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I was already looking at Golith Druid, party felt it might clash with mechanical items and what

I will have to check out the Living Monolith.


avr wrote:
It's not just bombs it loses, it's the alchemist extracts (=spellcasting) as well. I'm not sure what you'd do in a 'crafting campaign'.

Wow, I totally missed the extract part. As for "crafting" its just a campaign were the majority of the party is making stuff just becausr we've never done so before.


So me and my friends are doing a crafting campaign. The on is going Summoner focusing golems, the other is doing a Arcanist focusing wonderous gear. I was thinking of going Metamorph Alchemist to abuse the size growth mechanic, since the one wants to outfit us with crazy weapons, to be a sort of living gundum/titan. Was planning on going Half-Orc to take advantage of racial weapons too. Only issue for me is that Metamorph gives up the regular bomb stuff of Alchemist. I know I can build into bomb making seperatly from Alchemist but you don't get the same bonuses. If there are any mad geniuses out there that know a better way or have any advice for this novice, it would be appreciated greatly!


Well it seems like I’m just gonna have to make my own then. Outside of the wikis and GM books, is there somewhere/something to help a first time GM?


Hey there! So as the title says I’m looking for a adventure path to help me set up my first campaign! First time jitters aside, I really need help finding one that can be easily edited to fit Undead and Demons as the main “Bad Guys” but also Angry Fye, Magical Beasts, maybe Elementals as threats but not necessarily “bad guys”.
Was liking what reviews I saw of the “Carrion Crown” but not 100% sure. Any suggestions from the more experienced GMing crowd would be helpful!


I'm not sure if you're deliberately being vague to avoid tipping off someone (GM? another player?) about your plans or if this is purely in the realm of hypothetical. If you tell us the archetype names it would be much easier to give you an answer.

It really depends on how the archetypes are written. If C really does say "you may use this ability once your weapon training bonus reaches +3" and B keeps an ability called "Weapon Training" that continues to increase in numbers as you level then yes, they would stack. (Assuming nothing else conflicts.)

However if C says "this ability alters weapon training 3" or "this ability replaces weapon training 3" then they may not stack. They may not stack at all, or it may delay functionality for another 5 levels (per the quote on "series of improvements" I posted above).

I’m sorry, I’m honestly not trying to be vague, I was just curios in general. I’ve never stacked archetypes before and wanted to make sure I understood “stacking” as best as I could. Everyone has been really helpful and have answered all my questions. Thanks everyone ya’ll are awesome!


I would let these two stack. The only "alteration" hooded champion makes to Combat Style is to say that you have to take archery combat style. And it doesn't even say that it is an alteration.

The Hooded Champion's Combat Style is written messily. (Actually, probably a copy/paste or copyfitting error.) The first part should be its own entry:

Quote:
Combat Style: At 2nd level, the hooded champion must select the archery combat style.

and the second part should actually be part of Deeds, making that whole ability read:

Quote:

Deeds: At 1st level, the hooded champion gains the swashbuckler’s derring-do and dodging panache deeds. He also gains the deeds below at the levels indicated. For all deeds, treat the hooded champion’s ranger level as his swashbuckler level.

Dead Aim (Ex): At 1st level, the hooded champion can spend 1 panache point when making a single ranged attack (not a full attack) with a bow to make a ranged touch attack instead. The target must be in the bow’s first range increment.

At 3rd level, the hooded champion gains the swashbuckler’s kip-up deed as well as the following deed.

Hooded Champion’s Initiative (Ex): At 3rd level, while the hooded champion has at least 1 panache point, he gains a +2 bonus on initiative checks. Also, if he has the Quick Draw feat, his hands are free and unrestrained, and his weapon isn’t hidden, then he can draw a single bow as part of the initiative check.

At 9th level, the hooded champion gains the swashbuckler’s grace and evasive deeds. At 16th level, the hooded champion gains the swashbuckler’s edge and cheat death

...

It’s not the only one written that way, the Divine Marksman and Shapeshifter archetypes have a mandatory combat style as well.


avr wrote:

Your first example is one ability, but what are you looking at for the second which might or might not conflict?

The hooded champion is required to take the archery combat style, and the beast master replaces the L6 combat style feat. These are compatible IMO. Is that what you're asking?

Yes! Thats exactly what I’m asking!


Belafon wrote:

Not enough info to answer your first question. Which archetype are you referring to?

For your second question (ranger with a required combat style and a replaced feat) the answer is, unfortunately, that there's going to be some GM interpretation in play. Not every archetype uses the "this alters class feature X" language. If the "required combat style" is literally just "you must choose style Y" then a lot of GMs will allow them to stack, but with one important caveat.

