Vale Temros

Sayer_of_Nay's page

503 posts. Alias of Darren Williams.



1 to 50 of 107 << first < prev | 1 | 2 | 3 | next > last >>

I'm playing a leshy Maestro Bard in the Extinction Curse. The DM has informed us that we should be hitting level 5 after next session, and I'm looking for some advice on what to do with my character.

Specifically, I'll be looking to retrain some of my class feats- as I haven't really used most of them-- and pick up an archetype. The thing is, I have no idea what archetype I should be looking at. I'm fairly new to pathfinder 2e, so I'm still getting the hang of the rules.

We are a rather big party. Besides my character, we have a Strix war priest, a Catfolk Ranger with a fire cat animal companion, a Kitsune Genie Sorcerer, a Fleshwarp Monk, and a Halfling Leaf Druid. My character plays support, while the war priest, monk, and animal companion act as tanks.

The basics of my character:

Mike Onyd, Leshy (Changeling) Maestro Bard; Str 10, Dex 14, Con 14, Int 8, Wis 14, Cha 18

Class Feats: Lingering Composition (Maestro), Multifarious Muse (Enigma), Bardic Lore, Inspire Competence.

Spells Known

Cantrips- Electric Arc (Virga May), Telekinetic Projectile, Detect Magic, Message, Dancing Lights, Guidance

1st- Sooth (Maestro), Illusory Object, Color Spray, Magic Weapon.

2nd- Invisibility, Summon Fey, Dispel Magic

I am looking to retrain Multifarious Muse and Inspire Competence, since I haven't really used either feats more than once or twice; the sorcerer is a knowledge monkey (fox?) so bardic knowledge combined with my low intelligence are pretty useless.

So,

I'd like to trade those feats in for an archetype of some sort, something to had some spice to my character. What would be a worthwhile archetype to jump into for a mostly support bard?

What are good spell selections for 3rd level spells? 3rd level spells are usually game changers in other editions, but I'm uncertain how important they are in pathfinder 2e.

What should I pick for my 2nd level signature spell? Soothe is my 1st level signature, and it has proven useful, but I don't know about 2nd level.

Thanks all!


6 people marked this as a favorite.

I'm new to the system, and my group has only been playing for a few months, but I've noticed that our characters are getting hit-- and crit-- waaaay more often than in other editions.

It has gotten to the point where we have had players opt out of playing melee characters because no matter what they do, the enemies seem to be able to knock our teeth in with casual ease.

Am I imagining things? Or is this system designed in such a way that the odds of getting missed are lower than average?

Granted, we are only 3rd level, but even characters optimized for high AC are routinely getting crit by random mooks, let alone boss level enemies. Are we supposed to be that fragile?


So, our group will be beginning the Extinction Curse ap next week, and I have no idea what to play.

So far, the party consists of an Orc Ranger, a Witch (type unknown), a Cosmos Oracle, and a leaf order Druid.

As for me, I can't decide on what to play. I'd like to play something... outside the norm, something befitting the circus life. I know the party could use some sort of tank, but I find martial characters dull and try to avoid them, though if anyone has an idea of one that is more flavorful then "I run up and hit it," I'd be glad to hear about it.

Thanks!


How do the sprite's spark (or Kitsune's foxfire) interact with monk abilities?
Can a sprite flurry with the spark? And how does it work with something like stances?


I'm posting this for a player in my group, as they aren't a member of the boards.

They have made an alchemist character, and have discovered the issue of bombs. Specifically, the lack of meaningful actions an alchemist can take once they use up all of their bombs.

He went pretty crazy with the bombs, and now we're in the middle of a dungeon, and now he is stuck. He's only 1st level, so at this point there aren't a lot of options.

He is thinking about picking up an archetype when we level to add some diversity. he would like to avoid picking witch or wizard for roleplaying purposes; his character looks down upon magic and magic users and harps endlessly about the superiority of science.

Does anyone have any other ideas on what sort of archetype he could take, or available options for him when we reach level 2?

Thanks


Hello all!

I will be participating in a game this Wednesday, and we are playing the Abomination Vaults AP. My DM hinted that undead are a big thing in this AP, so I decided to make a Psychopomp bloodline sorcerer, and am leaning into the Duskwalker ancestry for added flavor.

