![]()
![]()
![]() Grab anything other than Arcane Strike, its *only* two damage and you could scoop up Extra Traits instead (or Cleave or Iron Will). Being a Rager, AC is not your game to play (no dex bonus, +7 AC, -2 penalty...), you'd be better scooping up other tasty things with that gold (Snap Leaves are funny, invisibility potions, potion of fly, there's a lot of options). AC22 for a level 9 boss isn't especially effective. I really can't stress Superstition over Auspicious Mark enough, its a +3 to saves vs spells/SLAs compared to a 1/rage +1d6. Those are the biggest issues. ![]()
![]() Which extra feat? DD gives you a bloodline one at second level (Character level 7) from a list that is...mostly unimpressive. Ragey McDragonface (5 BR (Primalist)/4 DD)
Feats
Rage Powers (Primalist swap for 4th level bloodline power)
Race
Gear
Intimidate: Inflicts shaken. 9 Ranks + 3 Class Skill + 6 Strength + 2 Item + 2 Racial + 1 Trait = +23 vs a DC of 10+hit dice+Wis Mod (for a wis spec'd PC at 6th level that's a 20...). Shaken is a a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Let this guy initiate, have some back up 4th or 5th level casters to toss save or sucks at shaken PCs. Toss in a bard to buff him. He runs in and either cleaves or full attacks (I'd recommend cleaving as its the more accurate option). Targets hit start to lament life. If swarmed, 5ft step back and drop a breath weapon (DC 16 or so). Saves are decently high, base of 6/2/3 + 3 Superstition + 2 Luck + 2 Cloak + stat mods. Half Orcs don't have a RP cost (if they come under the 15 point bar, look to grab spell resistance or improved initiative and swap the bloodline bonus feat to toughness). ![]()
![]() Darche Schneider wrote:
Heh. Like we needed another 24-"attument", overpriced 1/day item to not take ever. For 400 gold it'd be something of a consideration with the 24-hour limitation. ![]()
![]() Darksol the Painbringer wrote: I'd lose out on 1 BAB. Not much of a deal breaker at 9th level, or even at 6th level, when I would take the first level of Dragon Disciple. This is shored up by the factor that Dragon Disciple is a D12 Hit Dice, and has decent Fort and Will Saves. The biggest bonus is most definitely the +4 bonus to strength for a melee character. The rest is shrug-worthy (an extra feat at most). The will save is only 1 better over what it would be from straight bloodrager. Darksol the Painbringer wrote:
Primalist wrote: Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. You're gaining the 8th level bloodline power from Dragon Disciple, not Bloodrager so Primalist would only work on the 4th level rage power. Darksol the Painbringer wrote: So, I would still get access to my Breath Weapon power, and the Breath Weapon benefit of the Dragon Disciple class makes me able to use it an additional time per day.Did I mention the Saving Throw for that Breath Weapon calculates both my Dragon Disciple and Bloodrager levels together, and the Save DC is Constitution-based due to being a Bloodrager? Because that's certainly a telling power increase. Scariness of the breath weapon will mostly rely on the shape (cone>line). 9d6 is also fairly shrug worthy (average 32.5 damage, base DC of 14+Con mod for half). You'll end up accidentally roasting any minions you're running for interference/flanking. ![]()
![]() Given the nature of your party it seems that a full caster is the missing element :< (warpriest, monk have the front lines, alchemist does ranged dps). My suggestion is to run a summoner. Set the eidolon up as a trapper (2 EP spent for +8 to perception, disable device. The rest spent on making it sneaky? With a few cheap iouns and masterwork tools its quite easy to make a trapping beast. Last one I cranked out was sitting at +13 disable device, +15 perception at level 1). You can find magic traps, you just can't disable them via skill (15ft stick/readied actions does wonders) unless your GM is one of those "everything mutates into your character's specific weakness" types. Summoner spell list is solid and fairly versatile. Not much else to say, crafting is still an option, you can be pretty much as effective as you otherwise would on the frontline if you want. If you're deadset on Ranger 1/Bard X take a look at Freebooter Ranger. It stacks fully with trapper, is much better than one favored enemy selection, and stacks with everything (whoo untyped bonuses!) Build your character 1 Bard/1 Ranger/X Bard.
