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adam morin wrote:
Hi can a Exemplar using a a weapon like a Three Peaked Tree use 2 of there 3 ikons to take Barrow's Edge for the trident part and Starshot for the gun part of the combination weapon?

I think the Twin Stars Exemplar 1st level feat will make or break a GM's decision, it wouldn't work for the combo weapon I was asking about the three peaked tree being 2 handed but the Triggerbrand isn't so you could split your sparks to be in both sword and gun, I'm not sure if you manage to proc the Triggerbrands Critical Fusion and get to fire the gun alnog with your sword strike to do 1 of the 2 effects would also allow you to do the spirit damage from the Barrow's Edge and the splash damage from Starshot. I don't think you would be able to combine the Spark Transcendence abilities.


Hi can a Exemplar using a a weapon like a Three Peaked Tree use 2 of there 3 ikons to take Barrow's Edge for the trident part and Starshot for the gun part of the combination weapon?


I see there's going to be a starfinder novel coming out in the summer is there going to be anymore pathfinder novels?


I also assume that the Digital copy and the Hardcover copy are two separate buys, as in I wont get a PDF as well when buying the Hardcover?


Can you pre order digital copies or just the Hardcover?


Has anyone tried doing a Signature item: weapon, Envoy. I know they only get small arms, basic melee, and grenades so I could just go human and use there feat to get long arm or advanced melee proficiency or do a soldier level dip (doing that dip takes a 2 feat buy to get specialization in all weapons tho right?), were if i just went human it would be 1 weapon specialization for which ever I take. Any suggestions on possible builds would be a big help.


Hi my group is going to be starting drift crashers in the near future and I was wanting to ask a question to all who played the adventure path what classes seemed to excel and which had a hard time with the adventure path?


Hi getting back into starfinder again soon and was looking at the Soldier's fighting styles and was looking at Archer and was wondering if anyone has a build or suggestion on feats and gear boost to take?
I assume the gear boosts
Armor-Piercing Stab (Ex)
Source Interstellar Species pg. 33
Your strikes open brief gaps in your targets’ armor. When you hit with a weapon that deals piercing damage as part of a full attack, any additional attacks you make against that target before the beginning of your next turn target the creature’s EAC rather than its KAC.
Double Shot
As a standard action, you can perform a special double shot attack using a weapon with the quick reload property that does not target multiple creatures (such as a weapon with the blast, explode, or line special property). The attack uses twice the normal amount of ammunition and increases the attack’s damage by 1 point per die of damage. This attack can’t benefit from the boost, guided, or variant boost weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage.
Would be good gear boosts right?


I'd like to do a Barbarian but I don't like any of the OoA backgrounds. IS there a problem for the GM if none of the players choose any of the backgrounds with there adventure hooks?


Going to be doing OoA adventure path and looking thru the google I found an neat idea a Power Armor Inventor with Wrestler dedication, any suggestions on ancestry fleshwarp might be interesting and thematic. In Alkenstar magic does not work right? If so how would that effect creatures like Automatons?


Another question I assume an Inventor with the weapon Innovation can choose a shield boss or spike as the Innovation?


TY. Blave


Was reading the Sterling Dynamo archetype and was wondering there prosthesis attack can it be enchanted with weapon Property Runes and Fundamental runes?


True in most case's that you would only need 1 focus point used. But I've had a few experiences were encounters have gone longer then 10 rounds mostly off of a screw up on the groups, bad dice rolls, or have an enemy manage to bring in reinforcement so have the max focus points would help alot if you need to shapechange again yeah theres setting your spells for animal shape as a viable option to supplement the focus spell shapechanging.


I'm looking at Druid in the new players handbook and I noticed Untamed(Wild) Order suffer from the same lack of focus points causing them to jump thru hoops with there feats so they can achieve there max focus point pool. So I was wondering what are the ways of getting more then that 1 focus point? ( on a side note one would think that would have been addressed when they did the 2e remastered book? it's kinda stupid that every other class that has there own focus spells has a way easier time of hitting there max focus point pool.)


