Tiefling

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Organized Play Member. 431 posts. No reviews. 1 list. 1 wishlist. 4 Organized Play characters. 1 alias.


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The Exchange

HELLO ALL,

I would like some help here for a War Priest build. I am having issues with Feats choices.

Stats:

Human:

Str: 18
Dex: 15
Con: 16
Int: 16
Wis: 22
Cha: 16

level 13

Favorite class: 1/6 feat(x2)= 2 Feats

Mythic levels 2

Human Bonus feat use: EWP (Falcata), Weapon Focus (Falcata) and Sacred Weapon: (Falcata).

Level Bonus Feats (1st,3rd,5th,7th,9th,11th,13th,15th,17th, and 19th)

War Priest Bonus Feats (3rd,6th,9th,12th,15th, and 18th) (Combat Feats only)

I also have 3 traits to choose.

If need to i can raises my Dex to 17 and I have 140,000 GP to work with.

I do want to use Shields as a backup choices for Sacred Armor/Shields. I know i'll be using Power Attack feats and looking forward in the chooses Vital Strike. I don't know if i need to focus for Channel Blessing?

The Exchange

Howdy Players/Gamers/GM,

I was pondering and reviewing some of my older game books, hint hint(2nd ED - 3.5 D&D, and Pathfinder material books). I am trying to come up with a dragon in creating for either Dragonrider from Rogue Genius Games and/or a NPC monster type for Home-Brew.

If you were to create one how powerful can you make it to be. Please detail your build and why you think that Dragon be most powerful dragon in current pathfinder. Also think outside the box.

I do like the Force and Prismatic dragons out of the "Epic Level Handbook 3.0"

The Exchange

Hello Officials Paizo,

My question is the Goliath Race. Is there any material of the Goliath race in any of your books? I can use. If you do, can direct me to the right source of material.

if not, then link me the best homebrew ver.

All the best!

The Exchange

John Mechalas wrote:
Chromantic Durgon <3 wrote:
She sounds like someone I'd not like to adventure with xD
Heh. :) Yeah, I would add that she's matured over the last couple of years. She's still quick to anger, but she recognizes that there are lines you can't cross without consequences. But if you push her, and keep pushing her...well...that might have consequences, too.

maybe role with gothic image with Issues.... lol

The Exchange

Chromantic Durgon <3 wrote:
She sounds like someone I'd not like to adventure with xD

I am sure she would seem to be unlikeable character in the party. believe it or not I had a group was in the same simpler. I don't think she a mean character just a character might be does not fit with others, but its her past.

The Exchange

1 person marked this as a favorite.
John Mechalas wrote:

Well. Barbarian, first of several children to artisan, noble parents? I mean, this kind of screams the dwarven equivalent of oppositional defiant disorder to me.

--Well I actually roll this out from the book Ultimate Campaign.

Homeland: Unusual (Mountain),
Parents are still alive,
She is the 1st of the 5 biological siblings,
Circumstance of birth: Heir to a Legacy,
Parent’s Profession: Artisans,
Nobility: Regent,
Major Childhood Event: The War,
Barbarian Backgrounds: Champion of a God,
Conflicts: Destruction,
Conflict Subject: Gangster or Underworld Figure,
Motivation: Love,
Romantic Relationships: One Significant Relationship,
Relationship With Fellow Adventurer: Friend of a Friend,
Character Drawback: Safety of Security,

But I did like what you throw at this character, kind a funny though.

The Exchange

Salarain wrote:

Hello Everyone,

I was wondering; if anyone or someone be willing to come up with some background stories for this character. The GM is allowing me to start with a specially made melee weapon. basically like the Greatsword,but with a 2d6 (19-20 x3) crit modifier instead. Also I spent 300 gp to make the weapon MWK.

** spoiler omitted **...

I've add these to the character:

Homeland: Unusal (Moiuntains),
Parents are still alive,
She is the 1st of the 5 biological siblings,
Circumstance of birth: Heir to a Legacy,
Parent’s Profession: Artisans,
Nobility: Regent,
Major Childhood Event: The War,
Barbarian Backgrounds: Champion of a God,
Conflicts: Destruction,
Conflict Subject: Gangster or Underworld Figure,
Motivation: Love,
Romantic Relationships: One Significant Relationship,
Relationship With Fellow Adventurer: Friend of a Friend,
Character Drawback: Safety of Security,

The Exchange

1 person marked this as a favorite.

