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Anyone else lost hope that the additional resources will be updated BEFORE 2nd edition?
I'm working on a build of a shifter whose first aspect is wolverine and focuses on staying up and not dying. I'm thinking of doing for feats Shifter 1st level- weapon focus(claws)
Should I take some intimidation stuff as well?
Two things, does a fusion work only on a Solarian crystal, or does it also affect the solar weapon?
So I'm playing a character that I will change race boons, but I was wanting to use a race admittance boon on said character that was gained through playing a scenario. scenarios: I played a night in night arch, and got a half-orc admittance boon, then played Live! Exploration, Extreme!and got the dwarf admittance boon. The character I made as a half- orc actually works better as a dwarf. Can I use the dwarf boon I gained as a half-orc to change to a dwarf or would this cause a time-space paradox. so would
it be better to just rework the half-orc since it hasnt played at level 2 yet to a soldier and start the dwarf brand new?
if you need a a light spell of equal or higher level to get rid of deeper darkness, why do ppl always talk about a heightened continual flame? wouldnt this just get rid of it once? how do u deal with a creature that has it multiple times a day? wouldnt you need a continual flame heightened to a 4th level spell to overcome and suppress any future deeper darkness?
Was wondering if anyone has a recommendation for a good bag. For dice binders, markers, pens & paper and the like. I like the idea of buying something that is called a handy haversack or bag of holding cuz i like supporting those who are a part of the gamer lifestyle, doesnt have to be tho but would make paying a little more for it easier. I liked the look of the leather adventurer's bag from thinkgeek but sadly they dont sell it anymore. I know offworld designs makes a "Handy haversack" and thinkgeek makes a backpack of holding but wasnt sure how good they were, anyone who has one of these, please let me know if they are any good. doesnt have to be a gamer lifestyle bag as long as its good tho, and if this is wrong forum, sorry! dont come to this section alot.
I know its been done before/ asked about many times, but since its unlikely anything new will come out in terms of making it easier to make ironman, I am starting a rise of the runelord campaign and want to play Tony Stark/Ironman. Stats are str-10
I can probably move the stats around but I'd like to keep cha and int as is. I was thinking arcanist and work towards getting create construct and making construct armor, as well as using a few levels of occultist to pick up some implements and maybe even make it a battle host with full plate since ideally you have numerous armors for different occasions. traits would be spark of creation, deft dodger, and scholar of the ancients. first exploit would be the sonic blast exploit to mimic his hand blasters, or the force missile.
so i've decided to make my first dedicated archer, and can't decide whether I should become an arcane archer or not. I was thinking slayer archer with a focus on sniping, but not sure. is there an all over archer guide somewhere? if i do dip into an arcane caster it will be an empyreal blooded sorcerer mainly for gravity bow and abundant ammunition. the +6 BAB requirement means 7th level entrance at the earliest and just not sure if its worth it. I know prestige classes generally arent but wasnt sure if it was especially bad or something.
need some advice, I have a boon for a samsaran and I have decided to make a mystic theurge with it. should i go arcanist or wizard? is that one level earlier spellcasting
and what spells should I pull for mystic past life? I was thinking of pulling from the paladin list but not certain, what spells are on spell lists that shaman and arcanists/wizards don't get?
during a game me and my VC were joking around about Hans and Franz as characters then we were like, what would they be? We re confident they would worship kurgess, and would pump up the girly men! Originally the thought was a inquisitor or warpriest of Kurgess and a bloodrager, but I started thinking, if they are gonna "Pump up the girly men", then one should be a skald and the other a divine buffer of some sort. I figure they both need 18s in str or better.
so I wanna make the dwarfiest dwarf I can for PFS, but I'm unsure of how to do it. I'm thinking straight fighter, with toughness, power attack and steel soul, but other than that no idea. oh and glory of old. only racial weapons or hammers for melee. I was considering Alkenstar fortress armor from adventurer's armor 2. not sure if i want a dorn-dergar, or something else but I like the idea of using a razor war-shield. any suggestions for the dwarfiest dwarf ever? a dwarf that torag looks at and goes "now that's a dwarf!" I want him to be melee focused but have options for ranged, whether it be a thrown weapon or a crossbow or maybe even a gun, NO BOWS! Those are for those knife eared elves.
getting a vanaran boon and in the spirit of the monkey king, what feats make sense in PFS? for ability scores i was thinking Str- 12
the only problem is that quarterstaves arent finessable. should i just say screw the quarterstaff and focus on unarmed strikes? i was thinking weapon finesse but not really sure what else.
so i was wondering what ideas you had for character concepts that have goals that dont necessarily clash with current factions but dont mesh either.
What I'm looking for is fully made statted out characters for each race and class in a vanilla sense (using only hardback books) So all races as a barbarian with no archetypes at level 1.
So on and so forth.
