Priest of Pharasma

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I'm building a steelbound two-handed 20th level fighter for a one off game. I've got all his feats and skills spec'd out but I'm struggling to decide on which 3rd level spells to use. Does anyone have some good recommendations? He is LN and will be/have been a Hellknight. His weapon of choice is a Scythe. I have no knowledge of what I might be up against nor what my teammates are playing.


"Shapechanger (Su): At 1st level, a metamorph gains
the ability to transform herself into another form. This
ability functions like alter self, except as noted here. The
effect lasts for 1 hour per metamorph’s alchemist level, or
until she changes back. Changing form (to another form
or back)
is a standard action that doesn’t provoke attacks of
opportunity. The metamorph is fatigued for 1 round each
time she changes shape."

The above bolded area is where I'm seeking clarification. Does it imply that I can change from one shape to another without reverting to my original shape? and will it cost me an additional use of the ability to do so since it specifically says the effect lasts until you "change back"?

I lean towards yes and yes, but I can see an argument for yes and no since you never "changed back".


As the title implies this is a question regarding the negative energy affinity and light sensitivity of a polymorphic Dhampir. I know you are suppose to lose anything tied to your original form as far as senses and modes of movement and appendages but does that include racial weaknesses?


So my new GM has an interesting house rule. When your character dies, the other players get to pick the race and class of your new character. I actually really like this idea, maybe not all the time, but it's a nice way to mix things up and move people out of their comfort zone and it lets the party flush out its role gaps.

Now I've been playing Pathfinder since it came out and I'm familiar with all of the ideal builds. The challenge I want help with is finding the worst possible race/class combinations and then seeing if there is anyway to make it viable. The GM is generous with the rolling of stats but for this challenge I'm gonna restrict myself (and anyone else who wants to play) to an array of 18,16,14,12,10,8 and I'm gonna build to 6th level with a minimal amount of gear, no more than 12,000 gp worth.

My first thought for bad would be Kobold Barbarian. Can anyone think of worse?


More or less as the title says. Does the 4th level ability of the Duelist, Combat Reflexes, count as the feat for the Shadowdancer's prerequisites?


Hey all

So, I'm trying to put together a fairly epic hydra fight in a campaign I'm running, but I'm having difficulty deciding how to build it. The party is a large group (6-7 players) of wildly differing skill all running 25 point buy 5th level characters ranging many different races. There is an optimized pistollero gunslinger, an strength heavy fighter, a slightly insane blackblade/kensai magus/monk(too many voices in his head), a frail but effective wizard, a life oracle, a ronin samurai, and a rouge. The story isn't key but the fight set up is there is a large explosion leading to a sizable cave-in out of which will crawl this hydra. I want the fight to be tough and should definitely knock out one to two characters but I'm not looking for a wipe.

I'm leaning towards an 8 headed warden hydra which equates to a CR 9 encounter. The warden is a template that I'm sure none of the players have seen before and would be thematically appropriate, but I'm not sure if I'm stacking the deck too much.

Looking for thoughts and opinions. I want the party to be legitimately scared for their characters but make it a still winnable fight.


Can a wizard who chooses the bonded object for his arcane bond still cast spells normally while possessing another creature with magic jar? Since, "If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell."


Background: So I've recently started a one shot that has turned into a weekly game, because of this I've kinda been playing fast and loose and have missed a few things they they did that they shouldn't have but also missed some stuff my mobs could have done but didn't, I also opted not to TPK them last week, but it would've been really easy. Anyway started the party at 9th, they've all achieved 10th now. Started at 4 players and am now at 6. I'm very generous with my players, I give them full hitpoints every level and we're playing out of a large town so generally speaking if they need spellcasting services or new magic gear/items they have access to it and the money to purchase it. Now last week I killed their Orc Fighter (as opposed to the TPK) and in order to pay for his resurrection the Rogue agreed to recover some artifacts from a sunken temple of Gozreh, the Cleric hit him with a Geas-Quest to keep him honest. The rest of the party agreed to the terms but no one else was hit with the spell since the rogue did all the talking.

Problem: So herein lies the problem, the party had full knowledge that the temple was at the bottom of the ocean, or at least pretty deep. The party also had just recently gotten paid for providing information on a missing princess (8k a piece) and they had about 15-20k worth of party kitty to work with. Instead of buying anything to assist with underwater combat, nor even a boat to get out there they all opted to upgrade basic weapon and armor enchantments. The plan was to have the temple guarded by a menagerie of naturally lycanthropic sea creatures (twisted descendants of the clerics who sank with the temple some 400 years ago), I was also going to give said creatures a couple of class levels to bring the challenge rating on par with what the party should be fighting and because they are the protectors of a Temple to Gozreh and should have class levels for verisimilitude.

