miath's page

Pathfinder Adventure Path Subscriber. Organized Play Member. 10 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.



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Pathfinder Adventure Path Subscriber

Hello!

Just bought the PDF and I noticed there was no interactive map for this product. Is this something that will come up soon or is they're a way to get them separately ( Or the only one available are with the AP volume ).


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Pathfinder Adventure Path Subscriber
Calliope5431 wrote:
Nintendogeek01 wrote:
YES IT'S NOT SHELYN!!!

My hats remain safe.

Gorum is just so...generic.

It does sort of feel sort of like a "not with a bang but a whimper" sort of situation, and I mean that with the utmost respect for people who like Gorum.

He's just NOT that interesting of a choice.

Not sure how I feel about it. Not sure what ramifications could be happening following the death of A god of war. War existed long before Gorum came to be. Unless he was protecting something dangerous...I just don,t see what kind of impacts his death could create.


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Pathfinder Adventure Path Subscriber
Wrong John Silver wrote:

I'm in the market for a wand. Basically, I'm looking for a sorcerer/wizard spell that would be useful in combat situations in general.

The budget is 750gp, so it's pretty much guaranteed to be a first level spell with a save DC of 11, so I would prefer something that doesn't rely on saves.

Magic missile is, of course, the first one I'm thinking of, and it's a great choice. However... would anyone have any other suggestions?

A wand of enlarge person could be useful on a tank or a melee class in general. A wand of Ray of enfeeblement; even if its fortitude DC 11 it deal half damage. A wand of silent image if you have some imagination is really good ( A save is allowed only if the enemies interact with it ); create illusory wall to obstruct vision or separate group of enemies.


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Pathfinder Adventure Path Subscriber

Hi, I want some help with a build I'm trying to make. An alchemist support who will also gonna be the trap spotter of the group
(Mummy's mask adventure path ).

I just fear that my concept and build will not do well in combat situation. I don't wanna destroy all the encounters either. If you have some advices for me that would be great.

Race: Human
Classes: Alchemist (chirurgeon/internal alchemist)/unchained rogue (underground chemist)

(20 pts build)
str:10
dex:15
con:14
int:17
wis:12
cha:9

Feats: Iron will, (?)
Traits: scholar of philosophy, (?) (?)
drawback: meticulous

1: alchemist 1 ( Breath mastery, bomb, mutagen, alchemy,brew potion)
2: rogue 1 ( finesse weapon, trapfinding, sneak attack )
3: alchemist 2 ( infused healing discovery (?) )
4: rogue 2 (rogue talent trap spotter, add int to all splash weapon)
5: rogue 3 ( sneak 2d6, danger sense +1 and finesse training aka dex to damage with 1 weapon )
6: rogue 4 (Uncanny dodge, debilitating ability, precise splash weapon aka add sneak attack dam to splash weapon)
7+: alchemist

What do you think? Maybe I just want to do too much stuff with my character?