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Argus The Slayer wrote:

That build would work, but you are going to be stretched thin and MAD with STR/DEX/CON requirements, in addition to WIS for your Ranger - which will lead to you have a a rather Meh attack bonus. I still think straight Fighter works best for Thunder and Fang.

Human Thunder and Fang Fighter
S18 D17 C14 I10 W12 C7 (with human variant +2 to two stats (STR/DEX) - all bumps to STR
1) Weapon Focus: Earth Breaker; Weapon Focus: Klar
2) TWF
3) Thunder and Fang; Medium Armor Training
4) WS: Earth Breaker
5) WS: Klar; WT: Hammers: +1/+1
6) Improved TWF
7) Power Attack; Heavy Armor Training
8) Greater Weapon Focus: Earth Breaker
9) Double Slice; WT: Hammers: +2/+2, Close: +1/+1
10) Greater Weapon Focus: Klar
11) Improved Critical: Earth Breaker
12) Greater Weapon Specialization: Earth Breaker
13) Greater Weapon Specialization: Klar; WT: +3/+2

Attack @ 9th w/ Gloves of Dueling, a +2 DEX/STR Belt and +1 Earth Breaker and Klar:

+9BAB+6STR+1Magic+1WF+4WT-2TWF= +19/+18/+14/+13

Damage:
Earthbreaker: +6STR+4WT+2Magic+2WS= 2d6+13 (or +19 w/PA)
Klar: +6STR+3WT+1Magic+2WS= 1d4+11 (or +17 w/ PA)

I see you selected the Close weapons group at level 9. The Paizo PRD doesn't list the Klar in any weapon group and d20pfsrd lists it in the Heavy Blades weapon group. Is there an official Paizo document that states what group the Klar falls into?


Ascalaphus wrote:
Also, how are you getting T&F by level 3? Are you sacrificing the l2 ability to get Shield Slam? Because that, for me, is the main reason to want to play this, either as ranger or slayer.

I wasn't as concerned with the Shield Bash route so I was doing it with:

1: WF:Earth Breaker, WF: Klar
2: Slayer Talent: Ranger Combat Style - TWF
3: Thunder & Fang


With the release of the Advanced Class Guide, has anyone done a Thunder and Fang Slayer build? As a human you can still get T&F by level 3 and with the addition of precision damage I would think it would be a nice boon to the damage potential of a T&F build.


So they expanded Pain Taster to a 10-level PRC, but they nerfed Cruelty in the process. In the earlier version you got Cruelty damage on sneak attacks with slashing weapons or on every attack with a whip, but now it looks like Cruelty damage is only applied on sneak attacks with a whip.

Kinda makes the skill a lot less appealling.

Pain Taster in Second Darkness wrote:

At 2nd level, a pain taster gains the sneak attack ability, but only when using slashing weapons. This additional damage stacks with any sneak attack damage he may possess from other classes.

A pain taster is particularly adept at delivering cruelty damage with a whip. As long as he chooses to inflict lethal damage with his whip, he inflicts cruelty damage on every strike. If he has sneak attack as well, the additional sneak attack damage only applies if the conditions for a successful sneak attack are met as well. When attacking with a whip using cruelty, the pain taster ignores the restriction on damaging creatures with high armor or natural armor bonuses.

At 4th level, the pain taster inflicts +2d6 points of damage whenever he strikes with cruelty.

Pain Taster in Occult Mysteries wrote:
At 2nd level, a pain taster gains the sneak attack ability, but only when using a whip. This additional damage stacks with any sneak attack damage she possesses from other classes. The amount of damage dealt by cruelty increases by 1d6 every 2 pain taster levels thereafter.


You could always take the Prehensile Hair hex and use your +ConMod to hit with 1d3+ConMod for damage. You wouldn't need to pump strength then.

Nothing like a FuManchu with a ten foot reach.


Ok, I'm not seeing why this hex would get iterative attacks with the hair at full BAB. Natural attacks don't normally get iterative attacks. What am I missing?

Hexcrafter Guide wrote:

Prehensile Hair: I don't like the standard action to activate but this is a reach attack using your best ability score on a class that is wedded to one handed weapons. It is effectively an extra 'hand' that can hold a wand (so can a familiar though). Would be green but for the fact it can also get you out of trouble when tied up. When was the last time the enemy shaved your head/eyebrows when you were captured? The gravy is it's a PRIMARY NATURAL ATTACK so all your iterative attacks are at FULL BAB.


So I am trying to create a level 12 Half-elf Inquisitor who would be acting as the main meat shield of the group. I 'm also looking to work the intimidation of the Inquisitor for some battlefield debuffs. Here is what I have so far. Gear was kinda just thrown in there so it may not make much sense. Also, some things might not make much sense (like his Glamored armor), but are there for thematic backstory stuff.