So: What do I do, the only player who stands a chance is going to be the druid, but as a lion shaman (and a relative newcomer to pathfinder) she's going to be hurting somewhat, the (meta-seasoned)Gunslinger didn't purchase and Dry Load ammunition, nor even a potion of air bubble, and as a party they only bought 4 potions of water breathing for the 6 of them. Near the end of last session I put them up against a lower level Black Dragon, who had his lair underwater, just to try to drive home the point that they lacked appropriate equipment, but they opted to lure out the dragon and then send the wildshaped druid in to rescue his loot, a tactic that won't work at the temple. The way I see it, if they try to go down there as is then some of them are definitely gonna die, but it's their own fault, and I already held back last time they went somewhere unprepared.

Any thoughts? I know I posted an ocean(wink wink nudge nudge) of text, but the game is tonight and I'm at a loss.

Thanks


I've been tossing around this great idea of a necromancer/illusionist, where he augments his actual undead minions with a horde of illusionary ones. More bluff and brains than brawn to be sure. Figure eventually I'll use shadow conjurations to give the hordes some combat effectiveness but I'm struggling with figuring out the proper race/class/classes combo to do this. I'd like to use Sorcerer for the charisma boost to bluff and intimidate, but that means slowing my access to spells and his versatility. Considered mixing in cleric for the undead control, but that again means slowing spell progression. Any thoughts on a viable combo?


Hey all I've just started the process of converting this AP for a single player and am curious if there are any specific things/encounters that I should watch out for. My player is running an Aasimar Synth Summoner using a 25 point buy and double starting wealth. My general plan is to throw either a 1/4 of the enemies at him or if quantity can't be reduced that much then either half the enemies at 1/2 health or all the enemies at 1/4 health, or some appropriate combo of the above so that the AP retains the appropriate feel.

Having said that, any suggestions?


So I'm playing a melee druid in skull and shackles and am about to reach lvl 4, so far the general flow of combat goes bull strength, shillelagh, flank, and power attack.

But level 4 brings me wild shape, which prompts my question, can I wild shape and retain the use of my quarterstaff assuming I'm wild shaping into a medium sized primate such as an orangutang or chimpanzee. I still have a generally humanoid bipedal form with arms and hands, and I still have a druids weapon proficiencies. Does my quarterstaff have to meld into my new form or can i keep that out? In the event that it has to meld is there a "wild" enchantment to weapons equivalent to the one for armor?


I'm in the process of building a massive (and potentially brutal) campaign. I've play tested it before with my group of friends and several of them died, in a large part to their own stupidity (aka running off in 4 different directions). I'm trying to think of a way to subtly encourage them to work together better, and I've come up with what follows. It functions like a secret teamwork feat, and while they won't know they are benefiting from it initially, it's entirely plausible they will discover it eventually. The PCs are brought together through a magical explosion that sucks them from this (rl) world into the fantasy world they will be playing in and as such I'm calling their secret feat Gamma Boost or Gamma Resonance.

Gamma Boost:

If 2 PCs with this ability are within 30ft of one another they grant each other the following benefits:
1. +1/3 per level resonance bonus to saves
2. +1hp per level resonance bonus to hp regained from resting
3. Automatic stabilization when dying.

Bonuses stack for each additional teammate with this ability within 30 ft and fractions of course round down.

And so I ask is this too much of a boon to grant them?

It ties together nicely with the story and encourages the party to both stay alive and stay together, as any original PC who should happen to go down for good reduces the leveling bonuses he could have contributed. I have enough of the story plotted that, with one exceptional, and small, time frame, replacement PCs will not have this ability.


Been playing around with ARG and found the Stonelord to be intriguing, but I have a question about it's DR in relationship to the Stalwart Defender.

Stonelord gets DR/adamantine starting at 2nd level, check got it.
Stonelord levels and Stalwart Defender levels stack for the purpose of Defensive Stance, check got it.
Stalwart Defender get DR/-- at 5th level which stacks with Adamantine armor but nothing else...,

which prompts the question, was the stonelords DR intended to stack with Stalwart Defender as some of it's other abilities do and they just got left out or is this an instance of using the best DR based on what's attacking you?

