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I have wanted to play a tiny flying race. The idea would be some sort of tiny fae. It would have flight 20 and walk 5. Besides that I am open to different traits but that is the basic idea. Hover would be great but that could be taken with feats later on.

In regards to classes I am thinking of some sort of magic user or ranged fighter type.

It would be great to get feed back and ideas around this.


Hello all

I am looking for a game to join or start. I would like to do pathfinder but am open to any system really. If you need a player or know of someone that does let me know. I am located in nevada county in california.

thank you much


I want to get peoples opinions if a nature oracle can make a good summoner. I do not mean the class, I mean a summoner of monsters.


Greetings

I am thinking of making a oracle/bard with the prestige class mystic theurge. I have already started with a level one nature oracle. Has anyone ever tried playing this combo. My party is comprised of a alchemist, a ranger and a paladin. We are playing the carrion crown adventure path so lots of undead I think (please no spoilers.) I was thinking of the bard class as more of a buffing class. i will most likely take the bard up to level 5 to get the +2 to inspire courage.

If my current character dies I might try to bring in a life oracle to get channeling healing.

Thanks for all of your thoughts.


I am wondering how people treat dectect magic vision in game. I got this this idea from a post where a person had permanent detect magic I believe and with my vision of detect magic this sounded like living hell.

Well here goes my idea of it. One sees magical auras like a colored light bulb of different brightnesses. If one was going to look at a artifact one would almost be blinded like looking at the sun. So if one had it on permanently with a high level party it would get totally distracting. Imagine walking around with people with a bunch of weird shaped colored lights all over their bodies.

How do you all see this?


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I know this is a huge open ended question. I am going to be playing a lore oracle and want to use summon monster as one of my major spells. It would be great if some of you with your experience and number crunching could come up with what are the best summoned creatures per level and why you think so. Ready set go...


I am curious about attacking in a surprise round if one does not have a weapon drawn yet. Can one draw a bow and then attack once in a surprise round. If one already has the bow drawn can one do a full round attack


I am wondering if the lore oracle focused trance could be a DM nightmare. Having a +20 to a knowledge skill after 1d6 rounds potentially 4 or more times per day. Or is this even a revelation worth taking

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.


I was looking at the spell dancing lights and saw that it can be made permanent and that it can be in the shape of a dimly lit humanoid. I wonder if one could have it the shape of a monkey and call it George or if one is playing a pirate character a glowing light that is shaped like a parrot. One could move it up to 190 feet away from oneself too. Let me know what you think and could this be done with RAW.

Dancing Lights

School evocation [light]; Level bard 0, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect Up to four lights, all within a 10-ft.-radius area

Duration 1 minute (D)

Saving Throw none; Spell Resistance no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.


I want to make an oracle and have him have a knarled staff with a white quarts crystal in the roots on the end that can glow a strange color on command. What do you think the cost of this would be. It does not have to be as bright as a light spell but enough to be see like it is a glowing crystal with light going out about 1 foot around it.

Role playing: behold lowly mortal I am Azzim the puzzler (lore oracle) and I will make all known to you. Holds up staff and makes it glows while making a cool statement or comment.

This could be made useable by oracles only or by spell casters. In this case they would already be able to cast light so the spell would just be for role playing fluffish. It could have some cool effects in conjunction with bluff/intimidate checks but would not really add any bonuses. Also what do you think it would cost if it would add some bonus likes lets say +2 to skill check (bluff/intimidate.) Could this item uses the base spell like light or prestidigitation.


I read the trick riding feat and am not totally clear.

trick Riding (Combat)

You are not only skilled at controlling a horse in combat; you can make it look like art.

Prerequisites: Ride 9 ranks, Mounted Combat.

Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.

Looking at the last part about negating a hit on your mount twice. Does one have to be wearing light or no armor for that to work. I am thinking of playing a mounted ranger and thus wearing medium armor.


Hello all

I want to play a ranger and want to have a full level animal companion and people have talked about the feat Boon companion that give +3 levels which would make the companion full but where is this feat. Is it 3.5 material?

Thanks much


I was thinking of playing a Druid and want to play a spell casting one. I do not like the low spells per day even though one gets to choose them each day. What do you think of giving the druid the spells per day and the spells known of a sorcerer. Maybe instead of being able to channel any spell into summon animal it would be a automatic spell like the oracles cures. Would this be a broken game mechanic?


I am wondering if the precise dmg from the arcane duelist works on each attack or just on the first.


