Modoru Redgrave

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Is their a way to gain immunity to the staggered condition? Obviously the earlier, the better. I want to play the goblin bouncy ball with the Roll With It feat.


Many people by now has seen this image of the Jergal Clerical form along with the story of requiring the character to fill out the form before administering aid, mid combat. I was curious what other medical forms people would think would work converted into a fantasy setting. Also, does Pathfinder have a non-evil deity that fills the same role as Jergal?

Thank you!


Universal Mythic Path Ability Legendary Item

In short, what abilities does it grant? You get to choose the abilities, but from what list? Do you need to have the item in hand or just on person? Can I hand the item to another and they gain the abilities?


I know this is a pre-unchained summoner, but my DM said the pre-unchained is ok! I found this summoner build and I can't figure out how you get 8, 9, or 10 attacks. Is there a rule written somewhere that I am missing that says you get one attack with each weapon you wield in a full attack action? I know the build has Multiweapon Fighting but I don't see how that grants the attacks. And the Eidolon gets a max of 7 attacks at level 20. I don't think Zenith games is lying, the comments are not saying anything about having more then 9 attacks, I am just missing something major.

Edit: I am ignoring the quadruped bite attack and speaking only of the falchion attacks.


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((I truly hope this is the right board for build help threads. Was not sure about here, Advice, or Suggestions.))

In short, I want to make Rico Suave, The Most Interesting Man in the World, with a hint of Austin Powers, all wrapped up in our king Fabio.

Requirements

  • A pretty, humanoid race. I don't care how many ranks you have in charisma, goblins and kolbolds are not pretty boys. Prefer nothing with features that are off-putting to beings not of that race. EG: The pointed ears of an elf, fine; the slightly green tinted skin of a half orc, acceptable; the feathers and beak on a tengu, not so much.(Edit: No racebuilder, forgot it even existed)
  • No 3rd party or 3.5 converted abilities. Anything printed by Paizo for Pathfinder from the splat books, core rulebook, to a trait found in an AP is fair game.
  • Abilities need to be focused on communicating with others; cha, int, wis, bluff, diplomacy, knowledge, languages, anything that makes him be able to smooth talk his way in and out of anything and everything is what I want.
  • Steals the show. Let the meat shields, backstabbers, spell chuckers, holy nutters, and skill monkeys deal with combat. When it comes to being the party face, that is his forte.

Let it be known, combat is beyond secondary for him. If he stands in the back and smiles like Chip Skylark holding a crossbow the whole fight, that is fine by me. That being said, if you can fit showy swordsmanship to woo the ladies into his arsenal of tricks, please do. I was thinking the most effective way was to go bard, but feel free to show me otherwise. This character will be in two campaigns; one is a level 20 dungeon crawl where the party "has all of the bases covered, make whatever you want". The other is being brought into the Mummy's Mask AP. That party will be loosing a tanky character in the form of a Huntmaster Cavilier.

With that, feel free to...

  • post any builds you have (no matter how complete)
  • link threads to similar topics
  • tell me a feat/skill/trait/random tidbit I should know
  • explain why I am a bad person for going into a dungeon crawl with the intend for trolling my friends
  • something gimicky that would be fun
  • a personality trait/flaw that could enhance the fun of this amazing man
  • not spoil the AP for I have not read anything and know nothing beyond the first tomb you complete.


Spoiler:
Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

If I am reading this correctly, a half-elf Cavalier could choose Wizard and can use any wand/staff/scroll/etc on the Wizards spell list without a UMD check. I understand that means you would not gain any favored class bonuses. Is my thought process correct?


Can a magus use the free basic attack from spellstrike and make a trip attempt (or any other combat maneuver that can be made in place of a basic attack) and have the spell trigger on a successful trip?


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Am I the only one that finds it weird that the God of Storms does not have the STORMS subdomain in the weather domain?


I have seen many amazing threads over the years of goblin songs of eating babies, killing horses, and setting everything on fire. What I have not seen are many songs for a PC goblin.

Currently I am playing a Goblin Alchemist/Fire Bomber in the Shattered Star APG with the Exchange Agent trait, most of the others in the Pathfinder Society are not a fan of a hated goblin singing songs about eating their young, but I can't just ignore that part of their heritage.