I'm also trying to decide what class to go with the Sword Scion Background "You gain access to Aldori dueling swords and can purchase one as part of your starting equipment. You treat Aldori dueling swords as martial weapons rather than advanced weapons for the purpose of proficiency." opens up doing classes other then fighter. 1 class thought was Liberator Champion of Cayden Cailean(idea may change with the remastered Champion) or 2 with the remastered PHB CORE I could do thief Rogue(with them getting trained in martial weapon){back story is as a homeless youth was part of a gang of kids one day he tries to pick the pocket of some fancy dressed person who turns out to be a Aldori Duelist a chase ensues the Duelist is impressed by his natural agility and other qualities that he believes is given training that natural talent can be honed and he could be a very skilled Duelist.
I know I could just go Swashbuckler they get all of the Aldori Duelist's Archetype's abilities it kinda seems like a cheat tho and I don't know if the character should be able to take the Aldori name?


So after my group finishes Blood Lords were going to do Kingmaker and I'm going to make an Aldori Duelist we use free archetype and I'm going to take the Sword Scion background. My question is more on the lore side of the Aldori Duelist I've read all I can find and was wondering about this descriptor for the Duelist they are obsessed with personal standing and honor. I was wondering how much should I play into the honor part should I play them like a Champion a LG or CG one?, or is it more that they wont cheat in a duel or are they more the mentality of a Mandalorian? not necessarily the might makes right aspect of conquering the weak, but the Honor thru combat and the strive to make oneself the best they can be.


So I decided on a Shirren with the Individual Obsession for (Engineering) with the Roboticist Theme
Mystic Shaper connection,(Mystic Smith)Alternate Class Features.I'm new to Mystic so any suggestions on spell & Feat selection would be great as my opening post says this is for HoTV adventure path and my character is the crafter of the group my GM is going to give him a free item a Portable Grinder which should be very helpful in his crafting. I between the Mystic smith stuff and the Shaper connection I should be good on magic for crafting and such so my feat and spell choices might be btter set to comabt focus for spells I'm thinking buffs, debuffs the attack spells in order of choice, and with feats I'm not focusing on a combat style (we use a homebrew rule for 0 level spells like 5th edition d&d were the scale up per your caster level so damage o levels will be like smallarms) so no clue what to do with feats add to the Shirrens race abilities think I saw a few feats for that, add to my crafting in some way? I've no clue. So help on the feat and spell selections please.


Hi my group is going to be starting Horizons of the Vast and I have to make a character by the 10th, From the synopsis the play is going to be like kingmaker or quest for the frozen flame. So far there is no set characters from my group, I'm thinking of either doing a crafter character or one that will make the hexploration easier (I'm assuming there's going to be some) maybe a Experimental Vehicle Mechanic? Are GM has said we all get a free level 3 item so I could just start with an Exploration Buggy and have a mod on it if there is any level 2 and under ones, or could go the route of crafter and go mystic with the shaper connection? As you can see I'm not really set on anything and some advice to point me in a direction would be very helpful.


Anyone try the Solarian's Alternate Class Feature Stellar Sage? what Solar Manifestation would you take? I'd assume cause the lose the full BaB that maybe Armor or Shield would be a good choice or if you wanted an attack on Solar Flare.


Hi I just saw on Archive's of Nethys the Operative Alternate Class feature the Heavyweight Skirmisher was wondering peoples thoughts on the alternate class feature? I know they get Advance melee weapon and lose sniper, Heavy Armor prof. and lose an operative exploit and they get some added benefits for when they wear armor as the advance in levels, they get thing with there attacks but lose triple and quad attack I think. Is there any cool builds running around out there using Skirmisher?