Ultimate Magic page 14 wrote:
If an archetype replaces a class ability that is part of a series of improvements or additions to a base ability (such as a barbarian’s uncanny dodge or a ranger’s favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability.
Let's say you are an Elemental Envoy/Beast Master ranger. Elemental envoy forces you to choose elemental combat style. At level 6 you get the beast master's Improved Empathic Link instead of a combat style feat. When you get your next bonus combat style feat (10th level) you must choose from the feats normally available to a 6th-level ranger instead of a 10th-level ranger.

Thank you for answering even though I didn’t explain the first question very well. avr and you both understood my second question for stacking archetypes. I wasn’t sure if the mandatory combat style would be considered a alteration since it still levels and preforms just like the base form. As for the first question let me put it this way:

I’ve decided I’m going fighter and I have Archetype A which replaces Weapon Training with its own unique ability. Archetype B which replaces Armor Training for a alteration to Weapon Training. Finally Archetype C which replaces Bravery and gives me a skill I can only use once my Weapon Training reaches +3.
Now I obviously can’t stack A with B or C since A removes Weapon Training, but what about stacking B and C? B alters Weapon Training but still gives me the increasing bonus as I level, so would I be able stack B and C together?


Hello reader! So as the title says I’m looking for some clarification of a “grey area” or two for stacking archetypes.

I understand that you can’t have two archetypes that replace, alter, or alter than replace the same ability, but what about archetypes that have a skill that doesn’t directly effect a ability? Like an ability that says something like “This ability lets you add a +2 to your attack and damage rolls when your weapon training bonus reaches +3, 3 times a day.” It’s not altering weapon training but giving you a separate bonus. Would something like this be a conflict of archetypes or would it be more similar to multiclassing where you have some skills you don’t utilize for your build. Along with that what if you have an archetype that limits your regluar class choices, like how some ranger archetypes say you can only a certain combat style, but then the other archetype replaces one of the combat style feats you gain?

I appreciate any and all help given, and if there is any other issue I missed or something you personally feel is important to stacking archetypes please let me know. Thank you!


Out of curiosity though, is there anyone with experience with playing or gming a Lycanthrope character? Is it worth the trouble or is it too clunky?


DeathlessOne wrote:
Well, yes... To a degree. It may take a bit of reflavoring, but the race of Changelings generally feel a calling once they reach a certain age and can choose to ignore or follow it. Those that do not follow it can lead normal, unchanged lives. Those that do heed it eventually change. There are even rules for non-human changelings, which you can adapt for Skinwalkers or Idyllkin Aasimars. Character has to be female, generally, but even that is subject to GM reflavoring.

That’s not bad. Not a fan of the -2 to Con but thats fixable. I’ll have to pass that by the group. Thank you!


So this is sorta a follow up on a previous post about a good melee build tied to fye. I have the class side of the build done but have a question about possible race options.

The general idea is a character that was born human but as a child ( 12-13 yrs old) crossed paths with fye who transform into a more beast like race. I’m mostly looking at Skinwalkers and Idyllkin Aasimar as my main choices, but both are described as being BORN as one rather than a Fye altering a human. I know that Fye, Hags, and Witches are canonically known to curse someone with Lycanthropy but I don’t want to force that rule set on the play group since the only in depth rules for it are 3rd party. If anyone has any advice for how to go about this outside of “the plot demands it so” it would be much appreciated.


Zepheri wrote:
Since bear give you a good str bonus you should considerate to throwing weapon or composite bow

Composite Longbow it is then. Since the Natural Armor bonus will be pretty good I should Probably forego the shield and just go Greataxe or Greatclub.


Zepheri wrote:
I suggest toughness, weapon focus on a natural weapon in the beginning; and when he reached a BA 4+ get improved natural attack and improved natural armor for when he shape change, power attack, cleave and vital strike are also good choice for both forms.

I was actually going to focus more on the Hybrid form to use weapons and gear. I was thinking of duel wielding Tekko-Kagi for my “claws” but was also

thinking of going S&B to take advantage of my size and bulldoze enemies.
As for ranged was thinking of just going Improved Improvised Weapon, Catch-Off Guard, and Throw-Anything for simplicity but was also considering a Two-Handed Crossbow with Weapon Focus and Rapid Reload.

The Natural Armor bonuses will be great so thanks for letting me know about those.


