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453 posts. Alias of Mapleswitch.


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Reduce Person, Permanency is an existing method to make medium characters small.


RaizielDragon wrote:

How feasible is it to run a Dwarf Kineticist that never wants to take Burn damage?

I ask because I want to make a tanky character based on an Dwarf Earth Kineticist, but I still want to be able to utilize thinks like Diehard and/or Flagellant. But Burn makes them useless.

Does refusing to take Burn neuter the class too hard to make it worthwhile?

I have a ranged person in my party that currently does this. Precise Shot is a pretty important feat and positioning is important (to avoid the -4 for teammates providing soft cover to the enemy) for your build. Wes currently does slightly more damage than my archer.


The game last night had two consistent issues with the ranged players. No one had precise shot and the melees positioned themselves in a way to provide soft cover to the monsters (imposing a -8 to attack for ranged characters). I ended up taking Feral Hunter as my Level 1 and liked it.


OP = Original Poster

Claxon, you're totally right about monk being a wis based class. If someone is not planning on playing a wis based, non armor archer; taking levels in that class is much weaker than normal. If the OP wants to play a mounted archer (like my plan is for my game that starts later today), then either a) the OP needs to be a straight (or almost straight) class character like Inquisitor with the Chivalry Inquisition (thank you Claxon for showing me this one) or b) they need to take 4 levels of cavalier, get expert trainer and take the Horse Master feat (which works on all animal companions, not just horses). Having an animal companion at your level significantly improves versatility / options for an archer imho.


Many, many GMs will allow you using the spear as a double weapon and let you smack with the blunt end as if it were a quarterstaff. As for the spear as a slashing weapon - no. Look at pictures of spears on google. They are clearly piercing weapons.


Any requirement you do not meet adds a +5 to the DC, such as Caster Level. If your caster level is 3 and the item has a caster level requirement of 5, you add +5 to the DC.


Theconiel wrote:

At some point, I would like to use Summon Nature's Ally to summon multiple stirges into a square with an opponent.

Sounds nasty, doesn't it? Their CMD is only 9, but you can only try to remove one at a time.

Medium and Small = 5 ft area (1x1x1 / 5 ft block) = 1

Tiny = 2.5 ft area (2x2x2 / 5 ft block) = 8


john kilmer wrote:

hey everyone,

like the subject says i am looking for advice on causing a cave-in of a cave 60ft wide and 60ft tall.

there is a white dragon in this cave. The objective is to lure the dragon out, then set off a cave-in to stop the dragon from getting back in, so the party has time to gather up the treasure hoard and escape with a dimension door.

What would you recommend to cause this cave-in? some kind of explosives? how exactly would the rules work for an explosion like this?

any advice would be greatly appreciated. thanks!

Hello. I live near real life caves and I've gone spelunking. Most decent size caves have more than 1 entrance irl. If a dragon has lived there for multiple years, the dragon likely knows all the entrances.

Personally, I'm having trouble imagining the explosion required to cause a cave in big enough to block a 60 x 60 foot entrance. In terms of game rules, the spell is a cleric spell called stone shape at which you shape the stones on the roof of the cave to become no longer attached. Due to the size of the hole, (if I were the gm) I would require a high knowledge engineering check to go along with that spell to cause the correct size rocks and spaces from which the rocks come to cause a proper cave in.


Item Creation Guide Part 2 of 4

This is part of a very big guide. While it is specific to item creation, it might help in terms of planning spell selection as you level.


This is pretty similar to taking multiple archetypes at the same time. If one of the archetypes says it changes a class feature, it changes the class feature regardless of what the other archetype says.

In this case, Arcane Bloodline does not say it changes your caster type. Psychic Bloodline does. Thus, your caster type as a whole changes to psychic casting. To answer your original question, no you no longer cast arcane spells.


Spoiler:
Bookmark of Deception (1500g)

This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with nondetection.