Hello Everyone,

I was wondering; if anyone or someone be willing to come up with some background stories for this character. The GM is allowing me to start with a specially made melee weapon. basically like the Greatsword,but with a 2d6 (19-20 x3) crit modifier instead. Also I spent 300 gp to make the weapon MWK.

Female Dwarf Barbarian:
Sirnirra Honormaul
Female dwarf barbarian (titan mauler) 1 (Pathfinder RPG Ultimate Combat 30)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 16 (1d12+4)
Fort +6, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk Special Made 2hd Maul Hammer +5 (2d6+9/19-20 x3)
Special Attacks hatred, rage (9 rounds/day)
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 18, Int 18, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Power Attack
Traits defensive strategist, rich parents, ruthless
Skills Acrobatics +1 (-3 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Craft (weapons) +6, Intimidate +3, Knowledge (geography) +5, Knowledge (religion) +5, Perception +6 (+8 to notice unusual stonework), Survival +6, Swim +8; Racial Modifiers Advanced
Languages Ancient Osiriani, Common, Dwarven, Elven, Shoanti, Undercommon
SQ big game hunter
Other Gear lamellar (steel) armor[UC], mwk Special Made 2hd Maul Hammer, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 341 gp
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

She is 4'3" tall, hair color: Golden, Eye color: Golden Brown, skin color: Tan Brown, Weight: 135 lbs., Age: 46. Deity: Torag

Any Help would be great and thanks.

The Exchange

Hello people,

I wanted start out with something new/different today in pathfinder games. I am sitting here trying to ponder any type of classes to role, but in a Wicked/Crazy/awesome style classes that would match the races too benefits' each other.

The Exchange

Hello, all

I was granted to draw from the Deck of Many things. One of the card granted me 1d4 wished so the GM rolled I got 4 wishes. I've spent one wish so far. I am in need of help with some Ideals for the use of wishes.

I am currently rolling with a paladin ==>

Paladin:
Gae-Al, Keeneye, Gathakanathi
Female Goliath fighter 1/paladin (warrior of the holy light) 7 (Pathfinder RPG Advanced Player's Guide 118)
LN Medium humanoid (Goliath)
Init +1; Senses Perception +10
Aura courage (10 ft.), power of light
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +1 natural, +2 shield)
hp 99 (8d10+31)
Fort +15, Ref +8, Will +11; +2 vs. death
Immune disease, fear; SR 12
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee holy avenger +16/+11 (1d8+8/19-20) or
rod of nettles +12/+7 (1d3 Dex & sicken 1d6 rds (Fort part))
Special Attacks channel positive energy 4/day (DC 18, 4d6), smite evil 3/day (+5 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +12)
At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 16, Int 14, Wis 12, Cha 20
Base Atk +8; CMB +11; CMD 22
Feats Combat Expertise, Cornugon Smash, Fey Foundling[ISWG], Pack Flanking[ACG], Power Attack, Precise Strike[APG]
Traits heavenly touch, omen
Skills Acrobatics +1 (-3 to jump), Bluff +6, Craft (armor) +6, Craft (blacksmith) +6, Craft (weapons) +6, Diplomacy +9, Fly +2, Handle Animal +11, Heal +5, Intimidate +17, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (nobility) +7, Knowledge (religion) +6, Perception +10, Ride +12, Sense Motive +10, Survival +5, Use Magic Device +6
Languages Common, Giant
SQ divine bond (mount), lay on hands 9/day (3d6), mercies (diseased, sickened)
Combat Gear ring of blinking, ring of ferocious action[ARG]; Other Gear plate armor of the deep, heavy steel shield, holy avenger, rod of nettles[UE], belt of physical might +2 (Str, Con), bracers of archery, greater, headband of mental prowess +2 (Wis, Cha), portable hole, tome of clear thought +1, backpack, bedroll, belt pouch, feed (per day) (2), flint and steel, holy text[UE], mess kit[UE], noble's outfit, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 9,300 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paladin Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (3/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Spell Resistance (12) You have Spell Resistance.
--------------------
Animal Companion (Tyran)
Female allosaurus (bodyguard) (Pathfinder RPG Bestiary 2 90)
N Large animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 66 (7d8+14)
Fort +7, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +11 (1d8+7 plus grab), 2 claws +11 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 14, Int 6, Wis 15, Cha 11
Base Atk +5; CMB +13 (+17 grapple); CMD 26
Feats Multiattack, Outflank[APG], Power Attack, Precise Strike[APG]
Skills Acrobatics +7 (+11 to jump), Escape Artist +4, Intimidate +1, Perception +6, Stealth +3, Survival +3, Swim +11
SQ devotion, shared vigilance, tenacious guardian
Other Gear bit and bridle, blanket[APG], exotic military saddle, exotic riding saddle, hemp rope (50 ft.), pot, saddlebags, tent, large[APG]
--------------------
Special Abilities
--------------------
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.

Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

What can I do to better for this Character. One: I was thinking of use some of the wishes and see if I can better my divine Bond? or should I hold on the wishes for later use?? I really need help with ideals for the Three wishes.

The Exchange

I am running in to a lost of crating a back ground story for this character. I plan to run in a game. If any of you help me out with a back ground story or stories would be great. Here is a detail of of this character.

Gae-Al, Keeneye, Gathakanathi
Female Goliath fighter 1/paladin (warrior of the holy light) 7 (Pathfinder RPG Advanced Player's Guide 118)
LN Medium humanoid (Goliath)
Init +1; Senses Perception +10
Aura courage (10 ft.), power of light
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +1 natural, +2 shield)
hp 99 (8d10+31)
Fort +15, Ref +8, Will +11; +2 vs. death
Immune disease, fear; SR 12
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee holy avenger +16/+11 (1d8+8/19-20) or
rod of nettles +12/+7 (1d3 Dex & sicken 1d6 rds (Fort part))
Special Attacks channel positive energy 4/day (DC 18, 4d6), smite evil 3/day (+5 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +12)
At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 16, Int 14, Wis 12, Cha 20
Base Atk +8; CMB +11; CMD 22
Feats Combat Expertise, Cornugon Smash, Fey Foundling[ISWG], Pack Flanking[ACG], Power Attack, Precise Strike[APG]
Traits heavenly touch, omen
Skills Acrobatics +1 (-3 to jump), Bluff +6, Craft (armor) +6, Craft (blacksmith) +6, Craft (weapons) +6, Diplomacy +9, Fly +2, Handle Animal +11, Heal +5, Intimidate +17, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (nobility) +7, Knowledge (religion) +6, Perception +10, Ride +12, Sense Motive +10, Survival +5, Use Magic Device +6
Languages Common, Giant
SQ divine bond (mount), lay on hands 9/day (3d6), mercies (diseased, sickened)
Combat Gear ring of blinking, ring of ferocious action[ARG]; Other Gear plate armor of the deep, heavy steel shield, holy avenger, rod of nettles[UE], belt of physical might +2 (Str, Con), bracers of archery, greater, headband of mental prowess +2 (Wis, Cha), portable hole, tome of clear thought +1, backpack, bedroll, belt pouch, feed (per day) (2), flint and steel, holy text[UE], mess kit[UE], noble's outfit, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 9,300 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paladin Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (3/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Spell Resistance (12) You have Spell Resistance.
--------------------
Animal Companion (Tyran)
Female allosaurus (bodyguard) (Pathfinder RPG Bestiary 2 90)
N Large animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 66 (7d8+14)
Fort +7, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +11 (1d8+7 plus grab), 2 claws +11 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 14, Int 6, Wis 15, Cha 11
Base Atk +5; CMB +13 (+17 grapple); CMD 26
Feats Multiattack, Outflank[APG], Power Attack, Precise Strike[APG]
Skills Acrobatics +7 (+11 to jump), Escape Artist +4, Intimidate +1, Perception +6, Stealth +3, Survival +3, Swim +11
SQ devotion, shared vigilance, tenacious guardian
Other Gear bit and bridle, blanket[APG], exotic military saddle, exotic riding saddle, hemp rope (50 ft.), pot, saddlebags, tent, large[APG]
--------------------
Special Abilities
--------------------
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.

Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

All The Best.

