Wereshark

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I have not played in about 3 years now and I am coming back playing a class I am unfamiliar with. All previous characters have been melee or casters.

No experience with bows or animal companions.

I'll be playing in a campaign in a couple days as a level 5 Ranger Sky Stalker and with the DMs approval he has Homebrewed the fact I can use a Griffin instead of a hippogriff.

My overall goal is to have my companion do all the work and I stay back ranged. And at one point ride the Griffin and fire arrows off his back.

What feats should I be looking at to achieve this?


One of my favorite sea creatures next to a shark is an octopus. When I read the Kraken Caller Archetype I was hooked. A were-sharktapus.

Skinwalker shark with the ocean subdomain and kraken caller archetype.

But Ive ran into this issue and thats how to fully utilize the extra arm/tentacles. I cant really Multiattack and they are second natural weapons so i cant buff them with feats.

What feats should i be looking at and how should i be using the tentacles.


Ive been wanting to recreate a Warden from the Dragon Age franchise and one of my goals is haivng a gryphon mount but i dont want to buy one later so i've conviced my DM to allow me to have an egg and start my journey with it hatched or hatching but my DM and I ran into a snag.

What is the matureing rate of a gryphon at what point is it mountable? weeks? months? years?

Does it grow as fast as a dog? a horse? a bird?

Specifics would be great!


So I've been prepping for my DM's Epic level 10 campaign and he usually lets everything fly except 3PP.

So i've stated out using point buy and laid out a feat path for 10 levels for a BloodRager 10.

Thematically I am a Seascared(Skinwalker) Bloodrager with and arcane bloodline who hunts down out of control mages [as long as I can hit something I will].

Being Seascared and a previous sailor "priate" I chose my weapon of choice being an anchor. Although an anchor isn't a real weapon 2 of the feats I have taken are Catch Off-Guard & Improvised Weapon Mastery.

Catch Off-Guard:
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Improvised Weapon Mastery:
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.

So knowing all of that here is why you most likely clicked on this thread. I want to beat another SOB with another SOB.

Since I no longer take a penalty from improvised weapons.

And I have a 19 strength.

If I make a successful Grapple Check can I swing one SOB into another SOB and use an NPC or a MOB as an improvised weapon.

This is a concept I've never have run across and I was wondering how do I go about doing this mechanically; feats, traits, skills. etc?

For those curious on the character itself here he is.

Alexander Fin the Tiger Shark Seascared Blood Rager:

The following character is not currently geared as for the campaign as a week to start all the stats and feats are just all raw numbers with no bonuses to gear or permanency spells. Although I plan on having Enlarge person as a permanency spell on the character.

Race: Skinwalker (Seascared) +2WIS, -2INT, (+2CON While Transformed)

Class: Arcane Bloodrager

STR: 19, DEX: 10, CON: 16, INT: 6, WIS: 10, CHA: 13

118 Health

Feats:
1 Raging Vitality
3 Tougness
4 Bonus Feat: Eschew Materials
5 Extra Rage
6 Bonus Feat: Power Attack
7 Catch Off-Guard
9 Improvised Weapon Mastery
9 Bonus Feat: Improved Initiative

While Raging and Were-shark
Rage: 31 Rounds (4+CON MOD[not increased by rage) + 2/level after the first.
(+ 4 moral for STR and CON) + (+2 Moral Additional to CON raging vitality) (+2 CON were-form) = STR:23 CON:24

My Life Increases from 118 by 4/level = 158.

This is all of course without spell buffs and hopefully having ENLARGE PERSON Permanency on me.


So I have been out of the loop of Pathfinder for awhile and I wanted to Create a character Similar to League of Legends Illaoi.

So I got to thinking. Druid...Oracle...Witch. Then it dawned on me the Hybrid Class of Shaman fits the concept really well.

I was thinking picking up a Possessed Shaman focusing on first Ancestors Spirit and Water Spirits for the Wandering class feature with an Octopus as my spirit animal because I don't believe I can choose kraken.

But here is what I have a hard time understanding about the Shaman class itself is Spirit Animal (Ex).

Spirit Animal (Ex):
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Animal

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

I have not ever played with an animal companion/familiar/cohort in the campaigns I've been in so I've been having a hard time wrapping my head around this.

