Paladin

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In the campaign I am currently playing in, my medium sized character just had enlarge person used with a permanence spell to make him a large character. From what I understand, now that permanence has been used, enlarge person can be used on me and take me from large to huge.

So I understand how enlarge person works changing a medium character to a large character, but what are the stat changes that come into play when changing a large character to a huge one?

This is all I could find in my search:

  • -2 size
  • +2 special size
  • -4 fly
  • -8 stealth

Aside from that, are there any other stat changes?

Thanks in advance!


So here is some information on my first ever guy made a year or so ago. Since making this guy, I have learned a lot about the game (although I still have much, much more to learn) and have just recently gotten back together with the folks in the homebrew adventure this guy was made with. I am in need of some assistance on where to go from here though.

A few things first:
--We are doing a Pathfinder/3.5 hybrid with the main difference (PC wise) being that we are doing skills in the 3.5 way (hence me being able to get into Dragon Disciple at level 2).
--My guy is quite literally turning into a dragon and has to deal with the fallout from that (very rage filled indeed) while trying to be a warrior for good. I play him very much as a frontline character that uses his magic in combat in unison with his powerful melee strikes.

Here are the questions I have from here with this guy:
--What did I do wrong?
--What should I tweak about this guy?
--What feats should I look into next?
--Where should I spend upcoming levels based on how I want to play him?

Here is some character information too:

*********************************************

Sozin
Male Human Sorcerer 1 / Dragon Disciple 4 / Two Handed Fighter 3
NG Medium Humanoid (human)
Init +5; Perception +12
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 27 (+9 armor, +2 ring of force shield, +1 Dex, +4 natural armor, +1 ring of protection, +1 bracers of armor)
hp 78
Fort +7, Ref +3, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee Nodachi +14 (1d10+24; 18-20, x2)
Bonus dmg = 10 (1.5 x 7/Str mod) + (+1 gauntlets) + (+1 wep) + 2 (Arcane strike, 4th level caster)
Special Attacks Overhand Chop (dbl STR bonus on first attack)

--------------------
Statistics
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Str 25 (17 at creation, +2 Human bonus, +4 from DD, +1 @ lv 4, +1 @ lv 8), Dex 12, Con 14, Int 12, Wis 12, Cha 16
Base Atk +7
Feats
Feat lv 1: Intimidating Prowess
Feat lv 1 (bonus Human feat): Arcane Strike (at 1 dmg & 1 more every 4 caster levels up to 5)
Bloodline/DD Bonus Feat: Power Attack (DD level 2)
Feat lv 3: Furious Focus: removes Power Attack penalty
Bloodline/DD Bonus feat: Improved Initiative (+4) (DD level 4)
Feat lv 5: Dazzling Display (intim all foes in 30 ft radius)
Feat lv 6: Weapon Focus (Nodachi) (level 5/fighter lv 1)
Feat lv 7: Leadership
Feat lv 7 (bonus fighter feat): Arcane Armor Training (reduce ASP by 10% as swift action)

Thanks in advance!


Currently playing RotRL and in need of some advice. I have some thoughts of my own, but would love insight from others on how they would play this. I am playing a Stonelord with a backstory that has me as basically an officer in my society that left my city to apprehend a criminal. Upon capturing him, I find out that much more nasty stuff is in store for Sandpoint, so I head back to protect the town with my adventuring party. The more I deal with Hemlock, the more my character is getting the impression that he may be incompetent.

How would you all play a LG character dealing with this situation (being essentially a "cop" and dealing with incompetent "cops")?

Any and all feedback is greatly appreciated!


Currently playing, and LOVING, a Paladin/Stonelord and just got to level 5 (so I got my Earth Elemental pet). Never had a pet like this before, so I was curious as to whether or not they could use weapons and/or wear armor.

Any info and sources are greatly appreciated!

Thanks!


