Kobold Devilspeaker

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It's definitely the way I want to go with a character. But I see some serious problems in damage output (DR of 5 could stop most attacks). Any good ways to even this out?


As in the title. Often when I bring a paladin to a gaming table, there's an audible groan. The Barbarian sighs, and the Rogue starts looking nervous. Despite the fact that the Paladin is arguably one of the best classes in the game, with great immunities, Full BAB, the ability to heal, and effectively the only viable tank with its aggression drawing spells, it seems no one wants one on their side due to some belief that their lawful good nature will drive a campaign to a halt. Only once have I played a paladin when this was actually an issue. The rest? Zero issues. Makes me wonder why there is such a bias against them.


Failing saves is something we all do at some point in Pathfinder. It sucks, generally.

But one question got me thinking. Knowing nothing about the effect that just hit you, your GM asks you to roll a ______ Saving Throw. You roll a 1. Which type of save do you want to have failed the least?

For me, at least, it has to be will. Effects that require will saves tend to be the "You're not playing the rest of this encounter" effects, and those by far frustrate me the most. But most of them also won't lead to dead characters like Fortitude and Reflex saves often do.

Just sort of curious how people feel in regards to this. Might be an interesting topic of conversation.


Has anyone tried this combination before? Eldritch Archer's abilities don't exclude firearms, so I think there's some synergy here. Not sure how to spread out the levels (I don't need more than 5 levels of gunslinger, because no one does. It's entirely possible that one level might be enough.)


So, Doing Eldritch Archer Research got me curious on the best class option for an Archer. Only restriction is this: You need to focus on firing arrows (Or crossbow bolts, I'll count crossbows for this). You can have other abilities but they should improve your ability to shoot arrows.

I just want to see what the consensus is on the best builds for archery. Martial, magical, and even psionic. All archers welcome.


So, I have a plan to make my 5th level Wizard into an Arcane Archer. Just got to 6th Level, so I plan to take a level of Fighter, 2 levels of Eldritch Knight, and be an Arcane Archer by 9th level. Not sure if better options are out there though.

Reasonably, I want to take as few hits to spellcasting levels as possible, but don't want to be waiting until 12th level to have the BAB I need.

The GM has house ruled that I'll still be getting Wizard spells with Prestige classes, so that's not a worry.


So, I'm currently playing a Wizard in a campaign, and I've come to find that blasting spells from horseback really is fun. On top of that, I've gained an interest in the "Arcane Archer" Prestige class, and I feel like taking a few levels of Cavalier might help me get to that goal. But I'm not entirely sure if better options exist.


So, I've got an idea for a campaign I want to run, but I've never actually GMed Pathfinder before (Only GMing experience was with Cubicle7's Doctor Who Tabletop).

Premise of the campaign is this: A tyrant king is holding the neighboring kingdom's prince hostage, and demands a ransom in gold. The party was with the Caravan as guards when it gets attacked by "Bandits". They are forced to flee and leave the gold behind. Now they are deep inside of enemy territory, and have to somehow either get back home, or possibly rescue the prince themselves.


Soooo...I kind of want to have a Halfling Titan Mauler as my official backup character for my current campaign. (Seems like a fun character idea. The hit to STR might suck, but it's more for a fun concept, really)

I don't want to play a Bloodrager. I know they're better than barbarians in every way possible, I just don't care.

Rolled for stats:
Str: 17 (18+1-2)
Dex: 16 (14+2)
Con: 16
Int: 15
Wis: 13
Cha: 13 (11+2)

Honestly, besides Race, backstory and class, I've got very few ideas for the guy, especially for any future builds.


I've heard many times that oracles can do just about anything. And the concept of a Rogue-Ish divine caster has always interested me. So when I discovered the Intrigue Oracle Mystery, I had to check it out.

Now I definitely want to play one at some point, any idea for a build? Feats, Traits, Curse (or Curses) Archetypes? Because I really want this character to be viable. Right now, I see it functioning as a "Save or Suck" Enchanter, but are any other ideas viable?


That's right, I was just looking for general advice on making the blastiest caster. Feats, spells and items.

For basic info

Race: Human
Current Level: 5th
Arcane Bond: Weasel Familiar
Opposed Schools: Illusion and Necromancy


As the title says, I'm genuinely curious what people do with gunslinger characters after 5th level, when pretty much everyone and their grandmother says to dump the class.

Putting this in advice because I would genuinely like to try a gunslinger at some point, just not sure what multiclass options work.


So, I'm in a campaign where I need to build a 4th-level character.
The party consists of an Alchemist Healer, a Bard, A two-weapon fighting Ranger, and a Swashbuckler.