Any thoughts, suggestions, criticisms and public floggings are welcome (That which does not kill us.... )

Inquisitor Blakeney
Male Half-Elf Inquisitor 12
CG Medium Humanoid (elf, human)
Init +10; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 25 (+10 armor, +1 Dex, +3 natural, +2 deflection)
hp 122 (12d8+48); judgement of sacred healing 5
Fort +11, Ref +5, Will +11; +2 vs. enchantments
Defensive Abilities freedom's call (12 rounds/day), judgement of sacred protection +3 / +6, stalwart; DR judgement of sacred resiliency 3 (evil); Immune magic sleep; Resist elven immunities, judgement of sacred purity +3 / +6, judgement of sacred resistance 10 (fire)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 Keen Elven curve blade +20/+15 (1d10+13/15-20/x2)
Special Attacks greater bane (+2 / 4d6) (12 rounds/day), judgement of sacred destruction +5, judgement of sacred justice +3 / +6, judgement of sacred piercing +5, judgement of sacred smiting (magic, chaos, adamant
Spell-Like Abilities Detect Alignment (At will), Discern Lies (12 rounds/day)
Inquisitor Spells Known (CL 12):
4 (3/day) Invisibility, Greater, Divine Power, Brand, Greater (DC 17), Judgment Light
3 (5/day) Searing Light, Cure Serious Wounds, Coordinated Effort, Terrible Remorse (DC 16)
2 (6/day) Confess (DC 15), Cure Moderate Wounds, Invisibility, Blistering Invective, Brow Gasher
1 (6/day) Divine Favor, Shield of Faith, Expeditious Retreat, True Strike, Compel Hostility, Wrath
0 (at will) Bleed (DC 13), Read Magic, Create Water, Guidance, Light, Brand (DC 13)
--------------------
Statistics
--------------------
Str 24, Dex 13, Con 16, Int 8, Wis 16, Cha 7
Base Atk +9; CMB +16; CMD 29
Feats Armor Proficiency (Heavy), Dazzling Display (Elven curve blade), Improved Initiative, Intimidating Prowess, Lookout, Outflank, Paired Opportunists, Power Attack -3/+6, Shake It Off, Shatter Defenses (Elven curve blade), Weapon Focus (Elven curve blade)
Traits Elven Reflexes, Reactionary
Flaws Shaky
Skills Acrobatics -1 (-5 jump), Bluff +2, Climb +9, Diplomacy +2, Disguise +2, Escape Artist -1, Fly -1, Heal +7, Intimidate +26, Knowledge (religion) +14 (+17 to identify the abilities and weaknesses of creatures), Perception +20, Ride +3, Sense Motive +24, Spellcraft +3, Stealth +3, Survival +9 (+15 to track), Swim +9; Racial Modifiers +2 Perception, monster lore
Languages Common, Elven
SQ domains (liberation), elf blood, glamered, liberation (12 rounds/day), judgement (4/day), solo tactics, teamwork feat (change 3/day), track
Other Gear +1 Comfort Glamered Mithril Full Plate, +3 Keen Elven curve blade, Amulet of natural armor +3, Belt of physical perfection +2, Cloak of resistance +3, Muleback cords, Ring of protection +2, 1164 GP
--------------------
Special Abilities
--------------------
Dazzling Display (Elven curve blade) Intimidate check to demoralize can affect those within 30' who see you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Freedom's Call (12 rounds/day) (Su) 30'r aura suppresses many conditions.
Glamered Assumes appearance of normal clothes on command.
Greater Bane (+2 / 4d6) (12 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgement of Sacred Destruction +5 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 5 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +5 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3 (Evil) (Su) DR/magic
Judgement of Sacred Resistance 10 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Liberation (12 rounds/day) (Su) Act as if you had freedom of movement for 12 rounds/day.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry. Construction Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +6 Add the listed bonus to survival checks made to track.


Amanda Holdridge wrote:

I was the "offending" Sylvan Sorcerer and I would be more than happy to explain why her stegosaurus did what it did. (Also if you look up at my slightly fancy title you can see i am from Baltimore.)

My character is a Half Orc Oracle of Nature 1/Sylvan sorcerer 8. I specifically went into this character build understanding the dinosaur would be the star of the show. The sorcerer is more the ring girl with buffing abilities. She has magic missile as her one and only damaging spell in case of emergencies. (Well two damaging spells if you count her CL 1 Cure Light Wounds that she gets for being an Oracle.)

How Earthbreaker the Stegosaurus became a star:

PC Feats dedicated to the Animal Companion:
1. Boon Companion (So his Animal Companion level is 9 instead of 6)
2. Extra Revelation (Boon Companion- So he is smarter and a mount)
3. Beast Rider (The feat and not the archetype. He is large enough to be her mount and so gets the General Combat Purpose for free.)
4. Eldritch Heritage...

Amanda, I just wanted to say I love this build. I can picture this little mongoose running into the middle of a room and erupting into a tail thrashing stegosaurus. Much credit to you for finding a way to put your stegosaurus into a satchel or pack for easy travel in more limiting environments.

One note: Above where it says Extra Revelation I believe you meant to put Bonded Mount in parenthesis after it instead of Boon Companion.


Thanks Ximen.


If a pain taster is wielding a chakram in melee can they forego the Reflex save and take the damage to gain the benefits of Masochism?

d20pfsrd wrote:

Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge.

Benefit: You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.

d20pfsrd wrote:
Masochism: You have a perverse tolerance for pain that grants you a +4 circumstance bonus on saving throws against pain effects (such as that caused by symbol of pain or other effects especially noted to cause pain) and gives you damage reduction 5/— against nonlethal damage. You gain a +1 circumstance bonus on attack rolls and weapon damage rolls anytime you have sustained lethal damage in the previous round (whether self-inflicted or otherwise).


