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I just had an unfortunate incident with my mage involving inter detentional travel and altitude. Needless to say landing in a lava hole didnt help. The denizens of this plane may be willing to let my spirit return to my body but based on how the dice have been to me lately...next character.

I am still needing to fill the party roll of battlefield control and AoE but i dont want to recreate my mage. To this end i am looking for the best way to utilise an archer druid. I am looking currently at the eagle domain and want to include augmented summons feats. 25Point build, all paizo books are ok. Setting is mostly naval with aquatic and land expeditions.


So I am trying to put together a Sunder Barbarian build and I am looking for clarification. How do Spell Sunder and Greater Sunder interact?
Spell Sunder: Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.

+
Greater Sunder : You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder.

Does this mean that when you dispel an effect completely you then apply damage to the target?


So simply put I suck at adding up handfulls of dice. Monk, rogue, wizard...all good dpr but way too many dice and variables.
I am looking for something simple that still packs a wallup.
any paizo published work 25 point buy minimal bookkeeping and not a one trick pony


I am working on building a tiefling evoker.
Level 7 25 point build(house rule of no tanking stats)
Want to take the incribe tattoo feat as part of my fluff
That leaves me taking:
Spell focus Evocation
Spell Specialisation
Mage's Tattoo Evocation
and one Metamagic feat

What should it be and why?


8th level Evocation Wizard with:
Spell Focus:Evocation, Mage's Tattoo: Evocation, Spell Specialization: Fireball, Intensified Spell, and Magical Lineage:Fireball

Assuming I want to cast Intensified Fireball how does the damage calculate?

Now add in a Empower Rod...what changes?


So my Synth Summoner was just eaten by a frog demi-god so its time, once again, to build up a new one.

Current Party is a Rat Magus, Orc Rogue/Ranger, and an Elf Cleric.
My concept is to bring in a Tiefling Wizard for badly needed arcane support and aoe stuff.
My challange is that I have never played a wizard so have no idea about how to build to their strengths or even what they are. I had been dabling with an evoker blaster buy it feels very one note.
It is for this that I bring myself to this forum.

Basics:
32 point buy with no more than 22 in either mental or physical. Core, Apg, UC, UM and paizo published works only. Current level 7 with champain probably taking us up to the high teens


I have been trying to find a excel or something for calculating crafting costs for my characters. Potions and poisons are simple enough but once you start trying wonderous items and multiple enhancements it gets wibbly wobbly. Has anyone seen anything like that or know were i can get my hands on it?


My GM just gave me the green light for a wild caller synth summoner and I am look for ideas on feats. Stats are 22 points mental and 10 physical so easy prerequisites are met. Figure PA at 1 but then what? Work on summons or up toward eldrich claws. My party roll is face and melee frontliner. Input please.

PS
Sry for typos I am on my phone today because my laptop is on the fritz


I am working on a character for an ongoing champain.
Level 10
20 point buy
30,000gp worth of gear
All Pathfinder books avalable

Was thinking along the lines of Stich on crack. Little guy is obsessed with mythical goblin heroes of old who used huge weapons and were as tall as giants.


I am looking at making an inquisitor but I dont want to be a regular joe. I love the flavor of goblins but I an not sure how an inquisitor would work. Any ideas of the most optimal build for a goblin inquisitor. non evil of course since evil is normal for a goblin.


I am trying to build a 2hand weapon Goblin that utilizes the +4 Dex.
Are there any 2handed weapons that use Weapon Finesse?


SO I am looking at building a new character and I happen to have gotten some Goblin minis for my birthday. So I came up with the idea for a Stitch type feral Gnasher goblin.
Here is what I have in my head
Goblin Feral Gnasher Beast Totem Barbarian
Alternat Racial trait: Hard Head, Big Teeth
Feats: Dodge, Mobility, Underfoot, imprived Grapple

But as far as the most effiscient setup I am clueless

Any advice?


So I am looking at the Synthesist archetype and i see that it states "The eidolon has no skills or feats of its own"
Does that mean that the Weapon Training evolution is useless since the Summoner already has proficiency with Simple weapons or does the Synthesist who takes this evolution have Martial proficiency because he already has simple proficiency?


Dont get me wrong, Treantmonk's guide but I am desperate to find one that includes AGP, UC, and UM


I am going back and forth on these.
Restrictions:
Pathfinder Material only (no 3rd party)
25 point stat buy
Level 10
No magic items
Thought, stats, advice?


