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zerion69's page
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Hi folks ! Still playing PF1 as PF2 didn't convince me (for now ?) :-)
So I'm looking for a build for a warrior-like that would merge with his familiar or animal companion, to boost him.
Idea comes from SoulBeast in Guildwars 2 : for those who aren't familiar with this game, it's a ranger character archetype who merges with his animal companion to enhance his abilities (raising base attributes and gaining access to new powers).
I did my job with existing material in PF1 :
Nature-bonded magus is the closest one to the idea but is kinda of underpowered magus I think with loosing arcana plus plant familiar are not legions
Synthesist (summoner) covers quite correctly the technical search but less the RP idea, plus it's BAB is a 3/4. I'm aware it can be a strong melee fighter anyway
using Merge with Familiar spell is interesting as it can be access by different classes (including fighting) with core abilities or feat or race. Plus it can use Protector archetype on familiar. Not an animal companion but acceptable. Can be expensive (feat / race)
Tumor familiar is yeurk ... pass on for me :-)
Any bright idea I would have miss ?
Hi community,
I'm to introduce an vilain NPC in my campaign as an arcane spellcaster who lost his ability to cast spell (consequence of a missed Will save while destroying an artifact with a Mage's Disjunction spell... but that's not the point :-))
It should be close to level 20, wizard or sorcerer, doesn't really matter.
He will fight PC with his staff probably and may use a few spells with UMD checks to get the impression he is still a capable caster.
Nevertheless, a level 20 arcane caster without any spellcasting ability is no more a CR 20 but not yet a CR 1.
He has a +10 BAB, level 20 saves, HP and some equipment... and skills, specially in UMD.
Which CR he could be ? CR 10 might be too much ?

Hi Paizo community !
I'm currently building a 5th level oracle for homebrew campaign. Setting is kinda "Mad Max" theme with god losing power, high level magic users being very rare and whole world being under re-construction. Only one tradition prevails : Nature with druids.
I need advices regarding race, curse and spells (I played a lot of sorcerers but very few divine spellcasters)
A few comments :
1. I will go into combat only as a backup, RP reasons
2. Past own protection, I will focus on supporting team
3. For RP reasons, I want this char to have kinda "dark side" (not evil, "just" dark or strange behaviour)
What I built for now
Abilities : STR 12, CON 14, DEX 10, INT 13, WIS 12, CHA 17 (epic build used, +1 CHA @level 4)
Archetype : Ancient Lorekeeper (which should say elf like for race)
Mystery : Shadow
1) Army of Darkness, Pierce the Shadows (with Extra Revelation if not having racial darkvision)
3) Cloak of Darkness
Feats
1) Extra Revelation if needed (see above) or Augment Summonings
3) Heighten Spell (combo with Mount and Alter Summoning)
5) Not chosen, options are : Steadfast Personality, Scion of War, Divine Interference, Healer's Hands (to save spell slots) or a racial feat
What is not built for now
Race :
- with Ancient Lorekeeper, I will probably aim at half-drow (plus good for spells)
- Human is very attractive, as usual, but lack Ancient Lorekeeper for arcane spells
- Fetchling is thematically compliant, dunno if GM will allow
Curse : Lycanthropy, Hellbound ... or should I make no choices, Tongues
Spells : divine lists are wide as there's so much spells to heal teammates that are required (and so few spells...)
Items : will help with missing spells (to heal / remove liabilities)
All options are opened (except no 3rd party) :-)

