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![]() According to Occult Adventures, Battle Host is an archetype of Occultist that focuses on combat in lieu of summoning & versatility. MY question, however, is if Battle Hosts get Focus Powers? Occult Adventures, p100 wrote:
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![]() Alright here are the details: In a campaign, got downtime, wanting to know how much capital I can generate with a trade ship, using the Ultimate Campaign Downtime rules. The ship in question is 200ft long by 40ft wide by 30ft tall, and moves using steam engine running off a permanent Heat Metal and two Decanters of Endless Water (it has coal backup if we sail into no-magic zones). It has 16 sailors and 4 ship mages (mages obtained via quest, most annoying npc villians ever), though it has room for 60 people (mostly to man the cannons). Other points are it's amphibious (can beach and maneuver out of water, albeit poorly) and about one fifth the coastal cities were devastated by tsunami recently (which may or may not be our fault) :P Now here's my question: How do I figure out how much capital this massive thing brings in when it's not carrying us through the campaign? All other rooms are accounted for, but it has 78,750ft^3 dedicated purely to cargo, complete with it's own loading crane. How would this massive "room" translate towards Generating Capital? Edit: corrected spelling errors ![]()
![]() Alright, my gaming group is starting at level 3 in a story driven campaign with a fair chance of grueling combat. We have 4 members in our party: a twf rogue, a blaster sorcerer, a skald and a bear shaman druid. The sorcerer and rogue are new, I'm playing the skald, and the other guy needs some help making a wildshape focused druid for primary melee. i need to know what feats, stratagies, and builds would make an effective melee druid using the following stats: 16, 16, 15, 14, 12, 10 ![]()
![]() You've all heard it before. Unseen servants come in handy. Seriously. My question is: HOW handy? Better than Grease? More useful than a Bag of Tricks? So let us come together in the name of United Pathfinder Fans Against Boredom (UPFAB) and list 101 uses for a seemingly endlessly useful spell: 1-Caltrop Delivery System: Have it move 15ft forward and scatter caltrops 2-Potion Administration: It's only a standard action, and how hard can it be to pour a potion down an ally's throat? 3-Crossbow Reloader: Because I don't have enough BAB or Feats for Rapid Reload. 4-Weapon Holder: In case I need a free hand for . . . something 5-Door Opener: Sometimes you don't want to be the one to open that particular door. ![]()
![]() So I decided to run a pathfinder game since I couldn't find one. My victims are starting out at level 2 with 1 negative level accrued (it's a story thing) and I'm contemplating throwing four of these guys at them first encounter: Goblin Trash Can:
Goblin - Armor Master 2 Attributes: (Standard Array)
Traits & Feats:
Level 1 Statistics: (O-Yoroi, Twr Shield, Dagger) Skills:
Considering we have yet to have any mages sign up, would this be too cruel to throw at my party? ![]()
![]() EDIT: Scrapped and reworded I'm looking for two things here: First, anyone have any advice on some good, easy-to-use dungeon building programs (not randomly generated) for use by the pathfinder community. Secondly, I want the biggest, best, scariest lairs you can think of within the limits of Pathfinder content. Assume people will be living here (with the word people being very loosely defined) and suggest accordingly. ![]()
![]() I hear a lot that Reflexive shot is a lot like Snap shot, allowing you to make attacks of opportunity with a bow. However, people say it's limited to five feet. My question is, where in the rules is this indeed limited to only threatening five feet? SRD wrote wrote:
Emphasis mine. So, can someone help me understand how this is limited to 5ft? ![]()
