Search Posts
Allow me to say, this isn't an optimal thing, but I am wondering if it works anyways. Questions: Can a Duelist use precise strike if wielding a on-handed weapon with two hands (for the strength and half and increased power attack damage)? Relevant text: A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Hi, in a few weeks one of my players is leaving for 3 weeks, leaving us without any games to play. In the interim I have decided to try to right a interesting and unique 3 week adventure that requires no prep for the players. I came up with an Idea and was hoping for some help to flush it out.
The Background:
100 years ago, a great evil arose and threatened the world with eternal slavery. In response the mightiest heroes gathered to defeat this being. A huge battle of steel and heart and magic ensued at the top of Droskar's Crag, one of the tallest mountains in Galorian. When the smoke cleared, the evil returned, the heroes no where to be found. Despite their best efforts the forces of mortal kind could not stop the evil and its allies. And now, 100 years later most of the world, with a few pockets of resistance are now enslaved or dead. The Players:
They are playing classless characters with 10 stats in everything, no skills and no proficiencies. They will begin the game with no character sheet and no background The Concept:
Waking deep within Droskar's Crag 100 years later, the characters will have only flashes on a evil face and laugh as memories and will try to figure out who they are and what happened to them as they escape a long forgotten cave series and reclaim their lives Over the course of these three weeks I will introduce artifact level magic items which will cause portions of memories and powers of each character to recover (I will choose who gets what based on how they play). The 3 week adventure will end once they escape the cave. I hope to have this be a game that we play when ever a player can't make it to the regular game. but I need help flushing out the details... who/what is this evil, what classes are the players, what items should they have, etc. any help, comments, ideas, criticisms are welcome :D
So I am trying to maximize flavor for this build, power is not as important, I want to make it as true to the idea as possible.
The Idea:
Here are the things this character needs to have:
I would also like to make the Stag as strong and awesome as possible. I am willing to spend most of my feats and abilities to accomplish it. My initial thought was a Cleric of Erastil/X/Nature Warden but all ideas are welcome.
Despite my best efforts I haven't been able to figure out an answer to this. So I thought I'd ask here: When using elemental fist does the damage multiply on a critical hit?
Basic argument: elemental fist is not a weapon ability and so isn't covered by the rules in the vital strike feat or the critical hit rules in combat. It also does not say that it isn't multiplied in the feat. Anyone have any better rules for this? If not please hit FAQ.
So we are playing the Wrath of the righteous and I think (best guess) that we are going about to achieve mythic levels. Here is the problem: Out oracle of time doesn't have any idea what mythic powers to take. She is going down the Hierophant path according to our traits. A little about her character: She is a Legalistic cursed chaotic good oracle of time who is cursed by an unknown lawful deity but worships a Desna. She is constantly having visions and dreams about our deaths and believes she has to save us to be released from servitude. we are level 4 and she has 3 oracle powers (used a level 3 feat to get one): Erase from Time, Temporal Celerity and Time flicker. Here spells that are not based on class or mystery include bless, augury and protection from evil. Any recommendation on what mythic abilities or feats she should take?
Greetings! I am going to be running an all mages game in the spring and want to do a play test using only bards and sorcerers. With that goal I want to create 8 pregens for my players to choose from. I thought the good people of the boards would be able to help. So here are the rules. All of the characters should be level 4. If you have time and want to generate a level 10 and level 16 version as well that would be great but for now level 4 will be enough. I need a total of 2 bards and 6 sorcerers. Each class will represent 1 school of magic. So when you post a build make sure you put up the school. Within the school of magic for the characters, all spells from all spell lists are available. The exception to his is any healing spells which I am making available to the Necromancy school. 25 point build no scores under 10 after racial mods. Any spell, bloodline, archetype or feat is allows from the Core, APG, UM, UC and AR. For the AR please, racial rules remain in place. Core races only. Anyone willing to help me with this? I know it is an odd subtype of rules but I think this will give each caster their own niche.
I am wondering if anyone has used elements of magic with pathfinder. I am looking to run a mages game and am thinking about using this system. If you have used it please answer the following questions: Did you use the classes in the book or the pathfinder classes with an adjusted magic system? what adjustments did you make to make it compatible with pathfinder? did you use regular magic for spell like abilities or did you do a full conversion? Any recommendations for how to use it? Of course anyone that hasn't used it is welcome to imput, I am just looking for some guidance.
So here is the question: Does the "All" elementalist spells listed in the APG Spell list act as opposed school spells for schools that are not from the four core elements? A little explanation:
1. These spells are school spells for all elementalists and can be taken in the extra slot by any of them. They are not opposed spells for any elementalists. 2. These spells act as Opposed schools for the metal and void schools and are not school spells for wood. 3. These spells are not opposed spells or favored spells for any school unless they are used as a type (aka resist elements fire is a fire school spell) and thus only act as an opposed school or favored school if used in the right manner. (such as a fire school specialist casting resist energy fire as a school spell but taking to slots to cast resist energy water) Any opinions/answers are welcome, but I am hoping to hit up the FAQ so please click as well.
