Seltyiel

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Drone wrote:


For healing, Extra Channel. You'll burn through your channel positives quickly so it helps to have some extra.

Can a paladin use this feat? I thought they could only use the Channel Energy feature by using up their "Lay on Hands"?


Hey everyone! So in one of my campaigns, my character was just killed, so I've decided I'm going to create a new one and wanted some advice.

Since the group needs a healer (since the previous healer was just heroically killed when ogre's jumped the group from behind), I want to make sure that position is filled properly. I've settled on being a gnome archer paladin (i like the concept and gnome feels right for the personality i want the character to have). We are 8th level. rolled stats (13,13,15,12,15,14) which I've decided will (probably) be settled like this:

Str 12
Dex 16
Con 15
Int 13
Wis 12
Cha 18

So, considering that I'd like to be both healer, and decent with the bow. what feats/traits do you guys suggest? Any other suggestions for anything else I should be aware of (magic items, archetypes/etc)? (i've been wanting to play an archer for awhile, but this will be my first time actually playing one) (Paizo books only, no 3rd party stuff)


Going to be starting in a new campaign and can't quite seem to decide how I'd like to build my next character, so thought I'd ask for the wisdom of the internet to see what inspiration I can garner.

Basic Character Idea: He's an "assassin". To be more precise, he goes out to "assassinate" evil beings (demons, devils, dragons, fey, etc...). I Imagine him as being stealthy, agile, but also a fighter and can hold his own in a fight, melee-wise (so not rogue class tho clearly has some roguish qualities). Has some magic to support him, but still not sure how much he should have (this is one of my biggest issues atm).

Rules: Going to be starting at 1 lvl (so will have time to properly build him as I get a feel for the character and the setting). Setting, I believe, is home-brew. Stats are point buy, epic fantasy (so 25 points) and all pathfinder books are available.

My thoughts: One of my first ideas was a TWF Paladin who uses kukris. I think this idea is awesome, and fits in with the theme of what I'm trying to go for perfectly. The two big issues I have is that I won't have feats to spare (i'll have just enough if I go human, tho I'd like to try a different race than the core races) and I'm feeling like paladin won't have enough magic. However, anything I think of to help on the magic side makes the melee side feel to weak (and oddly enough, feels like it is to much magic. Like, going with cleric, to much healing magic for the character.) Have also considered Bard, but while Bard is closer to having the right mix of magic, its severely lacking in the melee dept. that I feel is integral to the character concept. Ranger also occurred to me, but I neither like the Hunter's Bond Feature, nor does it go with the concept I have in mind.

The TWF aspect I could drop, but its the ratio of melee to magic I'm trying to get just right. I know I'm probably asking for to much, but I feel that if I can make an intelligence based sorcerer to have a sorcerer thief character (used the "Sage" wildblooded archetype in UM, then took some feats and traits to give me the necessary class skills), then there's probably a way to get this character idea to work too. Just need more information :-D


thanks


jerrys wrote:

it gives a bonus to a bunch of skills (intimidate, diplomacy, ...), not just one skill. It probably also gives a bonus on "opposed charisma checks" like you have to make when binding an outside or forcing a mind-controlled person to do something. Arguably it gives a sorcerer (charisma based caster) some extra benefits in terms of concentration checks, etc.

So, it will be a lot more expensive than e.g. an item that gives +3 on one charisma-based skill, if that's what you're asking. It's a fuzzy/weird item so it gets a fuzzy/weird price that is more like "what the guy felt like it should cost" rather than the output of some specific formula.

that's what I was afraid of. wanted to be able to go to my DM with the reason why the item I created cost what it cost.


I was looking at creating a custom item that granted me additional skill points. Looking in the CR example of "Cloak of elvenkind" I can understand how they came to the price. But looking at the "Circlet of Persuasion", I'm at a loss as to how the price was determined. Either it doesn't fall under the effect of skill bonus, or its not just that. Can anyone help me understand whats going on?


Was trying to decide what would be some good magic items for my character and thought I'd ask here for people's thoughts.

I have a 9th level sorcerer who's also the groups "rogue". (I should state, I don't have any class levels in rogue. Managed this by combination of traits, feats and taking the "sage" wildblooded archetype. Tho my DM did let me keep a familiar rather than the Arcane Bolt). This way I managed to get enough skill points for what I needed to be a good thief. I do also have the "Craft Wonderous Item" feat so I can make things for less than having to buy them.

