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I am in a campaign at the moment where I am playing a kineticist with the blood kineticist archetype. General advice would be appreciated, but mostly my question about how one can decide when the Wrack ability is worth using.

When is the reduction of damage worth it for the ability to not make an attack roll? Tis easy to always use it when foes are in melee with allies before I get the precise shot feat, but when else is it useful? And is it useful enough that I should get ability focus (Kinetic blast) before I get precise shot?

I also intend to make use of kinetic healer, which is possibly not the best healer but the party does lack a dedicated healer plus is unlikely to get access to wands. We do have two party members with some off-healing ability and both desire to make use of the brew potion feat to make healing potions (One's an alchemist, the other is a sorcerer that somehow got brew potion at level 1). How terrible a situation is this for a party?


Ah, thanks, that makes sense now. Was just confused by it working differently for stuff like stacking sneak attack from different classes, causing me to look at the issue the wrong way.


I asked this before as part of a thread int he advice section on a build I was making, but did not really get a satisfying response in terms of why it wouldn't work*:

For the kineticist class, the defensive talent for the water element is shroud of water (Bonus to either shield or armor).

Now, when one gets the expanded elements ability, one can select their primary element with it. Add that to the expanded defense wild talent saying: "Choose an element you selected with expanded element. You gain that element's defense wild talent." What is to prevent a kineticist getting shroud of water twice, so as to use both the shield bonus and armor bonus? What is the exact rule that shuts this down?

*The one person whom said it wouldn't work claimed the reason was because one could not get the same class feature twice. Which I know is untrue due to stacking things like sneak attack from multiple sources. Unless there is something about that I am misunderstanding something.


Saethori: Yes, it is cheesy, hence why I told the GM that even if he allowed it I'd still check the forums for issues. Still, mithril chainshirts are only 2 AC base for a tiny character and 30 ft range most of the time is worryingly close to melee. Especially in a party with only one melee character plus an animal companion.

Sundakan: I'm not sure the logic behind your reasoning. Characters can stack sneak attack from different classes, even though they are class features of the same name. Rules are clear that one can have channel energy from multiple sources (They don't stack, counting as seperate, so it'd be weaker but more uses). Expanded Element specifically says one can pick their primary element again with it, which then allows expanded defense to work.

Deadbeat Doom & Burnscar: It's a terrifying rule that makes water shroud for armor instead of shield worth while. Slightly. But what I am not sure about is if it halves shield bonus from shields, and if it rounds down or up. Due to using automatic bonus progression, the advanced version to indicate no expectations of any magic items at all, many magical armor boosts aren't going to be easy to get. Except mage armor, because a party member is planning to brew lots of potions of it for some reason I don't fully understand.

Philo Pharynx: Tempting advice. Aether defense is certainly looking best and my plans for wild talents don't seem to include many earth ones... just I was going for earth first for a useful composite blast. Is defense more important than offense here? If so, maybe I should of picked aether as my first element instead of water.


This might be a bit of a rule question as well as general advice. See, I am playing a tiny sized kineticist in a campaign (Terrible idea, turns out armor giving half armor bonus is a bit of an issue) and have an interesting choice ahead of me.

My primary element is water, and I might of found a quirky thing to do with the rules that may or may not. If I pick water again with expanded elements, it is then valid to pick with expanded defense, right? Double dipping in shroud of water, to get the armor and shield options? Is there any reason this does not work?

If it does work, is it even worth doing? If I were to not do it, I'd be getting earth as a secondary, aether as tertiary element, getting expanded defense for both. Is double dipping in shroud of water better than branching out into multiple elements?


I am going to be playing a gunslinger in an upcoming campaign*, and I have to know if I could have someone else spend actions to load my gun. Possibly a familiar via the buccaneer archetype, or a squire via the squire feat. Is this possible? What would a character need to reload someone else's gun?

*Made the mistake of using gunslinger as an example of what may not fit in all fantasy systems hence having all such flavour restrictions up front was vital, and the GM decided he really liked the idea of someone playing a gunslinger. He has said the setting has guns being 'very rare' but is going to ignore the restrictions of such for my character only, just so I'd play one. Kind of unrelated to the point of the thread, but knowing I shall find even less support for guns than the normal emerging guns level is a bit worrying.


In a campaign I am in, one of the players has argued that if one starts at higher level, one qualifies for all feats as if they had everything they have at the higher starting level when they got the feats. I am of the opinion that this is very wrong, but can't find a single rule to contradict this on the srd.

Anyone with a view point on this matter?


