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Anyone in Tim's goblin campaign bugger off now or massive spoilers!

TDLR: below the bolded part is something I would like help making better for my players, and good writing tips would be appreciated.

I'm running a campaign that started with B4 goblins (with custom goblins, not the premade ones), carried through We be goblins and We be goblins too, and then will carry into wrath of the righteous. Yes, EVIL goblin heroes will be playing the pinnacle roll in wrath. I just love the image of MYTHIC goblins, and them being evil but everyone being forced to deal with them because they are the chosen ones just tickles me.

I've written the following trying to explain why the goblisn would actually choose to go this route. It mostly comes down to a) the promise of power and b) demons aren't great for goblins either, they'll just enslave and kill them.

I'm not a super duper writer by any stretch. Looking for advice on any tweaks to make this moment stronger as I've seen some amazing writers here.

In case it matters, Justin (mentioned below) is am Infernal bloodrager so his devil blood would hate demons. and Sam as mentioned below is a warpreist whos god again isn't really down with demons.

Oh, and at the end of We be goblins, they returned to the camp and found it destroyed as described in We be goblins too but instead of by a random human attack, it was the abyssal forces. So this was already hinted at that the Storm Lord was trying to kill them.

The below happens immediately at the end of We be goblins too (we should finish this on Sunday):
--------------------------------------------------------------------
You return to the Birdcrunchers camp triumphantly, having slain the ogres and saved the goblins. For the heroes, the whole chieftain thing was exciting at first. They had a tribe of minions who fawned over them and brought them whatever they needed whenever they needed it. However, after a month, it started to get boring. The chieftains had to stay home all the time and watch over the tribe. They had to be big and mean so that other tribes wouldn’t bother them. They had to make sure the goblins had enough to eat. They had to organize raids that they didn’t get to go on. They had to settle arguments about exactly whose jar of leeches was stolen and eaten. After 3 months, it started to seem like being a chief was more trouble than it was worth.

You started leaving as a group, something you shouldn’t do as chiefs, because you just felt something more should be happening.

One day, on returning from a mission to another tribe that USED to be in the area (hehehe, stoopid gobos) you felt it again. The sentries you set up were missing. It was to quiet. Your instincts screamed that something was wrong. Regardless, you felt compelled to keep going, like you didn’t have control.

You came to the main camp and find this waiting for you.

(insert picture of the Storm Lord here)

This red skinned monster is 18ft tall, his forearms are bigger than a goblin. He is sounded in a fiery aurora. He wields a whip of flame in one hand and a vorpral sword in his other hand.

All the goblins of the tribe are on the ground in front of it, cowering in insane fear. You notice offhand that Wise Mummy Spittleharsh is the only goblin that had been killed.

“Ah, the great heroes return. FOOLS! How could anyone prophesize that puny goblins would not only kill me, the great Khorramzadeh, the Storm King, but that you would somehow kill me twice?!? “ Noticing you looking at Wise Mummy Spittleharsh he barks a laugh “Ah yes, this goblin actually had the spine to try and fight back, unlike the rest of these sheep” at this he lashes out with a whip, drags a goblin into his fiery aura where the goblin burns to death in an instant.

“Somehow, you all lived through my last assault on your “village” (he spits the word with disgust)! No more! You’ll watch me destroy each and every one of these puny beings, and then you’ll die, here, now”.

He starts destroying everyone and everything. You are paralyzed with fear, but also feel a deep anger growing inside. Sure, these are filthy git goblins, but they are YOUR filthy git goblins. How dare he! Justin in particular you can feel your blood squirming, telling you to fight this bastard demon. At one point you start moving towards him.

He is initially lost in the slaughter, but then notices you moving and turns to you, with a look of shock on his face. And perhaps a tiny bit of fear ‘YOU DARE!!! COWER WHERE YOU STAND MORTALS” and you all collapse to your knees (although Justin and Sam only collapse to one knee). At this, he just loses his s~*+, slamming his whip and sword around him in an insane fury, slaughter everyone. He then turns to you “and now, you’ll die, and I’ll laugh at the prophecy”.

As he charges, you close your eyes. You can’t help it, the power of him charging at you isn’t something you can process. For a long minute you wait for death, yet nothing happens. You peek open your eye and see this:

(Insert picture of Terendelev here)

A great silver beast is between you and the demon. It’s hundreds of feet long, and shines a brilliant silver colour. You are in awe, and certainly afraid, but nowhere nearly the same level of paralyzing fear as the demon exudes.

“Terendelev, you DARE show up! You know I am the one who will KILL you!” screams the Storm Lord.

“Ah, yes, so you will. But not here! Since you are prophesized to kill me elsewhere, what happens if you kill me here? Or perhaps I KILL YOU here now instead? The point is, you great hulking idiot, is we don’t know. If we fight here and now, neither of us is protected by prophecy. So shall we dance?” says the dragon, Terendelev.

The Storm King snarls in rage, and grips his weapons tightly. “Fine, dragon” he spits out “ Save these so called heroes. Look at them! Puny evil cowering wretches! They will never be a threat to me. I’ll see you soon, and you’ll die there! And then you’ll not be around to get in my way, and I’ll kill them there.” And with that, he teleports away.

The dragon visibly relaxes, and then looks at you 5. It’s face curls up in disgust and you here it mumble to itself “Seriously, Iomedae, these are the heroes??? Ones a freaking cannibal” She goes silent, apparently hearing something, then nod, sighs and turns to speak to you. “You 5 are goblins, but you are special. You have been prophesized to slay the Storm King and lead the 5th crusade to finally closing the WorldWound.

I know I can’t appeal to your sense of Justice and Honor “ at this she smiles wryly, knowing how ridiculous that is “to get you to do this. I don’t even understand how Iomedae expects lawful human armies to be led by evil goblins! However, she says this is exactly what will happen. What I can offer is this “and with that, she says some arcane words and you spiral into visions.

You are assaulted with images. You can’t keep up with them all. You see yourselves gaining power above and beyond any goblin before you, even the great goblin heroes of note, beyond any normal adventurers. MYTHIC power. You see yourselves leading armies of noble humans against armies of vile demons. You see cities falling around you, you see death and despair and hope and anger. It’s a confusing assault of your senses, and your very souls.

When you come too, the dragon is looking at you with almost pity in her eyes. “I know, this is such a burden to lay on you 5. I can’t fathom how this has fallen on you. Perhaps the fact that you are evil yet not demon aligned is an advantage I can’t yet see. Perhaps you will join the enemy and lead us all to our doom. It’s all so fuzzy and unclear.

You can stay here and rule this small corner of this continent, until eventually the WorldWound spits out enough demons that they take over everything and murder or enslave everyone, including you goblins. Or you can come with me, to see if Iomedae’s view of your future is correct.”


I'm GMing a goblin campaign that will run through all the We Be Goblins campaigns, and then plan to pop them into the Wrath of the Righteous. I was wondering if anyone has run this with an evil party - a lot of the path seems to be "Do this because you are good" and that won't work with evil git goblins.

Anyone done this previously with an evil party? My thought is along the lines of "they are the chosen ones, and they are still less bad then the demons, so the good guys HAVE to put up with these evil asshats" and i think that could be really fun to write. But i am rather concerned with it becoming me railroading the little gits where i want them.


I'm running a goblin only campaign, starting this week, and I'm going to run through all 4 of the "We be Goblins" books to start, so this should take the PCs to level 4-5. 4 PC's.