Now, I need to introduce a character to the group, and I'm having a hard time thinking of classes that would fit. Alignments are Lawful Neutral to Chaotic Good, so nothing evil. Anything else is fair game.

Occult Classes are not allowed, and Druid is off the table considering the nature of the enemy in this campaign. Anything else is fair game.


"Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power."

Does this 1d6 replace the normal damage of a monk's fist? Or does it add to it?


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Soo....I'm incorporating a lot of different Homebrews to create a perfect Saiyan Race. I'd love some feedback. Note, this is just the Saiyans as a race. For the ki blasting, flying and all that, I'm using the Ki Master class linked here: https://drive.google.com/open?id=1x1RJt1gXph5bNV0z4FkM_2WtfIM6Rd7qpKP5OcLEx 6A (For some reason, posting it here breaks up the link)

Saiyan
___________
Type: Humanoid (Saiyan) 0 RP
Size: Medium 0 RP
Ability Score Modifiers: (Specialized) +2 Str, +2 Con, –2 Int 1 RP
Languages: Standard 0 RP
Base Speed: Fast (40 ft.) 1 RP
Defense: Natural Armor +1 2 RP
Feats: Extra Ki (+2 ki points) or Wild Talent (+2 power points) 2 RP
Feats:Toughness 2 RP
Skill Bonus: Intimidate +2 bonus 2 RP
Skill Training: Acrobatics and Fly are always class skills 1 RP

Misc: Alternate Form (Oozaru) acts as extended beast shape III (huge ape form only [keeps tail]; triggers upon seeing full moon or spells that mimic moonlight) 3 RP
Weakness: In Oozaru Form she is considered to be in a frenzied state, unable to recognize friend from foe.
Weakness: A saiyan will revert back to base form if she is reduced to 0 HP or below, are knocked unconscious somehow, or has her tail destroyed. A saiyan's tail is 1/10 of her max HP. A saiyan cannot transform into Oozaru form if her tail is already destroyed.

Zenkai Boost: Whenever a Saiyan recovers from having a number of negative hit points equal half her constitution score or her character level, whichever is higher, she gains a permanent +1 enhancement bonus to a single physical ability score, to a maximum of +6 to each physical ability score. 2 RP

Misc: Prehensile Tail 1 RP
Weakness: Sensitive Tail (stunned if grabbed [Fort DC 20 negates]) -2 RP
Weakness: Saiyans eat 3 times the daily rations of a normal human. -1 RP

Mostly looking or feedback on a few things
1. How much should the drawbacks decrease the RP cost? Especially the Oozaru ones.
2. Zenkai boost seems...too good still. Not sure why it was listed as a 2 RP cost. Players can easily abuse it. Luckily, I plan for the Saiyan to be a GM PC.
3. Anything else that should be added, within reason.


So...what element should I pick for my Kobold Sorcerer Blaster?

I have the Draconic bloodline, so picking one to focus is kind of important.

Also, ruling out Ice right out of the gate. The Campaign takes place in an icy north. EVERYTHING will resist frost.

So yeah, the choice is between Fire, Acid and Electricity.


So, I've decided that an Unchained Rogue/Vivisectionist Combo would an interesting character to play. Sort of a Back-Alley Black Market Surgeon.

Current Build:
Vivisectionist 2, Unchained Rogue 2
Human

Attributes (Roll 5d6, drop 2 lowest):
Str: 10
Dex: 18 (17+1)
Con: 15
Int: 20 (18+2 for Human)
Wis: 14
Cha: 16 (No, I don't dump Charisma, it's run by a heavy Roleplay-Based GM, and it's gotten out party out of several situations)

I was thinking of maybe switching Int and Dex, since Alchemist DCs are rarely important, and next level, I'll be adding Dex to Melee damage. (I don't even get bombs, so I don't add INT to damage of those)

Discoveries: Infusion
Rogue Talents: Assault Leader (Working with a lot of Melee characters, so I think it'll pay off big time)

Going for melee support/damage.

What I was trying to figure out are a few things:
1. Is it worthwhile taking Unchained Rogue after 3rd level for this character?
2. What sort of Feats would benefit this sort of character?
3. Any Extracts I should be taking for sure?
4. Future Discoveries and Rogue Talents? Most Discoveries are about bombs, which I don't have.


Alright, so here's the thing: Joining a campaign with 3 other players. One's going to be a Dual-Wielding Ranger Crit-Fisher. One's going to be either a Paladin, a Barbarian or a Vitalist. And the third will either be a Swashbuckler or a Gunslinger.