Hi Community !
I need your wisdom and advices about a build I'm on : plain simple human fighter with an (probably) oversized ominous greatsword (for Intimidate build)
First thoughts about feats only. Abilities dont matter for now.
As a human, I went for Focused Study alternate racial ability.
1: Defiant Luck
Weapon Focus : Greatsword
Skill Focus : Intimidate
2: Power Atk
3: Furious Focus
4: Wpn Specialization : Greatsword
5: Hurtful
6: Cornugon Smash
7: Advanced Armor Training (feat) : Master Armorer
Advanced Armor Training : Armored Juggernaut
8: Impr Critical : Greatsword
Skill Focus : (to be chosen)
9: Advanced Weapon Training (feat) : Defensive Wpn Training
Advanced Weapon Training : Armed Bravery
10: Gr Wpn Focus : Greatsword
11: Inexplicable Luck
Advanced Armor Training : Armor Specialization
12: Gr Wpn Specialization : Greatsword
13: Advanced Weapon Training (feat) : Fighter's Reflexes
Advanced Weapon Training : Trained Initiative
13 first levels are good for now :-)
I read guide but few are about Armor and Weapon Training (too recent ?)
Hi Community !
For new campaign, I'm building two recurring vilains. I'm not looking for OP builds but I need them to survive PC's wrath (5 PC) for a few scenarios and be a real danger. Both are undead.
PC should meet with them at level 3 to 5, and a combat to the death is no required.
First NPC is to be able to used ranged attacks casting invisibility or vanish on its projectiles (probably compo bow with arrows to benefit from STR ?). Invisibility on arrow is to be able to be a sniper and making pinpoint its position difficult plus the "surprise" effect when arrow hit target.
I was thinking of a vampire magus with archery archetype ?
Second NPC is a ghoul goblin. Point is to make it kinda fury that could jump on a PC and lash it. Could be "hit and run", not sure. Not a bright one, more a bestial one. No idea for class... Rogue, ranger or monk ?
Race choice is fixed. Ghoul could be changed for something "close to a ghoul" if interesting
Unchained classes is possible
Any suggestion ?

Hi Community. It's been a while since I last posted but I've extensively read what was posted on several topics. Happy to see it's still so active :-)
Ok, so this time I'm on a (quite) simple concept and not looking after a perfectly optimized build.
Lothar is a not very talkative, taciturn and to the extreme kinda sociopath human fighter raised by a pack of wolves.
Alignement : Lawful Neutral
Race : Human
Class : Fighter (all along, not willing to multi)
Archetype : 2H fighter
Traits : Beastkin, +1 still to be chosen
Drawbacks : Scarred (RP interest, while he was young, another wolf pack attacked his own pack and he was badly injured by enemy pack alpha)
Feat progression
1: Natural Soul, Wpn Focus : Falchion (fighter feat), +1 still to be chosen
2: Power Atk (fighter feat)
3: Defiant Luck
4: Wpn Specialization (fighter feat)
5: Animal Ally (wolf)
6: Arcane Strike (fighter feat, thanks to Beastkin)
7: Boon Companion
8: Improved Critical : Falchion (fighter feat)
9: Inexplicable Luck
10: Gr Wpn Focus (fighter feat)
11: Monstrous Companion (maybe to switch to winter wolf, not sure)
12: Gr Wpn Specialization (fighter feat)
13: Bestow Luck
14: Martial versatility (fighter feat)
15: Surge of Success
16: Martial mastery (fighter feat)
17: +1 still to be chosen
18: +1 still to be chosen
19: +1 still to be chosen
20: +1 still to be chosen
I plan on using Falchion (and crits) till very late levels (19+) and then switch to scythe, getting back all bonuses thanks to human feats.
I plan to fight as a pair with wolf (feat selection note done yet but maybe aim for one or two teamwork feat such as outflank or paired opportunists)
I think I may invest in Vital Strike chain as we often get rounds where mobility interferes with full attacks.
Going critical feats, I may select Bleeding Criticals.
All feedback on these small notes will be welcome :-)