I'd really like to take them mythic after this. Mostly cause mythic goblins :D I like the Wrath of the Righteous path, and would like to make the goblins follow it somewhat, but they are evil so it's pretty hard to adapt that path in a lot of places.

Basically, the main thought I have is that demons are evil enough that even evil git goblins in the right place at the right time could become world saving heroes. I really like the idea of a group of evil stupid goblins becoming these stupid legendary heroes, and probably hating all the attention.

Or alternatively, I was thinking to have them find the emerald spire, kill the goblins on layer 1 and then find out the spire can make them mythic the deeper the delve, thus giving them a reason to do the huge dungeon crawl that is the spire.

I guess I'm just looking for any advise on how to pull off either path, and which path sounds better to you people.


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Wondering if any of the Pre-made adventure paths/modules are good for a party of evil goblins. I'm going to go through the We be goblins 1-4 series, by which time they should be about level 5, and then i'm looking at another module to pick up. Most of them, as I understand, are more "on rails" and about heroes doing hero stuff.

I'd love for these evil gits to save the world, inadvertently, by getting dragged into big bad things and prevailing, thus saving everyone.

Any suggestions?


I'm playing a custom campaign where magic is elementally controlled i.e. i am a fire caster, so all i can cast is fire related spells. I did already confirm that i can also cast cold aka the absence of heat :)

What are some of the best spell effects that you can think of that could be mimicked with fire?

As an example, i can cast an entropic shield no problem, but can't cast a regular shield spell - i lack the force element. I can cast charm spells and a host of damaging spells of course as well. I beleive i can cast blindness and deafness as well (a blinding burst of fire).

Basically, if i can rationalize it i can cast it. So, help me rationalize :)

The cool news is i can cast from ANY spell list. I'm not limited by divine or arcane.

I'm not so much caring about damaging spells, but control and buff effects that you could rationalize.

i beleive i can rationlize Rage (get the blood boiling), flight (human torch :)), stuff like that. A little less sure about stuff like haste and longstrider.

Cheers,

Tim


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Has anyone ever done/willing to do a conversion on this prestige class? This class is horrifically overpowered i think in the 3.5 version but i dig the idea. anyone game?

Becoming a Raging Hulk[edit]

The most likely candidate for raging hulk is a barbarian, though a fighter/barbarian may also choose to take levels in raging hulk to add a little firepower to his already strong attacks. Strength, Constitution and Dexterity are prime skills for this class.
Entry Requirements
Base Attack Bonus: +8.
Feats Power attack, Improved Unarmed Strike
Special: Rage 3/day.
Table: The Raging Hulk
Hit Die: d12
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Barbarian Abilities, Improvised Weapon Proficiency, Powerful Build
2nd +2 +3 +0 +0 Hulk Up
3rd +3 +3 +1 +1 Colossal Rage +1
4th +4 +4 +1 +1 Colossal Stamina (DR 5/—)
5th +5 +4 +1 +1 Agile Fury 1/2, Greater Improvised Weapon Proficiency +1
6th +6 +5 +2 +2 Fling, Colossal Stamina (DR 7/—)
7th +7 +5 +2 +2 Colossal Stamina (Fast Healing 4)
8th +8 +6 +2 +2 Colossal Rage +2, Colossal Stamina (DR 9/—)
9th +9 +6 +3 +3 Agile Fury 0, Greater Improvised Weapon Proficiency +2
10th +10 +7 +3 +3 Colossal Stamina (DR 11/—, Fast Healing 8), Hulk Smash
Class Skills (4 + Int modifier per level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str)..

Class Features[edit]
All of the following are class features of the raging hulk.
Barbarian Abilities: A raging hulk continues to gain rage, and its benefits, as if they were leveling in barbarian, including the improvements to the bonuses of rage and the number of rages per day. They may also add their raging hulk levels to their barbarian levels to determine the effectiveness of their Improved Uncanny Dodge if they possess it (it does not however grant it to a creature who lacks Improved Uncanny Dodge). A raging hulk does not gain the benefits of trap sense, a barbarian's damage reduction progression, indomitable will, or tireless rage.

Improvised Weapon Proficiency: A raging hulk does not take the standard -4 penalty for wielding improvised weapons.

Powerful Build (Ex): Being a raging hulk lets him function in many ways as if he were one size category larger. Whenever a raging hulk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the raging hulk is treated as one size larger if doing so is advantageous to him. A raging hulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A raging hulk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The raging hulk gains all of the pluses and minuses of advancing one size category (See The Monster Manual p291). The benefits of this extraordinary ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

Hulk Up (Su): At 2nd level, a raging hulk can get so angry that his rage can also cause him to increase in size. He may spend an additional use of his rage ability to increase his size by one size category. Treat this as the enlarge spell for all intents and purposes except the raging hulk is treated as advancing another size category (See The Monster Manual p291). However, all this power comes consequences. While using the Hulk Up ability, the raging hulk trades brains for brawn. For every additional point of strength added, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 5. There is no way to regain these lost points until the rage has ended. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. This ability stacks with Powerful Build

Colossal Rage (Su): At 3rd level, a raging hulk can increase his size whenever he rages. When going into any rage, a raging hulk can increase his size by one size category and 1 additional size each level starting with level 4. Treat this as the enlarge spell for all intents and purposes except the raging hulk is treated as advancing another size category (See The Monster Manual p291). This ability stacks with the raging hulks Hulk Up ability. However, for every additional point of strength added, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 3. There is no way to regain these lost points until the rage has ended. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. The raging hulk also loses all use of feats, class skills, extraordinary, supernatural, or spell-like abilities that would require thinking (such as 'improved evasion', but not 'weapon proficiency'). When a raging hulk comes out of his colossal rage, he is treated as exhausted instead of fatigued.

Colossal Stamina (Su): At 4th level, a raging hulk becomes more durable when he is in his colossal rage, he gains Damage Reduction equal to (his raging hulk levels + 1) when he is using his colossal rage ability, at 7th level, he gains Fast Healing 4 as well, and at 10th level his Fast Healing increases to 8. This Damage reduction stacks with any other damage reduction the raging hulk may have.
Agile Fury (Ex): At 5th level, a raging hulk in a Colossal Rage can move just as well as he could when he is his normal size. The penalty to Dexterity for increasing in size is reduced by half for a raging hulk, and disappears completely at 9th level.
Greater Improvised Weapon Proficiency: At 5th level a raging hulk begins to master improvised weapons. All improvised weapons are treated as being +1 weapons. This bonus increases to +2 at 9th level.

Fling (Ex): At 6th level, a raging hulk can use its fury to throw things... really far. As a Full-Round Action, a raging hulk may throw an improvised weapon at twice its range increment, adding twice his Strength modifier to his damage roll.

Hulk Smash (Su): At 10th level, a raging hulks rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per encounter, as a Full Round Action, a raging hulk may slam the ground with great force, this is treated like the earthquake spell, except that the shock wave from the slam attack deals 5d6 plus strength mod. damage per size category bigger than medium to all creatures within 30ft per size category bigger than medium (reflex half DC=18).


Has an idea for a character, seems quite strong to me, am i missing something?

Stats were rolled, and rolled VERY high, so that helps any build.

Full spell casting, full pet (who will be a dinosaur or a megafauna because he HAS TO BE based on the druid archetype) and the ability to hit like a tank himself. He’s slow on the number of attack compared to a melee class, but again, FULL casing and full pet.

