Flesh Golem

inhuman_candyman's page

Organized Play Member. 70 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.



Grand Lodge

I came up with an idea but don't know if it will work or how to go about it.
My first question is can three things grapple one character at a time? If not i still want help optimizing this build. I want to buil a serpent shaman (druid archetype ). My original idea is to have a constrictor as a companion, summon another constrictor, and wild shape into one as well and all grabble and constrict the same target until he dies then move towards the next. But if it is not possible i still want to try and get the most damage i can out of a serpent shaman. Question two, if i instead used all venomous snakes does our venom stack, if each snake bites him onces is he receiving 3d3 on con damage instead of just 1d3?

Grand Lodge

So i haven't played a druid before. i like the concept for roleplaying purposes, but have never looked into building one until now so im am lost on good feats to make him mechanically sound. Most if the stuff is not in the core books you will have to list references so i can print some stuff.
I have been looking into the animal shaman archetype and really like the concepts. I really like the idea of the idea of the serpent shaman and between myself and constrictor companion being a grapple team. I don't know how to make this functionally work well or if it can be done.

Grand Lodge

The subject pretty much covers it. I am getting ready to play a society game and i am trying to purchase daylight oil but the DM is asking me for the book. I need to know before 6 because i have a sneaking suspicion that i will be fighting demons in the scenario "day of demon". Just a hunch. No spoilers please just the book.

Grand Lodge

I recently speed built a cleric before a society game once i realized our group of level 1s had no healer and not enough money to buy potions. I can build broken tanks all day but casters are not my forté. I need a little help (actually alot of help) figuring out where to go with this character from here. When you suggest spells or magic feats you will need to explain what they do because like i said, i don't build casters. He is only level one but here is what i have right now. Im not wanting to rebuild, i just want to add on, and figure out what im going to do at each level.
Lawful good aasimar with erastil deity
stats
str 10
dex 14
Con 12
Int 7
Wis 16
Cha 20
Feat: selective channeling. Traits: reactive (+2 initiative), sacred conduit.
Domains : good/ community

He sucks in combat, i built him to just be an amazing healer to keep everyone alive. Now that people have played a few missions and have gold to buy a few cure light potions i can go another direction. I still want him to stay a decent healer because its always helpful to have one of those around but right now he is set up only to heal and i would like to do more than that. I have the xp to take my second level and highly leaning towards sorcerer and building a mystic thurge. Opinions?

Grand Lodge

Ok i need all you minmaxers out there for this guy. My only stipulations is this character must be society legal. I want to build that doesn't focus on damage dealing at all. Here are the things i want from this character listed in order of importance. Try to incorporate as many as you can into the build as possible.
Assist party in combat but not dealing damage.
Skill monkey
High AC and saves (i don't want to get knocked out for helping everyone)
Use all wands

In general i want a character who more than makes up for not dealing any combat damage by his ability to always being able to help. I want the best support character you can possibly build.

Grand Lodge

Ive only been playing pathfinder for a very short time now but as i was looking at trying to optimize a character to get as many attacks per round as i possibly could i thinm i stumbled on something that im not fully understanding the rules for because it seems a little over powered.
As a monk master of many styles archetype, if i combined the style of crane wing, snake fang, and panther parry; with having combat reflexes and a 20 dex, could i run past as many enemies as possible encouraging attacks of opportunity from each one, then with panther parry, i would get to attack each of them before their AoO, plus once they get to attack me if they miss, take two more attacks against them from snake fang, or if they land, deflect them from crane wing and get another AoO against them anyways. And resolve all of this in my move action towards my actual target of attack and make an attack action against him? I have to missing something here because this seems way to good to be true.

If this doesn't work, any suggestions for me on modifying this idea to best optimize this character?

Grand Lodge

I am a 12 year veteran of DnD 3.0/3.5 and i had gotten pretty good at building game breaking characters. Studying books for hours and days just to build one character that by level 8 would just decimate any cr appropriate fight. I have just started playing pathfinder and am discovering very quickly that they have done there best to balance characters and stop people like me from becoming the bane of everything the GM could possibly throw at you. But i am still determined to build an optimized character. Please look over this build of a fighter/ rouge and tell me if it is legal or not and if not ways to change it so it is.

The purpose of this character is to get sneak attack damage every attack that i land after level 7.

Abilities
Str: 18 (16 +2)
Dex: 14 increase every 4 levels
con: 14
Int: 10
Wis:10
Cha:10

Rouge (scout archetype)/ fighter
Human
1. Fighter (1)- power attack, intimidating prowess, weapon focus great sword
2. Rouge scout (1)- sneak attack 1d6, trap finding
3. Rouge scout (2)- evasion, furious focus, rouge talent: trap spotter
4. Rouge scout (3)- sneak attack 2d6, trap sense +1
5. Rouge scout (4)- scouts charge, rouge talent: offensive defense, skill focus: intimidated
6. Fighter (2)- bravery, cornugon smash
7. Fighter (3)- armor training 1, dazzling display, shatter defences
8. Rouge scout (5)- sneak attack 3d6
9. Rouge scout (6)- trap sense +2, rouge talent: strong impression, iron will
10. Rouge scout (7)- sneak attack 4d6
11. Rouge scout (8)- skirmisher (comes from scout archtype), rouge talent: fast stealth, improved iron will.

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