I am starting a Wrath of the Righteous game in a few weeks and I want to make a Holy Wizard. I have seen so many wizards who rely on their own strength and believe only in their power, I want to make one who relies on the power of something more then himself. One who, like a paladin, may use his own strength and body to fight but has the power of his god behind him. This idea appeared to me after I read the Mystery Cultist. So I would really like to use it. That can be found here: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/mystery-cu ltist I know it is non-optimal but I love the flavor. I was leaning towards the counter spell school but any other recommendations would be awesome. Any ideas, recommendations, or pointers?
Ok, So I was looking at playing a riftwarden for an upcoming Wrath of the Righteous game. But then I noticed an issue and I wanted to find out if I was interpreting it right, and maybe, just maybe, see if it was what was intended for the prestige class. The Problem comes from the Planar Channel and the 4 abilities that use it. "Planar Channel (Su): At 2nd level, a Riftwarden can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. The Riftwarden deals damage as a cleric of a level equal to her highest caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy. A Riftwarden can use this ability a number of times per day equal to 3 + her bonus for the relevant ability of the spellcasting class she selected." This, and the powers that follow are great, a useful and targeted power. However: "Extraplanar Subtype
This is what is wrong, if a rift warden, who "travel throughout the
Whats worse is the power is not effected by selective channel or anything else that might keep him from killing his allies. To make matters worse with planar purge he could send his allies home, wounded in the middle of a fight and greater counter port recall wouldn't work if the creature was on their home plane. So am I understanding this all correctly and is it how the class was intended to work?
Ok so I have been having this conversation with my GM and he wants some forum opinions so allow me to present the arguments. Side 1: Dispel Magic can counter spell like abilities. Arguments:
2.This idea is supported in 3.5 in the rules of the game blog. Even though the 3.5 spell says it can't. 3. Dispel magic as a spell like ability works the same way, otherwise it can't duplicate the spell. Side 2: Dispel Magic cannot counter spell like abilities. Arguments:
2. Paizo has not said otherwise or an anyway duplicated the blog that WotC put out. Thats the basics. Below are supporting documents. and I will clarify or updated as I can to help.
Right, so I am playing a character for an upcoming reign of winter campaign. I will give you a little background and then request your help. My group is likely to consist of an Alchemist, cleric of Seranre, Bard, Druid or Witch, and wizard. So obviously we need a tank. Verno Sarpa is a Nagaji descended from a Guardian Naga. In his childhood he was trained as a warrior and a scholar. He has gone through a lot in his life and lost a lot as well. In magnimar in the Shadows he started a gang to protect people. It worked for a while but then he was arrested and his crew was killed. About 2 years ago, while sitting in prison for a crime he didn't commit in Magnimar he discovered Ragathiel, God of righteous vengeance. He has since dedicated his life for this cause.
My current idea is a Sacred servant paladin with the oath of vengeance and the Rage subdomain. But this guy needs skills. Both my backstory demands it and I need it. I am currently playing a character in another game with no knowledges at all who is afraid of magic. And I don't want to play another dumb fighter. Does anyone have any ideas for Multiclass/prestige concepts that will give me some skills without giving up the roll of tank? Or any other classes that will be effective as the only true front line fighter and meets these prereqs?
This is mostly just a thought experiment though I may play it in a upcoming freeform home game. I am trying to think up a way to build a character who, on a day to day basis, is your average (or even slightly below average) adventurer. The thing is that in times of extreme emotional or physical stress (or perhaps another trigger, like seeing a specific kind of wrong) enters a new level of power. The key to this is that it is something he can't do every fight (like rage) and something that is strong enough to be a noticeable difference. If not in power than at very least in appearance. Bonus points if it changes the way he engages in combat (like spell caster to melee brute or visa versa). Caveats. Piazo products only, no APs. So, any ideas?
I was hoping everyone could help me figure out the answers to some questions I have regarding the divine Scion. They are laid out below. The class is detailed here. 1. I am playing a possessed oracle of battle. Gorum has placed in him a spirit of war and destruction. Rebelling against this he worships Sarenrae. Does worshiping her make her his Patron Deity? Do I qualify for the class? 2. pfsrd wrote:
Do I gain spells known? Do I gain healing spells? do I gain mystery spells? Also note this is a PFS character so the more rules quotes the better.