I will am playing an nature oracle and will be getting the awaken spell at 10th level along with the feat leadership. I think it would be really cool for a nature oracle to have a awakened tiger or other cat for a cohort.

I figure with a +5 chr bonus and the -2 from having a bonded mount and -1 from moving around I will still have a leadership score of 13b which will give me an 8th level cohort. Will this give my awakened animal class levels and if so how many levels at 8th level. lets say it is a Cheetah cr 2 with a hit die of 3d8 with a +2 awakened so hit die is 5d8.


I am wondering on what rules you think would make the monk a more viable class.


I was thinking of a way to make monks strong at combat maneuvers even at higher levels and have two options. This would make the option of a trip or disarm monkey an option. It would be to add either the monks level or 1/2 to combat maneuvers. thoughts on this would be great. The small additional part would to make the greater trip and disarm available as bonus feats.


Hello

My DM is having me make a character with the 30 point buy systems and I am looking for a chart online that he showed me earlier and cannot find it. If anyone know where it is and could post a link it would be great

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By the rules you can't do that. But if the DM says it is ok, there ya go. I would not allow it personally, as it screams munchkin. Reducing size to minimalize chance to be hit with no trade-off since you aren't playing a melee type. Look at the level at which the druid's wild shape allows you to change size. Flight is a whole new dimension of extra stuff you can do. First level characters should not have flight in my book, unless the campaign is tailored for it. Flight allows alot of the danger of adventuring to be bypassed. Plus a hummingbird has a much better maneuverability than a hawk, again much more benefit.


I am going to play a straight oracle character starting at 6th level so have 60ft dark vision and want to see if people have had any major problems with the limited vision. We are playing in a sand box type of campaign.

The Clouded Vision curse ties into my character idea well so I am kinda attached to it but if it will cause major problems I will consider changing it.


I am thinking of taking a level of rogue with my monk to get the 1d6 sneak attack dmg. I have had multiple times already when I have flanked with the other party fighter. I am thinking of first taking 4 levels in monk then the dip in rogue and then take the rest of my levels in monk. This is the king maker campaign so I believe we will not be coming against major undead. I do not want huge spoilers but if this will be a major problem for king maker please let me know.

thanks the mannerism


I am playing a monk and thought it might be cool to take a single level dip into rogue for the 1d6 sneak attack. I want to know if I would get the 1d6 for each of my flurry of blows attacks.


I am playing the kingmaker campaign and our party is 2nd level. Our bard has been attracting huge amounts of agro from wolves and has been knocked unconscious and used a minor divine intervention to be brought back to life all from wolf fights. He has taken to singing wolves sucks songs during combat for his inspiring song. Funny role playing but sucks for him while my hunter barely gets attacked. This is also due to my superior armor to the rest of the group.

My one idea was to take cleaned skulls and tanned hides and attach them as shoulder pads. this just might anger the wolves and ooops did I forget to mention the Worgs

any other fun ideas would be nice. Take into consideration my character 1 gold.


I am wondering if a Duelist prestige class could take a full round action (2-4 attacks) and apply the precise dmg to all of the attacks. Also does sneak attack make it so one can only do a single attack in a round.


I am curious has anyone tried playing a ranger that uses their animal companion for a mount. I was thinking of using a horse until a large cat or wolf would become large sized then train them as a combat mount. Any experience and advice regarding this idea would be great.


I have just started the king maker module and have a horse which can be either heavy or light. can any help me out with how much either a heavy or light riding horse can carry before it becomes a medium load or what the medium load max is. much thanks.


I am creating a two handed weapon disarm fighter for a kingmaker campaign and would like some ideas for a stat build. My DM is letting me us a 15 point buy. I am thinking of using a Half-orc or a Human and not have wisdom below 10. Much thanks


I am thinking of getting the feat endurance and then die hard to keep myself alive for a few more rounds possibablly. My DM gave me a reuseable potion that heal 150 dmg as part of a divine intervention. This extra round would give me a chance to use it. My Con is 15 now and will be 18 in two levels.


In my last game my DM had us find the deck of many card (if I am miss naming it was a late night, basically the deck that can rock or kill you...s%*#.) I got the card that gave me awarded me the rank of Baron and the lands that came with it. What are some ideas about the amount of lands and keep size that would be appropriate? We are not playing the king maker campaign.