The Crystal Chakram looks like a great weapon, apart from wording of the description putting it between ammunition and normal weapon in terms of how it works. Through searches on these forums there have been some people whom have just said a crystal chakram is treated as ammunition, which implies fr all purposes and no one in those threads called them out on it. Hence I must ask:

1: Are crystal chakrams treated as ammunition for the purposes of drawing them? For spells like Abundant Ammunition and greater magic weapon? For cost of being made of a special material?
>What I can find simple says 'for the purposes of creating magic weapons', though what happens when they are thrown sounds rather like ammunition there too.

2: What special materials actually work with Crystal Chakrams?
>I know some special materials call out that the weapon must normally be made of metal or wood, others do not. It seems rather odd if a Crystal Chakram was made of a non-crystalline substance.

3: Are crystal Chakrams treated as Chakrams for their range and how they work in melee? If not, how would they work in those areas?
>Information is missing from the table on d20pfsrd.com, and the description lacks the melee use details that the chakram description page had.

4: For purposes of drawing them, however that may be treated, how many could one have readily accessible at once?
>As one could go through a lot in combat if using them as their main weapon.


I managed to talk to the player of the ranger, and there was an explanation for everything. Nothing that justified things nor anything that was ever shared with the party.
*The ranger seems to only have issue with my character in the party, due to hating crowds and being forced into a telepathic collective. The player fully understands why my character initially forced her into the collective, and given time due to letting her stay out of the collective that drama would apparently die down time time. If the ranger survives long due to being cut off from the party healer's healing abilities as a result.
*Stabbing the beggar was due to hatred of humans and having lived a mostly isolated life, not being used to cities. Which is a very poor justification.
*And the whole looting in combat? Apparently the ranger thought it was just one flesh golem wielding a scythe, hence that we could handle it, plus was already in the middle of looting so stopping did not make much sense.

And now for the current solution our group is seriously considering: Using bestow curse to make an unbreakable magic contract/team charter to prevent any future betrayals/misunderstandings. Of course, this requires the party to agree on something, and the secretly evil party member seems very hesitant about it, plus is the one who has most against the taking loot in combat and not sharing, due to risking losing class features from such stuff (Lovely how the Order of the Cockatrice has an edict about always getting an equal or greater share). Overall, if this breaks down, it may be evil character vs evil character, rather than my good aligned character being dragged into a fight.


Karkon: I do agree the GM was a bit of an idiot, though the player of the ranger (Actually a male player playing a female character) was a bit of an idiot too not realising the character backstory/personality was clearly evil and then the GM not paying attention to the backstory till clearly evil acts happened in game. Still, I am trying to avoid the easy solution of just tossing out the character, which is the route the GM will force upon us if an alternative is not found.

As for it being a non-evil party, this makes two evil characters, a lawful neutral character, and my character that barely counts as chaotic good. I don't see it as impossible for us all to get along if not for a few inconvenient events.

Rorek55: I agree with you, the issue is it is getting to the point that the characters have no reason to want to work with each other. Conflict is fine, but if the characters are unable to even want to work as a team, let alone succeed at working together, then something needs sorting. Considering how much healing we have access to, some fights not quite to the death would be perfectly fine when we have downtime, which we get a huge amount of.

I just don't see that as much of a fair fight if I went against the ranger, considering our last two boss fights: First of which the rest of the party couldn't touch the boss apart from me, second I soloed due to being the only one whom made it to the boss after our failure of a plan to get there failed. Being able to solo a boss is a bad sign for a build, healing faster than I was getting hurt, and that second boss was tougher yet I didn't use any daily resources, and in fact managed to come out with a free full party heal from it (Excluding the ranger whom I can't heal due tot he collective thing). I'm pretty sure no one in the party is stupid enough to start PvP without me on their side, removing that as a likely part of a solution.

(Yes, I believe my build is a bit overpowered, though can't change as the party would be screwed without it due to how tough fights are getting, and the GM seems to be hesitant to allow me to tone down my build by removing the archetypes I'm using to make it work so well. This is a tangentially related issue, which does seem minor compared to the character conflicts)


The campaign I'm in has hit a bit of a problem with conflict between characters. There is no issue between players at all, nor does it look like it will get that bad, but it is still an issue that would be nice to know how to best approach. I'd like advice for what can be done to get characters working together better, even if such ideas require the GM to set up events to help it work out.

The main problem is conflict between my character (The main healer of the party, using the vitalist psionic class from Dreamscarred press, which is relevant due to the unusual mechanics it uses for healing. Especially the unwilling participant feat for it) and the party ranger. It may be a bit my fault, as my character forced the ranger into being part of a telepathic collective so as I could cast healing and buffing effects on her, which I admit may of been a mistake and waiting till she needed the healing/buffs so as a chance to have it be a willing thing would of been much better.