Zepheri wrote:
Fuzzman91 wrote:
For the Mooncursed Barbarian are there any feats that work with the Beast Shape effect? Like something to improve bonuses or size?
Well depending what animal he chose?

Was going to go Bear so when I get to Beast Shape 3 I can use this to go huge:

https://www.d20pfsrd.com/bestiary/monster-listings/animals/bear/dire-bear/b ear-giant-advanced-dire


For the Mooncursed Barbarian are there any feats that work with the Beast Shape effect? Like something to improve bonuses or size?


CopperWyrm wrote:
"Fey Foundling" is an awesome feat. That said, it's typically better for paladins who use Lay On Hands.

That would give some interesting mid-late game bonuses as a non-caster.


Secret Wizard wrote:

Anyone worshipping the Eldest could be fun too, if you are based in Golarion.

What about a Green Knight? It's tied to nature and the First World, and fights against its enemies with unnatural resistance.

Another one is Hooded Knight, which can be combined with other types of Banners and maybe the Honor Guard or Luring Cavalier archetypes to toy around with different types of builds.

Ooooo I didn’t think of the Cavalier! I’ll have to look into that.


VoodistMonk wrote:

Feral Striker Brawler is a solid choice for this concept. It can give all the right flavor, depending on how you roleplay the Feral Aspects. The chassis is simple and effective... full BAB, two good saves.

You can play a lot of things that aren't magical to have a nature/Fey theme... Eldritch Guardian Fighter, Carnivalist/Fey Trickster UnRogue, literally anything that can get a little animal friend to pal around with can easily say it followed them home after a weird encounter in the woods... there's a Brawler, and a Barbarian, and Rangers without spells. There's a Ranger in a group I'm part of that just roleplayed having a wolf that was no better than a stray dog for the first few levels.

Lots of races have alternate racial features that are Fey themed. Some are more beneficial than others.

Any of the alternate races you recommend?


Had an idea for a character who as a child would play in the woods/forest of his home town only to one day cross paths with some sort of fye. As with usual fye encounters they curse/bless/alter him in some way that leads to his class. I was thinking something like a Feral Striker Brawler or a Mooncursed Barbarian, backed with a more burly race (Half-Orc or Skinwalker being main choices). I’m trying not to force the Lycanthrope rules (seems the majority of it is 3rd party) into the campaign to make it easier on play group. I feel like I’m on the right track but was looking for any advice that would point out something I may have missed, like would a bloodrager be better than the barbarian for this idea, is there another melee focused class with a good nature theme that isn’t magical?


So I’ve been reading up on the Adaptive Shifter archetype and checking a number of forums and post about the how the abilities work with one another. How Adaptive Form works with Unfetter Wild Shape (minus Giant Form as per the rules). The only issue I’m finding is the Adaptive Shifter Claws ability. I know they let you chose claws, bite, gore, tail attack when activating them and that they have their own damage and special effects, but there seems to be a debate about whether you can use your claws in your Wild Shape form. Many of the forums/posts I’ve read say you CAN’T because the ability doesn’t specifically say so, but the rules say Adaptive Shifter Claws only alter Shifter Claws not that the ability is a different one all together. To me it reads that you base form can change what your shifter attack is when manifesting them but that the Adaptive Claws default to normal Shifter Claw rules when In a Wild Shape form. Any Shifter players or GMs of shifter players that could clear this up would be some cool peeps!!

Adaptive Claws (Su)

When activating her shifter claws ability in her natural form, an adaptive shifter can instead manifest a single bite attack that deals bludgeoning, piercing, and slashing damage; a gore attack that deals piercing damage; or a tail slap that deals bludgeoning damage. This natural attack otherwise deals damage as the shifter’s claws.

This alters shifter claws.


So Tekko-Jakis or Klars seem like a better choice. I know you can switch up what you can do with them but what about Klars? Are they the same as Tekko-Jakis or are the weapons and shields at the same time?


VoodistMonk wrote:
Tekko-Kagi are what you are looking for...

They would be lower damage though (still was considering them if the bucklers are a no go).


So simply put, if I have the “Unhindering Shield” Feat would I be able to make unarmed strikes with a Buckler on each arm for some extra AC? If not should I look at dual wielding Klars?


Welp you’re right and that makes me sad. But at least I know going pistol is going to be the better choice.


So after looking over the various items and archetypes everyone suggested I see a pistol will be a better choice for what I’m looking for. First choice would be a Paddle-Foot Pistol for the four loaded shots with my second choice being the Dragon Pistol. As for class, I looked over a number of different archetypes and what not and think the following is the closest to my initial idea:

https://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo-cav alier-archetypes/musketeer/


Thats not bad but I was thinking more of build that opens with the scattergun then quick draws to great axe/sword when enemy gets to close.