ZanThrax wrote:
Byrdology wrote:
Wow! I can't believe I missed such a game changing feature! I can spend all of my feats on teamwork feats, and all the dog feats on improving their to hit/ trip.
Don't get too crazy though; it's only one granted per action of the hunt master (standard up to 8th, swift after that) so you'll probably still want the dogs to get some of the feats themselves.

Also, my reading of Tactician seemed to imply it was only the bonus teamwork feats that could be shared with the pack.Tthis would mean that any other teamwork feats taken by the Huntmaster through normal feat selection could not be shared through Tachtician.


ZanThrax wrote:
MeatyPulp wrote:

There is also the Huntmaster feat from the ARG which would increase the the level of your dogs by one

Huntmaster

By the way that feat's written, I'd say it's only going to increase one dog by one level; not worth the slot in my opinion.

While I know it is certainly not to be considered a ruling on such things, I did note that adding it to a similar build I made in Hero Lab for a Huntmaster, the feat was applied to both dogs with just one selection of the feat.


Xaratherus wrote:
I did see that one. Unfortunately it's incomplete and does not cover the huntmaster archetype at all (it has one called called the Hound Master that I think was a third-party or community-created one; the link in the guide is broken).

The link in the guide should point to this thread by Cody Coffelt. I believe it was the inspiration for the Huntmaster.


Xaratherus wrote:

Thanks Byrdology! I will read over this, looks like some excellent discussion.

I would point out that, at least as far as Hero Lab is concerned, the Huntmaster feat will affect multiple creatures. Whether this is intended or not I'm not sure; the feat does not specifically word against it.

I noted the same thing in Hero Lab so I included it in a build I made as well.

Xaratherus wrote:
To ask about viability, I am planning on taking Escape Route as my first teamwork feat, and also taking it on my dog. Effectively, this should free me from attacks of opportunity due to movement as long as my dog and I are coordinating our movement, correct?

Correct.

I asked a similar question little over a year ago about a summoner mounted on his eidolon and was told it would work the same. I thought that definately made for a good instance to select the Escape Route feat.

I suppose it is easier to coordinate your movements if one entity is actually riding on the other, but it should still be feasible when they are moving on their own power. For a rather in depth debate on the topic and "simultaneous movement" check Ravingdork's link in his response to me.


Ahh I just meant Pathfinder (PF) in general, not PFS, but I see it now. That's what I get for relying on the description in HeroLab instead of pulling out the book. In HeroLab, the Master of Styles description doesn't include the verbiage about the Bonus Feats, and it was flagging the lack of the prereq on the character.

I started it over this morning and its working fine. Go fig.


Ok, I'll probably kick myself, but for the life of me I'm not seeing how you are taking the Dragon Style feat at Level 1 when it requires 3 ranks in Acrobatics. I've never played a monk in PF so I'm sure it's something simple I'm just not familiar with.


I have a couple of questions on the interation between the Hospitaler Paladin's Aura of Healing ability and the Holy Vindicator's Stigmata.

Holy Vindicator in APG wrote:
Stigmata - A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. At 2nd level, he may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator’s class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Paladin Archtype: Hospitaler in APG wrote:
Aura of Healing - At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.

So my questions are:

1) Does this mean a Hospitaler / Holy Vindicator is immune to the damage from Stigmata if his Aura of Healing is active? I noted the "not halted by curative magic" in the Stigmata description, but the Aura isn't curing it it's making the person immune.
2) If a Hospitaler takes only a 4 level dip into HV they have to use a standard action to turn off Stigmata, could they instead fire off an Aura of Healing to basically surpress the stigmata damage for 1rd/class level or does the Aura need to be in place before they activate Stigmata so the bleed is never applied? If so they could then just turn it off after combat or when time allows.


Bought this back in December and finally have a chance to sit down and read it. Love the Celestial Commander, but I think I found a slight typo.

Celestial Commander information PG. 1 wrote:

Weapon and Armor Proficiency:Celestial commanders are proficient with all simple weapons. Inspiring commanders are also proficient with light and medium armor.

I believe the second sentence should say Celestial Commander, not Inspiring Commander.


Glad to see I can use this to gain flight (@ lvl 10). I'm not one who usually likes pulling evolution points off the eidolon for the summoner, but this is a Master Summoner character so the eidolon is just built for use as a mount and paired with my summoner for scouting purposes.

A brownie master summoner with a small mount and shared stealth modifiers thanks to Stealth Synergy makes for a sneaky pair.

Sneak into position and let it rain aurochs!


Thanks, that was my reading on it as well.


This should be a straightforward question. Once a summoner attains tenth level and gains the class Aspect ability (quoted below), is it always active or is it active only when the eidolon is present?

d20pfsrd wrote:

Aspect (Su)

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.


blackbloodtroll wrote:
Races with claws: Changeling, and Tiefling(alternate).

and now Catfolk from ARG.


I'm not very familiar with the alchemist so I didn't know about that option, I'll have to look into it as well as the Tiefling. Thx for the help.


My original reason is thematic with my intent to play a half Orc feral/bestial barbarian. My intent is not for mixing mfr weapons and natural weapons, it's more that i am trying to build a barbarian that fights more like an uncontrolled wild animal. I think half-orc or maybe catfolk from ARG would be great for that kind of a character.

