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Heya, how would you guys go about making a worshiper of winter? This is purely for funzies, and I'm genuinely curious as to how you would all do one. For level mark, let's stick with the 5th. If you guys want to go fewer or more, go ahead.
(Merry Christmas/Happy Holidays in advance)
If you guys don't mind, I would like some assistance in creating an undead cohort for my necromancer who just got leadership. He's a small pc. Think...smaller than a gnome, and I would like to recruit a spirit, and stick said spirit into a newly risen feline creature of some sort. Ideas? P.s. - i would like said cohort to be mountable, if at all possible.
One of my friends is presenting me with a rather difficult (but worthy) challenge: Solo a normally 4-man campaign Starting Level: 1
I was originally thinking synthesist or reach cleric, but those are the only ones I know are innately strong. We're aiming to last till 15th level. Any advice? Edit: Again, this is what you'd expect from a normal 4-man adventure. No, he hasn't told me what kinds of creatures I'm up against, nor has he told me any of the specific challenges I will face.
I'm working on another wizard, starting at level four, but I'd like to have the build planned out. My goal is be a silver bullet mage, but be able to spike myself for key moments. I'm going with human on this one, but I'm just not sure how I should go about my exploits. The exploits I would like in the build are:
The feats I would like the most are:
Honestly, though, unless I get to higher levels, metamagic feats aren't really applicable to anything, and because I'm essentially performing as a universalist, I don't know how I should specialize. In fact, the only reason I'm taking PBS and PS is so that when I have to use a ray, I can. Also, a lot of the exploits are incredibly useful early on, so should I take Extra Arcane Exploit for those, or just wait it out? Any advice?
Hey guys, I've got another human wizard that is starting in the higher levels. Think 15+ campaign. I was wondering if you guys had any ideas for an outside the norm wizard. I've had a lot of fun with Conjuration and Transmutation. Evocation is kinda meh since my teammates usually already do a lot of damage. I've got a team consisting of a skill-monkey, two front liners, and a buffer. Battlefield control, I'm thinking, is something I should aim for, but I'm not quite sure. Race: Human
Books: Core, APG, ACG, All Ultimates, and ISG Any suggestions? (I'm even willing to try another prestige class. Mystic Theurge I had a lot of fun with in my previous character.)
Hey guys, I've got another human wizard that is starting in the higher levels. Think 15+ campaign. I was wondering if you guys had any ideas for an outside the norm wizard. I've had a lot of fun with Conjuration and Transmutation. Evocation is kinda meh since my teammates usually already do a lot of damage. I've got a team consisting of a skill-monkey, two front liners, and a buffer. Battlefield control, I'm thinking, is something I should aim for, but I'm not quite sure. Race: Human
Books: Core, APG, ACG, All Ultimates, and ISG Any suggestions? (I'm even willing to try another prestige class. Mystic Theurge I had a lot of fun with in my previous character.)
Hey guys, I've got another human wizard that is starting in the higher levels. Think 15+ campaign. I was wondering if you guys had any ideas for an outside the norm wizard. I've had a lot of fun with Conjuration and Transmutation. Evocation is kinda meh since my teammates usually already do a lot of damage. I've got a team consisting of a skill-monkey, two front liners, and a buffer. Battlefield control, I'm thinking, is something I should aim for, but I'm not quite sure. Race: Human
Books: Core, APG, ACG, All Ultimates, and ISG Any suggestions? (I'm even willing to try another prestige class. Mystic Theurge I had a lot of fun with in my previous character.)
I'm creating a world, and rather than starting with a small town, I'd like to focus on the pantheon different from what's in the books. My basic idea is that there is one deity for each alignment. The end goal of this 1 to 20 sandbox campaign is to figure out why the god of balance (true neutral) disappeared. Now, here is the more detailed version.
