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Heya, so a friend of mine is planning on playing a Svirfneblin Alchemist (vivisectionist archtype)/Unchained Rogue who specializes in building Stone Daggers to be used in conjunction with Disposable Weapon feat and Butterfly Sting feat. For his alchemist Discovery's he was planning on getting Vestigial Arms. He believes that while these arms do not give additional standard attacks, as per the rulings on it, that they can be applicable towards additional attacks via the Multiweapon Fighting feat.
Naturally, I feel this seems a little off, as I believe that the ruling implications on it imply that said arms can be used for attacking, but does not grant additional attacks based on the number of limbs.


Hello! Been awhile since I've been on these forums. Currently running a homebrewed campaign that takes place in the traditional golarion setting. That said, one of my players was born and raised in Rahadoum, and was wondering if there was anything noteworthy that isn't covered in the wiki's (ban on religion, focuses more on human ingenuity, growing desert, but masters of trade...). In addition, I was wondering if there was any particular thing in regards to witch hunts, and what lands are more prominent with them and not. One of the NPC's that the players have something against just happens to be one, and trying to figure out what kind of future characters to involve where in which it would make sense to have them make an appearance, although obviously Irisen is more or less witch country. Any info in regards to these things would greatly help in making a more structured environment in my game!


So the campaign I have in mind requires the party to constantly be moving around, and exploring different ruins of ancient civilizations. I've got a multitude of different ideas, but need more seeing as I plan on letting the party have some say in which ones they decide to venture out and explore, and often have the choices be layered in tiers of difficulty based upon setting and so on. HIT ME WITH YOUR BEST RUINS!


So after having a year or so of absence from Pathfinder, a new group is forming, and I am taking up the mantle of GM once more. No doubt I have missed a lot that has released. Last thing I recall reading up on before were hybrid classes. I feel that as a GM, I should know all the different tools and assets that might be presented in front of me, and want to know what new things I should read up on and be informed about.

I have noticed some "unchained" classes, are these replacements to the standard ones? Optional alternative for them? What are they exactly?

I'm also seeing a little bit about Occult classes. First thing I spotted was Kineticist, which brings back memories of imbalance from D&D 3.5... anything I should be worried about?

Overall, if anyone is kind enough to help me back into the groove of whats new, I would greatly appreciate it!


So the GM has been kind enough to inform us that the next encounter may have a nasty chance of killing one of the players within the campaign. That said, he has also opted that we come up with a backup character just incase. That said and done, from the looks of how the party is thinking, as well as the circumstance in which its not a full party KO, but just some, our party is lacking a "face". Since I'm constantly playing full casters, they regulated me to playing noncasters or slower progression casters (example bard, Pali, ect...).

We are not using the advanced class guide as the current pathfinder campaign we are playing was made prior to the inclusion of it. 3rd party material is also out. Core, advanced, ultimates and some campaign settings or smaller books are allowed (although the last couple are partially GM discretion).

RP standpoint, looking for a character that has a certain guile about him, savvy, prime example, Cary Elwes in a good number of his movies (Robin Hood: men in tights, Princess Bride...).

As far as races go, humans always a fine option, although the GM is being more open about uncommon races, such as kitsune, but not complete reign over the choices due to the current setting predicament (cold blooded races wouldn't ever dare be here...), as well as no innate natural flying, so strix is right out. Thoughts?


So in the campaign that I am playing, reign of winter, we came across a fairly common type of spell scroll, the resist energy cold spell scroll.

Under normal circumstances, an alchemist would dedicate an amount of time to research said spell, based upon the spell level, so long as he has the tools to jot it down in his alchemist formula book, and of course, must make a respective spell check if he got all the calculations and algorithm's right...

HOWEVER! The main question that was brought about that I have pointed out and disputed with the GM until we get an official ruling on it is that after I had successfully researched it, I now have specifically Resist Energy Cold, rather than access to casting any variants of resist energy.

Have there been any cases similar to this? If so, what was dictated as the correct answer? If no similar circumstance has been answered, what would you say to this situation?


So, in my previous custom campaign, which was a HUGE success, I hinted at a possible big time spellcaster known as the Crimson Rose. She became an immortal, went missing for over a thousand years.

The campaign that I have planned reveals that she has actually been creating her own plane of existance through massive ammounts of Greater Create Demiplane and permanency. The thing is, the years haven't been too kind to her, and she went slightly overboard, somewhat resembling the ideals of the Speakers of the Depths.

She, however, isn't content with her own plane. She wishes to become the god of chaos and creation itself.

The proteans themselves are torn about whom to follow at this point, as the creation and destruction of a new god would completely follow their own views and standpoints, let alone the new ideals of how to bring about chaos which brings about evolution, change, and the birth of further chaos that the Crimson Rose has brought about.

Now, with those ideas, here are some questions that I am pondering on.

How do I bring the party to meet with the Crimson Rose?

I plan on determining "chaotic events" that may happen around the party usually about once every 3 days or so by rolling 100. Need to come up with some interesting ideas for that, but make it generic things such as "Harassed by spiritual entities" or "Goblins running amok" to allow myself freedom to work with what the party was currently doing on their own accord.

What would be a graceful method of making the party get noticed by the Speakers of the Depths?

Overall, the campaign is going to be VERY open ended except near the beginning and as it gets closer towards the end, usually having the chaotic events to create tasks for the party to ensew on, or attempt to abandon which may cause long term effects.
"You spot a bunch of orcs on mounts riding off in the distance towards the east." 'eh, ignore them...' party gets to the next town "yes, I was wondering if you happen to pass by (insert generic town name here) if you could deliver this letter to my son..." later heads that way, town burnt down to cinders, finds out it was from an orc raid.


So, right now, my group is playing the notoriously difficult (atleast from what I heard) Reign of Winter Campaign setting. We have just completed essentially the first big part of the campaign, however we have had so many life or death situations and on the brink of characters dieing, I can't help but wonder how much longer my lucks going to hold out.

So while it isn't immediate, I need a backup character. Right now, the party consists of a Human Invulnerable Rager, a Human Pistolero, a Human Winter Witch, an Oread Tower Shield Specialist Fighter, and me, a Human Grenadier Alchemist. Currently, since I have been playing "pure casters" the last few campaigns, they want me to play as something else. The issue is, right now, we are lacking alot in terms of utility beyond the Witch, and very much lack AOE.

That said, I have thought of the following ideas:
Kitsune Ninja
Dragon Disciple long term build (still debating on race)
A magus.

Overall, I'm looking for something that is versatile, has a good amount of utlity, and can help backup the shortcomings of the rest of the group.


With the recent release of the Greensting Slayer archtype for magus, I've gone back to toying around with a magus construct idea I had awhile back. Basically, having a construct that has the construct armor modification, as well as the rune of shielding modification. However, I spotted the bioconstruct modification, namely the brain option. On it, it states that it permits the construct to have skills and feats. With this said, how do you determine how many skill points and feats the construct has? Would you aquire them in the exact same fashion as leveling up a character, although without classes?

I'm wondering about this namely because of potential teamwork feats in conjunction with it, having the construct deattach from me as a swift action to an adjacent spot, and then taking a 5 foot step to get immediate on demand flanking.


Heya. Soon going to finally start up a new campaign, friend's hosting, I'm playing (as you may have guessed) an alchemist.

That said, I often like to have a good idea of what kind of itemization I eventually want to get. No guarentee's that I'll get some particular items, however there will be some one the "christmas list".

There's some items that seem like an auto-pick for a bombing alchemist such as myself, such as poisoner's gloves (2 extract 'touch attacks' on a willing target, myself, as a full round action? Yes please!), among others. However, many lay in an area of uncertainty, such as the body slot for wonderous items.

This is where you guys come in. It would be apprietated to have interesting item ideas come to light that one may normally overlook. For all you aspiring alchemists out there, assist future ones to come with creative solutions, ideas, and more when it comes to itemization!


Poisoner's Gloves

In its details, each glove is able to contain a vial of substance in it. Considering I plan to make an alchemist, obviously I would be using infusions.

HOWEVER. Letsay I wanted to hit myself with 2 infusions as a full round action. Would I have to do two touch attacks on myself? Could I simply allow myself to be injected by my poisoner's gloves for the infusion benefits?


So, in the near future my playgroup is going to be doing Reign of Winter. Beyond the small "player tutorial for Reign" pdf, we have no idea what we are getting ourselves into, and its probably for the better, other than the fact that we know its gonna be cold sooner or later.

That said, each person in our playgroup has often gone with a nich'e in previous campaigns; in my case, I've always been a bigtime caster. GM this time around declared that we have to play slightly out of our confort zone, in my case, no bigtime caster classes like sorcerer, witch, druid, wizard, or summoner. Alchemist is ok, however with some discression, he is also allowing some uncommon races, not all mind you.

So, I have been juggling around between a couple of different options.

A. Human Alchemist: Generally bomb throwing, but also hading out extracts as essentially hp pots and buffs.

B. Kitsune Ninja: Having a heavy focus on sneaky sneaky obviously, but having variations of sneak, such as using disguises and being able to change my looks more drastically using kitsune feats.

C. Something else: I've often been into magic users simply because it allowed more "options" of how to attack. Yes, sometimes its pretty simple and often a logical spell with no second thoughts, however I just don't want to see myself as the archer that calls out on every given attack "RAPID SHOT!" If you have any other good options, feel free to give them.


Well, recently my playgroup finished my custom campaign which went out with a bang, and was enjoyable for everyone. Next person hosting is doing a module, and all of us have to play slightly out of our normal confort zone, in my case outside of playing a main spellcaster.

That said, I've been toying around with the idea of a ranged support alchemist that also has a bit of bulk going for him, so he can more or less almost be a frontline medic with infusions.

Thoughts so far as far as discoveries and bonus feats.

Human Internal Alchemist
Level 1: Far Shot, Point Blank Shot
Level 2: Precise Shot, Infusions Discovery
Level 4: Precise Bombs Discovery, Rapid Shot
Level 6: Fast Bombs Discovery, Extra Discovery- Spontaneous Healing
Level 8: Force Bomb Discovery, Extra Discovery- Confusion Bomb
Level 10: Preserve Organs Discovery, Extra Discovery- Mummification
Level 12: Smoke Bomb Discovery, Extra Discovery- Stink Bomb
Level 14: Combine Extracts Discovery, Extra Discovery- Healing Bomb

Currently, the GM is thinking of going with 20 point buy, so my stats are currently...
10 Str, 14 Dex, 14 Con, 18 Int (16+2 because of human), 12 Wis, and 8 Cha.

