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I am trying to decide what cohort I should build to help my lvl 7 hafling mesmerist. It should be another halfling since it is his brother. The rest of the party is a half elf magus, lizardfolk shark druid, and super special snowflake life oracle. We try not to abuse leadership, and I just want a support character. The biggest reason I am taking it for the followers, I am building an Intel network. The campaign involves a large amount of infiltration and intreage. Thoughts?
I am the guy in the group that always dies. I don't mind, I like building characters. Some of the deaths are my fault. The last one was not, the guy on watch missed the gouls sneaking up on us till they were in charging range. I got paralized, then cou de graced. We only have one session left until we switch DMs and thus campainges. Rather than try to fill the ranged roll that I have been taking, I am maximizing my raw offence within the stats I rolled. I am ignoring defense almost entirely. The character need not survive, only destroy as much as possbile in his way while he lives. Stats rolled are:14 14 13 12 12 12 bloodrager:
Ditholithis Odre Andris
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Buffed Bloodrager:
Ditholithis Odre Andris
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Can I change anything to get more bang out of him.
I am making a 9th level kineticist, air/air. I want to make sure that things work the way I think they do. I spend a full round action gathering power, then a move action the next turn doing the same. I then use empowered thunderstorm blast, for no burn. I use magnetic infusion, the cost of which is reduced to 0 by burn specialization. The target is 100ft away, forcing me to use extended range, which costs one burn, which I have no way to reduce. The total cost of the blast is 1 burn. Is this correct.
In a few weeks I am going to start running the tWotW with a four man party. Two of the characters are dhampires. Both are sorcerers, though one is thinking of switching to an Oracle. Given that all the healing items during the prison break are cure light wounds potions and it would make no sense to change any of them with inflict potions, should I change the items in the veil to give them a chance to change. I am thinking maybe a wand of infernal healing with five or ten charges.
The crux of my question is this: Amazing Initiative allows a free action spending of mythic power to gain a standard action. It specifically calls out that it can not be used for the casting of a spell. Extracts however are not cast and are technically not spells. Is is legal to use the extract for drinking an extract allowing up to six extracts to be used in one round (Amazing Initiative standard action, regular standard action, Swift action with Assured Drinker and all either combined extracts or Adamixture Vialed)???
I find that I want to share the rather hilarious indecent that happened at my last gaming session. Our party had infiltrated the fortress where we were retrieving the Horn of Macguffin. We had obtained the horn and destroyed the undead that tried to destroy us on as we turned to leave. On the way back out through to library we of course tried to do some additional looting. We then located (thank you detect magic) some magical books. One of the party went up a ladder to get them and returned empty handed, having spotted a wraith guarding the books. My catfolk swashbuckler then went up to try and retrieve them (he has a climb speed). My swash buckler went up and was attacked by the wraith. He was going the try to draw it back down but before he could, the wraith critted him and he was stunned for a round. (We use the Crit and Fumble Cards). My Cat fell. The wraith followed and the rest of the party got involved. The Oracle had already decided to be helpful and just after I fell, the air elemental he had been summoning arrived and charged the wraith, turning into a whirlwind. The wraith ignored it and followed me down. The monk and fighter started to go to work on it and then the whirlwind followed it down. The whirlwind actual made it harder for us because of the miss chance. After getting a couple on those battering it and being quite well battered itself, the wraith moved off into the debris field of the whirlwind and we lost sight of it. Everyone spread out looking for it. I stepped away and took a total defense. The wraith then swooped back out of the whirlwind and critted me again. Here is where it gets funny. This time, I was petrified for 1d4 hours. The wraith then flies away and after a minute or two the rest of the party can hear it pointing us out to the rest of the undead filling the place. At this point, we are half an hour over our normal quitting time, I had to work early the next morning and I was obviously out of it for the night so I left. After I had done so, I realized the my swashbuckler catfolk was neither alive nor dead and the actions of my party members would decide how he would end up. I later got an email from the GM. My party bugged out, but if I wanted my character survived and was aided by someone else we had encounter. And became a half construct (from the race builder). So now he is permanently alive and not alive. So, that is one way to help supplement the swashbuckler's week Fort save.
I had a situation come up recently in game. The party was fighting a custom undead of some sort in a room filled with smoke (it simulated the effects of an obscuring mist, concealment within five feet, total concealment beyond). The undead stepped up next to me and used a breath weapon and hit me (and maybe someone else, but that is irrelevant). One of the breath weapon's effects was one round of blindness upon a failed save. I failed the save. I then tried to use a hex on the undead, but was told by the GM that I could not because I did not know where the undead was. One of our twice weekly rules debates ensued (I usually point and laugh during these) during which we were all looking at how hexes work and targets spells (for reference) but we did not come up with anything terribly conclusive beyond live of sight stuff. We finally settled on the total concealment miss chance. Is this correct. The GMs argument is that I did not know where he was. My argument is that I did have him pin pointed because I had seen him as he moved up and that the breath weapon was an attack, automatically pin pointing him. Please advise.