I was leaning toward gunslinger due to the Gun Training ability


Hey I’ll make this quick: Is there a way to build a Gunslinger or Fighter to use a scattergun for mid range then switch over to sword of some kind for melee? Should I just grab something like a Musket Axe and build for double weapons?


Melkiador wrote:
Quote:
This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

The spell doesn't list gaining the spells or spell-like abilities of the magical beast, so you don't gain those.

In Pathfinder, these kinds of spells don't actually turn you into the type of creature. It's more like you just take a shape of that creature and gain some abilities that are thematically tied to it.

Thank you for the clarifying, I’ve never used one of this spells/abilities before and wasn’t sure how far the transformation went.


I’m currently between campaigns and was looking over some of the transformation class mechanics and spell lines. I really like the Beast Shape spell line but I’m confused about Beast Shape IV. It says you can turn in to a small or large Magical Beast, I understand this and how magical and regular beasts differ, but some of the magical beast options have a confusing spell casting/spell list rule. The beasts have their own lists of abilities and spells that they just have and are able to use but a few of them state (Kirin and Sphinx for example) that they cast spells from the cleric/sorcerer spell list and cast as level 6 versions of the related classes.

Does this mean if you are a spellcaster that uses this spell to take on the form of a beast with the before mentioned rule, that you can still cast from you classes normal spell list up to the level cap?


Ok so it seems that the general consensus is if the Prestige Classes ask/focuses a specific class(s) that any classes with the ruling “Your (insert class here) level is your effective (insert class here) level” would lose out in some way despite meeting requirements for Prestige Class. Would this be a safe way to go about builds like this in the future?


So to be more specific, my play group has come to a crossroads about how to go about multiclassing for Prestige Classes and class that give you a effective level of a different class. Example:

The Rage Prophet is a Prestige Class that combines the Oracle and Barbarian. Its requirements are a Base Attack Bonus of +5, the Oracles Curse feature, and the Rage Power “Moment of Clarity”. The class itself states that any levels in it count towards your Barbarian and Oracle levels for the sake of Rage, Rage Powers, Revelations, and Curses. Now if instead of a Barbarian if I were to go the Bloodrager Primalist Archetype which lets me choose standard Rage Powers instead of his Bloodline Powers and also treated his Bloodrager levels as Barbarian levels would I be able to multiclass into Rage Prophet gaining full bonuses from the Prestige Class while still having access to my Bloodline Powers as I gain levels of Rage Prophet?

Looking for a general ruling on builds like this, so GM’s please let me know your opinion and anyone with a lot of Multiclassing experience please share as well.


What about trying to raise the spouse up or free them from their bonds? Would you have to choose a specific deity or would you just have to win over a deity in general?


We’ve all seen and heard the jokes about the over zealous Bard or the lucky/unlucky Cleric who ends up with a demon/deamon/devil lover/spouse, but in actuality is this doable? I know you can make deals and gain favors/boons but can you actually have a spouse of the mentioned races and still be active party member without constantly coming into conflict with the rest of the party? If you’ve been a GM or Player who has experienced this, please share your experience or advice.


I’m looking for at races for a Rage Prophet, Barbarian/Oracle prestige hybrid class, and Was mostly going by the stat bonuses the races give me but I noticed Half-Orcs get class bonuses to both Barbarian and Oracle. I feel like I already know the answer but wanted to ask if anyone could confirm whether I would get both classes bonuses.


Hello everyone!! I’m posting this thread because I need help working out the melee mechanics of a Rage Prophet I’m building for what me and my friends are calling a “Advance Campaign.” Oracle wise I’ve narrowed down the Mysteries and Curse (and spells to a lesser extent) to 3-4 options but haven’t set anything in stone due to the odd player/party set up. Our GM is allowing my friend to play a evil Drow Arcanist with the potential to become a Drow Noble if he can convince said GM in-game to allow/make it happen, because of this our GM is allowing the rest to build whatever we want as long as it is Official Pazio and also not Psionics. I’ve talked to my GM and he’s allowing my idea which I’ll get into.