If I have chosen Octopus where are these "The shaman's spirit animal also grants her special powers." and how does it benefit me I cant seem to find anywhere in the Familiar section saying an Octopus has Special powers let alone allow me to benefit from it.

If anyone can explain this or link me to more of a direct answer that isn't a 200 page forum or d20pfsrd It would be amazing.


Now before jumping on my case this isn't a conversion. I don't one specific character. I want to pull from the concept and put it into a character and build my own history.

This is just mechanically speaking. Which feats should I worry about & which multi class should I take if any.

Alignment: LE | Race: Android

The base class will be Unchained Monk

Due to its martial prowess and Ki Powers.

Ki Powers that will make the character::

Level 4: Ki Metabolism (2 hours for full rest less eating, very android and helps with keeping guard)
Level 6: Elemental Fury (Elemental Damage)
Level 8: Wind Jump (Flying to your targets Sounds DBZ to me)
Level 10: Formless Mastery (Bonus on AC, Attack Rolls, Damage Rolls)
Level 12: Diamond Soul (SR, used for Ki Volley)
Level 14: Diamond Resilience (DR? Why not)
Level 16: Ki Volley (Deflect a spell, knocking it back)
Level 18: Elemental Burst (20d6 Elemental Damage)
Level 20: Quivering Palm (Willing Instant Death)

With the Ki Powers and the Style Strike I believe the Unchained Android Monk is well rounded due to only class features and race but I think it is missing something. What I believe is missing is what makes Dragon Ball Z amazing and it is their transformations.

Dipping Into Hunter

This is where i was thinking about 1 level of Feral Hunter

The Feral Hunter would shine at level 4 being able to have Permanent Animal Focus then to Wild shape.

Wild Shape: Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Animal Focus: Claws of a Tiger: The creature gains a +2 enhancement bonus to Dexterity.

Level 1 would be perfect for infinite animal focus for an infinite buff.

Would level 4 be worth loosing "Elemental Burst (20d6 Elemental Damage)" as a Ki Power?

Give me your thoughts.


Now before jumping on my case this isn't a conversion. I don't one specific character. I want to pull from the concept and put it into a character and build my own history.

This is just mechanically speaking. Which feats should I worry about & which multi class should I take if any.

Alignment: LE | Race: Android

The base class will be Unchained Monk

Due to its martial prowess and Ki Powers.

Ki Powers that will make the character:

Level 4: Ki Metabolism (2 hours for full rest less eating, very android and helps with keeping guard)
Level 6: Elemental Fury (Elemental Damage)
Level 8: Wind Jump (Flying to your targets Sounds DBZ to me)
Level 10: Formless Mastery (Bonus on AC, Attack Rolls, Damage Rolls)
Level 12: Diamond Soul (SR, used for Ki Volley)
Level 14: Diamond Resilience (DR? Why not)
Level 16: Ki Volley (Deflect a spell, knocking it back)
Level 18: Elemental Burst (20d6 Elemental Damage)
Level 20: Quivering Palm (Willing Instant Death)

With the Ki Powers and the Style Strike I believe the Unchained Android Monk is well rounded due to only class features and race but I think it is missing something. What I believe is missing is what makes Dragon Ball Z amazing and it is their transformations.

Dipping Into Hunter

This is where i was thinking about 1 level of Feral Hunter

The Feral Hunter would shine at level 4 being able to have Permanent Animal Focus then to Wild shape.

Wild Shape: Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Animal Focus: Claws of a Tiger: The creature gains a +2 enhancement bonus to Dexterity.

Level 1 would be perfect for infinite animal focus for an infinite buff.

Would level 4 be worth loosing "Elemental Burst (20d6 Elemental Damage)" as a Ki Power?

Give me your thoughts.


I've looked in ultimate items but I can't really find any specific items that I can yern for in my campaign I'm in. Any suggestions


I recently joined an evil campaign and it starts off with a group of us coming along a lamp... blah blah blah. Short story we all get wishes at the end of our journey.

I am playing a Saint Sword Ronin. I'm still having problems with trying to find out what I really want as a wish.

What are some of your stories about wishes and how did you utilize it?

I am thinking about having a template as a wish. I know not very evil.


2 people marked this as FAQ candidate.

Now my group and I have been discussing this and with all the help with the forums we cant seem to get a direct answer.

Simple answer is fine. Does Judgement Healing get the Benefits of the Feat Fast Healer?