Hi Community. It's been a while since I last posted but I've extensively read what was posted on several topics. Happy to see it's still so active :-)
Ok, so this time I'm on a (quite) simple concept and not looking after a perfectly optimized build.
Lothar is a not very talkative, taciturn and to the extreme kinda sociopath human fighter raised by a pack of wolves.
Alignement : Lawful Neutral
Race : Human
Class : Fighter (all along, not willing to multi)
Archetype : 2H fighter
Traits : Beastkin, +1
Drawbacks : Scarred (RP interest, while he was young, another wolf pack attacked his own pack and he was badly injured by enemy pack alpha)
Feat progression
1: Natural Soul, Wpn Focus : Falchion (fighter feat), +1 still to be chosen
2: Power Atk (fighter feat)
3: Defiant Luck
4: Wpn Specialization (fighter feat)
5: Animal Ally (wolf)
6: Arcane Strike (fighter feat, thanks to Beastkin)
7: Boon Companion
8: Improved Critical : Falchion (fighter feat)
9: Inexplicable Luck
10: Gr Wpn Focus (fighter feat)
11: Monstrous Companion (maybe to switch to winter wolf, not sure)
12: Gr Wpn Specialization (fighter feat)
13: Bestow Luck
14: Martial versatility (fighter feat)
15: Surge of Success
16: Martial mastery (fighter feat)
17: +1 still to be chosen
18: +1 still to be chosen
19: +1 still to be chosen
20: +1 still to be chosen
I plan on using Falchion (and crits) till very late levels (19+) and then switch to scythe, getting back all bonuses thanks to human feats.
I plan to fight as a pair with wolf (feat selection note done yet but maybe aim for one or two teamwork feat such as outflank or paired opportunists)
I think I may invest in Vital Strike chain as we often get rounds where mobility interferes with full attacks.
Going critical feats, I may select Bleeding Criticals.
All feedback on these small notes will be welcome :-)

I'm currently building a sorcerer for a high level campaign (replacing an existing character) at level 21 (yes, 21st. Guidelines exist in PHB and we played epic level several years with DnD 3.5 ed).
I'm familiar with Pathfinder rules but it's my second sorcerer and I'm not yet familiar with all sorcerer mechanisms.
1/ Clearly, I'll go Human (for racial alt trait)
2/ I do hesistate for bloodlines (main + using Eldritch). Usually, I'd go with Arcane but I'm looking for a valuable alternate
option 1 : Sage (alt Arcane bloodline) + Pit Fiend (alt Infernal via Exotic Heritage and Eldritch Heritage)
- lot of HP and skill points eventhough demanding on abilities
- sponteanous metamagic hindrance fixed at level 20
option 2 : Imperious + Arcane (via Eldritch Heritage)
- good HP but low skill points (I hate lacking skill points)
- Imperious capstone is very cool RP and technically powerful when in high levels (immune + stop aging) ; age is significant in our settings as we play characters for years
- spontaneous metamagic hindrance fixed for few spells per day (5 in fact)
I do like Imperious bloodline for flavor and powers and I think I can find way to overcome action economy problems for 5 to 6/7 spells per day.
Advices ?
Hi. Not being a fan of orbiting priceless ioun stones (meanwhile they are very useful), I was looking for a cool and RP way to wear them (and change them if necessary).
I came to the idea of wearing a normal metal gauntlet (that I will enhance with magic, becoming, at least, a +1 weapon) and then add power of a wayfinder.
That way I would be able to "clip" my ioun stones into the gauntlet and still benefit from their power without the (not so RP) orbiting thing.
Question: a wayfinder is a slotless item, making its price, by RAW, a bit higher than a "slotted" item. If I add its power to the gauntlet should I pay 150% of its price to add to the gauntlet (not clear by RAW) or paying for a slotless item is already "enough" ?
Hi all Paizo fans :-)
Still working on RP and technical aspects of my sorcerer. Item I'm currently working on is a pair of gauntlets (zen version) :
- one black gauntlet with defending power (for AC)
- one white gauntlet with guardian power (for saves)
Question is not about these powers but my wish to RP something like Vador absorbing a blaster shot.
With medfan, in fact, it would be absorbing spells : getting a rod of absorption into one of my gauntlet and to absorb a spell (and then re-use for casting :-))
By RAW, I saw no ASF for gauntlets. With Aroden's spellsword, rod will be "in hand" as required to absorb spells.
Am I doing it wrong vs RAW ? vs RAI ?
3 people marked this as FAQ candidate.
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Hi. I'm currently working on my sorcerer next spells and items I might craft when I stumbled on this item : Visage of the Bound
Ok. Let's say I got this item and I'm able to cast Summon Monster IV to summon a Hound Archon. Hound Archon is able to cast Greater Teleport at will (not bad for a CR 4). It's a personal spell but irrelevant for present example.
That means, by level 8 (as a sorcerer), that I would be able to greater teleport at will ???
Seriously ? What did I read wrong ?

