Shark

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Can you block multiple missiles per round (as you have attacks of opportunity) using Cut from the air/smash from the air? The wording doesn't seem to indicate once per round like deflect arrows or missile shield.

Thoughts?

Cut from the Air: When a ranged attack is made against you
or a target adjacent to you, you can cut the weapon (or
ammunition) out of the air, deflecting the attack so the
target takes no damage. As an attack of opportunity, make
a melee attack roll at your highest bonus. If the result is
greater than the attack roll total of the ranged attack, the
attack is def lected. You must be aware of the attack and
not f lat-footed. Unusually massive ranged weapons (such
as boulders or ballista bolts) and ranged attacks generated
by spell effects cannot be def lected.


My friend recently approached me about trying to come up with a precognitive style character and I have hit a brick wall in making something that works beyond just a dip into Diviner. I was hoping this board can help me out and flesh out something solid.

Anything official Pathfinder...doesn't need to be PFS legal.

The less spell casting the better, a melee character or ranged weapon character.

IF NEED BE: Dreamscarredpress Psionics is available but the more official the better.

Theme: A precognitive character. So a character who has glimpses of the future that aids him in combat...helping him to evade attacks or know where to hit.

Or a different take: Someone that can read the minds of his enemies and know what they are going to do in combat before they do it...similar to the 3.5 Mindspy prestige class.

So far I think the Wizard Diviner school dip is one of the best dips for this, but unfortunately there is no way to get that school power other then Wizard. Maybe some Rogue levels?


There is so much flavor in the classic Fire mage, or just a great frost mage in general in any type of fantasy story telling with lots of magic... yet it is almost impossible to play a focused element caster in Pathfinder due to the amount of monsters with immunities. Yes, you could just be an admixture wizard and just change things on the fly, but that gets old and doesn't have the same flavor to it.

I snagged the following numbers from a previous thread in the forums, so I am sure they are larger at this point.

319 creatures with resistance/immunity to fire
305 creatures with resistance/immunity to cold
268 creatures with resistance/immunity to electricity
258 creatures with resistance/immunity to acid

The searing spell/piercing cold feats were a great solution to this. It was a feat tax to be able to keep playing the character you had in your head. For those that don't know what the feats were:

"A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell's actual level."

So why can't we have something similar to this? Even a tamer version would be welcomed.


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I am toying around with a character concept that focuses or uses breath weapons/spells strongly.

So far the ways I can think to accomplish getting some type of breath weapons is the following:

Firebreath (Spell lvl 2)
Dragon breath (spell lvl 4)
Sorcerer: Dragon bloodline
Improved Eldritch Heritage feat
Half Dragon Template
Dragon Disciple Prestige Class
Bloodrager (Dragon bloodline)
Breath Weapon Bomb (alchemist)
Qinggong Monk (Breath weapon ki ability).
Chakra: Navel.

Am I missing anything?

So far the basic idea I had in mind is to use the breath weapon anytime I need to move in a round, then use full attack actions in melee. Besides the breath weapon use (Ideally more then once a day), I am open on all other aspects. What do you guys got?


Trying to come up a shield and sword(or spear) based character that's not just attack and damage.

Lately I have been very big on debuff/applying conditions through abilities such as cornugan smash. Flensing strike. Or cruel weapon enhancement.

Does anyone have any fun combat builds that uses a shield (large or tower) and a sword (or spear) that takes advantage of conditions/effects/ or changing the surrounding battlefield.

I would prefer minimizing the amount of spell casting if possible.


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what are some non standard (mercenary company, shipping, tavern) business ideas for characters in game?

Some of the ideas I have already: A Loan office with steep interest rates, green house that specifically grows rare herbs and regents for Mage schools/alchemy, and a messenger pigeon between cities/towns.

Need some more outside the box ideas


I was wondering if there were any ways (besides the following) to reduce an enemies' energy resistance or immunity via spells, feats, or class abilities?

The only two I can think of are: Elemental Sorcerer (Elemental Blast: giving element vulnerability) and the Fire Kineticist (searing wild talent).