The Exchange

Arachnofiend wrote:

You don't need Multiattack because all of your naturals are primary; as long as you don't take out a manufactured weapon all of them will be hitting at full BAB.

Your horns are a gore attack, which will have to come from Fiend Totem so you want that as your first rage power. You're also going to want the Suspicious rage power to assist your will saves.

would the multi-attack give me, Horn/claw/claw??? vrs just Horns?

The Exchange

howdy everyone,

I am pondering here. I was thinking of rolling up a tiefling. I was wondering is it possible to have horns then use claw/claw as a secondary attacks. I plan to pick up multi attack then pick up power attack.

I am looking at the barbarian class.

Feat ideas:
*Multiattack
*power attack
*raging brutality
*raging deathblow
*raging vitality
*rending claws
*rending fury
*Multi attack secondary
*Bloody assault

Abilities build 20 point BUY
16 STR
14 CON
14 INT
10 WIS
12 DEX
10 CHA

Oni-Spawn (Tiefling)
+2 STR
+2 WIS
-2 CHA

idea attack in time is
REND with Horns/Claw/Claw/Bite

What would the stats on horn attacks?

What traits would be best to grab for the build? 2 to pick.

I am looking at other stuff like:
Animal Fury
Bleeding Blow
Boars Charge
Crippling Blow
Power blow
Disemboweling Tust
Fiend Toner

Please let me know can any of this work or what changes should I make?

The Exchange

Hello everyone,

I need some help creating the best way for a Tiefling Monk.
What I like to do is using claws and bleeding.

Is the unarm fighter the better way to go. or should I go with the master arms monk. What is the better way to go with. can this be done?

I plan to add barbarians level use rage effect. also plan to have horns to ram and rend with claw/claw.

Can anyone kind are help me build the right path. I want to make sure I pick the right feats to make the build.

I have 20 point buy with 2 traits. PFS only let you reach to 12th level anyways.

Did I confuse you?

P.S. I want to get a teifling in before its locked/or no longer to create. I already have a Ranger tiefling.

or can you kind me a better class I should go with.

The Exchange

Howdy Gamers,

Please review what i have so far. What changes do I need to make?

Nico Yori
Female Oni-Spawn Tiefling Monk 1
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 untyped)
hp 8 (1d8)
Fort +3, Ref +4, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +2 (1d4+2) and
unarmed strike +2 (1d6+3)
Special Attacks flurry of blows, stunning fist (1/day, DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 13, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 19
Feats Additional Traits, Dodge, Improved Unarmed Strike, Stunning Fist
Traits mana wastes survivalist, quain martial artist, reactionary, wisdom in the flesh
Skills Acrobatics +6, Disguise +1, Escape Artist +6, Intimidate +6, Linguistics +2, Perception +8, Swim +6, Use Magic Device +0
Languages Abyssal, Aklo, Common, Draconic
SQ ac bonus, prehensile tail, stunning fist (stun), unarmed strike
Other Gear 150 gp
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mana Wastes Survivalist +1 trait bonus on Fortitude saves.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wisdom in the Flesh (Intimidate) Intimidate becomes a Wisdom-based, class skill.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

Well now,

it looks like 99% disagree with me. so i have change all my bad choices from the run around here. So let me know if these changes are approve with you.

Riru Mina
Female Angel-Blooded Aasimar (Angelkin) Paladin 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 10 (1d10)
Fort +2, Ref +0, Will +2; +1 vs. nauseated, sickened, and ingested poisons
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee greataxe +5 (1d12+6/×3) and
lucerne hammer +5 (1d12+6)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 11, Con 11, Int 12, Wis 11, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Traits heavenly touch, whitethrone gourmand (irrisen)
Skills Diplomacy +7, Heal +6, Knowledge (religion) +5, Perception +1; Racial Modifiers +2 Heal
Languages Aklo, Celestial, Common
SQ aura of good
Other Gear four-mirror, greataxe, lucerne hammer, paladin's kit, 59 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
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).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heavenly Touch You can stabilize dying creatures with a touch.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Whitethrone Gourmand (Irrisen) +1 trait bonus vs. nauseated, sickened, and ingested poisons,.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

Deadmanwalking wrote:

You really shouldn't be worried about saves as a Paladin with Cha 16. You'll have some of the best saves in the game even ditching Wis and Dex entirely.