I am fairly new to Pathfinder 2e, and am unsure how I should built this character. What spells should I take, how should my stats be set up, etc. Should I stick with the sorcerer idea, or go with something else?

The rest of the party is an Orc ranger, a Kobold wizard, and a Leshy monk.

Thank you!


Having recently saved the life of a Master Alchemist in a homebrew came I'm playing in, said alchemist has offered, as a way of reward, to train us in the alchemical arts- basically, the DM has offered give one of us a free Master Alchemist feat. We certainly aren't going to look a gift horse in the mouth, but it does bring up an important question:

Are alchemy items of any use at the higher levels. If not, is there any way to augment their potency? We've just hit 10th level, and haven't really used anything beyond a, acid flask since level 4.


I'm playing a Half Orc Oracle of Lore in Wrath of the Righteous. Our characters just jumped two levels (apparently our DM forgot to give us a level during the AP, and so we gained two when we finished) from 4th to 6th.

My character is a support caster by nature; he's designed to emulate a "white mage" from the Final Fantasy series. He's not much of a melee combatant, and focuses mostly on buffing the party. I'm looking for advice on which spells I should add to my spell list, as well as spells I should just pick up as a scroll or as a Page of Spell Knowledge.

So far, I have:

Orisons: Create Water, Guidance, Detect Magic, Detect Poison, Mending, Purify Food and Drink

1st Level: Bless, Divine Favor, Protection from Evil, Identify*, Cure Light Wounds*, Burning Disarm**

2nd Level: Burst of Radiance, Tongues*, Cure Moderate Wounds*

* Oracle Bonus spell
** Half Orc favored class bonus

So if I'm right, jumping from 4th to 6th level will grant me one new spell of each level from 0 to 3rd. In addition, the Half Orc favored class option would grant me another 1st level and 2nd level spell.

In addition, I have to option of trading a 1st and 2nd level spell in for a different option. So far, I'm tempted to trade away Protection from Evil so that I can pick up the communal version.


Would it be possible to use the Inscribe Magic Tattoo feat to create a tattoo version of a Page of Spell Knowledge?


Magic is my favorite aspect of the game. I love spells, and I love playing spellcasters; I can safely say that 8 out of 10 of my characters are some form of magic user.

Besides the obvious mechanical benefits, I like the potential fluff that accompanies the use of spells in a game. In fact, I enjoy that more than the mechanics.

So my question is, what do you do to make your magic magical? And when you play a magic user, do you pick a certain theme to go along with your casting?

For example, a few back I played a very voodoo themed wizard in a one shot game. All of his spells were based loosely on trapping spirits and curses; when he cast a magic missile against a foe, he pulled out a voodoo doll and stabbed it a number of times with a silver pin.

What sort of flavor do you give magic in your games or characters, if any?


This thread is on behalf of a friend of mine who doesn't frequent the boards. She's playing a human oracle of lore, and is looking for a decent prestige class to level into.

She currently has the big three (Focused Trance, Sidestep Secret, and Lorekeeper) and has found that she has no interest in the higher level revelations of the lore mystery; Arcane Archivist is ultimately a waste, and the Spontaneous Symbology is too expensive to be use. Thus she find herself in the tricky situation of needing a way to advance her casting abilities without being "stuck" with useless abilities.

She's currently 8th level, and using the extra revelations feat, she's acquired all of the revelations she wants, and has nothing more to look forward to.

Any ideas?


I've never played a witch beyond one or two sessions; the first attempted resulted in my character being killed by a dire rat in the first hour of the first game, while the second attempt didn't last due to the game being cancelled.

That being said, I've had opportunity, but the squishy nature of the witch makes me extremely nervous. They don't seem to have anything in the way of protection spells beyond Mage Armor.

To anyone who has experience playing the witch, how do you deal with their relative frailty? They seem to me to be even more fragile then the traditional wizard or sorcerer.

And while we're on the subject of witches, what do you think of their spell list? Again, not having much experience with them, their list seems to be kind of..."meh."


So we are nearing the end of the first book, and met with our first character death- mine. We have a paladin, a magus, and a zen archer.