Now, I do realize that I could go more heavily into the two weapon fighting to get more bombs off, however I feel having versatility would be better, let alone being able to throw 3 different bombs with 3 different saves to royally screw over any potential of getting out of harms way 100%, and being afflicted with something. Additionally, I feel like I should pick up Healing Bomb earlier, but at the same time struggling to find room for it in an earlier spot. Are there any recommendations that you guys would make on improving the build long term?


Ok, so I had an idea way back when. Oddly enough, my wizard/sorcerer build I had is still alive and kicking, so after experiencing a bit more, I've gone back to pondering the best way to make this character when I do in fact have a campaign to play him in.

First off, I want him to use his pet as a mount, and not just any mount, but a Roc. A roc can go up to large size, but no larger than that as a pet.

Now, the biggest thing I am struggling on is deciding what weapon to be using. Using a lance while on a Roc, having the goblin scream at the top of his lungs random gibberish as he pierces his foes would be oh so satisfying. For the most part, bows are typically the go to ranged weapon, however goblins have a tendency to be a tad weaker in strength, making me question to maybe go into Crossbows instead. Thoughts or ideas on the matter?


So I was chatting with some friends about the functionality of cursed items, and interesting applications for it from a story perspective. This then lead to the discussion of certain magical items which, while astoundingly good, could have the backdraw of curses, inhibiting another aspect of the character.

This made me ponder, "are there any classes that actually emphasize the usage of cursed items?" I myself couldn't find any, and so I pondered on an idea... The Curse-Melder.

Entwined in the bindings of curses, be it through madness, choice, or lifting the burden from another's shoulder's onto your own, you have begun to learn particular patterns and trends among these curses. While these curses may be weighing your strengths down, they have also taught you many lessons, and have begun to reveal a more unique aspect among these objects of power.

Role: What others would avoid, you choose to grasp. One man's trash is another man's treasure, in this case the Curse-Melder's. What a Curse-Melder make of said cursed objects highly depends on what it is, but none the less, they are able to find more use from it than the typical would-be adventurer.

Alignment: While Curse-Melder's can be found in any alignment, those who walk this path often do so in pursuit for power, no matter the cost. As such, Curse-Melder's are more typically seen as chaotic and evil than good and lawful.

Hit Die: d8

Requirements
To qualify as a Curse-Melder, a character must fulfill all of the following criteria.

Feats: Cursed Item Detection
Skills: Linguistics 5 ranks
Cursed item: Must have a cursed item equipped for at least a duration of 7 days, and be aware of the items curse.

The Curse-Melder's class skills (and the key ability for each skill) are Appraise (Int), Linguistics (Int), Spellcraft (Int), and Use Magical Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

Table Info
BAB's, Will Save, Fort Save, and Ref Save, and Spells per day are the same as the Dragon Disciple.

Class Features

Weapon and Armor Proficiency: Curse-Melder's gain no proficiency with weapons or armor.

Spells per day
At the indicated levels, a Curse-Melder gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Curse-Melder, he must decide to which class he adds the new level for purposes of determining spells per day.

Bonus Feat
At 1st level, a Curse-Melder may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A Curse-Melder gains an additional combat feat at 5th level and 9th.

Curse-Bound
At 1st level, whenever someone would successfully disarm, sunder, or sleight of hand a cursed object that you are equipped with or wielding, you may make a spellcraft check. If you roll a total higher than their roll, they now fail their check. In addition, if your roll was successful, you may roll 1d6 per Curse-Melder level (max 10d6) negative damage to the person or thing that had attempted to perform that action.

Ability Boost
As the Curse-Melder gains levels in this prestige class, his ability score increases from the trials and burdens of the objects he wields. At 2nd level, he gains +2 Str. At 5th level, he gains +2 Con. At 8th level, he gains an additional +2 Str.

Feigned Recognition
At 3rd level, as a swift action the Curse-Melder may trick a cursed item he is using that he has removed the curse for a duration of 1 round per Curse-Melder level. This simply negates the effects the curse would cause, but does not allow the removal of the cursed item. At the end of the duration, the curse takes a tighter grip on the Curse-Melder, and cannot have the curse removed or feigned this way for 6 hours. At 10th level, this is replaced by Cursed for Eternity.

Cursed Infusion
Starting at 6th level, for every two pieces of cursed armor or cursed weapons equipped, the wearer gains +1 on Will, Fortitude, and Reflex saves (Maximum of +3). Additionally, when a cursed item has tightened its grip of its curse from Feigned Recognition or Cursed Transfusion, the Curse-Melder gains +1 Base Attack Bonus and +1 AC (Maximum of +3).

Cursed Transfusion
Starting at 7th level, As a standard touch attack, you may apply negative effects of an equipped item to a chosen living target. These effects remain for 24 hours, or until the target is dead. During this duration, the curse is lifted from you. When the effects end on the target, however, the curse returns, and tightens its grip on the Curse-Melder. You may not use this ability on another individual if another target is currently cursed by its effects.

Cursed for Eternity
At 10th level, the Curse-Melder has become adept at taming the normally unchained powers and effects of a cursed item. The Curse-Melder can freely use the items as though the item was a standard version of whatever item it was while still gaining any benefits it may yield. The item, however, still requires the Remove Curse spell or a similar ability in order to remove it from ones inventory. The curse itself still remains intact, however, and can still apply to others, be it through them attempting to wield said object, or through the effects of Cursed Transfusion. All equipped cursed items are considered to have tightened their grip on the Curse-Melder (although can be removed unlike previous levels when a cursed item tightens its grip via remove curse). This replaces Feigned Recognition.

Any thoughts or ideas on this prestige class idea are greatly welcomed.


Ok, so I'm hosting an evil campaign some time in the near future. It is going to be an assassination based campaign against a lord who supposedly poisoned his late brother to gain power. Other lords and ladies of the land would rather he be "disposed" of before he attempts to take more power, and thus hire the PC's. The assassination is going to take place at a Ball, in commemoration for the lords rise to power.

Starting level is 7, and I'm attempting to let the players go all out and have fun to their fullest, although the campaign overall is likely to be short.

This said, however, one of the players wants to be a Dhamphir Cruoromancer.
http://www.d20pfsrd.com/races/other-races/featured-races/arg-dhampir/cruoro mancer-wizard-dhampir

The template is likely going to be a pain, as I don't want to hold up the game every time he resurrects the dead. However, I'm also a little worried considering how the setting is going to likely have plenty of humanoids. This said, what kinds of things would you use to hinder the Cruoromancer from getting completely out of hand? Bonus points if the ideas include story related elements.


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As some of you may know, I have been working on a pathfinder mass effect conversion. I have finally completed the classes, and while some races are still in progress, a good number of them are done.

The spell system for this Mass Effect conversion is more similar to the ki or magus pool system than anything else. Generally, each level within a class that has biotic or tech powers grants additional pool points. You expend these points to perform that action. Additionally, these classes may have the opportunity to gain biotic add-ons or tech add-ons, which function similarly to metamagic feats, typically increasing the casting time or point cost for certain benefits.

1 point in each pool is regenerated every 30 seconds (or every 5 rounds of combat).

Considering that all biotic classes share the same biotic pool, it is the combined levels of these classes that determines caster level for biotic abilities. The same applies for tech.

Now, with rulings in how tech and biotic powers differ from normal casting, I have already devised some tech powers. The issue is I am starting to run out of ideas for the tech pool. So far this is what I have.

Tech Powers

Spoiler:
Tech Power List
Surge Detection
Prerequisites: None
Subtype - Detection
Casting time: Standard, Cost 1 tech point
Save: None; Duration: 1 round per caster level
Area: Cone; Range: 30 ft
Description: The tech user is able to detect any currently operational technology more adeptly for a short duration. When determining if a technological object is currently on or not, add +10 to your knowledge (Arcana).

Tech Armor
Prerequisites: 1st level Sentinel
Subtype - Armor
Casting time: Standard, Cost: 2 tech points
Save: Will negates (Harmless); Duration: 1 round per caster level plus 1 round
Range: Personal
Description: This power generates an energy armor suit that boosts the user’s shields, adding +3 AC as long as the character‘s shields are up or up to the maximum duration. When the users shields are downed while Tech Armor is active, it sends out a pulse of energy, dealing 1d6 gravity damage, and knocking back all targets within 5 feet of the user back 5 feet if able, unless they roll a Reflex save. A successful Reflex save does not negate the damage, just the knock back effect. Having this effect trigger cancels the effects of Tech Armor.

Tactical Cloak
Prerequisites: 2nd level Infiltrator
Subtype - Illusion
Casting time: Standard, Cost: 2 tech points
Save: Will negates (Harmless); Duration: 1 round per caster level
Range: Personal
Description: When activated, it instantly renders the Infiltrator invisible to all enemies. However it also halts shield regeneration for the duration of the cloak. For all intents and purposes, acts similarly to the Pathfinder spell Invisibility.

Cryo Blast
Prerequisites: 2nd level Engineer or 3rd level Sentinel
Subtype - Ice
Casting time: Full-round, Cost: 3 tech points
Save: Fortitude (half); Duration: Instantaneous
Area: Ranged Touch; Range: Short (30 ft +5 per two caster level)
Description: Firing off a mass of super-cooled subatomic particles, Cryo Blast deals 1d6 per two caster levels (Max 10d6). Additionally, if the foe fails their fortitude save, the target is also staggered for 1 round. The caster may choose to spend an additional 3 tech points to cause the target to be Stunned for 1 round instead.

Incinerate
Prerequisites: 2nd level Engineer or 2nd level Infiltrator
Subtype - Fire
Casting time: Full-round, Cost: 3 tech points
Save: Reflex (half); Duration: Instantaneous
Area: Ranged Touch; Range: Short (30 ft +5 per two caster level)
Description: A high-explosive plasma round fired from the user, it inflicts 1d6 damage per caster level (Max 10d6). Those who fail their Reflex save cannot heal from regeneration abilities for 1 minute. The caster may choose to spend an additional 3 tech points to cause the spells duration to become 2 rounds, causing damage on the following round as well.
Neural Shock
Prerequisites: 1st level Sentinel
Subtype - Electric
Casting Time: Standard, Cost 2 tech points
Save: Fortitude negates; Duration 2 rounds
Area: Melee Touch
Description: Sending electrical signals directly into the body, the target must perform a fortitude save or else the target is rendered paralyzed. By spending two additional tech points, the target range is increased to Ranged Touch; Distance: Short (30 ft +5 per two caster level).

