One of my players is wanting help to build a Gray Paladin for my campaign. I am struggling finding a build where I just don't feel it is underpowered. They are all 5th level and 25pt buy. She wants to be a two handed weapon style fighter.
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
Effects
Trigger proximity (alarm); Reset none
Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Reading the description of disable device it says:
Simple Device: Disabling a simple device takes 1 round and is a full-round action.
Complex/Intricate Device: An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.
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?
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:
a. Caster level for animate dead.
b. Bucket size for number able to control at one time.
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?
Say I have a character who finished the first box in skulls and shackles and part of the 2nd. I convert him over for Wrath. Do I get anything for completing the first five for Wrath?
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.
-lack or known connections to Pathfinder Society. The two games truly need to be linked. Linking them will cause amazing growth for both.
I know there is discussion that both will come sometime but for this game sooner will be a lot better than later.
Where does it state I gain the ability to breathe under water and lose the ability to breathe air as it relates to a druid wildshaping into an animal with the aquatic subtype.
I can't seem to find anywhere where it states you gain the subtype.
I was wondering if there was somewhere you could read what has happened in the storyline so far from seasons 1-4 from an outside view and their affects on the world?
1. Can get an animal companion. Limited list but does include tiger!
2. Can replace Dex with Cha for AC bonus and reflexes!
3. Can take wild-shape at 7th. Instead of getting the ability to turn into elementals/plants they get the ability to turn into magic beasts.
4. Can get any natural attack type they want to add to their attack set. 2 at 11th.
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.
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.
Ring of Spell Knowledge states you can add one spell to your spell list but at a one level higher caster level. What in your opinion are the best limited access spells to place in a ring of spell knowledge?
My thoughts:
-Blistering Invective
-Glibness
-Bless Weapon
-litany of escape
-sow thought
Lets assume:
A. Riding a horse is two ratfolk (can share same square). One archer, one lancer
B. Both can tap a dc 20 ride check
C. Weight is not an issue.
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?
-Can he shoot at all? Per the rules he has to shoot in the middle of his movement. Or was the mount's movement considered the lancers?
-What negatives would he take?
-Do you see any benefits to this?
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!
Agathion-Blooded Aasimar
-Summon Nature Ally II (2nd level Divine)
Key Magic items:
-Thanatopic metamagic rod
-Pages of Spell knowledge -Blistering incentive, curse of disgust, frost fall
Spell list:
Work in progress.
Cool ideas:
-Page of Spell Knowledge -Blistering invective. First off the pages make the loss from crossblooded painless. Second this spell is amazing. Add the Oni bonus ability plus the high intimidate I will have it just rocks.
-Love the imp. Easily worth losing a spell caster level from oracle.
-
Things I am questioning:
- Dual Cursed (lame) -is losing 10ft movement and a feat worth what Misfortune gives me? I am iffy on this.
- 2nd level of diabolist. Theurgy could do same if I hadnt dumped Wisdom. Only reason taking is for hellfire as at higher levels I am expecting to see a lot of demons.
-What feats to take.
-Ways to get my enchantment dc higher.
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
Feat-??
Domain-Trickery (copycat)
Alternate Channelling-Contract (Negatives to saves vs Compulsion)
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.
So I am going to be purchasing some flipmaps soon and was wondering which ones you think I would get the most use out of for pathfinder society?
Classes/Levels
Ysoki Technomancer 5/Operative 1 | SP 55/55 HP 33/33 RP 9/9| EAC 20 KAC 20 | Fo +5 Re +6 Wi +7| Init +8 | Percep +9; Darkvision 60' | Lvl 2 2/4 Lvl 1 5/6, Cantrip at will
About Tchisk
Tchisk
Male ysoki ace pilot operative 1/technomancer 5 Alien Archive
LN Small humanoid (ysoki)
Init +8; Senses darkvision 60 ft.; Perception +9
--------------------
DefenseSP 55 HP 33 RP 9
--------------------
EAC 20; KAC 20
Fort +5; Ref +6; Will +7
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.
Melee survival knife +6 (1d4+2 S; analog, operative) or
. . lesser shadowstaff +2 (1d4+5 B; block)
Ranged lesser shadowstaff +6 (1d4+3 C) or
. . tactical semi-auto pistol +6 (1d6+3 P; analog)
Offensive Abilities trick attack +1d4
Technomancer Spells Known (CL 5th; ranged +6)
. . 2nd (4/day)—invisibility, make whole, summon creature*
. . 1st (6/day)—flight, grease (DC 18), holographic image (DC 18), supercharge weapon
. . 0 (at will)—detect magic, energy ray, psychokinetic hand, telepathic message, token spell, transfer charge (DC 17) * This spell can be cast using a lower level spell slot to varying effect. See the spell’s description.