- My GM might be more evil than yours -

Notable Magical Items:
Cracked Ioun stone (dusty rose prism) (500g) - +1 competence bonus to initiative

Sandals of quick reaction (4,000g) (Can Act in Surprise Round Characters – can both move and attack in surprise round – only thing I know that can do this – if you like your group, get Horn of battle clarity)

Shifters Headband +2 (4,500g) - +2 to a mental stat and +1 CL to polymorph spells

Jingasa of the fortunate soldier (5,000g) - +1 luck bonus to ac, negate 1 critical hit or sneak attack per day

Deliquescent gloves (8,000g) - add 1d6 acid damage to attacks

Polymorphic pouch (5,000g) - bag of holding that does not merge with body when polymorphed / wild shaped into certain types of critters

Mount (spell) - best trap detection in game for wizards. It walks about 30 feet in front of you.


Ravingdork wrote:

I am currently playing a 7th-level human wizard (exploiter wizard) with a penchant for transmutation. I want to be able to turn into big beasts and tear my enemies apart. Sadly, playing a class with half base attack bonus makes that extremely difficult.

How might I optimize this moving forward so that it remains effective throughout my adventuring career?

(If it helps, I'm playing in the Dragonlance Campaign Setting, and so armies of weak minions and tremendously powerful dragons are going to be fairly common place.)

RD, I'm with Blakmane as to why? As someone who <3s to make wizard tanks, because they're awesome, I'll look into L7-12 (L = level) wizard builds that tank and blast as good if not better than fighters. Are you cool with multiclassing into a prestige class that gives a +arcane spellcaster level? Are you playing in a homebrew or PFS legal setting? *I f'ing hate 3rd party material and will not be using that*


Without naming classes or feats, explain what you want your character to be able to do. We should be able to piece in the puzzle with classes and feats for you.


*all of a sudden all of Timdog's npcs gain the feat Step Up*


JAMRenaissance wrote:
Avoron wrote:
Alex Mack wrote:
By definition +2 indicates archetypes that are strictly superior to alternatives. But we have 10 Archetype with a +2 power rating so maybe you should tone some of those down a bit.
Or maybe core monk is just sort of awful.
I really hate to say it in this manner but... yes, I was comparing to the Core Monk. As I mentioned in my opening the second go round, the Core Monk abilities are AWFUL. It's not hard to be "superior" to them. You'll also notice that only a quarter or so receive negative ratings. Same reasoning.

How do you code the spoiler and the drop down list into a post?


https://docs.google.com/document/d/1hiQ4naLEsyVU81YRDJIP6yjAcFMIjMfpFZ6O_Cr bJC0/pub#id.5v4akp5gzc28
I believe Feral Hunter over a 20 level class is a -3/-3. After level 8, they don't get another class feature until level 17. However, a 2 level dip into Feral Hunter is a +1/+1. Feral Focus + Precise Shot + Wild Empathy + Divine Spellcasting = nice for archer builds.

(Feral Focus is a buff with an infinite duration that can be switched as a swift action, the options are : +2 dex, +2 str, +2 con, darkvision, scent, +4 perception, +4 swim/acrobatics (jump), +4 climb, evasion, +5 speed, +2 attack to aoos/+2 AC against aoos.)


Lets say we have a character that has a base ranged attack modifier of +10. Rapid Shot = +8/+8.

Is Rapid Shot + Ranged Spell Combat = +6/+6//+8?

Is Rapid Shot + Ranged Spellstrike = +8/+8//+8?

Is Rapid Shot + Ranged Spell Combat + Ranged Spell Strike = +6/+6//+8//+6?


In low money games I find it almost a necessity to pick up craft wondrous item. The first item to be made is a MW Artisan's Tool of Spellcraft +X enhancement bonus to Spellcraft (55g + X^2 x 50g in cost)

Druid's vestment
:( There are not that many druid-only items - Shield cloak might be useful to consider or Cracked Ioun stone (dusty rose prism) or Miser's mask


Excluding the vestigal arm debate, you cannot throw a bomb with one hand, then use quickdraw to move it over to a 2 handed weapon in the same turn. Some crossbows give the option to fire one-handed at a -4 penalty to attack. However, reloading becomes a problem as that clearly requires 2 hands. If you are serious at throwing bombs and two-weapon fighting, you should look into chakrams - like on Xena Warrior Princess. They have slightly better range than your bombs and they are the cheapest ranged weapons that do decent damage.