![]() Yea, i have an idea. It might not be the best of ideas but i think it's genius so here goes: Two steps. One, give the Rogue 10+int skillpoints per level (or possibly even more). Sound bad? Well, before you judge read the next point: Two, Remove the skill limit caps for the rogue. Wow, suddenly too many skillpoints went to not enough huh? A hard cap will still be needed, but instead of being skillcap = character level it's skillcap = rogue level times x, with x being 2, 3 or 4. This lets rogues rock the skills area once more, no? I'd have a few restrictions for this, though: It only applies to dex, charisma, and intelligence based skills on the rogue's skill list. not additional skills obtained via traits or multiclassing. Just the rogue skill list. Secondly, if you multiclass the new skill cap is Rogue level x3 plus character level. Unless you want to be a skillmonkey, rogue will be a very weak class to dip. And that's the idea. Please discuss. ![]()
![]() Alright I'll be the first to admit all my thread titles are sucky. Nobody ever wants to read them because of how sucky they are, so I'm just going plain generic now, which is a shame bacause I strongly believe I am a quite gifted writer. Also I seem to be dillusional and insane. That said, has anyone managed to find a small spreadsheet similiar to the Character Sheet that works well for undead minions? MY google-fu seems to have failed me T_T any advice would be helpful. ![]()
![]() There happens to be a Juju Oracle in a particular campaign who happens to be quite the gentleman. He's primarily a necromancer with a side of healing, buffing, utility and a tad of crowd control. Half of his spells are Wordspells, which benefit him very much and he has taken the feat Eldritch Heritage (Arcane) for a mockingbird familiar he uses to deliver touch spells. My predicament is this: should I take the Improved Eldritch Heritage Feat, what three wizard/sorcerer spells should I add to my list of spells known? (Disregard the Save or Suck spells please, as despite my high Charisma I prefer not to give my opponent the option of success). Other Suggestions, comments, and tactics welcome, shall provide additional information as required. ![]()
![]() Long story short I live in a town far from any other, and the predicement I'm running into is this: How do I go about telling people I'm a necromancer without them all grabbing their pitchforks and burning me at the stake? Background Information:
I'm in an absolutely viscious homebrew campaign in which we're trying to raise our own nation whilst simultaneously fighting off Tucker's Kobolds and other evilness. The Party consists of:
- Samsuran Cleric 1/Wizard 2 (going Theurge)
I've gotten permission to replace any of my revelations with feats pertaining to undead (My GM has been playing necromancers in D&D for over 30 years) as well as 3.5 material pertaining to necromancy (such as the Libris Mortis). So it's kind of awesome for me right now. This is practically an epic-level kingmaker campaign; which goes into great detail (we have to design our own town layout, secure resources such as food, wood, stone, and labor, deal with disease, and tackle national relations whilst hiding from the half-elf fighter's evil king father wanting to wipe us off the planet). All this is happening before the major campaign plots are being hooked in. Why it's important:
I've already revealed my intentions to the group (we're all Good-aligned, I'm playing up the fact Juju Oracles create true neutral undead) and so far they're okay with it more or less. The Half-elf rogue is down with anything while the fighter and theurge are a little suspicious but open. But I have one little problem:
We've been told by our DM we will end up having to fight large-scale battles, and that's not the best time to mention the 200 HD of undead you have lying around to the lieutenants and captains of your nation's armies. So the way i see it is that it's best to inform the population sooner rather than later about my 'dark secret', so it won't backfire when we have to fight a war later. Town population is 200, and they have no magic users. They currently know me as a Priest of Sarenrae (long story), and apart from their local blue alien I'm the only one who can use magic. The sooner I can do this the better, before the town grows too big. ![]()
![]() Okay and welcome to yet another thread by Writer. By now it should be obvious that I'm playing a Damage Reduction spamming Barbarian, and I want to get as much out of my build as I can. So here's the actual character Gale the Typhoon: Gale the Typhoon:
Gale the Typhoon
Human 1st level Unbreakable Fighter / 19th level Invulnerable Rager & Urban Barbarian Heart of the Fields & Focused Study alternate racial traits, Human favored class option for Barbarians Attributes: (Dice Roll)