Also acceptable: Abilities that make energy attacks act as something other then energy or ignore resistances all together?

Any ideas? Thanks!


I am playing around with a Dreamspeaker (racial ability) Elven Witch with a focus on enchantment/charm spells. Mechanic wise I am pretty happy with the build.

What I am having an issue with is really separating myself from stereotypical witch from pop culture. I planned on having a decent CHA and focusing on face type (Diplomacy, Bluff, Sense motive) to fit that Enchanter theme.

Does any one have any ideas on ways to further flesh the character out to separate himself?


I am having a tough time making a decision on the class for my Mind bender themed character. I have always loved the whole Psionic/mind blast themes, but at this point there are too many options and I am overwhelmed.
I have the following ideas:

Telepath Psion (from dreamscarred press)
Pros: Power points, no arcane spell failure. wizard spell progression. Telepathy at lvl 8.or thrall class ability. Equivalent to undercasting astral construct spell.

Cons: not paizo (it leaves a bit of a cheapen feel to me), fewer AMAZING/Must have spells to get. Cant get mind thrust (love that spell). Highly more specialized in having smaller spell pool to choose from.

Straight Psychic or Sorcerer1(Dual Blooded:Fey&Serpentine)/Psychic
pro: no arcane spell failure, access to mind thrust and being able to undercast + intensified spell spam for good fall back damage. Bloodlines give versatility and bonus DC's to compulsions. Access to possession. Able to effect Monstrous humonoids, magical beasts, animals, Humoids, Undead (Phrenic class ability) with mind effecting spells as normal.

Cons: Slower spell progression due to multi classing...level 3 spells at character level 7 ect.

Note: I can go just straight Psychic but I don't get access to the important serpentine arcana (which I find valuable...if others don't view it as such then please let me know).

Wizard/Sorcerer 1 (dual blooded: Psychic and Serpentine bloodline):

Pro: No arcane spell failure. Sorcerer spell progression (1 faster then sorcerer/psychic). Unlimited spells known.
Con: No mind thrust access or under casting.

TL:DR: not sure what build to go with a mind bender style caster. HALP


What say you good people of the advice forums,

I love the Psychic and have been wanting to play an enchantment/compulsion based caster for a while. I was debating if I should strengthen up my mind effecting spells by taking a dip in Sorcerer for some blood line arcana (or two with cross blooded).

Serpentine Arcane gives me the ability to use my charm person spells on Animals, Monstrous Humonoids, and Magical Beasts and assume we share spells.

Fey would give me +2 to my DC's.

other: Impossible would give me the ability to use it on Constructs (my DM would hate me for that), Verdant (We never play against plants), and Undead (I can do this with the Phrenic Class ability).

DO you think the dip in sorcerer is worth it? It pushes my spell casting back an extra level behind Sorcerer progression. I was comfortable with this as a Wizard with a Sorcerer Dip, but I am debating if the dip is just a bit too much of a draw back to my progression.


Is there any way in Pathfinder or the Advanced Players Guide to make the area you threaten difficult terrain or to prevent 5 foot shifts similar the way 3.5 Knights made the area they threatened difficult terrain to prevent shifting?

Suggestions? Feats, magic items? Lets hear it


I am sure this has been mentioned before but I was wondering.

Is It RAW to use a two handed weapon...make all your attacks with that weapon, then use an off hand attack with a spiked gauntlet?

I am under the impression letting go of a weapon in your hand is a free action....


So after being disappointed by the Pathfinder Barbarian in the core rulebook and underwhelmed by the attempt to make the Pathfinder Barbarian better with the Advanced Players guide, I decided to try making one that makes advancing in Barbarian worthwhile and comparable with the fighter. (While keeping them very distinct. ).. So please take a look at what ive done and help me out with suggestions, balance issues. ect. I kept the framework of the barbarian similar to what it was and to how the much better Rogue is built. I took the damage reduction progression that one of the Barbarian archetypes from the APG has (no uncannny dodge, or improved uncanny dodge ) for a new damage reduction progression. Kept trap sense though I feel like it should be bravery but I didn't want to step on the fighters toes. Also I took a concept from Tome Of Battle: Book of Nine Swords crusader...a delayed damage pool and increase damage damage based on the damage in the pool (no + to hit so that it would keep the idea of a bit more reckless attack but same damage progression that the fighter has with weapon mastery)..

