Rejoining a game with some old friends. They are all at level 12 when I'm joining in. I hopped in today and i was taken back by the power of their characters. A barbarian hitting for 40+ per swing, 100+ on a crit. A synthesist summoner who is a full caster and also a melee brute, while also being the face with bluff / diplomacy rolls averaging 30+. We also have a rogue/witch and a straight monk. I was thinking at this point a divine caster would be the only way I could really get in and be productive.
I'm thinking an oracle so I can get the benefits of divine casting but also bring some unique utility with the oracles mysteries. Initially I'm thinking a Human Oracle of Time.
I've come here to ask everyone's advice on the best way to play a fun RP oracle without feeling left behind by what seem to be massively over powered characters.
Any advice would be greatly appreciated! I've read over the guides for the oracle, and while they have helped me get a general idea of what to do, I'm having problems focusing them down into a finished character. He will be level 12, 25pt stats, and 22k gold to buy stuff with.
Ideas?
Also, does anyone know of any irc channels or anything that have active pathfinder chatting?
Too many ideas, game next weekend and I think I've settled on my character. I'm re-joining a game at lvl 11. We have a rogue/wich, synthesis summoner, and a fighter.
I'm going with a Monk (Sensei)/ Druid. 4 levels Monk and the rest will be druid. I know it's not optimal but it's going off a picture as inspiration for the build.
So far this is what I have.... Level 1 (Monk 1)- Feat: Improved Grapple Monk Bonus Feat: Snapping Turtle Style Sensei Advice: Inspire Courage (Replaces Flurry of Blows, Fast Movement, and Improved Evasion) Stunning Fist Unarmed Strike
I would like to focus on buffing the turtle and companions and keeping my grappling as a defensive measure. I'm going to ask the DM if I can take the feat to give the turtle eidilon boons and give him reach (even though it's not allowed) because I can totally see a giant snapping turtle shooting his head out and biting people.
Any suggestions for levels 6-11?
I'm probably going to take Snapping Turtle Clutch as one of the fest but I'm drawing blanks for other ideas to fit in with the theme of this old dwarven monk riding around on his turtle telling people what they are doing wrong. lol
I had the awesome idea of making a necromancer that calls for the bodies of the slain to find glory once more in battle! Nope... still evil. :sadface:
There's a feat that let's you add skeletons to your summon monster (or animal?) list, is that still evil?
I would love to find a way to make a character that isn't evil but still falls along that theme of summoning the spirits of fallen warriors to fight once again for glory. Or for battle... or whatever gets their rocks off.
I'm looking for ideas for a Ratfolk character that somehow uses rats as his tools. Dire Rat mount? Swarm of rats attacking? Spying with rats? I haven't played PF in a looong time so am fairly out of touch but the DM is allowing any Paizo material in the game.
I was looking at a rogue as there seem to be some cool feats, but the best ones seem to be beast traits which I doubt he will allow. Like slow terror and scent of fear. lol
Maybe Monk / Druid (or ranger?) with Sharp Claw and Burrow? Druid could maybe get me access to the rats and Monk for some good uses for the Sharp Claws?
We can't see anywhere in the rules PFS if you can. The DM says you can't because there is the threat of falling. Have there been any official rulings on this?
I'm going to play my first PFS game Sunday and was wondering if anyone had any ideas on how to build Talon from League of Legends? I'm starting at lvl 1 obviously, but we plan on taking the game as far as we can. Thanks!
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.
Casting Time 1 standard action
Components V, S, M (a chip of granite)
EFFECT
Range personal
Targets you
Duration 1 minute/level (D)
DESCRIPTION
This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.
Stone to flesh immediately dispels stone fist. Should you be the target of transmute rock to mud, this spell immediately ends and you take 4d6 points of damage.
In my mind this was allowing me cast magic fang and stone fist on myself allowing me to fight with my hands at level 1 with a +5 (+4 str, +1 magic fang) to hit doing 1d6+5 damage (1d6 because of stone fist, +4 for str and +1 for magic fang). However, I've just been informed that this won't actually work because magic fang won't work on an unarmed strike since it isn't a natural attack.
Is there any way I can still get this to work? We are mainly only using the core rule book though we can use paizo archetypes and we can possibly get a spell or two from other paizo sources approved like I did with stone fist.