1 person marked this as a favorite.

So if we are exclusively looking at Fighter v. Ranger, rangers get a pet and that is neat. Boon Companion helps make that pet your level +1. Humans get a human only feat that gives your pet an additional +1. I cannot remember the name of it because I rarely play Humans.

Ranger specific items include Boots of friendly terrain, Hunter's band, Hunter's cloak, Efficient quiver, Enmity Fetish, Horn of the huntmaster, Comfort's cloak, and Wayfinder* Method 2, #10 = an additional favored enemy (costs 525 gold). There are a couple additional, terrible Ranger items like Horn of antagonism that I have intentionally left out.

Fighters = more feats, no pets. Some of their items include Sash of the war champion, Gloves of dueling, Band of the stalwart warrior, and Manual of war.

I got really tired, I'll try to pick this up tomorrow.


1 person marked this as a favorite.
Claxon wrote:
Sarrah wrote:

I'm currently mulling over Zen Archer 1-2, Feral Hunter 1-2, Dragoon 1 (Mounted Archery feat - Level 5), Cavalier (any archetype that does not remove expert trainer) 1-4 (Horse Master feat - Level 9), Spire Defender/Eldritch Archer 1-2, then not sure. (Mounted Archer build)

Ranger and Fighter are about play styles and what you want your character to do. The more specific you want, the more mutliclassing you'll likely have to do. No one class by itself can make a decent mounted archer for example.

I'm going to beg to differ on a couple points.

1) If your going to dip Zen Archer, I personally recommend doing so with something that has wisdom synergy. Ranger or Inquisitor are both great (especially Sanctified Slayer). And then you do a 3 level dip into Zen Archer to use wisdom for AC and to hit with bows. You ignore dex, and focus on wisdom, then strength, then con.

1a) I will admit though that you seem to have something else in mind, I'm just not sure what exactly

2) If your purely going for a mounted archer build you really don't need to invest much to have it be incredibly effective. I'm not sure what your trying to work towards exactly, but Ranger or Inquisitor again both do this incredibly well. For Ranger you need Boon Companion to bring the animal companion up to level. For Inquisitor you need to pick the right Domain or Inquisition that grants an animal companion or mount (and possibly boon companion). For instance Chivalry Inquisition grants you a full progression mount (per cavalier mount), but Animal Domain (and it's subdomains) grant you an animal companion at -3. But that's really all you need. Getting the animal is the hardest part. You don't really need any feats or anything beyond that, unless you want your animal to participate in combat or something (which is silly IMO). The mount is the movement based part of your duo that allows the archer to full attack and decimate everything. You never spend a move action and can always full attack. You don't take...

Over the years, Claton has proven time and time again that s/he's a really smart cookie. Claxon's suggestions are almost always really good :D Thank you for suggesting Inquisitor and a relook at Ranger (my new character starts next Tuesday -- my GM is very cruel and loves to kill player characters; 20 point buy)


I'm currently mulling over Zen Archer 1-2, Feral Hunter 1-2, Dragoon 1 (Mounted Archery feat - Level 5), Cavalier (any archetype that does not remove expert trainer) 1-4 (Horse Master feat - Level 9), Spire Defender/Eldritch Archer 1-2, then not sure. (Mounted Archer build)

Ranger and Fighter are about play styles and what you want your character to do. The more specific you want, the more mutliclassing you'll likely have to do. No one class by itself can make a decent mounted archer for example.


Bhai wrote:

I wanted to pick Ranger with the Divine Marksman archetype, but everyone tells me that it is way more efficient to just pick a Fighter with a bow and then get the feats i want...

