Lord-Mayor Haldmeer Grobaras

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I'm building a character for level 7 and I want it to be ranged. I want it to be fun to play and also powerful in terms of damage output. I don't want to be using tons of magic, but some buff or utility spells are fine. So apart from Rapid Shot, Precise Shot, Deadly Aim and so on, what are the best feats/races/classes that I should choose in order to do this? If you already have some fun builds at around this level, feel free to post the link.


I recently quit being a paladin in one of my games because it was not my playstyle, I was probably going to lose my abilities soon anyway. So, I did some research, made a few rough draft characters, and finally I stumbled across something beautiful:

Fred Flintstone (not roleplaying him, he just uses rocks)
Orc
Barbarian 5, Fighter 2
CN

AC 16, Touch 12, Flat 14 (chain shirt)
HP 84
Fort + 11, Ref + 4, Will + 0

Speed: 40
Melee, raging: Rock +16/+11 (2d6+13/13) gore + 11 (1d8+4)
Melee, not raging: rock + 14/9 (1d8+10/10)
Ranged, raging (preferred style,it is a touch attack): Rock + 14/14/9 (2d6+13/13/13)
Ranged, not raging(not touch attack): Rock + 12/12/7

Range of rocks: 30ft increments

Str: 25 (18 starting, 4 racial, 1 level, 2 enhancement, an extra +4 when raging)
Dex: 14
Con: 16
Int: 8
Wis: 7
Cha: 5

CMB 14, CMD 26, BAB 7
Feats: Catch off Guard, Two-Handed Thrower, Point Blank Shot, Rapid Shot, Quick Draw, Throw Anything

Rage Powers: lesser hurling, lesser fiend totem
Barb Archetype: Hurler (+10ft range on thrown weapons)

Equipment: Chain Shirt, lesser belt of hurling, bag of rocks

The feats work perfectly to give me more attacks with the lesser hurling rage power. The lesser hurling rage power says I can throw a small sized rock as a touch attack with two hands as a full-round action, however the Two-Handed Thrower feat says i can throw any two-handed weapon as a standard action, and make all my possible attacks with Quick Draw. I got Throw Anything and Catch off Guard so i can use rocks as ranged weapons and melee weapons. The belt allows me to add my strength to attack rolls with thrown weapons and gives me +10ft range.

For being level 7, i think this build's offense is amazing. It's AC and Will are garbage, but they usually are for barbarians anyway.

If you have any builds you think are more powerful than this at around the same level, if you have any recommendations to improve this, or if you might have noticed something i didn't that makes this build not work the way it should, just post your suggestions.


I've tried to research it on other forums, but i haven't found much on the topic. Here's my situation:

I'm playing a nagaji paladin 4/ sorcerer 1/ dragon disciple 1. I got the final embrace feat (even though nagajis don't qualify for the feat, my GM said they were close enough to the other races to qualify), which gives me grab and constrict. So, after I attack with a natural attack (sorcerer claws) I can attempt a grapple as a free action. If i succeed, i do constrict damage. So far, i've been rolling to see if i hit with any of my claw attacks and then doing the grapple after my attacks; BUT i found out that releasing a grapple is a free action. So what i'm thinking is: I could attack, grapple, constrict, release, attack, grapple, constrict, and an optional release with my 2 claws. This seems really powerful and it just doesn't seem like it could be possible.

So here are my questions:

1. Does final embrace only apply to one attack per round? If it doesn't:
1.b. Does it apply to other natural attacks in one round, such as the bite i will get at dragon disciple level 2.
2. Can you use an infinite amount of free actions per round?


In the campaign I am playing right now, I am a 4th level paladin. It is a very, very, very long story so I won't go into the details of how this happened, but I was chosen by my party to fight an ogre in a pit fight. It is a friendly naked pit fight: no armor, no weapons, not even any clothing at all; loser loses an ear or a finger, chosen and consumed by the winner. Magic is not allowed and ogre clerics will be detecting it everywhere.

We figured I had the best chance of winning due to my smite and lay on hands, but I'm not sure if I would be able to use them. Smite is magic, but is it detectable? My GM said it would probably leave scorch marks or something, so even if it's not detectable people would notice. I argued that it didn't do energy damage, so it wouldn't leave any kind of energy damage marks, only bleeding and bruises.