After many an aeon of inner thought, Olen decided to explore this blackness he was a part of. Eventually, his travels led him to his wife, Olet, Goddess of Law (LN). Together, they bore four daughters; Olorius, goddess of Justice (LG), Olizet, goddess of Tyranny (LE), Olian, goddess of Hope (NG), and Olizen, goddess of despair (NE). The family the two created inspired them to forge great anomalies within the vastness of space. Worlds, galaxies, universes, even entire dimensions they could traverse within a blink of an eye. However, over time, they grew bored of such things, and like their father and husband, the family set forth outside of their domains in search of something new they might work with. Eventually, they came across another being, Oletch, god of chaos (CN). He was a god who was easily tempted, but could never be ruled. As a result, when the family approached him and tried to bring him into their world, Oletch denied such sweet offers and began to depart. In an effort to rein him in, Olen and Olet offered Oletch one last bargain. Stay with them, and he may bed with Olian and Olizen so that Oletch may gain the power of creation. Unlike the other deities, Oletch could not create material wealth from nothing for he had the power of the arcane. His was a ponderous tool that would never stay static, and as such, his machinations would never truly exist. As a result, Oletch took up the couple's offer, and joined with them. His companionship with Olian gave birth to the goddess Olaria, god of Freedom, while his partnership with Olizen created Olench, goddess of calamity. In the beginning, his hunger was sated, but over time, Oletch asked for more. His creations were solid, wild, and free, but his and his' daughters' ideals were always in conflict with the family of six. Wars would ensue, and realities would crumble. Death would halt, and life would be born once more, but always was there a battle between the nine deities. That was until now. Olen, God of Balance, has disappeared, and no one knows where he is. Oletch's hunger is uncontrolled with the equalizer's absence, and the god of chaos wants more. He wants a world of his own choosing, and the five remaining of Olen's family are powerless without their father.
Ideas on how I could make it better? As far as domains and such goes, I'm thinking the seasons will be governed by each deity during different times of the year. LN - Olet - Winter
Along with that, any suggestions on their domains and favored weapons would be appreciated, as well. I'm following a rule of thumb that no deity as the same domain as another deity. For example, Olian and Oletch cannot both have power over the sun, if that make sense.
So, a while ago, a previous DM of mine gave my level 1 druid a larger than normal wolf who had 18 strength...18 dexterity...and 18 constitution. My character already has three stats higher than 16 (because of rolling). I bet you can see where this is going. One of the major dms in my group decided that we can take one of our characters and level them to 16. Guess what I'm doing. ~Insert Character That Should Have Never Been Born~ Elf Druid Str 17
Awesome Wolf Str 18
------------------- My goal here is to build the most outside the box and viable level 16 druid while keeping the wolf. I'm coming to you guys for help. Things that are staying:
Go!
CG Human Wizard 3/Cleric 3/Mystic Theurge 10 (stats were rolled for quite some time ago) Str 12
Class Features:
Feats:
Spells Per day: (Cleric includes domain spells)
--------------------------------------------
My goal for this character is to cast as many spells in one turn as I can, while having the biggest pool of spells to choose from as I can possibly obtain. My group already has a Fighter, Ranger, Cleric, Druid, and Rogue, so we have all bases covered. In game, my MS is trying to utilize multiple sources of magic in order to increase his power so that he may help those in need. He had to pay a price to a goddess in order to gain the cleric levels, and one of her tolls was that my character use a longspear in combat. The Deity's name is Angharradh, and her domains are as follows. Chaos, Elf, Good, Hope, Knowledge, Plant, Protection, Renewal Yes, she is a Forgotten Realms deity. I know this. Bare with me. What I'm asking you guys is to help me make this work. I'm running into some issues with this, and though I'm unable to change the class levels and the god of choice, I can work with pretty much everything else. I just need some help making this character viable. Note: If I go with a spell storing longspear, and I strike on an AoO, can I cast the spell inside of it?
My dm has let the group rework the past ten levels of our characters, and in my case, I'm a level 16 conjurationist (wizard). I know once you get into the 15+ stuff, the game becomes ubermagical and crazy and at this point, no one in my group really cares what we do because we're just trying to have fun. Let it be known that we focus on the RP aspect of the game more so than the actual combat. So, without further ado, here is my idea. My wizard has been defending his homeland from the recent drow attacks for some time, and through prior mistakes in his career, he lacks man power. (I made the character during an emotionally unstable time in my life, and I did dumb stuff that I'm still working around to this day.) Story wise, my character, as he has been shunned by a good portion of society as a whole, decided if he can't fix his problems through arcane magic, as he has tried to do for a while unsuccessfully, he will look to the gods to answer him. The only one that answered his call was the goddess of the elven gods, since she viewed his fighting evil his entire career, and being good aligned the entire time, as something worthy to investigate. Insert one level of cleric, or rather, obtain Sacred Summons and an elven army (that second part is just byproduct, so ignore it.) Level Progression:
God's Favored Weapon: Longspear Feat allotment:
Here are my questions.
Books limited to: Core, Ultimate stuff, Advanced stuff, ISG, and bestiaries (all) thank you in advance for your help
I'm thinking about doing a three level dip into paladin, and was wondering if that would let me qualify for sacred summons. My character is a conjurationist, and since my friends don't optimize at all (we usually focus on RPing more so than combat), I would like to make use of Sacred Summons. The downside is that I don't have anything besides the advanced books, the core rulebook, and the ultimate books. If paladin doesn't work, what suggestions do you guys have? As a side note, if I go one level in cleric with LG, would it be a good idea to take combat reflexes, and have reach as a defensive mechanic to fall back on? This is aimed at high level play, by the way, and again, we don't much care about the shenanigans that can be pulled. We just want to have fun.