My current items are "Eyes of the Eagle", "Boots of Striding and Springing", "Hat of Disguise", a "Handy Haversack", a "Silent Metamagic Rod (Lesser)" and 2 (Page of Spell Knowledge". (Also currently have 5300 in gp but I don't mind saving for some good stuff).

Other rods, the rings of wizardry, and the robe of arcane heritage have occurred to me, but wanted to know, what else do you guys think would be good?


I'm looking to run a game for the first time and had a question. What's the general consensus on the best adventure path? In terms of adventuring? Roleplaying? I was thinking of doing the updated Rise of the Runelords but before I formally settled I figured I'd see what else was out there. If possible something that has a blend of a little of everything, from goblins to ogres to giants to dragons, gods and everything in-between! (while it may be my first time running, my group has been playing for years. I also don't want to be running different modules every session. I want there to be a coherent story running thru each session)


LazarX wrote:
Xman146 wrote:
I'm looking to run a game for the first time and had a question. What's the general consensus on the best adventure path? In terms of adventuring? Roleplaying? I was thinking of doing the updated Rise of the Runelords but before I formally settled I figured I'd see what else was out there. If possible something that has a blend of a little of everything, from goblins to ogres to giants to dragons, gods and everything in-between! (while it may be my first time running, my group has been playing for years)
If you've never run a game before, my advice to you is to start small. Do modules first. Or maybe some PFS scenarios (PFS membership isnt' required to run them.) Get a handle for how the game operates, and then you can start a new campaign on an adventure path. Adventure Paths are major commitments and you may want to get your wings broken in small jumps before committing for a long flight.

I can't see myself doing modules. I like/want/need having story continuity from one session to the next. A series of one-shots would bother me to much.


I'm looking to run a game for the first time and had a question. What's the general consensus on the best adventure path? In terms of adventuring? Roleplaying? I was thinking of doing the updated Rise of the Runelords but before I formally settled I figured I'd see what else was out there. If possible something that has a blend of a little of everything, from goblins to ogres to giants to dragons, gods and everything in-between! (while it may be my first time running, my group has been playing for years)


I was hoping to run a one-shot campaign (lasting no more than one, maybe 2, definitely not more than 3 sessions), for my 17 year old cousin and her friends (group will consist of guys and girls). This will be their first time playing any sort of table-top roleplaying game. I wanted a module that'll make them actively look to start their own gaming group, but because I tend to play in games where the DMs have their own homebrew campaigns, I don't know about any modules.

Was hoping for something for something that would be for 3rd level characters (so as to give the characters they play a little versatility while at the same time keeping it simple so as to not confuse the first timers). I would greatly appreciate any suggestions.

(As a side note: While I have been playing for many years, this will be my first time DMing a game, if that makes any difference on the module to recommend [which I honestly doubt but figured I'd put it here just in case])


thanks


So, there's something I'm not sure of. When you have a magic item, say for example a Belt of +2 Str., and you wanted to add Con +2, could you just add it onto the same item or would you have to create/purchase a whole new item? I assume the same applies to custom magic items, like a "Ring of Sustenance and Protection +2" and you wanted to make the protection a +3 or just added something else entirely to it like water walking or invisibility or something. Can you just keep adding, or would you have to create whole new items each time?


Gauss wrote:

Im a firm believer in crafting and if you are using 2 weapons crafting arms and armor is a good way to mitigate the costs involved. (Others have differing opinions.) However, it depends on the nature of the campaign.

- Gauss

hrm...I've always been curious to try my hand at crafting. last campaign i tried that there wasn't really any downtime to have a chance to craft anything so i'm hesitant to select something that might not come into play. then again, this is a different GM so who knows?