Also...why Plumekith? I'm pretty sure literally every other Aasimar variety makes better Paladins than Plumekith do.

1/day—see invisibility

The Exchange

Matt2VK wrote:
Stats - DEX and Wisdom is usually the dump stats, at most 10, for most paladin builds. This will allow you to bump your STR up a couple more points.

saves

Matt2VK wrote:
& Weapon - Paladins are Feat starved. Grabbing a Exotic Weapon with a Feat just seems a waste when there's so many good martial weapons out there a paladin can use.

trip ability on weapon plus better damage

Matt2VK wrote:
- Diplomacy is probably one of the most used PFS skills used.

i'll take a look at

Matt2VK wrote:
- Be sure you grab something for swarms. You can face them at any level.

i'll take a look at

Matt2VK wrote:
you figure in your favored class bonus?

+1 to skills -paladin

The Exchange

Howdy Gamers,

I would like some help with changes to this paladin, or is the build good?

I am rolling this character in a PFS.

Riru Mina
Female Garuda-Blooded Aasimar (Plumekith) Paladin (Empyreal Knight) 1 (Pathfinder RPG Ultimate Combat 0)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +3; +1 vs. nauseated, sickened, and ingested poisons
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee fauchard +3 (1d10+3/18-20)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
1/day—see invisibility
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 12, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Exotic Weapon Proficiency (fauchard)
Traits heavenly touch, whitethrone gourmand (irrisen)
Skills Acrobatics +3, Fly +3, Heal +5, Knowledge (religion) +5, Perception +2, Spellcraft +5; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Aklo, Celestial, Common
SQ aura of good
Other Gear four-mirror, fauchard, paladin's kit, 80 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
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).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heavenly Touch You can stabilize dying creatures with a touch.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Whitethrone Gourmand (Irrisen) +1 trait bonus vs. nauseated, sickened, and ingested poisons,.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

Hello gamers,

I have a question about understanding about the the special abilities on a weapon.

When you move to attack the enemy and you hit your target. Do I get the trip effect off the weapon after damage is dealt. If not, can you explain why?

The Exchange

Should i go with as a Holy Gun paladin???

The Exchange

Kyrrion wrote:

Hrm... Consider a Dwarf for the Dwarven Longhammer (blunt weapon with reach, as a dwarf you should be proficient with it so you don't need to burn a feat)? And if you're really wanting to get away from the stereotypical paladin, take a look at the conveniently place Dwarf archetype of Stonelord. Instead of Smite Evil, you get Stonestrike, which lets you bypass hardness (which I assume helps with Sundering items) as well as any combat maneuver checks (for tripping as well).

Though I'm not exactly sure what is and isn't PFS legal, this is the first idea to instantly come to mind. Sorry if none of this is available.

This would mean for me to be the dwarf, which I don't want to be.

If the long-hammer can not work for me, what would be another type of weapon.

i don't think there is a weapon sub pass 20x4 modifier like x5?

The Exchange

Hello gamers,

I would like to build a paladin to use a maul/large hammer with reach abilities to smite enemy. Could trip ability fit in the weapon or do I need to pick up improved trip feat?

with this concept be worthless.

What I want to do is where, I can smite or sunder effects. i want to hit the enemy from 5 to 15' concept?

or should forget trying this concept.

I want to run a paladin with exotic twist from the basic paladin. i just don't want to run a simple build paladin.

This paladin will be a female.

Keep in mind i want to role this paladin in PFS.

I have 20 point buy with 2 traits.

The Exchange

Hello Gamers,

I have a question about choosing the right class build for PFS.

I'm already running a tiefling ranger, and a Half elf cleric. I am trying to get one built before the assimars are locked out.

Any help Please

Thank you

The Exchange

FLite wrote:

Also, don't forget that you can sell stuff back for full gold when retraining at first level.

First game:
Buy short bow

Second game
Sell back short bow,
Buy long bow

At the end of third game
sell back long bow.
spend 2 Prestige to get:
Masterwork +2 str bonus Composite Darkwood (or green wood) longbow

The plan is

Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Use the Wolf as a Mount. use the trip ability with the wolf. Then i do all my damage while the enemy is prone on the ground.