Simple question, I am trying to help a friend with a character build and want to know if you can if fact have a cleric of the dark tapestry. There seems to be some conflicting information which I will lay out here but my hope is to get a Dev quote or something so I can tell my friend one way or the other. Argument that are not allowed:
Arguments they are allowed:
Any insight from posters is of course welcome :)
"Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step." I am trying to get a ruling on this for PFS. Surprise Shift seems like it was designed to work with a 5-foot-step. It says it doesn't count as one so it certainly seems to imply you can still take one. I have read other threads and one said it worked with 5-foot-step and one said it didn't.
Ok, so there are like 20 threads about various questions I am about to ask but as I am about to make a PFS character using a shield as his main weapon and none of the promised FAQs seem to ever have come to fruition I will ask here in hopes that I missed something. 1. Does a shield gain the cumulative benefits of both being spiked and the bashing enhancement to give it (for heavy) 2d6 damage? 2. Can I make shields out of special materials such as adimantium, silver and cold iron? if so what are the costs? do they apply to dr? 3. When I enchant a shield with bashing and then enchant it as a weapon to the +1 enhancements stack? For instance a +1 bashing shield normally give a +1 bonus to attack and damage. If I ad a +1 weapon enhancement does it provide a +2? Also does the shield +10 cap on shields and weapons count both. Example: can a +4 bashing shield with a +5 enhancement bonus be enchanted further? 4. Do I have to have a spiked shield to enhance it as a weapon? I can make masterwork spike on my shield but if I make a masterwork shield does it count as a weapon for enhancing? Thanks for all your help!
I am looking at picking up a banner of ancient kings which says it must be mounted on a spears or pole at least 8 feet long. I am looking for better reach weapons that a long spear but there isn't any lengths on most of them. Any ideas on how I could do it? this is for PFS so I have to be able to do it raw.
Hail All,
Any ideas on how it should look?
Thanks for the help!
I am looking at making a character using this feat:
Your skill with handling cards and arcane talents allow you to turn mundane cards into deadly weapons. Prerequisites: Arcane Strike, Sleight of Hand 5 ranks. Benefit: You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way. Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortunetelling device after even a single card is thrown. A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used. Only a character who possesses this feat can make use of an enhanced deck of cards, and must still use the Arcane Strike feat to activate the cards’ enhancement. I am trying to figure out if I need quick draw to make it work. It acts like a dart and is enchanted like ammunition but I don't know. Does anyone have an answer for this? Complete side note, any recommendations for a good class/multiclass for this?
I have this idea for a guy and I am trying to figure out what it would look like in case I need him soon. Vyrick has always been lucky. Things always seem to go right for him. He doesn't know why but everything he does always works. Whats more, the world seems to listen to him. When he speaks this happen. Sometimes it does more then what he wants and sometimes it does nothing but the world seems keyed to him somehow. He has decided to use his unique abilities for good/himself (depends on game). The idea is that he acts on instinct. He is unlearned, untrained and oblivious. I wouldn't even give him knowledge arcane or spell craft. I know I want to use the words of power and I am guessing a sorcerer would be a good start but I am stuck. What blood lines, feats, traits or prestige classes could make this work? Also, because I am not huge on full casters and prefer Gish builds is there a way to build this that will still have him be effective in melee or with a bow? Any ideas would be helpful.
One of my players is taking this string of feats and had some questions that I can't answer. So I am asking all of you :-D. BE MY BRAINS! When using the step up chain: If the opponent moves more than ten feet does can you player use following step to move 10 of those feet? If he can does he get an attack at the end of those 10 feet (using step op and strike) even if he doesn't end his move adjacent? Does Following step provoke from the creature he is following/other people around him when he moves? Does he get an AOO when the target moves away (assuming no withdraw action) and then another at the end (assuming he can hit him). THanks in advance!
In a upcoming adventure my friends and I will be playing Son's/Daughter's of previous characters. Because of one of my characters current relationships there is a strong probability of me playing a Mul (half-Dwarf). I looked around but couldn't find any anyone had built such a thing so a took the ARG and gave it a try. I wanted to keep it near standard level (older D&D Muls were very powerful +1LA) so I kept the RP count under 12. Any advice would be great. MUL
Muls are a mixed-breed offspring of humans and dwarves. The term mul is derived from "mule" which are sterile hybrids, polite pronunciation rhymes with "dull," the pronunciation rhyming with "yule" is often used derogatorily. A mul is a powerful crossbreed of a human and dwarf, a natrual warrior and laborer. A mul gets what are, perhaps, the best attributes from each of its parents. From his human parent, he receives height and Versatility. From his dwarven parent, the mul gets incredible stubbornness and endurance. At maturity, a mul stands as much as 6½' tall, weighing 240-300 lbs. Each is fair skinned, though sometimes tending toward a coppery coloration. A mul's eyebrow ridges are pronounced, and the ears are usually pointed toward the back of the head; otherwise, facial features are basically human. Regardless of sex, most muls are naturally bald, but those who aren't usually shave their heads. Standard Racial Traits
Defensive Racial Traits
Feat & Skill Traits
Senses: Muls bear the eyes of their dwarven brethren. They have Dark vision 60ft. Edit: really need to do more spell checking :-P
Hail all, I have been recruited into playing in rise of the rune lords Adventure Path. I am currently running it so I already know whats happening but this group needs another player. They currently have 3 players: a Inquisitor of Calistria that uses a whip to trip foes, a rouge who is specialized in pickpocketing and sap wielding and a Paladin who was just killed in the glass works. I have it on good authority that he is coming back as another melee class (probably fighter).
