I was just rereading some items as I am DMing a home game in the first time in a long time. I was wondering how long does it take to disable a trap? Usually from playing PFS they always treated it as a standard action however rereading the disable device description is swaying my opinion.
I attached a sample trap description to help us with the discussion. Note it doesn't give a time frame.
Type magic; Perception DC 27; Disable Device DC 27
Reading the description of disable device it says:
But does not give any guidelines for magical traps.
So I have a new player who has been watching The Last Air Bender and wants to play monk of the four winds. Sadly our group already has a monk of the four winds and it wouldn't really fit the party composition for the world I am creating. I honestly didn't want any monks in my game.
Do you have any suggestions for other class archtypes which might fit what this player is looking for?
We want to animate a keelboat (the smaller one from skulls and shackles) and make it fly.
Based on this it keeps its HP when animated. Using the animate object rules I am having trouble calculating the cost.
Making a Cruoromancer cohort and had a few questions. Character will be starting as 5th level and is a cohort. I have read multiple guides on here regarding animating dead but still feel like I am missing something.
1. Blood Command Ability: What is the point of this ability at 5th level if they don't get animate undead until 7th level?
2. What are the best feats, traits and cheap items to raise:
I am currently playing in a kingdom builder campaign where my DM has decided to give us all Leadership at 7th level. We all just leveled and are trying to decide what cohorts to build.
One thing my entire party decided is all of our followers and cohorts are going to be builds designed to either help with building an army of building a city/castle.
We know the two obvious routes with Undead creation and crafting constructs but haven't been able to figure out much more than this. Anyone have any nifty builds or ideas that could help us?
I am playing in a kingdom builder home campaign and will be playing a 6th level kitsune mesmerist spirit walker.
Feats: realistic likeness, fox shape, cunning caster
I plan on spending a lot of the time pretending to be someone's familiar. Any suggestions for equipment for this build? We have 16k to spend.
Only definite so far is mule cords.
Am I the only one who thinks this game may have sustainability issues in the near future?
-If they do not release new and approved character decks with a wrath of the righteous I believe people may get frustrated and bored.
I know there is discussion that both will come sometime but for this game sooner will be a lot better than later.
So we all know the first part of the impossible domain that it allows us to use mind affecting spells on constructs.
I am more interested in the next part:
"Constructs are treated as living creatures for the purposes of determining which spells affect them"
So I was hoping for a little brainstorming help for some fun ways we could use this little additional ability it gives!
They are just down right scary.
1. Can get an animal companion. Limited list but does include tiger!
I can easily see this becoming the new druid.
So I am helping a friend with a build for a new character. He wants to play a necromancer. We have come up with the best starting combo for it I am just unsure which route (sorceror or bard) would be better. This character would be for PFS.
Race: Kitsune (have boon)
1. Dirge Singer Feat: spellsong
The build at lower levels is more about being able to affect undead and contol them. Im just not sure where to go from here. Diabolist seems like it would be amazing at higher levels but not sure what would be better 4-9.
How does this work?
If lancer goes first, does a ride by attack how does this effect the archer?
-Would the bad guy get an aoo on the archer?
So I was reading through the threads and noticed a lot of people are upset about people playing more then non-core races than the core races. (Side note: I love the additional races! Just wish I could actually get a boon for one!)
So I started thinking what type of boons would make people want to play the core races. I came up with two ideas.
1. Bonus 1st level feat for only core races (minus human).
2. Special Race specific Archtype!!! Great way to either create a halfling outrider archtype or introduce the Sable Marine Archtype.
So the girlfriend wants to play pathfinder and has a concept to play a mounted flying archer who rains down pain. Ive been working on the build but trying to fit all the feats in is just very difficult.
i realize the best way to get a flying mount will be to dip into druid for a level and then boon companion it up.
i was given two rules: no bards (she played one before) and no dumping charisma.
Any suggestions on how to build this character? It would be for PFS.
Okay so this build is for PFS. My theory behind this is that my enemy should be my friend. Now it isnt as Enchanter focused as some but I think it does well.
So here goes nothing. Any help is appreciated!
1. Oracle -Lore Dual Cursed Legalese/Lame
Key Magic items:
Things I am questioning:
So I am thinking of making an Enchantment specialist for PFS. I have the framework for a build but need some help fleshing it out and your thoughts if it is viable.
Traits- Magical Lineage-??, Wayang Spellhunter-???
Race- Aasimar or Teifling
1. Evangelist Cleric of Asmodeous
4. Mystic Theurge
5. Mystic Theurge
9 Mystic Theurge(maybe 1 level dip Diabolist?)
I would be using the rules to get into Mystic Thuerge early hence the trickery domain. The reason i think you only need a level of Evangelist is because you get all the benefits up front. I am just unsure what class would work best with it and archtype and how to make sure I have a second method of doing damage. This character is going to be used greatly in demon based campaigns so having things that could be effective against demons also might be helpful. Thanks in advance!
I have an idea for a chelaxian lawyer. He would be all about making binding contracts, dominating, legalese, and control.
Kind of like the Sarishian Binder from arcanis.
I am just bewildered what class/build/race would work best for the class. This would have to be pathfinder society legal and would be played mostly with the year of the demon mods in mind.
Thank you for any advice in advance!