Since most PFS is close quaters so longbow is not going to be useful in the picture.

The Exchange

BigNorseWolf wrote:
Keep in mind the wolf will (probably) grow to large once you hit level 7. So having a dire wolf pup thats slowly growing is probably the best explanation for how a 100 pound animal winds up bigger than a bear.

No matter the situation is the hatters will not allow me to even touch the alone the Dire part.

SO, I have this feat in the 7th level slot "Boon Companion". This way I get my companion be the same level as I. So the wolf becomes large size, instead of wait until 10th level.

The Exchange

Dylos wrote:
Salarain wrote:
Dylos wrote:
Salarain wrote:
Dylos wrote:
Salarain wrote:
Wolf: (in time Dire or Worg)
There are no stats for a dire wolf animal companion that are PFS legal, and in order to have the Worg animal companion you need to be True Neutral and take the feat Monstrous Mount.

ok, please show me where you come up with I need to be true neutral?

<snip>
You must meet additional prerequisites to choose a creature with an Intelligence score of 3 or higher, as described in each creature's entry.

At the begining of the worg entry it says this.

Quote:
Prerequisite(s): Alignment within one step of neutral evil.
True Neutral is the only pfs legal alignment that meets that requirement.
So Chaotic Neutral is out of the question?
If you want a worg yes.

Then I am force to a Basic Wolf.

The Exchange

Dylos wrote:
Salarain wrote:
Dylos wrote:
Salarain wrote:
Wolf: (in time Dire or Worg)
There are no stats for a dire wolf animal companion that are PFS legal, and in order to have the Worg animal companion you need to be True Neutral and take the feat Monstrous Mount.

ok, please show me where you come up with I need to be true neutral?

<snip>
You must meet additional prerequisites to choose a creature with an Intelligence score of 3 or higher, as described in each creature's entry.

At the begining of the worg entry it says this.

Quote:
Prerequisite(s): Alignment within one step of neutral evil.
True Neutral is the only pfs legal alignment that meets that requirement.

So Chaotic Neutral is out of the question?

The Exchange

Kigvan wrote:

There may not be stats for a dire wolf, but a wolf companion eventually becomes large sized, much like a dire wolf.

I personally would spend so much money for a longbow with starting gold. At most I'd buy a short bow, leaves some more money for gear, I particularly like to have some alch weapons such as Alch fire or acid flasks incase of swarms.

Keep in mind most PFS are close quarters so go Shortbow.

The Exchange

Dylos wrote:
Salarain wrote:
Wolf: (in time Dire or Worg)
There are no stats for a dire wolf animal companion that are PFS legal, and in order to have the Worg animal companion you need to be True Neutral and take the feat Monstrous Mount.

ok, please show me where you come up with I need to be true neutral?

You have learned how to tame and ride exotic beasts.

Prerequisite(s): Handle Animal 4 ranks; Ride 4 ranks; divine bond (mount), hunter's bond (animal companion), or mount class feature with an effective druid level of 4.

Benefit(s): You can select an exotic beast from the list of monstrous mounts to serve as your animal companion or special mount. You acquire and advance this creature in the same way as the mount or animal companion detailed in the class feature used as a prerequisite for this feat. You can also dismiss the creature as dictated by your class feature.

You must meet additional prerequisites to choose a creature with an Intelligence score of 3 or higher, as described in each creature's entry.

The Exchange

I have some changes needed looked at. Please review

Ok here is a feat tree I am pondering for my ranger.

Feat tree: Ranger Urban
1st Weapon finesse
2nd Ranger Combat Style Feat – Mounted Combat
3rd Dervish Dance
5th Combat Expertise
6th Ranger Combat Style Feat – (still Pondering)
7th Boon Companion
9th Improve Disarm
10th Ranger Combat Style Feat – (still Pondering)
11th Agile Maneuvers
13th Improve Dirty Trick
14th Ranger Combat Style Feat – (still Pondering)
15th Teamwork Feat – Outflank (wolf also)
17th Bodyguard
18th Ranger Combat Style Feat – (still Pondering)
19th Improved Share Spell
Other feats looked at:
*Butterfly Sting, *Combat Reflexes, *Dodge, *Quick Draw
Wolf: (in time Dire or Worg)
+1 Int
Feats:
Outflank, Precise Strike, Tandem Trip

What changes should I need to change here?