TL;DR - Any good songs or short verses a PC goblin can call out in a NON-evil campaign? Bonus points for songs that include Pathfinder Society Lore


I know magical and non-magical resistances do NOT stack, but to non magical resistances stack? Making an Aasimar Stormborn Sorcerer and was curious if at level 3 he would get resist 10 electric or if he would still only have resist 5?


Magical Lineage:
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (PRD)

Merciful Spell:
You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot than the spell's actual level. (PRD)

I know it is not really in the spirit of the game, but does that mean I can take Magical Lineage, select Magic Missile and take Merciful Spell; then at level 9 for a level 0 spell get 5d4+9 (nonlethal) at a range of 190ft?


I don't know if it was a feat, part of a style, or something else entirely. All I remembered was that is allowed the monk to use his stunning fist ability equal to his monk level + half is non monk level as opposed to 1/4th his non monk level.

And assistance?


Is their a skill check (or anything for that matter) that allows an onlooker to tell if you are casting with divine or arcane magic?


Fireball - Starting at 1st level, a summoner can cast Fireball as a spell-like ability a number of times per day equal to 3 + her Charisma modifier using her Summoner level as her caster level. In addition, Fireball spells cast by the Summoner are are not subjected to the 10d6 maximum.

At level 5, a Summoner way expend an additional use of her Fireball spell-like ability to ignore 5 points of fire resistance of all targets of her Fireball. At level 10, when the summoner expends an additional use of her Fireball spell-like ability, she instead ignores the first 10 points of fire resistance and the effects of Evasion from all targets of her Fireball. At level 15, when the summoner expends an additional use of her Fireball spell-like ability, she ignores the first 15 points of fire resistance as well as effects from Improved Evasion from all targets of her Fireball. At level 20, when the Summoner expends an additional use of her Fireball spell-like ability, she ignores the all fire resistance and immunity from all targets of her Fireball.

Thoughts?


I am no good at finding decent homebrews, and I can never make anything balanced. Does anyone know of a good homebrew for a mute Oracle curse?


I have never made a spellcaster that focuses on a specific school of magic with the intent of using mainly that type of magic. I am building an illusionist and want to increase the save DCs. I am a Gnome (obviously), but the only feats I know of that do what I need are Spell Focus and Greater Spell Focus. Are there any other feats or traits that would help me in this situation?

Also, what is the trait that makes one spell of your choice incredible?


Question in reference to a Gnomes' Ghost Sound ability being used as one of the spell requirements for the Veiled Illusionist PrC.


Chances are I am just not looking in the right spots, and I will feel dumb when I am pointed to the right source. As for the exact question; when you die, do and lasting spell effects automatically dispel? As in, can you kill a target, and then "Arcana Theft" their buffs?


Efficient Quiver says you can retrieve items from it as fast as you could from a standard quiver or scabbard. Just how fast is that? Is it a free action?

On the same note, can you put an item into the Efficient Quiver at the same speed?


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Golems don't have an int score, but many entries for golems specify that the golem can't speak. While some entries such as the wood golem does not say it can't unlike the rest. Does that mean it can speak?


Rage states "the effect is otherwise identical with a barbarian's rage". Does that mean if you have rage powers you can use them while in the rage?


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http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/rogue.htm l#survivalist-%28archetype%29

The 3rd level ability Endure Elements, how many use a day do you get? Most spell like abilities you get 3 a day, but it gives no limit here.


I had a Cleric is 3.5 that was capable at level 14 walking through a Prismatic Sphere and live (with few boosts from allies). I have almost all of his other spells found in Pathfinder, but I can't find a Pathfinder version of "Delay Death" from Races of Destiny. Does one exist and I am blind?