I didn't think putting claws on the feet would be overpowered. As Ramza pointed out I was thinking of it like a monk attacking with both hands and feet.


If I can put them on my feet I don't need extra limbs, which is why I was asking.


2 people marked this as FAQ candidate.

I was looking at trying to build a real bestial/feral barbarian PC and noticed if I went half-orc with the Toothy alt trait Lesser Beast totem I would have three natural attacks. If I dipped two levels into Ranger and took Natural Weapon Combat style with Aspect of the Beast I could then have one bite attack and four claw attacks at 4th level. So would this require me to have four arms, or could one pair of claws be on my feet, as is allowed for eidolons?


I've been looking into d20Pro for something similar, but have not tried it yet. One of the appeals to me for this is you can import PCs from Hero Lab, which I already use.

They have a 30-day trial download available. May be worth a shot.


In all the games sessions I've played over the years we (DM and players) always just assumed it was flammable <shrug>. In the end if there is a disagreement between DM and players it goes to Rule 0.

That being said, if it's considered flammable I'd rather use margarine instead of butter on my enemies; ever heard of the Mont Blanc Tunnel Fire of 1999?

Wikipedia Excerpt wrote:
...the fire burned for 53 hours and reached temperatures of 1,000 °C (1,832 °F) mainly because of the margarine load in the trailer...


Drejk wrote:
Alex_UNLIMITED wrote:
13) Grant the large evolution to a biped eidolon that has the reach evolution a 15-foot reach?
#13: No. Bipedal creatures with large size have reach of 10 feet with natural attacks. Only after you increase bipedal eidolon to Huge it gains 15 feet of reach.

Bold mine.

Yes if you have a biped eidolon that has both the large evolution and the Reach evolution it will have a reach of 15'.

If looking for stats while under the effects of Enlarge Person just step up to the next size.

_________________Base_______w/ Reach Evo______w/ Reach Weapon__________w/ Both
Small________________5_______________10___________________10_____________15
Medium______________5_______________10___________________10_____________15
Large (long)___________5_______________10__________________10_____________15
Large (tall)___________10_______________15__________________20_____________25
Huge (long)__________10_______________15___________________20_____________25
Huge (tall)___________15_______________20___________________30_____________35
Gargantuan (long)_____15_______________20___________________30_____________35
Gargantuan (tall)______20_______________25___________________40_____________45

(Man I wish there was a clean way to do tables in forum posts, this is much easier to read in Excel)


Kimera757 wrote:
If you're short enough to be Small, you probably shouldn't be an adventurer.

So no halflings, gnomes, kobolds, goblins, etc?

While kids in adventuring situations usually cause more trouble than good (Yeah, I'm talking to you Johnny Quest) there's no reason they couldn't stay out of melee and do well with a ranged or spell class.


Cheapy wrote:
No.

Bah. Thx.


The Summon Monster spell description wrote:
Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature.

Does that template confer the associated language to the summoned monster? So if I summon an eagle with the Celestial template, can it understand and/or speak Celestial?


Midnight_Angel wrote:

Still, how old is said 'child'?

As an example, for an 13 year old human rogue, I whipped up an 'adolescent' template (basically the 'child' template at half strength (size stayed at medium but in the low size range, -2 Str +2 Dex -2 Con)).

My character is a 10-11 year old orphan that just kinda starts following the group around town. The Adolescent template seems better for teens.


Thanks bigkilla.

That seemed to make the most sense to me, so it would never really make sense to get the Skill evolution for Climb, Swim or Fly because the actual movement evolutions are much better.


If you want an eidolon that can climb easily the climb evolution seems the obvious choice, but would points in the climb skill work just as well and save an evolution point? If not would having both provide any advantage over just having the evolution? or just the skill?

Also if my eidolon has the Climb and Mount evolutions can I ride it while it climbs? DO I need to make ride checks for that?


The Young template does make a pretty big hit to the starting stats, but make that child a child prodigy with Young + Advanced and you have an effective CR 0 adjustment. I'm working on a halfling Master Summoner using this right now.

He wanders through town as a human child with his odd looking "dog", but in actuality, he and his eidolon are built for stealth and concealment and act as scouts. In combat, they lay low "out of harms way" while he buffs the group and sends summoned creatures.


TarkXT wrote:
Thunderforge wrote:


If the feeling is that INT is less important for the Castigator vs the Lancer wouldn't you rank Suli higher (or at least equal) for the Castigator in comparison to the Lancer?
Int is important to mounted characters so they can afford to put points into things like Ride and possibly Handle Animal. Considering that skill points are at a premium for a paladin this is generally a wise investment.

TarkXT, that was my point. If the lancer needs more skills the Suli's -2 INT would be more of a negative impact to the build than it would be on a Castigator, but the guide rates the Suli as green for the lancer and gold for the Castigator. I would think the ratings would be reversed.


I'm a little confused on your rating for the Suli race.

In your Lancer section you rate the Suli as green and your suggested stat arrays list INT at 10-11.

In the Castigator section you list the Suli as gold and your suggested stat arrays list INT 7-8 (10 for 25pt build)

If the feeling is that INT is less important for the Castigator vs the Lancer wouldn't you rank Suli higher (or at least equal) for the Castigator in comparison to the Lancer?

