Mekuhare

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I'm building a Samsaran Reincarnated Druid and have yet to pick what spells I want for mystic past life. For a arcane caster this would be cake as I could just pick whatever spells I wanted from the summoner's or bard's spell list but I'm not so sure with a divine caster. I know I want restoration (so that I can get rid of the negative levels when I Reincarnate) miracle looks good too but that's about all I have so far. Also for reference I am building the druid as more of a blaster/battle field controller.

Thanks for any suggestions your help is much appreciated.


I made a post a few days ago about a character of mine, it went well the post served its purpose. But my GM didn't like the character I built he said it would "overshadow other members of the party (mostly the rouge)" and he asked me to change my character in such a way as to completely put me of the idea of playing it, so the other option was to make a new character guess which one I chose. The main problem my GM had with my old character was he was a vivisectionist alchemist and he feared (and rightly so) that I would overshadow the rouge in the party and that there would be no way to let the rouge shine without in turn making me better as well.

So I am now tasked with making my new character, the other members of the party are a rouge who I have mentioned and a gunslinger (there is also a fighter that is there occasionally but not often enough to be relevant). My fist thoughts are a magus as that is somewhat like a alchemist 2/3 spell progression and 3/4 BAB but is different enough that my GM will be ok with it. So mostly I am asking what would be the best class for this group, we need someone who can do magics but we also need someone who can mix it up in melee as we have no real front line, my last character was a summoner that all the mobs rushed at and killed instantly it was partly my fault as well because I stood to close but still I died in one turn.

We are playing rise of the rune lords and we are level 3, the only character creation rules are that it must be published by Paizo so no 3pp and that it must make some sense as far as the world of Golarion is concerned example a undead cleric of Pharasma would be a big no.

Thanks for any advice on the subject as I'm not sure what to play, if all else fails I will play a kensai blackblade/hexcrafter staff magus (not sure which one of those I like better either).


I was looking at the juju oracle mystery on the OGC and wanted to know if they left out anything (as there was a note saying they had edited it) and so I found it on Archives of Nethys and for some reason they are almost completely different mysteries. Does anyone know why this might be or perhaps some one owns the book it is from and can verify which is correct.

OGC

Nethys


I am building a alchemist and I have decided on almost everything but archetypes, I know I want to use Vivisectionist and one other and I have narrowed that list down to Preservationist, Beastmorph, and homunculist. So it seems to break down like this Preservationist to give me some temporary flanking buddy's who can also take some damage for the team. Then there is Beastmorph which just makes me more awesome at melee plus adds some utility abilities. Then there is homunculist which falls some where in the middle as I would use the familiar as melee partner with that new mauler archetype.

For some background my party is made up of me, a gunslinger, and a rouge so useless she may as well not exist, I am joking about that but it does feel that way sometimes. My last character was a summoning sorcerer the problem was that any smart enemy would just rush past are not existent front line and attack me so I couldn't summon anything. So I built this new character with that in mind and made him more melee oriented but we still need someone who can do magics so an alchemist seemed a good choice it was that or a magus and a alchemist seemed like he would be better at skills.

The last thing I need help with isn't so much about the alchemist but about skills. I am planing to pick up a knowledge skill but I only have enough traits for one. I was thinking religion as that could help with outsiders as well as cultist and the like. Someone else suggested history as it could be used as a for almost anything not sure about that but that's what they said.

Well anyways thanks for any advice you might have for me it is much appreciated.

PS: forgot to mention this is a level 3 character.


I am building a alchemist and was trying to figure out what action it was to use a extract and on the OGC there is a handy little side bar that references any relevant FAQ's and on there it said it was a standard action to use a extract and that this included retrieving any supplies or materials. But in the rule's for extract's them selves it says it is the same action as using a potion and that basically for all intensive purposes they are just powerful potions. So does that mean it is just a standard action to both retrieve a potion and drink it and not a move and a standard like I thought or is it still even with a that FAQ a move and a standard to use a extract. The former makes the most sense to me as I always thought it should only be a move and a standard if the potion was in a pack or some thing but if it was in a bandolier or the like it should just be part of the standard, like how you can draw a weapon as part of a move.

Or you could just say that extracts and potions are different things and so they take different actions but the way extracts are worded makes me doubt this is the case.


I just started a new campaign and my Gm gave us the character creation rules so here they are.
Level 20, mythic tier 10, any 3pp, we are to use these numbers for are base stats (as in before racial mods, magic items and level bonuses) 30 28 26 24 22 20, and we can pick any 12 magic items of any price or rarity. Basically he wants us to make super mega awesome sauce characters who are then going to stop a world war.
I have decided to make a strength based hexcrafter magus, my build so far is based around using hexes in melee as part of hex strike (for this build lets assume hexcrafter's can us hex strike) I plan on using a cestus because if I am reading it right it qualify as an unarmed strike. I have most of the the build worked out I'm just wondering what mythic path (or paths) would Work best for a magus, what magic items you would choose, what feats you would pick, and what mix of arcana and hexes you would use. Thanks for any help.