The event that really started things getting really bad from my perspective was when the ranger stabbed a beggar in front of most of the party. The beggar did call out for the city guard in response, making the ranger flee, though a certain lawful party member asked me to stop the ranger. I did the only thing I could with my abilities, draining 18 hp and causing 3 damage bleed, which is rather significant at level 6. The ranger managed to tend to bleeding and still escape, but blamed my character for doing such a large amount of harm. This is also the event that when the player explained the why, the GM decided made her of evil alignment, due to backstory the GM hadn't read till then that would of made her evil to begin with.

Since then it's been a bit of a stretch for the ranger to even be working with us at all, feeling very forced. The ranger has made it clear she never wants to be part of the collective, meaning no healing, no buffs, no telepathic communication. Past clearly selfish actions of not sharing anything she finds while searching places (She tries to be sneaky about hiding what she finds, but is rather bad at that) but expecting a full share of anything anyone else finds, has resulted in the party not being willing to let her carry any healing wands or potions she did not pay for herself.

Last session things got worse, her going as far as spending the first round of combat picking up loot and trying to hide that she had found anything, while the rest of us almost died. She was spotted doing so by only one party member who just happened to be our smarter evil character (Which the rest of us think in character is lawful good for various silly reasons), whom after the fight suggested the ranger should get no future shares of any loot due to that action and not revealing what she had taken no matter how much we tried to make her. It was very hard to argue against that suggestion and the ranger had nothing to say in her own defence.

Any suggestions of how to solve this without forcing a change of characters? How can we best rebuild party trust?


Another question: Can one enchant alchemical weapons? So as to get past DR/magic. Would they be treated as ammunition for that purpose? I assume you'd also have to pay masterwork cost too.


(1) Does destroying an alchemical weapon, like alchemist fire or a fuse (2) grenade, set it off/cause it to do it's splash/AOE?
(3) Does it depend on what causes the damage?
(4) How much damage is needed to destroy one anyway?
(5) The area of effect templates specify one must target an intersection between squares for centre of of radius based effects. What if a fuse grenade is set off in the middle of a square instead of an intersection, which is a likely result if set off by damage, yet is illegal according to the rules?

Reason for the questions:
Fuse grenades may or may not explode on impact when thrown (The rules aren't entirely clear, but as the quest has been asked here a number of times, it isn't worth asking again. Thus it is a GM call), if they don't then even a 1 round timer would allow a foe to throw one back. Hence being able to roll an unlit one, or multiple, to a location and then hit it with alchemist fire or a skyrocket firework to set it off straight away would certainly save one from that risk, right?

Other semi-related question:
(6)If fuse grenades are thrown like splash weapons but don't explode on impact, then making a touch attack to hit a foe directly seems rather pointless (Even if it does explode on impact, it would be just as pointless). Is there any reason not to just target a square to land it near your target, instead of hitting the target directly?


It didn't go well, as expected. We decided it was wise to let the character with social skills do the talking, who was an oracle, due to that character also having comprehend languages. We did buy a traveller's dictionary for goblin so as the character could talk back (We assumed goblin would be one of the languages it spoke, plus goblins hated writing thus would be fun later if we used it to communicate with goblins). Things went bad the moment the barghest used charm person on the only one who could understand it, despite that character having the best will save of the lot of us.

The barghest convinced her to go into the room, and the oracle convinced the rest of us it'd be fine so we let her. The barghest seemed friendly enough, till the moment the oracle mentioned she couldn't dispel the wards holding the barghest in the room. Which ended our only healer at the time with full attack, straight to negative constitution from full. All with the rest of us not knowing what was being talked about.

Yes, the cavalier wanted revenge at that point and understood waiting was needed, but also the player said out of character he'd change his mind back to wanting it as a pet overnight. My plan to prevent this from ever happening again is to buy a lot of skyrockets and fuse grenades (+1 magic ones if possible/if they count as ammo for cost), and sneak out at night and just explode the room till the barghest is dead, justifying it as "you wanted revenge yesterday" to avoid upsetting the cavalier too much. Yes, cost will hurt, but a dead character worth of extra wealth should mitigate that a bit.

And yes, the cavalier is a damphir.


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I've actually had this come up in a 3.5 game. More from sheer stupidity than anything else. I was running Tome of Horrors. They encountered a room where there were tapestries that collapsed into green slime if damaged. One stupid shapeshift PC decided to try eating some of the slime. Quickly realized her mistake as it started effecting her mouth.

I didn't bother tracking con damage there, was confident the character was dead, no way to escape. It was then the stupid paladin whom had dumped his mental stats suggested she turn into a worm as worms could survive without there heads. Death by decapitation certainly stopped the green slime, and the rest of the party learned a valuable lesson: Not everything is edible.