I'm thinking of this as an exercise to open up options for players familiar with a fantasy setting but not necessarily with pathfinder. Say someone really wants to play a half-orc barbarian but don't have time to build it or a gnome wizard, a halfling rogue, these are iconic of the genre but not of pathfinder. Some might say play an iconic, I just would like to give options to more informed potential players rather than saying "you wanna play a ranger? No you really don't..."
A guide to Familiars (a work in progress) This is my first attempt at a guide, and has been a long time that i've worked on it. Still plan on doing a section on archetypes for familiars.
so the concept i have is a free runner meleer, I want to get at least 40 feet of movement and would rather not have to take fleet for it. i figure i ll go into darechaser from paths of the righteous
Unnamed Hero
Suggestions?
I know generally prestige classes arent as good as straight regular classes, but bear with me here. i don't know all the sneak attack rules, so idk if the concealment a dusk knight gains from smiting would allow a crimson templar to sneak attack or not, but the archetype and prestige class seem like they go together thematically. what else should be done to make this a good build? I want a thematic build here but also want it to be effective
I want to make a character who is an Inquisitor of zon-kuthon who gives allies betrayal feats so his HP gets lower, I know of the deathless feat chain but are there any feats or class abilities or even traits that give u bonuses the lower your HP is? The character doesn't have to be straight Inquisitor.
I want to play a dimensional dervish who starts out as warpriest 2 so he can cast divine favor and shield of faith as swift actions or cure light wounds if need be. Moves into wizard with teleportation subschool, arcane bond a masterwork weapon. Stats before racial adjustments
I was considering dual-talented because I'm not sure what feats to take, I have an additional +2 to a stat that can go on the racial +2 as well, meaning I can use my human +2 for strength and this other +2 for strength for a net of 4 or it can be used in another stat. So here are the questions, what schools should I ban or should I go universalist instead of teleportation? Where should my +2s go? And feats to take and which ones to retrain for dimensional dervish line? What dirty and blessings should I take? Character is also gonna be NG or CG. I was thinking luck,travel or protection blessings. And finally what weapon is recommended?
So I was thinking of making a grippli who fights using a net and trident, seems thematic, right? not sure about stats Str- 14
i was thinking of going vigilante hangman archetype from horror adventures, so i could grapple and some other stuff with net. feats
any recommendations on vigilante talents?
what exactly are the benefits of having a familiar? I know you get alertness and can deliver touch spells through them (which doesnt seem like a wise idea for the most part) so is the idea of the idea of a base familiar getting that +2 to a save or +3 to a skill (or health) the reason to get it? I understand improved familiars get abilities that make them "better" than a standard familiar since you don't get that +2 to a save or +3 to a skill. I've got a base idea for a guide but I want to make sure I "get" what the familiar is about. For instance, the idea of a small (read size category small) seems like a terrible idea, because if someone realizes its a familiar, it stands a good chance of being attacked. The only "benefit" i could see is that it could possibly flank with you (Read as depends on gm and if you can flank with yourself [which i don't think you can but not sure], I DO NOT WANT THIS STATEMENT TO BE A FOCUS OF THIS TOPIC unless it has to be or there is a ruling somewhere I dont know of [my search-fu is weak]) the guide is an idea i've toyed with awhile, and I just wanna make sure my thoughts are relevant before posting.
so as the title says, I want to make a mystic theurge using a shaman, and was thinking of using either a wizard or arcanist for the arcane casting class. I'm thinking, Human with dual talent for
I kind of like the idea of the unsworn shaman, and being a veritable swiss army knife deluxe, and i know the wizard is the same, with the arcanist to a lesser extent, but really unsure of what to do to build said character. Any recommendations for hexes, spells, feats, archetypes, or anything in general?
who would be the best deity mechanically for a skill monkey with deific obedience? Shelyn and Irori both seem good as they give a bonus to multiple skills, shelyn for craft and perform checks, and irori for knowledges, but I dont have inner Sea faiths to know if there is a better minor deity or not.
So I was thinking of making a half-elf who can use any skill. Refllexive improvisation gives race trait +2 bonus to all untrained skills, fast learner gives 1 hp and a skill point or an alternate fcb, improvisation increases all untrained skills a +2, and improved improvisation gives an additional +2 for +6 to all untrained skills + ability boni. So with
So all skills get at least +7 at level five (level one fast learner, 3 improvisation, 5 improved improvisation) and u get 4 skill points per level to invest in those skills u want more than a +7 in. So +11 climb and swim, intimidate +9, knowledge dungeoneering +9 Being "trained" in everything at least gives you the potential to make the skill check and even provide aid when applicable. And being a fighter you can take weapon focus, power attack or point blank or w/e you want combat wise. Any suggestions as to what type of weapon to wield that's not too feat intensive or should I go improvised weapon route as well
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