Darl Quethos

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Goblin Squad Member. 131 posts. No reviews. No lists. 2 wishlists.




I know this build was suggested in a guide here on the boards. Has anyone tried it out yet?

Perhaps an optimized build for it? I know it would make use of the Broad Study Arcana.

I'm really thinking about trying this out, any suggestions on skills/feats/equipment would be appreciated.


Hey all,

I'm about to start a new campaign and decided to give the Invulnerable Rager a try from level one. I want to build into the CAGM rage power in the most optimized way possible.

Going to use a 20 point build, Pathfinder stuff only. Race doesn't really matter (though I don't like small races much).

So are there any links to decent builds I can use (my search didn't turn up any :( )?


1 person marked this as FAQ candidate.

Here's the situation. I'm running a campaign that's just about to end. We use all Pathfinder content (hardcovers).

I will say that everyone at the table (myself included) dropped the "errata ball." That is to say that we usually don't keep up with the printed errata as it usually doesn't affect game play that much.

Well now that's come back and bitten us in the collective rear end.

We have a party mage that has the metamagic feat Selective Spell (APG168). On at least three encounters he's cast a selective black tentacles, and at least two selective acid clouds.

When he did this, my BS detector went off, but as I read and reread the feat in the first printing of the APG, it appeared to be legal. So when I went to build a caster for a different campaign, that feat was the first one on the list to take. But when I read it on the SRD it was worded differently. Then I checked and saw that it had been changed via errata.

I advised the player of this and his solution is to keep the feat as usual (pre errata) until the end of the campaign (we're in the last adventure). My solution is to change it immediately, and offer him the chance to change the feat out if he wants.

I want to keep him at the table as he's an excellent player, but there needs to be a middle ground here.

This feat pre errata is very difficult to deal with in the current campaign without a lot of DM fiat. My current solution is to alter the feat so that the first round it acts pre errata, then after that it acts post errata. That essentially gives the players one free round of actions before being affected.

Does anyone have any other thoughts on fair compromises to keep him at the table?


I've been running Pathfinder on and off since Beta. One of the many changes that I enjoyed was the addition of traits. Traits allowed for flavor to be added to the character, while at the same time giving the player a 'hook' for some background information.

Some of my players absolutely hated doing character backgrounds, but giving them the benefit of traits caused them to write some very decent and involved character histories! It was wonderful!

Now I'm noticing that most of the players are taking the same traits over and over again for different characters. Reactionary, Magical Knack, Heirloom Weapon...etc. The character histories are rather short and only serve to explain how the character got the traits.

Here's the problem: What do I do about it? Should I just ban traits completely (starting with the next campaign of course)? Or maybe restrict them in some way?

Any advice from the Pathfinder community would be appreciated :)


Playtest conducted at level 9. Samurai is Human. His feats include Step up, Following Step, Step Up and Strike, Vital Strike, Power Attack, Imp. Trip, and Weapon Prof. Meteor Hammer.

Other players in the party were a Gnome Cleric of Sarenrae, Human Druid, and a Halfling Ninja.

The Samurai found himself going solo for a few rounds because of a failed Perception check. Basically he got nailed with two rounds of sneak attacks from a roguish robbery attempt.

He was going up against 4 roguish types that got the drop on him. He suffered over half his hit points in sneak attack damage before he even knew what was going on.

The villains were doing fine until they started trying to adjust for sneak attacks with 5 foot steps. It got pretty ugly after that. They lost two of their number to vicious katana strikes before the cavalry came to help him out.

The Samurai did an average of about 30 dpr, and he didn't even activate the Flaming burst quality on his keen weapon. He didn't have to use any of his special abilities in this fight, but not a bad warm up. More to come when we play again.


In the interest of playtesting, I allowed two of my players to temporarily "switch out" their characters for a Ninja and a Rogue. The group consisted of five players. A Half Elven Cleric of Sarenrae (Healing and Sun), a Human Barbarian (Greataxe wielder), An Elven Wizard (Focus on utility and crowd control), a Human Ninja, and a Halfling Rogue.

This adventure is being played at level 8.

The first thing I noticed was the trouble the Ninja player had trying to decide on which statistic to "dump." It appears that in order to have Ninja that's good at *everything,* you need to have rather high scores on just about every statistic. Finally he decided to place the lowest score in Intelligence because the class has a high number of skills.

We still roll statistics in our games, so here is the Ninja player's statistic array: 10,12,14,15,16,17. The four Ninja Tricks he chose were Shadow Clone, Vanishing Trick, Wall Climber, and Fast Stealth. In choosing his tricks, the player wanted to try to balance his Ki use. Basically, he was looking at less than 10 Ki to use per day, so he chose two tricks that didn't spend Ki to balance against the two tricks that did.

The adventure was a home brew dungeon crawl. The Ninja decided to play the role of support scout and damage dealer. To that end he basically was able to keep up with the Rogue in front of the party while scouting. Ninja and Rogue were usually at least 60 feet ahead of the group.

In two instances, the Ninja set off traps that he didn't spot. In one of those instances, he failed his reflex saving throw. The Rogue player didn't take damage from either trap, while the Ninja player took half damage once, and full damage another time. It would appear that not having Evasion is a pretty big deal. At least in this case. At that point, the Ninja player (rather loudly) lamented that he should have taken the Rogue Talent: Trap Spotter instead of Fast Stealth.

From that point on, the Rogue took point.