Geth Shield Boost
Prerequisites: Geth
Subtype - Armor
Casting Time: Full-round, Cost 1 tech point
Save: Will negates (harmless); Duration 3 rounds
Area: Personal
Description: Providing a strong layer of defense to ones defenses, the user of this tech gains +4 AC for its duration.

Disruptor Ammo
Prerequisites: 6th level Infiltrator
Subtype - Electric
Casting Time: Swift, Cost 1 tech point
Save: Reflex (half, special, read below); Duration 1 round
Area: Melee touch
Description: You may imbue a gun that you are wielding with Disruptor Ammo for 1 round. Shots from that gun deal an additional 1d6 points of electrical damage per three caster levels. Robotic targets may not make a Saving throw against this damage.

Cryo Ammo
Prerequisites: 6th level Infiltrator
Subtype - Ice
Casting Time: Swift, Cost 1 tech point
Save: Fortitude (half); Duration 1 round
Area: Melee touch
Description: You may imbue a gun you are wielding with Cryo Ammo for 1 round. Shots from that gun deal an additional 1d4 points of ice damage per three caster levels. Additionally, if all shots were at the same target and that target failed its saving throw, that target is staggered for 1 round.

Acidic Ammo
Prerequisites: 6th level Infiltrator
Subtype - Acid
Casting Time: Swift, Cost 1 tech point
Save: Fortitude (half); Duration 1 round
Area: Melee touch
Description: You may imbue a gun you are wielding with Acidic Ammo for 1 round. Shots from that gun deal an additional 1d4 points of acid damage per three caster levels. Additionally, if all shots were at the same target and that target failed its saving throw, that target’s AC is reduced by 3 for 1 round.

Overload
Prerequisites: 2nd level Engineer or 1st level Sentinel
Subtype - Electric
Casting Time: full-round, Cost 2 tech points
Save: Reflex negates; Duration instantaneous
Area: Ranged touch; Range: Short (30 ft +5 per two caster level)
Description: Used to render shields useless or to damage robotic targets, Overload deals 1d12 per caster level damage to shields. If a robotic targets shields are down or did not have shields, all excess damage is reduced by half rounded up and dealt to their life. Overload will not reduce the health of non-robotic targets, but can damage their shields normally.

Submission Net
Prerequisites: 5th level Sentinel or 5th level Engineer
Subtype - Electric
Casting Time: Standard, Cost 4 tech points
Save: Reflex negates; Duration 3 rounds
Area: 10 ft -radius spread; Range: Short (30 ft +5 per two caster level)
Description: Shooting out an electrified net created via hyper-electronic resonated molecules, anything caught within it is entangled for the duration and is dealt 1d4 points of electrical damage per two caster levels each round within the Submission net. If the target becomes unconscious as a result from this electrical damage, it will not continue to damage them unless they awaken once more.

Decoy
Prerequisites: None
Subtype - Illusion
Casting Time: Standard, Cost 1 tech point
Save: Will (Disbelief)
Area: Special; Range: Short (30 ft + 5 ft per two caster level)
Description: You may choose a target within range and create an illusionary copy of that person at another location within clear sight. This illusionary copy will attempt to copy all actions that the real target does. This copy, however, cannot replicate actual damage, nor can projectiles be shot out of a 5 foot radius from this decoy (such as illusionary gunfire). This illusionary copy does not count as a threat for the purposes of flanking.

Shadow Strike
Tactical Cloak, 4th level Infiltrator
Subtype - Illusion
Casting Time: Full-round, Cost 4 tech points
Save: None
Area: Personal; Duration: 2 rounds
Description: Combining the usefulness of Tactical Cloak, this tech user is able to enhance his movement while stealthed by +30 feet for the duration. Shadow Strike for all intents and purposes acts similarly to the invisibility spell from Pathfinder. Additionally, if the tech user performs a melee attack within the duration, that attack gains +2 attack per four caster levels and +1 damage per four caster levels.

I have enough tech powers for the infiltrator, and since the sentinel has both biotic and tech, is fine with the number of powers available. Where I am lacking, however, is powers available for the engineer or more generic powers that are available to all tech classes.

In case you are wondering, the prerequisites, while looking more like feats, kind of are. Upon reaching certain levels with biotic or tech characters, they gain a new biotic or tech power. It is at this point that they choose from the list, and if they meet the requirements, may choose said power.

Feel free to toss out ideas. The one thing though is that there CANNOT be a power that completely nullifies the usefulness of another in all ways. This is why there is the biotic and tech add-ons, to further enhance these biotics. A good example of this is Tech Armor and Geth Shield Boost. While Geth Shield boosts duration can be shorter, and has a longer casting time, its pool cost is lower, provides +1 more AC, and lasts even if the players shields are destroyed. (shields are like rechargeable health before health is actually damaged). Additionally, Tech Armor has the utility of potentially being used for damage and enemy displacement.

Currently, the Engineer has 6 options for powers (excluding Geth Shield Boost). I'm hoping to aim for at least 10 options. It should also be noted that the Engineer class has innate abilities that are similar to override and Combat Drone.


Ok, so my words of power caster has finally started getting into the levels where he can start customizing his spells a bit more. I wanted to try and compile a list of spell combinations I would more frequently use. This said, I came across Torture and Decelerate. Torture is a 3rd level effect word and Decelerate is a 2nd level effect word.

http://www.d20pfsrd.com/magic/words-of-power

On the table illustrating spell combinations of words, it does not list a combination of a 3rd and a 2nd word.

Now, there are two main questions.
A. Could I use the combination of these two words as a 5th level spell since that could be two 3rd level words?

B. If I boosted Decelerate, would they still gain additional attempts to save against the nauseated effect from Torture?


Ok, so I've been pondering for a long time, to take Improved Familiar or not to take? While many of the Improved Familiars seem outstandingly nice, it comes at the loss of the original familiar bonus, usually in my case a +4 initiative from a scorpion familiar.

Now, there are a couple of main things that should be noted about my GM. A. He does not allow familiars to use rods, staves, ect. So no monkey with a magical stick, or imp or what not. Secondly, familiars who often take a more combat oriented role often attracts more "agro", and more likely to get killed as a result.

With these things said and done, what improved familiars would likely be considered top contenders for a familiar? Would improved familiar even be worth it considering the GM's thoughts on familiars?


I consistently wrap my head around what may be the best way to level up this sorcerer, but can't really stick to an idea without thinking "would there be a better way?"

Current build:
Words of Power Arcane Bloodline Sorcerer, Human, Neutral Chaotic
1: Metaword Mastery, Toughness
2, level 1 dip into Spellslinger: Nothing notable customizably
3: Point Blank Shot
4: Nothing notable
5: Precise Shot
6: Nothing notable
7: Improved Familiar
8: Improved Initiative (Bloodline feat)
9: Quickened Metamagic
10: New Arcana
11: Selective Spell Metamagic
12: Nothing notable
13: Dazing Spell Metamagic, New Arcana
14: Combat Casting (Bloodline feat)
15: Spell Perfection

The first question that is probably going to pop into peoples heads are "Why the level 1 dip into spellslinger?" A Spellslinger can cast any spell through his gun that are a ranged touch attack, cone, line, or ray, granting a bonus to the spells hit chance or increase the save DC by the enchantment bonus on the gun.
With the current iteration, you could in fact channel spells that belong to another class, such as sorcerer. With words of power, you can easily modify your spells in such a way that it could fit the descriptor for the gun, constantly taking advantage of the gun's bonus.

Next, Improved Familiar. It should be noted that the familiar that I have started out with is the scorpion, who gives +4 Initiative. The Improved Familiar that I will be going into is the Faerie Dragon, if I do decide that it is worthwhile.

The largest issues I am having is New Arcana and Spell Perfection. In long terms, I am hoping to gain permanency as the level 13 arcana, and at level 17 gain the spell Create Demiplane, for flavor purposes. This leaves the level 9 New Arcana, which would include level 4 and lower spells. Between the level 4 and lower spells, and the bloodline spells that I gain, those are the only available options to me in deciding what to give Spell Perfection to.

I have read some good recommendations (Dazing Ball Lightning, which is downright silly), although I was wondering if there were any other extremely effective choices given the small pool I have to work with, potentially with Quicken (The quicker I can get to blowing up the field the better).

Playstylewise, I am often going to be buffing myself at the start of battle to not be as squishy, followed by doing damaging spells that may also include debilitating effects (because words of power is awesome like that).


In my current campaign, my character is a words of power sorcerer with the arcane bloodline, and a 1 level dip into spellslinger.

Planning a bit ahead of time, since i have the arcane bloodline, I may as well make use of a few metamagic feats, and so I've decided upon the quicken and dazing metamagic feats later on before level 15, which is the earliest one can normally get spell perfection.

What I am struggling with:
A. What the last metamagic feat I should pick up. Most of the metamagics can actually be covered by metawords. Need to have 3 to qualify for spell perfection.
B. What would be the best spell to attach it onto? Thanks to New Arcana from the Arcane Bloodline, at the time that I get spell perfection, I can qualify for any spells level 6 or lower from the sorcerer/wizard spell list. Why this is a major deal is because spell perfection in its current iteration is incompatible with words of power, but thanks to the bloodlines that sorcerers have, they have a small selection available to them of what could be "spell perfected" due bloodline spells, except in the case of arcane that has many choices. Currently, I'm thinking Dispel Magic, Greater would be the best choice, and slap a free quicken on it.

Any ideas on either of these aspects?


First and foremost, yes, I know there is already a mass effect conversion out there. I had started working on this project before I was aware of it. This said, I am also attempting to NOT look at the other conversion just yet, just to see how our ideas compare in the end.

Now, onto the topic. I have sorted out how most of the classes are going to work now, however what nifty features to give the vanguard elude me.

Notable things: In my conversion, instead of a spell system, using biotic and tech powers is like expending from a ki pool, in that each of these has their own respective pool. Additionally, there is also something known as a biotic or tech add-on. This functions similarly to metamagic, except it increases the pool cost, increases casting time, or a combination of both.

For those of you not familiar with the Vanguard from Mass Effect, they are capable of biotic powers, think stars wars "use the force". Additionally, while not as good as adepts (another biotic class) in using biotics, they can use light and medium armor instead of just light, and are also capable of using shotguns. Considering that they are sturdier, have close combat firearms, and can use their biotics to help emphasize these points or to close the distance between their foe, they live up to their name, the Vanguard.

Now, the trickiest part is figuring out what kind of unique feats to give them as they level. So far I've been considering something along these lines...

