Lizardfolk

Xraal's page

212 posts. No reviews. No lists. No wishlists.




Hi all

I guess this is for optimization purposes and our local GM is cool with that.

The character we are going to discuss already have a rich and involved story and background, so you do not have to feel bad about this thread being focused on solely one thing:

How do I add more cheese? :-)

We only use Paizo Pathfinder materials, and as a rule only from books the GM owns a hardcover version of. Do not fret though, I will buy him the bloody books in question; if the suggestions you come with are cool enough. (Our GM is clever like that...)

Build requirements:

Must have a minimum of Base Movement of 50 in Full Plate (may be mithril), on foot, by level 10 or before. More is better.

Must have AC and all Saves above the mean for his level. (Lookit standard monster progression: here)

Must have a primary attack mode able to harm and do high damage to same targets.

Must have many important skills.

Would LIKE to have Evasion and Uncanny Dodge and Improved Uncanny Dodge, but the latter does not have to scale to Character Level, just a dip is fine.

The core of the build so far:

Level:

1. Barbarian +10 base move rate, alignment NG
2. Barbarian Uncanny Dodge
3. Oracle, Lore, Sidestep Mystery, use CHA for AC and Reflex saves
4. Paladin, Alignmen LG, lose Rage
5. Paladin, use CHA on all Saves.
6. Inquisitor, Travel Domain +10 base movement (for ANY mode of travel)
7. Horizon Walker - Ignore movement penalty for med. armor and med. load (eff. +10 movement)
8. Horizon Walker - Ignore Exhaustion, Desert Mastery
9. Horizon Walker - +10 base movement, Plains Domination

This build requires only STR and CHA to be viable, which is good for our group plays with only 15 points in point buy.

We do play with an additonal set of powers that have their own progression. From there I can pull +2 to any one attribute and the ability of Fast Healing 1.

Race can be anything humanoid and non-monstrous.

Three paths, maybe more?

Two-hander path

Two-Weapon Fighting (needs much dex...)

Natural Attacks (Needs something switched around...)

Your opinion /advice?


I'd like to make this post a list of ways to gain natural attacks.

I'll be back to edit later, but please chip in with what you got.

- Rangers with Natural Attack Combat Style can take a feat for 2 1d4 claws.
- Druids can take the same when they get wildshape.
- Druids of the various totems get something.
- Summoner level 10 can use the 2 Evo points to get Natural Attacks.
- Alchemist with Feral Mutagens, claw/claw/Bite 1d6/1d6/1d8 10 min/level
- Sorc. Dragon Bloodline Claw/Claw
-- Dragon Disciple Claw/Claw/Bite

More out there?


Our party recently ran into a swarm.

Our wizard does not believe in blasting so he does not have a single AE spell. Unfortunately, no one else in the party has abilities that affect an area either.

We ended up with my Eidolon moving into the swarm to keep it in place, then pelting her with oil and finally setting her on fire.

She was not pleased. The plan was for the rest to delay until after her initiative. - They didn't.

The plan worked, the swarm burned too.

However, it did illustrate a glaring weakness in our party. I want to remove that weakness, so I turn to your collective knowledge.

How can we find a reliable and cheap and re-producible source of area effect damage that is sufficient and scalable to cover our needs?

Of course I will ask our wizard to branch into AE spells, but besides that, what would you do?

Greek fire just isn't tough enough for higher levels.


I have the opportunity to choose between the two in our capaign. I play a melee type and frequently use a Light spell to be able to see.

Either ability is good for me, so I'd like your advice on what to pick.

It is a special houseruled effect, so it does not cost me anything.


1 person marked this as FAQ candidate.

So, whether due to paranoia or whatever, I want to explore how I can have a character stay awake forever.

As far as I can surmise, lack of rest causes Fatigue or Exhaustion, but I'm having trouble figuring our how much and at what frequency.

In addition, the Ring of Sustenance indicates clearly that it works if the character sleeps so it is right out for this purpose.

The Paladin lay on hand Mercies can remove the Fatigued and Exhausted conditions, so that may be the path to eternal wakefulness.

It is stated that if you rest for 8 hours you remove the Fatigued condition, if present.

It is also stated that beings need sleep. (Except a short list of non-playable types)

It is not stated that rest must be sleep.

It is not stated what the penalties for lack of sleep are.

Can you help me locate what is in the rules on this subject? - No houserules for now please, let us assume a strict GM.

Also, only Paizo products are allowed. No 3.x stuff.


If I have a +1 Flaming Longsword and someone casts Greater Magic Weapon +4 on it, then the result is a +4 Flaming Longsword?

Since the enhancement bonuses do not stack, but the additional ability of Flaming is not a bonus of the same type and so remains active.


At level 10 the Summoner can take 2 points from his Eidolon's Evolution Pool.

At 18th level he is allowed to take 6 more, and each of these cost only ½ a point for the Eidolon.

Now, given an 18th level Summoner, you now have 8 Evolution points.

As I understand it, I can put Claws on any set of limbs, but only on one set of Legs.

So for 2 points I now have 4 Primary Natural Attacks @ 1d4 Slashing each.

For another 4 Points I turn Large making that 1d6 each.

For 1 additional point I make the damage from claws one bigger, to 1d8's.

I now have 1 point left, I can grab a Reach evolution, making me able to reach to 15' when Large with one single Claw. (Not all claw attacks)

Since I got the 4 natural attacks at level 10, let us assume I also have Improved Natural Attack Feat, making the damage 2d6 pr. claw.

Are there any flaws in the above? - Apart form the social backlash of being a large clawed monster. :-)


If something dies and is resurrected, all conditions are erased. For example ability damage, diseases and similar.

RAW does not detail what to do with an Eidolon. Sure, you can heal the negative effects in various ways, but what happens when it dies?

Does it come back clean?

What if it gets dismissed while sick? - Personally I'd say it comes back just as sick, unless it actually dies.

Leading to the last point... How do you explain to your Eidolon that you are going to kill it; "To make it all better." :-)


3 people marked this as FAQ candidate. Staff response: no reply required.

OK, so we have a Wand with Summon Eidolon in it. Someone with UMD picks it up and uses it. - Someone who is not a Summoner.

An Eidolon appears.

What are the stats of this Eidolon?