Disclaimer: poor grammar ahead read at own risk.

I have been researching summoners (not the class just anyone who can summon) and have come to the conclusion that the best summoner is the master summoner (or maybe the evangelist cleric) which I find annoying maybe its the name, I don't know.
And so I have been on a mission to build the best non summoner summoner possible here is what I have so far.
Samsarans thassilonian specialists (sloth) bloatmage (both thassilonian specialists and bloat mage are called something else on the ogc) and here are my reasons for those choices.

Samsarans because of mystic past life racial trait which lets you get summon monster at a lower level off the summoners spell list.
Wizard because of of one feat acadamae graduate (the downsides can be bypassed with a cord of stubborn resolve and some damage damage reduction) which lets you summon as a standard action which is key to matching a summoner.
thassilonian specialists to give you enough spells per day of you highest level to compete with the summoner.
And lastly bloatmage so you can us the abyssal bloodlines level 15 power which whilst it takes a while to get is awesome, the blood pool also gives you more spells per day which is nice.

This all adds up so that by level 15 you can cast summon monster VIII to summon 3 hezrou demons 9 times a day (10 with bonded item) as a standard action.
The main problem with this build is that it takes a while to get rolling as until mid levels its hard to find a cheap reliable source of damage reduction for the cord of stubborn resolve. But on the other hand you are still a full caster (minus the arcane schools you gave up) where as a summoner is a 2/3 spell caster. And so when all is said and done I think it compares nicely to the master summoner.

This character was just a thought experiment to show that there is other game in town besides the summoner when it comes to summoning, which I know everyone all ready knows but I felt it was worth reiterating.
Also I'm sure I wasn't the first to come up with this type of build there is probably even a thread about it but I spent a lot of time on it and wanted to share it with the forums and if I made a mistake or if you think there is a better option please leave a comment.


I was wondering what would happen if a cleric took both the animal and scalykind domains as they both grant animal companions. And before you you go looking there is one god that has both domains Ydersius the god of serpent folk.
Now my first thought was that you just get both but then I was reading that there is a unwritten rule that you can only have one animal companion at a time (without an archetype at least) is this true or is it written somewhere and I just missed it. And if it is true then what happens do you only gain the benefit of one domain, do you get both regardless, or do you only get one but the druid levels stack giving you an animal companion at a higher than character level?
This may have been asked before and if so I am sorry.


Sorry if this has been asked before but could find anything about it.
I was looking through the witch's hexes when I came across the grand hex summon spirit which got me thinking if is it possible to summon spirits with spells like planar binding and planar ally? I know you can summon ghosts and what not through necromancy but necromancy isn't everyone's cup of tea. I figure that you might be able to summon spirits from one of the afterlife planes now you could make the argument that they don't count as outsiders but if that's the case just summon the spirit of a tiefling/aasamir. I know this still has a lot of holes in it but I wanted see what public opinion on this might be. Sorry if this sounds stupid but I thought it could be interesting.


I made a thread the other day about building a illusionist sorcerer and the advice I got from that thread was great and if I was playing a illusionist I would follow it however I made the fatal mistake of not clearing it with my GM. Long story short he wasn't thrilled with it and after a short talk we came to a compromise in the form of a summoning sorcerer as it fit into his campaign better.

So the point of this thread is to get some advice about my new character so far the character looks like this pit-born tiefling sorcerer abyssal bloodline.
My main concerns are in the feat, trait, and archetype sections. As feats go I know what feats to take just not when to take them one feat in particular augment summoning. Since my blood line gives it to me as a bonus feat I'm wondering if I should wait until level 7 and get it that way or just get it as my level 3 feat (also while were on the subject do I still have to qualify for bloodline bonus feats or do I just get them?). As for traits I know some good all around traits like reactionary but I'm wondering if there are any must have traits for this kind of build. Of the few archetypes two standout as possible improvements over the base sorcerer, tattooed sorcerer and false priest (I know it's called razmiran priest but considering you don't have to worship razmir to take the archetype I see little reason to call it that) but I just can't decide which is better.


I know there are quite a few threads about this but I felt the need to make my own so please bare with me.
I am trying to build an illusionist for an upcoming rise of the rune lords campaign but I'm having trouble deciding on a somethings. Right now I'm thinking gnome sorcerer but I cant decided between the arcane and umbral bloodlines. Next do you think the tattooed sorcerer archetype would be good for an illusionist? And lastly do you think I would be better off using a wizard instead of a sorcerer?
Thanks for any advice.


