Some Other Guy's page

Pathfinder Adventure, Adventure Path, Rulebook Subscriber. Organized Play Member. 399 posts (400 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm curious how people would value a full attack. I'm asking because Vital Strike is considered suboptimal. I understand why, but it raises the question, what would be optimal? What kind of bonuses are an additional attack at -5 worth? -10? When you have haste or something similar?

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Order 3777976

Grand Lodge

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?

Grand Lodge

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.

Google Doc Link

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I noticed that in order for the active events to become persistent, they have to be rolled twice in the same event phase. I can't seem to find any way that that can actually happen. Is this an oversight or am I missing something?

Grand Lodge

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.

Grand Lodge

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.

Templar

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Please cancel order 3699195

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I updated my payment method for this order. Can it please be reprocessed?

Grand Lodge

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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.

Conjuring Your Own Army

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello! I'm looking at the new Expanded Summon Monster feat and am entirely overwhelmed by the sheer number of options available. Has anyone looked at these? What stands out the most to you as fairly good choices?

Grand Lodge

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
The manifester's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha),  Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 0 0 2 Cantrips, Familiar, Improved Summons, Manifestation 3 — — — — — — — —
2nd 1 0 0 3   4 — — — — — — — —
3rd 1 1 1 3 Manifestation 5 — — — — — — — —
4th 2 1 1 4   6 3 — — — — — — —
5th 2 1 1 4 Improved Summons 6 4 — — — — — — —
6th 3 2 2 5   6 5 3 — — — — — —
7th 3 2 2 5 Manifestation 6 6 4 — — — — — —
8th 4 2 2 6   6 6 5 3 — — — — —
9th 4 3 3 6 Bonus Feat 6 6 6 4 — — — — —
10th 5 3 3 7   6 6 6 5 3 — — — —
11th 5 3 3 7 Manifestation 6 6 6 6 4 — — — —
12th 6/1 4 4 8   6 6 6 6 5 3 — — —
13th 6/1 4 4 8 Improved Summons 6 6 6 6 6 4 — — —
14th 7/2 4 4 9   6 6 6 6 6 5 3 — —
15th 7/2 5 5 9 Manifestation 6 6 6 6 6 6 4 — —
16th 8/3 5 5 10   6 6 6 6 6 6 5 3 —
17th 8/3 5 5 10 Bonus Feat 6 6 6 6 6 6 6 4 —
18th 9/4 6 6 11   6 6 6 6 6 6 6 5 3
19th 9/4 6 6 11 Manifestation 6 6 6 6 6 6 6 6 4
20th 10/5 6 6 12 Best Summoner Ever 6 6 6 6 6 6 6 6 6

Class Features
All of the following are class features of the manifester.

Weapon and Armor Proficiency
Manifesters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a manifester's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells
A manifester casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a manifester must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a manifester's spell is 10 + the spell level + the manifester's Charisma modifier.

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
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Cantrips
Manifesters learn a number of cantrips, or 0-level spells, as noted on Table: Manifester Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Familiar
At 1st level, a manifester acquires a familiar as the arcane bond wizard class feature, using her manifester level as her wizard level to determine any of the statistics and abilities of the familiar. If the manifester receives a familiar from another class, her levels of manifester stack with the levels from that class when determining the familiar's statistics and abilities.

Improved Summons
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to your Charisma modifier (minimum 1). This increase is not doubled by Extend Spell.

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
By accessing the energies leaking from each plane of existence, the manifester is able to gain additional power. At 1st level, 3rd level, and every four levels thereafter, a manifester learns how to manifest the energy of a particular plane. See the list of manifestations below. Unless otherwise noted, the DC to save against these manifestations is equal to 10 + 1/2 the manifester's level + the manifester's Charisma modifier.

Bonus Feats
At 9th level and again at 17th level, a manifester gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from the following list:

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
Beginning at 11th level and every four levels thereafter, a manifester can select greater manifestation. The manifester must possess the plane's lesser manifestation to select the greater manifestation.

Best Summoner Ever
??