1st: Starting feat of some sort that grows over levels
2nd: Biotic Power
3rd: Point-blank shot
4th: Biotic Add-on
5th: starting feat improves
6th: Biotic Power
7th: something to improve durability
8th: Biotic Add-on
9th: starting feat improves
10th: Biotic Power
11th: something to improve damage
12th: Biotic Add-on
13th: starting feat improves
14th: Biotic Power
15th: something to improve biotics
16th: Biotic Add-on
17th: starting feat improves
18th: Biotic Power
19th: something
20th: Biotic Add-on, Some kind of capstone

If more information needs to be relevant in order to assist me, ask away! I thank you ahead of time if you have taken the time to read this lengthy post.


Still in the working process, I am having difficulties figuring out how exactly I want my pseudo magic system to work slightly.

The general concept that I currently have is that there are two different power pools, Tech pool and Biotic Pool.

generally, each class adds a certain number of points to said pool based on that classes current level, and can learn an additional power every few levels.

Example, the engineer starts with +3 tech pool, and gains an additional +1 for each level, and gains a tech power at level 2 (level 1 uses tech energy to summon drone), and an additional tech power every 3 levels after. The characters would regenerate 1 point in each of their pools (if they have one) every 30 seconds (equivalent of 5 rounds of combat). In addition to these base pool amounts, however, like with spells, their should be an ability modifier that makes these more beneficial.

This is where I am somewhat stuck. Obviously the ability modifier would improve the amounts of available max points in their pool, and increase the power or ability to ensure that the opposing enemy cannot resist it... However these pools are shared, so if a person went with the Sentinel Class, which has both biotics and tech, and multiclassed with engineer, which has just tech, I would want to make sure that each pool is dedicated to one type of ability bonus.

I was thinking Intelligence for determining the functionality of Tech Powers, however Biotics has me puzzled. While Biotics could symbolize using the minds wisdom to blow away another's, such is the way of the Asari Commando, there's the very strange oddities such as those who have been experimented on that do it more out of emotion, such as Jack, which would feel closer to how a Sorcerer plays who is based primarily off charisma.

Both seem like strong candidates to represent biotics, but the largest thing I am worried about is a stat that is a PURE dump stat that almost no one ever picks ever. How would you address this issue?


Sure, I could make the thousand armed god/monstrosity of death and dismemberment... but that isn't that flavorful at all. I've decided to go with a somewhat old classic, the Wyvern. It is my first time really sitting down to work on a long term build for an Eidolon, so any assistance would be wonderful. (Note, I have looked at Saph's Summoner's Guide)

For those who don't know of the Wyvern, its similar to a dragon, but often is depicted with fewer legs. This said, there's many different variations of wyverns, some with 2 legs, others with none, some capable of breath attacks, others with a venomous bite, and even a sea-wyvern, that instead of a spiked tail, has a webbed tail similar to that of a fish.

With all of this said though, I was trying to figure out what would be best for evolving this wyvern over time through the evolution points. So far I had come up with the following:

Base form - Serpentine
Free Evolutions, Bite, climb, reach (bite), tail, tail slap
Level 1(3): Improved Natural ArmorX1(1), Limbs(legs)(2)
Level 2(4): Improved Natural ArmorX1(1), Limbs(legs)(2), Improved Damage(bite)(1)
Level 3(5): Improved Natural ArmorX1(1), Limbs(legs)(2), Improved Damage(bite)(1), Improved Damage(tail slap)(1)
Level 4(7): Improved Natural ArmorX1(1), Limbs(legs)(2), Claws(1), Flight(3)
Level 5(8): Improved Natural ArmorX2(2), Limbs(legs(2), Claws(1), Flight(3)
Level 6(9): Improved Natural ArmorX2(2), Limbs(legs(2), Claws(1), Flight(3), Improved Damage(claws)(1)
Level 7(10): Improved Natural ArmorX2(2), Limbs(legs(2), Claws(1), Flight(3), Improved Damage(claws)(1), Skilled(Fly)(1)
Level 8(11): Improved Natural ArmorX2(2), Limbs(legs)(2), Claws(1), Flight(3), Improved Damage(claws)(1), Skilled(Fly)(1), Improved Damage(Bite)(1)
Level 9(13): Large(4), Improved Natural ArmorX2(2), Limbs(Legs)(2), Claws(1), Flight(3), Improved Damage(claws)(1)
Level 10(14): Large(4), Improved Natural ArmorX3(3), Limbs(Legs)(2), Claws(1), Flight(3), Improved Damage(claws)(1)
Level 11(15): Large(4), Improved Natural ArmorX3(3), Limbs(Legs)(2), Claws(1), Flight(3), Gore(2)
Level 12(16): Large(4), Improved Natural ArmorX3(3), Limbs(Legs)(2), Claws(1), Flight(3), Gore(2), Mount(1)
Level 13(17): Large(4), Improved Natural ArmorX3(3), Limbs(Legs)(2), Claws(1), Flight(3), Gore(2), Mount(1), Skilled(fly)(1)
Level 14(19): Large(4), Improved Natural ArmorX3(3), Limbs(Legs)(2), Claws(1), Flight(3), Wing Buffet(1), Mount(1), Skilled(fly)(1), Frightful Appearance(3)
Level 15(20): Large(4), Improved Natural ArmorX4(4), Limbs(Legs)(2), Claws(1), Flight(3), Wing Buffet(1), Mount(1), Skilled(fly)(1), Frightful Appearance(3)

Things I have been debating about is whether I should get grab and swallow whole, or whether or not to initially start with the aquatic form instead of the serpentine. Also I have been wondering whether or not the current build would contribute enough to the team as a whole. Any feedback would be greatly appreciated.


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Ever had one of those moments where your party comes up with a plan, it seems like everything is going to work out, and it partially does... but with unexpected results that you never saw coming until it was right in your face and your party is going "AW FUUUUU8%(@$#&!"?

Had my own personal experience of that recently, and was wanting to hear others.

My personal story: Custom campaign, me and the rest of the party got teleported to a demonic realm run by a demon named Reagis, who then sent us to a prison that was on a VERY hot plane (think Chronicles of Riddick, shade is good, sunlight will scorch you to death). We manage to escape, found a magically powered boat that has a magical shield that prevents scorching damage. We ended up dropping down a lavafall that damaged the ship tremendously, however a nearby town was established apparently by other escapees, who constantly forge for elemental cores to power the energy shield protecting the town.

Now, this is when it gets interesting. To get the ship repaired, we had to bargain, as money means nothing in this plane. In return for ship repairs, we had to earn a ship back that the dock worker had lost somehow to a local pirate named Cid. Although we gambled with him, we could only convince him to lend the ship for a week, and the repairs on our ship would take longer than a week. Interestingly, the ship's magical AI would recognize a temporary captain as the new official captain if the permanent captain became deceased. This said, the night after we docked, we were attacked by Drow, who had apparently made some sort of bargain with the drow. As a result, we planned to frame the drow to go against captain Cid. We first had our rogue drink a potion of invisibility, go into the basement where the brewery was, and use drow poison that we got off the corpses of the drow we had killed.

A sound plan, but as the rogue was about to leave, he decided to go upstairs and see if there was any loot in Cid's room. He opens the door, and a little girl was in there. She starts calling out for daddy, thinking that he may have opened the door, and wanders down the steps. The rogue grabs some jewelry, and leaves. The potion wears off roughly 6 seconds after he closes the door, and the rest of us were in the building with Cid, oblivious to our plan and not seeing us as enemies since we had gambled and drank with him prior to the entire staging. The little girl asks for something to drink, to which Cid replies "now now, you know you can't have too much to drink... but I guess its been awhile. You can have a sip!" The girl dies from the drow poison, while the dosage would normally knock out a larger man such as Cid. Infuriated, and realizing full well that it was drow poison, charges with the rest of his pirates towards the side of the town run by the drow.

As a result, our rogue has earned the nickname Child Murderer among our characters.


The concept came about when devising a new character to meet the criteria of a supportive character. I've never been a huge fan of playing the "healbot", and thus I decided to lean towards Summoner. While the powers of summoning creatures most definitely should be in pathfinder, and are, when your attempting to party with a group of 4 or more PC's, having the Summon Monster spell-like ability, in addition to the Eidolon, can really bog down the game. This archtype I've devised sacrifices the Summon Monster spell-like ability, as well as a couple of others, to better the combative capabilities of the Summoner itself.

Description: The Soulbound Legionist, while true to his capabilities of summoning a creature, has decided upon their self that they would stand beside that companion and only that companion. To better benefit their Eidolon, they have taken up arms additionally to assist if need be.

Martial Weapon Specialist - At 1st level, the Soulbound Legionist chooses one martial weapon. The Summoner gains the martial weapon proficiency feat and Weapon Focus Feat for that weapon. This replaces Summon Monster 1 and Cantrips.

Ally in battle - Devoting resources to one another, the summoner and the eidolon can choose to attempt to work in unison. Starting at level 3, and at every three levels after (example 6, 9, 12...) up to level 18, the summoner takes a feat from the following list. The summoner does not need to meet the prerequisites for it.
Duck and cover, Coordinated Maneuvers, Coordinated Defense, Escape Route, Pack Attack, Paired Opportunists, Shielded Caster.

Starting at level 6, the list expands to include these.
Back to back, Feint Partner,Precise Strike, Allied Spellcaster.

Starting at level 9, the list expands to include these.
Combat Medic, Broken Wing Gambit, Seize the moment.

In addition, as a swift action, you may have the Eidolon act as though it has a teamwork feat that you have for one round. You may use this swift action up to 3 + the summoner's charisma modifier times per day.

This replaces Summon Monster 2, 3, 4, 5, 6, 7, 8, 9, Gate, and Merge Forms.

Thoughts on this archtype would be greatly appreciated.


First time creating an entirely custom monster, and I'm aiming for something horrifying. The campaign setting for this horror is in an underground basement of a mansion, however both the beast, and another npc, are currently in a constant and persistent Time Stop due to the entire mansion having timeless in respect to magic, which the players notice plenty of changes that don't directly effect themselves but the environment around them. They finally will know of the beast when they attempt to use a cursed staff of time stop, which causes all in the nearby vicinity to be effected, and unable to cast spells for the duration, but can use magical objects. As both the horror and the players are essentially in the same time frame, THAT is when they are expected to potentially face the monster, and hopefully know its better to run for their lives.