I'm debating on playing a bard or summoner. But that leaves us in a bind of not having a full caster in what will more than likely be a difficult AP. Is this doable? Or should be try and recruit an npc to help us out?


So after the horrific death of the most unlucky character I've ever had the displeasure to play, I find myself in need of a new character for our Wrath of the Righteous game. And seeing as my last character was heavily into melee, I think a caster would be a nice change.

The current roster of characters is an Aasimar Paladin of Iomedae, an Aasimar Zen Archer Monk, and a Tiefling Magus. We have a couple of heavy hitters as well as some long distance combat covered.

Does anyone have any fun arcane caster builds or concepts they would like to share? As of now I'm undecided as to what kind I should play. I'm open to pretty much anything, but I'd like to have the character be capable of dealing with the primary foes of the AP: Demons, as well as some undead, vermin, and aberrations.

The one thing I have decided on is that the character will be a Half-Orc; I'll be playing the oft mentioned younger brother of my last character.

Character creation:
3rd level, 1 trait plus the campaign trait, and we rolled for stats. I got lucky a came out with some good ones: 18, 17, 13, 13, 10, 10.

Right now the top contenders are either a witch (scarred witchdoctor) or some kind of sorcerer, although I'm open for any arcane caster as long as I can be useful to the party. Outside of specific build ideas, I want to beable to handle the unique challenges of this AP:

~ Dealing with demonic energy resistance and spell resistance, as well as their ability to teleport at will and summon others of their kind.

~ I'm guessing there will be all kinds of icky creepy crawlies in the form of swarms and giant insects.

~ Evil cults abound, so being able to match them magically would be great.

Any thoughts?


For the past five sessions, I've suffered from really rotten dice rolls. It wasn't too noticeable at first; a few low rolls here and there at critical times. It happens to the best of us, right? But then it got worse. Despite have some of the best bonuses on my attack rolls, saving throws, and initiative, I was becoming the least effective in the party. I discovered an awful truth near the end of the second session: there are fates worse than death. In this case, constantly being unconscious/stunned/sickened/etc.

By the third session, it had become clear that I was cursed. My poor paladin could not make an attack roll to save his life; even low AC critters requiring only a 13 to hit danced around my poor holy knight of Shelyn; what's significant about this is that due to an absurdly high strength and magic weapon, I had a +9 attack bonus; not bad for a 3rd level character. Even so, I missed each and every attack that fight.

The final straw happened in the fifth session, just two days ago. That entire session, I couldn't roll anything higher than a 4. The whole night. After spending the first fight suffering the effects of a stinking cloud cast by a dretch (whose lowly DC 13 fortitude save confounded my mighty champion, despite the fact that I had a +10 to my fortitude saves), we encountered the big bad of that portion of the AP. Determined to actually be useful beyond detecting evil, I used my cool 1/day True Strike spell-like ability. I rushed the Big Bad and Power Attacked.

And rolled a one on my d20.

Cackling with glee, the DM produced some nifty (dreadful) critical fumble cards and asked me to draw. I did so, and cringed at what ill fortune had brought me. My poor paladin at managed to critically strike his right leg from his body, dealing lots of damage to himself.

Mercifully, he died on the spot.

I've been gaming for close to 16 years, and I've never had such an unlucky streak before. Honestly, it was a relief when that character bit it.


My half-orc lore oracle 2/paladin of Shelyn 1 has just acquired a nifty magical glaive of awesomeness. Sounds good, right?

Nope!

I've observed that reach combat only works when you take advantage of AoO combined with combat maneuvers. Unfortunately, that's not an obtion for my character; he has a Dex of 9 and would get no benefit out of combat reflexes. And even if I did, I don't have the feats to burn for things like improved trip.

So how do I use this super awesome weapon to it's full advantage? As it stands now, I'm going to be forced into a corner due to the constant 5 foot steps I'll have to take away from the enemy; I thought reach was supposed to give in the edge in a brawl, not hinder you.


I'm not certain whether this thread belongs here or in advice. I decided to place it here because it contains spoilers for WotR.

Our characters have just finished killing a bunch of cultists. After killing the leader, we found the key to the lock box that contains the sword Radiance.