1) I just wanted to find out if that's true.
2) I would love to hear some tips on playing a ranged character (any tips you have, don't be shy, they might be found useful by me or others reading this thread).
3) How much do all these different types of arrows cost? http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammun ition

Funny you should mention this. I am currently mulling over a combo regarding the Divine Marksman archetype.

(Gnoll Killer trait, Shapeshifting Hunter feat, Feral Hunter 4, Divine Marksman 4: when not fighting a favored enemy, +4 to attack and damage with all ranged weapon attacks.)


James Jacobs wrote:
Sarrah wrote:
James Jacobs wrote:
Sarrah wrote:

To James:

The Hunter ability 'nature training (ex)' says "a hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion”

The Ranger class under Animal Companion says "A ranger's animal companion shares his favored enemy and favored terrain bonuses."

Does a Hunter gain favored enemy/favored terrain class feature as a Ranger of equal level, so the Hunter can share this 'option' with their Animal Companion?

That's a good question for the rules forum and a FAQ tag.
Two people in the rules forum said no. Do you know what the initial intent of creating this ability was? [There are currently no feats, traits, or options that rely on Ranger or Druid levels that also modify or improve animal companions (assuming the Ranger thing above does not work).]

I have no idea what the intent was. I wasn't really involved at all with the design of anything in that book whatsoever. I could certainly make a ruling here, but it'd only cause people to fight over whether or not my ruling counted or not, and would ruffle feathers on the design team for the perception of me stepping on their turf, and would (as has in the past) run the risk of customers on these boards posting angry posts about Paizo not having their "house in order."

As a result, for raw rules questions like this, you need to take the question to the rules forum. That way the Design Team will see the question and that way others can tag it with a FAQ request.

To James:

My bad, Imbicatus has found one really niche method of using the Nature Training class feature. If a Hunter chooses the Feral Hunter archetype, levels to 4 as a Feral Hunter, then multiclasses in Ranger, and then they take a feat called Shapeshifing Hunter; then their Hunter levels would count as both Druid and Ranger levels for the purpose of this feat.

Shapeshifting Hunter Feat: http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html# shapeshifting-hunter

My question is: once the character has the favored enemy // favored terrain class features, would the Hunter levels start counting as addition Ranger levels to improve these two class features (without taking the Shapeshifting Hunter feat)?


I've been looking up other combos that require the terrible choice of dipping Ranger before being allowed to use your Hunter ability. The Ranger class under Animal Companion says "A ranger's animal companion shares his favored enemy and favored terrain bonuses."

Ranger trait: Gnoll Killer (+1 attack/damage against favored enemy, +2 if you are a ranger) paired with Instant Enemy (level 3 Ranger spell - one specific enemy type becomes favored enemy for minutes).
Boots of Friendly Terrain (grants 1 favored terrain).
Hunter's Band (+1 attack against favored enemies).
Favored Defense Feat (1/2 favored enemy bonus to CMD and AC against 1 favored enemy).
Vest of the Vengeful Tracker (+4 confirm criticals against favored enemies).
Wayfinder (grants Favored Enemy Class feature in rare circumstances).

Lay of The Land Feat (grants 1 favored terrain).

A 4 level dip into Divine Marksman / Sky Stalker (Ranger Archetypes) seems like the best dip to maximize the effectiveness of a Level 1 Hunter ability. I'm not sure if Witchguard would also stack onto that Ranger Archetype build above.

A Divine Marksman gains Vicious Aim (Ex) ability at level 4 - which allows this character to add half their highest favored enemy bonus to attack and damage of all of his ranged weapon attacks.

If the Divine Marksman was also a Level 4 Feral Hunter with the Shapeshifing Hunter feat and Gnoll Killer trait with their first favored enemy being gnoll; then the Divine Marksman would grant a +4 attack and damage while using ranged weapons.

One question did come up when researching this info. Once the character has the favored enemy // favored terrain class feature, do the Hunter levels then start counting as addition Ranger levels to improve these two class features?