So here's what I have so far:

Human Paladin

STR 20
DEX 17
CON 15
INT 15
WIS 12
CHA 17

Feats: TWF, Double-Slice, POwer Attack, Two-Weapon Defense, Weapon Focus (Kukri), Improved TWF

The two traits I chose would make Stealth and Survival a class skill (chose survival over bluff or perception mainly because this way he can track his targets, tho i'm still on the fence on that)

Deadmanwalking wrote:
Divine Bond's problematic, since the weapon version will only apply to one of your weapons, but a Mount may not be appropriate. See if you can get something sneakier than a Horse. A Roc would actually be extremely effective for an assassin, since the ability to fly over walls and just drop in is impressively cool, if requiring GM permission.

yeah I had come to the same conclusion about Divine bond. i figured i'd just have one weapon that was my divine bond and not the other and just deal it. but i do like the Roc idea (or if not the Roc, something that follows those lines) but yeah, thats something to talk to my GM about


Caius wrote:
Run the concept by the GM just to make sure he'll let it fly. Some may be kind of a PITA about the assassin-esque stuff. If that's a problem the inquisitor fits the concept fully, although you did say that you need someone to soak damage.

i'm sure the GM will let it fly, but even if she doesn't its still a concept i'd like to play one day, so my curiosity still stands (tho i may not have those same awesome stats for that possible campaign). as such, still curious about how people would go about building such a character.

and yeah, the inquisitor does fit the concept better, but i like the idea of a paladin doing this more AND it does need to be someone who can soak up the damage


I'm in a campaign where my previous character just died. He was a sword and board fighter (first time I had ever done one. Was a lot of fun!) So it came time to roll up a new character and I was stuck for a bit. And then it hit me, a dual-wielding paladin.

Thing is we still need a tank, but I wanted something different than just a sword and board or a two-handed fighter. So I figured a two-weapon fighter was just the thing. Add that to paladin and I'm liking he character concept (that of a wet works paladin. goes off doing the assassin-styled stuff for the church. still lawful good of course, just deals with evil outsiders and VERY evil people).

I'll be honest, I'm mostly set on this build. And race (human). I have a decent idea of how to go about it. What I wanted to see was what other people would do with this type of character, see what inspiration could be gleaned from the wonders of the internet. What would be some good feats? Traits? SKILLS? (i'm very curious about the skills. It's where I'm still really debating things) So I figured I'd ask and see what would appear.

The stats I rolled were 17, 17, 17, 15, 15, 11 (I KNOW. LOVE the stats). It's an 8th level character, pathfinder books only, standard gold for 8th level but can't spend more than 10,000gp on any single piece of equipment.

So yeah. How would YOU go about creating this character?


Froze_man wrote:


There is also very little reason to bother with special materials with the Bladebound, +3 enhancement bonus overcomes DR/silver and cold iron, +4 overcomes adamantine, and +5 overcomes alignment.

Where in the rules does it say this?


Was creating a new character for a campaign I'm in (previous character having been killed by wights), and was considering making a cleric. Was hoping to get some help/ideas/thoughts on what I had running thru my mind.

There's already a priest in the group so I don't need to worry about everyone asking me for heals all the time. One of the main reasons I'm leaning towards cleric is because they have both magical abilities and can handle melee (previous character was a rogue, so I wanted a bit of a change of pace).

The character will be coming in at 8th level. DM restriction on race is that the character must be able to pass as human. 30-point system for ability scores. Pathfinder books only.

Here's what I was thinking.

Suli Cleric
Str 16
Dex 14
Con 14
Int 14
Wis 16
Cha 16

Domains: Travel, and either Protection (subdomain Defense) or Plant (subdomain Growth)

Can't decide if I want to go either Protection or Plant (I probably won't be adhering to a particular deity but have my own philosophy), but am mostly dead set on him having the travel domain (i like the spells and granted powers it gives me. Plus it feels right personality wise for the character.

Kind of figuring him as a wonderer. Maybe helping people out along the way but not necessarily looking for trouble.

Was also curious for any prestige class ideas. Went thru both the core rulebook and APG and none of the prestige classes there felt right for the character (hoping the next book has something interesting). Maybe there's something in a module of Player Companion that someone knows about that I'm not aware of?

So if anyone has any thoughts on this character I'd appreciate it (or maybe a cool character idea that you dont mind me playing? currently in the game there's 2 wizards, a generalist and a necromancer, a priest, a fighter and a cavalier/ranger [both fighter and cavalier/ranger have been missing games lately due to outside forces])

thanks in advance!


Does an enhancement bonus on a bow make the arrow magical and thus negate the bonuses of the class? (i.e. non-magical arrow). Please list page number for rule in answer. Thanks.