My character, a half-orc lore oracle who worships Shelyn, happens to be the only religious character in our merry little band. When I examined the sword, I received a vision from Shelyn asking me if I was willing to bear the mantle of one of her holy champions. I accepted and leveled up in paladin, while Radiance morphed into a glaive.

Now I'm kind of torn. I like the role-playing aspect of becoming a paladin; my oracle is a former shaman who is deeply spiritual, and so the opportunity to serve one of the Great Ones (gods) directly is pleasing. It's the mechanics that I'm having trouble with.

I'm not certain if I should just take a couple of levels of paladin and then continue on as an oracle, or if I should just level up as a paladin from now on. When I made the character, I never intended on him multiclassing; as the parties only healer and divine caster, I didn't want to nerf myself by taking multiple classes. But now, through roleplaying, I did just that.

So, what do you think i should do? Paladin dip or oracle dip? And why?


Forgive me if I spoil something (I hope not, since this is the area to discuss the AP0, but I wanted to ask a question about the campaign traits in this AP.

I heard a rumor that the traits improve as the AP goes on. Is this true? And if so, does it depend on whether or not you select the mythic path linked with the trait? For example, if I chose Touched By Divinity, will that trait only improve if I select Hierophant as my mythic path?

Thanks. :)


I just hit second level with my half-orc lore oracle, and I've just discovered that my DM allows the use of Racial Heritage for half-orcs and half-elves. I then noticed the kobold feat scaled disciple...

Do you think the benefits of Dragon Disciple are worth the loss in caster levels? If I went this route I would probably only go up to 8th level in DD, thus still receiving 9th level spells (eventually).

What would you do?


Hello all,
I'm a bit confused by this feat. The description says:

You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline's 1st-level bloodline power, use your full character level to determine its effect; for all other bloodline powers, treat your sorcerer level as your character level – 2.

Now, does that mean that you get all of the bloodlines abilities as if your character level was that of a sorcerer level -2? Or am I misreading it?


We start our first session of Wrath of the Righteous tomorrow, and I'm pretty worried about our survival odds. We have an...interesting line up of characters:

1. Female Tiefling Hexcrafter Magus, a strength based scimitar user

2. A male Aasimar Sylvan Blooded sorcerer, who will have some kind of dinosaur animal companion as a meat shield.

3. A male Human Zen Archer Monk. Along with our Sorcerer, he's our ranged combatant.

4. And my character, a male dwarven Inquisitor, using the Cold Iron Warden archetype from the Demon Hunter's Handbook.

I'm nervous, because not only do we not have a dedicated "tank," the only front liners being two medium base attack bonus, d8 hit dice characters and a giant reptile, we also seriously lack healing resources; my inquisitor is the only character that has a healing spell, and as a half-caster, that won't cut it for long.

Are we boned?


I've been reading Mythic Adventures, and I've noticed that there don't seem to be a lot of options for oracles in the Hierophant Path; most of the abilities deal with altering channel energy, paladin smites, and wildshaping options, no of which the oracle has (other than a life oracle).

Is this oversight intentional, or am I missing something? Because from the looks of things, most oracles will probably choose a different path or just take most of their mythic options from the general list, which I find kind of disappointing.


The AP is Wrath of the Righteous. Character creation is today (September 9th) at 6:00pm PST.

I decided it would be fun to play my own version of Thorin Oakenshield from the Hobbit. The idea is that this character is the last living lord of the Sky Citadel that fell when the Worldwound spread. Long tern goal is to reclaim it for the dwarven people (and to help with the crusade against evil).

We get to play with 25 point buy, which is fortunate, because as a charisma caster, this character will be at a disadvantage. I'm playing an oracle because we need a divine caster to round out the party, and I hate playing clerics; the other players are a fighter, sorcerer, and witch. I'll be playing backup melee with the fighter, as well has healing with the witch.

I'm torn when it comes to Mysteries; so far, Spellscar interests me the most, with Metal, Flame, Wood, and Wind following.