Judgement

Quote:
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Fast Healer

Quote:
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

I've seen this argued couple ways but loopholes keep spearing. if Judgement is a Supernatural ability and you gain Fast Healing X through Magical means then Fasting Healing X would itself be magical. Then you would receive the +1 bonus with Fast Healer because it states through resting or magical healing.

Now while in combat you are considered not resting so that removes the first clause of Fast Healer. Then many say Fasting Healing is not magical at all so there fore you cannot receive the bonus unless resting. But you can only activate a judgment in combat. See the Problem?

All that aside I guess the main question is, Can you use your Supernatural Ability 'Judgement' In an AntiMagic field or can it be dispelled? Not the healing but the judgement itself?

To answer that

Quote:

Supernatural Abilities (Su)

Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.

Quote:

Can dispel magic and similar spells dispel the effects of abilities of that type? Supernatural Ability : No

Does an antimagic field or similar magic suppress the ability? Supernatural Ability : Yes

In terms of Dispel, Judgement not Magical, It terms of Antimagic Fields, Judgement is Magical.

Judgment = Supernatural Ability = Magical. Judgement Healing Can Benefit from Fast Healer

As For my math on the subject check below. Before anyone says that Fast Healer would Break Judgement: Healing take a look at the math below. Fast Healing doesn't add as much as one thinks.

Spoiler:

I have a Dwarf with racial bonuses
Quote:
Add +½ to the inquisitor’s level for the purpose of determining the effects of one type of judgment.

If yes:

Level 1 Inquisitor (No Con Modifier):
Healer Activated; Fast Healing 1

Level 10 Inquisitor (+1 Con Modifier):
Healer Activated; Fast Healing 5 + 1(Fast Healer) [6 health a round]

Level 20 Inquisitor (+2 Con Modifier):
Healer Activated; Fast Healing 11 + 1(Fast Healer) [13 health a round]

Explanation of Healing Judgement
1 (1 healing)
2
3 (2 healing)
4
5
6 (3 healing)+(1 healing From +½ Racial Trait)
7
8
9 (4 healing)
10
11
12 (5 healing)+(2 healing From +½ Racial Trait)
13
14
15 (6 healing)
16
17 (Slayer add +5 to her level to one judgement. 7 healing/slayer)
18 (7 healing/slayer)+(3 healing From +½ Racial Trait)
19 (8 healing w/ slayer)
20 (8 healing w/ slayer)

If anyone can prove me wrong. I wont be upset just accept what it is. At this point i kind of just want to email Paizo.


I've gone about and tracked out what feats I want for my Suli-Sacred Sword Samarui but i want some outside opinion on how people feel about this build and how I can improve it.

If I'm focusing on to many things or if i'm focusing on the wrong feats.

Background: Come from an order of Suli who are Samurai that follow the Order of the Dragon. Each of the Suli when they come of age find their Metallic Draconic Heritage through (Eldritch Heritage). The order hopes to find each of their Jinn/Genie parents to have them wish us to be true dragons through wish.

When my Character comes of age we find that through my Draconic Heritage that My Jinn parent has Black/Chromatic Dragon blood through his heritage which the order shuns all evil and forces me to lose my Samurai Order to become a Ronin swearing to destroy my order and all those who oppose me. (This will be an Evil Campaign).

Stats have not been rolled yet but the stat progression for this character will be Str/Con/Cha. Cha at least needing to be 17 at level 17.

Ideal Feat Progression: (*bonus feats from class)
1. Power Attack
3. Skill Focus (Perception)
5. Eldritch heritage (Draconic Bloodline|Black or Green) Claws
*6. Cornugon Smash
7. Furious Focus
9. Improved Crit
11. Intimidating Prowess
*12. Dreadful Carnage
13. Eldritch Heritage (Cha 15) Resistance/Scales
15. Critical Focus
17. Eldritch heritage (Cha 17) Wings
*18. Bleeding Critical
19. Blinding Critical

I want Incremental Elemental Assault. But i dont know if there is room for it in this build or even if i truly do need it.

Being a Sacred Sword until level 10 Iajutsu Strike requires a Full Round Attack so i would use my move action to close the distance between me and my enemy. With a swift action Issue a Challenge. As a Free Action Call upon my Claws. Power Attack. Melee.

Upon my second Turn i can full round attack with my Iajutsu Strike.

Scales are for resistance later on. And Wings are for better movement.