Lesser Manifestations

Inner Sphere Planes

Ethereal Plane

First World

Plane of Air
Wind Barrage (Su): You gain resist electricity 10. In addition, you can create a blast of wind that pushes a single creature within 30ft. Make a combat maneuver check against the target, using your manifester level + your Charisma modifier as your CMB. If successful, you may push the creature as if using the bull rush combat maneuver. Movement from this effect does not provoke attacks of opportunity. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Plane of Earth
Ground Shift (Su): You gain resist acid 10. In addition, you can cause the ground beneath a single creature within 30ft to shift rapidly. Make a trip combat maneuver check against the target, using your manifester level + your Charisma modifier as your CMB. The creature targeted must be touching the ground. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Plane of Fire
Thermal Gaze (Su): You gain resist fire 10. In addition, you can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. You can use this ability a number of rounds per day equal to your manifester level, but these rounds do not need to be consecutive.

Place of Water
Placeholder: You gain resist cold 10. In addition, you gain a swim speed equal to your base land speed. More stuff?

Negative Energy Plane
Death Affinity (Su): You gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. In addition, you receive Command Undead as a bonus feat and can channel energy a number of times per day equal to 1 + your Charisma modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.

Positive Energy Plane
Channel (Su): You gain the ability to channel positive energy like a cleric, using 1/2 of your manifester level as your cleric level when determining the amount of damage healed (or dealt to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Shadow Plane
Shadow Sight (Ex): You gain darkvision 60ft. If you already possesses darkvision, the ranged is increased by 30ft. In addition, you adds 1/2 your manifester level on stealth checks when in areas of low-light or darkness.

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
Platform of Air (Su): You gain resist electricity 20. In addition, as a swift action, you can create a platform of air that grant you a fly speed of 60 feet with good maneuverability. You can use this ability for 1 minute per day per manifester level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Plane of Earth
Placeholder: You gain resist acid 20.

Plane of Fire
Placeholder: You gain resist fire 20.

Plane of Water
Placeholder: You gain resist fire 20. In addition, you gain the ability to breathe underwater as well as the ability to walk on water as the spells Water Breathing and Water Walking. You no longer needs to make concentration checks to cast spells while underwater.

Negative Energy Plane

Positive Energy Plane
Restore (Su): You gain the ability to touch a living creature to remove a single affliction. You must make a caster level check against the save DC of the affliction. If there is no save DC, this ability automatically fails. You may choose from one of the following afflictions each time you use this ability: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, or stunned. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Shadow Plane
Shadow Swirl (Su): As a melee touch attack, you can cause a swirl of shadow to surround the touched creature. The creature touched treats all other creatures as if they had total concealment. The effect lasts a number of rounds equal to 1/2 your manifester level. A creature with true seeing instead treats all other others as if they had concealment. This ability has no effect on creatures with the See in Darkness special ability. A successful reflex save negates the effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Outer Sphere Planes

Astral Plane
Temporal Shift (Su): You gain the ability to teleport to a nearby space as a move action. You can teleport up to 10ft per manifester level per day. This teleportation must be used in 5ft increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend as equal amount of distance for each creature brought.

Abyss (CE)

Abaddon (NE)

Hell (LE)

Maelstrom (CN)
Share Polymorph (Ex): You may cast spells with the polymorph descriptor on your summoned creatures as if they possessed the Share Spells animal companion feature.

Boneyard (N)

Axis (LN)

Elysium (CG)

Nirvana (NG)

Heaven (LG)

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello, I have two pending orders. I understand it takes several days to fulfill the orders, but one of them has been pending since March 28. Order number is 3514658

Grand Lodge

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
-Pros: higher hit which makes power attack more practical (weapon focus, sword scion), lets me use slashing weapons, more damage up front
-Cons: Weapon Focus is a slight feat tax, need to get both feats right away for class features to work which delays everything else

Bodyguard route
-Pros: two other melee characters makes aid another a legitimate strategy, parry helps with being focused by enemies, can utilize the order of the dragon abilities more
-Cons: takes much work to be useful (order of the dragon, halfling, etc), doesn't seem too useful at higher levels where AC isn't as good, discourages flanking

Some build notes are the following:
-Human or Halfling
-Order of the Flame or Dragon
-Pre-racial stats: 14, 16, 14, 10, 10, 14

I have no interest in dipping because reasons.

Grand Lodge

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)

Grand Lodge

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
- Permanent, changeable animal focus
- A few hunter spells

Thoughts?

Grand Lodge

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.

Grand Lodge

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?