Stats wise, I'm thinking something like this:

Str: 14 (5 pts)
Dex: 10
Con: 16 (14+2 racial; 5 points)
In: 12 (2 points)
Wis: 15 (13+2 racial; 3 points)
Cha: 14 (16-2 racial; 10 points)

Not the best for a caster, but from what I understand, mythic tiers increase stats, so I won't be horrible at casting for too long. I hope.

Does anyone have any thoughts/ideas/opinions? I'm not too experienced when it comes to divine casters and would love some help. Thanks :)


I'm thinking of playing a druid in an upcoming Wrath of the Righteous game. I like the concept of a druid trying to heal the worldwound and destroying the abominations that infest the area.

Now comes the problem. I've been looking over the Druid spell list, and it seems to me that Druid's aren't really good at fighting demons, or any other outsider. Am I overlooking something?

I'd like some advice on designing an effective druid build for the AP, using 20 point buy.

I'm thinking of playing a dwarf using the Menhir Savant Archetype. Is there a way of allowing a druid to effectively fight demons? I gather that those will feature prominently in WotR. Thanks :)


I plan on making a sorcerer in an upcoming game who makes use of the experimental spellcaster feat from the Words of Power magic system; I like the idea of Wordcasting, but I I believe the system gives up more than it gains in the long wrong, so I don't want to commit this character to it.

Rather, I'd like to pick up a few words here and there using the aforementioned feat. For those of you who have used the system, or read through it, what would be the most useful words to pick up for a sorcerer? Are there any clever combination of wordspells that will endure into the higher levels?


I like the race, I really do; it's pretty much the closest thing to my all time favorite race, the Warforged from the Eberron setting.

Has anyone ever actually played one, and if so, how did you do it? I'm trying to wrap my head around the lack of background information on the race, as well as how to play the emotionless angle.

Ideally, I'd like to eventually play an android character. But so far, my mind is drawing blanks.


4 people marked this as a favorite.

I hate the Christmas tree effect. I really do.

I don't like the fact that I'm basically forced to pick the same generic magical equipment over and over again as I level just to stay viable; cloaks of resistance, +blah weapon, +meh armor, and all the rest.

I want actual *magical* items. It's gotten to the point that I will actually refuse to use the standard Big Six items in games I play in; when the inevitable cloak of resistance turns up, I'm always the last one to claim it, if I ever do. I'll usually end up saving the items and than selling them once we get to a big city.

Naturally, this produces the risk of a short shelf life, but I like doing it. I like to actually *like* my magical gear. To that end I do end up doing one of two things, or both:

1. Depending on the build, I'll spend a feat or two to get a Saving Throw boost (Iron Will et al).

2. Spend extra money to have a party member (if I can't craft myself) add secondary Christmas Tree enchantments to my cooler, more interesting gear.

Naturally, number two is expensive and results in less gear over all, but meh.


I love magic. And I love magic users.

Tell me about your magic using character. It doesn't matter if it's arcane or divine, or something else. I'll get the ball rolling by telling you about one of my favorites: Tazzenkaf Auvyrndar

This was a high level (13th) 3.5 drow campaign. Taz was the house wizard of House Auvryndar. He was also an alienist. He had several unusual obessive compulsive traits; he counted his steps out loud, avoided stepping on cracks, and was deathly afraid of insects. He was a germaphobe, and could often be seen frantically cleaning...everything. In addition, he possessed a terrible stutter (which I roleplayed, much to the other players frustration). His only friend and confidante was his pseudonatural toad familar, who acted as the calm voice of reason to his insanity.

Taz was a blast to play, and remains one of my fondest role-playing experiences.


My poor lizardfolk sorcerer bit the big one this past session (damn devilfish...).

Anywho, I'm looking to make a new arcane caster, since the group lacks one and all the other roles are filled. We have a fighter, druid, cleric, and rogue.

3rd level, 25 point buy. We're on the last leg of the first book, and I will be playing one of the NPC's until we finish it, giving me a couple of weeks to figure something out.

Does anyone have any suggestions or fun ideas for an arcane caster for Skulls and Shackles?


Not the living followers; those poor chumps probably converted to other deity worship after enough time.

I mean the dead followers. I assume that Aroden had a spiritual realm that housed those who worshipped him when they lived. Once he died, what happened to that place, if it ever existed, and what happened to all of his worshipers, all those souls?