Im having a hard time formulating this question. Am i doing this math right or can I even apply Power Attack to Iaijutsu?

Level 8 Samurai. BAB +8/+3. 15 Str.

2h Katana is a 1d8+2
Iaijutsu Strike +4d6
Power Attack +6

Min Damage 13+(50%)=19
Max Danage 40+(50%)=60

And does Crit multiply the final damage 2 in total? 38~120?

Power Attack

Quote:

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Iaijutsu Strike (Ex)

Quote:

A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.

After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.

At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. This ability replaces a samurai’s mount.


With feats and abilities how can i turn a T-Rex to an Indominus Rex.

Im joining an evil campaign and i believe this would be crazy fun.


My friend is hosting a evil campaign for fun and i've always wanted to play as an Oradin but because of the evil aspect of the campaign I cannot play a Paladin.

So why not a Antipaladin.

I've been using this guide as a reference but ive ran into a problem.
http://www.giantitp.com/forums/showthread.php?257365-PF-Oradin-Mini-Guide-O r-How-to-be-a-Healbot-minus-the-bot

If i'm using the life link revelation and if im low on health i cant fall back on using Lay On Hands as a Swift Action.

Can anyone else think of other options that i can use to emergency heal to replace my lack of Lay on hands?


CLOSED

I have not used Leadership before in a campaign because I did not know how to properly utilize the feat and manage that many followers or 1 cohert.

The Character will be a Undine or Changeling(Undine Father) Oracle that will Worship Cthulhu and essentially have an underground cult. Summoning him may or may not be intended for end game fight(Shhhh no one knows).

Lets say at level 15 with a Charisma Modifier of +5 My Leadership score would be 20. What would be the best course of action for this character.

Should I have Cohert of a Undine who knows common and Aklo so he can speak with me during battle more melee based as for me being a caster.

Or should I go full blown Cult of Undine and Merfolk and Humans and have 50 Level 1 followers, 5 Level 2 Followers, 3 Level 3 Followers, 2 Level 4 Followers, and 1 Level 5 follower.

I cant see the pros of having tons of followers that are not combat efficient where having a Cohert can battle along side me.

Can anyone tell me if Im looking at this feat correctly?

If you could also list pros and cons of both?


Now in my campaign I will be in, I will be playing an Oracle that worships cthulhu. Going more for the figure head of the cult of cthulhu because I am interested in taking Leadership and having followers because we will have a base of operations in our campaign.

First Question and the most important.
The Archetype for the Oracle would be Planar Oracle due to the fact Cthulhu a priest of the elder gods and herald of the end times seems to be fitting.

The Revelation it mentions has the main question I need answered. What Outer Plane do I choose that compliments my faith of the elder gods?

Quote:

Revelations

At 1st level, you must choose one Outer Plane with which you have an affinity. This choice cannot be changed. A planar oracle must take the following revelation at 3rd level.

Planar Resistance (Su): At 3rd level, you gain energy resistance 10 against one energy type associated with your chosen plane. At 11th level, your energy resistance increases to 20.

Here is the thing though is it worth taking that Archetype when the Mystery Dark Tapestry is befitting itself.

So second question. Which would be better taking the Archetype Planar Oracle with the Mystery Dark Tapestry or Just not taking Archetype and just taking Dark Tapestry as my Mystery?

I did think of a third option of Archetype Stargazer + Dark Tapestry but you lose a couple cool spells for some mediocre ones. Opinions?

Curses

Either Black-Blooded Archetype that only modifies your Curse

(3rd Party If my DM allows it) Waking Dreamer. Quite fitting I believe.

Final Breakdown

A Oracle born into the Eldritch Cult of Cthulhu. Leadership.

Planar Oracle + Dark Tapestry

Oracle + Dark Tapestry

Stargazer + Dark Tapestry

Curse: Black-Blooded or Waking Dreamer


I've been spending this past week building a character that I would enjoy to play mechanically and rp.

I am an Aasimar (Angelkin). Determining my god will help me determine the background I create and if I kill my party member when I enter the group (More about that at the bottom).

Playing (Oradin) I chose the route of the Tranquil Guardian. One that trades his Smite Evil for Touch of Serenity.

As an Oracle I have chosen the Lame curse. My wings have to the carry my burden for my legs fall heavy with some form of guilt (blah blah).