I was planning on doing straight druid though, possibly, a level or two dip in monk after I hit lvl 4 druid for beast shape. It's been suggested that instead of monk I do a two level dip in Ranger and do the shifter archetype for claws.
Any advice would be much appreciated.
I have a picture of a big brawny druid who carries no weapons and just brawls with the opponents. Possibly even getting grappling. Think Grizzly Adams meets Zangief (Street Fighter) lol.
Is it viable to build a non-evil brawling death domain cleric? I don't care really what the second domain is but I'm stuck at work and was inspired to try to build a death cleric who isn't evil and who is a brawler.
Is it viable to build a non-evil brawling death domain cleric? I don't care really what the second domain is but I'm stuck at work and was inspired to try to build a death cleric who isn't evil and who is a brawler.
Init +4; Senses Perception +6
==DEFENSE==
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 14 (1d8+2)
SR 0
Fort +4, Ref +2, Will +4
Armor Hide, Medium
==OFFENSE==
Spd 4 sqr/x4
Melee Unarmed Strike +5 (1d3+5) 20/x2 CM +1
==STATISTICS==
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10
BAB +0, CMB +4, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Improved Unarmed Strike (PFCR 128), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Climb +5, Handle Animal +4, Knowledge (nature) +6, Perception +6, Survival +8
SQ Nature Bond (Animal Companion - Rhinoceros) (Animal Companion - Rhinoceros) (PFCR 50)
MC Druid Bonus Languages (PFCR 50), Druid Spells (PFCR 49), Druid Spontaneous Casting (PFCR 49), Forbidden Spell Alignment (PFCR 41, 49), Nature Sense (PFCR 50)
Traits Beast of the Society (Magic: Druid) (PFCh: FcGd 63), Reactionary (Combat) (PFAPG 328)
Languages Common, Druidic
So, this is my final build for my new group starting out. We also have a two handed weapon wielding barbarian, sorcerer, dwarven reach cleric, and possible ranger / or monk. What do you all think would be the best route to take from here to say level 5 - 6? This character is completely out of my comfort zone of dex monkeys and damage casters. Any suggestions would be much apreciated! Mostly we are stricly going my the core book, though he has let us use traits and archtypes from other sources. Thanks a million!
I'm fleshing out my backup for a new campaign that my friend will be starting in a few weeks. The group sounds like they need a front line fighter so I'm checking the viability of a druid hand to hand brawler.
25 pt buy in I was thinking...
Level 1 Druid
Str:18 (+2 for Human)
Dex:14
Con:14
Int:10
Wis:14
Cha:10
Starting feat:
Combat Reflex (or possible Improved Unarmed Strike)
Toughness
I was thinking of leaving out improved unarmed strike and dipping 1 level into monk or possible warrior. The point of this character will be a front line hand to hand brawler until animal forms are available at which point... still front line brawler. Possibly imagine Udyr from League of Legends if you are familiar with the game.
Is this viable for a meat shield / front line brawler?
For a gnome illusionist, what are some magic items that can be used to keep is race unknown for an indefinite amount of time? I would prefer items for a level range of 6th (roughly 16k gold to spend).
I'm in a campaign where death isn't uneard of. Actually, it seems to be kinda common the last few games (mostly due to terrible dice rolling). So everyone is preparing backup characters to use. And possibly swap in and out so we don't get bored with our main characters.
In our party we have a Human Sorcerer who is chaotic neutral and going down the path of the Dragon Disciple. My ideas is to make a Kobold Cleric who hears about this Dragon Disciple and believes that he is a prophet, and thus finds him and joins in his adventures in the hopes of becoming famous!
So, I've never played a pathfinder cleric and am looking for ideas and suggestions on builds for a level 6 Kobold Cleric (25 point builds). I know that his stats will be far from optimized, but the fun I will have far out weights this!
Most of the characters I play are wild and all over the place. Usually this ends up making them useless in combat but semi-usefull out of combat.
So, for once, I've made a character this is useful in combat. I made what the title says. I did this since the group converation had recently turned to how my characters are usually useless in combat. At the moment we are all level 4 but very close to level 5. At level 5 I will be able to make my Black Blade keen and damage will really start to fly. After a talk with the GM, I'm wondering if this is too powerful?