If you want to really spike your perception score, go half elf instead of human. Grab skill focus (perception) for free. Helfs get Keen Senses (+2 Perception). Swap out multi talented for something shiny (I like Arcane Training because wizard wands are amazing, there's also Darkvision). The favored class bonus for Helf bards is fairly strong for this character (+1 round of performance a day). Quick math: Perception is at 5 (item)+3 (skill focus)+3 (class skill)+2 (racial)+6 (ranks) = +19 before stat bonus (or penalty). Drop starting gold into Eyes of the Eagle, Masterwork Thieves Tools, Dusty Rose Ioun (cracked), Magenta Prism Ioun (Cracked) and a reach weapon. Load up on armor spikes, drop some ranks into intimidate and bam! You play a reach, double tap debuffer at 7.
![]()
![]() 1)Biggest couple of hits between the two class picks:
If stuck to a pure bloodrager I would go straight 9 and take the arcane bloodline. As a free action this BBEG could enter a rage, blurred and hasted on the first turn or even in a surprise round (themed correctly it isn't even a departure from "my ancestor was a dragon", it just manifests differently). If you want it to be more scary, Steelblood tags in Full Plate which would allow a stat line of 18/11/14/7/14 (no charisma, per OP. Both level up stats to strength). 2) Race is best determined by story/background. As the "GM" in this case, you're free to do things like apply the Half-Dragon Template. This would shore up the bosses AC, pull a good deal of "dragon-ness" and overall make the boss more impressive than "just a human". Other race considerations (some depending on 3pp access) would be Dragonkin (Kobold Press this link is sadly out of date), Wyvaran (Paizo), or even a Kobold (ya know, because a kneecapper boss is funny stuff). 3)If you want an absolute beast, Two Handed Fighting. 3 THF attacks at strength 22 (+9) with Power Attack (-3/+9) is going to trash most anything it can hit (with a greatsword ignoring crits and assuming all three attacks hit, an average of 75 damage/round). 4)You have to have access to the Bloodline Power to swap them out. From the 5/4 BRDD entry you would get two rage powers from swapping out your 4th level Bloodline Power. You then do not get to swap anything granted from DD out (since it specifies the sorcerer dragon bloodline).
Relevant Rules wrote:
Couple of points: -Race points suck as a way to evaluate how powerful a race actually is. It is possible to make a +4 Int, +2 CL creature that is only 8RP. Similarly, some really useful racial features are comical under-priced while some useless ones are rather overpriced. If you backtrack some of the official races, the point totals they come to don't really make sense (or don't match the quoted RP). For example, Kobolds are 5RP, I'll pick up Spell Resistance, Stability, Quick Reactions, Nimble Attacks and Frenzy. Overall that's SR20, +4 vs Trip/Bull Rush, Weapon Finesse, Improved Initiative and when it takes damage +2 Strength/Con.-Build a fun boss. This may mean taking some time to design a boss arena for the boss. Bosses should be, by their very nature, an experience. One of the things that most people hate is an underwhelming climax, keep that in mind. -Building a boss like a character is a good place to start, but since its a boss (and a single big boss instead of several smaller bosses) its okay for it to be extra special. If you might need more arms for "reasons" just do it! I'm currently working on a boss for my own setting that freely swaps between Two Handing, Two Weapon and Quad weapon fighting. -Since you will be encountering your own boss at some point, give it options to be unpredictable/give the GM flexibility. This will let the GM have more fun with surprising you with the boss and keep you on your toes as it might be something completely different! Couple of questions for information to include somewhere:
![]()
![]() Driver_325yards wrote: So, the real problem is that a Witch's powers are not tied to a deity. The real problem is that a witch is not listed under the prerequisites. A witch could very well draw her powers from a deity that could happen to be her patron.