Quote:

http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/ tranquil-guardian

Touch of Serenity (Su)

At 1st level, a tranquil guardian gains Touch of Serenity as a bonus feat, even if she does not meet the prerequisites.

At 6th level, and every six levels thereafter, the duration of a tranquil guardian's Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. The duration does not stack; only the longest remaining duration applies.

This ability replaces smite evil.
Serene Strike (Su)

At 3rd level, when a tranquil guardian confirms a critical hit, she may convert all damage from her attack to nonlethal damage, and when she does, she can activate Touch of Serenity through her weapon or unarmed strike. Using serene strike is a free action.

This ability replaces aura of courage.

Now I wanted to take the path of a guardian protecting my companions by taking most of the blows and being essentially there shield and rarely raising my weapon or hand unless to temperately pacify an enemy. I'm not afraid of taking a life but i believe there is a better way of approaching a situation.

The three gods I narrowed down are

Ragathiel: General of Vengeance

Shemhazai: Empyreal Lord of Vision

Arqueros: The Golden Bulwark

My friend in the group is a Anti-Cleric who only cares about becoming a lych (Meta Gaming) but we obviously know he is evil from his skeleton companion and Drow demeanor. If i join the party I am obligated to kill him unless if find another cause that takes me away from dealing with him. I can always deal with him as an end campaign thing. But I need to know which god I will follow so I can determine their enemies and take them as my own.


In our recent group of friends we are all a bit chaotic and down work together very well and by doing so our characters are the same so two of us decided to retire our characters as NPCs and decided to roll characters that contribute to the party.

Ive decided to take on the dedicated tank/healer and I'm fond of paladins so that was an easy choice.

The two archetypes I was looking at were the 3rd Party class Dragon Knight and then Tranquil Guardian as the other.

Dragon Knight : http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/necromancer s-of-the-northwest---paladin-archetypes/dragon-knight

Tranquil Guardian : http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/tranqu il-guardian

The reason why Dragon Knight appeals to me is because i can build Talos from the Elder Scrolls lore and have Akatosh as my deity (Got the okay from the DM) and eventually take the God Challenge to become essentially a Nine Divine.

Tranquil Guardian because Aasimar being one of my favorite races i love the idea of a paladin that does not rely on Smite to get his/her job done.

What would be the best for the roll im looking for between the two?
(I will consider other archetypes but im almost already set on either)

What Feats should I focus on?

What gear should I focus on?

I want to break the paladin class. We already have broken characters and I will need to have a character someone broken to keep up.


Ive been posting a few times this week asking questions on how to build certain concepts of characters I need to incorporate into the campaign I am in.

The cliff notes of the background story is trying to create the perfect human/killing machine a "Witcher". But this is before the Witchers were ever created there had to be mistakes and experiments. The only three to survive is the Character I'm playing (Alchemist) to represent the alchemist side of witchers. My "brother"–I use that term loosely because we were not blood related just in the struggle of experiments– a Magus (Eldritch Scion) with the Draconic Bloodline. And finally my "Sister" who is a Fighter (Dragon Warrior) that has one level in Ranger.

–Each Character has the overall theme of dragons because Geralt does not hunt dragons. Alchemist Turns into half dragon with Draconic Mutagen for Master Chymesit. Magus with Draconic Bloodline turning into a dragon. The fighter with resistance and bites of a dragon the more "human"–

This post is about how can you improve on my idea on how to build this character? Are the Feats I've chosen suitable, should I change any?

The character is being created at level 10. This character has the option of being playable only if the character I have dies.

I wanted to go with Two-Weapon Fighter with the feat Sword and Pistol.

The character is Lawful Evil for Role Playing purposes because of her background.

My Abilities scores without being assigned are :

20/19/16/12/11/9

Or

19/18/15/14/12/10

Because The character is being created at level 10 I have to ability scores I can add either making:

20/20*/16/12/11/10*

Or

20*/18/16*/14/11/10

I want her more of a dex based character considering she has a light weapon in one hand and a pistol in the other so here are the feats i though she should have. This is where I need all your beautiful peoples help because I dont know if all of this will work well together or fall apart. Everything after the backslash is the class ability granted at that level.