Also 2nd thing advice on a possible Operative build which is centered around being melee using the Polarity Gauntlets, Spark (by either going a dip into Soldier to get probably 3 levels to get weapon specialization or doing a race like Dwarf) and maybe going Operative Specialization Daredevil with there Acrobatics as an Associated Skill to help with Tumbling my thought at like 13th with Quad Attack his combat would look like 1st round you Tumble through a space threatened by or thru the enemies square and then trick attack them(that is if the tumble was successful) 2nd round you unload into them with a full attack and hope all 4 of your attacks hit so that each attack that hits after the 1st one get the benefit of the Polarity Gauntlets polarize it being 13 the example you could have Polarity Gauntlets, Current 12th level item doing 3d6E with polarize 2d6, so if the 2nd, 3rd, and 4th attacks hit you'd do 5d6E for damage. Question about Polarity Gauntlets I assume sense there glove type weapons you would still be able to do things well wearing them like use items, do combat maneuvers like grapple? I picture the Polarity Gauntlets looking like the Star Trek Voyager episode with Dwyane Johnson were they had him being a tsunkatse fighter which wore glove deivces that remind me of the Polarity Gauntlets.


So my group is going to be getting into Starfinder, we just gotta finish up the Quest for the Frozen Flame, then were probably gonna do Fist of the Ruby Phoenix. The Fly Free or Die I was thinking of leaning in to the working class stiff for my character do the Prole theme with the miner profession with Soldier as class don't know what Race yet but I'd like to use either the Excavation drill 2 handed advance melee weapon or the Molecular borer 2 handed heavy weapon ( you know lean into the miner job) I could go power armor with him and do DEX to start and wield the Molecular borer and get a power armor that gives me STR and use the Drill from that? Is leaning into the whole miner thing to much? I know were months away from playing and I've no clue what the other 3 players are thinking for characters but any suggestions would be helpful. I'm not stuck on doing the one role (the Jane in this FireFly crew :-)), any role in space and ground is cool.


I got a question that has nothing to do with Dual Classing or Quest for the Frozen flame, it's about the Gunslinger/ Dual-Weapon Warrior's feat the

-Dual Weapon Reload 1 action
Requirements You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.
-You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.

My ask is if you went 1 handed gun/crossbow in one hand and the other a Shield with either a spike or boss attached does that meet the Requirements for you to reload the gun/crossbow? the Shield Spike or Shield Boss are weapons both in the Martial Category.


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+1 more in attack and ac wouldnt have mattered when the reaper dude only needed to hit my bard with 2 so being hit with a 3 isn't much more better so you cant tell me +3 stuff would have flipped the scales and I don't think there is such a thing as level 21 in this game. the problem is that there is a huge gap between the power rating of monster the same level like my group found it difficult to fight Unlce cinder Archive of Nethys has it's creature the Lerritan at 21 but we did manage it defeat it were as the almost all the same ger except for a few items here and there we go up against the Aspect at the last fight and the Aspect of Immortality a Variant Reaper again according to Nethys is creature 21? but they were vastly different in power I'd say the reaper should have been more like 23-24 in there rating and the adventure path shouldnt have thrown it at no more the maybe a party of 6? not 4. And yes we know not to go toe to toe with stuff but didnt matter when boss guys thru most of the adventure paths can like 70% of the time one shot you.