APG wrote:
Hex Channeler wrote:
As patrons are by their very nature unknown, a deity could be granting a witch her powers. Necromancer (wizards) are ascribed to gain their powers through study/practice, not requiring any divine interaction. While we could debate fluff for ages (whether necromancers tap into divine power, why patrons are mysterious, whether dogs are NG or CG), RAW is what it is. ![]()
![]() Lau Bannenberg wrote:
One of the biggest issues with Paizo's consumable items (or 1/day items) is that they are overpriced for their effects (especially with the 24-hour lockout. One of the main reasons I'm willing to overpay is the scroll-like versatility of having a bag of 1/day items in my pocket). Overall it seems like the route forward is "nerf everything good" without much consideration about general game balance. I would much rather have a slew of strong, competitive (or overpowered as some people prefer to spout) options that inspire builds/use/actions. One of the changes that really bother me this cycle is the Snap Leaf change. Why rewrite the item to include an undefined term ("falling") instead of simply changing the activation action to "swift". The wording change attempts to remove all versatility from the item and introduces a lot of potential for variance (for example: "While running away I'll have my character hop. While falling from the hop I'll use my snap leaf." or "While running both my feet are off the ground which means I'm falling, I activate my snap leaf."). A swift allows the item to be bought/used as a swift potion of invisibility (appropriate for 2.5xPrice) and is justifiable as "you have to search for your snap leaf briefly to snap it" and does a lot to prevent all the shenanigans. ![]()
![]() My favorite is a low level combo that takes a little more effort but results in a rewarding level 0 alternative to lugging about a light crossbow all based on Ray of Frost. Rime-Blooded Socerer
End result is a 0 level spell that forces the target to take 1d3+1 damage and make a DC10+Cha Mod or be Slowed. IMO save vs slow is better then the couple of points of damage you get from using a crossbow (also easier to land). ![]()
![]() This was back in the days of 3.5 where size growth stacking was a thing. Character was mid-levels.
![]()
![]() Expanding on my earlier post, a level 5 Witch (assuming you have a leadership score of 7), would get 3 hexes (up to 6 if you put all your feats into extra hex). Grabbing Evil Eye, Cackle, Aura of Purity, Fortune, Tongues, and Slumber would give you a solid debuffer that already flies and packs some nice utility to boot. ![]()
![]() I'd recommend Bard. Turns him into a buff ball that also does all the knowledges, other thoughts would be skill monkey (mastermind investigator), or do a verbal only spellcaster. If you want to get truly silly, bring it as a master summoner for the express purpose of using the SLA to summon enough other archons to turn into Voltron. My other serious suggestion (bard was the first) would be witch. Theses don't require hands. The lack of hands is problematic but for somatic gestures, since they are just a series of gestures or motions It stands to reason that the archon would weave/shake/shimmy in mid air while casting for those components. ![]()
![]() Eh, this topic has cropped up before with the following tl;dr:
![]()
![]() These were some low level cultists I designed to continue to be somewhat relevant as the PCs gained levels.
But making pit fighters is super easy. Pushing Assault Pit Fighter:
CR 1 Pit Fighter Human, Fighter 2 HP:15 Initative: +2 20ft Movement AC17,FF15,T12 Saves 5/2/1 Lucerne Hammer +4(1d12+7)x2[20]
Str/Dex/Con/Int/wis/Cha
Basic idea, you hammer away with reach weapons, using Pushing Assault to shunt enemies into bad positions (flanking, into hazards, w/e).
Fairly simple formula, human, 2 levels of fighter. Pick your favorite method of combat (at low levels, combat maneuvers are generally more friendly then straight damage).
![]()
![]() Senko wrote: I'm not so sure it would restore the writing. If it were a book book that had come off the printer that way but this is a diary. That means the book your restoring is the original blank copy they wrote in. That is you need to ask whether mending the book will get rid of the ink stains it picked up after it was bought. I second this thought. Writing on something could be considered damage and casting "Make Whole" would conceivable erase the enitre thing, IF all the pieces are present. If the whole point of the adventure was to use the journal as a clue to progress the plot, reward your party by handing them extra information (three clues, instead of 1), by having the spell partially fail (it cleans up some of the pages so that they are clearly readable, other pages are blank and pristine, still others are just missing). ![]()
![]() Juju zombies are just another sort of undead that retain class levels/features which can be a useful thing to be aware of. Personally I prefer to scoop up sorcerer bodies (preferably small ones at that) and raise them as skeletal champions later on. And to be clear, I was not advocating "weak pansy necromancer devoid of power attack and HYOOAAAHH" but rather that you could be leveraging the fact that you can create ideal tools to support your concept. I mean an animated coffin that eats people and the monk zombie that lives inside it? All that's missing is a buddy cop show name and a camera crew :3 ![]()
![]() To answer some of your questions (because I to, am stealing this character concept :P). As a GM, I'd put the coffin as an unwieldy, fragile improvised weapon with a 2d6x2[20] profile (unwieldy being a -2 to hit due to size/weight distribution, fragile due your description of "8 planks nailed together". Keep in mind once enchanted, it looses the fragile quality). I think a better option would be making an animated object (via spell or craft), that way it toddles about and engulfs people itself, but YMMV. Here's an example based on a similar object out of Mummy's Mask that could function for you.