From reading some of the feedback on this thread I've decided to take a stab at building a Suli Eldritch Heritage: Draconic Paladin wielding a fauchard. Probably completely impractical, but it could be fun. Heck 3 levels of Phalanx Soldier would let me wield the falchard one handed with a shield and give me a couple extra feats, but I suspect the pally side might suffer too much for a 3 level fighter dip.


Jorge Arenas wrote:

Eidolon becomes large. Change the base form as necessary for size, add evolutions in order as they can be applied to the Eidolon by prerequisites (ie.Body size, Limbs (to body), Natural Attacks to limbs, then Improvements to Natural Attacks)

So a Large Eidolon with Limbs(Arms), Slam(To Arms) and Improved Damage(To Slam) would go in this progression. From Slam (Large)=2D6 to Improve Damage(to Slam(Large))=2D8.

However, if my Level 7 Summoner's eidolon already had INA on its claws and at level 8 I kept its claws and dropped some other evolutions to give it the Large evolution I would see the logical progression of applying evolutions as the ones it already had and then it growing bigger as it got more powerful. Depending on the attack type this would produce different results.

"Most sensible" is in the eye of the beholder and the path they took to get there.


2 people marked this as a favorite.

If a summoner and his eidolon both have the Escape Route (Teamwork) feat, and he is mounted on the eidolon can they move about the battlefield without provoking AoOs?

Ultimate Combat wrote:
Escape Route (Combat, Teamwork): An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Since they are always in each other's space do they always have each other's back covered?


//WARNING: INCOMING OBSCURE REFERENCE//

I was thinking, more along the lines of Prince Charming from Into the Woods (Musical) "I was raised to be charming, not sincere."

or Kenneth Branagh's depiction of Gilderoy Lockhart in the Harry Potter movie.


So I was introduced at the tail end of our session last night, so not much has occurred and I'm still finalizing his build. I actually went full orc instead of half orc. This is a small family non-optimized group, so the fact that orc is almost the completely worst race for this doesn't matter.

Dressed in his fancy clothes with his neatly groomed hair and polished white tusks all while sporting a gentleman's sword cane, Beaumont Blakeney Dillicapp III is dressed to impress.

I'm working through the plethora of feat/talent/skill options available.

Gnomezrule is right, his Charisma is actually planned to be pretty low. He believes he is being a real gentleman, but his naivety prevents him from realizing how condescending he comes across. The group actually has a gnome bard so I was trying to go a different direction to prevent too much overlap.

YawarFiesta, you are right it's the PFS Field Guide. The enchantment is called Agile. Beau's sword cane is an Agile-Keen Dueling(FG) Sword Cane. The GM didn't like that the sword cane had a 19-20/2x crit range when it is basically a rapier so he made it 18-20/2x which means it's now effectively a 15-20/2x with DEX to damage.


With the addition of gunslingers in Ultimate Combat I would love to see the Giff make an appearance.


What about the fighter having two weapons he uses regularly, but he flips a coin as a free or swift action and whatever it lands on in his hand (say side against his palm) determines what kind of weapon it materializes into. He can't just place it one way or the other to chose the weapon he's going to use, he has to leave it up to the flip of the coin. (would also be good for sneaking a weapon into places they shouldn't be)


I gather you are more looking for ideas on skills/feats etc, but if you were looking for coin themed gear (like the shield someone mentioned) you could have a suit of scale mail made from coins.

Otherwise maybe a coin flipping ability that can mesmerize people or distract them in combat giving a minus to their attack against you.


I have a character concept for a half-Orc foppish nobleman. A dandy. The goal would be to have him fight with either a single rapier, or if it's just way to gimped, a rapier/main gauche pair.

Back story is he is the son of a noble house raised in seclusion because of his mixed heritage. He has been raised as an aristocratic, snobbish dandy. Dedicated to fine dress, elegant conversation and the indulgences of life only wealth can offer. Sheltered from the outside world he is very naive. He doesn't understand why the poor choose to live the way they do. While he feels he is a charming and friendly sort he often comes off as one of the pampered elite looking down his nose at "the common folk".

While his traits and upbringing are steadfastly ingrained into his behavior, as he becomes more and more exposed to the outside world he begins to feel for the plight of the less fortunate - the working class (e.g. merchants, laborers, businessmen). He feels for them, for their lack of culture and upbringing and in turn decides to take on a secret life helping those "in need".

Because of the embarassment such exploits would bring to his family if discovered ("associating with commoners") he needs to sneak around to keep his secret. I was thinking maybe a rogue/duelist type build, but I felt story wise he wouldn't feel it dignified to stab someone in the back so I don't know how I would resolve that with getting sneak attack damage. I do like the idea of tactics like Spring Attack, but since I traditionally play pole arm wielding battle field control types, I'm kind of in unfamiliar waters here.


Ramza Wyvernjack wrote:
I think it means attacks per round.
That would tend to make sense, but the specific text for Max Attacks from the APG says
Quote:
This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.
Natan Linggod 972 wrote:

If you're running Broodmaster, you don't want your eidolons to be anywhere near melee. They have about the same HD as a Summon monster 2 creature with about as much survivability.

Give them all slings or something.

Yeah, I hadn't decided what they were going to use yet, but the way the rule reads the natural attacks will reduce the number of eidolons I can have, even if they never intend to use the natural attacks.


1 person marked this as FAQ candidate.

