|
Search Posts
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm curious what kind of effects would encourage making a single attack. I understand maneuvers were designed for this purpose, but I want to know what would types of things would have someone thinking "I can make one attack and do X, or make 2-3 attacks" and not have the answer be obvious. For example, let's look at a paladin. At level 6, they get their second attack. If the first attack did X instead, it would be a competitive choice with making a full attack. What would X need to be?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I had posted this several months ago, but didn't get much feedback as it wasn't fleshed out much. I am looking for some playtesting and suggestions for this class. I've linked a Google Doc with the class description. The yellow highlighted lines are incomplete because I haven't thought of anything yet. The concept was born from me looking at the existing summoner class and feeling that it doesn't accurately represent what I believe a summoner would be. The Manifester is a full caster that draws his power from other planes. Rather than gain a companion, he imbues himself with this power to gain abilities. He also has a summoning SLA that is less powerful than the summoner's (because he has 9 levels of spells). I reduced spell list will be made eventually, and it will likely be primarily conjuration, abjuration, and transmutation spells. The abilities should represent something unique to each plane. Example: all agathions have lay on hands, so the (NG) plane gives access to a less powerful lay on hands. The goal of these powers is for the lesser ones to be on with bloodline powers/revelations and the greater ones to be a bit better.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Which ones would you get? I'm playing in a WoTR campaign and the archmage trait allows me to recharge wands by expending a mythic power once per day. This seriously increases the usability of wands, but which ones? I want to know which wands you would want if they were hypothetically unlimited use.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello, I'm in the midst of creating a new base class called the templar. This is essentially yet another divine warrior with very little focus on magic while still being different than the paladin. It's 90% complete and am looking for any suggestions or advice for balance and flavor. It uses an expendable pool similar to the magus' arcane pool. I wanted to limit the amount of choices it can make, but also wanted to make the choice of deity really change the class.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello! I've decided to make a guide about monster summoning. I love summoning monsters due to the extreme versatility it allows. I know there are a few guides out there already for this, but they only seem to cover the base summon monster spells from the core rulebook with a few extra things thrown in. I wanted to make something all inclusive, especially now that the Monster Summoner's Handbook is out, which added a plethora of new options. Please tell me what you think. It is obviously incomplete and I'll add stuff as I have time.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello, I've dived into the land of custom building classes. I'm having some trouble coming up with ideas. The idea behind this was that there is no true summoning focused class in Pathfinder. The summoner doesn't fit my idea of a summoner. I feel like it trades three levels of spells for a companion. I also don't like the sorcerer as it lacks flexibility. I give you the manifester. This is incomplete. Manifester: Alignment: Any Hit Die: d6 Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Class Features
Weapon and Armor Proficiency
Spells
Like other spellcasters, a manifester can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Manifester. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A manifester's selection of spells is extremely limited. A manifester begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new manifester level, she gains one or more new spells, as indicated on Table: Manifester Spells Known. (Unlike spells per day, the number of spells a manifester knows is not affected by her Charisma score; the numbers on Table: Manifester Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the manifester has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered manifester level after that (6th, 8th, and so on), a manifester can choose to learn a new spell in place of one she already knows. In effect, the manifester loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A manifester may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric a manifester need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Level Spells Known
Cantrips
Familiar
Improved Summons
At 2nd level, and every two levels thereafter, a manifester learns the corresponding Summon Monster spell for the highest level of spells he can cast. These spells are in addition to the number of spells given on Table: Manifester Spells Known. These spells cannot be exchanged for different spells at higher levels. At 5th level, the casting time for these spells is reduced to a full-round action. At 13th level, the casting time for these spells is reduced to a standard action. Lesser Manifestation
Bonus Feats
Augment Summoning, Evolved Summoned Monster, Improved Familiar, Moonlight Summons, Starlight Summons, Superior Summoning. The manifester does not need to meet the prerequisites for these feats. Greater Manifestation