I need character ideas for this campaign. There are strict Race Restrictions (Humans, Half-Orcs, Orcs, Changelings, Dwarves, Goblins and Kobolds only) and preferably nothing to do with the Fey (They will be the villains in this story). I've decided to fill the role of the Arcane Caster. I've built one character for the game, a Half-Orc Scarred Witch Doctor (Healer/Debuffer). But I typically like building multiple characters and letting the players decide what I play.

The campaign is starting at 4th level. I need some help getting the character ideas flowing, since Arcane Spellcasters are...new-ish to me.


For an upcoming campaign I'll be joining, I need advice on a character build. It's a very mixed bag game, and the only Character I know for certain will be a Crit-Fishing Melee Ranger, another player is going to be either a Swashbuckler or a Gunslinger, and the last one will be either a Barbarian or a Paladin. I really wanted to try the Scarred Witch Doctor Archetype, and after leads of research, found out that it's totally legal to play them as a Half-Orc.

Barruk
Half-Orc (Yes, this is APPARENTLY legal)
4th Level Scarred Witch Doctor
Rolled for stats:
Str: 10
Dex: 18 (17 +1 at 4th level)
Con: 16
Int: 20 (Effectively 22)
Wis: 14
Cha: 15

As for Hexes, I'm thinking Healing and Fortune, unless there are better suggestions.

Probably choosing the Healing Patron unless there are better options.

As for Traits, Feats and gear though, I've got no idea what I need.

Would appreciate any advice from those who have built one. I tried selling the GM on the Pre-nerfed version, but he wasn't having any of it.


I have joined a game with a party of a: Cartomancer Conjuration-Focused Witch, An Evocation Wizard, and a Healing Oracle. Clearly to me, what this party needs to round itself out is a Melee Tank.

Problem is, I don't exactly know how to build a Melee tank. My typical Melee combatants are low AC Damage Dealers. I need a way to make this work. The party is Entirely Lawful, and a mix of Good and Neutral, so I was thinking perhaps a Paladin? Starting at 8th Level, looking for some good Feats/Equipment.


Building my first Necromancer. A Chaotic Evil eternal optimist named Wallace Blackwood. He's a human, and his life's goal is to teach convince people to Legalize Necromancy (Raising the dead is explicitly illegal in most civilized societies in the GM's World). As such, he worships a homebrew God of Forbidden Knowledge and Secrets.

After doing some research, and figuring that the Undead Lord Archetype wasn't worth taking, I decided to return to pure Cleric. But that requires two domains, and I'm not entirely certain which one (Besides Death, which he obviously has) would benefit him the most.


So, I'm currently playing a cartomancer witch, and I was wondering if my Harrow deck could be given weapon enchantments, like other masterwork weapons can.

"Harrow cards are treated as masterwork weapons when thrown using this feat. The card is not destroyed and gains the returning weapon special ability."

Pertaining to the deadly dealer feat.


So, trying a Witch for the first time. Was Told the Cartomancer archetype would be fun.

My only issue is that I have no idea how a Cartomancer could learn new spells outside of leveling.

A normal witch's familiar can share spells with the familiar of another witch. But I don't think a familiar can teach anything to a deck of cards.


So this is less specific advice, more character-building.

Starting a Campaign at level 14. An interesting condition in this campaign is that you can give your character up to a +2 template. This being said, I wanted the template and Race to mesh well from a lore perspective, so I'm playing a Kobold with the Half-Dragon template.

Rest of the party is a: Oracle Healer, Ranger Ranged Damage Dealer, Monk Tank (Yes, our monk is untouchable), Paladin (Combat Focused), and Blaster Sorcerer. Two other players are yet unknown, but I'm trying to figure out what such a well balanced party really needs in addition. I figured that a Fighter, Magus, or War Cleric would work, since our close-up damage is a bit weak. But I'm open to other ideas.

Campaign will take place mostly in Hell, so anti-devil builds would be excellent.


So long story short, in our last session, the GM's rogue betrayed us, killed my character, and ran off into the sunset. Considering that this GM is really big on traps, we're seriously going to need a new trapfinder.

Problem is, rogues are probably my least favorite class. I prefer less situational damage over sneak attacks.

So, I need a rogue that can still deal with traps, while also focusing less on sneaking, and more on combat.

Starting at 11th level, any ideas?


So, my character wants to build and open up a gay brothel, and I'm not entirely certain what the cost of the building and staff might be. Would it be comparable to an inn? Neither the brothel nor the nature of it are illegal in the area it is being built in, but there is opposition to its nature, so extra security may be necessary.


So, in a campaign I am in, my Tiefling needs to change his appearance, and Is having a sorcerer use the spell Polymorph any Object to do it.

So, if his race changes to something like a Vanara, what happens to his Armor of the Pit feat? Is it lost? Can it be replaced with another feat?