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Recently In Curse of the Crimson Throne my GM had the idea of giving a custom made boon to each of the PC's, he's had some great ideas for the other PC's, but he's struggled on mine, and was wanting to work together on it. Any help or suggestions would be appreciated!

The other PC's Boons are as followed

Bard - Received an altered investigator inspiration pool, usable on allies. can be used on saving throws and attack rolls.

Magus, Black blade - Allowing the blade to win an ego check gives him some power boosts for a few rounds, akin to modified barbarian rage

Sorcerer- Extra bloodline arcana and powers, no extra feats/spells known

Life Oracle - Monstrous cohort feat free, NPC controlled by gm as bodygaurd

Finally my character!

I run a synthesist summoner with unchained spell list but regular evo's (with the allowance I can have dimension door at level three). Along with some other house rule nerfs.

The character is built as an over the top hammy hero character, with a strong thunder/electricity theme. He uses a sword fairly religiously, and fights against evil wherever he finds it. I love cheese, we'll even be giving him a sword that sings his hero theme one day (at a -10 to stealth, of course!)

Hopefully that is the right balance of not to little or to much information, thank you for your time and suggestions.


My GM for curse of the crimson throne tends to be incredibly generous when it comes to downtime for our characters. With the ability to get a great craft bonus already at level 2, I've been looking into the craft skill and I'm trying to get help with putting it to use!

A bit of background:
-My gm has allowed

-My character managed to get an 18 for a roll which he put directly into intelligence, on top of his racial +2 int. They are a level 2 wizard

-My GM uses the alternate crafting rules

-My group managed to get a cracked magnetta stone (which can give +2 to any one skill, the skill of which can be changed daily)

-Effectively (if my math is correct!), my crafter can get +18 on any crafting check during downtime with only spending one skill point. (+1 skill point +3 class skill +5 crafters fortune (luck bonus) +2 travelers anytool (circumstance bonus) +2 (magenta prism) +5(intelligence)

Main things I'm confused about:

- Is there a list of all of the different craft skills? I'm currently aware of craft armor, weapons, bows, alchemy and traps, and of the large variety of special materials you can make things out of, however I've also heard that crafting siege engines is another possibility, and I'm still just largely unsure of all of the options.

- What are the best ways I could put this skill to use?

- Is there anything I'm missing?

Thankyou for your time!


I've seen it shot down alot for obvious reasons on here in the past, but I think I recently I finally stumbled on a way to reliably make a full armored wizard! My DM has OK'd the concept, and and I'm looking for advice/recommendations on what to do with him in later levels, as I'm still relatively new at the game. Any advice would be appreciated!

Quick Information

-My DM allows pretty much any pathfinder material, core rulebook/advanced player guide/etc.

- My DM allows third party material as long as it is present on the d20pfrsd wiki, which is the main reason I found a way for this to work.

How I get the wizard into armor:

Wyvaarans Favored Class bonus for wizard: "The wizard can reduce the number of level increase required to use a metamagic feat by 1/4 (to a minimum of +0). You must select this ability 4 times to reduce the level increase required by 1."

My plan for this is to grab the still spell meta-magic feat, and use the favored class bonus to reduce the level increase to +0 by level 4. As a result, I'll simply have my wizard prepare every single spell of his with the still spell meta-magic without increasing the spells level. With no somatic components, his spells would no longer be subject to Arcane failure chance.

The Cons (That I know of):

-2 int for wyvaarans. I know that taking an int hit is something that hurts a ton, and sets the wyvaaran 4 int points behind races like elves when it comes to casting. It means less spells and lower dc's, and just a bad time.

- higher AC or no, the wizard still has low health, which makes them nice and squishy like a rogue, plus they're a wizard, so no matter what they're a big target. Not putting the favored bonus towards HP gain means lost health as well, and I know wizards really can't spare health.

-I need the strength to even carry the armor, and his movement speed will be hurting

-Losing a feat for the tactic to work

-Since I want to go eldritch knight, according to everything I've read about magical Knack as much as it helps me cast spells at the right power level, I'm still going to miss out on 9th level spells and will be behind a level in spellcasting.