Please be gentle, this is my first attempt at making an /optimized/ build. With the Barbarian not being a dwarf/half-orc you can say it is not optimized, but lets just see how it goes.
-----------------------------------------------------------------------
Stat Importance: Con, Str, Dex, Cha, Int, Wis
20 Point Buy

Str: 18 – 2 = 16 (+3)
Con: 14 + 2 = 16 (+3)
Dex: 14 (+2)
Int: 7 (-2)
Wis: 7 (-2)
Cha: 11 + 2 = 13 (+1)

6 Barbarian – 3 Horizon Walker – 11 Barbarian

Race: Gnome (Yes, I am legit. The -2 Str can be easily overcome, and the +2 Con and Cha help for this build)
Starting Gear (With Average 105): Greataxe(20), Studded Leather (25), All the other basic gear.
Skills: Pump everything into Intimidate, Acrobatics, Perception, and the first 6 levels Knowledge (Geography)

Level 1: Right now, you are not really special, when raging you have a 20 Str and Con and are rather squishy.
Fast Movement: Already canceled out the negative to speed for being small.
Rage: 7 rounds is rather decent.
Feat - Weapon Focus – Greataxe

Level 2: A nice additional attack with a +3 to hit to deal a possible extra 5 damage is nice.
Rage Power - Spirit Totem, Lesser
Uncanny Dodge: Never hurts to have

Level 3: [Generic Level 3 sentience]
Trap Sense (+1): Do I need to explain why this is useful?
Feat - Power Attack or Extra Rage: I would suggest the latter only if your DM has been sending hordes at you and you need the extra rounds because for some reason your DM hates you. Also, 11 rounds should be plenty for now.

Level 4: One round of a rage deal more damage on top of the spirit totem hitting things? OK!
Rage Power - Elemental Rage, Lesser: Very handy extra d6 elemental damage.
Ability Bonus – Str: Do I need to give a reason?

Level 5: Kind of a blah level, and you had to dirty a feat with Endurance, but don't worry, it will be worth the feat.
Improved Uncanny Dodge: See “Uncanny Dodge”
Feat – Endurance: Wasted feat for now, but you will need it for Horizon Walker.

Level 6: This is your last level as a solo Barbarian, WOO! Get two attacks a round. Remember, Elemental Rage, Lesser works for all attacks in a round.
Trap Sense (+2): Good, duh, lets move on.
Rage Power – Spirit Totem: Ooo, miss chance, pretty!

Level 7: Look at you, now you are a Horizon Walker (and you don't have to keep sacking skill points into Geography, WOOO.) Hope you like the heat? (Or at least pretend you do!)
Favored Terrain – Desert: Well, if you are in a desert campaign, CONGRATS! You are now even better, if your not, well, meh...
Feat – Extra Rage Power – Fiend Totem, Lesser, Extra Rage, Cleave, or Power Attack: If you have not taken Power Attack, now is the time darn it! Assuming your DM has not been an arse, you have 17 rounds of rage and that wont be going up, so unless you think you need 23, I would suggest Fiend Token, Lesser. It gives you another possible d6 of damage on top of your two weapon attacks with Elemental Rage, Lesser damage plus your Spirit Totem slam attacks. It is never too late to take cleave I guess, but I would not suggest it because this build is meant to give you a ton of powerful attacks, not be a mob slayer. Leave that to the blaster mage.

Level 8: Look at you, being level 8 and all! Think you are something special? Well your not... That is, not until next level.
Favored Terrain – ???: This is really up to you. If you think you want to in later levels dip another 3 levels to get Dimension Door, Ethereal Jaunt, Hallucinatory Terrain, Charm Monster, or a Fly, then by all means plan for that now. If not, then choose a terrain you seem to be on often, for most people, Plains, Forest, or Swamp will be what you want.
Terrain Mastery – Desert: Run! Run forever! You will never be exhausted! You will also never be able to sleep again, but wHaTeVeR!!
Ability Bonus – Str: 20 Str, congrats! You are the strongest gnome ever!

Level 9: Oh, now is when you will truly shine, now that your party starts to think you are dead weight, you will be able to show them who is dead weight!
Terrain Dominance – Desert: Immune to Fatigue! OH! The promised day has come. Every “once a rage” ability you have just became “once a round”! Enjoy punching all the things for extra elemental damage! Level 9 feels so much better to do this then level 17, don't ya think?
Feat – Extra Rage Power – Unexpected Strike, Extra Rage Power – Fiend Totem: If you did not get the first stage, it is up to you if you want to go for it, I personally always stop at the second stage unless we are commonly fighting good creatures. If you do get the second stage, you are now a gnome pincushion! If you choose Unexpected Strike, then have a free +1 to any attack this round, and again the next round, and again, and again...