Did they get passed out to other deities like poker chips, or are they just gone, like Aroden himself?


I've just hit second level with my Lizardfolk dragon-blooded sorcerer, and would like some help planning progression as I gain more levels; being new to playing sorcerers (as opposed to wizards, which I play quite frequently), I don't want to make a noob mistake and wind up hating the character.

My character, Nag, is a brash, treasure-hungry mage who arrogantly believes that he's the apex predator in the region; this belief is so strong that it's manifesting as sorcerer abilities. The plan is to begin leveling in dragon disciple after I hit 6th level, thus allowing me to have 3rd level spells before I start losing caster levels due to the prestige class.

Here's what I'm working with so far:

Nag
Sorcerer (draconic) level 2

Str: 16
Dex: 14
Con: 16
Int: 12
Wis: 10
Cha: 16

Feat: Eschew Materials (bonus), Extra Traits (netting him a +1 fortitude, survival as a class skill, and stealth as a class skill)

Spells Known- (Cantrips) Prestidigitation, Light, Message, Acid Splash, Detect Magic
(1st Level)- Grease, Burning Hands

Thus far, he's been a melee combatant who will occasionally use magic to even the odds; using grease to trip up a group or on a BSF's great sword. It's been working out; with his three natural attacks and +2 natural armor, he's got a solid AC and good DPR. Of course, that will change as we level.

So I'm looking for advice on spells and feats as I level up. His role is a cross between blasting and crowd control. I could use your opinions on a few things like:

~ Of the blasting spells, which should I pick, and which enery should I focus on? So far it's looking like fire, which I hate because everything and it's mother is resistant to fire. But there also seems to be more fire spells than any other energy...

~Feats. I plan on picking up Craft Wondrous Items at 3rd level, but beyond that, I'm lost.

~I'd also like some ideas for good utility spells; ideally, I'll be picking one blast, and one or two crowd controls per spell level. The rest I'd like to pick out some fun utility spells along with a few buffs here and there.


Which of the four basic energy types* would you say is the best for blasting purposes? Assuming you were going to use one energy over the others for whatever reason, which would you choose and why?

*I don't include sonics, because it's obviously the best one, but sonic damage spells are extremely uncommon; I can think of two or three off the top of my head.


Long story short, I want to start leveling my Lizardfolk inquisitor into sorcerer. Now, I realize that it's never a good idea to multiclass a caster, and doing so would hurt a sorcerers already feeble spell progression, but I figure it might also make for an interesting challenge to make it work.

Now, I'm currently 1st level, and 4 or so sessions into the first module of Skulls and Shackles, so I'm locked into what I already have. This is what I'm working with:

Lizardfolk Inquisitor level 1

Str: 16
Dex: 14
Con: 16
Int: 12
Wis: 16
Cha: 8

Now going off of my stats, I'm forced to go with the celestial bloodline, using the empyreal wildblooded archetype. I could go Sage, but my intelligence would make that very foolish. Celestial is okay, if a bit on the dull side.

So the question is, how can I make this work without completely sucking? I don't expect to dominate in the game; sorcerers are second-string compared to wizards, after all. And the fact that I have a level in inquisitor makes it even worse; I won't be seeing a 2nd level spell until 5th level, which will hurt. My goal is to try and make this character as useful as possible given my limitations.

One idea I was toying with was trying out Words of Power, seeing as I've been meaning to do so for some time now. It gives up a lot of awesome spells, but the ability to sort of craft my own unique wordspell combo's sounds very fun.

So far I'm thinking of:

1. Crossblooded. I hear that going that route with Wordcasters is actually pretty good, although I have no personal experience with it. My DM rules that wild-blooded and crossblooded work together, so no problem there.

2. As I mentioned, wordcasting. I'm aware of the cons, but the pros make it very tempting.

3. Since I already have a high strength, I'm wondering if I should focus on pumping that up and doing some light melee when I get cornered; with the proper buffs I could do decently.

4. Prestige class. I'm not a fan of the celestial bloodline abilities, so I wouldn't mind finding a good prestige class to go into.

Does anyone have any thoughts (other than the obvious "you are insane")?


2 people marked this as a favorite.