Uncontrollable Abomination
CE Large Aberration CR ???
Senses: Dark Sense, Blinded;
Defense
AC 31, touch 8, flat-footed 22
Hp 176 (16d8 +48)
Fort +14 Ref+14 Will+19
DR 10/magic; Immune sleep; SR 10.
Offense
Speed 60 feet
Melee bite, 1 scythe, 1 bite, 1 claw, 2 tentacles
Spell-like abilties (CL 12)
At Will - Spider Climb
Usable once every 10 rounds - Darkness (20 ft. radius)
Statistics
Str20, Dex 8, Con 14, Cha 6, Wis 16, Int 10
Base Attack + 13; CMB+19; CMD+28
Feats: Multiattack, Blind Fight, Weapon Specialization (Scythe), Critical Focus, Impaling Critical, Improved Impaling Critical, Skill Focus: Stealth, Improved Critical, Shadow Jump 320.
Skills Acrobatics +10, Climb + 12, Escape artist +14, Intimidate +16, Knowledge (dungeoneering) +10, Perception +12, Stealth + 16(+3), Survival +8
Special Abilities
Bloodspawn: The abomination that had been summoned into the world may use this ability on a location where a creature has taken lethal damage. Using remnants of the wounded or dead persons life force, it is able to form a new life, one that assists in hunting down whoever’s blood it belonged to. These bloodspawn creatures have 1 hp, an AC of 15, and shares all saving throws for other effects. It does not have any attacks of its own, but provides actual sight for the abomination rather than dark sense.
Tentacle Drag: As a swift action, the abomination’s tentacles can reach up to 10 feet instead of the normal 5 feet away. It can only use this reach to attempt to grab onto foes to ensure that the target cannot move further than 10 feet away. While a target is grabbed this way, the tentacles cannot be used for attacking. It may choose to release the tentacles as a free action. The target grabbed this way can use a move action to get the tentacles off. Alternatively, another person may attempt to get the tentacles off another, using their own move action, or a standard action. If the abomination attempts to move further than 10 feet from the grabbed target, the grabbed target can be dragged. Doing so, however, causes every 5 feet to count as 10 feet moved for the purposes of movement.

Description
This abomination was summoned from a modified summoning circle, and while the summon was successful, was not perfect. The weapon created would not obey its master, and now wrecks havoc on all that it is able to touch.

Roughly 8 feet tall, standing on four boney legs, this monstrosity has no eyes. Where they would be, skin covers, and its jaws slightly deformed, revealing spiked teeth. The bone structure of its upper torso is similar to a humanoids and appears to be strong, but the body itself looks as though it has been brought to the brink of starvation. The left arm begins thin, after the elbow becoming deformed, and enlarged towards a huge claw. On the right, the appendage forms into a scythe, similar to that of a praying mantis.

I was thinking that this is either CR 15, 16, or 17, but not too sure. What I mostly need help with is figuring out the CR, and whether this is too much or too little to give off a sense of terror. Estimated campaign level, 9-10.


It is going to be a good while before I actually set this campaign in motion, as the entire concept is a bit of a higher level campaign. Planning it for characters around level 6-9. Now, I could instantly go with undead, ghosts and ghouls, but what fun would that be?

The concept I've currently devised is our group of adventures will find out about this haunted mansion. At first inspection, the mansion seems to be fine, until the party locates a stairwell. Upon the entire party travelling down it, the steps themselves begin to break apart, as though something was hitting them from beneath with an extremely powerful force, cutting off their escape.

To their surprise, although light is down there, the walls constantly flicker with shadows, tons of sounds can be heard, but not exactly pinpointed or determined what exactly it is. Further progression leads them to a long hallway, and as they are traversing through it, writing on the walls suddenly appear, not exactly side by side, but all through out. In addition, if the players had cast any sort of buff spells, they would notice that the effects had not faded yet. (The entire premises of the building is timeless in respect to magic)

As the explorer deeper, more writing, "You are doomed like me. It will get you soon." One room within the underground portion of the mansion has what appears to be a custom summoning circle, with countless modifications to it, although the party may or may not be able to determine this. If, at any point the players completely block off a section of the halls, such as through erecting a barrier, a blood splatter will quickly splash across it, as though someone had just been slashed by a sword or claw, as well as hearing a high pitched, although quick scream.

Finally, they come to the furthest room, which contains a staff laying on the floor. If Identified, they will see that its a slightly obscure Staff of Time Stop, that seems to have a strange side effect of cursing its user to not be able to cast magic as long as the duration of Time Stop occurs, as well as effecting everyone within the vicinity. While spells themselves cannot be cast by those effected by the staff, magical objects will still work. When used, everyone in the room suffers the effects, and it becomes much more apparent what everything else was before. Roars and screams echo, with brief pauses as they traverse more through through the time stopped corridors.

Eventually they will come across a partially sadistic gnome holding a piece of chalk, and telling the players frantically to run, hide, and fear "it". "It" turns out to be a failed experiment of the gnome to create a weapon for one of the nearby lords, and while successful in summoning it, could not be contained and would not even obey its summoner. Now, at this point they could either attempt to kill it (VERY Unlikely... I want the thing to be able to eat the players alive and tear them to shreds in about 2 or 3 hits.), or to help bide time as the gnome attempts to craft a new magical object that can solve the problem in some way (the player can make recommendations as to what to make).

The experimental monstrosity has 4 legs, 2 arms, and can Shadow Jump. It does not have eyes, but does have dark sense. One arm is scythe like, resembling that of a praying mantis, while the other seems morbidly disfigured, with a very thin upper arm, but an inflated lower that has huge claws. In addition to all of these features, it would have fast regeneration while it is in shadows, and is able to create darkness in a small area for 3 rounds.

Overall, I'm attempting to make a scenario where the players can't exactly beat it through brute force, are terrified of what it may be able to do, but is still able to interact with it in various ways, opening up opportunities for creative play. I am, however, lacking in ideas of things leading up to said point. Sure, swarm of rats/bats could be one small part, but not sure what else. Perhaps lesser interments that were failures? Mostly need some additional ideas for fillers leading up this this point.


5 people marked this as FAQ candidate. Answered in the FAQ.

Ok, so I've been attempting to create a build for a Dragon Disciple that has heavy emphasis on natural weapons.

On Feral Combat Training, it states that "while using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike."

For the brawler fighter archtype, at level 3, they gain close combatant, which grants +1 attack and +3 damage to weapons in the close weapon group. Under the close weapon group, there is unarmed strike.

If my logic is correct, thanks to Feral Combat Training, that the natural weapons that I would be using (claws) would gain the benefit from close combatant?

Also, is there any other strong alternative for improving damage further other than Improved Natural Attack, Arcane Strike, Dragon Style, and Dragon Ferocity?


It has occurred to me that I've never taken a truly thorough look at the prestige classes. May have glanced over them once or twice on certain matters, but not thoroughly. This said, I decided to marvel at many of the different options, and from a flavor perspective, the Dragon Disciple has caught my eye.

However, although I wish to attempt a dragon disciple, I have ALOT of things to consider.

A. What race should I be? Naturally, I could go human, but what fun would that be, going human every time?
B. To Crossblood, or not to crossblood?
B2. If crossblooded, what should the second bloodline be? I've been thinking either elemental or orc bloodline, as elemental would allow me to change the energy type of damage of any spell I cast to whatever I get the bonus damage for my dragon type as (acid dragon + Earth Elemental for example). Alternatively, having +2 damage per die rolled on any spell that matches the dragon's elemental type can be extremely painful at higher levels, but at the cost of being dazzled in daylight.
C. How many levels is typically the best to put into dragon disciple? From what I am seeing, it appears as though 8 levels tends to be pretty nice, although having the form of the dragon upgrade to 2 times per day and also having it become form of the dragon II is very nice at level 10.
D. With consideration of the choices above, what would one typically say would be some of the more notable feats to gain that would not be covered by the bloodline, or should be taken even earlier than the earliest time that the bloodline (or bloodlines if crossblooded) would allow?

Personally aiming for a sorcerer that has a bruiser playstyle, focusing more on brutality and having spell support to increase the potential of the character, or for more utility spells other than some potential damage spells that would go well in conjunction with whatever bloodlines chosen.


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Ok, so I've been working on this wacky idea, a full conversion of the Mass Effect universe using the pathfinder system. I've gotten a good number of races worked out thus far, and have some layout plans for how the 'spellcasting' is going to work in this conversion.

First off, as some of the racial features refer to the 'spellcasting' system I'm using, it is similar to the magus's pool or ki pool to use various abilities, although these two pools are the biotic and tech pools for their corresponding 'spells'.

Leaving the background info of the races out of the post, but for the most part, its copy and paste from the Mass Effect Wiki. Now, onto the races. (Note, this is a lengthy post. Feel free to comment on just individual aspects and not the whole, although as much feedback as possible would be greatly helpful.)

Quote:

Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Spacer - Your childhood was spent on ships and stations, never staying at any one location for more than a few years. As a result, you’ve learned much about various features of spacecrafts, such as making repairs and various tools often used in them. Taking this racial trait allows you to add 1 additional skill point beyond the normal based on your level in Disable Device, Knowledge (Engineering), Ride, and Use Magic Device. This racial trait replaces skilled.

Earthborn - You were raised on the streets of the great megatropolises covering Earth. You escaped it by some method to live a greater purpose however. Using what you learned back then, you’ve become skilled in many kinds of skills. Taking this racial trait allows you to gain a skill focus bonus feat for Bluff, Climb, Disguise, Escape Artist, Intimidate, Knowledge (Local), Sleight of Hand, Stealth, or Survival at level 1, and an additional skill focus bonus feat at level 6 and 12. This racial trait replaces skilled.

Colonist - You were born and raised on a border colony. With the knowledge of adventuring to a distant world, you have a great understanding of how the outer rim worlds are, and how best to act in such circumstances. Taking this racial trait grants the character a +1 bonus in three of these options: Knowledge (Geography), Knowledge (Nature), Knowledge (Planes), Perception, Ride, and Survival. In addition, if the character has already been to the current planet that he or she is on, the chosen bonuses are +3 instead. This racial trait replaces skilled.

The typical human format from pathfinder, although the alternate racial traits are different.

Quote:

Turian Racial Traits

+1 Strength, +1 Constitution, +2 Dexterity, -2 Charisma
Medium: Turians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Turians have a base speed of 30 feet.
Honorable Alignment: Turians must be one step from Lawful Neutral. Due to how they are raised from childhood, Turians have a strict sense of honor and dignity in their duties. In addition, they gain +2 intimidation against those who are not lawful.
Low-Light Vision: Turians can see twice as far as humans in conditions of dim light.
Military Tactics: Turians gain a natural +1 AC against ranged attacks. Having a better understanding of how most combat works, they are able to anticipate various attack patterns.
Academic Training: Turians, regardless of class, are proficient in Perception and Survival.
Languages: Turians begin play speaking Common and Turian. Turians with high Intelligence scores can choose Quarian, Salarian, Batarian, Asari, and Drell.