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I've not read thru this whole thread yet but so far my groups has played Age of ashes, Extinction Curse, Agents of EdgeWatch, Abomination Vaults, & Strength of Thousands, and so far have not been able to complete a single one ether we get to so many TPK's the adventure stops being fun or we make it right up to the final battle and cant touch the end boss and it blows thru us in a handful of rounds. I'm starting to think it might be on are end because one would think if anyone else had troubles with certain aspects of the adventures that even a cursory google search would turn something up but each time my group has come to one of these road blocks we spend several days of searching to see if others have had the same problems. For example we just failed the final battle of Strength of Thousands because no one could touch the reaper dude with his roll twice take the lowest aura and what ever damage he would take was healed up right away because of his insane attack bonus, so with said attack bonus he CRIT'd one character almost right of the start line and they failed there FRT save so they were dead from one hit then the 2nd round did the same to a second character then a few more rounds later finished the last 2 off, a plus to that fight we made it so we only had to fight the reaper by keeping the 2 big worm things gone with the MAZE spell, but that still left 4 to 1 and we barely scratched it. Yes are group didn't have max in the weapon and armor department(I.E. +3 major stuffs) but looking at the stats of the monster after the fact that wouldn't have helped anyways, and we found out the key weakness to all 3 as well which didnt help? So how was that fight anyway winable? We had a Bard healer debuffer, a wizard blaster debuffer/buffer, a Magus dps, and a Summoner that made it so his Eidolon turned out to be a damn good tank/dps, with a whole bunch of homebrewed extras that gave a bunch of stuff from magic items to free feats. Thats why if anyone has seen other post I did earlier about doing Dual class and free archetype for Quest for the Frozen Flame.


Trying to zero in on a class choice for my character fr this and was wondering what other people played.


not trying to get more optimize for this trying to get a direction for class selection by showing what ranged build I came up with and maybe thought someone might suggest different set of class combos.


My group is finally at the last fight for Strength of thousands and were Doing QFTFF next were doing dual class plus free archetype and with out to many spoilers was wondering what you think of a few of my ideas 1: orc/half orc Fighter/Ranger using fighter feats for archery stuff like point blank shot and the double shot and triple shot feat chains and using ranger for like animal companion, I'd do a Comp. longbow and have some in STR but most in DEX. 2nd: is a Ranger/Rogue outwit hunt prey with mastermind rogue for getting sneaks with recall knowledges probably elf(Ilverani). 3rd: is another Rogue/some spell caster doing Eldritch Trickster and sniping with sneak attach cantrips, thing is I don't know how often that will happen, I know I dont have to do a caster for the 2nd class but I was thinking that which ever I go I might be able to get some means of getting the enemy FF'ed so I can get my Sneak Attack. As you can see I'm thinking a Ranged character I could do a melee/ranged mix by going a thrown weapon user something like a Fighter/Rogue that fights with the Combat Grapnel, or daggers,starknifes, hatchets. The point is something mainly ranged and I'd like to steer away from an occult caster my Strength of thousands character is a Bard, but that not a deal breaker tho.


So it looks like were probably doing Quest for the Frozen Flame and I'm thinking of doing a Ranger with an Animal Companion was thinking maybe cat but was wondering how bad it would gimp me if I did a mount capable companion like horse or Riding Drake? like is there way to much dungeon crawl to make having a Large Animal not to bright?


So as I said were doing Fist of The Ruby Phoenix and I'm thinking a Fighter/Rogue Thief Racket with Aldori Duelist/Acrobat and was wondering with the class feats I've chosen is the rogue feat tumble behind and the acrobat feat Tumbling Strike sufficient enough for getting flat footed for sneak attack? I've got my feats chosen up to 10th level for my class which are as follows.
01)Tumble Behind, Sudden Charge
02)Unbalancing Blow, Snagging Strike, Aldori Dueliset Dedication
04)Quick Reversal, Reactive Pursuit, Duelist's Edge
06)Shatter Defenses, Gang Up, Aldori Parry
08)Disorienting Opening, Twist the Knife ,Acrobat Dedication
10) Combat Reflexes, Methodical Debilitations, Tumbling Strike

is there a better combination of feats? I could choose. I could drop the Acrobat I guess but the free skill up to Legendary for Acrobatics is kinda nice.


you could go cloistered cleric with fighter dedication? I guess


My guess how to build his cleric to fight with the spiked chain?