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber

See title! Thoughts? Tips? Concerns?

Grand Lodge

1 person marked this as a favorite.
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)
Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 7

1) Martial Weapon Proficiency (Longbow), Throw Anything, Point-blank Shot
2) Tanglefoot Bomb, Precise Bombs
3) Precise Shot
4) Infusion
5) Rapid Shot
6) Frost Bomb
7) Smoke Bomb
8) Confusion Bomb
9) Stink Bomb
10) Force Bomb
11) Fast Bombs
12) Preserve Organs
13) Mummification
14) Greater Mutagen
15) Combine Extracts
16) Eternal Potion
17) Grand Mutagen
18)
19)
20)

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?

Grand Lodge

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
Blackstar Bomb - seems situationally useful, but also includes the effects of void bomb
Blinding Bomb - nice duration and devastating effect, but targets fortitude save
Confusion Bomb - nice duration and devastating effect, one of the only ways to target will save
Force Bomb - seems absolutely necessary to get around resistance and the prone is just gravy
Frost Bomb - staggered is pretty great and an alternative to fire is needed
Grease Bomb - unsure if the effect is really worth a discovery
Poison Bomb - can literally kill people dead. probably campaign dependent?
Shock Bomb - meh effect
Smoke Bomb - solid effect that can used strategically
Stink Bomb - love the effect, but the duration is crap
Tanglefoot Bomb - no damage, but can be combat ending, especially with the bramble brewer archetype
Void Bomb - seems incredibly powerful as it still effects the target if the save

Probably something else I missed?

Grand Lodge

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
2-Invisibility, Lesser Restoration, Remove Paralysis, Resist Energy, See Invisibility, Silence, Spiritual Weapon, Tongues
3-Burst of Speed, Dispel Magic, Magic Circle against Evil, Prayer, Terrible Remorse
4-Divine Power, Good Hope

Grand Lodge

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
AC 25, touch 17, flat-footed 23 (+7 armor, +3 deflection, +2 Dex, +2 luck, +1 natural)

OFFENSE
Melee +1 Fortuitous Glaive + 15 (1d10+10)
Ranged +1 Adaptive Longbow +10 (1d8+7)

Inquisitor Spells Known:
4 (2/day) Divine Power, Freedom of Movement
3 (4/day) Burst of Speed, Dispel Magic, Heroism, Prayer, Terrible Remorse
2 (5/day) Invisibility, Lesser Restoration, Remove Paralysis, Resist Energy, See Invisibility, Silence, Spiritual Weapon, Tongues
1 (6/day) Divine Favor, Expeditious Retreat, Heightened Awareness, Litany of Sloth, Remove Fear, Shield of Faith, True Strike, Wrath
0 (at will) Create Water, Detect Magic, Guidance, Read Magic, Sift

STATISTICS
Str 24, Dex 14, Con 14, Int 13, Wis 18, Cha 8
Base Atk +7; CMB +14; CMD 29
Feats
1) Combat Reflexes
1H) Combat Expertise
3) Power Attack
3T) Precise Strike
5) Pack Flanking
6T) Outflank
7) Escape Route
9) Paired Opportunists
9T) Shake It Off
Equipment: Belt of Dex/Con +2, Headband of Wisdom +2, Jingasa, Cloak of Resistance +2, Amulet of Natural Armor +1, +1 Hosteling Mithral Breastplate

Velociraptor:

Stat block includes Bull animal focus

DEFENSE
AC 24, touch 13, flat-footed 20 (+4 Dex, +10 natural)

OFFENSE
Melee 2 Talons +13 (2d6+7), Bite +13 (1d6+7), 2 Claws +13 (1d4+7)

STATISTICS
Str 23, Dex 18, Con 19, Int 3, Wis 12, Cha 14
Base Atk +6; CMB +12; CMD 20
Feats:
Teamwork feats gained: Precise Strike, Outflank, Pack Flanking, Escape Route, Paired Opportunists, Shake It Off
1) Combat Reflexes
3) Improved Natural Armor
5) Iron Will
7) Improved Iron Will
9) Improved Natural Attack: Talons
Equipment: +1 AoMF.

