Shenanigans, the movie, the game, but actually a thread.


Advice

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fox shape wrote:
Special: A kitsune may select this feat any time she would gain a feat.

Fox shape has no such restriction.


And where is this fcb listed?


Blood of the beast page 12


Woodoodoo wrote:
Blood of the beast page 12

So, not on the ocg.


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You can see it here.

http://archivesofnethys.com/RacesDisplay.aspx?ItemName=Kitsune


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Sorry for the dropping away for while.

Got a new build in mind, bring it in today or tomorrow.


Woodoodoo wrote:

You can see it here.

Linkle

I helped! :D


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I think I found a new favorite of mine.

This one took a while...

Volga, the dragon knight:

Volga, the dragon knight-

Race- Half-orc

Master of many styles 2, fighter (Viking) 10-

STR: 22 DEX: 17 CON: 14 INT: 7 WIS: 10 CHA: 7

Equipment-
+1 mithril full plate 13000 GP (at a later level, enchant this with dread wing)
+5 heavy shield 25000 GP
+2 furious cruel seven ring broadsword 32000 GP
+4 cloak of resilience 19000 GP
+2 belt of strength (4000 GP)
Gloves (demonic smith) (8000 GP)

Total 103000

Feats-
Monk bouns feats-
Improved unarmed strike, stunning fist, dragon style, dragon ferocity.

Fighter bouns feats-
shield slam, two weapon fighting, improved two-weapon fighting, shield mastery.

Fighter rage powers-
Animal fury, bloody bite

Feats-
Astaic style, improved shield bash, intimidating prowess, weapon focus (nine-ring broadsword), dazzling display, shatter defenses.

Full attack while raging-

Sword +22, +17, +12.
Shield +25, +20.
Bite +14
Damage-
Sword 1d8+16+1d6 fire (1d8+20+1d6 fire on the first attack)
Shield 1d6+13+1d6 fire
Bite 1d3+4+1d6 bleed

When the sword hits a shaken foe, the foe is sickened for 1 round, and the foe is flat footed to all your attacks until the end of the next round. In addition, every creature killed or knocked unconscious provides 5 temporary hit points.

AC when raging-
10+10 armor+9 shield+3 dex-2 rage
AC 30

Saves-
+12 reflex +15 fort (+2 while raging) +9 will (+11 while raging)

You can intimidate as a swift action.

Your sword does 1.5 times str on most attacks, and 2.0 times on the first in the round, after you enter both your combat stances. (Nothing prevents you from always being in combat stance)

Shadow Lodge

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I like it

I like intimidate focused martial and shatter defenses is great


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Sorry for the delay once more.

Got some days off coming, though.


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So, I was working on a villan for the game I'm dm'ing and I thought I'd share. A few things were redacted because players from that game sometimes read this.

Volga V2:

Volga-

Master of many styles / scaled deciple monk 1/ fighter 1/brawler (mutagenic mauler) 6

Bab +8

STR: 24 (28 with mutagen) DEX: 10 CON: 14 INT: 7 WIS: 7 CHA: 14

Equipment-
Belt of STR +4
Remaining equipment redacted because a few of the players in my campaign read this.

Feats-
Human-
Skill foucs (survival)
Skill foucs (intimidate)

Monk-
Dragon style, stunning fist, improved unarmed strike

Brawler-
Astatic style
Dragon ferocity
Power attack

Fighter-
Dragon ferocity

Feats-
Weapon focus (tiger fork)
Furious focus
Elemental fist
Dragon roar

Damage and to hit with mutagen, flurry, and power attack, and no magic weapon-
To hit-
+17/+14/+8
Damage-
1d8+27 / 1d8+23
With an additional 2d6 fire when elemental fist is triggered.

AC-
Not going to put it here, but I will mention this build wears full plate, as it's monk bounses are already non-existent.
It gets most of it's AC from full plate and mutagen's natural armor.


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Hunting for more suggestions now.