We are to identify it is a barghest through research at the library in Sandpoint. Still, I'm not sure the cavalier will be put off by the fact of pure evil and smarter than him. If we can just get the secret door and whatever is behind it without killing the barghest, then that would be enough for me. After all, the cavalier will not be able to work out how to free it alone, thus no danger by leaving it alive, plenty of danger of killing it.

We don't have enough knowledge skills to fully explain why barghests are very very bad. We don't have much bluff skills. And the cavalier isn't exactly good aligned, plus we found early on he is hurt by positive energy, healed by negative. He's been trying his best to hide what he is, but when he does things like asking to be left alone with the goblin harem (To drink their blood). I wouldn't say he is evil either, but he would not ever judge a creature of an evil race as certainly evil, most certainly not ever assume they can't be made useful. Except goblins, he hates goblins, so maybe if I can find a proper picture of a barghest I'd have a chance to convince him it is too goblin-like.

The session is tonight. Likely once we realise it is intelligent, we will attempt to negotiate with it. I don't expect this to go well, but it seems impossible to convince the cavalier to let us kill it. I expect to come back with stories of a near TPK.


Big scary dog-like creature is a room is seems magically trapped in. We only know what it is because the GM slipped up when trying to google an image of what a barghest is meant to look like. Currently our only character competent at ranged combat is away and likely won't be back next session, but that isn't the issue.

The party cavalier wants to keep the creature as a pet/mount. He wants to tame it. My character, via crazy perception rolls, noticed a secret door on the other side of the Barghest, hence I'm not keen to just leave the cavalier taming the beast as an impossible long term goal, as I want to open the secret door. Can't kill it without upsetting the party's most competent party member.

So, how to go about this? How can I get to the secret door without anyone or anything dying? Is taming a barghest to use as a mount even possible? If not, how do we safely shatter a cavalier's dreams?


Yes, there is a way. The variant casting system words of power ( http://www.d20pfsrd.com/magic/variant-magic-rules/words-of-power ) allows combining multiple magical effects, and all their descriptors into a single spell. Downside is: 1: it is words of power; 2: you don't get a real dispel magic effect till 5th level spells. Of course, there is the suppress effect which suppresses a magical effect for 1 minute per level as a 2nd level spell, 3rd level if you want to effect effects on enemies. Adding another effect to get descriptors would mean increasing the spell level by at least 1. Not a nice way to have to do things for a mere +1 caster level.


XmorsX: Thanks for all your advice. Seems this is completely sorted now, and this looks like quite a decent build.


Thanks, was not aware of lunge, which is amazing, and moonlight stalker is pretty decent too (I like Moonlight Stalker Master even more), though getting a cloak may not be easy. It does bring me back to considering the synthesist, as bring it up to 15 ft reach would be amazing for lock down purposes, but the fighter build is certainly a lot simpler still and less likely to upset a GM.

Not so sure on big game hunter though. The build is never going to deal much damage compared to proper melee builds and only vs large size and larger seems like a big restriction. Ability Focus to increase the potency of noxious bite would seem the better option.


XmorsX: Thanks for the advice. Had completely forgotten about the Defender of Society trait. +1 AC is always nice, though limited to medium or heavy armor is not so nice. Sure, will get full movement speed in such armor, but with how high the character's dex bonus will get, it feels like a bit of a waste. Plus would push the character towards a mithril fullplate for best armor, and that'd be heavy (Thoguh the higher strength you recommend helps) and very expensive. Still very much worth it.

As for being a one trick pony: most powerful melee builds are (Thoguh not sure how powerful this one will be), though I guess that is what skills are for (Thoguh a fighter tends to be lacking in that area too).

Was considering taking mother's teeth trait to get bite to save on losing the natural armor bonus, s getting a will boosting trait would thus effectively be losing the character 1 AC. Is will save more useful than AC? Won't a fighter fail most will saves anyway? Though I guess with kobold feats plus bravery saves vs fear, sleep, and paralysis won't be too bad.


