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Could an Unseen Servant hold a banner or Standard such as a Banner of the Ancient Kings or Standard of the Celetial Heir to provide the Morale bonus to allies?


Small sized Muse-Touched Aasimar

Stats need to be rolled or purchased but Dex and Cha will be the Focus.

10 levels Dervish of Dawn, 2 levels Fighter
Feats: Dervish Dance, Arcane Strike, Quick Draw, Point Blank Shot, Precise Shot, Rapid Shot, Clustered Shots, Deadly Aim, and Manyshot.
Items: +1 Keen Scimitar, +1 Longbow, Dervish Sikke, Three Reasons to Live, Tuned Bowstring

So by level 10 Bard Battle Dance is giving a +10 to Att and Dmg. Primarily a ranged fighter but can hold his own in melee and actually has higher dmg in melee per hit though Manyshot and Rapid Shot will make up for the lack of Str. Tuned Bowstring allows me to continue performing without using rounds, and Allegro gives haste as a second level spell for as long as I’m performing.

Any suggestions to cap this build off or make adjustments?

Thanks!


I recently came across some really cool items for Bard that helped me come up with a rough concept for the ultimate buffer.

The Items:
Dervish Sikke
Banner of the Ancient Kings
Three Reasons to Live

With these 3 items, a level 7 Bard could use his Inspire Courage ability to give a +5 Competence bonus to Attack and Damage. Throw in the Flagbearer feat and you have an additional +2 Morale Bonus. Make a +1 Courageous Longspear to put the banner on, and you have +8 to Attack and Damage by level 7. How can we take this farther? I’m thinking a Crossclass into Barbarian at level 8 gives Rage which is a Morale Bonus to Str/Con, and if the Longspear is upgraded to a +4 Furious Courageous weapon, you’re looking at +5 Competence, +5 Morale, and +7 to Str/Con.

Can anyone think of a better way to do this? Or any way to improve upon it?


If an Acrobatics check can be used as part of a move action, then by RAW could someone with a 30 ft movement speed move 30 feet and jump at the end to go 20 feet further and attack an enemy that was 50 feet away?


The heaviest known Naturally occurring element is Osmium. It weighs in at 22.59g/cm^3. So one cubic meter of Osmium would weigh ~22500 kg. Or roughly 51,000 lbs. So if a Mage were to fly up into the Upper Atmosphere with Life Bubble on, use Major Creation to create 9 cubic feet of Osmium, and let it fall back to Earth; what would be the result? Anyone out there with a physics background want to help me out?


So we are playing a Way of the Wicked campaign and are in the second book, running our Evil Organization. Very soon I will have access to Major Creation. I am planning on using the spell to create large amounts of Opium, which we will then sell via our weekly actions to the nearby town. I have 2 questions. First, if someone consumes the drugs, do the effects disappear when the spell ends? I wouldn’t think that addiction would, but what about the ability damage? Second, what is a reasonable profit from starting an Opium trade that has virtually no production cost? Thoughts?


I was thinking about ways to make combat feel more exciting. Maybe a little more theatrical. I’m toying with the idea of dropping the static 10 for AC and instead having everyone roll for their defense and add their modifiers. Maybe make it so on a Nat 20 the defender gets to make a Counterattack, and on a Nat 1 the Attacker gets to make another attack. I feel like this could make combat a lot more exciting. Has anyone toyed with a system like this? If so, how did it go? Does anyone see a reason why this would be game breaking one way or another?


I was thinking about ways to make combat feel more exciting. Maybe a little more theatrical. I’m toying with the idea of dropping the static 10 for AC and instead having everyone roll for their defense and add their modifiers. Maybe make it so on a Nat 20 the defender gets to make a Counterattack, and on a Nat 1 the Attacker gets to make another attack. I feel like this could make combat a lot more exciting. Has anyone toyed with a system like this? If so, how did it go? Does anyone see a reason why this would be game breaking one way or another?


We are playing a Way of the Wicked campaign and one of us is playing a Kineticist. We recently had a fight with an enemy that had a fairly high AC. Our Kineticist has about a +11 to hit right now if he is within 30 ft. During our last battle, he spent a round and a half gathering power to use his Composite Blast with Empower at a longer range, rolled his attack, got a 10 and missed. It’s pretty anticlimactic to have this big, loud display of charging to fire a blast and miss with a 21 to hit. I was thinking of crafting him an item that could improve his chance to hit when he focuses. Maybe a Cumulative bonus to attack for each action spent Gathering Power? Otherwise a 3/day True Strike Item activated as a Swift action? Does anyone have any suggestions or insight?