The Exchange

Ok here is a feat tree I am pondering for my ranger.

Feat tree: Ranger Urban
1st Weapon finesse
2nd Ranger Combat Style Feat – Mounted Combat
3rd Dervish Dance
5th Combat Expertise
6th Ranger Combat Style Feat – (still Pondering)
7th Boon Companion
9th Improve Disarm
10th Ranger Combat Style Feat – (still Pondering)
11th Agile Maneuvers
13th Improve Dirty Trick
14th Ranger Combat Style Feat – (still Pondering)
15th Teamwork Feat – Outflank (wolf also)
17th Bodyguard
18th Ranger Combat Style Feat – (still Pondering)
19th Improved Share Spell
Other feats looked at:
*Butterfly Sting, *Combat Reflexes, *Dodge, *Quick Draw
Wolf: (in time Dire or Worg)
+1 Int
Feats:
Outflank, Precise Strike, Tandem Trip

What changes should I need to change here?

The Exchange

Howdy Gamers,

I have a question about animal companion. I am reviewing the wolf companions. What are the chances obtaining these types for a wolf. Basic Wolf at 4th level for a ranger. Is there any possibility to obtain a Worg pup or Dire wolf pup?

I know the first answer out of any of is NO! I know the Worg is a magical beast. Also I am not trying to break any of the rules. Is it a possible?

The Exchange

Howdy Gamers,

I have run across one of my buddies the other day. we were talking about running a Gestalt game. We are wanting to try out creating/running a gestalt group. Just for fun try out. We are needing the rules or core settings breakdown. can anyone guide me to the right area. Is there a site review detail information/rules/creating.

The Exchange

Carla the Profane wrote:
Are you doing some kind of dervish switch hitter build? Looks fun!

Yes dervish dance, I know STR is a 14 but at lease I can carry a load if needed. I might drop down the STR to a 12, to increase the INT to a 13 and CHA to a 12?

The Exchange

roll4initiative wrote:
Looks like a well balanced build to me. S.T.O.I.C. (nice name, just noticed!) would be welcome to any of my tables.

well thank you, i didn't think anyone would notice the name. i wanted to be a little more creative name. i am typing up the back story.

The Exchange

TobiasBlues wrote:
I don't see anything glaring, except in languages, you just have one labeled Ancient. Not sure what that is, but probably just something that didn't get fully ported over from hero lab.

there is two of them Osiriani, and Osiriani( Ancient), so i choosen :Osiriani, Ancient

The Exchange

please review

please let know any changes must be made.

Scarlet Teresa Ophelia Irena Clare
Female Oni-Spawn Tiefling Ranger (Urban Ranger) 1 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee scimitar +4 (1d6+2/18-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—alter self
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Weapon Focus (scimitar)
Traits dangerously curious, flame of the dawnflower
Skills Disguise +2, Intimidate +2, Knowledge (dungeoneering) +5, Linguistics +2, Perception +6, Perform (dance) +1, Perform (sing) +1, Spellcraft +5, Survival +6, Use Magic Device +5
Languages Abyssal, Common, Draconic, Osiriani, Ancient
SQ prehensile tail, track +1, wild empathy +1
Other Gear scale mail, iron-tipped distance arrow (40), longbow, scimitar, backpack, bedroll, belt pouch, belt pouch, blanket, chalk, earplugs, fishhook, flask, flint and steel, grappling hook, hammock, mess kit, pole, poncho, hemp rope (50 ft.), signal whistle, soap, torch (4), tattoo, twine (50'), waterskin, 13 gp, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Real Name: Scarlet Teresa Ophelia Irena Clare
Short Name: Stoic "Stoh"

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

Howdy Gamers,

I am trying to get this tiefling in before there no longer be able to use the race. Please review and let me know any changes needs to be corrected.

