Xokek

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Organized Play Member. 84 posts. No reviews. No lists. No wishlists. 21 Organized Play characters.




I'm about to start playing in a WotR campaign. We have 3 players, and I convinced our GM to give us a 25 point build because of our party size. I like playing divine casters, so I have taken on that role. I've narrowed my choices down to 2 concepts:

Zuri, Aasimar Shaman, Life Spirit. I feel the key advantage to this choice is the ability to channel without having to play a cleric or life oracle, both of which I've played with this group before. Looked at Hospitaler, but decided against it. Main flavor/fun is gaining an air elemental familiar at level 5...a celestial air elemental with fast healing 1.

Wadinku, Aasimar (angel-kin) Oracle, Lunar mystery. Main advantage, tiger animal companion. Unlike the Shaman, who is completely caster focused, Wadinku will have some melee ability both from himself and his tiger friend. I might also take the Seeker archetype, which would give him some rogue abilities.

Other two characters are a ranged Paladin (race unknown), and a Strix sword and board Fighter.

Which would be better in a 3 man party? Which would excel in a demon-heavy campaign?

Thanks in advance, and for reading this far!


I was surprised this thread doesn't already exist. What I have found so far:

1. Fill it with water, then bull rush, teleport, etc. a creature into it. Fold it up to drown the creature. True, they would eventually suffocate inside anyway...

2. Have the fastest member of the party carry everyone around inside it, with an air supply of some sort. Air Bubble spell, bottle of air, etc. This would work for camping, too.

3. Set it up as a pitfall trap.

4. Fill it with weapons, then cast telekinesis to attack with 9-15 weapons at once.

Not comprehensive, but hopefully this gets y'all started.


I currently only have a first level character in PFS. If I wanted to play a higher tier scenario, I would have to play a pregen/iconic. Is there a way to apply any credit from the scenario (Xp, pp, gold, etc.) to a new or existing character?


My character has recently acquired the true name of a pit fiend. I was thinking about trying to sell the name, and was wondering if there were specific rules or guidelines for this. I was thinking someone in Cheliax might be interested, but how much could I conceivably ask for it? Thoughts? Ideas?


my cleric just hit level 9, and it's the first point where i don't have a feat planned. a lot of feats so far have been mostly flavorful, so i'd like something mechanically awesome.

feats so far: selective channel, eldritch heritage, versatile channel, improved eldritch heritage, scribe scroll (from Rune/Wards).

craft rod would be good, except that i don't have any metamagic feats to make metamagic rods.
leadership would be good, but my DM has already said he would be making and roleplaying my cohorts, so they would probably be useless.

i'm thinking craft wand or craft wondrous item, which would make sense for a cleric of Nethys...wanting to spread magic in the world and whatnot. but again, i'm looking for the most mechanical advantage.


Can a familiar be the designated toucher for spells I cast from a scroll?


Working on a build for an aasimar with an animal companion utilizing Celestial Servant from ARG. The idea is to have a primary caster with a tanky pet that I can throw buffs on. Which do you guys think would be better...Sylvan sorcerer or Druid?


I don't necessarily want spoilers, but...am I going to be fighting a lot of undead and/or things immune to cold? This build will also focus on summons, but definitely built around cold damage. I don't mind if one or two fights make my blasting useless, but if a significant portion of the campaign makes cold a poor choice I'd like to know before we start.

Thanks in advance! You guys always deliver.


I've read a few cleric optimization guides, and the Magic domain in general and this ability specifically don't get much love.

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

I suppose not being able to do combat maneuvers is a bit limiting, but as a cleric one will not often be specializing in combat maneuvers anyway. Also, you're not likely to get a flanking bonus wielding a weapon this way. Again...not that big of a deal, methinks.

I particularly like the idea of using a Spell Storing weapon to deliver curses and such at range. In fact, I can even see this as being good for an Inquisitor.

Bonus question: since this is a supernatural ability, couldn't you use this to attack with your weapon if you were paralyzed?


could someone with two weapon fighting and rapid shot throw 3 chakrams in a round if they also had quick draw?


I did look around, but haven't found a definitive answer to this question...when you swap out a monk ability, to you gain JUST ONE ki ability at the appropriate level or do you have the option of using any of those listed for that level? I'm reasonably certain it's the latter, but I would like to see an official ruling. A friend of mine is making a Qinggong Monk for a campaign we'll be starting soon, and he seems confused about how the archetype works.


1 person marked this as FAQ candidate.

Having taken an air elemental familiar with Improved Familiar, can it deliver touch spells while in whirlwind form?

Also, would delivering touch spells with Flyby Attack incur attacks of opportunity?


I'm playing a cleric of Nethys with the Knowledge and Wards domains. I'm 4th level, and I have some time and money available to make a few scrolls. I was thinking maybe ten 2nd level scrolls, but really going back and forth about which ones. What do you think are some handy, possibly situational, spells to have on hand as scrolls? Definitely Lesser Restoration...but then what?