Finally decided on my next character and it will be a Tiefling Bladebound Kensai. Any advice/suggestions on how to build it are greatly appreciated. It's a 20pt buy with 2 traits (or 3 and a drawback). Here is what I was thinking for starting stats:
STR: 13
DEX: 17 (19)
CON: 14
INT: 14 (16)
WIS: 8
CHA: 5

Feat level 1: Weapon Finesse
Trait: Outlander
Trait: Magic Lineage (Shocking Grasp)
Trait: Reactionary
Drawback: Vain

Should I go DEX or STR build with this? I was leaning more towards DEX, but am definitely open to swapping. Are my starting stat ideas off? Any suggestions on feats/traits? I was thinking of going Rhoka (1d8; 18-20)as the weapon and my DM is allowing me to have that for the first few levels and then basically have it change into the Black Blade.

Any and all thoughts are greatly appreciated!


So I am about to start a new group up in a 4 person, 20 point buy in custom campaign. I was deciding between Alchemist and Magus, but then, upon hearing what the rest of the group was going to play, I wondered if I should go a different direction. We are going to have an Inquisitor (2 handed weapon), Bard, and a Combat Maneuver Fighter.

Thoughts on what I should play as the fourth character in this group?


I have read several threads talking about this, but I wasn't sure exactly how you go about doing this. Do you literally mix them at the same time and just trade off what they are missing from the main class or is it something else?

Any and all information would be greatly appreciated!


I have been reading up on Magus and have found them to be very interesting. I have never played a full spell caster before (I am fairly new to d20 games), so this also seems like a good hybrid to get me more familiar with casters before eventually playing one. I was thinking of making a Tiefling Kensai Magus and was wondering what all advice folks could offer on playstyle and a dex build for this character with a 20 point buy in.

Thanks in advance!


So I am starting another game up with my main groups DM so he can get his gaming fix in, so I am trying to decide which class to pick. My primary experience in the game so far is playing melee characters (melee focused Dragon Disciple and Stonelord/Paladin) and one Fighter (Archer archetype). I sort of what to play something a bit different this time though. From what it looks like, two other folks in my group are leaning towards Inquisitor and Fighter (Combat Manuever focused)...not sure what the fourth person will play though. It's going to be a 20 point buy in, 2 traits (or 3 with a drawback), and the campaign is going to be one made up by this groups DM.

I want to be able to do the following things:

  • I want to be able to do damage, but I do not need to be the highest damage dealer.
  • I want at least some out of combat viability...my other characters have been super focused on combat.
  • In all the games I play, I tend to enjoy playing classes that have different mechanics in play than the norm.
  • Whatever I got for, I want to be able to optimize as much as possible. I don't want a broken class or anything, but I want something that I can push the limits of as much as possible (which I guess could be any class).

The main classes I have thought about are a Scarred Witch Doctor, Magus, and an Alchemist.

Any thoughts that folks can share will be extremely useful.

Thanks!


This came up in a game last night and I was curious as to what the actual rule was for it. If a gunslinger has the ammunition that allows them to reload as a move action (paper cartridges iirc), are they allowed to do the following in a single turn:

  • 5 foot step away from an enemy
  • reload gun
  • shoot at enemy

Any actual references to rules would be greatly appreciated on this!


Will be starting up a new game soon with some friends and I am pretty good friends with my DM. We have been friends for about 10 years and he is one of the ones that got me into DnD type games in the past year. We joke around a lot and give each other a lot of crap.

As a joke, I want to have my new character in our upcoming game be a super optimized/power gaming/min-maxed character that will just drive him up the wall. I really only plan on playing like one session with this guy and then I will bust out my real sheet going forward, but I want it all to be legit with this character to give him a hard time. Would love some advice from everyone here on what this could be.

Here are the parameters:

  • Starting at level 10
  • 20 point buy
  • Pathfinder material only (all of it except Psionic)
  • I want to be as good at as many things as possible to drive him up the wall.

Any and all suggestions are most appreciated!