Imbicatus wrote:
For example, if you were to dip a level of ranger as a feral hunter, you could take the shapeshifing hunter feat, and count your hunter levels as druid and ranger levels.

Are you suggesting that you would have to level up to 4 in Hunter, then take a level dip into Ranger, and finally take a Feat before the level 1 class ability Nature Training would allow Hunter levels to count as Ranger/Duid levels to determine how many Favored Enemies you possess; so that you can share these Favored Enemies with your Animal Companions?

If that is the only use for the ability, then this ability should be listed along side other beauties such as Caustic Slur, Black Marketeer, and Ostentatious Display as the worst Pathfinder has to offer.

This class ability seriously needs to be erratad... either corrected or removed.


In the same book as the Hunter Class, the Brawler class has a very similar ability with one major difference in the script.

Brawler
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist.

Only the Brawler class calls out that the ability does not automatically grant class features of the two other classes.


James Jacobs wrote:
Sarrah wrote:

To James:

The Hunter ability 'nature training (ex)' says "a hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion”

The Ranger class under Animal Companion says "A ranger's animal companion shares his favored enemy and favored terrain bonuses."

Does a Hunter gain favored enemy/favored terrain class feature as a Ranger of equal level, so the Hunter can share this 'option' with their Animal Companion?

That's a good question for the rules forum and a FAQ tag.

Two people in the rules forum said no. Do you know what the initial intent of creating this ability was? [There are currently no feats, traits, or options that rely on Ranger or Druid levels that also modify or improve animal companions (assuming the Ranger thing above does not work).]


Since there are literally no feats, traits, or options other than maybe the ranger thing posted above, should they errata this class feature out of the Hunter class?


A two level dip into Feral Hunter (an always on +2 stat bonus, Precise Shot, Wild Empathy, Track (+1 to survival to track) is a nice alternative to Zen Archer.


2 people marked this as FAQ candidate.

The Hunter ability 'nature training (ex)' says "a hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion”

The Ranger class under Animal Companion says "A ranger's animal companion shares his favored enemy and favored terrain bonuses."

Does a Hunter gain favored enemy/favored terrain class feature as a Ranger of equal level, so the Hunter can share this 'option' with their Animal Companion?


Makknus wrote:
I am interested in making a Cavalier due to the character style, order choices, and heavy teamwork, but I'm not big on using mounts due to the way it can unbalance encounters with the extra movement and slow down combat with extra rolls. Is there a way to build a decent cavalier without focusing on mounted combat?

You could simply not ride your mount and treat it more like the animal companion that it is. OR if you want to make a really easy Cavalier, simply never summon/acquire your mount in the first place.


Your desire to go barbarian does not mesh at all with zen archer like many in this forum have suggested.


To James:

The Hunter ability 'nature training (ex)' says "a hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion”

The Ranger class under Animal Companion says "A ranger's animal companion shares his favored enemy and favored terrain bonuses."

Does a Hunter gain favored enemy/favored terrain class feature as a Ranger of equal level, so the Hunter can share this 'option' with their Animal Companion?


What happens if the oracle has DR?


Thank you Wonderstell for the link to James' thread. I have had a question with regards to a FAQ change that does not appear to have an answer.


To James:
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qow
This FAQ talks about creatures with SLAs. It specifically calls out the barghest. Does this FAQ also cover creatures like a Gnome or Elf? What is the ruling about SLAs gained from other sources like Class Features or Feats?


EvilMinion wrote:
what happens if you misfire on both ... =) kaboom?

:o kaboom!


If you are going against weaker opponents, don't bother wasting spell slots. Save those for the bigger fights. I'm personally a fan of mounted archers, but that doesn't appear to be the route you are going. Snap Shot feat chain is always good. Share Spell is also good. If you feel feat starved, a one level dip in Cavalier gets you a free teamwork feat.


Converting data would take so long. 5e is extremely simple, boring game. At higher levels, almost every class goes unconscious every combat. 110 hp? 3 hits from a purple worm and you're done. I really do not like every class being a squishy.