So found out today our GM doesn't want to do our Homebrew world and we will be doing another adventure path and sound like he still wants to try dual class out, so with out to many spoilers what would be a good dual class combo based the Adventure path we may play we haven't done Fist of the Ruby Phoenix, Quest for the Frozen Flame, Outlaws of Alkenstar, Blood Lords, or Kingmaker(didn't play the 1E version). Example would be for the Mortal Kombat fell of Fist of the Ruby Phoenix I'd guess Monk dual classed with what ever would be a good fit.


yeah didn't see that the Magus Dedication dosen't lock the conflux spells behind a Hybrid study.


you might want to go Sparkling Targe if you want to use that shield, Dimensional Assault is for one handed weapons nothing in off hand


Think I narrowing it down thinking either a dwarf or Human(Oread) Fighter/Champion sword and board build with shield ally and eventually taking a 2nd ally in either blade or the steed depending of what are GM has planed for us, I just don't know what I put my free Archetype feats into? I could go Marshal and just take feat for the aura bonus are Bard not going to be putting out, I kinda picture it as the stereotypical Knight in shinning Armor but not knowing if were going to be doing any heavy combat against undead kinda seems a waste of the archetype feats to do any of the Lastwall Archetypes and the Hell Knight stuff would take some cooperation with my GM which I don't know I'd get so I got no clue what I'd take for the free Archetype feat? Any suggestions?

I had also came up with one more build that seemed cool might not be totally optimized with our homebrew starting out when we played D&D 5e we had Dragonborn as a big part of are world Lore and with Pathfinder 2E we just plopped Lizard Folk into that role, so I had Thought a Lizard Folk either Fighter/Sorcerer (either with Draconic bloodline or Wyrmblessed) Dragon Disciple and maybe dipping into Champion Dedication sense I'm probably not going to use all those fighter feats I'd like to still sword and board I might have to dip into Bastion 1st and delay Dragon Disciple and champion so I can get Nimble Shield Hand which I think should allow me to cast my Sorcerer spell well having sword and shield in hand. Or I can to the flip of it and go Champion/Sorcerer Bastion for Nimble Shield Hand
and what ever for 2nd feat and then go Dragon Disciple at 8th or sooner if I sacrifice some of my class feats maybe Sorcerer and spare a few to get into my Archetypes faster. Any thoughts on improving my builds proposals here? The Lizard folk isnt set in stone just though it would look cool thematically.


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I'm sorry I'm all over the place it's going to be weeks before my group will be playing are Homebrew so as every day goes by I think up some other dual class free Archetype combo, a build that hits hard so I assuming that Giant Instinct Barb would be the way to go but I've played one he was my 1st ever PF2 character and was cut down like in the 2nd combat encounter of the Age of Ashes adventure path of course he was my 1st character on a new system so some of that can be blamed but for the google the talk seem to point towards GI Barbs hit hard but can be hit back in kind so if I went GI Barb with the dual class rules and free archetype my GM is using I might be able to shore up those weak points. I.E. maybe by going Champion and using a on handed weapon and shield, or maybe going Fighter to lean in to the best defense is a good offense route and get legendary with what ever weapon I choose to go with, or maybe even doing a caster for the 2nd class in the dual class I know well raging I won't be able to cast spells but I could always have buffs I could do before I go into a rage. I'm trying to figure out a Giant Instinct builds 1 a kill it before it kills me glass cannon type, 2 a weapon shield build that I still hit hard just not like a Mack truck, but maybe a mid size sedan. And a barbarian combo with a caster class which doesn't have to be Giant Instinct, I might be either thinking of PF1 or maybe 5e D&D but there might be options out there that makes me think a Barb caster might be able to work out well like maybe a barb/sorcerer one or both could be Dragon instinct or Dragon/Wyrmblessed blood line, Dragon Disciple I know in some cases there ability stack but in some the don't with barb all your Dragon stuff only happens well raging, with sorcerer you'd have those dragon abilites out of a rage. Sorry rambling here its 4am(but if it was yeasterday it be 5am now I forgot about daylight savings and all my clocks switch the times on there own).