If player 1 casts form of the dragon on themselves and player 2 casts enlarge person on them (either before or after player 1 casts form), do these stack/interact at all? I would imagine not since that could prove to be a little bonkers, but I wasn't sure so I thought I would ask.

Thanks in advance!


So there is a slight chance that I end up getting my current character killed and will have to roll a new one. One thought I had that looked pretty fun was a Magus/Assassin character. I have no idea about how to actually play either class, but the thought of them together from what I have read about their play style seems interesting/fun.

Any advice on this combo? Any good? Terrible? Suggested race/archetype/builds? Any info is greatly appreciated!


I have only ever really seen it applied to rogues and sneak attack. What else is considered to be precision damage?


So a friend told me something that doesn't quite seem right. If it is right, awesome. Want to confirm before presenting to my DM though. If a PC with a reach weapon and a Dwarven boulder helm (allows them to threaten 5 ft) Bull Rushes an NPC and succeeds, does the 5 foot movement by the NPC provoke an AoO with the PCs reach weapon?

Sorry if that is a no brainer question, but I genuinely wasn't sure if that was true or not. I get the feeling it is not correct, but wanted to ask anyway.


In my current campaign, I am playing a Duergar Stonelord (Paladin archetype) and there is the slight potential that it may come to combat with the lawful evil Hobgoblin Gunslinger in my group. At this point, it is just a chance and whatever happens happens if we get there, but, in an effort to be mentally prepared, does anyone have any advice for fighting against a pistol gunslinger?


In my new campaign of RotRL, there is at least one evil character (and potentially a second one to be added soon). Was just looking for some advice on how to best handle evil actions as a lawful good character as I am new to this alignment with this particular character. I want to stay true to my character/alignment, but also don't want this to descend rather quickly into me fighting my other party members. I know the DM will help out with this (especially if a second evil character gets added), but am just looking for any and all suggestions on how to role play/handle evil characters in this situation.

Thanks!


Sorry for a potentially dumb sounding question, but I was wondering about this today and thought I would ask. If I am using a reach weapon and attempt to trip someone 10 feet away without Imp Trip (which would provoke an AoO), how would it work if the person I am tripping (and provoking an AoO from) cannot reach me with an attack?

Thanks in advance!


Starting up my first adventure path this week and looking for a little advice on the character/adventure (non spoiler advice please). GM allowed me to take Duergar as a starting race and go Stonelord (Paladin archetype). He even allowed me to use weapon familiarity with Dwarven weapons (can count exotic as martial if Dwarven is in the name). For the other three characters I have played, we have only done homebrew stuff, so this is my first stab at an actual AP.

Was hoping for some advice on what I have and how folks think it may work in RotRL. In case it helps, here is how the rest of my party is looking (with one yet to be determined role):
--Gunslinger
--Bard
--Oracle
--Summoner
--Witch

Grymlar, Stonelord of Kols:

Grymlar, Stonelord of Kols
Male Duergar Paladin (Stonelord) 1
LG Medium Humanoid (Duergar)
Init +2; Senses Superior Darkvision; Perception +7
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 16 (+6 armor, +2 shield, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +4; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. spells and spell-like abilities, immune to paralysis, phantasms, and poison.

--------------------
Offense
--------------------
Speed 20 ft.
Melee:
. . Dwarven Longhammer +4 (2d6+3/x3 & reach) and
. . Dwarven Waraxe +4 (1d10+3/x3) and
. . Dwarven Boulder Helm (1d4+3/x2)
Special Attacks stonestrike +1 (1 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14(+2), Int 12, Wis 12(+2), Cha 7(-4)
Base Atk +1; CMB +4; CMD 16 (20 vs. Bull Rush, 20 vs. Trip while on solid ground)
Feats Combat Reflexes (3 AoO/round)
Traits Giant Slayer, Steel Skin, Glory of Old
Drawback Pride
Skills (listing those more than 1): Heal (2), Intimidate (2), Knowledge: History (5), Perception (7), Sense Motive (7)
Languages Common, Dwarven, Undercommon, Goblin
Other Gear Four-mirror armor, Heavy wooden shield, Dwarven longhammer, Dwarven Boulder Helmet, Longbow, Dwarven Waraxe, Dwarven Longaxe
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Giant Slayer +1 bluff, perception, and sense motive & +1 attack/dmg vs giants
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Steel Skin +2 intimidate, don armor in 1/2 the time
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD.