I'm totally a Coffin:
NOMNOMNOM COFFIN Animated object (Pathfinder RPG Bestiary 14) N Medium construct lnit +O; Senses darkvision 60 ft., low-light vision; Perception -5 DEFENSE AC 14, touch 10, flat-footed 14 (+4 natural) hp 36 (3d10+20) Fort +1, Ref +1, Will -4 Defensive Abilities hardness 5; Immune construct traits Weaknesses vulnerable to cold OFFENSE Speed 20 ft. Melee bite +5 (1d6+2 plus grab), slam +5 (1d6+2) Special Attacks swallow whole (suffocation damage, AC 12, hardness 5, 3 hp) STATISTICS Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1 Base Atk +3; CMB +5 (+9 grapple); CMD 15 (can't be tripped) SQ Construction Points (additional natural attack [bite], grab, swallow whole), flaws (brittle, slower) SPECIAL ABILITIES Brittle (Ex, +1 CP) The object gains vulnerability to cold. Slower (Ex, +1 CP) The object's speed is reduced to 20 feet. Swallow Whole (Ex, 2 CP) The object gains the swallow whole special attack, and can swallow Medium or smaller creatures (the object must have a bite attack before it can take this ability). A creature does not take damage within the coffin, but there is only enough air inside to last for 3 rounds. At the end of the third round, the trapped creature must hold its breath or risk suffocation. A creature that attempts to cut its way out of the coffin with a weapon must be able to penetrate the coffin's hardness (hardness 5). The coffin can swallow only one creature at any one time As for your specific concept, I'd recommend looking to variant undead and animating a zombie lord or skeleton champion that was previously a grappler. You, as the necromancer, should have your undead do the work for you :D There is no set of raw rules for becoming a lich beyond three general guidelines. A potion/elixir to preserve your body, a phylactery to preserve your soul and a complicated and ornate ritual to bind the body/soul to the right bits. It an objective that is campaign worthy. upon transformation you get the lich template (i've forgotten if its had a conversion to pathfinder or not). Part of the process preserves your classes and abilities. If you look into the later animated dead spells (create undead and the like), you'll find the variant undead that aren't always mindless (some of those loose class levels, some don't). If you were transformed into a basic zombie/skeleton (via lesser animate dead) you would loose all your class levels. I'd recommend keeping an eye out for special bodies and corpses (casters, decent fighters, grappling monk) to stash away in a bag of holding (they wont decay, but as a cleric restore corpse is just a period of rest away anyways) for when you get access to better and badder raise spells (or need replacements). To sum up:
Create Undead:
http://www.d20pfsrd.com/magic/all-spells/c/create-undead So you can make lovelies such as http://www.d20pfsrd.com/bestiary/unique-monsters/cr-3/zombie-monk Depending on how diabolical you're feeling, you could even sponsor fabulous martial grappling competitions to make sure you have a good host to cull. Oh yes, never forget that your "friends" and "party members" turn into corpses just like everyone else :D You might also take a peek at the JuJu Mystery Oracle, it gets spells a level late, but for sheer hordes of undead, it is unparalleled (my personal favorite). Hope this all helps :D ![]()
![]() Snorb wrote:
Clearly I was speaking of an elven summoner. Everyone knows eelves don't sleep :D ![]()
![]() Doing some skimming of the special materials, there seem to be two common phrases for dictating what may or may not be made out of a material:
I think this is probably an oversight on the devs since throwing weapons are normally caught by the "arrowheads, spear tips, etc" List of Thrown Weapons:
Dart, Javelin Ammentum, Chakram, Hurlbat, Hunga-Munga, Pilum Bola, Hoomerang, Lasso, net, Throwing Shield, Shuriken Something that is interesting to note, the "Throwing Axe" is listed under light martial melee weapons while the "Throwing Shield" is listed under exotic ranged weapons. As a GM, I'd rule that if you could make Shuriken out of a material, you could make Chakram out of that same material. I'd also like to point out that throwing weapons aren't destroyed upon impact (unlike ammunition), otherwise you'd be able to purchase them at ammunition prices (20 for 1 gold or so). So once you have a reasonable supply of Chakram so you don't run out midcombat (25-40), you can just play "pick up sticks" after the battle. ![]()
![]() Kyle Olson wrote:
There are a number of good VTT's out at the moment but they lack the sort of creature/player/combat management that Combat Manager provides. Basically what I'd love to see would be tap on a monster and have the Combat Manager pop up with attack options, hp, etc (likely a pipe dream :) ). Still an absolutely brilliant tool. Massive props! ![]()
![]() Hrm, assuming that multiclassing is treated separately for each 20:
Alternatively
![]()
![]() I personally liked most of the non-weapon content in the Technology Guide (especially the Technologist Savage, fun archetype, decently written). However the pretty much total lack of melee weapons was a definite buzzkill. The melee weapons that did get written are exclusively coupled with an exotic weapon feat tax (compared to the ranged weapons where 1 feat gets you the entire list of normal or heavy). I'm disappointed that the melee weapons didn't get a similar treatment of "you take exotic weapon proficiency "Futuristic Melee Weapons" and get to use this entire list without penalty. It would've been then, simple enough to have simple/martial/exotic as normal.