Best Summoner Ever
Lesser Manifestations Inner Sphere Planes Ethereal Plane First World Plane of Air
Plane of Earth
Plane of Fire
Place of Water
Negative Energy Plane
Positive Energy Plane
Shadow Plane
Outer Sphere Planes Astral Plane Abyss (CE) Abaddon (NE) Hell (LE) Maelstrom (CN) Boneyard (N) Axis (LN) Elysium (CG) Nirvana (NG) Heaven (LG) Greater Manifestations Inner Sphere Planes Ethereal Plane First World Plane of Air
Plane of Earth
Plane of Fire
Plane of Water
Negative Energy Plane Positive Energy Plane
Shadow Plane
Outer Sphere Planes Astral Plane
Abyss (CE) Abaddon (NE) Hell (LE) Maelstrom (CN)
Boneyard (N) Axis (LN) Elysium (CG) Nirvana (NG) Heaven (LG)
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm building a daring champion cavalier and not sure which direction to go. I have two builds in mind. There are two other melee characters in the party, neither of which are built defensively. Slashing Grace route
Bodyguard route
Some build notes are the following:
I have no interest in dipping because reasons.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'll be playing a spirit guide oracle soon and the GM has ruled that the spells from arcane enlightenment hex (lore spirit) would get added to the oracle's list of spells known. What are some good wizard spells that are unique and something a spell focused oracle would get a lot of mileage out of? (ex: haste is somewhat redundant with blessing of fervor)
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I have this idea, but I'm not sure if it's a worthwhile investment. I'm considering taking one level in hunter, nixing the animal companion for whatever reason, then going druid the rest of the way. This would obviously delay all the druid features by one level, but will give you access to the following: - 1 minute per level summons
Thoughts?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm trying to build this character as a backup because I'm certain that my current one will bite the dust. After fleshing out several level increments, I've noticed that defenses are extremely lackluster. AC is never going to be competitive and there won't be enough hit points to be ok with it. Short of mirror image and concealment effects, I'm having a hard time being ok with a front line character with such terrible defensive capabilities. I debating between using a shield and using a reach weapon, and the reach weapon seems to be less dangerous, especially with lunge. Stat is below. I'm not looking any advice on spell/trait/feat/equipment suggestion unless it's directly related to increasing the defense of the character. Spoiler: Human bard (archaeologist) 3 LE Medium humanoid (human) Init +3; Senses Perception +6 ————— Defense ————— AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 27 (3d8+9) Fort +3, Ref +4, Will +4; +2 trait bonus vs. divinaton effects Defensive Abilities trap sense +1, uncanny dodge ————— Offense ————— Speed 30 ft. Melee +1 longspear +6 (1d8+10/×3) Special Attacks archaeologist's luck 6 rounds/day (+1) Bard (Archaeologist) Spells Known (CL 3rd; concentration +5) 1st (4/day)— charm person (DC 13), cure light wounds , grease, saving finale (DC 13) 0 (at will)— detect magic , ghost sound (DC 12), light, mage hand , prestidigitation, read magic ————— Statistics ————— Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 14 Base Atk +2; CMB +5; CMD 17 Feats Extra Performance, Lingering Performance, Power Attack Traits carefully hidden, reactionary Skills Appraise +5, Bluff +6, Climb +8, Disable Device +6, Disguise +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge(history) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +6, Linguistics +5, Perception +6, Sense Motive +4, Sleight of Hand +5, Spellcraft +7, Stealth +7 Languages Common, Dwarven, Infernal SQ bardic knowledge +1, clever explorer +1 Other Gear mithral chain shirt, +1 longspear , masterwork thieves' tools, 53 gp ————— Special Abilities ————— Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks. Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. Clever Explorer +1 (Ex) Half time to use disable device. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello! I'll be starting an premade adventure soon. It is designed to go from level 1-18 or so. I absolutely hate calculating and awarding experience points and have always just granted levels at the appropriate time. The problem though, is that this adventure is somewhat open ended and sandboxy and they can easily travel to places that are under/over the appropriate challenge level. The adventure itself only starts the beginning and ending levels and nothing in between. Is there any reasonable way to keep their level appropriate without awarding experience or doing a massive amount of bookkeeping?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello, I've never actually played an alchemist before, so I wanted some input from more experiences people. I'm going mostly for versatility here. This is the planned progression up to 20. LE Half-Elf Alchemist (Bramble Brewer, Grenadier)
1) Martial Weapon Proficiency (Longbow), Throw Anything, Point-blank Shot
I'm torn heavily on the order to get things sans ditching Bramble Brewer and taking Precise Shot at 1. Also don't know/care about the last three. Maybe more preserve organs or simulacrums?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm building and alchemist that is going to focus primarily on control bombs and I'm curious which one's people like the most. There are soooo many and I have to prioritize. Some that I'm particularly curious about are: Acid Bomb - energy damage is boring