Character idea: quarterstaff dual wielding druid who specializes in wildshaping into a giant. Can cast in wild shape form since it’s a humanoid, and my gear will size up with me, so no special armor or feats needed.

Level 1 stats (Human)

Str 19
Dex 18
Con 13
Wis 15
Int 11
Cha 7

Feats
1) Two weapon fighting, Weapon focus QS
3) Double slice
5) Quarterstaff master
7) Weapon specialization QS
9) Improved two weapon fighting
11) ?
13) ?
15) Greater two weapon fighting
17) Two weapon rend

Use regular ol Quarterstaff, cast Shillelagh on it, go large size = 3d6 per hit, hitting multiple times/turn due to dual wielding.

Notable steps.
Level 1: enlarge person comes active, when shillelagh is active and enlarged I’d be hitting +4/+4 for 3d6+6 per hit (weapon focus and shillelagh offset the negatives to hit from dual wielding)

Level 6: now can wildshape into a large giant (+4 str instead of +2 from enlarge and no AC penalty). Assuming a +2 str belt by now, now doing +9/+9 for 3d6 + 9 per

Level 8: finally get to BAB +6/+1, so my attacks now +11/+11/+6 same damage

Level 9: second two weapon fighting feat, so now +12/+12/+7/+7 same damage

Level 12: now as per giant form 1, so another +2 str. +16/+16/+11/+11 3d6 + 11

Level 14: can become a HUGE giant now. So another d6 damage and +2 str. +18/+18/+13/+13 4d6 + 12 per

Level 15: Ahhh yeah. 3rd attack with both sides of the staff. +19/+19/+14/+14/+9/+9 4d6 +12 per hit.

Level 17: as long as I hit with 2 attacks, I get to add 1d10+12 damage once per round

Again, all of the above are with a NON magical quarterstaff, meaning I can sink my gold into defenses and my pet. And you know, I also have my full spell complement too – all level up attributes would go into wisdom to help with casting.

Obviously my +hit is still lowish, but hopefully some buffs like prayer and bless can be found.

Thoughts for improvments/feats for the missing two levels.


Good morning Advice people,

I'm trying to make a character for a friend. the challenges are that it has to be pretty basic "mostly punch in face, not to much to stuff to activate/remember" and "buffy the vampire slayer" themed.

It would be starting at level 9 in a homebrew campaign but the DM allows no traits and only one archetype on the character.

The buffy inspiration is more "able to pick up and hit with a weapon, or just use her fists when she wants".

My thoughts were a snakebite brawler 6/slayer 3. Can punch with the best of them, can mix some weapons in efffortlessly, and gets some extra damage from sneak attack. I like the snakebite because it gets rid of both martial flexiblity which i don't think she'd handle very well.

I'd feat her up for feint (improved feint, two weapon feint) and basically have her able to always sneak attack via bluffing (snakebite ability to do it while moving, then give up first attack to do it while flurrying). I'd like to make her more strength based than dex based, since she ALWAYS goes dex based, but heres my issue:

how do i get her AC somewhere acceptable in light armor and only mid range dex?

Might be smarter to just skip slayer and do 3 levels unchaind rogue, therefore getting dex to damage, and just go that way. But i'd rather do this str based if i can.

Suggestions?


I’ve been trying to make a melee arcane caster who relies on polymorph. This is my attempt. I am fully aware that it’s not the strongest build, I just want to know I can make THIS character better – a pure caster arcanist would be way more powerful, I get that. I just want a polymorph-based build and this is the best I’ve been able to come up with. This is a homebrew campaign btw but nothing 3rd party – basically, if its not on the pazio website it’s not allowed. Additionally, only one archetype is allowed on each character and he doesn’t like traits.

I plan to focus on spells that don’t involve saves such as shocking grasp so I don’t need a stupid high Int, but it does get up to level 9 spells at level 20.

Sorcerer/Brown Fur Arcanist/Dragon Disciple

Human
Dual talent

Starting stats (rolled)
13 14 10 17 12 12.

I was going to array them like so

Str 17 +2 human = 19
Dex 13
Con 12
Int 14 + 2 human = 16
Cha 12
Wis 10

Planning to take a +1 dex at level 4, then probably Int at 8, then str every other level.

Progression plan

Level 1 Sorcerer – dragon bloodline
Level 2 --> Level 5 Brown fur arcanist. First exploit is bloodline development
Level 6 --> 9 Dragon disciple
Level 10 --> onward Brown fur arcanist

Levels 1-4 rely on enlarge person + dragon claws (only get 4 rounds per day, this is the largest limitation, although between casting shocking grasp and the fact that my GM almost never strings together multiple combats at lower levels, I think im ok – I’ll be buffing and casting for multiple rounds so I don’t actually need the claws that much, I think). Plan to cast shocking grasp and deliver with dragon claws for extra damage.

Level 5 opens up alter self. I was thinking I could use catfolk form for claws if the 4 rounds per day just isn’t cutting it. Question: can you enlarge person on top of alter self? Regardless, I can’t see how levels 5-8 are just not going to suck. How I wish they stuck a decent polymorph spell here.

Level 8 finally the build starts to not suck with monstrous physique opening up.

Hoping the high strength will help offset the bad bab and low damage dice. At level 1, it will start at 19 + 2 when I enlarge. Level 4 gets another +2 added via the Brown fur special exploit. Level 7 gets another +2, as does level 9 from dragon disciple. Assuming a belt of +str shows up around level 6-7, I should be having about a str of 25 as of level 7, 27 by level 9. I think with monstrous physiques options for many natural attacks, I’ll be at least respectable at that level.

I plan on taking the exploits that let me cast while shapeshifted and change the shapeshift spell on the fly (I forget the specific names).

Feats are where I’m most stuck. I’m thinking weapon focus claws at level 1 to help with the low bab. Perhaps just dodge at level 3 since I won’t be an AC monster (although all the natural pluses from both bloodline and disciple will help). Perhaps combat casting as I do figure I’ll be casting touch spells defensively in combat before slashing people with my claws. With my low bab and multiple attacks, I’m not sure power attack is a good idea. Suppose I could take meta magic feats to make my touch spells hit harder. Advice?


I've wanted a viable shape change (via polymoprh spells) arcane character since pathfinder but it's usually just not viable. I think the Arcanist is my best shot, but expect that it too is doomed to fail. Anyone able to prove me wrong? I think its just so MAD that it can't be done.

What about a 1 sorcerer/4 Brown fur arcanist/7 dragon disciple/rest arcanist? Could we make that work? Focusing on spells to buff mostly since DC would have to be pretty low.

Could also go eldritch heritage feat chain to pick up a second bloodline (abysall) to add more strength to the build to try and offset the weak BAB.

Any way to make this valid?


I've got a gnome sorcerer for home brew who's very good at one specific job (debuffer) but that's about it. I'm interested in fleshing him out now, but keeping in theme is more important than power. Looking for advice and perhaps any appropriate feats i may have missed along.

theme is a warped yet charismatic gnome who borders on pacifist (no direct damage spells typically, no weapons but a blow gun). Childhood event (specific to the game theme, can explain later if there is interest) warped my little developing brain and I've always identified with vermin more than anything else as a result.