I just noticed that the shield trained trait makes shields count as simple weapons. So I had the idea to make a shield slam investigator with the inspired magic weapon quality.
I'm a huge fan of the dandy ranger archetype I don't have a specific build idea for it because it doesn't change the ranger much mechanically but I definitely want something unique and different than the normal cookie cutter ranger builds.


A build focusing on coup de grace using that nagaji cavalier archetype from blood of the beast that gets to ride a snake?


... Hmm, I can look into these things.


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Woodoodoo wrote:

I just noticed that the shield trained trait makes shields count as simple weapons. So I had the idea to make a shield slam investigator with the inspired magic weapon quality.

I'm a huge fan of the dandy ranger archetype I don't have a specific build idea for it because it doesn't change the ranger much mechanically but I definitely want something unique and different than the normal cookie cutter ranger builds.

Though, any time somone says this, I think they may be missing something.

Trying too hard to be different.

Old things are effective because they're traditional, and if written well, compelling.

Every single build I make here isn't meant to be the whole chsrecter, in and of itself.

It's meant to be a shell, to put a charecter in.

Perhaps you work like me, and create a build before a charecter, and that's fine.

But don't discard "cookie cutter" builds.

After all, if everyone was some odd, insane build, then there would me no normal man to compare to.

Builds don't make memorable charecters.

Memorable charecters make memorable charecters.


Woodoodoo wrote:
A build focusing on coup de grace using that nagaji cavalier archetype from blood of the beast that gets to ride a snake?

So, that rant over, I have no clue why you want this build, as the arctype in question is a diplomatic archtype, but for that exact reason, I'm gonna do it.


Specifically for the nagaji build I just though it would be funny. Have your snake grapple him and then you coup de grace


Sniper rogue or vigilante? I mention rogue only because they can full attack while sniping at lvl 10


Woodoodoo wrote:
Specifically for the nagaji build I just though it would be funny. Have your snake grapple him and then you coup de grace

grapple is not a valid way to preform a coup de grace, and no option I know of makes it valid.


icehawk333 wrote:
grapple is not a valid way to preform a coup de grace, and no option I know of makes it valid.

Try using the Throat Slicer feat from Heroes of the Streets.


I've got a request - my 2 possibly favourite crazy archetypes: rage chemist (alchemist) and wild rager (barbarian) - would there be a way to make 1 or both of these work? maybe even gestalt of them both at the same time?


dharkus wrote:
I've got a request - my 2 possibly favourite crazy archetypes: rage chemist (alchemist) and wild rager (barbarian) - would there be a way to make 1 or both of these work? maybe even gestalt of them both at the same time?

Rage chemist seems workable.

Wild rager, less so.


Depending entierly on how ambitous i feel tomorrow, i may have as many as 3 builds going up.


So, on today's schedule-

Ragechemist -
The alcehmist that really really really needs to not get hit.

Grapple snake with a psycotic nagaji on it-
Because I can.

and a lore warden build-
Because. I. Can.


Insert goku screaming meme here

Seriously though, this didn't go in even a remotely expected direction.
Ragechemist is outstanding at not getting hit.

Ragechemist level 6:

Race- merfolk

STR: 18 DEX: 16 CON: 10 INT: 10 WIS: 10 CHA: 12

Traits-
Armor master

Items-
Mithril breastplate +1 (5350)

Feats-
???
???
???

AC while under the effects of mutagen-
10+10 (natural armor) +7 armor +3 dex = 30 AC at level 6.

To hit while under the effects of mutagen-
+11 on each attack.

Discoveries-
Feral mutagen

Damage-
1d8+7 bite, 1d6+7 claws.

This is wonderful. Offers a huge range of flexibility, having only one needed discovery and no needed feats, one rather staple item, and that's it.
The downside is mostly negated by not getting hit in the first place.
And the extra feats can be used for quite a few things, such as boosting will saves or taking variantmulticlassing.


Haven't had the time for more then one today, sadly. Been busyier lately.


An alchemist with 10 Int? Is she allergic to extracts or something - barkskin could raise her AC by 3. Also, if any attacks connect while under a rage you'll want some Int to soak up the penalties.


avr wrote:
An alchemist with 10 Int? Is she allergic to extracts or something - barkskin could raise her AC by 3. Also, if any attacks connect while under a rage you'll want some Int to soak up the penalties.