The Pros (That I know of):

- The armor, obviously

- Dragon immunities, meaning I have a wizard toting paralysis/sleep immunities.

- +2 dex and wis makes dumping wisdom a bit less painful?

- My wizard doesn't need attack rolls, so I can strap on full plate and a tower shield without worrying about proficiency if I want. He wont be a great swimmer for sure though.

The solution I have so far:

A dip into fighter means he can become an eldritch knight by level 6 (thanks to magical Knack). This gives me a few big benefits from what I can see.

- d10 health die eventually

- Proficiency in all armor, shields, While I don't think he needed these for the fact he wasn't making attack swings anyway, it makes skill checks a bit easier?

- grabbing the trait magical knack offsets the caster level loss, and I've even thought of grabbing the "extra traits" feat so I can get "defender of the society" for +1 dodge ac and whatever other trait picks my fancy.

- An extra combat feat from fighter, probably either Shield focus or dodge for an additional +1 AC, later when I get free combat feats I might as well grab the alternate as well.

Since he's going to be joining into a campaign late, he'll be starting off at level 5, here's what I have so far, as stated, any advice for future additions to him/recommendations would be greatly appreciated!

The main thing I'm still wondering, is even with the hp buff, if going into eldritch knight is even worth it, as the benefits of going into it do not seem to outweigh the costs of being behind two levels of spell progression? My DM recommended it, but I'm still unsure!

Thankyou in advance for any help!

Also, just to tally up the AC I've been able to figure out for him at level 5 with his first level in fighter

10(base)+9(armor)+4(tower shield)+1(familiar nat bump)+1(amulet of nat armor w/craft wondrous item)+1(ring of protection w/craft wondrous item)+1(dodge feat)+1(fighter trait thanks to extra traits feat)

Which I believe tallies up to an awesome 29!


Hey guys!
I'm relativley new at pathfinder, though not to new to be unable to navigate the forums and I was
hoping someone would be able to offer me a little bit of help with my ranger!

I wanted to build a natural weapon based ranger, now I've already browsed through the forums on it and I know fullwell ahead of time
that not only are nat weapon rangers unfavorable compared to druids, but that they also tend to drop off in effectivness later in the game.
This guy is the most geared towards getting in combat in our campaign, so that's turning out to be a little scary considering the campaign we're doing
is probably going to last a relativley long time andgo into the late game. It's just a one on one campaign too, so even
though theres npc's in the party to support him, making sure the guy can work to the best of his ability is
incredibly important to me.

As a quick sidenote, and I know this might make a few cringe but we are using a custom race on the low end of CR2. The stats being.
Dungeon dragon, young
medium sized creature
Attacks
1 bite at 1d4
2 claws at 1d3
2 wings at 1d2
Alter self (used to stay in gnoll form more often than not)
Breath weapon, confusion 1d6 dc 15, cone 30ft
Flight 30ft(good)
+2 strength +2 con -2 wisdom
+4 to perception
+2 nat armor
Rolled stats total = st 20 Dex 15 Con 16 int 13, wis 12 cha 10 (I was fairly happy with them yeah)

Now, the solution I had been thinking of going towards was having improved natural attack on his claws
and rending claws, along with an amulet of mighty fists to try and make sure he stays strong in the
early game. However, I thought the best way to try and make sure he could be a strong enough character
in the late game would be to take advantage of the fact that I could swap attacks for combat manuevers. Since
the guy is already getting +5 to his strength by level two basically, I think I could get his CMB high
and combine it with the fact that he has so many chances to get the maneuvers in that he could simply outperform
enemies int he late game, using trips, disarms and dirty tricks to be able to put enemies at a disadvantage and really lay into them

Another big thing I was hoping that our spellcaster could use enlarge person spells and the such on him, since it would have all of those wonderful nat attacks going up in damage, and be a pretty damn good buff for him

I know it's a bit bad, but I'm heavy on flavour, and he really needs to stay a ranger and be focused on nat attacks
if dualclassing to get spells or to get other bonuses from classes would help him, I'd be completley opne to it though

Thanks in advance for your help guys! I appreciate it.

(also, as a quick question, even though he is changing from a medium creature to a medium creature with alter self, does he still get the additional +2 strength from it?)