Scarlet Teresa Ophelia Irena Clare
Female Oni-Spawn Tiefling Ranger (Urban Ranger) 1 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee scimitar +4 (1d6+2/18-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—alter self
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Weapon Focus (scimitar)
Traits dangerously curious, flame of the dawnflower
Skills Disguise +2, Intimidate +2, Knowledge (dungeoneering) +5, Linguistics +2, Perception +6, Perform (dance) +1, Perform (sing) +1, Spellcraft +5, Survival +6, Use Magic Device +5
Languages Abyssal, Common, Draconic, Osiriani, Ancient
SQ prehensile tail, track +1, wild empathy +1
Other Gear scale mail, iron-tipped distance arrow (40), longbow, scimitar, backpack, bedroll, belt pouch, belt pouch, blanket, chalk, earplugs, fishhook, flask, flint and steel, grappling hook, hammock, mess kit, pole, poncho, hemp rope (50 ft.), signal whistle, soap, torch (4), tattoo, twine (50'), waterskin, 13 gp, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Real Name: Scarlet Teresa Ophelia Irena Clare
Short Name: Stoic "Stoh"

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

Brad McDowell wrote:
That's a great race/class combo!! What's your Ranger combat style? What's your favored community at level 3? Are you gonna put ranks into Disable Device? If so, are you going to be able to Detect Magic? And please please please, pick a dire rat for your companion. Be unique!!

Have a prehensile tail would be nice.

The Exchange

I was thinking of having Quick draw, bow to duel wield scimitars.

I was think of the companion; Ferocious dire Badger? :D

The Exchange

Will now, I am guessing to go with an Urban Ranger.

I am guessing go as a Tiefling for the choice. Oni-Spawn
(Hungerseed)+2 Str, +2 Wis, –2 Cha

The Exchange

LazarX wrote:
Salarain wrote:

Out of these which is the most effective class for PFS?

Magus?
Divine Hunter (Paladin)?
Ranger? (with a companion which one be better)
Druid? (with a companion which one be better)

And then which of these two races would benefit better?

Aasimars / Tiefling

You're looking to "win" in PFS?

Pick the character that sings to you. Because you will be more motivated to do better with it than someone's idea of an "IWin" model. PFS isn't the type of campaign where you must munchkin to play, at least not yet.

You have took me wrong. I trying to see what is the better Combo in the selections. Where do you get off with "IWIN"? No such thing in any RPG.

The Exchange

Out of these which is the most effective class for PFS?

Magus?
Divine Hunter (Paladin)?
Ranger? (with a companion which one be better)
Druid? (with a companion which one be better)

And then which of these two races would benefit better?

Aasimars / Tiefling

The Exchange

Hello Gamers,

I know you are all going to think I am stupid here.

I need some insight here on creating a PFS character.

Which of these two race would be the better choice from.

Aasimars / Tiefling

20 point buy, 2 Traits, 150 gold to purchase gear with.

What is the better route to go with the following classes?

Magus?
Divine Hunter (Paladin)?
Ranger? (with a companion which one be better)
Druid? (with a companion which one be better)

Any help would be great. Please

The Exchange

Howdy everyone/Gamers

I would like to pick your brains from the best to the best. Out of all the choices of the races and classes which of those would you create for a PFS that would be well rounded for any of the PFS?

See I was looking at the Tiefling race, but not sure on the class. I am trying to determent from a melee to a caster? Should I create something like a druid with slam ability, or to a Titan mauler?

Basically looking for something that is just well rounded in skills and or either melee and or caster.

I like exotic choices like Tiefling race or something that is outside of the box.

The Exchange

I have made the changes on the weapon to master works. I had no intention having those confuse on my character. I also wasn't trying get batter at me. I just needed some help in clean up with my character.

The Exchange

Starglim wrote:

PFS rules are clear and not particularly stretchy.

You can choose one of the core rulebook races, or an aasimar, tiefling or tengu if you provide a legal rules resource for their statistics, or another race if you have a certificate (known as a race boon) that allows you to do so and you provide the legal rules source for it.

Additional Resources specifies what you may and may not use out of alternate racial abilities from rule sources that you own. Most, if not all, abilities derived from drow blood are not legal.

Your racial abilities do what the published rules say they do.

SO basically I can not even have the skin tone simple like a Drow too?

The Exchange

wow no one could not help me?

The Exchange

Howdy gamers,

I was wondering, what would be better for me to role with in PFS?

I was looking at a dirty fighter with CAD with rogue.

or

I was also looking at a Crossbow fighter with some rogue using DEX and INT.

Out of those two; what would be the most useful role to go with in a PFS?

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