--------------------
Statistics
--------------------
Str 8 (-1); Dex 16 (+3); Con 17 (+3); Int 23 (+6); Wis 12 (+1); Cha 10 (+0)
Skills Acrobatics +10 (+15 to tumble through the space of a creature of Medium or larger size), Athletics +7 (+15 when swimming), Computers +18 (hacker specialization: +4 to Computers checks to make trick attacks) (6 ranks), Culture +16, Engineering +20 (6 ranks), Life Science +14, Medicine +13, Mysticism +11, Perception +9, Physical Science +14, Piloting +14 (6 ranks), Profession (mercenary) +9, Sleight Of Hand +13, Stealth +13; (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)
Feats Environmental Adaptation[COM][COM], Improved Initiative, Skill Focus (Computers), Skill Focus (Engineering), Spell Focus, Toughness
Languages Abyssal, Akitonian, Aklo, Aquan, Auran, Castrovelian, Celestial, Common, Goblin, Ignan, Infernal, Morlamaw, Terran, Triaxian, Ysoki
Other Abilities adaptable spell knowledge[COM], cheek pouches, improved dataphiles champion, hacker specialization, harmful spells, lone wolf, moxie, spell cache (Tattoos)
Combat Gear medpatchs (2), mk I serums of healing (2); Other Gear ysoki refractor suit, lesser shadowstaff with 1 clip (40 charges), survival knife, tactical semi-auto pistol with 9 small arm rounds, computer (tier 1, miniaturization), engineering tool kit, extreme gravity environmental clothing, field rations (1 week), flashlight, formal clothing, gear clamp, gear clamp, hygiene kit, mk 1 ring of resistance, personal comm unit, professional clothing, reconfigurable clothing[AR], small arm rounds (30), starfinder backpack[AR], starship repair kit[PW], starstone compass, tetrad certified translator, thieves’ tools[AR], toolkit (hacking), travel clothing, zero gravity environmental clothing, air elemental (1st level), archon (2nd level), daemon (2nd level), devil (2nd level), earth elemental (2nd level), robot (1st level), shadow creature (1st level), water elemental (1st level), credstick (4,375 credits); Augmentations gill sheath, mk 1 ability crystal (constitution), mk 2 ability crystal (intelligence), swimming fins[AR]
--------------------
Tchisk grew up poor in a warren-district of Akiton. He was naturally trying to better himself, though. He found that he had a natural talent with magic and put his efforts into learning the talents of Technomagic. As soon as he could, Tchisk left Akiton and joined the Starfinder Society as a way to gain more power and wealth.
Tchisk has Gray fur with black and white streaks. When he casts spells, the streaks emit a soft glow. He wears a flowing robe of black.
============================================================
Player Name: Dax Thura
Character Name: Tchisk
Race, Theme, Class: Ysoki, Ace Pilot, Technomancer 5/ Operative 1
PFS ID: 33973-703
Reputation with factions: Dataphiles 30, Second Seekers (Jadnura) 1 (Luwazi Elsebo) 1
Starting fame: 28
Day Job roll: None
Notes: AKA Eegar the Dark of the Abyss Dragons gladiator team. As Eager, he wears a fake eyepatch and his black robe is lined in white with black skulls.
Boons slotted
- Faction
* Dataphiles Champion, Improved: gain Rep and Fame for faction; 1/scenario regain 1 Resolve after succeeding at a Computers or Engineering check
- Promotional
* Shirt Re-Roll
- Ally
* Dream Whispers: +2 to missed attack or save
- Personal
* none
- Social
* [ ] [ ] [ ] Contractor’s Respect, Church of Desna: loaned weapon/armor up to lvl +1 (max 8th)
- Starship
* Solar Powered Weapon System
- Slotless
* Marked Field Agent:subdermal implant increase light level by 1 in 5’
* Private Vault: 20x20 area in Communion Vault
* [ ] Star Sugar Heartlove!: owns Strawberry Machinecake album
* Starfinder Insignia: data storage device
* [ ] Triunite Technotheurgy: discount for Basic Purchasing Plan Boon
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
DICE POOLS:
[dice=Computers]1d20+18[/dice] +4 to open locks
[dice=Engineering]1d20+20[/dice] +4 to open locks
[dice=Mysticism]1d20+11[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Piloting]1d20+14[/dice]
[dice=Stealth]1d20+13[/dice]