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One of my old RL groups got back together and resume play. We are converting our old characters from 3.5 to Pathfinder. The GM is not allowing any 3.5 material but he gave us freedom to completly redo our character's builds. My old paly use to have levels in two prestigue classes that are no longer avaible. I am looking for some advice and ideias on how to make a Pathfinder build of that character while keeping the original flavor: A paladin who dedicates his life to hunt down evil dragons to avenge the death of his family and the destruction of his hometown. Multiclass is allowed and all classes and archetypes are avaible as long as, by the end of the day, he is still a paladin. He is at the 10th level, human and a 25 point buy. Thank you for any help/suggestions.
I am building a character for a new campaing and I really like the concept of a summoner type. In this game the GM have already said no to the Summoner class. Its going to be a very small party, me plus one or two. So i dont think my summoned mobs will be a problem for the pace of the combat. The GM doesn't allow the Summoner class. There is a good change we will be doing one of Paizo's APs. Originally I planned on going with a Abyssal Sorcerer because of the bloodline arcana but now you can get it via arcane heritage and I don't think nothing beats having an animal companion on such a small party. So I am between Druid, Cleric with animal domain and Nature's Oracle. Druids are really nice but I prefer the spell list of the Cleric. I love the fluff of Nature's Oracle but I am not sure he is as good as the other two choices. I have been told there are some good feats for summon nature's ally but i cant find any that would be on the same lvl of Sacred Summons. That feat and the ability to AoE heal (or buff/debuff) the battle field is pushing me more in the Cleric's direction. Are there better feats for the summon nature's ally than the ones for Cleric's summon monsters? I would prefer to play the other two choices but the Cleric just seems so much better at this specific job... I just can't make up my mind, I am looking for advice or any thoughts in which class would make the most effective summoner type. Thanks in advance for any help.
Hi folks. I am relative new to pathfinder and wanted to try the society games. I am spending the next mouths in NYC. How do i find a pathfinder society game in NYC, Manhattan and Brooklyn area? I tryed the events area here in the site but when i enter the zipcode of my location i get send to paizo store. :( Thx for the help.
I have been playing around searching for a magus built and came about the scorpion whip. A half elf with ancestral arms exotic weapon proficience whip sounds like a fun "ranged" build for a magus. The dmg of the whip is terrible but in a str build he can two handle it with power atk for spellstrikes when need. The original whip (from core) clearly states that it provokes an AoO by adjacent foes when use in melee . Whip: A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15- foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon. The scorpion whip in its first printed version also does so (Legacy of Fire AP Player's Guide pg 23). Scorpion Whip: This weapon looks much like a standard whip but with a series of razor-sharp blades and fangs inset along its tip, giving it the ability to do lethal damage, even to creatures with armor bonuses. In all other ways it works like a normal whip. A creature proficient with whips can use a scorpion whip. Whip-masters of Katapesh usually apply poison the weapon’s spines. When paizo reprinted it in the Copanions Adventurer's Armory they changed the wording of its description. On the new text it doesnt say nothing about it. Furthermore if you compare both descriptions (old and new) it looks like they intented for it to dont provoke AoO in melee anymore. "This whip has a series of razor- sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip." Is there an errata on the subject or something? I couldn't find any and I have been told that the revised version of the Armory still has the same text.
I have come across a build that greatly matches the fluff im thinking for a campaign a friend is DMing. Basicaly im a druid who survived the burning of his forrest. Now i am out for blood. I just dont know if iam gimping myself with this build. I woul greatly apreciate any advice from the MinMaxers crownd. First 8 lvls of blight druid with rage domain. Extra Rage Power feat: moment of clarity 9 lvl: oracle with lame curse 10 lvl and beyond: Rage prophet (this lvls will up my druid spellcasting) I will probably focus this guy on wild shaped melee combat while raging. Not sure which mystery to take. The oracle first lvl spells will fuel extra rage rounds or one or two cleric buffs. Its a 20 points buy character. Can this build be effective? Thanks for any advice.
I am having a really difficult time to to set ambushes with melee monsters. After reading the rules of the surprise round it makes it impossible to ambush with melee because everybody only have a standard action in the first round (the surprise one). You need a full action to charge. I know its probably more realistic but it feels really silly that the people who actualy set the ambush cant full atack on thr first combat round. I think it hurt the most with magical beasts. |