Any non spoiler advice you can share about suggestions for tweaks or overall thoughts would be greatly appreciated!


Heavily leaning towards doing this (Stonelord archetype) for my next character and was wondering how this would work in a few ways. Sorry if the questions seem really simple or dumb, but this will be my first attempt at a LG character:
--How would I play LG when interacting with Dwarves or Drow? I was already planning on abandoning the "kill on sight" thing with Dwarves obviously, but how does LG look when interacting with a mortal enemy? How about with other races since, from what I have read, Duergar don't really like any races?
--An idea I had with the character concept was to utilize intimidate in combat. How would this work at LG out of combat? Would a LG character ever use intimidate out of combat or could it make sense contextually?

Any and all info is greatly appreciated!


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Was looking for a bit of advice on a new character idea I am looking into. For my next campaign, I want to make a character that can soak of a lot of damage and can help the group by playing a battlefield control role. The class I saw that looks most appealing to me is the Dwarven Paladin archetype of Stonelord. I talked to my GM and he was cool with me rolling a Duergar into that class. He is going to be very anti Dwarf (obviously) and Drow, but not quite kill on sight. Was planning on playing him as an obstinate, untrusting guy begrudgingly coming to the surface to accomplish his overarching character task.

With this set up, I have two main questions:
--How does my level 1 set up look for what I want to do?
--I am very set on Stonelord for the character idea I have in mind, but am open to prestige classing into SD. What are everyone's thoughts on me going into Stalwart Defender at level 8? I have heard that this may not be as good an idea as it may seem on paper.

Here is what I was thinking of going for at level 1:
(20 pt buy)
Str: 14
Dex: 12
Con: 17 (+2)
Int: 10
Wis: 10 (+2)
Cha: 7 (-4)

Traits:
--Militant Merchant (+1 perception and it becomes a class skill)
--Steel Skin (+2 intimidate, don armor in 1/2 the time, helmet has family crest on it)
--Convincing Liar (+1 trait bonus to bluff or Intimidate, and one of these skills becomes a class skill)
--Drawback: Pride (When threatened/accused/challenged, take a –2 penalty on diplomacy and Sense Motive involving that person until the creature apologizes to you.)

Feats:
Feat (lv 1): Dodge (+1 dodge to AC)

Any thoughts on how to play out my Stonelord are greatly appreciated!


Hey everyone,

I am a little confused on something and want to make sure I am not going down the wrong path. The flame enchant adds 1d6 damage upon a successful hit. Suppose I were to want to have that effect on my archer, how would that play out?
-If I got that enchant on my bow, would it work on all my arrows?
-Would I have to add it to my arrows if I wanted that effect for my character?

My confusion stems from the difference, in action, between a bow and a sword. If I got it on the sword, that is straight forward to me, but with the bow not being the thing I attack people with, I could see it going either way that I laid out above.

Any and all advice would be greatly appreciated!


So I started playing D&D about 4 months ago and am currently playing in two different groups. Several friends at work have heard me talking about my experiences (and how I have LOVED Pathfinder so far) and have expressed their own interest in playing, so I put together a little group of them to casually play every now and then that I am DMing. We have played once so far and it was pretty fun. I used an existing Pathfinder adventure with me adding little bits here and there based on their characters in the hopes of keeping all of them engaged. However, I am hoping to create an adventure specific to them to make it more engaging and to get them more invested in their characters.

Now, although I have a very small amount of D&D experience, I have played games (mainly RPGs and MMOs) for the past 15 years or so. I have felt lucky that I have been able to include little pieces from my overall gaming experience to (in my mind at least) enhance the experience for my players.

