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1: start with core races, pathfinder has 30+ otherwise and you don't want to be overwhelmed by the choices
2: start with fighter or rogue. Easily the simplest classes, lets you learn the games mechanics before getting swamped in your own mechanics
3: ignore the munchkins and elitists. It's not about optimization, it's a game, have fun however YOU want, not how anyone else tells you that you need to
4: this is pathfinder, not real life. Plenty of the rules and mechanics don't make sense compared to reality and that's ok, don't stress yourself out over it.
5: The GM has final say, but there is a line on what kind of nonsense the GM can pull. YOU decide where to draw that line, no one is making you stick with a toxic GM.


Dune Drifter Cavalier. Hey check out this gunslinger cavalier he gets deeds and stuff but your challenge damage bonus still only applies to melee damage... I can't tell if it's balancing or being good at too many things. Gets deeds and such but will likely get more damage in melee because of the challenge bonus defeating what the archetype is trying to achieve, change it it to ranged attacks and make it half your level or something


there's an inquisitor archetype that becomes entirely immune to a school of magic of your choosing at level 20 cuz thats not at all a long term investment.


I recall it saying arcane pool counted as panache for these deeds so it may have changed since I made the character. In any event I did say I would never use it.


Bladelock wrote:
making-half-dragons wrote:


Kensai Magus.. hooooo boy did I make a monster with this one. Take a level in monk so you get yet another ability score to ac (preferably martial artist to avoid the alignment restriction) The abomination I ended up with had over 50 AC after buffs, crit on 15-20 and in a single crit could deal 300+ damage... its was uh... I refuse to actually use it lol (Kirin Style OP, add double INT to damage, then crit with that s!$~) ALL of her arcana went into swashbuckler deeds so she had precise strike and evasive and all that it was all kinds of busted.

How do you get evasion and precise strike from Swashbuckler deeds on a Kensai Magus? Amateur Swashbuckler doesn't open up those options.

The arcana "arcane deed" lets you select any swashbuckler deed you qualify for. So as long as you're the level that the swashbuckler would gain it at, you can get the deed with that arcana.


Steelbound Fighter is neat for rp not to mention a fighter with SLA is very nice

I LOVE the flavor of Kinetic Knight although there's a fair bit of hoops you have to jump through to get it to work the way you like

Kensai Magus.. hooooo boy did I make a monster with this one. Take a level in monk so you get yet another ability score to ac (preferably martial artist to avoid the alignment restriction) The abomination I ended up with had over 50 AC after buffs, crit on 15-20 and in a single crit could deal 300+ damage... its was uh... I refuse to actually use it lol (Kirin Style OP, add double INT to damage, then crit with that s+~#) ALL of her arcana went into swashbuckler deeds so she had precise strike and evasive and all that it was all kinds of busted.

Arrowsong Minstrel turns bard into something resembling an eldritch archer magus while retaining the important bard bits (inspire courage) I really like the flavor of it too. I imagine a bow resembling those from FF XIV A realm reborn, that are also harps, and as he looses an arrow he also plucks the strings, conjuring a mystic melody to imbue the arrow with magic mid-flight. I love it

The Enigma mesmerist archetype is just silly. As of level 8 I can pick this guy here and be forever invisible to him with sneak attack dice to boot like.... c'mon paizo

the Gendarme Cavalier. The reason for this one being its level 20 ability (a longshot sure but its very nice) granting quadruple damage with a lance on a mounted charge, and if you confirm a crit its automatically maximum damage... thats pretty hot if you ask me. A standard lance gets 1d8 and crits for x3 meaning if you crit at level 20 with a gendarme thats an auto-maxed x6 damage attack with even just an off-the shelf nothing special lance 6d8 plus 6 times your strength plus 6 times your challenge damage bonus like.... what the s~@$. And ANYONE is gonna have their lance enchanted to s#~& by that point so their lance will probably be acting like 3 size categories bigger for damage so its even more obscene. Your challenge bonus alone nets you 120 damage off the bat, you're gonna massive damage EVERYTHING.

Ley-Line Guardian Witch. A spontaneous casting witch... I don't really need to say anything else

Spell-Warrior Skald. Really competes very closely with the regular skald in my opinion. Have access to damn near every spell or be really good at counter-spelling? depends on how saturated the campaign is with spellcasters I suppose and with our usual GM we're lucky if we fight two so standard wins, I do really like Skald though.

Inspired Blade Swashbuckler. Locked into using rapiers but hey that's the flavor of the class already and boy do they get good with them. I played one briefly around level... 9 I think it was and his damage was fantastic. If it wasn't an undead campaign I would have been getting massive damage all the time but he didn't last long because his biggest weakness was his will saves and he got dominated.... dealt massive damage to the party then got blown up *sigh* he was a great build too. INT and CHA to panache pool, can simply decide that this hit is a critical threat regardless of the roll, how is that not great?


What type of saving throw is required is irrelevant. Mind-affecting is a specific type of spell that can be found in the spell's page and the spell in question does happen to be a mind-affecting spell so yes it would affect them for THAT reason, not because it's a will save (although that is generally the save a mind-affecting spell calls for, you need to keep your reasoning clear)


Rennaivx wrote:
Join in PbP gaming, where it's easy to play three or four games at once.

what is PbP gaming?


I often face an issue where I have a million and a half ideas for character builds/ roleplay themes but I don't have the time nor do my friends to arrange more games where I can play them out. This usually has me excited for the next idea and I grow tired of my current character because of it, leading to half-assed roleplay and reckless combat (which is also generally out of character). I was wondering if anyone had this same problem and could offer any advice on calming my chaotic character creation brain. Or maybe some people could bounce build ideas around with me, that might sate the excitement too.
Currently I'm playing an aasimar sword saint samurai in one game and a human suit seeker inquisitor/dragon disciple in another (she has racial heritage kobold and there's tons of roleplay regarding her unnatural appearance)
However my current desired characters include:
Arcane duelist bard/ inpspired blade swashbuckler
hammer and shield skald
lawful evil dwarf stalwart defender
about 4 different fighter ideas (2 handed vital strike, 2 weapon, spear and phalanx)
un-mounted charge build
a warlock vigilante
either a kensai or swashbuckler with a katana to create the "quick draw wanderer" type of weeaboo ass samurai
a shadowscale (lizardfolk ninja, argonians are life)
and an eldritch archer magus/ cleric
I don't have the time to play all these but god do I want to.......


My question in this regard is what would the experience table look like? How much XP does it take to reach level 21+? in fast, medium and slow XP tracks I'm sure there's some growth formula to how much each next level takes but I don't know what it is


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you've basically confirmed my suspicions of a lower leveled yet stronger spell. Although I feel I need to point out deeper darkness is a 60 ft radius not 20. Thanks for all your input though I really appreciate it. My gm is scrambling now to find a reason the globes shouldn't stack and even if he rules they don't it's still a bigger darkness at a lower level so I'm pleased.


Ok so I'm building a dusk knight paladin and unfortunately paladins do not have access to darkness creating spells (shocking right?) to exploit their skill set. I have already remedied this problem via the unsanctioned knowledge feat but I have encountered something that confused me and was hoping for some clarification. There is a level 1 bard spell called "dancing darkness" which grants up to 4 20 ft radius globes of darkness for 1 minute/level.... while darkness a 2nd level spell grants a single 20 ft radius globe of darkness attached to an item for the same duration. What is the point of darkness if dancing darkness exists? As far as I can tell this is a lower level yet superior spell.