1 - Two Weapon Fighting (Combat), Weapon Finesse (Combat), Exotic Weapon Prof (firearms)
2 - Point-Blank Shot / Draconic Resistance +1
3 - Rapid Shot / Draconic Prowess +1 Natural Armor Bonus
4 - Weapon Focus (Combat) (Firearm/Pistol if need to be specific)
5 - Quick Draw / Weapon Training (Blades, Light)
6 - Snap Shot / Draconic Resistance + 2
7 - Sword and Pistol / Draconic Prowess Bonus Feat (Toughness)
8 - Rapid Reload (Combat)
9 - Amateur Gunslinger / Weapon Training (firearms)
(10) Level Ranger (Trophy Hunter) / Favored Enemy (Humanoid-Human), Track, Improved Tracking
11 - Weapon Specialization (Combat-firearm) / Draconic Resistance +3,
12 - Improved Two-Weapon Fighting / Draconic Prowess free action, a dragon warrior can gain a bite attack.13 - 1
14 - Greater Weapon Focus / Weapon Training (Natural)
15 - Penetrating Strike / Draconic Resistance +4
16 - Greater Two-Weapon Fighting / Draconic Prowess +1 Natural Armor Bonus
17 - Greater Weapon Specialization
18 - Greater Penetrating Strike / Weapon Training (Thrown)
19 - Improved Snap Shot / Draconic Resistance 5 points of resistance
20 - Greater Snap Shot / Draconic Prowess dragon warrior’s bite attack deals an additional 1d6 points of damage of his energy type

* I did not take improved initiative because the race i created "Mutant". It also has it has a racial ability along with Fast Healing 1.


Ive been tasked to create two NPCs in the currant campaign im in and those two NPC are my brother and sisters who are on there own separate journey but the knowledge they learn on they journey are shared amongst us to further our goal in creating a class.

My currant character I am playing is an Alchemist/Master Chymist who has taken the Draconic mutagen for RP reason not mechanic reasons considering I am playing him. I have been given the OK if my character dies I am able to play one of my siblings because we have the same goal but different means.

The first NPC the oldest brother will be a Magus (Eldritch Scion) who will take the Bloodrage Bloodline : Dragonic Bloodline to have the over arching theme of Dragons.

Level 16 Eldritch Scion

The questions I have for you are :

1. What stats are better to focus? In my opinion CHA>STR>CON>INT>WIS>DEX
(Should DEX be my dump?) Stats will be rolled.

2. I know i have to spend points from my Eldritch Pool to breath weapon, dragon wings and dragon form. But do i need to spend points to be able to activate claws, draconic resistance. They seem to be passive abilities.

Quote:

Eldritch Pool (Su)

An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.

3. Any specific items you think can benefit this character.

4. Any Specific feats a magus just needs to be good at his job.

5. Any notable Prestige classes this would work well with?


In my most recent campaign I am taking part of the DM is letting Anything Goes policy when it comes to how you want to build and create your classes. The orc barbarian in the party was just given the okay to port over the Frenzied Berserker into the campaign as a prestige class.

The DM just told me while he is Frenzied/Raging he pretty much cant die unless met certain conditions. Which is fine because his ruling is If you start becoming broken he will set you aside and see how we can change the class after a session or he will just throw larger and stronger encounters at us. Pretty much throwing Psionic monsters at us.

I am playing an alchemist at the moment that after level 10 will be going into Master Chemist. Im playing my character as one of the first Witchers before they were called witchers focusing on the aspect of the Alchemy side of them.

Since we are playing a Level 20+ game with the Retiring Character rules. After Hitting level 20 i thought about going into Psychic Warrior Class Focusing on the path either Feral Warrior or Survival (Since the party has made me the tank).

I am unable to just at level 21 be like, Oh hey now I am a Psionic so thats a thing. I want to know how I can role play to becoming a Psionic and How to role play them once I do become the class if i meet the criteria for the class in role playing aspects.

Any Thoughts?

At the moment we are level 8 and here is some information about my class and race(Created for the Witcher Role playing).

Internal Alchemist Level 8 (Mutagen Focus)
Str:19
Dex:16
Con:18
Int:20
Wis:11
Cha:6

Race : Human (Mutant) 16 RP

Type
Human (Mutant) (0 RP)

Size
Medium (0 RP)

Base Speed
Normal Speed (0 RP)

Ability Score Modifiers
Weakness (–1 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –4 penalty to any other ability score.