Grand Lodge

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:
-Skill Focus (Survival): from race
-Power Attack
-Improved Spell Sharing (Teamwork)
-Lunge
-Eldritch Heritage (Orc)
-Combat Reflexes
-Weapon Specialization (Longspear): from spirit

Hexes:
-Healing
-Battle Master
-Shapeshift

Offense:
- +2 Longspear +15/10 (1d8+13)
- +1 Light Crossbow +10 (1d8+1)

Defense:
- AC 21, T 14, FF 17

Spells:
0-Detect Magic, Guidance, Mage Hand, Mending, Message, Read Magic
1-Enlarge Person, Expeditious Retreat, Mage Armor, Reduce Person, Shield
2-Barkskin, Haste, Invisibility, Lesser Evolution Surge, See Invisibility
3-Dimension Door, Greater Invisibility, Greater Magic Fang, Heroism
4-Greater Evolution Surge, Overland Flight

Special Abilities:
Touch of Rage +4 (6/day)
Battle Spirit +2 (6/day)
Enemies Bane (6/day)

Equipment:
+2 Longspear, +1 Light Crossbow, +1 Mithral Chain Shirt, Cloak of Resistance +3, Ring of Protection +2, Lesser Extend Spell Rod, Belt of Physical Might +2 (Str/Con), Headband of Alluring Charisma +2

Eidolon:
Quadraped Eidolon:

Evolutions (16 points):
-Limbs (Arms)
-Bite
-Claws x2
-Large
-Improved Natural Armor
-Improved Damage (Bite)
-Improved Damage (Claws)
-Pounce

Feats:
-Improved Spell Sharing (Teamwork)
-Power Attack
-Combat Reflexes
-Improved Natural Attack (Claws)

Offense:
- Bite +17 (2d6+10 + 2d6 energy), 4 Claws +17 (2d6+10 +2d6 energy)

Defense:
- AC 26, T 12, FF 23

Equipment:
-Amulet of Mighty Fists (Corrosive, Shocking)

Grand Lodge

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
Variant Channeling: rulership
Domains: Travel, Devil (Evil)
Traits: Sacred Conduit, Heresy

Str 8, Dex 10, Con 12, Int 10, Wis 16+2, Cha 16+2

1-C1: Selective Channeling
3-C3: Improved Channel
4-+1 Cha
5-C4/D1: Sacred Summons, Imp Feats: Point-blank Shot, Precise Shot, Rapid Shot
7-C4/D3: Augment Summoning (free), Superior Summoning
8-C5/D3: +1 Cha, Imp Feat: Deadly Aim
9-C6/D3: Channel Force
10-C7/D3: Imp Feat: Weapon Focus (Longbow)
11-C8/D3: Divine Interference
12-C9/D3: +1 Cha
13-C10/D3: Improved Channel Force, Imp Feat: Manyshot
15-C12/D3: Greater Channel Force
16+: ???

A couple options I'm considering:
-Drop channel force, go human, work towards spell perfection on wall of stone or similarly useful spell.
-Only take one level in Diabolist for the imp and not lose out on channel DC, fort save, and BAB but lose out on hellfire damage, and a free feat (which effectively is two from the lack of prerequisite)

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm looking for some good third party adventures for Pathfinder. So far, the two that stick out are Way of the Wicked and Rappan Athuk. What are some of your favorites? Something that is more than just a few levels.

Grand Lodge

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 for +1 BAB, limited use martial flexibility, and improved unarmed strike.

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.

Grand Lodge

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
NG Medium humanoid (human)
Init +6; Senses Perception +20
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection)
hp 57 (9d8+9)
Fort +7, Ref +5, Will +14; +4 vs. fey and plant-targeted effects
Immune poison
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks wild shape 4/day
Domain Spell-Like Abilities (CL 9th; concentration +17)
11/day—acid dart (1d6+1 acid)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 12, Wis 26, Cha 7
Base Atk +6; CMB +5; CMD 18
Feats Enforcer[APG], Improved Initiative, Natural Spell, Rime Spell[UM], Wild Speech[UM]
Traits bruising intellect, magical lineage
Skills Craft (baskets) +3, Fly +10, Handle Animal +3, Heal +12, Intimidate +13, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (geography) +5, Knowledge (history) +10, Knowledge (local) +2, Knowledge (nature) +13, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +2, Perception +20, Profession (herbalist) +12, Spellcraft +13, Stealth +2 (+11 when underground), Survival +12
Languages Common, Druidic, Giant, Thassilonian, Varisian
SQ nature bond (caves domain), place magic, spirit sense, tunnel runner, walk the lines
Other Gear mwk stoneplate, darkwood heavy wooden shield, druid's vestment, guided merciful amulet of mighty fists, headband of inspired wisdom +4, ring of protection +1,
--------------------
Special Abilities
--------------------
Acid Dart 1d6+4 acid (11/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Druid Domain (Caves)
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Immunity to Poison You are immune to poison.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Natural Spell You can cast spells while in Wild Shape.
Place Magic (11/day) (Su) Free, +1 to caster level for 1 round.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Tunnel Runner (+9 stealth, +8 init, 9 minutes/day) (Su) At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvi
Walk the Lines (8/day) (Su) Use transport via plants as a supernatural ability.
Wild Shape (4/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape

