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Thank you everyone, the rules explanations were impeccable!

And thank you for all the advice.. I should have probably provided a little more context.. The campaigns with my GM are usually more on the narrative side... With fewer than average encounters, although the few fights are usually pretty tough.

I know my character is suboptimal, but I mostly wanted to be fun to play. I am mostly relying on other players doing the heavy lift :)

However, as some of you suggest, I should probably find a way to create the same character concept without multiclassing to not lose caster levels. The aim I have for my character will mostly be secondary healer/ support/ disrupting enemies' tactics with smoke and dispel magic. (I am assuming I will usually get a low initiative roll)


Hello to everyone!

After many years it appears I will get to play Pathfinder 1e once again. Yay!
I need to create a Character though..

I am a bit rusty with the rules, so I would like to get a few tips from anyone who has the kindness and patience to read my post.

My Character 's concept is basically a fantasy version of a New Age hippie /punk junkie. A person who will talk you for hours about esoteric nonsense (though the point is that in a fantasy world it DOES make sense), a person that one day will lecture you about harmony and peace in the universe, but the very next day you'll find them lobbing molotov cocktails at police officers (or in this case Alchemical Bombs at town's guards)

In the game he will likely be the secondary healer and mostly a support character, though he might occasionally attack with magically enhanced claws and bites.

We will start at level 5 and our GM told us we are allowed to choose magic items up to 5000 gp as starting equipment. (Was thinking about Amulet of Mighty fists, but I am undecided)

A few key outline about my character (may be subject to change after feedback ;-) ):

Human (alignment N or CN, still to decide)
Alchemist 2/Druid 3

Str: 14
Dex: 8
Con: 12
Int: 14
Wis:17
Cha: 10

Druid bond: smoke domain.

Alchemist's formulae:
Enlarge Person, Cure light Wounds, Poly purpose Panacea, Comprehend Languages. Heightened Awareness.

Traits:
[Lucid Dreamer] [Addict][Pantheist]

(custom) Drawbacks:
[Slow reactions] (-2 to Initiative checks)

Skills at full rank:
Knowledge Nature, Survival, Craft ( Alchemy), Sense motive.

Sparse skill points:
Appraise, Knowledge Planes, Knowledge Religion
Bluff, Swim, Spellcraft

Feats:
[Power Attack] [Nature Soul] [Toughness] [Animal Ally (dog)]

Alchemical Discoveries:
[Feral Mutagen]

First of all, I would like to ask a few clarification on some rules:

If I cast Greater Magic Fang and I choose to get +1 on all natural attacks BEFORE snorting the feral mutagen, will the natural attacks acquired with the mutagen be still affected?

Since primary natural attacks get 3/2 of the strength bonus, like two-handed weapons, do they also get +3 from Power Attack feat instead of +2?

If due to mutagen effects my key Ability for spells/formulae gets temporarily lower than the minimum required to cast above a certain spell level, can I still resume casting when my ability recovers or those spell slots are erased, meaning that I have to memorize the spells again?

Then a bit of advice will be welcomed

I get a lot of abilities involving smoke, any way to make good use of them? Or any item/feat/ feature that might enhance them?

One of the reasons why I chose a Character with low Dex is that our dear GM is very fond of playing enemies that stifle your movement (sleep, hold person, improved grab, grappling, etc..) at the point that during last campaign back in the days I had bonus to Dex negated half of the time at minimum. Still, having +0 Reflex saves at level 5 is quite a gamble. I didn't come up with any obvious solution except having more HP. I am also worried about my Animal Companion, he is only level 2 (I guess Druid levels don't stack if I take dominion bond) and he is used to just sitting while I beg for some spare copper coin.

My Alchemical Bombs right now are pretty useless, should I tweak my character a bit to gain a few bonuses or better just neglect them (like I am currently oriented to?)

Any good or funny ideas for adding flavor to the character without altering mechanics significantly? So far I thought:

"Goodberry" spell will be changed to "Magic mushroom", it will use mushrooms instead of berries and it will give a cosmetic feeling of "enhanced vision" (no actual effect on gameplay)

Material component for "Stinking Cloud" (which my character can't cast as of now) will only be leaves. The plant will not be a cabbage.

Mutagen will not be imbibed but inhaled.

Thank you for whoever read this and any advice will be appreciated


Thank you very much!

Looked in barbarian archetypes and it seems that savage barbarian is the one I need!

Thanks again


Hello!

Just two quick questions :)

-1
Verdant Bloodline arcana activates with personal range spells, does that mean only in case of spells with "you" as target, such as "Shield", or also in case of touch range spells cast on yourself, such as "Mage Armor"?

-2
I am running a campaign in a tropical rainforest-like setting.
The villain is an evil verdant sorceress acting as a false druid, I want to make her bodyguards be some sort of primitive warriors (think of Zulu Impis or Mayan Holcan)... basically with shields and spears but no armor.

Are there any particular fighter archetypes or feats that suit that kind of build? (Shield and no armor). I can't seem to find one.

Thank you so much!


Hi all,
Does the telekinetic fist ability (wizard school:transmutation) benefit from these combat feats:[Point Blank Shot] and [Arcane Strike]?

I know for sure that these feats apply to ray spells, but not sure about telekinetic fist.


Is there any way to use a summoner's eidolon as a mount before reaching Summoner Level 8th (required for large size), other than playing as a small race or via reduce person spell?


Thank you guys, you gave me great insight!

It seems that extra arcane pool points are quite expensive! Considering ring of arcane mastery for comparison I think 8000 gp should be a fair price for the suit. He could get a +2 armor and a +2 headband of Intelligence for that price, which would mean just 1 arcane pool point less but a lot more bonuses. Still he would have to fill two slots instead of one, thus it seems a fair trade IMHO.


Hi everybody,

A magus player of my campaign has taken the craft armor feat and wants to forge a [+1 suit] granting him 2 extra arcane pool points. He asked me about the price.

I think a 2 extra arcane points bonus roughly equals a +1 ability, thus toatal price should be

4000 gp + masterwork armor cost (like a +2 armor)

Seems fair? He argued that he should get a little discount because Arcane pool is a class restricted ability, what do you suggests?

Thanks in advance!


I wanted to start a new thread, but I think I can post here.

How about use-activated items (i.e. infinite charges) with powerful low level spells?

For example, take cure light wounds: an use-activated item should cost:

2000 x caster lvl x spell lvl = 2000 x1 x1 = 2000 gold

which is ridicolously low for an item which, basically, allows full-healing to all party after every combat. (As a GM I wouldn't even allow an item like that, since it breaks the game mechanics).

How should be handled?

(By the way, hello to everyone) :)