I hit things with my vampiric touch first (no save) and apply my pestilence power (with a magic robe that i can use 3x/day) to give the enemy -2 on basically everything, saves being the most important to me. They get no save, auto works. Next turn i either debuff more with bestow curse or ray of exhaustion typically. I love ray of exhaustion because of the secondary effect even if they save. Great for one big bad, i usually have them poisoned and fairly crippled within about 3 turns. I'm pretty useless against groups or things immune to these kinds of attacks though as i have NO direct damage spells although i can summon a swarm to mess with people (and more summoning spells are coming). This is on purpose though, again, fluff reasons (it's tied up in my history). So i'm not asking for advice there, just showing you the whole picture.

To make things a bit more complicated, my Dm allowed the following 3.5 converted prestige class. It adds summoning spells and vermin form, which i'm very happy to be getting eventually as it gives me a melee presence, even if a bad one, its better than what i have.

Right now i'm sorcerer 7 Verminomancer 1. I will be getting a modified summon animal spell (that only has vermin options) at next level so that will give me something else to do other than debuff. I'm considering trading in my improved initiative for Spell focus conjuration and picking up the improved summoning feat at next level to make my summoned vermin tougher. My initiative is currently +12 (4 from feat, 4 from dex, 4 from familiar) which is pretty stupid high :)

Current feats:

Spell Focus (Necro)
Greater Spell Focus (Necro)
Silent Spell (allows for stealth on verbal only spells, DM approved)
Still Spell (my DM LOVES grapple and this has already saved me a few times)
Improved Initiative

I'm at +3DC on necro spells (+1 racial, +2 above feats) so I'm actually able to hit things pretty often. My CHA is +5 atm.

Current Spells (Selected for theme, not usefulness)

0 Bleed, Disrupt Undead, Touch of Fatigue, Detect Magic, Light, Acid Splash, Ghost Sound
1 True Strike, Mage armor, Chill Touch, Ray of Enfeeblement, Charm animal
2 Ghoul Touch, Blindness/deafness, summon swarm, Spectral Hand
3 Ray of Exhaustion, Vampiric Touch, Contagion
4 Bestow Curse

Presitage class:
Verminomancer

Bloodline required: Pestilence
Con: 15 (to be healthy enough to stand the presence of the vermin and pestilence that will live inside him)

HD D6
Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +2 +0 Vermin empathy +1 level of existing spellcasting class
2nd +1 +0 +3 +0 Vermin magic +1 level of existing spellcasting class
3rd +1 +1 +3 +1 Vermin shape —
4th +2 +1 +4 +1 Pestilence touch+1 level of existing spellcasting class
5th +2 +1 +4 +1 Vermin shape 2 +1 level of existing spellcasting class

Blood of Vermin: A Verminomancer adds his level to his sorcerer levels when determining the powers gained from his bloodline.

1: Vermin empathy – like wild empathy, but only with vermin. Gain a vermin familiar (got a greensting scorpion with the totally broken +4 initiative).
2: Vermin magic – gains a summon monster spell known for every spell level, but only for vermin. Will make a list of appropriate creatures for each level, mixing in swarms and giant vermin.
3: Vermin form – as per spell except lasts 1 hr per verminomancer level, and usable once/day
4: Pestilence Touch – as per below
5: vermin form 2 – as per spell and now usable twice per day.

Pestilence Touch (Ex): The verminomancer can secrete poison as a free action. His touch deals any posion/disease effect carried by vermin i.e. Fever filth from rats, spider poison, giant centipede poison etc. A successful Fortitude save (DC 10 + verminomancer level + Con modifier) saves. The verminomancer's poison cannot be harvested or saved for any purpose, but he can use it on his weapons.

Any feats that would help me hit things that are immune to my spells at this point, or just theme appropriate feats that you know of that i may have never seen?


I thought of this build today based on another thread i read. It's got potential, and one big weakness that i wonder if you can help with.

2 levels barbarian\3 levels hunter\ rest half orc rogue (skulking slayer)

Point of build: Make the DM cry :P or A potent self buffer who also buffs his mount and then flanks with his mount so gets "free" sneak attacks on anyone he hits.

Barbarian Level 1: Rage +4 str and con. take feat Combat Expertise (needed for another feat later (Pack flanking))

Barbarian Level 2: Rage power: Ferocious Beast: When you rage, your companion pet does too

Hunter level 1 (3 overall): Give you and your companion an animal Focus. One of these is Bull , which gives +2 Str. Take Pack flanking feat so i now flank with my mount while riding my mount

Hunter 2 (4 overall) Outflank +4 to hit when flanking (solves BAB issues of rogue)

Hunter level 3 (5 overall): You get a free teamwork feat which automatically works on you and your companion. Take Amplified rage feat as below:

Prerequisites: Half-orc or orc, rage class feature.
Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you). so +10 str +8 con at this point when raging.

Feat at level 5: Take Boon companion. Companion now able to get to level 7 equivalent mount.

Rest of layers: this Half Orc rogue racial

Skulking Slayer (Rogue)

Has some good stuff, not losing much i care about, and adds this at level 3 rogue, 8 overall:

Bold Strike (Ex): At 3rd level, when a skulking slayer charges and makes a sneak attack with a two-handed weapon, she rolls d8s instead of d6s for her sneak attack damage. This ability replaces trap sense +1 and +4.

Overall quite potent I think, able to sink all into strength and wield either a reach or not two hander. However, the mount will stop advancing past level 7, so long term that's the biggest drawback of this. But those delicious sneak attack dice on top of my very impressive strength seems to be worth it.

Any way to make this better/fix the mount problem?


I have an image in my head of a goblin who starts life as a rogue (3 levels unchained rogue (to get dex to damage)) and then finds "god" and goes the route of a dex only based (no strength to speak of) two weapon wielding warpreist with the fire and trickery domains.

I'd need a god with those domains and an appropriate light weapon - help?

And feat/build design help would be appreciated. This is just a concept right now, but one i think could turn out really fun.

I wish that goblins love of fire would actually show in game as a buff to their fire spells like gnomes have, but all the goblin fire love seems tied up in the alchemist. Ce la vie!

Suggestions welcome! I know this won't be a power class, this is more for fun, but i DO want it to be at least moderately effective.


I am finding the psionic blade skill combat slide is an absolutely breaking ability, wanted to know if I'm just to sensitive to it or if anyone else has encountered it and agree that its an issue.

Combat Slide

Upon successfully striking an enemy in melee, the soulknife may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the soulknife with a melee attack, she may spend an immediate action to take a 5-foot step.

So in basically any combat without a reach weapon, the player takes one attempted swing, gets missed, does a free 5 ft attack and then is out of range for any other attacks, thus killing any more attacks. BUT can 5 ft step back in for free on thier turn and do thier full attack.

The only way i think i could fix it a bit is if i can take a 5 ft step between attacks. That way i start next to him, he tries to step away, i use my 5 ft step and keep attacking. Is that valid?

Or is this power balanced and i need to suck it up? I'm open to revising it but really have no good ideas how at this point


I was thinking of making a fun small character, that actually got smaller when under the influence of his mutagen (hoping my DM will allow me to take a "shrink" chymist option that will mirror the grow option that already exists). My DM only allows ONE archtype though, so it makes really synergising hard (i'd love to throw beastmorph into it and one level of mouser in here....). Anyways, can you give me options to go from here within those limitations? I only have about half the concept finalized in my brain...

My current plan is:
1 urban barbarian level (+4 dex)
7 levels alchemist (+4 dex, +2 NA)
10 master chymist levels
unsure for last 2 - monk? more barbarian? fighter?