There are two rules at odds when it comes to a Broodmaster's Huge Brood.

Ultimate Magic pg 79 2nd Paragraph of Large Brood entry wrote:
At 13th level, if the broodmaster has purchased the large evolution for his brood, he can spend an additional 6 evolution points from the evolution pool for the huge evolution, distributing the remaining points among his eidolons. This allows him to call two Large eidolons, four Medium eidolons, eight Small eidolons, or any similar combination in which two smaller eidolons count as one eidolon of one size larger.

This passage clearly states a 13th level Broodmaster could have 8 small eidolons, but per APG there is a maximum of five natural attacks at 13th level. Since all base forms have at least one (quad and aquatic) or more (biped and serpentine) free attacks wouldn't the Broodmaster be limited to a max of five eidolons at 13th (and seven at 20th)?

It would be great if you could just forfeit those free evolutions, but from doing searches on the boards, it appears this is not allowed.

Also, with the line "or any similar combination in which two smaller eidolons count as one eidolon of one size larger" mean I could merge my two large eidolons into one huge eidolon basically reverting the Broodmaster back into a base Summoner until he levels again and can change the broods makeup?


You could also resolve the issue by having 6 small and 1 medium eidolon.


So the concept behind the eidolon is it is an outsider dreamed up in the mind of the summoner. It's appearance is limited only by the summoner's imagination (and it's evo points) but what is the eidolon made of?

If I make an eidolon that looks like an iron construct is it more susceptible to Heat Metal? Do eidolons modeled after treants burn brighter when caught in that ignited field of Grease? If my eidolon resembles the last of Qin Shi Huang's Terra Cotta Warriors is a kid with a slingshot gonna shatter my dreams?

Inquiring minds want to know, what are eidolons made of?



Unoriginal as it is, I am thinking about making my next PC a copy of the character Kaladin from Brandon Sanderson's stormlight archive.

Mechanically, He is a human spear fighter with a ton of abilities to magically enhance himself and has an air spirit follow him around.

So I was thinking maybe Cavalier (Order of the dragon, Standard Bearer Archtype) 1 / Bard (Arcane Duelist) X using a long spear. Straight arcane duelist might be another option. Trying to work in an air elemental familiar would be a plus but probably isn't feasible.

I would want him to be a solid gish type that would hopefully be able to go toe-to-toe with other melee classes if his buffs are up.

I am putting a build together right now and will post later, but would appreciate your thoughts.


I have no idea how to interpret this situation.

Say a foe is hit by a dazing metamagic spell and is dazed for a few rounds after failing the initial save. On the next round, say the caster opens up a pit under it. Since the foe is dazed, does it get a save? If it makes it, does it get placed on a square outside of the pit?

Basically, daze prevents a creature from acting. Does it prevent or hinder a creature from reacting?


I'm going to be GMing for an all dwarf campaign soon and I'd like some brainstorming if you would be so kind. Skip to the last line for the question.

What I have so far for a plot:
A dwarf clan is enslaved (by giants?).
Most of the clan escapes and is given protection as refugees by a local human kingdom for a price.
Time passes and the relationship sours. The dwarves move on towards the hills to re establish a kingdom.
At the last camp in a meadow before the hills, Queue a group of level 1 dwarven characters to travel into the hills and find a home and a kingdom.

I was thinking of trying to keep it sandboxey and maybe use a bit of the kingmaker rules, but may just keep that stuff in the background. I think the level 1 adventure is going to be to find an old cave complex and clear out the goblins. Level 2 would be to investigate a nearby mine (reskinned from the dungeon of crown of the kobold king), clear it of evil, and find something to mine. Level 3 will be an escort adventure to move the clan into the location while fighting off orcs. Then I'm low on ideas. I want some giants and drow as antagonists later, but that's about it.

So what are some good adventure hooks that will grab the interest of a band of dwarves trying to set up a home?


I am unsure whether to post here or in home brew.

After playing around with caravans and reading the threads here, I was thinking to adopt some slightly revised rules based on suggestions I read here for this campaign.

Below are the rules. Please let me know if there are any glaring problems with the mechanics. If I don't mention a change, assume it is the same as the players guide.

Caravan Adjustments:

Caravan Jobs: (streamline into catagories)
Anybody can be a passenger or worker*. Only PCs can be heroes.
Common jobs (Cook/Driver/Trader/Wainwright)
Expert Jobs (Guide/Healer/Entertainer)
Warrior Jobs (Guard/Scout)
Magical Jobs (Fortune-Teller/Spellcaster)

NPC Caravan Hirelings: (lower upkeep costs)
1st level commoner, 5 gp/mo: Commoners begin with 1 common job to be qualified for.
1st level expert, 10 gp/mo: Experts begin with 3 three expert or common jobs to be qualified for.
1st level warrior, 15 gp/mo: Warriors begin with 2 warrior or common jobs to be qualified for.
1st level adept, 50 gp/mo: Adepts are qualified to be Fortune-Tellers and Spellcasters. They typically are not available to be hired for caravan jobs. They cannot be hired in the Jade Regent Campaign.
PC and NPC allies can perform any job they qualify for and do not require wages.