And for Psion-Psycho, here is the feat progression I thought would be wise if I do go with fighter (The campaign will end somewhere around level 18):
1: Draconic Aspect: Green
1: Weapon Finesse
2: Dodge
3: Draconic Breath: Acid Cone
4: Mobility
5: Noxious Bite
6: Spring Attack
7: Combat Expertise
8: Whirlwind Attack
9: Draconic Glide
10: Weapon Focus: Bite
11: Draconic Paragon
12: Penetrating Strike
13: Piranha Strike
14: Combat Reflexes
15: Weapon Specialization
16: Greater Penetrating Strike
17: Greater Weapon Focus
18: Greater Weapon Specialization

With attributes of (Not 100% sure this is a good set of attributes):
Str 6
Dex 18
Con 12
Int 14
Wis 12
Cha 8

And am tempted to get bite attack via a trait (Mother's Teeth n longer is linked to Lamashtu on the SRD) instead of trading natural armor for it. Dropping from 1d4 to 1d2 damage is not that harsh a loss, though at such low damage values I feel improved natural attack would not be that noticeable (+1 damage, reduced +0.5 if getting bite via a trait).

Draconic glide+draconic paragon were only taken because I thought a racial flight ability would be of some use, though if for whatever reason spending two feats on such a thing would be a waste, I can instead remove them. Saves you having to present a full build.


At this point I am seeing whirlwind bite as the most amazing thing ever and the fighter class seems like a pretty good choice. I just can't help but looking the way of the synthesist summoner, trying to work out what the fighter class achieves for this concept that it can't do better. What I end up realising is this:

Both can have noxious bite and whirlwind attack by level 9, the synthesist just has to wait till 9th to get noxious bite due to getting breath weapon via evolutions.

Fighter:
>More accurate
>Higher DC on noxious bite
>Quicker access to noxious bite without slowing down getting whirlwind attack.

Synthesist: Not even taking into account spells
>Better AC (Okay, a sword and board fighter would have a little more if the synthesist never took the improved natural armor evolution)
>Better damage, due to actually having strength plus getting 1.5*mod on damage and access to elemental attack evolution.
>Better favored class bonus (+1/4 to AC and all saves is much better than 1/2 damage sneak attack, even if the former caps out at +2)
>Better mental stats, due to not needing physical
>Better Saves (Due to shielded meld, though fort saves end up worse off)
>Can add trip to bite to make up for late noxious bite.
>Reach on bite, hence a larger area covered by whirlwind attack.

Is there something I am missing in this comparison? Is the gap between these two options really as big as it seems?

The above didn't even take into account third party and home-brew content options:
>https://docs.google.com/document/d/1_sT_zKEXQL0X2FOUFe58eMpvvcdAJGRH1Cq 0BBaRQ84/edit?pli=1#heading=h.x863ru1ll9v0 is a synthesist fix I could consider, as even if I don't think synthesist is broken, I do agree the replacing physical stats didn't fit with paizo removing the same thing from all polymorph effects except lycanthropy. Would mean I would still need physical stats, hence would likely go back to finesse, though the bonus feat at 5th level would counteract needing weapon finesse. Would stretch stats rather thin, but is this sort of fix needed for the synthesist?
>Spellcasting and the summon monster class feature doesn't feed into the concept too well, especially when the party has enough casters already. Is there any way to trade these out usefully? Especially summon monster, as I dislike having major class features I just am not going to use.
>For the fighter: https://docs.google.com/document/d/1rkTXiY0ODmuv1pei51nN8FMAihamUECraXaYteS -34Y/edit?pli=1#bookmark=id.b8164423bc06 there is a few good archetypes done by epic meepo. Skilled fighter seems almost like a must, as skill points are nice. I'd take Aspect Armiger without hesitation if only if either didn't cost the first level feat or if evolutions could be used to gain feats.

On the monk:
>http://mcarchetype.wikispaces.com/Healing+Palm with this archetype granting domains and hence can get a breath weapon that way, it can easily get whirlwind attack plus noxious bite just as early. If I change from kobold to tiefling or aasimar due to not needing kobold feats, can ditch the finesse focus and achieve noxious whirlwind at level 7. Better saves and a choice between awesome AC by staying kobold via favor class bonus or early achieving of the main goals by taking a part kobold part outsider base. Lower accuracy, lower noxious DC, of course, and less later feats would likely hurt in terms of offence later.

Overall, three ways I could go, each with advantages and disadvantages. Which way is best? Which is less likely to make the GM cry? Which is less likely to draw envy from other players? What third party or home brew content would be reasonable to use? It would be fighter hands down if only I could get a few more feats, as I wish there was a way to trade out weapon training for such.
>Sorry to XmorsX, the other options all make much better use of a single bite attack, so your hard work on making a dragon disciple has gone to waste.


Psion-Psycho: Amulet of Mighty fists is great, a mere 4000 gp to get agile. Just means my character will have to last long enough to die at a point which will allow this backup character to enter at level 5 or above, so as to have the required starting wealth (GM is doing magic item shopping by the book, so finding one to buy would not be something to rely on. With the rule of no more than half character starting wealth, it prevents level 4 being great enough to get one). Still, this single natural attack build has it easy with access to amulet of mighty fists and body wrap of mighty strikes, due to having too few attacks for the downside to the latter to matter.