Daniel Myhre wrote:

Really? My understanding was that you flat out aren't allowed to make a +3 sword if you're not level 9 or higher. And that you similarly aren't allowed to make a +2 amulet of natural armor unless your caster level isn't high enough for the bonus (4 levels per +1 I believe). And isn't the CL added to difficulty already factoring in that part? I mean, unless they are taking feats, traits, and other stuff to maximize Spellcraft a level 5 player is probably going to find a CL 15 item to be difficult to make. Especially if they have multiple prereqs that they're missing.

Overwhelming yet? Crafting is a nifty system that can give the players a lot of power far faster then the GM might have intended. On the other hand, players that overreach them self can quickly get smacked down HARD when they fail a crafting check.

It is one of the broken parts about magical crafting that has never been addressed by a FAQ or errata. Most tables will rule exactly as you have.

Daniel Myhre wrote:
Personally, I'd only let someone take ten if they literally can't fail to make the item except on a 1. That way there's always the slight chance they'll mess up a high DC item.

I totally agree. Also, I (the GM) have to make the roll, because if they roll low and know it is cursed, then they'll never use the item.


Thank you.


Daniel Myhre wrote:
Note that caster level for a vanilla +X item is three times the enhancement bonus. So to make a +5 sword it's caster level 15 base. If there's both, use the highest caster level. So in the case of a +5 shield of heroism, that would probably be caster level 15, for a DC of 20 minimum to craft.

If he is not a CL 15, he does not meet that prerequisite and gets to add another +5 to the DC for his check (in this specific situation).

----

Heroism (the spell) continuous on an item:
Cheapest if he finds some bard to make a scroll of heroism (level 4 bard x level 2 spell x 2000g (to make continuous) = 16,000g

Heroism (the affects) (+2 morale bonus to saves, attacks, and skill checks).

Core Rules:
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

There are 38 + craft (varies) + profession number of skills. For the purpose of math, let us assume there are only 40 skills.

The book gives skills a circumstance bonus. To compare what a morale bonus to skill checks would be - I will compare the difference between an enhancement bonus and a morale bonus (%) is to armor and apply the same % increase to skills and attacks (1000 g vs 2500 g).

Cheapest first when creating magical items. 2^2 = 4 x 100 = 400g + 400gx1.5 (see multiple different abilities above) = 600g. 400g + 600gx39 = 400g + 23,400g = 23,800g. 23,800 / 1000 = 23.8 x 2500 = 59,500g.

+2 morale bonus to attack. 2^2 = 4 x 2000 = 8000 x 1.5 = 12,000 / 1000 = 12 x 2500 = 30,000g.

+2 morale bonus to saves. save bonus (other) = number squared x 2000. 2^2 = 4 x 2000= 8000 x 1.5 = 12,000g.

59,500g + 30,000g + 12,000g = 101,500g /2 (crafters pay half) =
50,750g = crafter payment to make this item.

As GM, this is how much players at my table would have to pay to have heroism continuous on an item.

----

Someone brought up the idea of applying this spell to a slotless item.
Two rules from Core Rules govern slotless item prices:
3 An item that does not take up one of the spaces on a body costs double.

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

Rule 1 applies and Rule 2 does not apply when creating this item.

Skills: 400g x 40 = 16,000g x 2 = 32,000g / 1000g = 32 x 2500 = 80,000g

Attack: 2^2 = 4 x 2000 = 8000 x 2 = 16,000g / 1000g = 16 x 2500 = 40,000g

Saves: 2^2 = 4 x 2000 = 8000 x 2 = 16,000g

80,000g + 40,000g + 16,000g = 136,000g / 2 (crafter discount) =
68,000g


They both remove tower shield proficiency. Do these two archetypes stack?


Sarrah wrote:
derpdidruid wrote:

So many GM's that I play with are pretty tame with what they will let us get away with.

A new GM that I have just joined a group with says that anything we can make with any paizo material available. Now before this I was pretty constrained. Mostly core, APG, ACG and maybe ARG. But with this guy... He will allow any paizo material.