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I have thought of the fact that a monk's body could be enchanted like a weapon. Here is a quote from the PF book. In conflict with this is the Amulet of mighty fists. I know one would have to take stacking into effect. yet a monk could cheaply enchant their body instead of paying huge amounts to buy an amulet

"A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

"amulet of mighty fist grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability."


Hello

I am looking for a Pathfinder game in the Santa Cruz, ca area. My schedule is pretty open at the moment so hit me up if you need another player.


I have been wanting to play a monk for a while but have not because of they are a melee class and cannot wear armor. Their natural armor does not make up for the loss of full plate/breast plate/shield. Is there a reasonable way to build/play a monk that can work out in combat at higher levels? My DM uses 25 point stat buy so this could be factored in.


I am thinking of taking sunder and am unclear if it is done with a combat maneuver or through beating the opponents ac with the attack roll. Some clarification would be great. thank you all much


I am trying to figure out how to boost my armor without having a shield. I already have full plate +3, ring of protection +2, Amulet of natural armor+2, dex +3. So ac is 29, not so great to a fighter at 10th level. one rule that I am unclear of is would spells like shield of faith or protection from evil stack with the ring of protection (deflection bonus). Could someone please explain how deflection bonuses add and how I could get dodge bonuses without actually taking the dodge feat?


I am trying to design a 10th level fighter and am running into a problem. I am the only fighter at in the party with a rogue, mystic thurge, dragon disciple, cleric and a massive range damage paladin. Keep in mind we can only us the Pathfinder core handbook. It seems that I have two main routes to go. I can either be a armored tank that sits up front and deal so so damage using a heavy shield and a one handed weapon. the other would be to use a two handed weapon with 1d10 or 1d12 damage and apply 1.5 str. I was using a buckler with a two handed weapon and was reading the pathfinders hand book and realized bucklers ac does not apply if I attack with a two handed weapon. with out the shield my armor classes is only 29 with out dodge. Also is it a problem to have to high of armor so the monsters attack other instead of me. on the other hand the funny thing is the dragon disciple has more life than me. I have gone the dazzlying display route and could us a 1d6 crit weapon route but the 1d6 dmg is so low. I could use a 1d8 weapon too. I was thinking of using enlarge person for most combat situations yet that lowers my ac 2 so the shield would help with that.

well this is a lot but some help would be great.


I am trying to build a fighter and like the two handed weapon fighting for more dmg but it looses ac of a shield. One way around this is the use of a bastard sword which can be used one or two handed as needed. I could use a curved elven sword for crits as a pure two handed but would have lower ac over all. My ac without a shield is 29 for a 9th level warrior and I have amulet of natural armor +2, dodge, +4 full plate and +3 dex. any suggestions would be great. I am using weapon specialization so one specific weapon is great.

thank you much,
z


I am thinking of spending some feats for dazzling display. The extra feats would be intimidating prowess, skill focus intimidate and persuasive. at level 10 I will have 28 intimidate check. will this work out against a check of 10+ hit dice+ wis modifier. The effects are demorilzing for 1 round and an extra round for every 5 above the opposing checks. This affects every opponent in a 30ft radius


I know this has been mulled over a bit but I have been trying a few fighter builds and they have not worked out so well. The two weapon fighting seems like it makes the chance to hit two low at higher levels and cuts down on possible dmg because dex needs to be so high. The need to have a light weapon cuts down on the possible dmg so a shield spike can do no dmg. The problem with dmg has been creatures damage reduction. With my 1d10 or 1d6 weapon and +5/7/9 dmg at different times does very minimal dmg. I am thinking of trading over to a two handed bastard sword with the option of using a heavy shield if more armor is needed. Also do people have any experience with dazzling display at higher levels. before I talk any more I will give some specific on my character. For toughness if that +3 hit point for levels total 1-3 then +1/lev after that?

9th lev fighter

ac 30
life 94

str 20
dex 16
con 14
int 13
wis 12
chr 10

feats:

step up
weapon focus (bastard sword)
weapon specialization (bastard sword)
power attack
cleave
dodge
vital strike
intimidating prowess
dazzling display
exotic weapon bastard sword (1d10 dmg)
skill focus intimidate

dazzling display ideas: to demoralize foes within 30 feet I need to beat 10+hit dice+wisdom modifier. If I take persuasive feat next level I will have +28 to intimidate. This will cause foes to have -2 to hit, saving throws and skill checks I believe. For every 5 points that I beat their roll by they are demoralized for 1 extra round. If the dazzling display is not plausible then intimidating prowess and skill focus intimidate would go.

Thank you all for your thoughts,
z man