Grand Lodge

1 person marked this as FAQ candidate.
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?

Grand Lodge

4 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm curious if anyone has built a hunter. I like the flavor and mechanics of the class, but I feel it's power level will drop dramatically after level 5 or so.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Long Arm says:

School transmutation; Level alchemist 1, bloodrager 1,
magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Your arms temporarily grow in length, increasing your reach
with those limbs by 5 feet.

If I use a polymorph effects from something like Alter Self to become a troglyodyte, would long arm gives the claws 10ft reach?

Grand Lodge

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?

Grand Lodge

1 person marked this as a favorite.
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
-stat priorities would be str > int > con

2) focus on ranged combat
-stat priorities would be dex > int > str
-very feat intensive from archery stuff and needing weapon focus and ranged study

3) focus on skills
-wonderful outside of combat, but I wouldn't like it

Both 1 and 2 will be fairly lackluster until studied combat is obtained.

Grand Lodge

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
LN (evil tendencies)
Init +6; Senses darkvision; Perception +9
Defense
AC 14 (18); Touch 12; Flat-Footed 12 (16); (+4 mage armor)
HP 46
Fort +7; Ref +6; Will +7
Statistics
Str 10, Dex 14, Con 14, Int 25, Wis 10, Cha 7
Feats Accursed Hex; Extra Hex; Extra Hex; Improved Familiar; Brew Potion
Hexes Cackle, Misfortune, Evil Eye, Slumber, Flight, Cauldron
Patron Deception
Gear Cackling Hag's Blouse, Headband of Vast Intelligence +4, Cloak of Resistance +2, Amulet of Natural Armor +2, Stone Familiar, various wands/potions/scrolls

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?
2) Outsiders have martial weapon proficiency, but tiny bows do 1d4, which doesn't really make them worth it. Is it worth an 8300g +1 elemental bow of some sort, or would a simple offensive wand like magic missile be better?
3) What are some good offensive wands that aren't mind-affecting (ill omen)?
4) How do I prevent the imp from wanting to kill me?

Grand Lodge

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:
Skill Focus (Kno Planes)
Augment Summoning
Improved Initiative
Summon Good Monster

Planned progression:
5 Superior Summoning
7 Leadership
9 ??

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.

Grand Lodge

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?
If not, what is the purpose of having a lance if your mount can't attack?

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello! I'm playing a summoner soon for the first time and am curious what everyone's favorite eidolon builds are! I'm looking for things specific to the eidolon.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello! I'm playing a summoner soon for the first time and am curious what everyone's favorite eidolon builds are! I'm looking for things specific to the eidolon.

Grand Lodge

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?

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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.

Scarab Sages

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.
-I have no idea what level the campaign is planned to end.
-I'm the only melee character; the others are a caster druid, a control oracle, and some arcane spellcaster.
-I plan on using a tripping cat as a flanking buddy.

My planned build is this:
Half-Orc Ranger 4
19 STR, 14 DEX, 14 CON, 10 INT, 12 WIS, 8 CHA
Weapons: Scimitar and Cestus
Feats: Power Attack, TWF, ??

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.
-Is this the best weapon combination? It will allow me to two-hand the scimitar when I'm unable to make a full attack. Is there any advantage to using a double weapon instead? Or dual keen kukris?
-Would reducing DEX be a good idea for more WIS? I feel like as the only melee, I'm going to need more AC.

Grand Lodge

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.