Toying with playing around with halflings ability to make fighting defensively more potent as well. Not sure that i have the feats for it though.

Initial feats:

dodge
cautious fighter (+2 dodge when fighting defensively)
crane style (only -2 to strike when fighting defensively and +1 to dodge when doing so)
weapon finesse

so for a -2 to hit i can get a +6 on AC, i think that's a good deal. Hitting should be OK at this point due to weapon finesse and high dex. I'll use the reduce person drink to become tiny and get even more dex.

Melee damage will stink until i can get a agile amulet of might fists though - i would save this character for a campaign when i can start at about level 7 or so to avoid the unpleasant first levels.

stats would be all about dex and int, mainly. Still be quite decent at blowing things up from range, then go all tiny and claw them up when into melee.

basically i don't really know where i'm going after the above 4 necessary feats. I could follow the halfling path to get the ability to help out my allies with blundering defense or i could take more feats to get more damage output or continue up the crane style path.... Help?


I can't tell if these are legal together or not:

Two-Weapon Defense (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

This calls out unarmed strikes specifically, but this note under the monk entry would allow this to be used by a monk I think:

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

To me that overwrites the “normal” feat text that doesn’t allow it to be used with unarmed strikes.

Am i correct?


Hey guys,

I'm DMing a campaign, I'm quite new at it and I have an idea for something but I'm struggling with how to implement it.

I'm doing a curse of the azure bonds theme, for those not in the know essentially they party wakes up with missing memories and has 5 azure magic tattoos on their body, and they are from 5 evil parties and lets said 5 evil parties take control of them whenever they want (NOT a mechanic I will use to much, but incentive for the party to want to get it fixed :))

one aspect of these bonds I want to put in is that they protect the user - none of the 5 want the puppets to die, even at the expense of the other 4 evil parties.

The idea behind this is to give the players a "get out of dead" free card so I can throw really stupid stuff like a behold at them and not worry about a bad fort save killing someone off forever.

Where I'm struggling is a penalty for the players so they don't learn to abuse the system. I have two thoughts in mind:
a) the process that saves them is constitution driven and it drains constitution ever time it activates, so abusing it will literally kill the players or
b) the process needs gold (or magic items) to work and everytime it works it drains an item and/or deletes a bunch of their gold.

The problem I'm having is balance. For instance, say they are in a fight and one of them dies. If I use the bonds to automatically save them, and then apply said penalty, who's to say they can't argue that they were fine with dying and would have preferred for me to let them die so the party could raise them after the fight without the negatives? Same goes with stuff like being paralyzed (by a dracolich for example) - if I use the bonds to free them from that "permanent" paralysis, they could argue that they would have won the fight without that paralyzed person and thus shouldn't have penalties, and I can't really argue that.

Any thoughts on how to decide when to apply said penalties? Or is it just flat out a bad idea and I should let it go?

The party is a REALLY strong level 5 (they are currently waltzing through a CR11 encounter with no real threat of death!) so I have to throw some pretty bad ass s@@+ at them, BUT I want the "get out of dead card" built in incase i'm too successful at actually killing them lol.


Do good random tables exist for location types I.E. I need a random sewer monster, roll on this table...


Hey all,

Starting a ranger in a new campaign, was planning on being a switch hitter, more focused on str, but able to take up a bow pretty well. Almost verbatim feat wise to the guide.

We rolled stats, and that's where my question comes in. Rolled as follows:

Str 16
Dex 12
Con 13
Int 13
Wis 12
Cha 12

I'm pretty happy except the dex, would really have liked a 14 there.

I'm being a half orc. I can put +2 anywhere. I really wanted to put it in Str, but now am wondering if I need to put it in dex.

(side note, taking half-orc because my DM is letting me pick an elephant pet with him as a sort of bonus feat from a good history, based loosely around the Beastmaster feat)

Party make up is a druid, a melee warrior of some kind, a ninja archer and me. My plan was to stay with the archer, fill the baddies full of lead, and then when they closed to step infront and make myself the target so the ninja can keep peppering away.

I don't know just how much I will rely on the bow having never played a character of this kind.

How bad will I miss that +1 to hit from Dex vs enjoy the +1 to damage from the str? :P


Back in D&D 2.0 (? I think) there were player handbooks and one of them was for gnomes and halflings. There was a character of halflings that was a Urchin - basically he pretended to be a human child and then baam, sneak attack in the gut. NO sneaking, all about hiding in plain sight instead. I love the concept. I'd like to re-create the concept in pathfinder, and I'd like to keep it PFS legal if I can. I was thinking that a knife master rogue mixed with 3 levels (?) of Mouser swashbuckler could probably pull this off quite well, but am really unsure on how to feat and skill this guy - obviously disguise and bluff and slight of hand will have to be maxed.

I'm not experienced enough with rogues to know how this would work - can you get a sneak attack in the face if they don't suspect you are about to stab them?

And to clarify with the Mouser, as soon as you get flanking you get sneak attack, right?


So im working on my first PFS character and got some great answers in another thread so had one more question to ask. For the feat shield bash it says you get a free bull rush maneuver with the shield bash but you use the attack roll. This would mean the benefits you get from improved and greater bull rush feats don't apply, nor would the foehammer innate bonuses, right? Thats a significant loss of bull rushing success.

If i get the rage power knockback i can replace any attack with a bull rush. This would give me full bonuses.Assiming level 6 and twf and improved twf during a full attack could I:

use my first attack to bull rush with full benefits
Freely follow as per the bull rush to follow up
use my second attack to hit him
use my first shield bash to hit him and try bull rush with just the attack roll (no feat benefits ). If successful follow with 5ft step as specified in shield bash feat.
use my second shield bash to try and bull rush again. No follow up possible.

Sorry typing this on a phone!

Warhammer main shield offhand


Hey all,

Looking at making my first character for PFS and I wanted to ask: what is PFS ruling on shields and how the enchantments work?

It's been gone over and over in the rules thread but I couldn't see a definite answer.

What I'm asking is about defensive enchanting vs. offensive enchanting.

With the non stacking of spikes and the bashing enchantment, it makes it really hard to want to do spikes (being only a one size damage increase instead of two) BUUUT if you can't stick offensive enchants on the shield without the spikes, then the spikes are needed. And as I'm planning on a dwarven foehammer, who uses a warhammer main, I'd like the spikes for a different damage type.

So is this as some has said you can enchant the shield defensively and the spikes offensively? Or it a one or the other type deal i.e. a non spiked shield gets defensive, a spiked shield gets offensive?

Thanks!


I love the Dwarven racial Foehammer as a class, and it gets really fun at level 7 with the right build, to me anyways. I was thinking of making one for PFS as my first character as it's a pretty "safe" character, fairly forgiving for learning a new style of play.

I'm reasonably lost after level 7 what to do though.

level 7 foehammer gives a free trip attempt with any successful bull rush. I was planning on going the Shield bash and bull rush feats, and by level 7 can have both greater bull rush and shield slam so any shield bash gives a free bull rush. This bull rush would cause AOO for other people, and this free bull rush would then give a free trip attempt as well. I'd be at +9 to bull rush (dwarven, class and feat bonuses) before str by this level so should be fairly successful.

TWF with the shield would give me both bludgeoning and piercing damage (assuming shield spikes) and 3 hits/turn isn't terrible.

stats would start str 17 dex 15 con 12 int 10 wis 10 cha 8 (after racials) I think (did this at work, left paper there, working off memory).