Level 10: Well now your back to Barbarian levels and your second weapon attack can start to get better. You don't get any choices this level, so just let your raging gnome soak more damage. Ahh, it feels good to get more rounds of rage, don't you think?
Damage Reduction 1/--: The best of all the DR!

Level 11: Well, I hope your not afraid to do more damage with that pretty greataxe you have, your not? GOOD!
Rage Power – Elemental Rage: Now another d6 elemental damage that is different from the one you now get every round as it is. Your min damage output in a full round attack action is now 25, with a max of 69 damage (assuming you don't crit or have any vulnerabilities or resistances of course.) That is also not taking into consideration the magic items you have acquired in your 11 levels of traveling.
Feat – Improved Critical - Greataxe: Many of you are yelling at me right now for not giving you this at level 9, and if you want you could take it then if you want to focus heavily on trying to crit and going for critical focus. By now I would have hoped you have a keen greataxe even if you had to buy it.

Level 12: Another level divisible by 4, ya'll know what that means!
Trap Sense (+3): Hey look who is back! Our old friend Trap Sense!
Ability Bonus – Str, Dex, or Cha: At this point you should have come to terms with that fact that you will never be a skill junky, so Int it not worth bumping from a 7. Wis is good for two things; perception and sense motive. By now, your party should understand that you will not see the tree in the field and you that you will believe nearly anything you are told, so leave the wise stuff to that mage we talked about earlier. As for Con, you have a d12 and your not going to wait till level 16 to get 16 more HP. By then you will have enough rages to do anything you want. Dex is an option if your just not getting the magic items to bump your AC and you are feeling the edge of the blade far to often. One point in Cha will make that slam attack that happens around you randomly hurt just a bit more, but at this level does one more HP really matter? You are the beat stick, hit things with big axe, be stronger!

Level 13: Ten levels of Barbarian now, look at you, you have grown so much!
Damage Reduction 2/--: The best of all the DRs, just got better!
Rage Power – Spirit Totem, Greater: Keep your friends close, but your enemies closer, legit! If you do, they will take a d8 damage with no save. Also, now your slam attack has a range of 15 feet and does a d6. I wonder if it is worth the extra Cha damage now?
Feat - ???: At this point, I will leave this for you. Sometimes I like to follow the Critical Focus route and just hurt everything more. If you have a fighter or something of the sort, let him take them, its all he has going for him. It can be fun to play on your Gnome side and grab a few spells.

Well, from here, it is up to you. Chances are your campaign ended some time ago and the last few levels have been rubbish for you. If you made it here, congrats! The original run of this character he was the only melee character left in the party so I ran him with a damage dealing 7 more levels in Barbarian before the campaign came to an end. Gave him a nice keen greataxe and put an enchantment that did extra damage on a crit as well as the final stage in the Elemental Rage power tree that makes crits even worse for damage.

Only one other time did I get my Gnome past level 13, in that campaign we had a very effective monk and a fighter that was build to protect the monk striker. We also had a cleric that was doing a very good job at keeping us buffed and healthy as well as dusting the battlefield with damage while juggling a few utility spells. Although it was not uncommon for us to have to go to bed before we could progress at some points... Seeing that I could experiment a bit, I took a single level in Sorcerer and then the last 6 levels in Dragon Disciple. The total +2 natural armor, +4 Str (26 Str in the end), +2 Con (18 Con in the end), blind-sight, bloodline abilities, bite, breath weapon, and being able to cast 3rd level spells was just enough to take the edge off the Cleric to be a utility caster out of battle so the cleric could save his spells for combat.

Well, I hope you guys enjoy this build, he has served me well as a fun build to mess with people. I will not lie, he has died many times before level 9 where he starts to shine. If you run him, be prepared for the party's arguer to tell you to be a dwarf or half-orc, and then when he dies for the same guy to harass you for making a gnome barbarian.