I have been trying to pin down a character consept for some time and I am likeing on the summoner. I just have a RAW question about the SLA summoning. The book reads
"A summoner cannot have more than one summon monster or gate spell active in this way at one time"
does this mean that you can also cast a regular spell of Summon Monster and have both up and running at the same time?


Here is a question...witch cast slumber on a target who then sleeps and is helpless. Can her familiar then preform a full round action to cu de gra it?


With the Poison Steep Hex what is the save against the poison? It stats that it has the same effect as a poison spell. Does that mean that the save is the same as the spell or do you use the Hex save? Granted its not that big of a diference at spell level 4 but if you are getting it at first level since the spell is 4th circle. It stays great at say 18th if the save scales with the hex.


I am working up some character variants for an upcoming campain and am finding that agressive Su abilities begin to loose come effectiveness at high levelsto spells since they only receive half the caster level plus ability modifier to the dc. Are there any feats that would increase this?


I am looking for a rules clarification of the Cackle ability. Does it affect more than on hex on any given creature? I am hearing different answers. The hex reads:
Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

The verbage seens to indicate a single hex with words like "an, or, and that hex"
Can i get a ruling or a link to one that I missed in the searches please.


I am working on making a druid caster/summoner/healer.
I keep hearing about Treantmonk's guide but the d20pfsdr lab link is not working. Does anyone have a pdf of it or know a place I can find it a something like it?


I am getting ready to star a Torn World game (http://tornworld.com/index.asp) playing a Minotaur Inquisitor of Liber.
I know i want to use the Persistance Inquisition Domain and stick with Melee combat.
We are also using a 20 point stat buy. What i dont know is what feats i should focus on. I am open to sugestions please.

The racial outline of the Minotaur:
+2 Strength, +2 Wisdom, −2 on Intelligence
Monstrous Humanoid
Medium: Rockland Minotaurs are Medium creatures
Rockland Minotaur base speed is 30 feet.
Darkvision 60 feet.
Natural Attack: A Rockland Minotaur's horns are natural weapons and may make a Gore Attack, dealing 1d4+½ Str Mod (critical 20, x2).
If a Rockland Minotaur attacks with a weapon as his primary attack, he may make a Gore Attack as a secondary attack (at a -5 penalty)
Keen senses: Rockland Minotaurs receive a +2 bonus on Perception skill checks.
Weapons Familiarity: Rockland Minotaurs are proficient with Greataxes and treat any weapon with the word "giant" or "minotaur" in its name as a martial weapon.
Bulky: Rockland Minotaurs receive a -2 bonus on Acrobatics skill checks.


I receintly ran into a situation using the Crit cards were my caracter received an ability bleed. At first I did not worry but then the gm said that because it was Ability that was being bleed it could not bestopped unless an ability was cured (i.e. lesser restoration)
I just wanted to clarify because I had thought that a bleed was stopped by a heal of equal propartion. Is there any official rule for this?


I do not see any rule about weather you can use a Divine Focus to deliver a melee touch attack. For example a Pathfinder Cleric of Shelyn using a Glave as her Focus.

"Touch Attacks: Some attacks completely disregard
armor, including shields and natural armor—the
aggressor need only touch a foe for such an attack to
take full effect."

The way I read the definition of a touch attack It does not matter if its unarmed or Thru the focus.

Please Clarify


I have been tweeking around with various potential builds that utilised the defence potential of a shield and its use as a weapon.
I would like constructive feed back on what I have come up with.

Based on 29 point buy
Level: 11
Race: Not yet selected
Traits:
Threatening Defender
Reactionary

Stats
Str 18 (17 Starting +1/Level 8)
Dex 14
Con 14 (13 Starting +1/Level 4)
Wis 14
Int 13
Cha 10

Combat Style Feats
Level 2: Two Weapon Fighting
Level 6: Improved Two Weapon Fighting
Level 10: Greater Two Weapon Fighting

Feats:
Level 1: Combat Exp.
Level 3: Improved Shield Bash
Level 5: Double Slice
Level 7: Shield Focus
Level 9: Shield Slam
Level 11: Shield Master

Combat Gear:
+1 Chainmail
+2 Any OneHand
+2 Bashing Heavy Shield/Spiked

Hunters Bond: Cheetah