Alternate Racial Traits
Drop Out Turian - For possibly a number of reasons, the Turian was able to forego his standard military status, although possibly still having some military expertise. Having such an opportunity, he has had the ability to taste many other perspectives and ideals than the usual turian. This character is able to choose any alignment, and people who attempt to do a sense motive check on this character gets a -3 on their check. This trait replaces Honorable Alignment.

Questionable Ferocity - While most turians tend to lean towards a more calm and cultivated method of attacking their foes, this character has tossed aside any such tactics, seeing them more of a way to drag the fight on longer rather than ending it swiftly. This character gets -1 Dexterity, +1 Strength, and gains +2 intimidation. This trait replaces Military Tactics.

Quote:

Quarian Racial Traits

+3 Intelligence, +2 Dexterity, -2 Constitution
Medium: Quarians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Quarians have a base speed of 30 feet.
Weak Immune Systems: Quarians must make an additional saving throw against poisons, diseases, and the like.
Immune System Precautions: When attempting to initially resist an affliction of some sort, the Quarian may, as an immediate action, seal off a part of their suit, stopping the effects of it. While their suit is sealed, however, they take a -2 to dexterity. When unsealed, the effects of the affliction continues. This only prevents one affliction, and the quarian can only seal up to three parts of their suit at any given time.
Pilgrimage Search: Add +4 to Perception and Appraise checks on technological items. In addition, if able to properly identify the value of the item, gains a +6 on Use Device with it if applicable.
Darkvision: Quarians are able to see in the dark up to 60 feet. This is due to their visor’s innate enhancements.
Languages: Quarians begin play speaking Common and quarian. Quarians with high Intelligence scores can choose Turian, Salarian, Batarian, Asari, and Drell.

Alternate Racial Traits
Automation Researcher - Carrying on the weight of their lost home world, this quarian has become profound in knowing how to defeat automated enemies swiftly. As a standard action, when flanking an automated enemy or catching an automated enemy flat-footed, the quarian may attempt a Disable Device on it. If the roll surpasses the enemies CMD, the automated foe is disabled and turned off. The player may also attempt to gather data or cause a self destruct mechanism to occur a few seconds after, but doing so increases the requirements of bypassing the CMD by +5. This trait replaces Pilgrimage Search.

Combat Scanner Integration - Integrated into your visor instead of the normal capabilities of seeing further out into darkness, you instead have a sensor able to detect nearby foes, even if you cannot see them. You are able to detect all life forms within 30 feet (6 squares) even if they are through obstructions such as walls. This, however, is unable to detect cold life forms, automated beings that aren‘t producing higher amounts of heat, and can also have problems functioning in hazardous weather. This trait replaces Darkvision.

Anti-biotic Injectors - To adapt to various environments can be hazardous to quarians, and potentially life threatening due to their weak immune systems. To counter act such an infection, many quarians will use anti-biotic injectors. Once per day, the quarian may craft an anti-biotic injector, maximum of three injectors at any given time. Crafting one takes one hour, and does not require a skill check. These injectors cannot be traded, but can be used on others. Using an injector will cure any two of the following: Bleed, Nauseated, Paralyzed, Petrified, Sickened, and many kinds of poisons and diseases. This trait replaces Immune System Precautions.

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Krogan Racial Traits

+3 Strength, +2 Constitution, -2 Charisma, -2 Intelligence
Medium: Krogan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Krogan have a base speed of 30 feet.
Krogan Hide: Due to their strong hide, they gain +1 to their natural armor.
Wide-Set Eyes: With an eye set that have a 240-degree sight range, krogan are always proficient in Perception, regardless of class.
Brutal Demeanor: Krogan are known for their raw power when it comes to “negotiations”. Krogan may use their Strength modifier rather than their charisma for intimidation bonuses.
Low-light vision: Krogan can see twice as far as humans in conditions of dim light.
Languages: Krogan begin play speaking Common and krogan. Krogan with high Intelligence scores can choose Turian, Batarian, and Asari.

Alternate Racial Traits
Tank Bred - Tank Bred krogan’s often have more manipulation done to them to produce a certain feature compared to the normal krogan. While often looked down upon by other krogan, the tank bred often have a specific duty that they feel they must attend to. This is not always the case, however. Tank Bred krogan get -1 to strength and -2 to constitution, but may add +1 to dexterity, +1 to Wisdom, +2 to Charisma, or +2 to Intelligence. Once chosen, the decision cannot be reversed. In addition, when creating a tank bred krogan you may choose a favored enemy. The krogan gains a +2 bonus on bluff, knowledge, perception, sense motive, and survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A krogan may make knowledge skill checks untrained when attempting to identify these creatures. This trait replaces Brutal Demeanor.

Big Game Hunter - Prepared to prove his worth, this krogan often sets out to fight against foes stronger than himself from the average beings standpoint. To him, however, there is no greater honor than fighting strong foes, and slaying them or being slain by it. Whenever the krogan kills a non-humanoid enemy that has more than +2 CR than himself, he gains a survival point. He may spend these survival points to add +2 to any saving roll after the dice has already been rolled, or +1 to his AC, but before the attack or effect has been noted as being successful or not. This bonus can stack up to five times, lasts until the end of the round, and may be done as a free action. This trait replaces Krogan Hide.

Adjusted Dark-sight - Being adept to dark locations, the Krogan has adapted to seeing in the dark as though the krogan had Darkvision. However, being in darkness for so long has affected his innate senses to light, being dazzled in areas of bright sunlight. (Similar to Light Sensitivity). This racial trait replaces low-light vision.

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Asari Racial Traits

-2 Constitution, +2 Charisma, +1 Intelligence
Medium: Asari are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Asari have a base speed of 30 feet.
Mind Meld: As a full round action, the Asari may make an attempt to retrieve various pieces of knowledge from a target. If the target is willing, it requires a DC10. If the target is unwilling, it requires a DC20 plus whatever the targets will is instead. Add your will score to your roll to determine if you are successful. If unsuccessful, the Asari takes 1d4 points of damage to their intelligence for 1 hour per point of damage. Recover one point of intelligence for each hour that passes. You may only use this ability once per day.
Maiden: Young and adventurous, the Asari has a tendency for the new, and that which is interesting. Add +2 to perception and +1 in each skill the asari is proficient in that requires charisma.
Element Zero Exposure: Nearly all Asari are capable Biotic users. This is due to the abundant quantities of element zero located on Thessia. All Asari innately have 2 points in a biotic pool, and may innately know any one biotic ability that requires 1 point to cast. Caster level for this spell is equal to your primary class.
Languages: Asari begin play speaking Common and Asari. Asari with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Matron - Matrons have a strong tendency to settle into an individual place or planet. As a result, they gain +2 in knowledge (local) and +2 knowledge (plane) of that particular chosen planet. In addition, the asari has become experienced in Mind Melding, and adds +3 to any Mind Meld checks. This racial trait replaces Maiden.

Matriarch - Matriarch’s are wise, seeing most of what the galaxy has to offer. These Asari are highly respected among most races that know of their culture, and even without knowing command a strong presence. For such asari, add +2 to their Diplomacy, Intimidate, and Bluff skills. In addition, matriarch’s gain +2 on all saving throws against biotic powers. This racial trait replaces Maiden.

Nonexposed - Under normal circumstances the genes of an asari are passed from one to another, granting advancement and improvement in their evolution and knowledge. Somehow, this was not the case for this asari. Perhaps the line had become thinned from being so far from any strong traces of element zero, or perhaps a genetic experiment or genetic abnormality. Despite the case, this asari has had to live without the use of innate biotics from birth, and has learned to live life through a more rugged and unique experience compared to most. A nonexposed asari cannot take any class that normally uses a biotic pool. However, the Asari may add +1 to any two different abilities (dexterity, strength, ect.) This racial trait replaces Element Zero Exposure.

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Salarian Racial Traits

-2 Constitution, +2 Dexterity, +2 Intelligence
Medium: Salarians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Salarians have a base speed of 30 feet.
Fast Comprehension: Salarians are able to quickly think of solutions to things that they are knowledgeable in. Any knowledge checks may be done as a swift action instead of a standard action.
Crafty Crafter: When attempting to craft a weapon or armor that you are proficient in crafting, if your craft check is rolled +5 more than the required amount to craft the item, a bonus effect occurs. If it was a weapon or armor, it is considered masterwork. Additionally, when trying to craft a masterwork weapon from raw materials, add +5 to the DC.
Languages: Salarians begin play speaking Common and Salarian. Salarians with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Linguistic Genius - Any time the Salarian encounters a language that it is not familiar with, it may attempt to quickly decipher some of the aspects of the language through the movements, speech patterns, and the like from the thing that it is encountering. To decipher it, the Salarian must do a linguistics skill check. If a 20 or greater is rolled, you understand many aspects of the language, and are able to communicate sufficiently back. If the thing you are communicating with is capable of showing emotional reactions, lower the required DC check by 5. Additionally, if the thing you are communicating with shows movement through its actions while attempting to communicate, lower the required DC check by 5. This racial trait replaces Crafty Crafter.

Scientific Model - Specializing in the various sciences, you choose one of these sciences to specialize in: Biology, Nanotechnology, or Astrotechnology. If Biology is taken, if the Salarian has a Biotics Pool, add 2 points to its maximum. In addition, any occurring situations that require knowledge in the biological aspects gain +2 on their check. If Nanotechnology is taken, if the Salarian has a Tech Pool, add 2 points to its maximum. In addition, any occurring situations that require knowledge about smaller types of technology gain +2 on their check. If Astrotechnology is taken, Add +2 to the Salarian’s Ride skill and the Salarian‘s Knowledge Engineering. In addition, any occurring situations that require knowledge in regards to space ships that are not covered by knowledge engineering get a +2 on their check. This racial trait replaces Crafty Crafter.

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Volus Racial Traits

-2 Strength, +2 Wisdom, +2 Intelligence
Medium: Volus are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Volus have a base speed of 20 feet.
Logical Reasoning: While they may not have the savvy of other races, their logic behind their words usually is remarkable. Volus may use their Wisdom modifier rather than their Charisma for Diplomacy and Bluff.
Economical Tactician: When crafting or purchasing weapons, the Volus may craft or buy a fragile variant of the weapon. The fragile variant costs 1/3rd of the normal price of the normal variant rounded up, however has the fragile quality (if you roll a natural 1, the weapon becomes broken until repaired. If a natural 1 is rolled when it is already broken, the item is destroyed).
Languages: Volus begin play speaking Common and Volus. Volus with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Data Manipulator - A master of manipulating how information is distributed, once per day, the Volus may perform a disable device followed by a use magical device check from a personal data pad if he has one with a +10 on each roll. If successful, the Volus has performed a number of actions to change up much of the information that others nearby gain from various technological instruments to make anything the Volus says more creditable with various degrees of how much information. This racial trait replaces Economical Tactician.