Really not sure where to go after this though. stonelord is half appealing as a defensive ability.

Anyone have better thoughts on where to go to really make this pop? Barbarian is also possible just for the rage buff.


Can anyone show me a link to the rules for PFS play? I've been getting more and more into pathfinder and may want to try and make this happen.

I have no idea how to get started though. I'm in (well, closest to) Ottawa, ON, Canada. Any suggestions?


I’ve never tried an agility character so I thought one up in the last few days, was looking for critique/advice/high fives if its all good (one can dream, right :P). I'd also like to know if this is Society legal.

I was thinking a swashbuckler/magus crossbreed. With a katana (yes this is doable with the right feats). Basically would have the magus levels for self buffing – and something special (reach) while also adding some damage via shocking grasp and later vampiric touch (both no saves so my casting DC doesn’t matter too much).

Half elf race (important to get Katana with the ancestral weapon feature from advanced race guide). Why Katana? High threat (ESSENTIAL) good damage gets even better when enlarged, which will be key to this build. I could go a different race and just do this with a scimitar, but the difference of an enlarged scimitar and an enlarged katana is huge (1d8 vs. 2d6) so worth the half elf to me. Add lead blades and this is a pretty bad ass sword.

Looking at a regular swashbuckler with an eldritch scion magus. Dex and Cha are therefore used for both, so not too much MAD (multiple attribute dependency) problems. This magus is a spontaneous charisma based caster who also gets a bloodragers bloodline. Add the aberrant bloodline and at level 4 magus I get 5ft increased reach. This is a big deal. Follow the following feat path:

1) Weapon focus katana, weapon finesse
3) Slashing grace (adds dex to damage instead of str and allows for katana to be used with all swashbuckling abilities)
5) Combat reflexes
7) Dodge, mobility
9) Spring attack
11) Whirlwind, lunge, improved critical
13) weapon specialization

Then critical feats from here.

Level progression would go as follows: Probably 2 levels swashbuckler, then 7 levels magus, then 3 more swashbuckler.

Notable steps: at level 6 overall I have a 10 ft regular reach, 15 while enlarged. Add combat reflexes to that and I now threaten a big area with lots of attacks. My dex mod will be minimum +4 right from the go, so there’s 5 attacks of opportunity.
Level 11: range goes up another 5 ft with lunge, and add whirlwind means I can whirlwind a 20ft range :D

My BAB won’t be super high due to my str being low, and not being able to add my dex to hit (stupid weapon finesse doesn’t work on a slashing weapon, even though you HAVE to take weapon finesse to get to slashing grace, which requires a slashing weapon!) so the high crit range (15-20) will be essential to ensure hits. I’ll probably end up getting a keen weapon asap and then its “wasted” when I get the free improved critical at level 11 (level 5 swashbuckler) which is annoying but I can’t see living with only a 18-20 crit that long.

The 7 levels of magus will give me up to haste level buffs, and a few cool arcana, combined with some swashbuckler panache will mean a decent amount of “on call” abilities, so a very active character overall. And fun to play I figure being all agile and being able to dodge all around the field being annoying. Or just hiding behind the tank line still hitting everyone due to my reach.

The last decision I have is at level 12 overall I’ll have had the necessary 5 swashbuckler and 7 magus. At that point I could go more of either, or go eldritch knight instead. I haven’t decided where the progression would make the most sense at that point. Fairly sure swashbuckler would be more fun and make more sense assuming I really am not casing much. Could even do fighter levels for weapon and armor buffs – ability to reduce the dex penalties in armor would be relevant up here since my DEX will be hitting stupid at this point.


2 people marked this as FAQ candidate.

I noticed that witches get bonus patron spells at levels they can't cast them at - for winter for example they get ice storm at 6 even though they cant cast it till level 7. Does being granted the spell mean that if they had intelligence high enough to get a bonus level 4 spell they could now cast it at level 6? Or us it really just a one level tease?


Do witches patron spells still count for bonuses such as witches knife even if the spells are gained from other class level advancement? For instance if i did one level witch and one level Oracle and the rest sorcerer when i select the patron spells from sorcerer advancement would the extra dc from witches knife come into effect?


I have this guy mostly fleshed out, just looking for some finishing touches/anything I missed. I haven't give much thought to feats yet except the obvious (improved natural attack):

here’s my most abusive natural attack character. It’s all pathfinder society legal except the improved natural attack as far as I know. But its for homebrew anyways.

2 alchemist 18 bloodrager (crossblooded-rageshaper)

Abysaal/Arcane bloodlines

Buffs
2nd Mutagen +4 str +4NA -2 int + feral mutagen (claws and bite)
3rd Rage +4 str +4 con -2dex. 1d6 claws base uped to 1d8 via feat (Improved natural attack)
6th claws up one size (archetype feature) 2d6 base. Auto enlarged when raging (+2 str -2dex -1AC) (3d6 claws)
10th claws up one size (bloodline feature) 3d6 base (4d6 enlarged). Auto hasted when raging
13 rage now +6 str +6 con. Also autocast a buffing spell (up to level 2) when raging.
14 rage +2 more str (abyssal bloodline)
18 rage +2 more str (abyssal bloodline),turn into dire tiger when raging (+6 str, +2 con, -2dex, +6NA)

So at level 18 I turn into a raging autohasted dire tiger with +20 str (+4 mutagen, +10 rage, +6 size). Claws doing 4d6 normal, If someone casts strong jaw on me (or I get a magic item), this goes up TWO more size levels to 8d6 . I get pounce, two claw attacks with grab on both, and if I grapple I then get two rake attacks, and my bite.


I'm a level 13 (almost 14) Theurge who is at a point in a campaign where we've got a pile of loot to sell, and will be doing so shortly. Total should come in about 60K each we figure by the time all's said and done. We've not had a break to craft or purchase for a number of levels, so I think my gears a bit dated.

To follow is my current gear list. I'm looking for advice on what to buy.

NOTE: one option is I sink the entire 60K into a clay shield golem (have a book as loot so can make it myself) and buy literally nothing but a buddy to watch my back lol. It'd be fun, but i'm not sure its the best move - the DM likes to break our toys, so he may just kill this guy off, therefore poof goes 60K

Belts: Belt of Dex +4
Body:
Chest: Tunic of Careful casting (+2 to concentration checks)
Eyes: Eyes of the owl (low light vision)
Feet: Boots of teleport (1/day free 30ft teleport out of grapple/entangle)
Hands:
Head: Buffering cap (1/day take 1 crit as non-lethal damage)
Headband: Headband of Wis +4
Neck: Amulet of Natural Defense +3
Ring (up to two): Ring of Prot +3, Ring of Freedom of movment
Shoulders: Cloak of Res +2
Wrist: Spellguard bracers (+2 to concentration checks and 3x/day roll defensive casting twice and take best result) + permanent shield spell
Armor: None
Shield: none
Weapon: dagger
Ioun Stone: +1 AC
Handy Haversack
Bead of Newt Protection

Lesser Reach Rod
Elemental Rod
Lesser Dazing Rod
Lesser Ectoplasm Rod
Focused Rod
Lesser Concussive Rod
Lesser Selective Rod

I can craft Rods, and my party members can craft basically everything else except rings.

Suggestions?


This spell is rapidly becoming my DM's bane, and is rather unbalancing the game. He's considering a rather heavy handed and lame solution (having every significant badguy having access to the level 8 cleic spell immunity spell) and I'm wondering if a balance solution has come up before now, or if we are using it wrong, or if its really just that good?