Not a beginner with Pathfinder but totally new to sorcerer character, I'm in need of advice to build a level 9 sorcerer.
Access to pathfinder resources is not limited (ie not PFS).
I intend to take Sage bloodline (ie Arcana wildblooded version)
Ok so after deep reading of numerous online guides, Human seems the best choice for sorcerer (from a technical point of view). Mainly for the alt racial trait that gives 20 more spells known on the long term (even if it doesn't give 9th level spells).
Now, second reading, Sylph get
- Darkvision : no brainer, always useful and important
- Permanent fly (at level 9) : same as Darkvision
- Spell like ability (feather fall) : avoiding to learn spell eventhough it's 1/day
- Limited Planeshift (at level 15) : limited but might be useful
- Outsider type : double edged but might work often at low levels in the "right" way (ie. defense)
Plus, 20 spells "lost" by sylph (vs human) can be overcomed with ring or page of spell knowledge
Of course, those innates abilities can be achieved with (precious) spells known and cast but our DM dispels a lot and uses frequently anti-magic areas.
I thought about using Racial Heritage feat (human feat) but that won't work with sylphs.
I get the impression Sylph sage sorcerer (ie INT based build) could be a bit better than human counterpart ? Any feedback would be appreciated :-)

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I read several forums, including Paizo, explaining how OP is the Horizon Walker. I read class rules and I don't get it :
Favored Terrain (Ranger) : RAW gives you +2 for chosen terrain at level 3 and then, at level 8, another terrain (not saying that gives you +2) and a "+2 bonus" you can add to one of your favored terrains.
Example :
1) Favored Terrain : Swamp => it gets +2
8) add Favored Terrain : Plains to list AND got a +2 bonus to use on Swamps or Plains.
ie. your favored terrains list is
Swamp +2, Plains +2
OR Swamp +4, Plains +0
NOT Swamp +4, Plains +2 !
By RAW, favored terrain ability doesnt work the same way as favored enemy (ie. your bonus doesnt raise for every terrain as it does for enemies)
With this ability, you end up with a +2 bonus spread on your favored terrains list or 1-2 favored terrains with a good bonus (+6 to +10 let's say) and +0 to all other terrains. Terrains are situational so not an extraordinary ability if your campaign is not set in 1 or 2 terrains.
Terrain Mastery (Horizon Walker) : works the same way as ranger's ability. Same conclusion : a few terrains you mastered or a low to mid bonus for every terrain. You'll probably choose to master 1 to 3 terrains for later Terrain Dominance bonuses.
Again, in 1 to 3 terrains, you might be a force to reckon with but elsewhere, you'll probably be underwhelmed by an average fighter.
So where's the OP hit/dmg bonus you can read on so much forums (+20 or +30) you get with Terrain Dominance ?
Oh and I don't forget the rogue trick "terrain mastery". Read carefully, it says you get a +2 to one favored terrain and ability doesn't scale with levels. Not so impressive plus you lost, at least, a +1 BAB.
I read spells like Terrain Bond and Instant Enemy to get your best bonus (if you can... by RAW not so easy) on hit/dmg. Even the best bonus might not be so impressive (except if you made that choice in a one (or so) terrain focused campaign).
Hopefully, Horizon Walker strength doesnt really only on this ability. It gets a pretty cool ability to dim door which enable use of dimensional dervish chain. This is both technically and RP cool ability... and expensive (have to raise to Horizon Walker 3).
By then, with a heavy investment on mid to poor skills/feats/abilities, you get mid to poor higher abilities (except dim door trick with an even heavier investment). Is it really worth it ? Another crappy prestige class ?
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