I am considering a Drake Rider/Mammoth Rider build, but I’m not sure how Attacks would work on a huge sized Steed. At level 13, I would essentially be riding a Huge Dragon. With a Lance, I could attack 10 ft away, but if I’m sitting in the middle of a Huge sized mount, the nearest enemy would be at least 15 ft away. Would there be a way to house rule a 15ft reach Lance to be used in conjunction? I would consider the Lunge feat but what about level 17 when the Mount is Gargantuan? Has anyone faced a similar issue?


Working on a build for a Cavalier using the Flinging Charge Feat with a Net. If using a Snag net, and the lead is tied to the back of the saddle, what would the rule be for dragging the target behind the horse? Assuming Ride-By-Attack. Thematically it would make sense that the target is pretty easily pulled behind the horse so a drag maneuver seems to make sense. But it would also almost certainly pull them off if their feet as well. So I would assume you should also get a trip attempt. If the trip succeeds, and they’re being drug across the ground behind the horse, how much damage would be dealt each round? I would think 1 or 2d6 bludgeoning. Are there any rules for this of which I am not aware? Thanks.


So the Ratling Improved Familiar has the ability to use Scrolls. My question is, if the Ratling used a Scroll of Summon Monster and the Master used a Summon Monster Spell, could both summoned creatures be out at the same time?


Wondering what people think about this build:
Human - Weapon Focus: Light Hammer
Fighter 1- Startoss Style
Fighter Bonus: Point Blank Shot
Fighter 2- Precise Shot
Fighter 3- Startoss Comet
Fighter 4- Deadly Aim
Fighter 5- Startoss Shower
Fighter 6- Weapon Specialization: Light Hammer

So with a +1 Returning Shocking Light Hammer you’re looking at +7 to hit before Dex and 1d4+1d6+15 Damage.
Alternatively, you could go Fighter 4/Kineticist 6 to get Flight by level 10, and use a Conductive weapon instead of the Shocking. In this case, would the weapon do the Kinetic Blast Damage to all enemies hit by it in a round or just the first?
Are there any archetypes that would benefit this idea?

Thanks!


Thinking about a build for my next campaign, and I wanted to make sure it would work the way I want it to. The idea here is 3 levels of Unchained Rogue, followed by 4 levels of Urban Bloodrager, and then into Duelist. I would be playing a Fetchling which gets the benefits of total concealment when in Dim Light. So when I hit level 7 and enter my Bloodrage, I will lower the light around me by 1 step. Normal light becomes Dim, I have full concealment from Shadow Blending, and will be able to Sneak Attack my opponents. With a starting Dex of 20 after Racial modifier, the +4 from the Urban Bloodrage, and my +4 item I will likely have, that will be a +16/+11 1d6+10 15-20/x2 with my Rapier assuming it’s a +1 Keen Rapier and a 19 AC before feats and Buckler, and a 50% chance for opponents to miss me. Have I factored all that out right?


Thinking about a build for my next campaign, and I wanted to make sure it would work the way I want it to. The idea here is 3 levels of Unchained Rogue, followed by 4 levels of Urban Bloodrager, and then into Duelist. I would be playing a Fetchling which gets the benefits of total concealment when in Dim Light. So when I hit level 7 and enter my Bloodrage, I will lower the light around me by 1 step. Normal light becomes Dim, I have full concealment from Shadow Blending, and will be able to Sneak Attack my opponents. With a starting Dex of 20 after Racial modifier, the +4 from the Urban Bloodrage, and my +4 item I will likely have, that will be a +16/+11 1d6+10 15-20/x2 with my Rapier assuming it’s a +1 Keen Rapier and a 19 AC before feats and Buckler, and a 50% chance for opponents to miss me. Have I factored all that out right?


Does using a Hex against a creature end invisibility effects? I am thinking about a Witch with a level in Assasin for a Way if the Wicked Campaign. My thought is that if I could go invisible with a potion or ring, study my target, then evil eye and misfortune them, then sneak attack denying their Dex because of the invisibility, I would have a pretty decent shot at killing pretty whomever I want without much of a fight. Will this plan Work? Also open to other suggestions.


We are starting the campaign soon and I am so torn.

Option 1: Mickey, the child-eating Ratfolk Witch.

Option 2: Dickey, the Serial Rapist Orc Grappler.

Option 3: Neegan the Gnome Dazzling Display Fighter. (See Walking Dead for character traits)

Open to suggestions as well but please make sure they are both sadistic and hilarious.


Looking into Camny Tumble as a feat for my Rogue, and I realized something that just seems insane.
Dex based Rogue. Exotic weapon proficiency Scorpion Whip and Scorpion Whip for my Finesse Training. So at level 5 when I get Canny Tumble, could I essentially move into an enemy’s threatened area and back out to a range of 10ft using Canny Tumble, attack with the Whip doing sneak attack damage since they are denied their Dex, Debilitate them to prevent them from taking a 5ft step and then trip them with my AoO when they move in to attack me? That seems like some pretty insane CC....