I have now had a brief look at the fighter class. I expected to be flooded with too many feats to spend them all to any real effect due to what I had read about them on the forums. Instead I found my brief attempt to make a fighter build really wishing I could have more feats. Turns out that is very feat intensive to get noxious bite, whirlwind attack plus the vital things for a dex build (Weapon finesse, combat reflexes, Piranha Strike, ect... not even counting the stables like weapon specialisation). Taking nothing but the feats for noxious bite and weapon finesse for the core of the build, it leaves me waiting till 9th level to get whirlwind attack, as shown below:
1: Draconic Aspect: Green
1: Weapon Finesse
2: Dodge
3: Draconic Breath: Acid Cone
4: Mobility
5: Noxious Bite
6: Spring Attack
7: Combat Expertise
8: Whirlwind Attack

Not sure if that is the wisest feat progression, nor where to go after that. I was seriously considering combat reflexes, piranha strike and maybe tail terror for combat purposes. Though also the option to get a fly speed via racial feats is also exceedingly tempting. Oh, and if you could let me know the name of the feats that help with DR, it would be nice. More against constructs than undead, as undead tend to be just DR /slashing or piercing, which bite attacks deal with anyway.

Are there any fighter archetypes that give more feats, so as to get this build going faster? Even if third party or homebrew, assuming it is a reasonable archetype? I did consider the racial archetype of swarm fighter, though having some feats locked into being teamwork feats seemed rather crippling.


Psion-Psycho & mplindustries: Fighter and monk seem like awesome choices. Pity low number of feats make it difficult for a monk to get whirlwind attack as well as having feats to get noxious bite, as the kobold monk favoured class bonus seems much more useful (+1/3 to AC compared to 1/2 dmg in conditions that allow sneak attack. Yes, fighter bonus would be awesome if I could get claws too, but that'd be difficult). There are lingering questions though:

Both are finesse options, so low damage, hence how would this deal with constructs and undead whom are immune to noxious bite lock down? How effective would the build be before getting noxious bite?

Also, any archetypes that would help with fighter or monk?

Monk has the issue of not enough feats low level. To get going with the build, would need the three feats to set up noxious bite. Weapon finesse. And Feral Combat Training. Five feats, none of which are on the monk bonus feat list, seems a little difficult to pull off. Having to wait till 9th level is a bit late for a build starting to do what it is meant to.
Edit: This seems to fix the feat issue, as with a domain I can get a breath weapon at 4th level without feat use, even if this is technically homebrew: http://mcarchetype.wikispaces.com/Healing+Palm is this a good idea to use?

Unrelated to the above:
I have recently looked at the godling classes by super genius games. Would it be reasonable to consider one of those for a noxious bite build? Or is there a reason why they are a poor choice (Too weak, too strong, added complexity for no benefit, ect...). As I don't want to put the GM off third party stuff, as it is nice to have extra options, I'd like to avoid this option if it will cause issues.


XmorsX: That's a big help, thanks. While I wouldn't say the kobold feats are terrible, as the breath weapon DC from the feat is much better hence makes noxious bite better, but saving two feats is a pretty major bonus hence worth it anyway. I am not certain dragon disciple is the best choice for such a character, but flavorwise it seems amazing. This seems like the way I shall be going unless something better is suggested.

Power attack will be painful to get though, as having 13 strength as a kobold, with the -4 racial strength penalty it would mean starting with at least 16 before racial and then using the 4th level bonus on it. Or relying on getting a strength boosting item by pure chance. Plus wouldn't pittouched heritage be better than abyssal, for the con bonus, so as less saves vs the noxious bite? Hence I may not go your exact feat list.


BlackbloodTroll: Aasimar and tiefling certainly would work and would be quite close to kobold using those rules. I have always wondered why, despite being able to be of any humaniod race, the 'scion of' trait is for human heritage only, plus why tieflings can't have their blood so diluted that they appear like and can take the feats of their humanoid ancestry. Still, does playing as either of those give anything other than raw stat increase and elemental resistances towards making a noxious bite build? I am hesitant to go for them just for that sort of thing, unless I would really need to not have the -4 strength penalty for some builds.

XMorsX: Scaled disciple is a great feat. Just a kobold can qualify for Noxious bite with feats alone (Draconic aspect -> draconic breath) which also gets a higher DC on noxious bite. Getting noxious bite four levels later does hurt with your build, plus dragon disciple strength bonuses only really negate the kobold strength penalty. If there was a way to get just one more feat, so as to have noxious breath and scaled disciple by level 5, then I'd go dragon disciple without hesitation, purely for flavour reasons (Though likely will try to talk the GM into doing something about the strength penalty).