Bloodlines. Probably the best thing paizo did for sorcerers was add bloodlines to the class. They add a much needed boost to a class that was (and sometimes, still is) considered the wizard's weaker sibling.

That being said, I often has a hard time dealing with the fluff associated with the bloodlines; it seems every sorcerer gets their power from some supernatural creature fornicating with an ancestor. And that's fine, I guess, but it gets kind of boring.

So if you've ever played a sorcerer, what was the background fluff for his power? Did you go with the supernatural ancestor, or was there something more unique about how you got your mojo?


As expected, it's going slowly. But so far, I've got her to be friendly towards my character, but how to get to the next level?


Is there anything on them in the setting beyond the basic fluff presented in the monster manual? I'm currently playing one in Skulls and Shackles and would like to add some culture to the character, rather than having him just be a scaly human.


What happens when you have a character who uses two different divine classes and selects two different deities. For instance, if you started out as a cleric of one deity, then multiclass into inquisitor or druid, and selected a different deity?

I kind of like the idea. It reminds me of Elaine Cunninham's Daughter of the Drow trilogy. One of the antagonist was a "traitor priestess," a cleric of both Lolth and and a rival drow god. The two gods actively competed against one another.

Could such a thing happen in a standard game?


Well, my witch character in Skulls and Shackles bit it big time in our session last night; I won't spoil anything for those who have yet to play in the AP, but let's just say failing a perception check, getting surprised by several large vermin, and suffering a critical hit on top of two other hits during the surprise round is bad for one's health. Especially a 1st level human witch with no armor and 7 pitiful hit points. I was reduced to -9 hit points, and since I was the only member of the party with healing spells or even ranks in the heal skill, I bled out. :(

Oh well, new character! I've decided, due to a recent thread I started about inquisitors, to play one for the first time. It's a 25 point buy build, and I choose lizardfolk as my race because, well, being a humanoid dinosaur is COOL. This is what I've got thus far:

Denver
1st Level Inquisitor (Infiltrator archetype)

Str: 16
Dex: 14
Con: 16
Int: 12
Wis: 16
Cha: 8

My concept is for a spy who works for the Pirate Council, gathering information on the goings on of ships and their crews. Hence the infiltrator archetype, which will allow me to add my wisdom bonus to Bluff and diplomacy.

I'd like to make this character with a focus on melee, taking advantage of the 3 natural attacks. As of now, I have no clue what deity I'll pick, what my starting feat and traits are, or what spells to pick out, being a noob to inquisitors and divine casters in general. So I turn to you with the following questions:

1. How do I optimize my natural weapon fighting? Lizardfolk get three primary attacks, and while it will be awesome at first, I can see it starting to fall behind as we gain levels.

2. What spells should I start out with, and which are the better inquisitor spells in general?

3. I get one feat at 1st level, and two traits, one of which is a campaign trait. The feat is what's eluding me, because the one I want (power attack) I don't qualify for.

I could really use some advice, as I want to have the character last beyond two sessions, and make a good contribution to the party. Thanks all :)


Of all the new base classes, the inquisitor is the only one I haven't played before. I guess it's because I'm unsure of what the class does, and how it performs in the long run.

So, what is your experience with the inquisitor? How well does it perform in actual game play, and does it stand up well as you level? What about higher levels (10+). Does the class have enough staying power to keep up with the other classes, or does it begin to fall short. Or does it even outclass some of the other classes?

Just from reading the text, it seems to be similar to a divine bard; it has the same number of skills, and a similar number of spells.


I'm posting this for a friend of mine, who is currently in a game with no arcane casters. The party is composed of a fighter, a tempest druid, a cleric, and a dark tapestry oracle.

So the question is, can a group do well without any arcane caster controlling the battlefield and blasting? What advice would you give this group of players, because I'm convinced their lack of arcane will hurt them at some point. Right now, they're only 2nd level, so it hasn't really been that big of a deal.

Thoughts?


Using Pathfinder base classes, what class, or combination of classes, would you use to replicate the 3.5 artificer? For those who aren't familiar with them, artificers are a hybrid caster class that specialized in craft magic items. Originally from the Eberron setting.