That lead me to another question: Smite Evil is a magic ability, but does it do magic damage and/or do "magical effects"?

Lay on Hands is definitely magic, and it may be detectable. It's a swift action, it requires somatic components (need one free hand), probably requires verbal components, and it is noticeable healing. If you could somehow find a way for me to be safe using Lay on Hands, I would love that because it would give me a ton of extra health, but I won't be disappointed nor surprised if i can't use it. I could argue against mundane ways of detecting the use of Lay on Hands by me just finding a way to touch my body without people noticing, such as putting my hand over my cheek after i just got punched in the face.

We left off the session the in-game day before the fight, so it's still debatable whether i can use Smite Evil or not. If I can't, I will certainly lose due to the 29 Str of the ogre and possibly a brawler level the GM will give him.

Recap of my questions:

1. Is Smite Evil detectable by Detect Magic?

2. Does Smite Evil leave any strange markings or create any visual effects such as light that would cause people to realize I am using magic?

3. Is Lay on Hands detectable by Detect Magic?


I started a level 11 wizard and I chose the Imp from the list of Improved Familiars. I was wondering about the Inevitable Arbiter for the near-invincibility that is regeneration(chaotic)(the serious downside is that when it is unconscious it can't fly and it weighs like 60 lbs, which is too much for 8 str wizard to carry around) and the cacao daemon for its resistances, but I finally decided on the imp because it seemed useful in and out of combat. An at-will invisibility flying creature with DR, SR, and fast healing to deliver touch spells for me? yes please! It was the best for roleplaying as well because I am a tiefling. It also has all my skill ranks, which means I get 2 tries on knowledges, spellcraft, etc., and can speak(both verbally and telepathically), but above all: it has hands! This seems like a pretty useful creature, but it is really limited by its 40 health.

This leads me to these 2 questions:

1. Since it has hands, can it use a staff? If I invest enough points into UMD, it could have a decent chance of succeeding.

2. Can it learn different languages than me if I invest in Linguistics? It was our rogue's job to learn a lot of languages, but she will be leaving to college. If it could learn different languages, then I would get 2 languages per rank. It would also be an amazing translator because it can tell me everything through telepathy!


I've heard that sorcerers are better casters than wizards, but from what I've seen it's almost the opposite in every way possible. Wizards get access to higher level spells earlier than sorcerers (this really hurts sorcerers at low levels, a 3rd level sorcerer can still only cast 1st level spells), wizards can get more spells by paying a very small amount of gold, the Int stat is much more useful than Cha in my opinion, and due to that the wizard will almost always have better skills than the sorcerer. A high intelligence is super important for spellcraft and knowledges, especially at low levels. The extra known spells for a wizard also makes him better at making magical items than a sorcerer. The only thing I've seen that makes a sorcerer better in any way is the extra damage on certain energy spells from the draconic bloodline, but in order to really make that ability useful, you need to pick a lot of damaging spells...which aren't as useful as types of spells like buff, debuff, summon, or battlefield control. Is there any reason to pick sorcerer over wizard?

Separate question: My brother is GMing a campaign and he wanted to create a group of enemies that would mimic the party (in class choice as well as personality of each player) that would consistently be causing conflicts for the party. The enemies would probably be exactly the same level, so how would a GM keep one party from completely killing off the other after one fight? He wants to do it at around 5th to 10th level, so super high level magic is out.


I just started a new character and I chose paladin. Right now, it's a level 2 Nagaji (mostly for the +2 str and cha, but the +1 nat armor is good, too). My GM said Sulis is too overpowered with the resistances. The stats are:

19 str
14 dex
14 con
5 int
7 wis
18 cha

23 HP
21 AC

I plan on getting enlarged so my dex will fit nicely in full plate. I will put the 4th level ability increase in str, i might put 8th and 12th in cha.

I am having a difficult time deciding between the weapon bond and the animal bond. If I choose the animal bond, I will pick the Shining Knight archetype. I want the animal bond because it seems more fun than the boring sword and board fighter I had in another campaign (also because I want to avoid the painful 20ft movement speed I am experiencing right now), but I don't know what mounted combat feats I should take other than spirited charge. Are there any low cost magical items (10k gp or less) that compliment a mounted paladin? Also, what mount options are there for a large paladin? Would I have to apply the giant template to a horse?