So I ask you. Help me build a crazy character...

Warning, this character is stupidly broken.

Gernarde / Honor Guard (Cavalier) 4 levels, then Pack Master (Hunter) 16 levels. Remember to get Horse Master feat at level 7. Each level you get a new animal companion "mount" that is equal to your level.

At level 7, you will have 4 Level 7 "mounts". At level 10, you will have 7 Level 10 "mounts". At level 15, you will have 12 Level 15 "mounts".

-- arguably not the most broken, but still... stupid and broken.

I'll need to figure out how to post my mystic theurge guide before posting one of the most retardedly op (legal) builds of all time.

Without posting my guide explaining anything, the gist of the most retardedly op (legal) build is:

Gravewalker Witch 1 / Separatist Cleric (Trickery/ Travel or Exploration Domain) 1 / Oracle (Juju) 1 / Mystic Theurge 7
During my Level 10 playtest of this build, I had 152 HD worth of undead always around (no summons).


derpdidruid wrote:

So many GM's that I play with are pretty tame with what they will let us get away with.

A new GM that I have just joined a group with says that anything we can make with any paizo material available. Now before this I was pretty constrained. Mostly core, APG, ACG and maybe ARG. But with this guy... He will allow any paizo material.

So I ask you. Help me build a crazy character...

Warning, this character is stupidly broken.

Gernarde / Honor Guard (Cavalier) 4 levels, then Pack Master (Hunter) 16 levels. Remember to get Horse Master feat at level 7. Each level you get a new animal companion "mount" that is equal to your level.

At level 7, you will have 4 Level 7 "mounts". At level 10, you will have 7 Level 10 "mounts". At level 15, you will have 12 Level 15 "mounts".

-- arguably not the most broken, but still... stupid and broken.

I'll need to figure out how to post my mystic theurge guide before posting one of the most retardedly op (legal) builds of all time.


I don't care to bicker between personal beliefs. I prefer to let math show what is calculable and factual. Power Attack as a trap?

Without getting into really boring mathematics... As your weapons' average damage goes up, the effectiveness of Power Attack goes down. The math shows that depending on what you need to roll to hit normally vs what you need to roll while power attacking plays more of an impact as to whether power attack is a trap.

A kukri power attacking needs at least a 10% chance of hitting to be more effective than a dagger not power attacking. If a power attacking kukri needs a Natural 20 to hit, then not power attacking is more effective.

A Longsword after power attacking needs at least a 15% chance of hitting to be more effective than a longsword prior to power attacking. If a power attacking longsword needs a 19 or Natural 20 to hit, then not power attacking is more effective.

A great axe power attacking needs at least a 20% chance of hitting to be more effective than a great axe without power attacking. If a power attacking great axe needs an 18, 19, or Natural 20 to hit, then not power attacking is more effective.

*all three of these calculations have already factored in the variable number of your power attack penalty; all three of these calculations are based off medium sized weapons*

-- Phrased a little weird, in part because it is and in part because I am tired --


The biggest issue with trying to make your own race (if you are using the race builder book) is that players never chose abilities that their current character wouldn't use. Something similar to Gnome's Hatred racial is a prime example of something you will never see a player willingly chose for their race creation.

The first 10 build points = free.
11th - 20th build point = 1 level adjust
21 - 30th build point = 2 level adjust
et cetera

Fast Healing 1 is pretty op. A Ring of Regeneration 1 costs 90kg. The average party member won't be able to afford this until around L15 at the earliest. Fast Healing 5 is way op.

I think there is a 0 level adjust race already in existence that is ... well, not really like a vampire, but kind of....Dhampir


Do spells suffer the same -4 to hit penalty that ranged/thrown weapons suffer when shooting into combat?


Claxon is usually right about things. DR is typically versus nonmagical attacks. Energy Resistance is typically versus magical attacks. I know there is one magical item that grants DR only vs. touch attacks, but that is a very rare exception. As for nonmagical guns.....hmmmm...

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