Relevant info: Heading into 2nd book of Rise of the Runelords. Party of five with myself, A sword and board pally, a dervish dancer bard, a bladebound magus, and a zen archer. I have an owl familiar through Eldritch Heritage.


Is it possible to make a magic item that gives a +1 bonus to an ability score? Additionally, could I make this item a holy symbol by simply adding the cost of a holy symbol?


Of course there's nothing wrong with monks. This guy has only ever played monks, and when his character died tonight (end of first RotRL...chapter?) he went so far as to say any new character he made would be from the same monastery and also a monk (DM all but promised all of us would die throughout the AP, probably thrice). If he only ever wants to play monks...sure. That's his choice, of course. He's new to Pathfinder and role playing in general, though, so I want him to experience more of the game before he limits himself this way. He played a Magus once, briefly, and hated it. After tossing around a few ideas, he seemed genuinely interested in a ranged Inquisitor build, so I want to present him with some amazeballs concepts.

Some context: We are currently running RotRL. We have a six man party currently. Half-elf Cleric of Nethys(me), Tiefling Magus Blackblade, Human Dervish Dancer Bard, Elf Alchemist (leaving town and thus game in a week, sadface), a Sulis Paladin of Iomedae (who also died but will very likely be resurrected), then my friend the Vanaras Zen Archer Monk.

Since his character was our main source of ranged damage, not including the Alchemist who is leaving, I think a ranged character is ideal. I don't think anyone needs to be railroaded into their party role, but it would be nice and he expressed interest in ranged characters...and a decided aversion to rangers (although he likes the idea of an animal companion, but there are domains for that).

We are doing a 20 point buy, and choices for race are, as you can see, fairly open...no evil races, "monster" races, drow, half-things, etc. Core races, Tiefling, and Aasimar definitely, most of the Advanced Races with DM approval. No evil. He will be third level (one level behind the rest of us at this point). He would prefer to be along the neutral axis, which I think leaves plenty of good deity options open.

I have a few ideas of my own, but I'm sure plenty of y'all know the game better than I do, and I want something to really get him excited to play something new. Thanks in advance!


We're about to start a Rise of the Runelords campaign, and i get to play instead of DM, which is nice. There will be 5 or 6 players, and so far we have: An elf alchemist, a Sulis paladin of Iomedae(i wouldn't have allowed it, but i'm not DMing, so whatevs), a human chain-themed fighter, and a zen archer who will probably be human, maybe Catfolk or Vanaras. I've decided on a half-elf cleric of Nethys, and I'm wondering about Mystic Theurge.

This is the first chance most of us have had at playing a character past level 5 or 6, so it's the first time a prestige class has been an option for me. I just wonder how well it tends to play out mechanically, and whether it's a good fit for the campaign setting.

Working with a 10 point build, I've got S 10/D 10/Co 10/I 14/W 18/Ch 14. (I don't really care for stat dumping). I chose Knowledge and Ward Domains, so I automatically get Scribe Scroll from Wards and Skill Focus: Knowledge(arcana) from being half-elf. True Neutral.

If I go straight cleric, this is how I'm planning Feats: start with Versatile Channel because I want to take Eldritch Heritage to gain a familiar (weasel or thrush) at 3rd level. That way I gain the familiar and negative energy bursts at the same time, as soon as possible. From there I'll be picking feats that modify channeling, crafting feats, and metamagic feats.

If I do go MT, I'd likely take 3 levels of Wizard starting at level 4, so I'd get the familiar automatically at that point. Then I'd likely take Selective Channel at 1, and Versatile Channel at 3, then continue as with straight cleric. Also, I'd probably make Int and Wis both 16.

Oh, and this guy will likely dabble in necromancy a bit, which should be interesting with our paladin...


I'm making a cleric of Cayden Cailean for an upcoming campaign, and really drawing a blank on feats. It's a 15 point buy, and so far my stats are:
S 10 D 10 Co 10 I 10 W 16 Ch 14 with 5 points left to spend. I'm a human, and starting at lvl 1. He's part of a family of brewers, and uses his ability to create water/ale/wine to share samples of his family's various ales with the world. I don't really want to make a healbot, since clerics are decent healers anyway, otherwise I'd go for Extra Channel and Selective Channel right away. The other characters in our party so far are a rogue, a two-handed weapon fighter, and a druid, with the possible addition of a gnome fey bloodline sorcerer. His traits are Fast Talker and Good Natured, and he's CG aligned. I would appreciate any ideas that anyone thinks would help.

Should I resign myself to being a healbot?
Any thoughts on variant channeling (I was thinking bravery)?
Where should I spend those last 5 points...phys stats to make him a viable combatant, or Int or Cha to make him a better face man?
Seriously, what feats does a jolly drunkard take?