Probably something else I missed?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I posted this on Reddit, but haven't gotten much response yet. Maybe I'll have more luck here? I'm starting a game this week with a level 10 inquisitor. I would like some opinions on my spell selection. I want have a somewhat good spread of effects. There is also an oracle and a wizard in the party. Favored class bonuses are included. Good Hope is from Shelyn. 1-Divine Favor, Expeditious Retreat, Heightened Awareness, Litany of Sloth, Remove Fear, Shield of Faith, True Strike, Wrath
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
There's a surprising lack of discussion about this other than the "is is better than judgment?" stuff. I'm building one of these and am looking for some critique. I'm not going for complete power game and some of the choices are for flavor. Inquisitor:
Human Inquisitor of Shelyn (Sacred Huntsmaster) 10 Luck Domain Stat block includes Shield of Faith and Bull animal focus Traits: Fate's Favored, Reactionary DEFENSE
OFFENSE
Inquisitor Spells Known:
STATISTICS
Velociraptor: Stat block includes Bull animal focus DEFENSE
OFFENSE
STATISTICS
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
The party this is for is level 10. We are under leveled for the challenges we are facing and decided to make a martial focus summoner because reasons. I can't happily play any class with less than 6 levels of spells, so summoner seemed like the logical choice. I don't care too much for summon monster and I love eidolons, and I'm fairly certain that the spirit summoner archetype with the battle spirit is a premium option. I'm looking for anything that I might have missed or don't incorrectly/poorly. Eidolon is standard pouncing quadraped. Here is what I have: Summoner:
Half-Elf Summoner 10
Str 23, Dex 14, Con 14, Int 10, Wis 10, Cha 16 Favored Class Bonus: 1/4 Evolution Point Feats:
Hexes:
Offense:
Defense:
Spells:
Special Abilities:
Equipment:
Eidolon: Quadraped Eidolon:
Evolutions (16 points):
Feats:
Offense:
Defense:
Equipment:
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm building a cleric/diabolist for an upcoming evil campaign that should go from 1-20. I'm looking for advice on this particular type of build; I'm not interested in how awesome a reach or battle cleric would be. The mechanical focus is on action economy using standard action summons, imp companion, undead minions, debilitating channel effect, and called outsiders. I'm very curious to see if I missed anything or to know if something might be a better choice than what I originally thought. Aasimar cleric of Barbatos
Str 8, Dex 10, Con 12, Int 10, Wis 16+2, Cha 16+2 1-C1: Selective Channeling
A couple options I'm considering:
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm building a Kensai Magus and am unsure if dipping is worth it. I really see two options: Swashbuckler for weapon finesse, +1 BAB and some panache abilities.
Brawler would give easier access to kirin strike (is it even worth it?) and swashbuckler gives easier access to slashing grace. I understand what I lose from dipping, and I'm not looking for a comparison of what is gained vs what is lost.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm building this Druid for a game and am stuck on how to best accomplish this. He is going to be focusing on debuffing touch attacks and battlefield control. My biggest choice here is taking the mercy enchantment on the amulet of mighty fists or taking the bludgeoner feat and the cruel enchantment. Stat block is below. Next on the list is wild armor. Male human (varisian) druid 9
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Ok, so I've read several posts about this and can't find any definitive, or remotely unconfusing answer to this. Let's say I cast frostbite. I then get a single free action touch attack. Let's say I am a plant with a 15ft tendril. Can I deliver the touch spells via the tendril at reach? Frostbite says "You can use this melee touch attack up to one time per level". Does this mean that I can make one touch attack for each level I have in a single turn or one per turn up to my level in attacks? Also, someone on the Paizo forums stated that after the initial touch, the effect of frostbite ceases to be a spell, but you still have charges on it thus you can make one touch attack per round (standard action) but you cannot use natural weapons to deliver it. If this is the case, would I still be able to use tendrils to deliver the spell, just without the actual attack damage?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Long Arm says: School transmutation; Level alchemist 1, bloodrager 1,
If I use a polymorph effects from something like Alter Self to become a troglyodyte, would long arm gives the claws 10ft reach?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
All of the nonlethal weapons are bludgeoning or slashing. Blade of mercy trait removes the penalty on all slashing weapons and bludgeoner feat removes the penalty on all bludgeoning weapons. Is there anything that removes the penalty for piercing weapons?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I may be starting a campaign as an investigator soon. I'm curious what people's opinions on the most effective way to build one would be. This would a 5 person party and the other people express interest in playing a paladin, witch, barbarian, and inquisitor or cleric. I don't know what stats I will have as they will be rolled or something similar. I'll be going empiricist because intelligence. Student of philosophy is a must. I really see two paths to take and am curious what talents, etc. would be useful for each. 1) focus on melee combat