Clanship - Among the volus, this one has a remarkable position within its tribe. As a result, it has had to learn some of the finer qualities to discuss matters with others. This volus has -1 intelligence, but +2 charisma. This racial feat replaces Logical Reasoning.

Technological Savior - Whenever a piece of armor, a weapon, or the ship you are in is about to be destroyed, either due to damage, an ability, or from the broken condition, you may do a knowledge engineering check. If you score higher or equal to 20, you prevent the object from being destroyed, being left at 1 hp. This character may use this ability once per day, plus an additional time for every five levels the volus is. (example, at level 5 you’ll be able to use it twice a day, at level 10 three times.) This racial feat replaces Logical Reasoning.

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Hanar Racial Traits

+2 Wisdom, -2 to One Ability Score, +1 to One ability Score.
Small: Hanar are small creatures, although with their tentacles fully extended, can actually be taller than most humans. They gain +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Hanar have a base speed of 20 feet.
Swift Swim: Although slow on land, in aquatic environments hanar are extremely agile, and have a movement of 60 in water. In addition, hanar are able to ignore any required swim checks unless the liquid is thicker than the normal water, such as types of gel.
Relentless Grapple: Hanar gain a +4 on all grapple checks. In addition, each consecutive turn that the grappled target remains grappled by the hanar, it may deal 1 damage to constitution, intelligence, or accuracy due to the excreted poisons from the hanar’s tentacles. The person inflicted with this damage recovers one point of damage for each hour that passes. This damage cannot effect cybernetic enemies.
Enkindler Knowledge: Most hanar have studied the ‘enkindlers’, and thus have a +8 knowledge religion and +8 knowledge history when it comes to the enkindlers. In addition, this hanar must be lawful.
Languages: Hanar begin play speaking Common and hanar. Hanar with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni), although their wording in various languages other than hanar may surprise those who have not met hanar before.

Alternate Racial Traits
Enkindle This - Although most of the hanar have studied rigorously about the enkindlers, some have simply taken that knowledge as a guideline, rather than to heart. As a result, the hanar has put its studies elsewhere, and gains a skill focus bonus feat of their choice. This hanar gains an additional skill focus bonus feat at level 8. This racial trait replaces Enkindler Knowledge.

Peaceful Negotiator - A common trait among the hanar, this one has decided to make it a priority to attempt for nonviolence in any given situation if able. Whenever a battle would start from an intimidation, bluff, or diplomacy check, the hanar must immediately roll their own intimidation, bluff, or diplomacy check to attempt to counteract the current situation. If unsuccessful, the hanar becomes displeased, and is sad for the state of affairs, getting -1 on any attack rolls for the remainder of the battle. This racial trait replaces Relentless Grapple.

At a later date, I am planning on including Drell, Elcor, Batarian, Vorcha, and Geth.


So one of my spellcasting characters are getting close to improved familiar, and want some verifications on some understandings about improved familiars.

When I get the improved familiar ability, my character is going to have 1 level in spellslinger and 6 levels in arcane bloodline sorcerer. As per wording of the arcane sorcerer, wizard levels contribute to the levels for the familiar.

So, when I would gain the faerie dragon familiar, for example...

The faerie dragon would have an HD of 7.

The number of hit points would be equal to half of my characters total hit points rounded down.

The faerie dragon's base attack bonus would be +3 due to sorcerer levels, and the familiar would use the dexterity modifier to calculate the familiar's melee attack bonus with natural weapons per wording on familiar basics here.
http://www.d20pfsrd.com/classes/core-classes/wizard/familiar

In another thread, a person mentioned that the HD often determines the level of which a caster determines the strength of their spells. If this is the case, would the Grease spell that the faerie dragon knows have a duration of 7 minutes instead of its normal 3 minutes as per original wording of the faerie dragon since it is originally treated as a 3rd-level sorcerer? In addition, does the HD of the faerie dragon effect its breath weapon in any way?


Reading on Construct Armor modifications for building and modifying constructs, from what I am reading:
1. the construct is unable to perform any actions other than those constituted by the user, such as commanding it to attach or deattach.
2. Any attacks the user would sustain are directed at the wearer damage the construct.
3. Construct Armor counts as brestplate armor for purposes of determining AC, weight, dexterity modifiers to AC, and chance of arcane spell failure.

With this said:
1. If the construct would take damage and it has something such as Hardness, is the Hardness applied to preventing damage that the construct would take?
2. Similarly, if the construct itself had features such as magic resistance, and the like, would those be applied?
3. So essentially the construct would give an AC of +6, Max dex bonus of +3, armor check penalty of -4, arcane spell failure 25%, ect? If so, how would that interact with the constructs normal AC, if any interaction? What about other aspects that the construct may have, such as its hardness, or perhaps the Rune Carving of Rune of Shielding?


So for the longest time, I've pondered making a character that emphasizes on building constructs. This would somewhat help out the entire party due to the prerequisites to constructing them (Craft Magic Arms and Armor and Craft Wondrous Item), however I don't exactly want to be dead weight on the party either, nor do I exactly want to be in the back the whole time. This said, I have been pondering what exactly would be the most efficient build for a constructor/combatant.

One thing I have been pondering is the usage of a Magus, and having a construct with the Construct Armor Modification, using a swift action to launch off the armor, take a 5-foot step, and then gain flanking bonuses for attacks. The downside about this is the lack of repair related spells in the magus's spell list.

Going with a wizard, I would definitely have the repair spells, and also have an easier time gaining access to additional spells for different situations or potential modifications. This, however, has the issue of not being proficient in the armor, and thus causing potential spell failure. In addition, less health points, and not very proficient (usually) in weaponry.

While I always loved sorcerers, since they have the ability to cast spells on the fly, most of the construction based checks that I would be doing are based on intelligence scores, so unless I wanted the alternate bloodline feature for arcane bloodline, definitely a no go. In addition, many of the same issues that the wizard have are apparent here as well: low hp, and chance for spell failure.

With all this considered, I am currently at a loss. Is this a lost cause to combine spellcaster and machine into a fighting monster?


So I've decided to finally give spellslinger a shot (pun slightly intended), when I noticed that the spellslinger is given a broken gun. It makes sense that the class that is supposed to be about guns is automatically given one, but why in the broken condition?

Given that the Spellslinger/Gunslinger has the gunsmiths kit, and that the gunsmithing feat automatically given gives the opportunity to repair said weapon, in what circumstance would the starting broken condition matter other than to a new player that doesn't know about how to properly repair their gun and punish them early on with an extremely high gold cost, or in the circumstance that the gm decides a situation such as when introducing characters: "Hey, there's an injured person over here! He looks pretty beat up, as well as his gun..." ect?

Perhaps this may be better under general discussion or another board, in which case, please move this thread, if able, to that location or direct me to where it may be more suitable.


Looking at the lists, I'm seeing some of the Wall spells that require the Barrier word. While that makes complete sense from the normal standpoint, I was a bit confused. The spell level of, for example, Stone Wall word is level 5, which makes sense as the Wall of Stone spell was also 5th level, albeit a little stronger.

However, casting a spell as a barrier spell increases the level by 3, so would this make it cost an 8th level spell to be able to create said wall? I would not believe so, but I need something to verify that this is true or not.


Second time GMing, and trying to make a short campaign that will probably take 1 or 2 days to complete.
Number of players: 3 or 4
Starting level: 10
The Story: The players will make their own characters based around specific tasks that they will have to work on simultaneously. It is an assassination attempt on a duke who has suddenly risen into power over the course of several years, but has obtained great wealth with the passing of his late uncle, supposedly from "natural causes". Some disagree with the motivations the duke, and have recruited the players to complete the task. The nicknames of the characters will be as follows.

The Smoothtalker: This person is infiltrating under the guise of a new lord who had originally pledged allegiances to the uncle, and is there to pay his condolences.

The Sneak: The likely contender for the assassination, be it through sharpshooting from a banister, poisoning, or some other nefarious tactic.

The Brute: In case the original tactics work, break in and finish the job. Naturally, the employees prefer it to be more "subtle", but would like the task to be finished if able. Until such a time occurs where things do go awry, the player can attempt another role, such as joining with the sneak to ensure the enemies get pummeled quick enough not to alarm others, or perhaps be under the guise as the Smoothtalker's bodyguard.

If there is a 4th player, The Mingler: Attempting to divert other peoples attention. Can choose either path, to perhaps distract guards letting the sneak to land a solid blow on his/her foes, or perhaps to distract other lords and ladies who have attended while the Smoothtalker performs some underhanded methods, such as persuading the duke to a backroom, or perhaps giving time to drop some poison into a chalice.

Where I am lacking are notable npc's. I know I want atleast one inspector, which will be a strong challenge for the Smoothtalker and/or Mingler, and probably a paladin who is a royal guard for the duke. Any others that should be noteworthy other than the various other random npc lords and ladies?


While I may have my characters sorted out, one of my pathfinder comrades has been looking into combat maneuvers.

I've done a good amount of research, however I am still at odds how to go about it. Three main concepts have come to mind.

A. Unarmed monk, with a level dip into wizard. The wizard dip is for Enlarge Person, to increase the damage output of all the punches that occur from an extensive number of attack of opportunities. Leaning towards Maneuver Master as far as the type of monk.

B. Barbarian, with potentially dips into warrior. This build would have a bit more emphasis on bullrush obviously than the other combat maneuvers, but would more likely be reliable in a number of situations compared to being an unarmed trip artist.

C. This last one isn't exactly combat maneuvers, but emphasizes the more supportive aspects of it (causing status conditions, performing feints, ect.) Monk mixed with rogue. This may seem obscure at first, but hear me out. From using Stunning Fist, is able to cause them to lose their AC from dexterity bonus. This, in return, is able to allow Sneak Attack damage on each following punch. Basically, an emphasis on doing status effects with each punch he throws.


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I understand that Ki Throw does not trigger attacks of opportunity from displacing the targets current location. However, I am curious as to the implication of Vicious Stomp triggering. Would it trigger as a result of the opponent becoming prone from the trip, as a result of being tossed into a prone position, both, or does the Ki Throw essentially become a replacement effect of initially going prone, and then being displaced, and as a result of wording, does NOT trigger any attacks of opportunity, even from Vicious Stomp?