The title is a bit misleading, my real question is why is summon monster so much better! I mean if you compare summon monster (SM) and summon nature's ally (SNA) level by level SM beats SNA to a pulp. I may be exaggerating a bit but look at SM 6 and SNA 6 the best summon on both those list is the dire tiger but SM's dire tiger gets the celestial/fiendish templates which makes it 1 CR higher than SNA's dire tiger. And thats not even mentioning feat support which SM wins hands down (sacred summon anyone).
The only reason is see for this is to debuff druids as summoners, as there the main user of SNA. I mean would making SNA as powerful as SM really make the game unbalanced? if you know the answer please tell me I would love to know.

Thanks for any input.


I was surfing the ogc the other day looking for some good summoning feats when I came across the feat harrowed summoning. I searched the forums to see what public opinion was but couldn't find any threads about so I decided to make my own.
So what do you think of it? Is it worth the two feat cost? Did you even know it existed? Let your opinion be heard!

The feat in question http://www.d20pfsrd.com/feats/general-feats/harrowed-summoning


I have a character concept in mind for a backup character I am making which involves a character being both very old and very young at the same time. So the idea is this character (as a kid) pickpockets a very powerful wizard and when the wizard finds out he curses the character to never be able to age. Which at first sounds great but he is now forever trapped in the body of a kid. It takes the character a few years to figure out he is cursed and when he does he starts looking for a way to remove the curse. The catch is that by the time he is able to remove the curse he has become so old that without its magic he would die. So now he is looking for true immortality so that he can remove the curse and grow up without dying.

This type of character concept is nothing new but my question is how would this type of character be represented mechanically? There are rules for young characters, and there are rules for old characters but what about both at the same time. I know most of this will fall into ask your dm/gm territory but I am asking, if you where the dm/gm what would you do?
Thanks for any help.

PS: let me know if this is the wrong forum to post this in.


I have a character concept in mind for a backup character I am making which involves a character being both very old and very young at the same time. So the idea is this character (as a kid) pickpockets a very powerful wizard and when the wizard finds out he curses the character to never be able to age. Which at first sounds great but he is now forever trapped in the body of a kid. It takes the character a few years to figure out he is cursed and when he does he starts looking for a way to remove the curse. The catch is that by the time he is able to remove the curse he has become so old that without its magic he would die. So now he is looking for true immortality so that he can remove the curse and grow up without dying.

This type of character concept is nothing new but my question is how would this type of character be represented mechanically? There are rules for young characters, and there are rules for old characters but what about both at the same time. I know most of this will fall into ask your dm/gm territory but I am asking, if you where the dm/gm what would you do?
Thanks for any help.


Do you lose the racial stat bonus from the skinwalker change shape ability when under the effect of a ploymorph spell. The obvious answer is yes but the ability doesn't say it is a polymorph effect and the bonus type is racial which makes me think you may not lose it. After all when a elf uses a polymorph spell they don't lose there bonus to dex. It goes with out saying the skinwalker loses all the other benefits of the ability like natural attacks, as they are form dependent.


Recently one of the players in my group has decided to change characters and the DM has allowed him to switch out next session. He isn't the best at building characters so as the groups recovering power gamer he asked me for help.
There are only three people in are group not counting the DM, so we are spread a little thin when it comes to skills. And his last character was a bard so he acted as the party's face so the new character needs to do this as well. The player in question also wants the character to be super tanky.

To sum up I am trying to build a diplomatic tank. My first thought was a paladin but I'm not sure if he wants to be lawful good plus my last character was a paladin he is dead now but he just died 2 sessions ago.
So now I'm thinking samurai as they seem to be very good at taking hits but I have never built a samurai and I am not sure if it is a good class.
I guess I am asking if there is a better class for this other than samurai or paladin and if not then what is some advice on building a samurai.


Hi I'm building a level 2 druid for a kingmaker game (to replace my paladin that died)and I'm having trouble deciding on a few things. For a little background the rest of my team is a court bard and synthesist summoner.
I can't decide on what archetype to use, I like the urban druid and the menhir savant. If use urban druid I will probably use the nobility domain with the leadership subdomain, if I go with the menhir savant I will probably use the fire domain with the ash subdomain. I just fear if I go with urban domain I will be regret bad wild shape latter on, I would use menhir savant to be more of a blaster but I'm worried I might be better of with a wisdom based sorcerer.

Any advice would be appreciated.


Hex strike: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.

Split hex: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

My question is does split hex disqualify a hex for use with hex strike.


I'm building a scarred witch doctor and that archetype lets you replace int with con for casting. Would this apply to spells from any class or just ones from witch. Sorry if I missed a rule that answers this question.