Blackbloodtroll: Judging from what the GM has allowed in the past, anything from the SRD including third party stuff, and he sometimes allows homebrew content if it seems fair and is presented well (He won't touch stuff on forums, yet things like Epic Meepo's archetypes seem to be accepted due to being in a nicely done google document).

It would be 20 point buy, and I'd prefer to be a kobold, but at this stage of the campaign I can get away with any race but a goblin as long as it makes sense. If there is an option that works that much better.

Psion Psycho: The synthesist summoner is something I have looked at. It is amazing, kobold favoured class bonus is pretty nice too, but it is a little too perfect. The GM has complained about my AC with my current character a bit, and a synthesist would keep AC so high that I fear it may intimidate the GM. Plus 7 bite attacks is a bit excessive when you consider how high the save vs nausia will be (High con on eidolon plus with noxious bite using breath weapon DC, and draconic breath being based on full level, not half level like every other supernatural ability in the game. I doubt things will save at high level, nor will there ever be even foes around the character. If I do go synthesist, I think capping out at three or four may be wiser.) Thanks for the obvious suggestion, it will be what I will likely go if nothing else is suggested.


The GM for a campaign I am in is willing to allow the noxious bite feat even though it is a monster feat. Add that to the fact I am a fan of kobolds, which can get an acid breath weapon for reqs and if not getting bite some other way, like class feature or trait, can trade natural armor for a bite attack hence can meet the pre-reqs, I desire to make a build based around the feat.

Issues:
1: Having to spend first three feats to get acid breath and then noxious breath hurts a bit. Would be worse if starting at level one, though I am not going to be in that situation as I am preparing this as a backup character for if my current one dies (Currently third level, so waiting till level 5 is still a bit of a downside). Still, any way to get noxious breath earlier?
2: Not a clue what would go well with the noxious bite. What class synergies around a bite attack that causes nausia? Is there any way to get multiple bite attacks per round with this?
3: Some foes will be immune, though I am reasonably sure that only constructs and undead would be unaffected. How can I deal with combats focused around such foes that render noxious bite's main effect useless?


I am curious as to how much cantrips/orisons are actually worth in pathfinder. If a player wanted a custom/homebrew archetype that traded out cantrips/orisons, what should they get in return? How would this vary based on the differing spellcasting classes, as different spell lists, cantrip/orison numbers, plus prepared vs divine should make a difference.

I do know there are two things by 4 Winds fantasy Games that make assumptions of the value of cantrips/orisons: first is a ranger archetype that trades favoured terrain for druid orisons; second is a feat that gives two extra cantrips/orisons. It just seems a bit rushed to judge value purely based on those two.

What are the opinions on what would be balanced for a homerule alternative to cantrips/orisons?


I'd recommend either going into third party races (There are some anthropomorphic animal ones there, though off the top of my head I can only think of the hengeyokai ( http://www.d20pfsrd.com/races/3rd-party-races/rite-publishing/hengeyokai )) or if you are willing to put in a bit more work you should use the creating new races guidelines ( http://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races ).

Of course, have not done those things myself, as I tend to be in groups where only half the party wants to play anthropomorphic animals, hence can get enough variety out of regular choices like ratfolk, catfolk, kitsune, ect... note: there are heritage options for both aasimar and tiefling that sound like they could end up rather furry too.


Awaken works on trees, so probably the worst option would be to cast awaken on it, which would in turn effect all plants of that type. After all, that's probably how all plant type monsters came about, some idiot did this to a variety of plants.

Thus best to bury it under a rock due to it being able to survive that, so as no one will ever find it to do the above.


My thoughts on this matter may not get the result you want, even if this does result in an unarmored warrior with decent AC:
1: Barbarian with savage and urban archetypes, because they stack. Savage has bonuses when unarmored, urban allows raging with no AC penalty and further more allows you to rage with dexterity instead of strength for more AC.
2: For race it seems like there are some good options, but for maximum AC go for being a Kitsune. Once you have the fox shape feat and an agile amulet of mighty fists, use fox form in combat for more dex and further size modifiers in combat.
3: Stack on all the major AC boosters, including beast totem rage power line and the nice magic items.

Result: A warrior whom charges into combat with no armor, naked if you don't include all the magical bling, with an AC high enough that you don't need to worry about tiny size requiring you to provoke AoO by getting into a foe's space to attack. Damage wouldn't be non-existent either, though far from optimal.