The party has a Barbarian, Rogue, Fire Based Druid, Monk, and a melee sorcerer who is going towards Dragon Disciple. I didn't think it was too far out there after I saw the sorcerer doing 25+ dmg with a single swipe of his claws with a spell discharge.
I like the character and don't plan on changing it. Are there any suggestions you all can toss out to tone down the character to still be playable, aleviate the DM's fears of outshining other players, yet still be usefull?
The best I can think of is just not to full attack or use the keen power on my weapon... I don't think it will be too terrible since at level 5 I will only have shocking grasp memorized twice and Frigid Touch once. The rest of my spells will by utility, like Shield, Bladed Dash, Mirror Image, etc.
So, I've just about finished a Magus build I'm working on but I'm trying to give it a theme, but there don't seem to be enough spells to work with it. I'm going to be using the Blackblade with the color that the sentient blade looks like it is made of deep blue ice, so I'm trying to find a way to fit the cold / ice / frost theme into the spells known and used but there don't seem to be many on the magus spell list.
Is there a way to convert the element of other spells like say.... Burning Hands, Acid Arrow, or Shocking Grasp are usable with cold instead of their respective elements?
OK, for a Magus it seems like Magical Lineage with Shocking Grasp is the way that most people go. However, has anyone looked at taking Two World Magic and taking the Wizard Cantrip Touch of Fatigue? This would make it a cantrip on the Magus's spell list and allow him to use Spell Stike every round with Touch of Fatigue.
Worth it as a replacement for Magical Lineage? Or pointless?
So, I love the idea of the EK. However, I keep going back and forth between it and the Magus. Is there really anything that the EK does that the Magus can't do better?
Was the EK made obsolete by the Magus or is it just for very specific character builds? (Like the one I am thinking about for Dimensional Dervish)
Ok, I have a quetion about Spell Combat, one of the first level abilities of the Magus.
Spell Combat:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
I bolded the part my question pertains to.
If I have a lvl 1 Magus / lvl x Wizard, can I use the wizard spells with Spell Combat as long as the wizard spell being cast is on the Magus spell list? Or does it have to be a spell that I have as a magus that I can cast?
I'm just brain storming on an idea for a character who bounces around the combat arena. Mobility being the largest aspect to the character.
I'm taking this idea from a character that I built for the Champions RPG that was a fencer that had the main power of teleportation. He would teleport around the field of battle attacking where least expected. If he was knocked back or thrown it would also trigger his teleport ability so that he would vanish and could appear right behind his attacker to attack again and again.
While I'm aware that this isn't completely doable in Pathfinder, since it doesn't have nearly the freedom or flexibilty of rules that Hero does. Can anyone suggest ideas that would allow me to build something close to this idea, if it is even possible?
I've been looking at a race like Sylph, with their +5 movement racial ability. Barbarian and Monk can both get bonuses to movement. (I know movement isn't teleportation, but I'm trying to work withing the realm that is available). There is a cleric domain that will give extra movement, though I'm not sure if dipping cleric would be worth it. Unless I used it for say, an Inquisitor.
In a party of awesome folks, and my character may be about to die soon. So I come to you wonderful folks on advice on a fun character to play.
Right now we are all third level. The part consists of
Monk TWF style
Sorcerer going to dragon diciple (melee focused eventually)
Barbarian, nothing special, straight up damage.
Rogue (don't know much about him, he's kinda secretive)
I was contemplating either an Inquisitor or Witch as my next character. We don't really need a dedicated healer, our DM is good with working with us as is. (Giving us ways to heal out of combat and such.)
If I do witch I was thinking the Beasty witch, and if I was doing Inquisy I was going to do the infiltrator.
My dwarf just recently joined group of adventureres (new campaign but my character is new) who have just started working for the Pathfinder Society. My dwarf's family were exiles and the father died a disgrace. So my motivation for exploration is to bring honor back to the family and regain our rightful place among our dwarven acenstors. I'm doing this by gathering information on lost dwarven artifacts and relics. I plan on becoming a Pathfinder Chronicler. Right now we are all level three. I'm a lvl 1 Archeaologist, lvl 1 Lore Oracle, lvl 1 Mindchemist. (I know, it's all over the place, but it's beena ton of fun.)