Hi! I am building a level 10 character to replace one of my fallen characters in Rappan Athuk. The character is 9 levels of Spell-Less Ranger and 1 Level of Pack Lord/Menhir Savant Druid. I want to make sure I am doing everything right, and I would love some input. By my calculations I should have 3 Wolf animal companions. One from Druid, 2 from Ranger with the extra companion talent. Druid and Ranger levels stack for the purposes of determining the level of animal companions according to the Druid Class rules. If anyone with a stronger grasp of Pathfinder than me could take a look and tell me your thoughts, I would really appreciate it. Thanks!

Spell-Less Ranger 9, Pack Lord/Menhir Savant Druid 1

At will Detect Undead, Outsiders, Fey, Incorporeal, Etherial, or Astral creatures.
60 Ft Cone.
Round 1, Presence of Aura.
Round 2, # of Auras/Strength of Strongest.(Stunned if creature's HD are twice # of my HD)
Round 3, Strength and location of each aura.
1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks

Neutral Good

Traits:
Reactionary (+2 Initiative)
Deft Hands (+1 Disable Device{Class Skill})

16+2 (Item) 18 (4)
14+2 (Item) +2 (Human) 18 (4)
14+2 (Item) 16 (3)
12 10 (1)
14 14 (2)
12 10 (1)

HP: 109

AC: 26
Touch: 16
Flat Footed: 22

Initiative: 6, 12 (Underground), 8 (Forest)

BAB: +9/+4

Attacks: 1st +14/+14/+9, 2nd +9/+9/+4
Damage: 1d4+6/15-20x2 Crit, 1d4+6/15-20x2 Crit
Favored Terrain + Flanking/Flat-Footed Enemy: +4d6

Vs Evil Outsider: Attacks: 1st +18/+18/+13, 2nd +13/+13/+9
Damage: 1d4+10/15-20x2 Crit, 1d4+10/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6

Vs Undead: Attacks: 1st +16/+16/+11, 2nd +11/+11/+6
Damage: 1d4+8/15-20x2 Crit, 1d4+8/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6
Saves:
Fort: 8+3+2=13
Ref: 6+4+2=12
Will: 5+2+2=9

Improved Empathic Link
Evasion

Human Bonus Feat- Weapon Focus (Kukri)
(Ranger)Level 1 - Precise Strike
(Druid) Level 1 - Two-weapon Fighting
(Ranger)Level 2 - Double Slice
(Ranger)Level 3 - Endurance
(Ranger)Level 3 - Diehard
(Ranger)Level 5 - Two-Weapon Defense
(Ranger)Level 6 - Improved Two-Weapon Fighting
(Ranger)Level 7 - Blades Above and Below
(Ranger)Level 9 - Improved Critical (Kukri)

Favored Enemy: +4 (Evil Outsider),+2 (Undead)
Favored Terrain: +6 (Underground/Dungeon), +2 (Forest)

Talents
Level 4 - Additional Companion
Level 7 - Improved Stealth Attack
Level 9 - Combat Trick (Critical Focus)

Items:
+2 Mithril Agile Breast Plate
Belt of Physical Perfection +2 (Str/Dex/Con)
Amulet of Natural Armor +1
Cloak of Resistance +2
2 x +2 Kukri
Ring of Sustenance
Ring of Protection +2
Boots of Friendly Terrain (Underground)
Wand of Cure Light Wounds

Romulus/Remus
Wolf Level 10

HP: 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4 (Devotion) +4 vs Enchantments

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack: +11 (2d6+16)
Flanking: +13 (3d6+16)
Evil Outsiders: +17 (3d6+20)
Undead: +15 (3d6+18)
(Multiattack)
2nd Power Attack: +6 (2d6+16)
Flanking: +8 (3d6+16)
Evil Outsiders: +12 (3d6+20)
Undead: +10 (3d6+18)
Evasion

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2

Fenrir
Level 10 Totem Guide Wolf

HP 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack (Magic/Silver): +11 (2d6+16)
Flanking: +13 (3d6+16)
Flanking Evil Outsiders: +17 (3d6+20)
Flanking Undead: +15 (3d6+18)

Spell-Like Ability:
Guidance at will. Full-Round Action

Beast Speak:
Can speak to master and other animals of it's kind

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 9: Eldritch Claws
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2


Hi! I am building a level 10 character to replace one of my fallen characters in Rappan Athuk. The character is 9 levels of Spell-Less Ranger and 1 Level of Pack Lord/Menhir Savant Druid. I want to make sure I am doing everything right, and I would love some input. By my calculations I should have 3 Wolf animal companions. One from Druid, 2 from Ranger with the extra companion talent. Druid and Ranger levels stack for the purposes of determining the level of animal companions according to the Druid Class rules. If anyone with a stronger grasp of Pathfinder than me could take a look and tell me your thoughts, I would really appreciate it. Thanks!