I am currently looking at a Druid or a Life Witch. If I play a witch I may very well play an Orc Witch Doctor. I am open to suggestions though.
So I have had this idea brewing inside since I first read about gnomes in pathfinder being from the First World and finally decided to give it a try for PFS: A Gnome who is fresh from the first world (using the Fey Foundling feat) and want to show the denizens of the material plane how much more awesome and colorful (read: terrifying and deadly) the First World is compared to the theirs.
Does anyone have any ideas? I love to skin characters so the specifics of a class don't have to be exact but the abilities should relate easily.
First off, Creepy, if your reading this, STOP. This thread is not for you. Sorry, one of my players of active on the boards and I need some advice.
Now, at level 5 he has taken Craft Wondrous Item and has asked a surprising question: Can he use these unique and powerful components that he already has in place of normal components for crafting. Such as using the bones of architects, smashed and pressed into ivory (or an ivory like material) and then carved with the runes for intelligence to make his headband of intelligence? This would reduce the cost because he already has some of the material components. My initial response was just NO because magic item creation feats has the ability to debalance a game anyways because of item access at much lower levels. But I like to reward creative solutions and role play so I told him I would think about it. So now I am here looking for a house rule that would allow for unusual materials and methods without further damaging the game. Does anyone have any experiences with this type of thing? What kind of balances can I set to allow for this kind of creative solution?
PRD wrote:
Quote: Lawful Good: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Does this bind a Paladin to spare enemies whose alignment doesn't happen to be evil? I am playing my first society Paladin and when I went to finish off a enemy my GM/Venture Captain told me I would loose my powers if I did because they where helpless and not evil. As my character is low level (and all the bad guys are as well), unless I am fighting a cleric or monster I can't tell if they are evil or not. My character is a Oath of Vengeance Paladin but I want to know for all Paladins:
I am working on a PFS character who is a master of staff fighting. The concept came from Kilik in Soul Caliber. Kilik is a monk but I am not dead set on it. Here is what I know so far:
I am debating between a monk and a fighter. Both seem appropriate in some ways and poor in others (thematically speaking). Any other classes (or multiclass ideas) are welcome. Please list any feats/traits that might help as well. Thanks for any ideas! Edit: I forgot to mention, Kilik is also a hunter/purifier of evil. Inquisitor or Paladin maybe?
So I am building a Character for Skull and Shackles that I am starting soon and I realized I broke something when I was going through my abilities.
Is that right? Can I really just run around wacking everyone with impunity? Up to 9 or so hits a round?
Hey all, thanks for any advice you have! I have a group of friends who have asked me to run a one off game for the 4th of July. We are having a BBQ and watching fireworks but that leaves about 5 hours or so for a one shot.
I have an idea for a character for our Carrion Crown game. we are level 9 and my magus has died a few times so I want to have a backup in case his body doesn't make it one of these times. My idea is a monster hunter who stalks the dark parts of the country. protecting civilization from the shadow. However he knows that the mortal body is not strong enough to stand against the darkness and so has become becoming more like the enemies he hunts. So now he is feared by the people he protects. Here are the requirements:
-Either is permanently transformed or can transform into monsters.No bears and tigers. people should fear him in town. -Preferably has good knowledge (so he knows whats he fighting) -Core races only -Pathfinder material only but it doesn't matter what pathfinder resource it comes from. If it is in the PFSRD I can use it. -Bonus points if he has an animal/monster companion or a follower I had the idea of an alchemist/ranger but they are both so level dependent I am not sure it would work. any ideas?
So I am playing a Ranger in Rise of the Rune Lords. We are currently level 3 and will be level 4 soon. I have been looking at the Hunter's Bond and I know that, for my character a Animal companion just doesn't make a lot of sense. On the other hand for a cost of one feat it also provides a full druid level companion which can be very powerful. But I have been looking at making the bond with my companion. The thing is it seems to suck a lot. It takes a move action to use, which because I am sword and board mean I loose an attack, only lasts for a few rounds (2 for me with wis 14) and is very circumstantial. I know at level 10 I can get Instant Enemy to make it more consistent but it still seems very limited. Is there any way to optimize or enhance it? Or does is it always going to be an iffy bard song that only works sometimes? |
