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stormRunner47's page
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Hey guys, I'm looking to take a character from level 1 to 20 for an upcoming campaign. Conceptually, my character will develop into a Neutral Good martial Druid that spends most of the day as a Dire Tiger. I've already spoken to the GM about scaling the Dire Tiger up and down depending on the power level of the Wild shape I'm using so as to remain consistent thematically.
Also because I wish to remain in Wild Shape for so long, I'm leaning towards taking the majority of my levels in Druid. His main method of attack will be pouncing and grappling his foes. This leads to some questions in build optimization.
1)As the Druid is 3/4 BAB AND my main method of engagement in combat will be pre-buffing followed all out melee, will my to hit be adequate?
2)How do I optimize my grapple and number of attacks? I will use the Dire Tiger's natural attacks with Grab to start all grapples. This provides a +4 to start and maintain grapples.The following are options I've researched. Are they worth? Any other options I don't know of?
a. The Brutal Pugilist archetype for the Barbarian is an option for reduced grapple penalties and increased CMB, but I'd need to take more levels in Barbarian than intended.
b.The Barbarian rage Power "Raging Grappler" provides damage on starting a grapple and the ability to put the opponent prone for additional penalties.
c. Should I be looking to pick up Improved Grapple and Greater Grapple - for the bonus to CMB and the second grapple check (damage)?
3) What do the monk levels add? Is it just WIS to AC and Improved Unarmed Strike in conjunction with Feral Combat Training for access to Improved Grapple?
Does Flurry of Blows from Monk really help? Dire Tiger already has three primary natural attacks.
4) What type of Druid spells lend toward a melee-centric combat style? I've heard of Strong Jaw and Greater Magic Fang. Never really played a Druid before. Intend on taking Natural Spell for tiger casting.
5) Attribute allocation? Was thinking STR>WIS>CON>DEX>INT>CHA, but maybe CON>WIS?
I'd appreciate any suggestions and level by level builds that would optimize this concept thanks. :)

Is there a more comprehensive list of Perception DC modifiers than is listed at d20pfsrd? Shouldn't things like cover and concealment increase the DC of Perception checks.
Just looking at cover there is Partial Cover, normal Cover, and Improved Cover - each which might feasibly make it more difficult to perceive something.
Similarly, concealment and its varying degrees feasibly makes creatures/objects more difficult to see. However, it seems that invisibility is the only thing associated with concealment that provides a DC modifier.
I am aware that concealment and cover interact with the Stealth skill and thereby indirectly alter the Perception DC by making it an opposed check, but what about for objects or creatures that dont have or choose not to make a Stealth roll - are there any static modifiers for cover or concealment i those cases.
Cover Example: Perception check to see a statue in the open vs. minimally covered by low wall vs. half covered by tree vs. almost completely obsured by foliage.

I'm sure these rules have been discussed extensively already. I have read several forums with convoluted answers. So here are a few questions with examples. (All rules references will be to material on d20pfsrd).
1) The Perception skill mentions DC modifiers for Perception Modifiers. What about opposed rolls like Stealth? Is an opposed roll a DC and do modifiers like Distracted, Distance to Source, and Through a Wall become bonuses to the opposes Stealth roll?
2)Line of Sight...Is it assumed that every PC, NPC with its eyes open has full 360° 'line of sight? Are there any rulings or precedences on the reality that many creatures have limited fields of vision?
-Say a thief wanted to sneak by a guard. There is no cover. It is normal light. By Pathfinder rules, without cover or concealment, Stealth checks aren't usually possible. Does having ones back turned grant concealment to creatures behind them and allow them to make Stealth checks?
-And looking at Perception DC modifiers would the sneaking creature get a +20 because they are effectively invisible to the creature whose back is turned?
3) Per the Perception rules, Perception checks can be either reactive, made in response to observable stimulus, or intentional. It seems realistic that every reactive Perception roll should be made with the Distracted penalty (if your not actively, intentionally perceiving, you're doing something else and so should be considered distracted). This is mostly opinion as I feel someone actively perceiving should be better at it than someone not actively perceiving.

I currently am roleplaying a Samsaran Psychic with a focus on Necromancy, especially the possession spells.
On d20PFSRD, the Possession spell description states:
"You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities."
-and-
"The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities."
-and-
"You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities."
Most of this is clear except: "The body retains its...natural abilities and automatic abilities." How are these two things defined? Does it include all passive extraordinary and supernatural abilities, DR, Energy Resistance, Spell Resistance, Fast Healing, etc?
Also, how do feats work with Possession? What if the creature being possessed has Toughness? Does that still apply to the Hit Points of the body? What if the creature possessing has Toughness and the possessed creature does not--does the body gain hit points?

Hey, guys. I'm in a campaign right now running a level 4 Psychic that specializes in enchantment magic. I need advice, mostly about spell selection, to create a super subtle yet powerful enchanter.
My goal is to become similar to Killgrave (The Purple Man) from Marvel. I would like to subtly mind control people without detection until they become minions/loyal servants. What spells allow for this sort of subtle indoctrination?
Sure there's Dominate Person eventually, but im also looking for ways (either through spells or skills) to truly brainwash others into serving and following me.
Do any spells create lasting effects that could acomplish this? All i can think of is Sow Thoughts. Can Charm Person/Dominate Person actually change an NPC's views, or is it only the duration of the spell?
Or are such permanent changes only the purview of the social skills?
Also, being an Int caster, my diplomacy is a bit lacking. I've stacked my Bluff to 19 at level 4, but any advice in uping Diplomacy would be appreciated.
Thanks
Hey
I'm building a character right now that is a Sorcerer with the False Priest archetype. To complete the illusion, I've taken False Casting so people think I'm casting of my own power and not from the divine scrolls I'll have on my person.
The question is, how do I access these scrolls/wands without any one knowing?
I'm thinking I need some sort of bag of holding with the Handy Haversack function of drawing exactly what I'm looking for as a move action? I don't want to be fumbling around in combat for scrolls when others think I'm a cleric of sorts.
I would prefer that most magic items on my character also be concealed magically.
I'm pretty new to Pathfinder, so help me out on all the magic items and spells that will help me conceal myslef not only as a fake priest, but of anything magical.
Thanks

Hey, guys. I'm relatively new to Pathfinder and this community. I've learned a lot from you all ready.
To get to the point, my friends and I are rolling characters for a new campaign:
-25 point buy
-starting at lvl 1
-using any official sources
Personality and Motivation
-Lawful (believes and follows a code of honor and works well with others to achieve his goals.
-Evil (acts selfishly when he can without discovery, sees others as disposable)
-Seeks personal power through money, influence, magical power
The vision for my character's abilities is as follows:
-Lawful Evil (I've already approved this with the GM)
-Can keep his true identity (alignment, goals, personality) a secret from NPC's and PC's alike.
-Doesn't necessarily need to be the party face, but would help to manipulate events
-Has the ability to cast without detection so he can manipulate environmental or social events while the party is interacting with them (will be avoiding most direct PC manipulation)
--Examples: mentally influencing NPC's, starting a fire, making illusions (all without other PC knowledge
-Relatively competent Blaster/utility in combat
-Ability to gather intel on others (including PC's through mind reading, surveillance)
The GM is okay with these shenanigans, as long as it doesn't destabilize the party. To prevent an meta info about my character being revealed to the other characters, any of these shenanigans would be texted to my GM in secret. My intent is to play a puppet master, not a "steal from the players and be a general jerk."
I was thinking sorcerer because I like the flavor, but I'm open to suggestions.
Any advice on class, magic items, feats, archetypes, traits, spells, and Attribute allocations would be appreciated. Thanks!
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