Spell-Less Ranger 9, Pack Lord/Menhir Savant Druid 1

At will Detect Undead, Outsiders, Fey, Incorporeal, Etherial, or Astral creatures.
60 Ft Cone.
Round 1, Presence of Aura.
Round 2, # of Auras/Strength of Strongest.(Stunned if creature's HD are twice # of my HD)
Round 3, Strength and location of each aura.
1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks

Neutral Good

Traits:
Reactionary (+2 Initiative)
Deft Hands (+1 Disable Device{Class Skill})

16+2 (Item) 18 (4)
14+2 (Item) +2 (Human) 18 (4)
14+2 (Item) 16 (3)
12 10 (1)
14 14 (2)
12 10 (1)

HP: 109

AC: 26
Touch: 16
Flat Footed: 22

Initiative: 6, 12 (Underground), 8 (Forest)

BAB: +9/+4

Attacks: 1st +14/+14/+9, 2nd +9/+9/+4
Damage: 1d4+6/15-20x2 Crit, 1d4+6/15-20x2 Crit
Favored Terrain + Flanking/Flat-Footed Enemy: +4d6

Vs Evil Outsider: Attacks: 1st +18/+18/+13, 2nd +13/+13/+9
Damage: 1d4+10/15-20x2 Crit, 1d4+10/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6

Vs Undead: Attacks: 1st +16/+16/+11, 2nd +11/+11/+6
Damage: 1d4+8/15-20x2 Crit, 1d4+8/15-20x2 Crit
Flanking/Flat-Footed Enemy: +4d6
Saves:
Fort: 8+3+2=13
Ref: 6+4+2=12
Will: 5+2+2=9

Improved Empathic Link
Evasion

Human Bonus Feat- Weapon Focus (Kukri)
(Ranger)Level 1 - Precise Strike
(Druid) Level 1 - Two-weapon Fighting
(Ranger)Level 2 - Double Slice
(Ranger)Level 3 - Endurance
(Ranger)Level 3 - Diehard
(Ranger)Level 5 - Two-Weapon Defense
(Ranger)Level 6 - Improved Two-Weapon Fighting
(Ranger)Level 7 - Blades Above and Below
(Ranger)Level 9 - Improved Critical (Kukri)

Favored Enemy: +4 (Evil Outsider),+2 (Undead)
Favored Terrain: +6 (Underground/Dungeon), +2 (Forest)

Talents
Level 4 - Additional Companion
Level 7 - Improved Stealth Attack
Level 9 - Combat Trick (Critical Focus)

Items:
+2 Mithril Agile Breast Plate
Belt of Physical Perfection +2 (Str/Dex/Con)
Amulet of Natural Armor +1
Cloak of Resistance +2
2 x +2 Kukri
Ring of Sustenance
Ring of Protection +2
Boots of Friendly Terrain (Underground)
Wand of Cure Light Wounds

Romulus/Remus
Wolf Level 10

HP: 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4 (Devotion) +4 vs Enchantments

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack: +11 (2d6+16)
Flanking: +13 (3d6+16)
Evil Outsiders: +17 (3d6+20)
Undead: +15 (3d6+18)
(Multiattack)
2nd Power Attack: +6 (2d6+16)
Flanking: +8 (3d6+16)
Evil Outsiders: +12 (3d6+20)
Undead: +10 (3d6+18)
Evasion

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2

Fenrir
Level 10 Totem Guide Wolf

HP 90

Str: 24
Dex: 16
Con: 20
Int: 3
Wis: 12
Cha: 6

BAB: 6

Fort: 11
Ref: 9
Will: 4

AC: 27
Flat Footed: 20
Touch: 13

1st Power Attack (Magic/Silver): +11 (2d6+16)
Flanking: +13 (3d6+16)
Flanking Evil Outsiders: +17 (3d6+20)
Flanking Undead: +15 (3d6+18)

Spell-Like Ability:
Guidance at will. Full-Round Action

Beast Speak:
Can speak to master and other animals of it's kind

Feats:
Level 1: Armor Proficiency (Light)
Level 2: Power Attack
Level 5: Precise Strike
Level 8: Improved Natural Attack
Level 9: Eldritch Claws
Level 10: Blades Above and Below

Chain Shirt Barding: +4 Armor Bonus

Skills:
Ability Mod Ranks Trained Bonus AC Penalty
Acrobatics: 7 3 3 3 -2
Perception: 7 1 3 3
Stealth: 7 3 3 3 -2