Now obviously, you won't have the craft reserve of an artificer, but it's really not needed, since crafting doesn't cost xp like it did in 3.5 (thank the gods for that).

So far, I'm thinking of a Lore Oracle. Now that may seem like an odd choice, but with their Focused Trance ability, they can get a +20 bonus on a single intelligence check, which can count towards an actual craft check, if you are forging the item by hand, or a Spellcraft check, which will easily overcome any penalties for not having any required spells or feats.


What, in your opinion, are the best divine spells that can control the battlefield, if any? I assume most are on the druid list, but one can always be surprised.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Is it possible for a non-caster (say a fighter) who has a spell-like ability to pick up the Item Creation feats?

Looking them over, most only require a certain caster level. Do spell-like abilities count as caster levels?


Between the Druid, Cleric, and Wizard/Sorcerer, which class has the most ability to control/manipulate water? It could be as a form of damage, a crowd control effect, or just changing the shape or area of it?

I'm trying to figure out which class would make a suitable "waterbender."


Back in 3.5, I recall there being feats in some of the splat books (Complete Arcane, I think) that gave a few spell-like abilities to the recipient. Does Pathfinder have anything like that?

I ask because one of the people in my group wishes to play a straight fighter, but also wants a few minor magical abilities without multiclassing into a spellcasting class.


After some deliberating, I've decided on trying out a witch for an upcoming Skulls and Shackles game; of the APG classes, it's the only one I haven't tried yet, and I'm eager to see how they stand in an actual game, rather than endless theorycraft.

That being said, I'm a bit concerned; I've heard how much of a bloodbath this AP is, and the witch seems incredibly fragile; low hit points, two weak saves, and almost no defensive spells, I can see this ending badly.

The game is a 25 point buy to compensate for a lack of player; there are only going to be three of us, so our DM allowed us more individual power.
My character concept is that of an educated, civilized inventer, interested in all things science and mechanical. He'll have a firm grasp of engineering, as well as having a few craft skills. He'll also be interested in guns and black powder, possibly taking up gunsmithing.

Here's what i have thus far:

Human Witch

Str: 10
Dex: 14
Con: 14
Int: 18 (16, plus human bonus)
Wis: 13
Cha: 12

I'm avoiding negative stats, because it doesn't fit my character concept, nor do I want any glaring weaknesses For this AP.

Other than stats, I'm still up in the air about the character. I'm fairly certain that I'll be spending the majority of my feats on Extra Hex; unlimited supernatural abilities are too good to pass up, and I want to grab as many as I can.

I'll probably start out with Water Lung, and two others, using the bonus human feat and the feat for first level. In addition, I'll probably pick up the Heart of the Sea racial trait.

Does anyone have any advice on a witch for this AP?


I've read through the Channeling the Cosmos oracle guide(it was awesome), and noticed that the author left out discussing those mysteries because they are campaign specific. I've also noticed that Spellscar and Oute Rifts are rarely mentioned on the boards; Juju gets some love, but not much.

Having never played or been in a group with any of these oracles, I'm looking for feedback. Are they any good? What are your thoughts?


I'm getting ready to play in a Skull and Shackles game (Yaaaarrrrr!) and I've decided on playing a wave oracle; it's the first time I've actually thought that it would be beneficial to play one.

Because there are only two other players besides myself, we get to start with a 25 point buy.

The main issue I've seen with the Wave Oracle is the Freezing Spells revelation, which seems to be one of the most powerful, yet useless, revelations, since as far as I know, there *aren't* any cold based clerical attack spells.

With that in mind, I have decided on taking the Ancient Lorekeeper achetype as either an elf, or a human with the Racial Heritage feat; I'm leaning towards human, because the extra spells from their favored class option would allow me to pick up some neat utility magic.

Does anyone have any advice on playing a Waves Oracle, and on which wizard/sorcerer spells I should pick up? Thanks :)


I'm an excellent roleplayer looking for a Pathfinder/D&D group to join in or around the Lynnwood area. I've been gaming for more than 15 years and am very familiar with the systems. Pathfinder is my preferred game, but I'm really up for almost anything; Savage Worlds in the exception.

1 to 50 of 107 << first < prev | 1 | 2 | 3 | next > last >>