite lawful
Gain Terrain mastery: water (like a horizon walker)
14. the weapons cout as chaotic for overcoming damage reduction
17. gain DR 5/lawful
20. DR 10 /lawful

All other Paladin features are unchanged
Spells: add Freedom of movement and change all evil related spells to their lawful related equals.

Please give me some advice on this and excuse my bad english
I am sorry ;)

Oh look!
cute evil kittens!


Hi everyone!

We playing Skulls and Shackles at the moment and we managed a TPK at first level.

The DM gave me a hint that could play a Paladin of Besmara if I do the adaptation.
But I have no idea how to go on.

How to build a CN Paladin?

Some abilities should be changed for sure e.g. aura of good and smite evil
I would change it into aura of chaos and smite lawful since aura of evil and smite good wouldn't fit into a CN Paladin.

Can you give me some advice on building and playing such a paladin?


Maybe not what you are looking for but a 10th level Assassin has an ability (angel of death) makes resurrection difficult.
Raise dead and resurrection won't work only true resurrection will.


I love the idea of a small berserker, so I build an archetyp for this.

Here we go:

add escape artist to class skills
not proficient with any armor or shields

Frenzy Movement: +20 ft movement This bonus applies only if the berserker is small or smaller and not wearing armor or heavy load.

A small or smaller wolverine berserker gains +2 dodge bonus to AC at first level.

Wolverine Rage: +2 Str, +2 Dex, +3 to Will saves, +2 natural armor.
No AC penalty while raging. Only small or smaller berserker can enter wolverine rage and the rage stops immediately if the berserker is bigger than small. Otherwise it works like the rage ability.
This replaces rage.

Agility Strike: At 3rd level a wolverine berserker gains her Dex bonus to hit rolls. At 9th level she adds 150% of her Dex bonus to hit and at 15th level she adds 200% of her Dex bonus to hit rolls.
At 6rd level a wolverine berserker gains her Dex bonus to damage rolls. At 12th level she adds 150% of her Dex bonus to damage and at 18th level she adds 200% of her Dex bonus to damage rolls.
This bonus only applies to small or smaller berserker. These are precise damage and is not multiplied on critical hits.
This replaces all trap sense and damage reduction.

Greater Wolverine Rage: The bonuses increase to +4 Str, +4 Dex, +3 natural armor and +4 to will saves
This replaces greater rage

Mighty Rage: The bonuses increase to +6 Str, +6 Dex, +4 natural armor and +5 to will saves.
This replaces mighty rage

At 4th level the wolverine berserker gains +2 dodge bonus to AC. At 12th level this bonus increase to 4.
At 8th level the wolverine berserker gains a +2 bonus to hit and damage rolls. At 16th level this bonus increase to +4
This bonuses only apply for small or smaller berserker.
This replaces the rage powers at 4th, 8th, 12th and 16th level.

What do you think?


Quote:
The subject can tread on air as if walking on solid ground.

You can be tripped on solid ground so I think it works.


Quote:
Head (Ex): An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

With an additional head you can take breath weapon more than once.


Thanks for clarification!


I have a question about the beastform mutagen.

The 3rd level beastform mutagen says that you gain 1 ability from the spell "alter self"
This doesn't mean you change size when you get the +2 dex, right?

This bonus is a size bonus, like the spell description says.

So what happen if I cast enlarge person?

I will get a -2 dex size bonus from enlarge person but I have already a +2 size bonus from beastform mutagen.

Size bonuses never stacks with each other.

So what happens if I get the beastform mutagen with +2 dex and I cast enlarge person on myself?

Is one effect dispelled or does the dex penalty and bonus even it out?


As I know the additonal arms don't give me more actions per round, so I can't use them for buffing.

My GM allow core rulebook, APG and UM/UC
Other sources are not allowed. Maybe I can ask him to make a few excetions.
He don't like massive multiclassing either.

I am now on a vivisectionist/beastmorph 3 + Barbarian x
This gives me +4 str mutagen, +2 str alter self and +4 str rage bonus for a total of +10
Additional 2d6 sneak damage.

Looks good for one round

Thanks for the advice!


bbt
Sadly I don't think the GM will allow this trait.

Lokiron
You are right, I misread the spell.

Ok, I am down to +8 Str in one round. Are there more options?

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