![]()
![]() JoeJ wrote:
It sounds like Beechbone failed to hydrate adequately. ![]()
![]() My very first PFS character was a stone slinging oracle/paladin of Erastil (mystery of stone). To date however, my favorite mystery that paizo has released is the Solar Mystery (from the Harrow Handbook). It balances flavor with mechanics to get a really unique mystery together (I'm disappointed by most of the mysteries as there is a lot of needless over-lap between them all). ![]()
![]() Magda Luckbender wrote:
To be fair here, being burned could be seen as the ultimate form of torture for an Ent, something that does fit into Saruman's profile (it doesn't say that Beechbone burned quickly). Imagine burning for hours, especially if the fir from your flesh was being used in the torture of other creatures. By the same logic, because humans have been burned at the stake for various reasons, humans should also be vulnerable to fire. ![]()
![]() I'm suggesting a number of the tracks from the Bastion soundtrack. Spike in the Rail fits a steampunk setting quite decently. ![]()
My Blog 4d6Kobolds
![]() My apologies for this but between classes eating up all of my time and the fact that this group seems to have fizzled and died, I'm dropping out. I wish you all the best and thanks for the past couple months of (if somewhat slow) play. ![]()
My Blog 4d6Kobolds
![]() *dances* I'm just sad that my spell didn't get the time saver save treatment the wizard got. I wanna know what happened! :D ![]()
![]() BigNorseWolf wrote:
But at that point it'd join a number of other things of equavliant power (of brokenness). This item just has the issue of no save, even of you made it a consumable (3/lifetime) it'd still show up. However this cape doesn't has nearly as much effect on a boss that isnt all by its lonesome or is within a standard move. I honestly having seen a feint build in ages so this might be a not so subtle bump to encourage players to build feinters. ![]()
![]() Are you remembering your armor's max Dex cap? You'd get better damage with a Str Mutagen and Bull Str (since I think you're already at that cap).
My thoughts, consider a 1 level dip into Mutagenic Brawler (mutagenic fighter for non-pfs). Netting mutagen that way frees up a talent, and enables you to play the disarm+trip game without needing the feats (also lets you grab power attack). Gear-wise, take a look at Gauntlets of the Skill Manuever and Thorny Ioun Stones. They should stack giving a further +4 to your trip CMB. ![]()
![]() questions wrote:
I find it silly that your rogue declined the opportunity to close both doors. Any reason why? ![]()
![]() Bob Bob Bob wrote: It's from a FAQ. Here's the link. Claws on feet only come into play during a rake, usually. Cheers for that link. Seems rather silly since I havent seen anything granting "talons" and makes a lot of these "gain X claw attacks" abilities pointless. ![]()
![]() Iron Giant wrote: No. The creature maxes out at a claw per limb, so you'd need 4 arms to get 4 claws. The next question people ask is "what about feet?" In pathfinder, the general rule is that claws on feet are called talons. You can do 2 claws and 2 talons on a normal, bipedal creature, but the ability needs to say talons for that to work. What book is that statement from? Last I checked animals had claws on feet (even things like eagles have claw attacks, not talon attacks). ![]()
![]() Opening a door to continue fleeing is something a panicked creature does as that would fall under "special abilities" that could be used to continue fleeing. Aside from that, you are correct in the fact that a panicked creature cannot take actions such as closing doors or knocking obstructions into the path of a pursuer. I am curious. In the situation detailed above, were there two doors? Otherwise how did the door become cracked after the rogue shut it? |