However, the Barbarian in the group seems to view all short races as gnomes and useless. So he constantly goes off on the smaller races (calling them all gnomes). Out of character, it's funny as hell listening to his rants, in character I just view him as a half wit, uneducated barbarian. However, recently we've infiltrated a temple of a false god in order to obtain information on our first mission for the Pathfinder Society.
We managed to get initiated and had a celebration party. My dwarf i doing the best he can but so far isn't liking having to be stealthy and lie about the worhip of this false god. During the part one of the priests drinking in the room insulted dwarves. At which my dwarf junped up on the table and charged him. At the last moment, I though better about attack him and instead I dropped my pants and started pissing on him (I had been drinking for quite a while and was slightly inebriated). At this point, the barbarian decided it was a good idea to support the priests and punch me in the nuts. Ouch! So.... as any good dwarf would do, I adjusted stream onto the barbarian! (Touch attacks rock! It's what the DM ruled that attack roll to be, ranged touch attack. Oy vey, the entire table of us was laughing at this point, except the barbarian's player.) Initiative was cycled through again and I got the first move. I returned to my seat and continued drinking before the other two could act again. This sort of ended the fight, and everyone laughed and finshed the party eventually all turning in to their beds. That night the barbarian snuck to my sleeping area and stuck me with his axe (in revenge for me pissing on him....). At this point, to my dwarf, that is now a reason to get serious revenge. However, my dwarf knows that he is no match for the barbarian in combat. I could mix up some nasty point to screw with him, but I don't see my dwarf stooping to that level. Revenge needs to be had, but how to do so in a manor that isn't dishonorable to a dwarf trying to reclaim honor, not let a heathen barbarian get away with striking him while he's sleeping, yet not get killed in the act? I feel that the betrayal of a party memeber needs to be avenged but I'm trying to find a way to do it that isn't evil, dishonorable, or fatal to myself.
The best idea that I've come up with so far is to hire mercenaries and put a price on the barbarian's head. (or maybe ear, since I don't actually want him dead)
Opinions? Ideas?
tl;dr
Barbarian pissed off honorable dwarf, dwarf wants revenge but isn't stong enough to fight barbarian, what to do?
The witch has some amazing looking spells. Some really mean and nasty ones at that. I can see how they could be a ton of fun... if the target doesn't know that they have been bespelled. I've tried googling for it but my google-fu is terrible.
You fill the target with a terrible loathing aimed at a specific creature. At the time of the casting, you designate a single creature as the object of the target's revulsion. Thereafter, the target does all it can to remain at least 60 feet away from the object of its loathing. As soon as the target moves within this range, it becomes nauseated until it can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would place the target in obvious physical danger, the target can attempt a second save to break the spell's effect.
What would be the best combination for an Enchanter based character? This would be for a PF game, only Paizo products, level 3, 3 traits and 25pt build.
I was considering a gnomish wizard to start with, though I'm open to other options.
At the moment, I'm a level 3 character in my first Pathfinder campaign. My character is about as far from being optimized for combat as you could get. Instead he's based more on helping our group outside of combat.
He started out as a Bard Archivist at first level. At second level he took a level as a Lore Oracle with the focused trance revelation. We just hit level three and I've taken a third class as a Mindchemist Alchemist. By level five my plan is to be a level two Mindchemist, level two Archivist, and level one Lore Oracle.
At this point I plan on taking a Pathfinder prestige class. I was originally thinking of going Chronicler, but I was just pointed out the Delver and Savant and I wanted to get everyone's opinion on those three prestige classes. :)
So, I just turned level 3 in my first Pathfinder campaign. So far it's been a total blast. I've created a character that is completely unlike anything I've played before in any other game systems.
Right now he is a Dwarven lvl 2 Lore Oracle / lvl 1 Archeaologist. His first mystery is the one that allows him to meditate to get a +20 to an int skill check several times a day. Right now I'm trying to decide what to make the next two levels. I'm either thinking lvl 3 Oracle / lvl 2 Archaeologist. However, I came up with another idea this evening. lvl 2 Oracle / lvl 1 Archaeologist / lvl 2 Mindchemist. The two level dip into mind chemist will get me the mental mutagen and also double my int bonus on KSs. Since my first stat bonus I'm planning on putting into int, boosting mine to 16, this would give me a +6 to all of my KS rolls.