I think RAW reads to the latter but where does RAI lie?


If a gunslinger takes Gun Training 1(Blunderbuss) does he get the bonus dex damage when using the scatter quality? The scatter quality specifically states that it "cannot be modified by precision damage or damage-increasing feats" of which, gun training 1 is neither. I'm leaning towards an allow decision but am looking for a consensus.
Thanks


I'm playing with some various builds to make a front line fighter (not necessarily of the fighter class), and am curious what kind of damage output they should be aspiring to. I've built a little calculator to figure out average damage based on percentage to hit and am using a 40 AC as my target, I'm assuming buff spells like haste and enlarge are in effect as well as a +5 keened weapon and a +6 belt of giant strength. my latest creation averages around 250 pts of dmg in a round and I've built others in the same vein, but i feel that might be low...

It's intended to be optimized, so any thoughts, recommendations, or comparisons would be a big help, thanks


Hey quick question, I'm building a spriggan with class levels of titan mauler barbarian, would the titanic rage's "enlarge person" stack with the spriggans supernatural ability to increase it's size?


I was looking at how to make a playable race version of the minotaur, this was prior to me reaching that section of the pdf. I started by rebuilding the minotaur itself and came up with what follows, and then removing bits and pieces as necessary and in accordance with a more civilized minotaur race. I had to guesstimate how much Natural Cunning would be worth but feel that I've done a pretty good job of it, and in fact prefer it to the version I later found at the back of the Race Guide.

Monstrous Humanoid (2)
Large Size (7)
Normal Speed (0)
Greater Weakness Ability Modifiers (-3)
(-4 INT, +2 WIS, -2 CHA)
Xenophobic Language Array (0)
Advanced STR (4)
Reach (1)
Natural Attack - Gore (1)
Powerful Charge (2)
Skill Bonus - Perception (4)
Skill Bonus - Survival (4)
Hoofed (0) I refuse to pay points for a pure flavor ability
Natural Armor (2)
Imp. NA (4)
Natural Cunning (2)

Total RP: 30

My choices for ability mods may seem strange but when you line them up with an Elite ability score array it actually works perfectly it comes out at +4 STR, -2 DEX, -4 INT, +2 WIS, -2 CHA.

To make the race more in line with a Drow Noble or Svirfneblin I removed:
3 points worth of Imp. NA, leaving him with a total NA of +2.
2 points from both his Skill Bonuses leaving him with racial modifiers of +4 perception and +4 survival.
His Natural Attack, essentially as a sign of civility they "circumcise" their horns sometime around puberty.
With the Natural Attack gone there isn't any reason to keep the Powerful Charge either.

With those changes he becomes a 20 RP creature.

Thoughts?


I have an idea for a ridiculous, stupid powerful summoner synthesist, he will likely never ever see the light of day but, for my curiosity's sake, what would the dimensions of a huge elven curve blade be?


Ok, so I did a forum search for this but everything that came up was from the playtests.

How do spellstrike and spell combat work in conjunction with one another? I'm completely lost with regards to that.

Also is it possible for a black blade to actually be a scorpion whip? the sidebar merely defines it a one handed slashing weapon, with the weapon type up to the magus.

Thanks in advance


First and foremost if any of the player's from my Marvieval campaign are about to read this they should stop.

Ok, so I need a little help for my next session. PFRG, lvl 3 party, 4 players. One of my players just hired about 50 lvl 1 adventurers to help him make a raid on a "thieve's guild" at the docks. Unbeknownst(sp?) to him, he then proceeded to tell the head of said guild his plan. So the thieves know they are coming, and the higher ups are planning to throw the fight to allow the players to think that they've "cleaned up the city". My plan is to leave about 30-35 street thugs in the warehouse the players are planning to attack and then have an explosion close off all the back doors, or allow the party to start a fire the has the same result. Story-wise, I know what I want to happen, but I don't want it to appear to the players as a scripted event, because most of them are pretty experienced and can't really be trusted not to meta game in this particular campaign.

I looked into the mass combat from kingmaker but my armies are too small for those rules to really work, so I need some rules set, or formula ideas involving dice rolls that can handle this type of low scale mass combat.

Any help would be appreciated, thanks.


Hey all,
So I'm working on a homebrew campaign and my characters start in a city. Stylistically I know roughly how I want my city to look, and politically I know how I want it to run. However I'm curious how well using the kingmaker rules for city design would work for building a realistic stand alone city. I'm working it out now but if anyone has already attempted this I'd love some input. Thanks