Traits:
Level: Feats Rage Powers DR Class Features
Skills: (6 ranks/level) Power Attack
Combat statistics by level: 1st level (Breastplate, Falchion)
2nd level (Breastplate, Falchion)
3rd level (Breastplate, Falchion)
4th level (Breastplate, Falchion)
6th level (Breastplate, Falchion)
7th level (Breastplate, Falchion)
9th level (Breastplate, Falchion)
10th level (Breastplate, Falchion) Estimated DPR ~49.0125
11th level (Breastplate, Falchion)
12th level (Breastplate, Falchion)
13th level (Breastplate, Falchion)
14th level (Breastplate, Falchion)
15th level (Breastplate, Falchion)
16th level (Breastplate, Falchion)HP 143 (1d10+15d12+32), AC 18, DR 18/-
17th level (Breastplate, Falchion)
18th level (Breastplate, Falchion)
19th level (Breastplate, Falchion)
20th level (Breastplate, Falchion)
Attributes: (Level 20, full speed ahead)
Magic Items:
So the character itself looks fine, but I realized that at level 10 he only does ~30 or so damage. Is that a problem? Not really, except for the fact I'm a friggin barbarian and I should be putting out more. I'm open to all critisism, changes, and ideas on how to make him better; and I prefer he's done because 24 hours from now I need to submit a final build to the group. ![]()
![]() Here's the situation. I'm in an urban campaign playing as a recently rolled up Invul Fighter 1/Urban Invul Barbarian 4. I currently have 2 Base DR, which i pump up to 4 with Combat Expertise, and then I can pump it to 7 with fighting defensively (or I can go total defence for 7). so far i'm not broken but we have yet to get in a fight with this guy. All he has is a breastplate and a +1 Bane (All Outsiders) Falchion. We also have: -Archery focused Ranger
My question is this: How powerful is Damage Resistance? I've been told by the Magus that DR 2/-- is huge at level 5, but how huge? I ignore 2 points of damage when I'm hit? Is it really that strong? Please help me out Pathfinder community!
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![]() Alright my friends, I need youre help once more. I joined another pathfinder game that only allows Core rulebook and APG. I'm being allowed to play an Archeologist as we need a trapfinder in our group, and the DM likes the concept of the class. That said, I've run into a bit of a crossroads in the group: should I build Archer or Controller (using a whip or longspear)? The group situation is this: We have a melee sorcerer, a "face" calvalier, a stealthy cleric, and a bows only ranger. I was originally going to go archer, but the last session cast doubts in my mind as i did far better with my longspear than my bow (14 str, 18 dex, Arcane Strike and Point-Blank Shot feats used). After having obtained permission to rework my character I now come before you to ask your advice on the matter: stats (rolled) 16,16,14,14,14,13; human, no spells or feats set in stone atm. As I'm rather inexperianced with casters, I'd like some advice and stratagies for using the builds and/or advice suggested. ![]()
![]() Alright, under Improved Unarmed Strike it says you can choose as to whether you do lethal or non-lethal damage, correct? And the Zen Archer gets the ability to use unarmed strike damage instead of his arrow damage, correct? So would that mean a Zen Archer using this ability could easily choose to deal nonlethal damage with his bow? ![]()
![]() As for the title, the story has to start somewhere: I recently joined a pathfinder game that was started up by a group of friends. I am the newcomer. I needed a character concept quickly, so i grabbed the Ratfolk Eldritch Archer I had been playing around with and got ready for a game. Then i was told No Ratfolk, so i went with a human Zen Archer instead. Here's the catch. As the players began arriving and we got ready to start our first session, and the characters wererevealed as follows: - A Scholar (some kind of 3pp skill monkey) with no use in combat - An Assimar Cleric (i think?) who is building for mystic theurge. Wears no armor and his only weapon is a bow. - A switch-hitter Ninja with emphasis on stealth. Has no STR bonus, even though it's 31 point buy. - A ranged fighter male-turned-female. Not wearing armor and also focusing on using a bow. Will go magus later I'm told - My Zen Archer After some taling after our almost disastrous first session in which our fighter nearly died, I asked my DM if i could rework my Zen Archer.