My Rage Prophet is going to be split like so:
Level 1-5 Barbarian
Level 6 Oracle
Level 7-16 Rage Prophet
Level 17-20 Optional

The 5 levels of barbarian are going to be the titan mauler archetype so that I can get the abilities Jotungrip and Massive Weapons (descriptions will follow). The idea is that EWP turns all Bastard Swords from 2-handers to 1-handers even if their above my class size. Adding Jotungrip to this would mean a large bastard sword would be the equivalent of a standard 2 handed weapon which I can wield as if it was a 1 hander so no penalties. Massive Weapons is where things get a bit crazy because the ability allows me to wield up to a 2 handed weapon one class size above me with a -4 penalty. However, if I stay with the BSword I’m not using a 2 hander still a one hander so I would only receive the basic -2 penalty for an oversized weapon. Finally we throw impact on all of this and we have a medium character swinging for Gargantuan damage with a natural 10ft reach due to the size of the weapon. This is all OK’ed by my GM where I need help is the race.

Jotungrip
At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
This ability replaces uncanny dodge.

Massive Weapon
At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes.
She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).
This ability replaces trap sense.

Now as I said earlier one of my friends is going as a Drow with a chance to become Drow Noble, to balance this our GM has allowed all Pazio sponsored races up to 20 Race Points.
This brings the Kasatha into the mix which gives me 4 arms, 1 primary 3 off hands, so this has me thinking of a few different ways to abuse this huge damage. Know before I go any further I will not be going past huge BSword for sanity of all.

The first idea I had was just to dual wield two swords, with a hand for spells, and another for grabbing items and what not and start with a -6/-6 penalties.

Another idea is to have on BSword, a tower shield, a hand for spells, and a general free hand.

A third idea is to have a sword, a composite bow, and a hand for spells.

Mostly want to know whats the best “bang for my buck” would be. No one in my regular group has played a four armed race so any tips or tricks from someone who has played such a character would be most helpful. Also if there is a magic item such as a wand/rod to add to the mix of items and boost my spells would be appreciated too.


So it seems the Warpriest is gonna be my best bet for what I’m looking for. Thank you all for being so quick and inforative. Good luck on your future games peeps!


Java Man wrote:
Looks to me like a skald could be glorious here.

That is a concept I didn’t think of.


I will have to check with my gm over the giant and advance templates. Also it sounds like my best bet would be to go straight magus or warpriest. I thank you folks for the advice.


We go by levels for HD and are generally pretty open to the idea of all templates, classes, races unless they are stupid broken like my one friends Pscionic character.

The Advance and Half-Dragon aren’t a bad idea, but as I said I’m more concerned with the trade of high damage and buffs VS damage, buffs, and healing. The GM we have is the kind to throw the book at us when it comes to eneimes and will always make it harder.

Also, according to the D20pdf site we use Centaurs are large to start.


Hey there! So as the title says I’m looking for opinions on 2 builds I have. The builds are for a upcoming campign where myself and two others will be running a high cr game, monstrous races, templates/prestige classes, etc will be allowed. The issue I am stuck on is my role to play in the group. We have Drider Grappler (not sure if monk or brawler) and a dedicated ranged character, I have opted to tank for both of them since the Drider is alot of health and good AC but very singler focused while our range is a glass cannon. I’m trying to build a charcater with good damage and support (buffs mostly). I’ve narrowed it down to 2 builds but would like a general opinion/advice on how to excute said builds or other ideas that would do said job.

I’ll list the general overview of the builds I have (please note that I’ve mostly played just straight classes and mostly advance races)

Build One:
Centaur Rage Prophet
5 lvls of titan mauler archetype for jotungrip and +5 BAB
At 6th lvl take oracle (battle mystery and reclusive curse)
7th go Rage Prophet (go the full ten levels)
Afterwards go four more levels into oracle for access to lvl 7 healing spells

General idea for this character is to be a meat sheild that can buff himself silly and buff his allies to make everyone tougher with Titan Maluer providing access to a huge bastard sword with impact to have 4d8 damage. Buffing obviously provides better survivability with healing incase of emergencies.

Build Two:
Half-Giant Magus(Bladebound) (no pscionics)
Go 3-5 lvls into titan mauler for huge bastard sword and high damage (and the ability to shorten targeted enimeies range by 5 feet)
Starting at lvl 4 go bladebound magus continue as far as needed
At some point take the mongrel giant template to go rune giant option for massive stat boots
Along with the template, look into runeguard for thematics or possibly one of the other magical warrior prestige classes

General idea is similar to first build but focusing more on the magic melee combo. This build is based around the idea of heavy buffing and damage with stacking spells on top OR channeling spells through swords for massive hits while still giving good support via buffs. Giving up heals due to idea of “We don’t need heals if they are already dead.”