The group had four combat encounters (no rest in between) during these sessions. The Ninja performed admirably. He either flanked with the Rogue (producing deadly results), or made excellent use of the Shadow Clone, and Vanishing Trick abilities when enemies were focused on him. He also developed a habit of vanishing, climbing a wall, and executing a death from above maneuver. He also had to be rather frugal with his Ki. He basically tried to limit himself to 2 points per combat, that way he could always keep one in reserve. He still ended up almost running completely out. Ki is a very precious commodity with the Ninja.

He was also a decent opportunist, bringing quick death to any creature that was severely wounded (our Barbarian player was rather angry that the Ninja player was "stealing his kills").

In another encounter with an enemy spellcaster (Evoker focused), the Ninja's lack of Evasion reared it's ugly head again when she blasted the group with an AoE spell.

In closing, I did not find that the Ninja character was necessarily better than the Rogue character. Different? Sure, but not better. Lack of Evasion is a major issue. The Rogue is also better at finding traps, and can also disable magical ones. I tried to pay close attention to the Light Steps ability. The Ninja player used it once to run over a rubble strewn field (difficult terrain). The ability seems *very* situational otherwise.

When I read the Ninja class, I thought that it would all but replace the Rogue. After a few sessions, I think that my assessment is wrong. Playtesting to this point shows that the Rogue can hold his own both in and out of combat.


Does the Swift Poisoning Ability of the Alchemist provoke attacks of opportunity if done in combat?

I know that normally applying a poison or oil provokes, however the Swift Poisoning ability is an exceptional ability.

Exceptional Abilities don't usually provoke attacks of opportunity.

I'm a little confused because the rules seem to contradict each other. I appreciate any insight.


I'm in the process of building a level 5 Halfling with a mount (not sure which mount to take).

These are my scores: 16,17,14,15,15,18

I can't decide whether to build a Paladin or a Cavalier. And should I go with a wolf mount? Or maybe something different?

I can only use PF rules (no 3.5 stuff).

Here is what I was thinking of doing:

Str 14(12), Dex:15(17),Con:17, Int:16, Wis:15, Cha:18(20)

If I go with a Cavalier, the scores may very well change. Also, if Cavalier, I will either go with Order of the Dragon, or Order of the Sword.

My thoughts on feats: Mounted Combat, Ride by Attack, Spirited Charge. For starters anyway. I also get two traits (undecided).

As far as gear, I haven't gotten that far yet. But it will be standard wealth by level.

I appreciate any and all suggestions.


I have a player in my group who has decided to play an Elven Cavalier 2/Cleric 2.

Here's the problem, he wants a large boar as a mount. I have decided to grant this request. I'm going to treat his having a larger mount as a "variant" of the normal rules.

My question is, what class ability should he have to sacrifice to use this mount? At first glance, it looks like giving up the Tactician ability might be the way to go.

That said, I'm open to other suggestions. What do you all think?


I have a player in my group who absolutely loves the idea of a character that crafts things. For him, it's a way to personalize every weapon and piece of armor he uses. One problem...the crafting system in Pathfinder takes too long!

Now, I've looked at the crafting rules in the First Printing of the Core Rulebook and it seems as though it takes a good number of weeks in game time to make a masterwork item.

The campaign I'm currently DMing is very much at the low level of things (level 3).

My question is this: Is there any way to speed up crafting so that low level PC's can be able to see the fruits of their labor while adventuring?

Is there a game balance reason for making it take around 5 weeks to make a masterwork item at low level?

I appreciate any and all suggestions


I have someone in my group who is playing a Barbarian/Sorcerer and planning on going into the Dragon Disciple prestige class.

He wants to take the Animal Fury rage power (PFCore pg 32), but he also gets a bite attack when he reaches the second level of Dragon Disciple(PFCore380). What he wants to do is up the dice of bite damage from a d4 to a d6 for having both bite attacks.

I've checked multiple books, and the only rules that allow this kind of 'stacking' that I can see are from the Uncanny Dodge ability and the Evasion ability.

Two questions:

1) Is there a rule in any of the Paizo books that cover stacking bite attacks with different sources?

2) If I allow this, how would it affect the game?

We're big on precedence in my game (thus the reason for my hesitation), and I would hate to throw other stuff out of whack by allowing this.

Thanks for any and all opinions.


Is the Demoralize option an area of effect or single target?

It looks like the rules support both opinions. I have a character in the group that uses Demoralize all the time in combat, and he insists it's an AoE (of course).

Any help/examples/references are appreciated.

Thanks in advance.

Full Name

Olethros Veringel

Race

Half-Elf

Classes/Levels

Ranger 6 / Horizon Walker 1

Gender

Male

Size

Medium

Age

46

Alignment

N

Deity

Gozreh

Location

Travelling

Languages

Common, Elven, Sylvan

Occupation

Herbalist

Strength 12
Dexterity 17
Constitution 11
Intelligence 16
Wisdom 13
Charisma 13

About Olethros, Worldstalker

"In all things, seek balance"
Olethros' current appearance.
Olethros during his early years with the society.

Although he prefers the solitude of the wilds and the ever-changing nature of travel, Olethros does not hesitate to heed the call of the Society, and is equally skilled at hunting down targets in either lush jungles or the packed streets of Absalom.

Originally a no-name poacher, Olethros was recruited to the Society for his skills as a tracker and his inquisitive mind. Over 10 years as an agent of the Society have retrained him to feel more compassion for the natural world. And while his penchant for collecting gruesome trophies from his kills remains, Olethros now finds himself content with exploring the vast, uncharted wilds of the world around him.

Olethros practices a school of meditative thought dedicated to finding one's place in the natural order. In this, he has a pupil in fellow adventurer Cacophinel.