I also tried to rework rage powers and create new ones that worked similar to the Rogue ones... Rage Powers and Advanced Rage powers.. less lvl requirements and less rage power trees. I would like to get more out of combat and out of Rage...rage powers (does that make sense?) Just cause its a rage power doesn't mean it cant be something else.

Anyways... heres my Barbarian... advice and suggestions Please take a look.

Level BaB | Fort Ref Will Special
1st +1 | +2 +0 +0| Fast Movement, Rage, Damage, Dr 1/-
2nd +2 | +3 +0 +0| Rage power, Trap Sense +1
3rd +3 | +3 +1 +1| Damage Reduction 2/-
4th +4 | +4 +1 +1| Rage power, Furious counter Strike 10
5th +5 | +4 +1 +1| Damage Reduction 3/-,
6th +6/+1 | +5 +2 +2| Rage power, Trap Sense +2
7th +7/+2 | +5 +2 +2| Damage Reduction 4/-
8th +8/+3 | +6 +2 +2| Rage power, /-,Furious counter Strike 15
9th +9/+4 | +6 +3 +3| Damage Reduction 5/-
10th +10/+5 | +7 +3 +3| Advanced Rage powers, Trap Sense +3
11th +11/+6/+1 | +7 +3 +3| Damage Reduction 6/-,Greater rage
12th +12/+7/+2 | +8 +4 +4| Rage power, Furious counter Strike 20
13th +13/+8/+3 | +8 +4 +4| Damage Reduction 7 /-,
14th +14/+9/+4 | +9 +4 +4| Rage power, Trap Sense +4
15th +15/+10/+5 | +9 +5 +5| Damage Reduction 8/-
16th +16/+11/+6/+1| +10 +5 +5| Rage power, Furious counter Strike 25
17th +17/+12/+7/+2| +10 +5 +5| Damage Reduction 9 /-,
18th +18/+13/+8/+3| +11 +6 +6| Rage power, Trap Sense +5
19th +19/+14/+9/+4 | +11 +6 +6| Damage Reduction 10 /-
20th +20/+15/+10/+5| +12 +6 +6| Mighty rage, rage power, Counter strike 30

Fast Movement: Exactly like it is in the core rule book.

Rage: Everything is the same with the exception that when you go unconcious, you stay in rage and continue to expend rage rounds... no one should die using their class ability... cant rage in Heavy Armor.

Damage reduction: With the lower AC then other melee characters, the barbarian has to focus on shrugging off damage. While Raging, the barbarian gains damage reduction X/- during the combat. If the Barbarian wears Heavy Armor then he loses the damage reduction

Trap Sense: At 2nd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every four barbarian levels thereafter (6th, 10th, 14th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Furious Counter Strike: The barbarian gains a delayed damage pool which begins at 0 at the start of every encounter. When you are attacked, any hit point damage you take is added to your delayed damage pool. At the end of your next turn, you take the damage in the pool and the pool resets to 0. When healed you can choose to heal your current hit point total, damage in your pool, or split the healing up between the two. At 4th level the maximum amount of damage you can delay is 10. at 8th level and every 4 levels your damage pool increases in size by 5 (15 at 8th, 20 at 12th, 25 at 16th, and 30 at 20th level).

Besides delaying damage, for every 5 points of damage in the pool the barbarian can add +1 to damage rolls. For instance if a barbarian has 12 points of damage in his delayed damage pool he would be able to deal an additional +2 points of damage on all of his attacks that round. Ultimately the barbarian with full delayed pools can add +2 at 4th level, +3 at 8th, +4 at 12th, +5 16th, and +6 at 20th level.

Greater Rage: +6 Morale Bonus to Strength and Con, +3 Morale Bonus to Will Saves. While raging the Barbarian takes a -3 to AC... This ability Replaces the bonuses and minuses for Rage. The rule about going unconcious remains the same as written earlier.