Tried googling it, but did not get any decent results.

When you are using Words of Power, and have the prerequisites for Spell Perfection, upon choosing it, do you choose any spellword to attach it to, an effect word, or can you simply not take advantage of the feat?

In the case of a sorcerer who has Spell Perfection and is able to attach it to a word, do you get to change what word Spell Perfection is attached to when you rearrange your spells each time you level up?


Well, I was thoroughly hoping to play as a Roc-riding Goblin Beastmaster, however we are sorely lacking in any sort of spellcasters without me playing one, let alone already have a ranger.

This said, moving on to plan B!

I am thinking of a Human Arcane Sorcerer who uses words of power, and has an early one level dip into Spellslinger (wizard), allowing me to channel my spells through my gun and gain additional bonuses. With words of power, I can turn quite a few spells into rays, cones, lines, and ranged touch attacks into an even more powerful beast.

For storyline purposes with my character, he always uses a Coat Pistol, one of the last inventions of his late father. This is during the time period of early firearms.

Current thoughts on feats...
1st level, Sorcerer: Improved Initiative, Toughness
2nd level, Spellslinger: just all the things spellslingers usually get...
3rd level, every proceeding level is sorcerer: Reach Spell Metamagic
4th level: Nothing notable
5th level: Leadership
6th level: Nothing notable
7th level: Point Blank Shot
8th level: Combat Casting (Bloodline Feat)
9th level: Precise Shot
10th level: Nothing notable
11th level: Dazing Spell Metamagic
12th level: Nothing notable
13th level: Intensified Spell Metamagic
14th level: Skill Focus, Knowledge Arcana (Bloodline Feat)
15th level: Quicken Spell Metamagic

In addition to thoughts on possibly replacing these feats with others, how would Having the Arcane Bond from sorcerer interact with the level dip into Spellslinger? Does the Spellslinger's Arcane Gun replace the familiar from the sorcerer, or just the instance in which it would normally grant another familiar by dabbing into wizard? With this said, considering this build, would a bonded item or familiar work out better?


So I've been thinking about going with a goblin ranger with the Beastmaster variation. I'm thinking of having an emphasis on the pet more than anything else, but starting out with a bit of damaging abilities via light crossbow that leads into more of "a little extra damage" late game.

The feats are as follows:
1st: Rapid Reload
2nd: Rapid Shot (from Combat Style)
3rd: Mounted Combat
5th: Mounted Archery
7th: Boon Companion
9th: Trick Riding
10th: Precise Shot (from Combat Style)
11th: Mounted Skirmisher
13th: Deadly Aim
14th: Far Shot (from Combat Style)
15th: Saddle Shrieker

there are, of course, other feats that a beastmaster ranger gets, but this list includes those where options and openness are. The animal companion I am thinking of having is either a Dire Bat or a Roc to ride. With Mounted Skirmisher, I would be able to do full-action attacks, using Rapid Shot every single turn on my prey below while the companion may be able to move and perform attacks itself if it so moves to engage into melee.

With all this said, is this a good lineup of feats for an emphasis on the companion? Are there any feats you would take instead of some currently listed here?


My old GM has dusted off the ol computer files, and is bringing everyone back for a Round 2 on Pathfinder.

Previous games I have done, I've always been a spellcaster of some sort. This is partially because I'm one of the few that have the patience to learn about all the applications and implications of all the various spells compared to normal combat. That aside, I've found an urge to use Goblins of Golarion to make my next character. While brainstorming ideas, I had thought about making a Goblin that is able to mount various animals.

Through my research, I've found the available options being Druid, Ranger, or Paladin. Considering I'm trying to lean away from spellcasting for once, Druid's off the list, leaving Paladin and Ranger. While the Paladin with the Beastmaster Subtype has some wonderful aspects, I am curious about the comparison with a Ranger based around animal companions, and also the fact that a ranger could potentially get a flying mount.

With all this said, what would you go with, main class, subclass, potential multi-classing, for a pet companion based goblin? What kind of feats are insta-gets?


Originally planning just to be your ordinary Arcane Bloodline Sorcerer with a 1 level dip into Spellslinger on my next campaign, finding out about Words of Power has enthralled me since I'm big into customization, and being able to cast different kinds of spells on the fly, whats not to love?

This said though, I've never actually played as a Word Caster before, and want some ideas on what feats and the like would you normally take on a wordcaster vs. a normalcaster?

More specifically, these are some specifications on what I originally had planned for the Spellslinging Sorcerer...

Name: Drakon Sargentus
Human Arcane Sorcerer / Spellslinger
19 levels into sorcerer
1 Level into Spellslinger

Feats
1st: Toughness, Reach Metamagic
3rd: Quick Draw
5th: Improved Familiar
7th: (Sorcerer feat)Combat Casting, Leadership
9th: Intensified Metamagic
11th: Quicken Metamagic
13th: (Sorcerer feat)Improved Initiative, Craft Magic Arms and Armor
15th: Cooperative Crafting
17th: Craft Wondrous Object
19th: (Sorcerer feat)Still Metamagic, Craft Rod

The reason for Cooperative Crafting is due to lore as to whom I have Leadership over, which is also a crafting character who happens to be a wizard.

With the availability of metawords though, I question some of the metamagic feat's usefulness (although Quicken is no doubt still going to be useful). One such example is the Reach Metamagic, which could probably be tossed aside thanks to the metaword boost on the method of targeting.

In addition, I do wonder about the viability of Crafting a Rod due to the requirements by those who are wordcasters instead of normal casters.

What further changes, if any, would you recommend, and what other things could one possibly recommend for this character that may not be directly based on the build itself, but more about common word choices, what you've found to be handy universal words, ect. Take note, the character isn't going to be for one particular campaign, but likely a series of campaigns.


Seeing as I thoroughly like playing as casters in nearly any game, I was browsing through the ultimate magic when I came across Words of Power. Finding an entirely new spell customization system, I was enthralled.

One thing, however, is that I was a little puzzled by the Effect Word Combinations table. Now, are you able to go past the three word effect limit? If so, by example, would a 4th level spell potentially be 1/0/0/0, and a 5th level could be 1/1/1/1, or 2/0/0/0? Just want clarification if my logic is correct or not.

In addition, I was wondering about the usage of metawords on Sorcerers. Does it extend the casting time similar to a normal metamagic feat?

If there's any other usually confusing clarifications, by all means let me know. Thank you ahead of time!


In a campaign that I've made, it leads to either A. Killing a vampire lord, and getting payment from the people who recruited you, or B. Deciding to aid the vampire lord in lifting a curse on his beloved that put her in an eternal sleep.

In the case that the players decide to aid the vampire lord, there is a library, as well as rumors and others various things within the vampire campaign that hint on possible destinations. The first destination is a cave which (questionably) allows one to travel back in time. If they choose to take this route, the main possible objective in assisting the vampire lord is preventing the said vampire lord and his beloved from ever befalling their fate. With this route, I'm trying to think of what kinds of time paradox/consequences may occur or how I should wish to go about it. The primary thing that comes to mind is how they would return to their original time line, or if I should even allow that, and force them to be stuck in a second time line way back in the past that may yield new adventures which would have been done already from various governments, adventurers, ect, or even partake in a war that would make the difference in the outcome of the Pathfinder History.

The second possible destination for this route is a deep jungle area. This would yield a far more different environment from what the players are usually used to, and can be a drastic change of pace. The thing I am left pondering about this route is the object of which they are seeking. Should it be some rare, exotic fruit? The heart of a beast? Perhaps a relic, or a sacred font? The inhabitants I am thinking for the jungle are Lizard people, although I am trying to think of a secondary group to infest the jungle as well that does have some intellect.

All in all, looking for some feedback on the idea, and also hoping for some input on which way I should go with certain 'flavor factors' to keep it easy enough to understand, but complex enough to make it interesting and enjoyable.


In a friends campaign, we are currently stuck in a dwarven keep that apparently has a device known as the Dragon Forge. The keep won't open back up, or at least the entrance we came through, until the Dragon Forge is activated. To activate it, several keys in the shape of weapons must be found throughout the dwarven keep.

Considering that we have been stuck in there for several days, and have been essentially living off rations from the Drow that now inhabit the keep, there's no shops to sell those useless items you end up finding.

Now, this said, this thread I made with the hope of gaining some unorthodox insight on what to do with certain items I have picked up along the way.

Item #1. Potion of Virtue - Casts virtue, like most potions end up doing, casting the spell its named after. However, I find difficulty in how to use something that grants 1 temporary hit point to the best of its advantage.

Item #2. A splinter that happens to be shaped somewhat like Jesus - Somewhat of a joke from the GM for being a person who constantly rolls to find things, I ended up rolling fairly high on several rooms in a row with nothing to find, and so to somewhat taunt me, or to give me some, if not little satisfaction, I end up finding this, even though there is no Jesus in the pathfinder fantasy realm, at least not in the same context that real life holds that person up to.

Item #3. Book of Forging Mythril - I can see this being sold for a nice price outside of the dungeon for some extra moneys. After all, creating mythril is a strong trade for Dwarves, so a book on how to do such a thing may well be worth while in the right hands. At the same time though, I am wondering if I can perhaps use this book to my own advantage in some way. Of course, I could use it for bargaining material perhaps, but wondering if there are any other potential uses.

If anyone else has any oddball items wondering about what to do with, by all means, share them! Exchange ideas, and perhaps some more creativity will bounce around! :)


In almost all games that I play, I usually end up playing as the mage primarily, be it countless number of MMO's, to RPG's, to even Pathfinder. As a result, I've studied, researched, and learned all about playing as a spellcaster figure, but not as much in other catagories, so when a person ends up grappling an enemy, or vice versa, I usually end up having to look back at the pdf files on the rulings in regards to it. Considering that I plan on making a campaign that isn't filled with mages, but many more custom character sheets for different npc's I create, I was wondering about creative ways to make certain characters. I don't exactly need all of the exact information on how the abilities and things that you guys suggest function, but I need a good starting point of where to dab into research-wise to create these said characters.

The character general ideas are as follows:

1. An aristocratic person who has a strong fondness for billiards and darts. Uses darts as his primary weapon, and is EXTREMELY accurate. Hoping to also have several interesting tricks up his sleeve in regards to how he uses the darts.

2. An absolute huge and hulkish being that has been experimented on. Brute strength above all else, uses his fists to smash others into walls, choke them, toss them around, you name it.

3. Something along the lines of a spellcaster mixed with a paladin, but focus's a lot on darker aspects, yet isn't exactly evil.

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