Trade goods: (allow some variety. make salt lucrative again)
Common (Trade Resolve DC 10): 10gp
Uncommon (Trade Resolve DC 15): 50gp
Rare (Trade Resolve DC 20): 100gp
Exotic (Trade Resolve DC 25): 500gp
Service (Trade Resolve DC 10): Varies

New Job: (give broke caravans a way to raise money)
Worker
Workers provide special services that can be traded like another good at a settlement. Each worker committed to this job counts as 2gp towards a special Service Trade Good. This good can only be traded once per day per settlement.

Trade Rule: (change trading rule to scale with new goods. Make trading expensive goods risky)
Trade resolve check. every point over the DC gives +10% base trade good value as profit. Every point under the DC gives -10% base value (you got burned). 5 trades per day, up to settlement purchase limit.

Combat and leveling: (keep non-offense caravans from getting steamrolled)
Caravan gets +1 Primary Statistic per level beyond first.
Caravan gets +1 Damage per level beyond first.

Let me know your thoughts.


1 person marked this as a favorite.

I am unsure whether to post here or in home brew.

After playing around with caravans and reading the threads here, I was thinking to adopt some slightly revised rules based on suggestions I read here for this campaign.

Below are the rules. Please let me know if there are any glaring problems with the mechanics. If I don't mention a change, assume it is the same as the players guide.

Caravan Adjustments:

Caravan Jobs: (streamline into catagories)
Anybody can be a passenger or worker*. Only PCs can be heroes.
Common jobs (Cook/Driver/Trader/Wainwright)
Expert Jobs (Guide/Healer/Entertainer)
Warrior Jobs (Guard/Scout)
Magical Jobs (Fortune-Teller/Spellcaster)

NPC Caravan Hirelings: (lower upkeep costs)
1st level commoner, 5 gp/mo: Commoners begin with 1 common job to be qualified for.
1st level expert, 10 gp/mo: Experts begin with 3 three expert or common jobs to be qualified for.
1st level warrior, 15 gp/mo: Warriors begin with 2 warrior or common jobs to be qualified for.
1st level adept, 50 gp/mo: Adepts are qualified to be Fortune-Tellers and Spellcasters. They typically are not available to be hired for caravan jobs. They cannot be hired in the Jade Regent Campaign.
PC and NPC allies can perform any job they qualify for and do not require wages.

Trade goods: (allow some variety. make salt lucrative again)
Common (Trade Resolve DC 10): 10gp
Uncommon (Trade Resolve DC 15): 50gp
Rare (Trade Resolve DC 20): 100gp
Exotic (Trade Resolve DC 25): 500gp
Service (Trade Resolve DC 10): Varies

New Job: (give broke caravans a way to raise money)
Worker
Workers provide special services that can be traded like another good at a settlement. Each worker committed to this job counts as 2gp towards a special Service Trade Good. This good can only be traded once per day per settlement.

Trade Rule: (change trading rule to scale with new goods. Make trading expensive goods risky)
Trade resolve check. every point over the DC gives +10% base trade good value as profit. Every point under the DC gives -10% base value (you got burned). 5 trades per day, up to settlement purchase limit.

Combat and leveling: (keep non-offense caravans from getting steamrolled)
Caravan gets +1 Primary Statistic per level beyond first.
Caravan gets +1 Damage per level beyond first.

Let me know your thoughts.


What do you think of a human fighter with this feat progression? Viable? The idea would be to charge in and cleave, then whirlwind, then use improved cleaving finish to get as many attacks as possible off of bad guys dropping to whirlwind. Dazing assault, Dreadful Carnage, and staggering/blinding criticals should debuff anybody that doesn't drop.
He would be proportionally weaker against single opponents. Would he go straight fighter to be able to move well in armor, or weapon master for the extra critical hit goodness? Would he take a higher threat range falchion or a pole arm for a larger reach?

1: power attack
1: cleave
1: cleaving finish
2: combat expertise
3: dodge
4: mobility
5: spring attack
6: whirlwind
7: great cleave
8: improved cleaving finish
9: lunge
10: weapon focus: falchion (high crit) or bardiche (reach)
11: dazing assault
12: dreadful carnage
13: staggering critical
14: greater weapon focus
15: blinding critical
16: critical mastery
17: stunning critical
18: weapon specialization
19: greater weapon specialization
20: furious focus

Necessary gear would be dueling gloves, a keen weapon, a good magic bow, and maybe boots of flying with mithril full plate of speed.

Edit: "When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities."
I think this could still work by closing in with great cleave, then whirlwinding for a debuff, then going back to great cleave. maybe


I was playing around with a Drow Noble Arcane Trickster Build, and want to use their Deeper Darkness to set up more sneak attacks. What is the best way to see in your own magical darkness? Echolocation gives blindsight as a level 5 spell and true seeing gives see in darkness as a level 6 spell. Is there anything more efficient, like a feat, magic item, or lower level spell that I am missing?


I have a "great idea" for my campaign which involves the party getting into a properly large battle. I have the PC's working out of a fortified hamlet in rebellion from their ruling city, and I want an army to show up to put down the rebellion. It's small scale on battle terms, but far larger than an intended pathfinder encounter.

What tips and tricks do you recommend for running a party through events that occur during a large and evolving battle to keep things real but not bog down the game?