My main two questions to everyone are as follows:
-Does anyone have any advice to give on making a custom story for the specific PCs in my group?
-Does anyone have any general "I wish I had known/done this when I first started DMing" advice?

Thanks so much in advance everyone!


I am currently thinking of taking up the improved familiar feat at next level (7) for my neutral good PC. Ideally, I would like a familiar with a strong stealth, decent perception, and ability to use a wand (regarding being able to hold it and such).

Any suggestions?


My GM is very open to the idea of me using the Leadership feat once I hit level 7. I was hoping to get some advice on what I could look into that could function as a support role in combat (that offers healing) and well as having a decent amount of durability. Hope that is not to general and is not asking for too much from a 6th level cohort.

Any and all advice is greatly appreciated!


How does this generally work in campaigns? I am currently playing in a campaign with a character that started out chaotic neutral but, as the story progresses, I am hoping to switch to neutral good. I have not spoken with my DM about this yet, but I definitely plan too soon. I wanted to see if there were any general rules or considerations before talking to my DM as this is his first D&D game as well.

Is it all the way down to DM discretion or are there some general things that need to be taken into account for this?


Although I am already playing a campaign with friends, I am trying to learn more about classes and play styles. Was wondering what suggestions folks had of characters who could be in the mix of combat and soak up a lot of damage. The two main questions I have are as follows:
-What are peoples thoughts on Stonelord until I can go prestige class in Stalwart Defender?
-What other classes are generally good for taking a lot of damage on the frontlines?


For weapons that have multiple inherent abilities (trip and disarm for example), how often can you switch between the options? For example, could you switch on three turns between the two (trip turn one, then disarm, then trip again) or does it work differently?


Probably a no brainer question to everyone, but I am trying my hand at casters for the firs time and a witch seems the most like what I would want to play. Anyway, for my question, in the section on witch familiars, it mentions:

Someone said wrote:
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Does this mean that a witch gets additional spells that they can cast (outside of their class and intelligence modifier allotted spells) or does it mean something else?

Again, my apologies as this may be a no brainer to folks, but I am still trying to wrap my head around it.


In reading up on skills, I often see folks say that perception is the best skill in the game. Do folks have any suggestions on the best ways to get good use out of this skill that might be outside of the norm for newer players?


Hey everyone,

Sorry for the potentially silly question, but I am relatively new to d20 games in general and I had a question about cost and function of enchanting weapons.

Suppose I wanted to add two enchantments to my longbow. Does this look right price wise?
--Add +1 (since this needs to happen before adding other enchantments) which would cost 2,000g
--Add Bane (+1 base price modifier) which would make my bow +2 meaning I pay an additional 6,000g (to get up to the 8,000g price for +2 weapon)
--Add Keen (+1 base price modifier) which would make my bow +3 meaning I pay 10,000g (to get it up to the 18,000g price for +3 weapon)

Also, if I end up adding enchants to my bow and it raises to being a +3 weapon (similar to the example above even if the price is different), does that mean that I get +3 to roll and to damage for this bow in addition to the benefits of the specific enchants?

Again, apologies if this is a silly question or has been asked a lot, I just couldn't find direct information on how those two pieces worked.

Thanks in advance everyone!


Sorry for the potentially silly question, but I am new to pathfinder and have never played games like this before September. I have looked a few different places online, but many people seem to say different things about this.

I am currently playing with friends and have a level 4 raven familiar that I am thinking of casting awaken on primarily to fit into the story I have created for the familiar. Were I to cast awaken on the familiar, here are the following questions I have:
-What adjustments do I make to the ravens stats?
-I have read that it is no longer a companion and would be a cohort. Do I need the leadership feat for this to work or does it just automatically apply?
-I read that it would now take class levels...does that mean I would just advance it as I would a PC when it levels?

Again, sorry if this is a silly question, I am just not sure how to manage this if I end up making this change.

Thanks everyone!