I had an idea for an upcoming campaign. I am going to make a cleric 1, luring cavalier the rest of the way that uses firearms. I am not going with musketeer, because I want the mount. For one of my domains, I am going to take black powder inquisition because is gets me EWP firearms and gunsmithing feats. Mending from the first cleric level should keep me going after my gun misfires (I know it is a ten minute cast time, I will have a back up for when it does). What should I take for my second domain? I am going order of the star caviler which will give me a little progression on my channeling. I am going to use a halfing, because I like them and because the bonuses fit well. Rolled stats before racial bonuses are 11
I plan on taking point blank shot for my first feet and Rapid reload for my second, about the time I can afford to make a gun. Any general advice? And again, what would a good second domain be. Assume good or neutral aliment. Thanks
I just started playing a gunslinger (pistolaro) and I am wondering how necessary precise shot is since he uses touch attacks. I am the first in my group to play a gunslinger. I have lots of experience playing an alchemist and I usually take it there, but I do that because my party members get grumpy if I miss with splash weapons. I know at low levels the -4 will still make a difference, but in my experience, after a few levels, touch attacks become very very easy. Improved precise shot and clustered shots are nice, but the Gunslinger is pretty feat starved for the first several levels. Opinions? Edit: It is a Tiefling and has a 20 DEX. I would have made a human, but for the campaign it is all non standard races.
I have been looking the the Tengu since the ARG came out and I like it for a lot of builds. The latest one that I came up with is a Vivasectionist Alchemist with the Tengu claws that uses kirin style and kirin strike. I know that I can only kirin strike once a round, but it seems like it would be another nice damage boost. What does everybody think about this one.
I just started a new campaign and I am the first in my group to try a Gunslinger, at least in part because this the the first campaign since they came out in which they are allowed. I have question about how double barreled firearms work. The descriptions on the double barreled musket and pistol are a little different. d20srd wrote:
d20srd wrote:
My question is this; once I have iterative attacks and rapid shot and assuming that I can reload as a free action, can I fire both barrels for each attack and do I get all my bonuses on each attack. So for instance assuming lvl 6 with rapid reload, alchemical cartridges, rapid shot, and gun training. Does this mean that with a 20 Dex that the attacks will be +5/+5/+0 for each attack and do 2d8+10 damage on each shot? And how does this interact with deadly aim and the Up Close and Deadly Pistolaro deed?
Playing other classes, I have used GMF as a breakfast spell, cast at the beginning of the adventuring day. I use multiple castings of the full bonus option. If I am a druid, how do my casting of GMF interact with the fact that I might be shifting into and out of different forms with different natural weapons throughout the course of the day.
Hi, I am interested in getting into pbp. I have never done it before, though I have been playing PF since it was released and 3.5 for a few months before that. I also used to LARP. If anybody is looking for someone for a pbp game or can give me some recommendations on a good place to find one. And also a general idea of how they are handled differently from regular old table top. Thank you
I am trying to decide what I should take for my 11th level feat for my synthasist summoner. I am currently 10th level, but expect to level up after the first or second encounter next session. My Character is a half elf summoner synthasist currently lvl 10, soon to be lvl 11. The concept is a sort of Captain Marvel style hero, without the lightening motif. In summoner form my stats are 16 (w/ +4 belt)
With my Biped Eidelon on my stats are 34
Current feats are:
Evolutions at 11 will be:
I am not sure what I want for my next feat. The rest of the party is a half-orc archer fighter, gnome archer inquisitor, dwarf rogue investigator, half elf sorcerer, and a ninja, whose race I forget. I am the front liner, several of the other characters can match or slightly exeed my AC (at least until I start buffing it), but none of them can take a hit the way I can. What is a good next feat for me.
If I cast great magic fang on my claw attack, does it affect both of them for the full bonus or just one of the two claws. Magic Fang School transmutation; Level druid 1, ranger 1, summoner 1; Domain fur 1
Casting Time 1 standard action
Range touch
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell.
School transmutation; Level druid 3, ranger 3, summoner 3
Range close (25 ft. + 5 ft./2 levels)
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell.
Is is worthwhile to take a level of fighter when building a lvl 10 synthasist for the martial weapons and the extra feat. The character will be the front liner and replace a zen archer that disapeared when my computer died. The rest of the party is a fighter archer, a sorcerer, an inquisitor, and a rogue.
Hi I have a two handed ranger that just hit 3rd level. His current feats are Two-Weapon fighting and Double Slice(ranger bonus). I am thinking PA for third level feat but I want to make sure there are no better options at this point. Half Orc
Str 19
Hi I am building a barbarian for a game starting this week end. It will be an invulnerable rager. I am looking for advice to help me cover its weaknesses (you will see the big one).
Str: 17
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