Better method: Be a synthesist summoner and just pretend to not be able to cast spells, so as you can bluff that you are a warrior not a caster. That way you can have great offense and defence with no armor, plus with the right eidolon build it can even look like a proper bare chested barbarian (Which simply contains the skinny and weak spellcaster within).


I am pretty sure claws would stack with fox shape. May I suggest looking at savage barbarian archetype too? An urban savage barbarian may sound silly, but without it you won't have any sort of AC while in fox form once you get to mid-levels.

Full Name

Vasile Rusu

Race

Human (Ulfen)

Classes/Levels

13: Paladin (Warrior of the Holy light) 7 / Oracle (Seeker) 4 / Brawler 1 / Ulfen Guard 1

Gender

Male

Size

69" 175 lbs, Medium

Age

18

Special Abilities

Aura of Courage, Aura of Good, Channel, Chosen Ally, Clouded Vision, Darkvision 60', Detect Evil, Lay on Hands, Life Link (fatigued), Martial Flexibility, Power of Light, Rage (knockback, smasher), Smite Evil, Spells, Trapfinding, Unarmed Strike

Alignment

Lawful Good

Deity

Kurgess

Languages

Taldane, Skald

Occupation

Hired thug. Perform acts of viking barbarity and raiding.

Homepage URL

http://www.unseelie.org/assorted-rpg/Vasile/

Strength 21
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 8
Charisma 16

About Vasile

5'9" 175 lb Male Ulfen with blue eyes blond hair and pale skin.

Vasile grew up Ulfen. As an Ulfen boy he learned traditional Ulfen culture -- a sense of comitatus that binds one person to behave with deference to others, with different requirements for those above him and those below him in a chain of command, for family members and for strangers, for friends and for foes.

Most of the men in Vasile's village were actually pretty harmless; mostly fishermen. But vikings are expected to raid an pillage, and every season the wives of the village always sent their men off to raid and pillage. Vasile is not really certain that the women actually care what the men do, but it's pretty obvious that they want their husbands out of their hair for a season every year.

So the men travel down the coast and "pillage." This ends up mostly being fair trade between the folks of coastal villages, and the vikings. The vikings provide a service -- transporting these other goods where they are most wanted. An unspoken part of the agreement is that the villages they visit always talk about the "terrible, vicious, northmen."

Vasile takes comitatus very seriously. Given his fear of Ulfen the women (especially Ragnhild, who has been trying to corner Vasile into marriage for a couple years), Vasile is glad that southerners are fascinated by tales of the North, and comitatus, and give Vasile jobs body-guarding.

Character Sheet A traditional character sheet.
Cheat Sheet A quick list of special abilities ordered by frequency and action type, including skill bonuses from boons.
Boons A list of outstanding limited use boons that can be used.
Faction Card Season 8 Goals and benefits from Faction.
Faction Card Season 9 Goals and benefits from Faction.
Inventory Tracking Sheet It's a Paizo inventory tracker for purchases greater than 25 gold.
Planned Advancement A description of character advancement to this point, and plans after this point.
Tag The table tent used for the character.
Chronicle Sheets Chronicle Sheets for the character.

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• Advanced Class Guide - Brawler (class)
• Advanced Player's Guide - Extra Rage Power (feat); Furious Focus (feat); Grace (spell); Oracle (class); Smasher (special ability); Warrior of the Holy Light (archetype)
• Advanced Player's Guide / Adventurer's Armory - Blanket (equipment)
• Advanced Player's Guide / Adventurer's Armory / Ultimate Equipment - Bardiche (weapon); Bardiche (weapon); Earplugs (equipment)
• Advanced Player's Guide / Ultimate Equipment - Transformative (item power); Agile breastplate (armor)
• Advanced Player's Guide Traits / Character Traits Web Enhancement - Reactionary (trait)
• Adventurer's Armory - Wrist sheath, spring loaded (equipment)
• Champions of Purity - Blessed Touch (trait)
• Dirty Tactics Toolbox - Dirty Fighting (feat)
• Inner Sea Combat - Rage Power (special ability); Ulfen Guard (class)
• Inner Sea Gods - Boots of the earth (equipment); Deadeye’s spotter ring (equipment)
• Inner Sea Races / Inner Sea World Guide - Skald (language)
• Inner Sea Races / Inner Sea World Guide / People of the North - Ulfen (race option)
• Pathfinder Society Field Guide - Seeker (archetype)
• Pathfinder Society Field Guide / Ultimate Equipment - Trapspringer's gloves (equipment)
• Ultimate Equipment - Applejack (per gallon) (equipment); Bracers of the merciful knight (equipment); Candlestick (equipment); Deathwatch eyes (equipment); Mess kit (equipment)