I am aware that all of these dips are screwing over my casting. But when I hit lvl 6 I plan on going Pathfinder Chronicler, so casting isn't a bit part of my character anyways. Casting for me is more of just a utility bonus. I was worried that this would not be liked by my party memebers but so far they are loving what I've been able to do with all of my skills helping us out and along in non-combat situations.
I'm trying to decide what best to use for feats. Right now I have rapid reload (heavy crossbow) and point blank shot just to help out a bit in combat. However, when I level my GM will let me retrain feats, so I'm trying to find some that better fit my character. Any suggestions?
There was a dwarf in one of the Forgotten Realms trillogies who was a very scollarly oriented dwarf. I can't remember his name and I was hoping that you all might help me. He was a reluctact party member who was constanly worried about getting his white robes dirty. He was much more of a scholar than an adventurer. The few times he got into fight I believe he used some sort of delicate silver hammer as a weapon. Can anyone remember this person?
Is it possible to cast a buff spell faster than a standard action? Iny meta feats to buff a single spell, or something similar? Even if it's only usable for one spell? I thought I remember reading something that said you can but at the moment I can't for the life of me seem to find it. (PFS legal)
Quicj question. A Rogue 1 / Illusionist 1 casts Silet Image of a second "Rogue" behind his target. The target fails his save and believes the illusion. Does the Rogue get flanking?
I've been brain storming my rogue for a campaign that starts in a couple days. I'm going to be the party rogue so I'm trying to find a fun way to go about one. One of my ideas is that of an Archealogist. That being the main class, dipping one level into cleric to worship Sun Wukong and using the Travel and Trickery domains. I figured that the Archealogist covers most of the utility of the thief along with the bonus of having spells to back up with. +10 movement from Travel domain and the Mirror Image with Trickery would just be icing on the cake. Though, only one level is what I would probably do with the cleric. A second ideas was to also take 3 levels as a Martial Artist along with the Archealogist so at level 7 it would be 3 Arch, 3 Monk, 1 cleric and 50 movement. Human is my race of choice so far. The monk idea came from the flavor of Sun Wukong traveling as a drunken monk. Martial Artist so I didn't have to be Lawful in alignment as a monk. What do you all think? Any other ideas along these lines? I want it to be fun, I love the idea of being able to get around the battlefield when needed with such a high movement, I'm not worried about being uber powerful. Just having fun!
Thanks all, as always, you guys (and gals) are great! Been learning so much on these forums and getting some great advice!
I want to make a magus, but I want to be able to pick up Stealth as a trained skill. Can anyone think of any feats / traits / etc... that would allow me to make this into an available skill for a magus? Thanks!
I'm looking for class archetypes that would work well with making a character that uses the crossbow as their primary weapon but who is also dual classed as an oracle. It's a concept I have in mine that I'm not sure if it will work, but I'm trying to put something together to see if it is doable anyways. :)
I signed up for my first subscription today. in part because I love the Pathfinder system, but also because I thought it would be cool to get the new Paths of Prestige book to read today from download while at work. Now that I'm signed up though, I don't see that download available. How long does it take from ordering the product until the download is actually available?
I have started in my first Pathfinder game. After several ideas I've settled on a Dwarven Forgemaster. However, I'm looking for people's advice on the best route to keep him viable in the party. There are some great runes for the Forgemaster, but is it worth it to lose channel energy?
I will be the only "healer" in the party, but we have all been playing for many years so I'm sure we can get around that. The DM has also planned for the fact that we don't have a strict heal bot.
I would like to be able to step up to the front line with the main melee and hold my own while supporting them. Are there any avenues to get heavy armor without buying the feat and without having to multiclass? I would like to go 1-20 as a cleric.
Any other advice for a new player in the Pathfinder system about to start on the road as a Forgemaster cleric?
So, I'm building an Undead Lord who worships Fandarra. Fandarra is Neautral so if I'm reading the Undead Lord correctly, I don't have to channel negative energy . I can channel positive energy (being neutral and worshipping a neutral god) and still get the free feat Command Undead.