In the latest example of blade barrier abuse, we just fought a big ol dragon (huge that was buffed up to colosal). Our level 14 cleric had blade barrier memorized in every level 6 + 7 slot , and also has a staff that let him cast blade barrier 5x a day. basically every turn he'd slap a blade barrier IN the dragon, which would hit for about 50hp that turn, then again the next turn as the dragon exited the spell.

(was ruled no relfex save possible since the dragon was so big no way he could avoid the blades - maybe thats the error here by the DM)

This also kept the dragon from casting (50+ damage to the concentration check is enough to even kill a dragons shot) and when the dragon got in melee with the cleric, he just used the rod/staff instead of casting it, therefore no AOO.

He couldn't grapple the cleric due to a FOM ring, and he is specalized at beating SR (elf + both feats) so SR wasn't really an issue. And the dragon moving out of the blade barrier meant he couldn't full out attack and murder people with multiple attacks.

It made the fight almost a joke. It's done the same with other fights - he's cast a blade barrier in the front of a diving flying enemy so they had no choice but to fly through it thier next turn, he's put in on narrow walkways with large creatures so they can't possibly avoid it, stuff like that. It's a crazy effective damage dealer that seems to shine in pretty much every fight.

(Oh, and lining a wall of fire with a blade barrier is great fun for enemeies immune to fire who think they can just charge through the wall :P)


I just saw the Orc Scarred Witch doctor and I think I love it :) I have no idea if it would work, but my idea is as follows:

Two levels of alchemist for feral mutagen then all witch. Focus on Str and Con and touch spells. Deliver said touch spells via claw/claw bite.

Take the Strength patron mostly for the level 10 and 14+ spells

(Strength: 2nd—divine favor, 4th—bull's strength, 6th—greater magic weapon, 8th—divine power, 10th—righteous might, 12th—bull's strength (mass), 14th—giant form I, 16th—giant form II, 18th—shapechange.)

Giant form gives touch reach, which is pretty wicked, and a solid caster DC boost via Con. although waiting quite late for it.

I think once I have vampiric touch this beast could hold his own, it's a pretty decent amount of healing incoming while still hitting. I'm thinking tattoo and spell focus necro to make it even more solid. Not really sure what else - maybe something as boring as weapon focus claws to try and hit more often, although i'm hoping to get my str high enough to offset the s@#@ty BAB.

Any other suggestions on how to crystalize this into something workable? I don't think or need it to be amazing, I just want it to be not terrible :) I don't want to drop any other classes probably though, I do want a "caster" more than anything, just a really messed up caster :)


I've been bouncing around an idea for a Gravewalker Witch wanted to see if we get some advice as i've never played a witch before.

Let me note i know its not optimal to have the stats as listed. It's nmore for RP flavor - i want a physically small and weak yet very attractive/strong of personality character who can Bluff and/or Intimidate her way out of trouble. I've assumed a 25 point buy in becasue that's usually where we start, but i cannot drop anything below 10 except for by racial modifiers.

Wayang Gravewalker witch – shadow patron
Str 10
Dex 13
Con 10
Int 20
Wis 8
Cha 15

1 spell focus necro
3 greater spell focus necro
5 tattoo necro or Ability focus
7 Accursed Hex
9 persistent spell or Extra hex (Misfortune)
11 Split hex

2 Evil Eye
6 Cackle
10 not sure yet

Shadow Patron is so i can focus on necromatic spells and still be able to pull out "other" spell effects via the shadow spells.


Id think a witch could make a pretty wicked save or die character necro with evil eye and whatnot but I've never seen it suggested. Any reason why?

I see a smart weak person who can bluff there way out of trouble. the biggest problem is i really dont want the army of undead mostly so the dm doesn't hate me. Not sure how to get around that without gimping the character. Thoughts?


I've just recently got a manuel to let me make a clay golem, and my Dm agred that i could use it to create a shield version golem if i wanted.

This dude costs 67000g. I'm reasonably freaked out about the whole "if you ever drop to zero its instanatly dead" thing becasue my DM has been known to break our money sinks

Any smart precaussions i can take to help keep this guy alive? i already have a elemental acid rod so i can slam him with a acid fireball or acid ray's if he starts to get low, but im still worried he'll get whacked between my turns and i'll just have pissed away 67000g.

Any help? I'm a level 4 sorcerer/3cleric/6theurge (so overall level 10 sorcerer 9 cleric). Obviously not a power character, no early entry or traits were allowed.

Cheers


I just want to make sure i understand, if i use Quicken metamagic to make a spell a swift action, i can no longer use any other metamagic on the OTHER spell i cast that turn (assuming i cast two spells that turn) because i no longer have the "full round" action to do so, correct?

Sorry, just trying to make sure im doing it right, this is the first level i've had access to Quicken :)


As title is there a divine ek variant or similar out there? Want full casting and a more martial prescence


I’ve used a version of this build previously and it worked rather well, I’m just looking to finish it off and that’s where I’d like some help.

The race would have to be dwarf because of the foehammer archetype, and the reason I want this archetype is the level 7 power – anytime I successfully bulrush someone I get a free trip attack. I will take the relentless raciably ability so +2 to bulrush

B1 Weapon focus longhammer (reach two handed hammer)
B2 Knockback
B3 Power attack
B4 Quick reflexes (extra aoo while raging, useful due to reach weapon)
F1 Weapon specialty, Improved bulrush
F2 Greater bulrush
F3 combat expertise, +2 to trip/bulrush while wielding a hammer
F4 Imp trip
F5 greater trip
F6 ? combat reflexes
F7 ?

At this point I could go a few routes. I could go back to barbarian, or I could go more foehammer. I could follow the dwarven cleave tree, which works because of the reach weapon, or I could go whirlwind, same reason. I’ll have a magic item that lets me go monstrous physique 2 twice daily so I can become large at will, to further increase my range with the hammer as well as make sure I can bulrush big/hard targets.

So by level 11 I have a +6 to trip +8 to bulrush, can replace any attack with a bulrush once/turn and if the bulrush works I get a free trip. Any successful bulrush or trip also causes AOO from my friends.

We aren’t sure if this is RAW or not, but my DM ruled that I can choose how far back the person goes if I beat their check by too much, so the goal is to hit people at range with my hammer, and if they close in to melee I bulrush them back only 5ft, hopefully knocking them down, then use the rest of my attacks with my reach hammer on them.

How would you finish this off?


This was buried in anohter post, and people don't always read past the first post. Can you please critique this? If you think its overpowered, please tell me! I am aiming for viabilty not overpowered but its a hard like to walk sometimes :) I am a bit worried about the equipment section - it has what i want, but feels like its too strong.

Saw elements of this on a different website, added the feel i wanted on it, and then wanted to see what the gang here felt of it. My feelings on the levels of when things come in - a dragon diciple can get Form of the dragon 1 at as low as level 10 with early entry options, so I felt this should be about as good as that. I keep flip flopping if this druid should get the undead form or not. It's not in at the moment.

The Shifter

The Shifter archetype has taken the normal magical ability of druids and internalized it, unlocking a much wider range of Wildshape options while giving up the ability to cast spells.

Wild Shape (Su)
The Shifter gains Wild Shape ability at 1st level, rather than 4th. The character can use this ability an additional time per day at 2nd level and every level thereafter. At 20th level, a Shifter can use wild shape at will. As with normal Wild shape, she loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) However, see Shifter’s speech below.