Mighty Rage : +8 Morale Bonus to Strength and Con, +4 Morale Bonus to Will Saves. While raging the Barbarian takes a -4 to AC... This ability Replaces the bonuses and minuses for Rage. The rule about going unconcious remains the same as written earlier.

Rage powers I changed around and used some from the core rule book ( marked with a * and remain unchanged from the book) and those from the Advanced Players Guide (marked with a @ and remain unchanged). At 10th Level the barbarian gets access to Advanced Rage powers but may still select Basic Rage powers. Besides this difference in Advanced Rage powers and Rage powers.. there are no Level requirements for rage powers.

Rage Powers:
Animal Fury*
Intimidating Glare*
Knockback*
Moment of Clarity*
No Escape* (Instead of once per rage... I dont like that term cause it implies you can shut off rage and restart and be able to do this.. change it to once per combat)
Powerful Blow*
Roused Anger*
Scent: The barbarian gains the scent ability at all times, even when not in rage.
Strength Surge* ( Once per combat rather then Once per rage)
Superstition*
Surprise Accuracy* (Once per combat or Once per day?)
Swift Foot*
Unexpected Strike*
Energy Resistance@: Energy resistance to one energy chosen when the power is taken equal to 1/2 the barbarians class level.
Natural Armor: +1 natural Armor for every 4 levels the barbarian has of his class. (not sure how I feel about this... don't want the barbarian to have a higher AC then a fighter and DR.)
Claws: The barbarian gains claw attacks while raging.. damage is equal to 1d6 + str (1d4 + str for small size barbarians).
Guarded Life@: If the barbarian is reduced below 0 hit points while raging, 1 hit point of lethal damage per barbarian level is converted to sub dual damage. If the barbarian is at negative hit points due to lethal damage she immediately stabilizes.
Hurling Charge@: When Charging the barbarian may throw a thrown weapon in the middle of the charge, gaining a +2 to attack from the charge as well as gaining the +2 bonus on the attack at the end. The barbarian must move 10 ft for the throw, then 10 feet for the melee attack minimum. (the difference here is the removal of a hurling rage power that has nothing to do with this.)
Knockdown@: Knock someone prone and deal damage equal to your strength modifier rather then deal a melee attack.
Witch Hunter@: While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power. (straight out of the APG)
Overhand Chop: When a Barbarian makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Combat Feat: Gain a combat feat in place of a rage power. (pretty much just like what a rogue gets)
Improved Rage: increase your strength during your rage by an additional +2 however the penalty to your ac increases by an additional -1.
Improved Constitution: while raging, your con increases by an addition +2.
Weathered: You are inured to either Hot or Cold climates (choose one) as though you are under the effect of endure elements for the chosen element... you may choose this power once.

Advanced Rage Powers: Available at level 10 and after.
Tireless Rage: After you end your rage, you are no longer fatigued.
Slippery Mind: This ability represents the Barbarians ability to wriggle free from magical effects that would otherwise control or compel her. If a Barbarian with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. (think of the hulk and anyone who attempt mind control him... too much rage going on there).
Mighty Swing*: Once per day.
Terrifying How* (I put this here cause too low level it can be too powerful.. at higher level it can still be powerful and useful just not as game winning at 4th level)
Come and Get Me@: While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
Pounce: gain the ability to make a full attack at the end of a charge.
Energy Absorption@: While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the barbarian’s rage. The barbarian must have the Energy Resistance power@.
Flesh Wound: Once Per combat, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.
Greater Power Attack: when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).
Backswing: when a barbarian makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.
Devastating Blow@: as a standard action, a Barbarian may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed. Does not work with Mighty Swing... must have mighty swing to take this rage power.

OK. theres what I have for the changes in the barbarian. I really didn't want to give the barbarian too much that took away from what the Fighter does. I tried to keep the fighter the King of hitting but adding more power behind the barbarian hits with 2 hand weapons. Also I didn't want the damage reduction to be too much if the barbarian gives himself a high ac...

Thoughts, Advice, and comments on balance and other Rage Power suggestions Thanks!