Specifics:
The party is largish, with 6 regular players that will be 4th level for this. The town is a hamlet with about 60 people in it that can fight with pitchforks. There is a cleric order with 3 NPCs with class levels levels and some acolytes. The town is fortified with wooden stakes and low dirt walls.
The invading army will be hellknights. I was thinking about 30-40 warrior level 1 foot soldiers, 10-20 or more 3rd level fighter cavalry, and one or two 6th level knights and a 6th level signifier or two.
I figure that the knights are going to roll over the town, which I would prefer for plot reasons, but they could get repelled too.
I was thinking of having one of the NPCs part way through the battle grab the PCs and beg them to escort the children out the back.
I want to motivate them to stay together and not get slaughtered by cavalry, but don't want to overtly railroad them.

Also, what tactics would you have the two sides use to seem realistic in pathfinder? What spells should the signifier have, etc?

Any advice is appreciated.


My 5th level caster chooses to cast summon monster 3 on round 1.
When is the casting complete? (full round action, ends at end of round 1)
When does the monster appear? (on my initiative on round 2)
When does the monster disappear? (on my initiative on round 6)
When can the monster act? (on my initiative on round 2)
When can I act (on my initiative on round 2, before or after monster at my choosing?)
When can the monster be attacked? (after it appears)
How about sacred summons? (appears on round 1 at my initiative and can act immediately, but after me)
What about suprise rounds? (casting ends at end of suprise round, monster appears on my initiative in the next round.)
How much atonomy does the monster have? (No, the demon cannot choose to maul the party paladin instead of fighting the enemy demon, even though I can't speak abyssal. Yes the lantern archon must murder the small inncoent child because I want him to.)

Here are my questions, and here are my answers. Which answers are wrong?


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After reading and being inspired by another thread, I figure that I would beef up the rogue a bit, or at least add some flavor. Do these changes make the rogue more appealing, but not overpowered? Basically, I'm going for making it equivalent to the ninja, or at least just as stylish, but definitely not better. Many thanks to malignor, whose ideas I based this off of.

Rogue Panache: Add Weapon Finesse to your feat list at level 1 and and Agile Maneuvers at level 3.

Combat Style: At level 4, select a combat style, and one feat from the list for that style. At levels 10 and 16, get another feat from the same list. For those feats marked with an asterisk, treat Rogue levels as Fighter levels for calculating CMB. If you have taken all the feats on the list already, you get a +1 insight bonus to your attack and CMB instead. Before taking any feat with "Improved" or "Greater" in its name, you must have the lesser version of that feat if it is a pre-requisite. Some feats can only be taken at 10th level or higher with this ability. You do not have to qualify for the regular pre-requisites of these feats otherwise.

Combat Styles:
Cheat [Catch Off-Guard, Improved Dirty Trick*, Greater Dirty Trick* (10th), Improved Trip*, Greater Trip* (10th)]
Thief [Improved Disarm*, Greater Disarm* (10th), Improved Steal*, Greater Steal* (10th), Skill Focus - Sleight of Hand]
Thug [Improved Unarmed Strike, Improved Grapple*, Greater Grapple* (10th), Intimidating Prowess, Skill Focus - Intimidate]
Coward [Dodge, Mobility, Spring Attack (10th), Skill Focus - Acrobatics, Fleet]
Showoff [Antagonize, Dazzling Display, Skill Focus - Intimidate, Shatter Defenses (10th), Weapon Focus]
Conman [Skill Focus - Bluff, Improved Feint, Greater Feint (10th), Improved Reposition*, Greater Reposition (10th)*]
Killer [Improved Initiative, Quickdraw, Skill Focus - Stealth, Critical Focus (10th), Improved Critical (10th)]
Sniper [Skill Focus - Perception, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot (10th)]
Hidden Blade [Skill Focus - Sleight of Hand, Quickdraw, Improved Initiative, Point Blank Shot, Greater Weapon Focus (Dagger) (10th)]


I was reading the dragon disciple guide and got hooked with an idea for a dragon disciple.

I want to make a half elf paladin / sorcerer (crossblooded: dragon/boreal) / silver dragon.

For the build, I want to give him/her a reach weapon (lucerne hammer for flavor unless it really sucks in action).

For feats and traits, eldritch heritage at 3rd level and improved eldritch heritage 13th level for the boreal powers of cold steel and snow shroud are a must. I would take the magical knack trait for sorcerer. Half elf skill focus goes to survival for boreal bloodline. I think this build wouldn't do will with dazzling display because of the crossbloodedness.

I think the starting scores on a 20 pt buy would be
Str 16
Dex 12
Con 14
Int 12
Wis 7
Cha 16 (Racial here)

My biggest question is do I go paladin 2 / sorcerer 3 for paly saves and better caster level and bloodlines (5th level spells at level 15), or do I go paladin 4 / sorc 1 for paly aura, disease immunity, 1 higher BAB, etc but lower caster level and bloodlines (only 4th level spells at level 15)?

Also recommendations on feats, skills, and spells are appreciated. I was thinking power attack and arcane strike for sure. Maybe still spell and keeping armor on, and probably looking to never cast a spell with a save. I didn't dump int because I wanted to have at least a few skills. (Perception, UMD, and Fly minimum, and would like to have a face skill or two)

For combat, I'm picturing a silver winged gish dropping an obscuring mist (or solid fog if I have a ring of free action) and flying around the monsters and beating them with a big long hammer, then clawing and biting if they close range.

What do you think? How can this build stay relevant through about 15th level?