At 1st level, the Wild shape Master gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

At 3rd level, a Wild shape Master can use wild shape to change into a small or medium creature of Humanoid type this functions as Alter Self. Also he gain an additional use of Wild shape.

At 4th level, a Wild shape Master can use wild shape to change into a Large or Tiny animal. When taking the form of an animal, a Wild shape Master’s wild shape now functions as beast shape II.

At 5th level, the Wild shape Master can use wild shape to turn into a small or medium monstrous humanoid, this functions as Monstrous Physique I

At 6th level, a Wild shape Master can use wild shape to change into a Huge or Diminutive animal, a Small or Medium creature of the magical beast type, or a Small elemental. When taking the form of an animal or magical beast, a Wild shape Master’s wild shape now functions as beast shape III. When taking the form of an elemental, the Wild shape Master’s wild shape functions as elemental body I.

At 7th level, the Wild shape Master can use wild shape to turn into a small or medium vermin or a tiny or large monstrous humanoid. This functions as Vermin Shape I or Monstrous Physique II respectively

At 8th level, the Wild shape Master can use wild shape to change into a Tiny or Large creature of the magical beast type, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a Wild shape Master’s wild shape now functions as beast shape IV. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body II. When taking the form of a plant creature, the Wild shape Master’s wild shape functions as plant shape I.

At 9th level, the Wild shape Master can use wild shape to turn into a Tiny or Large vermin or a diminutive or huge monstrous humanoid. This functions as Vermin Shape II or Monstrous Physique III respectively

At 10th level, a Wild shape Master can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body III. When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape II.

At 11th level, the Wild shape Master can use wild shape to turn a medium chromatic or metallic dragon. This functions as Form of the Dragon I. Additionally, when the Wild shape Master takes the form of a monstrous humanoid, that ability functions as Monstrous Physique IV.

At 12th level, a Wild shape Master can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body IV. When taking the form of a plant, the Wild shape Master’s wild shape now functions as plant shape III.

At 13th level, the Wild shape Master can use wild shape to turn into a large chromatic or metallic dragon or a Large humanoid creature of the giant subtype. This functions as Form of the Dragon II or Giant Form I respectively.

At 15th level, the Wild shape Master can use wild shape to turn into a Huge chromatic or metallic dragon or a Huge creature of the giant subtype. This functions as Form of the Dragon III or Giant Form II respectively.

Favored form (Still deciding if this I needed)

For each subtype of change (i.e. beastshape 1, beastshape 2, form of the dragon 1, etc) the wild shape master can select one permanent form (unchangeable once selected) that she is more connected to and as such gets benefits of. More to follow.

Equipment

These druids have learned how to incorporate their items more fully into their changed forms. All armors these characters dons are considered to be affected by the Wild enchant at level 1.

Furthermore as they gain experience they learn to better merge items with their new forms. In all cases they had to have the item actually equipped at the time of change – merely having the item in their possession does not count:

At 3rd level they are able to trigger abilities attached to wondrous items
At 5th level she can trigger abilities attached to armor/weapons. This also lets the druid apply any damaging weapon enchants to natural attacks in the new form i.e. if the weapon she was wielding at the time of change had the holy enchant on it (+2d6 vs evil) the druid can apply this to their natural attacks. Only one version of any enchant can apply i.e. if wielding two weapons that both have fire added, only one will apply.
At 7th level she can trigger abilities attached to rings
At 9th level she can trigger abilities attached to rods
At 11th level she can trigger abilities attached to staves

This ability replaces Nature's Bond, Spell Casting and incorporates the normal Wild Shape ability of the Druid class.

Shifter's Speech (Ex):
The Wild shape Master learns how to communicate in all forms; at 4th level the character gains the feat Wild Speech (Ultimate Magic, Page 159): When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an Animal, Magical Beast, Plant or Vermin, the druid can communicate with creatures of the form he currently taking, this effect is otherwise identical to the speak with animals or the speak with plant spell, whichever is most appropriate. When taking he shape of a Humanoid, Monstrous Humanoid, Elemental, Gaint, or Dragon, then the druid gain the racial language of the shape. For example, if taking the form of an Dwarf then the druid would gain the language Dwarven.
This ability replaces Woodland Stride.

Hit Dice: unaffected


Has anyone remade a shifter for pathfinder? I'd love an archtype/presitage class that basically gives up spell casting (or reduces it) for much more wildshape /day and earlier entry into the specials (undead, elemental, dragon etc). Does that exist anywhere?


What happenes on a muti-target infused extract i.e. Haste? Does one person drink it and it only hits that target or does one person drink it and that effectively "cast's" the spell as normal i.e. it hits all valid targets in range?


Sorry, possibly simple question but my Thuerge just stumbled onto a Manuel of Clay golem creation and i'm wondering how on earth i price out a 1000lb block of clay.


I've got a character idea in mind that I'd like some help to flesh out - my brother has never played pathfinder and will be joining me for a few months, so I'm trying to get him a character together.

He's always cared more about the fluff than the actual mechanics or power of a player he plays, and we hashed out an idea. He'd love to play a alchemist who specializes in throwing flaming booze at orcs and goblins (well, at everyone)(here, catch you wee devil!). I think I can even sell the mutagen if I change it to "drunken power" instead of a freaky mutation.

Thing is I really don't know alchemists at all. And the whole "arcane" side of it doesn't appeal to him at all - he's old school when dwarves didn't do magic because they were anti-magic.

Any thoughts on a fairly easy to use mostly just throw flaming alcohol bombs at people version of an alchemist?


I've only done a bit of DMing, and one big part I find hard it "real world timing" vs. "game timing".

For example, the group I was playing with hit a guild hall the other day. Within 2-3 rounds of hitting the front door, we had all kinds of badguys lining the windows. Ended up In us having to run away because we were so very outnumbered and getting totally shut down by magic.

The fact that all these extra bodies piled in within a few rounds just felt off though. This means they got up from whatever they were doing, got their s%*! equipped etc, and were at the windows in what, 12 seconds?

That seems way to fast for me, but I don't know that I can call the DM on it because we were basically done mopping up the original guys outside so if we had enough time to kill those guys then those other guys had time to get there I suppose.....


As detailed in some other threads, I'm new to being a caster in Pathfinder. Just did my first mission. Some thoughts/advice im looking for:

I originally chose my spells for boom, control and defense. Starting Wondering if I should have tossed control and taken some buffers instead.

We were assaulting a guild house of 3 stories, and at one point bad guys were lining the windows on the first floor. I thought great, wall of fire will provide some minimal damage and more importantly cover. The cleric also lined a blade barrier along the same line. Well next turn poof poof both walls go down and all the archers and other casters get free shots which I was not expecting to take (which could be my fault due to inexperience)

Last night every time I slapped up a control spell, it was dispelled the next turn. And my offensive casting was also limited by a sorcerer who was just waiting for me to cast. So.... why exactly does everyone talk about control spells being awesome? It seems like dispelling is REALLY easy, and if you are outnumbered at all, there's enough of them to dispel any defense and control spells you smack up. Or is this just a problem because we were so outnumbered?

I'm thinking I missed the boat on conjuration spells which I believe can't be dispelled, correct? I do have stinking cloud, but are there other key ones that I really missed the boat on? or other tricks I've just not thought of due to inexperience.

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