Languages
Standard (0 RP)

Defense Racial Traits
Healthy (2 RP): Mutants have a +2 racial bonus to Constitution; Benefit: Mutants gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Fast Healing (6 RP): Mutants regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end. Special: This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP.

Feat and Skill Racial Traits

Quick Reactions (2 RP): Mutants receive Improved Initiative as a bonus feat.

Flexible Bonus Feat (4 RP): Mutants select one extra feat at 1st level.

Offense Racial Traits

Senses Racial Traits
Low-Light Vision (1 RP): Mutants can see twice as far as a race with normal vision in conditions of dim light.

Other Racial Traits
Multitalented (2 RP): Mutants choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes


I recently joined a campaign and in the campaign we ran into a an NPC in a swamp that was very territorial. It was a Human Druid that focused on mainly Dinosaurs. This blew my mind.

Being fairly new to Pathfinder and not having the chance to explore all the classes/archetypes I love the idea of having Dinosaur companions.

Exploring more into Druids and what they stand for and how they work mechanically they are quite amazing.

Some of my favorite things that applies to nature are usually anything reptilian, amphibian, plant related (Treants/Ents).

Grippli - Druid - Animal Companion
Maybe the Saurian Shaman Archetype. Sit back while my pet does most the damage while I support it (Considering I'm Small).

Nagaji - Druid - Animal Companion or Domain?
I feel that Nagaji would be more combat orianted and fighting along side there snake or reptile companions using buffs and such. Thought about using the Naga Aspirant archetype so you can be the true form of the Nagaji.

As for having plants such as ents or Treants to fight along side you i have no idea how to properly go about that without being an elf.

Those were just some of the ideas I had when wanting to create a druid. What should I focus on when creating the proper druid? Anything that I should add or change for the Grippli and Nagaji? And of course last how do I do properly make a Druid that focuses on treants?


I have a question about Advanced Mutagen (Su).

I want to take the Grand Mutagen Advanced Mutagen do I have to take Greater First?

Quote:
Grand Mutagen (Ex): This mutagen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced mutagens. The character must have an effective alchemist level (alchemist level plus master chymist levels) of at least 16 and must have the feral mutagen discovery or advanced mutagen to select this ability.

You'll notice it states that "This mutagen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced mutagens." Meaning i would need to take Greater Mutagen before taking this but it also says right after it "The character must have an effective alchemist level (alchemist level plus master chymist levels) of at least 16 and must have the feral mutagen discovery or advanced mutagen to select this ability." Which means I dont need Greater Mutagen to take this.

Which is it?

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Some basic mechanic advice what would be better to combo off each other?

Draconic Mutagen (Su) + Grand Mutagen (Ex)

Or

Draconic Mutagen (Su) + Growth Mutagen (Su)

Quote:
Draconic Mutagen (Su): When the chymist assumes her mutagenic form, she gains dragon-like features— scaly skin, reptilian eyes, and so on, resembling a halfdragon. The chymist chooses one dragon type (see the draconic bloodline) when selecting this advanced mutagen; once selected, this choice cannot be changed and determines her draconic resistances and breath weapon type. The chymist gains resistance 20 to the dragon’s energy type. The chymist’s breath weapon deals 8d8 points of energy damage (Reflex half, DC 10 + the chymist’s class level + the chymist’s Intelligence modifier); she may use her breath weapon once per transformation into her mutagenic form. The character must have an effective alchemist level (alchemist level plus master chymist levels) of at least 16, must know the form of the dragon I extract, and must have the feral mutagen discovery or advanced mutagen to select this ability.
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Growth Mutagen (Su): When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know the enlarge person, giant form I, or polymorph extract to select this ability.


I am quite new to Pathfinder and Paizo so i would first like to say Hello.

In the currant campaign I am in I have created a Vivisectionist/Lore Warden to play out the fantasy of a Witcher.

I came across the Feat (Master Alchemist) where it says "whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost)."

Does this Feat work with the Discovery (Infuse Mutagen)?
"When the alchemist creates a mutagen he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect."

I am curious if that cuts Infuse Mutagen's cost to 1000sp instead of its 1000gp?

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The second question I have regards an extract. I probably know the answer is No it doesn't work but it does not hurt to ask.

The extract in question is (Alchemical Allocation).
"This extract causes a pale aura to emanate from your mouth.

If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract."

Does this extract work on Other Extracts or Mutagens or is it strictly potions and elixirs?