Gnome Alchemist
I know my group doesn't observe this site, so I'll go straight ahead with the details. I'm making a gnome alchemist focused on spreading undeath. The issue I'm running into is, I don't know what level he should be for such a large group. The party consists of: Power Attack Fighter, Bomb Alchemist, Titan Mauler Barbarian, Winter Witch, Demon/Ferocity Cleric, Transmutation Wizard, and Skillmonkey Rogue My group's games tend to lean more towards low level battles, and I want to change that up a bit. I'm already going to be introducing traps in the middle of fights, and the creatures they will be encountering will be things they've never come across before. However, I want to make a BBEG (instead, small) who is not only fun to fight against, but would also be a good tool for plot. Right now, I have an image of a thin, decrepit gnome who looks young despite his obvious lack of sufficient flesh. Hollowed cheeks and bulbous eyes give him the shade of a beggar too long at practice, but a humble smile, and warm brown eyes more than make up for his otherwise loathsome appearance. Additionally, he adopted a dhampier daughter (still young enough to be a child) who is experimented on periodically. She never remembers what is done to her, but the research associated with her is the core of his alchemical abilities. All of paizo is allowed. No 3rd party content, and nothing 3.5 related. Again, my group leans less towards cheesyness, and more towards just having fun. The TM Barbarian, for example, knows he won't be hitting worth a damn, and is still working with it. Thoughts, suggestions, and tips are more than welcome. Thank you in advance for your help.
I've recently been reading Thornhold by Elaine Cunningham, and a particular situation has arisen that I wish to incorporate into my own campaign. A local paladin order uses the "evil races" as a means of training their recruits and soldiers for combat. As a result, the "evil races" have been forced to retreat to other areas where they can live in their own way. However, that other area belonged to a society of "good races", and now, they're defending their homes from the "evil races" who are hunting on the same grounds as the "good races". In the book, orcs are the evil race, and elves are the good race. How might one go about spicing this up so it's more interesting? My group is so familiar with orcs and goblins that they're boring. Half of my group doesn't much like the pink-pantied, sissy-dagger, frolickers of the wood. Any suggestions?
My dm just gave this to my group. No one in the party wanted it since it was large and had the negative for size. I took it because I figured I'd find a use for it. Yeah, yeah, I know. I'm a wizard. However, the weapon itself wouldn't sell for much (maybe 8k...maybe). I already have a lot of magical equipment, so I also figure I should make use of that +3 enhancement bonus. What are your guys' thoughts?
I'd like to make a character whose an absolute woosy in battle, but at the blink of an eye, can tell which necklace the princess wore at a ball two hundred years ago. Or just knows a lot. There's just one thing. I've never made a skill monkey before. Any tips? Human Bard Level
This thread is dedicated to those characters we've played and had an absolute blast with. Name your own, or even name someone else's. The purpose here is for those who want ideas, not for the mechanically powerful, or optimal, but for those who just want to enjoy the game. I figured since this community doesn't really have a thread like this, I might as well start one. Also, (wink, wink) to Paizo guys if it can be stickied at the top. That'd be cool.
I've got a level 7 wizard that I've had for a while, but I've never really had an interest in metamagic spells. I'm still used to the days in 3.5 when you could just counteract the spell level requirements, and cast heightened/quickened spells for days. Pathfinder is very different from what I'm used to, and though I see how powerful spells can be with metamagic feats, I'm finding it hard to take them when I see no reason to do so. Take it for my lack of intelligence on this one. I know I'm not the most knowledgeable (cough) when it comes to this stuff, so, be nice, please. My question is: how does one determine if a spell at a lower level, combound with a metamagic feat, is worth casting at a higher level?
I was wondering if, rule wise, you could take the feat Deific Obedience, and proceed to level in Evangelist, Exalted, or Sentinel while worshipping a Demon Lord. My concern with this is that the Demon Lords aren't deities, but they can be worshipped as such. The Lord I'm specifically looking at is Nocticula, and whether I could take the Exalted PC after 5th level.
1)What is the earliest level you can summon a succubus?
I want to make a cleric or summoner who primarily summons (or planar bindings) either of those two, but I want to start as early in level progression as possible. Books allowed: anything pathfinder nothing 3rd party, dnd 3.5 or 3.0 |