Seoni

Scion of the Wolf's page

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So I unfortunately forsee my wizard possibly needing to beat down a cleric. How would you do it?


So I've just gotten a Ring of the Ram in the last game and I'm looking for some creative ways to use it. Any good stories out there?


I'm currently playing a Transmuter focused on buffing and battlefield control. Are there any good spells from either the APG, UM or UC that you'd recommend or does the Core book pretty much have the best stuff?


A lot of this has come from my previous post here but I've had no internet access and was looking for feedback on the two most recent builds I've worked up so I figured I'd just make a new post. The goal is to make a solid caster who's capable of contributing when the spells run out (or aren't an option).

The basics: Half-Orc race, stats in order are 16, 16, 16, 20, 14, 14, all stat boosts will go to INT and every favored class bonus in Wizard goes to hit points. His school of specialization would be Enhancement (Transmution sub-school) with Enchantment and Divination as prohibited. All weapon specific feats will be for Falchion.

First up is a pure wizard (Wiz20) with several combat feats peppered in. He won't have many attacks but Furious Focus will allow him to ignore the PA penalty and his lousy second attack at +1 seems to be a throw-away anyhoo. I also like that he's a full caster but armor will have to come from spells, rings, bracers and/or amulets. From the looks of it, this build seems more fun to me just because it's a little more...outside-the-box.

    [1] Toughness[3] Imp. Initiative [5] Arcane Strike [5B] Fast Study [7] Imp. Familiar [9] Power Attack [10B] Furious Focus [11] Extend Spell [13] Quicken Spell [15] Weapon Focus [15B] Spell Penetration [17] Imp. Critical [19] Critical Focus [20B] Immortality

The second build (Ftr1/Wiz9/EK10) works toward the Eldritch Knight PrC, relying on it to make him more 'fightery'. Still Spell is used to eliminate somantic components for spells that need it to allow for armor use. I couldn't justify blowing two feats and a swift action for the Arcane Armor Training/Mastery feats. The Arcane Strike/Spell Critical issue is a bit troublesome so in the end I may not take the 10th EK level. I'm not a fan of him being 2 levels behind in spell level and spells known but he's definitely a butt-kicker.

    [1] Toughness [1B] Imp. Initiative [3] Arcane Strike [5] Still Spell [5B] Fast Study [7] Power Attack [7B] Imp. Familiar [9] Spell Penetration [11] Quicken Spell [11B] Weapon Focus [13] Extend Spell [15] Imp. Critical [15B] Spell Perfection [17] Greater Spell Perfection [19] Critical Focus

Thanks in advance for your feedback!


I have an idea for a Half-Orc Wizard who can do his race proud and keep his own in a fight. A real kick-in-the-door adventurer type that would be fun to play. Right now I was thinking of going Summoning but maybe a blaster is more what I'm looking for? I still want to be effective but so far what I have doesn't seem so great so maybe y'all could toss a few suggestions this way.

(1)Scribe Scroll
(1)Keen Scent
(3)Weapon Focus (Falchion)
(5)Intimidating Prowess
(5B)Fast Study (AD)
(7)Dazzling Display
(9)Spell Focus
(10B)Quicken Spell (MM)
(11)Augment Summoning
(13)Shatter Defenses
(15)Defensive Combat Training
(15B)True Name (AD)
(17)Toughness
(19)Death From Above
(20B)Immortality (AD)


Quick question; would a character with Crane Riposte, after deflecting an attack with Crane Wing, be able to take additional attacks of opportunity because of Combat Reflexes?


The title says it all. Here we go!

STR (22), DEX (12), CON (18), INT (12), WIS (15), CHA (16)
Level: 20
Class: Paladin (Favored [All 20 Skill Points]; No Archetype)
Average HP: 180
Race: Human
Skills: Diplomacy, Knowledge (Religion), Sense Motive, Spellcraft
Feats: Power Attack (1), Furious Focus (1), Extra Lay On Hands (3), Step Up (5), Vital Strike (7), Improved Critical (9), Critical Focus (11), Improved Vital Strike (13), Staggering Critical (15), Greater Vital Strike (17), Stunning Critical (19)
Gear: Falchion and whatever is found through adventure

My only thing is that I'm not sure how Vital Strike stacks with Power Attack. The description of VS also makes it seem as he would only get one attack, but with Furious Focus, that should be a hell of a hit, especially on a critical. Please let me know if I have overlooked something.

Thanks!


Tonight during play our group was holed up in a dungeon and was ready to rest and regain much needed spells. While looking over the Alchemist class I saw nothing noting that they needed 8 hours of rest or an hour of preparation time like a Wizard needs. What is the rule for preparation time for Alchemists?


So I've finished up my Alchemist for an upcoming game and along comes Ultimate Magic and tosses a monkey wrench into my imagination (a good thing :).

I'm thinking of going with Mindchemist and Psychonaut mostly for interesting character reasons but I wonder...is this going to be the most effective build for the team? Chirurgeon and Vivisectionist seems to be a nice combo but we have a Rogue (and a Barbarian, a Magus) and I don't wish to step on anyone's toes.

What are your thoughts on the Alchemist's archetype options?


I've looked all about but have had no luck. Since my character is from there, I need to know what are Druma names like.

Thanks!


I'm finally getting to play some Pathfinder and I've decided that a human Alchemist looks really fun to play. I've checked out this forum and Ogre's excellent guide but I'm trying to devise a different build. My idea is a purely support character with secondary ranged support. I'm currently going with Ogre's Dr. Strangelob build but maybe someone could suggest Feats and Discoveries that would be best to take for a support role.

So far:

Human Alchemist 1
Str 8; Dex 15; Con 13; Int 20; Wis 13; Cha 14;
Feats - Point Blank Shot, Precise Shot
Skills - Appraise, Bluff, Craft (Alchemy), Heal, Knowledge (Arcana), Knowledge (History), Linguistics, Perception, Profession (Merchant), Spellcraft, Use Magic Device

At level two my first Discovery will be Infusion, but after that it's up in the air.


In a few weeks I'll be running a Pathfinder game in my homebrew world, Everlyn, for the first time. I have 2 PCs (one is a Warmage from a conversion on these very boards and the other is pondering a Fighter/Rogue). I also know that they're going to be members of a military complete with their own little squad of level 1 grunts to command.

My problem is deciding what their main goal is because several options sound cool to me and I'm hoping I might get feedback as to what you folks, as players, would find cooler or help expand upon my ideas presented here.

My first option was to go all Hollow Earth/Savage Lands (with a touch of H.G. Wells "Time Machine") on them and have them on an expedition to another world below the surface complete with ancient cities populated by lost civilizations who are slaves to savage dinosaurmen overlords.

Option two is a jungle expedition complete with apemen, Mayan-like civilizations, ancient temples full of delicious loot. I'm really channeling Indiana Jones and the Temple of Doom for this idea.

Third is a setting specific deal: The PCs would be posted at Valorheart Keep at the opening to the Valley of the Damned; a depressing and lifeless little valley. It's magical barrier is the only thing that keeps the intelligent, demon-summoning undead hordes of the Scar from all out invasion. On the day of the first game, of course, that barrier has an unfortunate breach and from there they need to figure out how to close it or they may even get stuck behind it...