If it help I can give a little of what are Homebrew world is like(that is if the GM didnt make more changes and not tell me yet) and what the other 2 players are going to make. If you read any Mercedes Lackey Valdemar books we borrowed heavy from that are main area has a school like the Valdemar's Collegium, are is the Academe, our GM made up a Heralds/Companions Archetype, and the borrowed from a few other books I havent read and some is thought up by must of us.
The 1st players says he's making a Swashbuckler/Bard I'm not 100% on the Archetype, and the 2nd player is like me and has changed his mind a few times but has kept going back to a Gunslinger/Rogue he wants to build a long gun shooter and I can't think of the Archetype he said could be Sniping Duo if on of us are his spotter I guess. Sorry rambling it's alte I should get some sleep CYA PF Commmnuity


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I have a build Question using my guide lines of dual classing and Free Archetype how would you build for those who have played Final Fantasy 14
how would you build a Dark Knight or Reaper? I'd see Magus as a starting point for probably both jobs, and the giving over yourself to the Darkness/Fiendish powers could easily be Sorcerer with something like Demonic, Diabolic, Shadow, maybe even Hag, Psychopomp, or Undead, or you could go something like Witch so you wouldn't have to make a more MAD character with you already going STR and INT for Magus but I only see the Night patron fitting for maybe a Dark Knight. You could go one of the Evil Champion causes but the Dark Knight and Reaper in the game don't let the Dark/fiend taint them and turn them evil. I know there's always the Homebrew up an Archetype option but I'm loath to go down that path my GM is difficult in the sense that if it wasn't his idea 1st it's like pulling teeth with him. I guess there always the option of doing something like a Fighter/Thaumaturge and go Bastard Sword and Dual handed assault for Dark knight for the free hand free for the Thaum's implement and for Reaper to use the scythe weapon there always the Lion Scythe from the Pathfinder #172: Secrets of the Temple City Strength of a Thousand adventure path.


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For the Mind Smith you don't put weapon rune on the mind weapon you do it on,
Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake.
Which would mean if your not doing it yourself you would have to hand your keepsake over to someone else to do it


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Question if you went the Mind smith archetype would you be able to make there mind weapon the Weapon Implement of the Thaumaturge?


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That right I forgot that CHA was Thaum's key score.


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What if instead you still go Fighter/Thaumaturge but build it more around doing a Witcher like build lean more in INT then CHA and throw in Alchemist dedication for some Mutagen crafting, and at higher level maybe throw in Inventor dedication (Weapon innovation) to get the Basic Modification feat which is 8th level and grab either the mods of Entangling Form or Razor Prongs, I would still go the Flickmace.

I do like the Fighter/Thaumaturge idea it fits well into our Homebrew World when we last played our homebrew we were playing 5e D&D and I had made up a mercenary/knight order using the class made by Matt Mercer from the Critical Role show his Blood Hunter https://www.gmbinder.com]/share/-M6TxqOQUbjay1D289p_(not sure how to set this a a clickable link)
which was made for Vin Diesel when he did a guest appearance, I had been resigned to thinking that another of my contributions to our Homebrew was to be scrapped with the switching to PF2 ruleset( the other PF2 has yet to add a Ancestry like D&D Goliath). But with the Thaumaturge I might be able to keep my merc/knight order in the game


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Nice build I'm not sure about Sleepwalker tho, and with Familiar what Familiar Abilities would you suggest? I assume when the Sorcerer spells kick in I'd be taking the master abilities like spell battery and Cantrip Connection or maybe the Familiar Focus that is if theres Focus spells in there I've not fully gone thru all the build. And at 12th you dip into sentinel dedication, mighty bulwark but at 14th your jumping into another caster dedication would I not need another Sentinel feat 1st? Also what bloodline would you suggest and this 2nd caster dedication which would you suggest?