2) focus on ranged combat
3) focus on skills
Both 1 and 2 will be fairly lackluster until studied combat is obtained.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Howdy! I am looking for some critique and advice for my witch character. We just hit level 7 and I came into a LOT of wealth and summoned and imp familiar. First I'll give the build, then ask a few questions. Female Elf Witch 7
I grabbed an imp familiar and have several questions about this in particular. 1) Wands are a bit large in comparison to a tiny creature, but I should be able to hold 2 of them at a time. Would it make sense to have them in my own efficient quiver so the imp can draw them as needed?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello! I'm playing a master summoner in RotRL. We are currently level 4. I can't decide on a good feat progression and would like some advice. My eidolon is used as a cliche skill/wand monkey. Feats currently have:
Planned progression:
I don't feel that Extra Summons is worth it with 10+ uses per day to begin with. Extra Evolution can be scattered in randomly. I prefer metamagic rods to feats, unless there are some that are better as feats than rods. What about Eldritch Heritage? I like the feat tax just to get 1d6 of damage on my summoned attacks. What other suggestions are there? I've read the guides, but they aren't particularly helpful or up to date.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I've tried to find an answer to this on the forums, but can't see to. I have several questions. I understand that if you have a reach weapon while mounted, you can't attack anything adjacent to the mount. While the mount moves forward, can you make a reach attack during it's move while it moves from 10 ft away to adjacent and then have the mount get it's attack?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I've been scouring the Internet for ways to accomplish this. I REALLY want to be human and I REALLY want to take Arcane Strike, but the only ways I can find to have an arcane SLA is to use a race that I don't really want to use (Aasimar, Tiefling, Duergar, etc). Is there a particular feat or rage power or inexpensive item that will grant an arcane SLA?
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Currently playing in Council of Thieves and our PCs are dropping frequently. I need to make a new guy to replace my wizard. Other party members are life oracle, bomb alchemist, ranger, inquisitor. I was thinking of making a bard to maintain the arcane buffs, but with a little more physical prowess and this is what I came up with. http://www.myth-weavers.com/sheetview.php?sheetid=860967 Please note that some of the skill/spell choices are choices are based on the context of the adventure path. My plan is the maintain *most* of the support of the bard class, but still be able to contribute significantly in combat with a reach weapon. Any suggestions are appreciated.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello! I'm looking for a convenience way to have some printable form of cards for summons. I don't want to go through the hassle of writing down all the stats and I like to avoid using electronic devices as it takes up too much time and is harder to take notes. I'm looking for some sort of premade stat block formatted in a way that can be printed (4 or so per page?) or a blank card of some sort that I can print and fill out by hand. I saw a link to one as pathfinderdb, but the link is broken.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
I'm currently playing a wizard through the Council of Thieves AP. The GM is brutal. In four sessions, we've had nearly two party wipes. Most recently, we were up against a high level cleric yhat cast deeper darkness and nearly annihilated us with negative channels (Dhampir). I was able to save the day by using my hero point to cast daylight. This made me ponder what spells would make great scrolls for those random times that the GM is maniacal. Any suggestions are appreciated.
Hello! I posted this on Reddit but nobody scrappy answered my questions and felt it necessary to explain the other builds of ranger. I'm hoping to get better assistance here. I am at a standstill on some decision making for a ranger I am building for an upcoming homebrew campaign and would love some advice. -We are starting at level 4.
My planned build is this:
I've read all the guides, but they have very different opinions on every subject. -What would be a good feat choice for level 3? I plan on taking Boon Companion at 5. Quick Draw seems useless with a Cestus and I'm not convinced that Double Slice is the best option.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Hello! I would like some advice. I've never played a prepared caster before and the task seems daunting. How do you keep track of the bajillion spells known and prepared (especially divine?)? Is there some sort of document of summon monster cards that I can print and keep on me for when the spell is cast? I'm starting with 3000 gold. Any must have magical items? Ultimate Equipment is not an option. |