Here is what I am asking. Assuming the others aren't going to optimize their characters to the situation, how would i build my archer to be able to take a lot of punishment in melee combat without skimping out on my archery? 31 point-buy, must be human, must be Zen Archer, starting at level 2, expect to be taking a beating often. Go! ![]()
![]() I know this is the third time in 10 days i've posted asking for advice on playing a magus but bear with me. Which would be better: a full Hexblade or a Urban Guide 2/Magus 18? I'm building for strength with a Scimitar, my race is teifling, we start at level 4. Here is the pro's and con's i have so far: Hexcrafter 20
Cons:
Hexcrafter 18/Urban Guide 2
Cons:
the main problem is that we're in a 3 man party of a Paladin, an urban ranger (he's new, just looking to do damage right now) and me. I need to cover some skillpoint bases (plus i always make perception a class skill; Writer's unwritten rule no.1) Here's a list of what im trying to accomplish: Good dps without trashing my AC/HP/Saves
While this is my main focus atm i am also considering:
Rolled stats are:
Any help would be appreciated thnx in advance. ![]()
![]() Alright We're starting at level 4 and here's the build i have so far: “Void”
Ability Scores:
Defensive Stats:
Attack: Quarterstaff +7
Feats:
Gear: 6000
Spells:
What I've noticed is that both my AC and my to-hit are rather low due to the loss of BAB via multiclassing. How would you improve this character? ![]()
![]() Alright I've decided on playing a half-elf Magus. Should i go Dervish dance or Strength? I was originally set on D. Dance, but now im considering using a Falchion and going with a two-handed strength build. Any suggestions? Scores (4d6-lowest x9, drop lowest three) 18
Starting at level 4, with 6000 gp to spend.
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![]() Alright im in my first Pathfinder Game realizing a TWF ninja who is the sole inventor of the world's firearms (don't ask) is doing very poorly and is about to get himself killed. So I recall seeing a cleric smack my rogue around in a 3.5 game and thought: "hell, why not play a beast cleric to make me feel better about my ill luck?" What happened was as follows: -My cleric had taken arcane armor training to reduce spell failure
So my question is simple: are they right? Does the cleric ignore spell failure chances for wearing armor/shields? ![]()
![]() Alright, Instead of fumming through a @#$%ton of pages wondering how to ensure my Ninja can pull his weight in my campaign, I've decided it's far more effective to turn to the experiance of the Paizo community to help me out. How do i make a well-rounded ninja that can not suck in melee, have generally useful abilities, and still do enough damage to feel like im actually roleplaying a ninja? I'll be back in about 24 hours. Lemme know what works plz. ![]()
![]() Alright im looking at my Ninja and im reading:
My question: The extra attack. You need to spend a swift action to use it, and you can't do that on a full attack, as a full attack is a full-round action (to my knowledge). So im thinking you need to spend this the round before your full attack, but would like some validation. Is this understanding of the rules correct? If so, does this mean i can chain together attacks via spending three swift actions (and likewise 3 ki points) for three additional attacks on the following round full-attack (sacrificing both standard and move for swift of course on the orund before? THnx in advance! ![]()
![]() Alright, this is a topical discussion about how integrated into a campaign characters usually are. This is my question: How well is your character integrated into the campaign? Let me elaborate: How much role do you have in the gameworld? Are you an outsider watching the lives of others unfold (such as unknown person A doing X for important person Y) or does your character have their own goals, motivations, personality and does this affect your game? (Are you person A doing X for person A) Here's an example: You are running a task for the Noble of Brenton; whose son has dissappeared near the Goblin's Cave and is presumed to be taken hostage. Would you be an outside party simply helping the noble? Or would you be a knight/wizard/rogue in the Noble's employ? Do you move from quest to quest at the mercy of the GM or does the GM work with the party to help formulate where the party is headed? I'll elaborate more on this later but you get my idea, yea? |