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It's a solid build Themetricsystem, to tell you the truth I don't really know what I want to make my GM(who my Brother) wants us to make our characters 1st so he can get some ideas for the 1st adventure, I'm like well if we don't get at least a little clue to what he's thinking of doing it make's it really hard to choose something to make. I really was just seeing if there was any dual class build that maybe stuch in my head for more then an hour after I did at least the 1st 10 levels of what feats I'd take, I've gone thru like 20 different possible builds in the last week and a half, but there's still time were still doing Strength of a Thousands last session brought us to level 14 so that like what 1 book and half to 2 books to finish it up?


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So my group is going to be playing in our homebrew campaign world after we finish Strength of Thousands. Our GM who normally places a character for a group of 4 has decided to not make a character and has opened up dual class & free archetype (guess he wants us felling like demi gods or something). He hasn't really given us any restrictions on what we can make and I've come up with quite a few possible build combo's 2 of which were because my brother was rewatching the marvel movies so I made a Hulk (Giant instinct Barbarian/Fighter w/ the Weapon Improviser Archetype. and a Cap America, (Paladin or maybe Redeemer champion/ Fighter no cluse for an Archetype)
those were just fun thoughts, I came to realize that I haven't put together any Dual Wielding build. Probably the Dual-Weapon Warrior Archetype with what ever class combos It's late were Im at(almost 5am) and wanted to get this thought out there and ask what fun builds others have thought up. Please if you don't mind post your ideas or thoughts.


Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points. Does this mean you roll dying checks like everyone else and when you hit dying 4 your dead? and need to have a Raise Dead or Resurrect Ritual? or are Automaton more like D&D Warforged were they just go inert and stay that way tell someone repairs them?


Hi I'm thinking of doing a rogue character for my back up if my main for strength of a thousand dies, Were using the free archetype rule and I was thinking may be Rogue with the Eldritch Trickster racket (my DM has stated that I can use my free archetype for the spell casting dedication I'll choose) which probably be Wizard, I know the racket say's You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. But I want to use the free Archetype for it so I don't have to use my Rogue feats to purchase any feats for Wizard. The only thing I assumed that the Eldritch Trickster was like 1e's Arcane Trickster with there Ranged legerdemain, with 2e is there anyway to get that ability or something like it? I know the Mage Hand cantrip doesn't give you the fine motor skills to open locks or disable traps. Is there a skill or class feat I'm not seeing that could do this? Or would it just be better to be a different Racket and just take the Wizard Dedication with the free Archetype? I'm just trying to make the character awesome with the Thievery so any suggestions on Ancestries and there racial feats that would help in that regards would be welcomed, would be nice if they were a small Ancestry don't know why I think a small race is in my head for this character. oh and my main character is level 6 right now so any suggestions for a 6th level build.

And Thank You.


I've made a Human Wild Order Druid that I plan on using the Wild Morph focus spell they get. Was wondering what feats beside the Insect shape, Elemental shape, Plant Shape and Soaring Shape which the Wild morph focus spell says add more to what you can do with the morph.


A shield with the throwing Adjustment from the Knights of Lastwall book wouldn't be able to get +1 striking on it because you can't put a boss or spike on it? So if I wanted to do a shield fighter would I need to have a shield on each arm one for my normal attacks with a boss or spike and another for throwing, or is there a better solution that I'm not seeing?


My group is starting a new campaign and we just got Guns and Gears and was wondering what people thing about Gunslinger's I was thinking of making a Human(Versatile Heritage) Gunslinger Way of the Pistolero and cause we play with the Free Archetype variant rule was thinking of throwing Pistol Phenom Archetype in there. I dont see him as the Billy the kid type with a fancy dual gun thing just the one pistol fight style. was wondering what works and what doesn't I know some of the gunslinger class feats can be gotten thru the Pistol Phenom like the Pistol Twirl gunslinger feat. Any advice would be wonderful and I thank all the knowledgeable and friendly Pathfinder Sages that post the wisdom here to teach.

Thank You!!

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