... Guh, basic sense.

Apparently i was a tad distracted there.

*headdesk* drop the dex to 12 and get a 14 int.

Lose out on two AC, get a heaping ton more ... Everything.

And this is one of the good things about submitting these to the public. They can catch the remarkably stupid mistakes.


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Here it is, after way too long-

Fighter lore warden level 14 / monk (scaled fist) 2

Far too many weapons:

STR: 22 DEX: 20 CON: 12 INT: 12 WIS: 7 CHA: 26

16th level weath 31500 + 25% (78750) = 393750
Gauntlets of the weaponmaster 110000 (+4 to hit and damage, all saves, and immunity to fear, when you have even a single round to buff.)
+5 dueling longsword (72000)
+1 sharding long sword (18000)
+1 holy long sword (18000)
+3 amulet of natural armor (18000)
+5 cloak of resistance (25000)
+6 belt of physical might (dex&str) (90000)
+6 headband of alluring charisma (36000)
Total 387000

Human-
Power attack

Traits-
Irrepressible

Feats-
Smash from the air
Master craftsman
Craft magical arms and armor
Celestial obedience
Double slice
Two weapon rend
Amateur swashbuckler (opportune parry and riposte)
Advanced weapon training (effortless dual wielding)

Monk-
Stunning fist, improved unarmed strike, combat reflexes.

Bouns-
Combat expertise

Fighter bouns-
Improved disarm
Improved sunder
improved trip
Greater sunder
Two weapon fighting
Improved two weapon fighting
Greater two weapon fighting

Advanced weapon training-
Spiritual weapon
Defensive weapon training

AC-
10+5 dex + 8 monk +8 armor +3 shield +3 natural armor.
Total AC 37

Saves while under greater heroism-
Fort 21
Reflex 20
Will 13 (+23 vs charm/compulsion)
Immune to fear
Evasion

To hit while under greater heroism-
15 bab + 6 str +4 morale +5 enchantment +3 fighter weapon training
Total +33 (-2 if two weapon fighting, -4 if using a +1 weapon)

Disarm, trip & sunder while under greater heroism-
15+ 6 str +4 morale +5 enchantment +3 fighter weapon training +10 luck (dueling enchantment) +8 lore warden +4/2 improved and greater sunder/disarm

Total +57/+55

Bare handed disarm +41

Damage-
One handed with power attack, +5 dueling weapon-
1d8+6 str+8 power attack+5 enchanment+3 weapon training+ 4 morale-
Total 1d8+26

One handed +1 weapon
Total 1d8+22 (+2d6 holy) (+2d6 bane and +4 more enchanment (including bane) using spiritual weapon)

Two handed +5 dueling weapon-
1d8+9 str+12 power attack+5 enchantment+4 morale+3 weapon training
Can use spiritual weapon to add bane and (holy, axiomatic, or anarchic) for +4d6 damage.
Total 1d8+33


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Things you can do-

Greater heroism, know thy enemy, and enter smash from the air stance on turn one.

Can deflect up to 6 ranged attacks of any sort a round.

all the menuvers:

With only the +5 dueling sword in hand-

Open with an attack, then use your off hand attack to disarm your opponent.
After you steal thier weapon, follow up with a trip on your dueling sword.
Then, either store the weapon in your other hand in the guantlet and replace it with one of your blades, or just use it- either way, make an attack with the off hand. If it connects, you deal two weapon rend damage.
Use your last two attacks to sunder various objects, or just continue attacking.

impactful sunder:

Two hand the +5 dueling sword, and just sunder away. Effortlessly tears through most gear, destroying up to +3 weapons in one strike. Not usually advised, because you want to keep most weapons, but very good to have agaisnt intelligent items or unholy weapons, that you don't wanna take anyway.

Sharding nonsense:

With the +1 sharding sword, half your full attack can hit an unrelated enemy entierly, or an enemy who hasn't gotten close enough to attack you. You can apply bane and +2 to it using spiritual weapon (action used unknown), so it does even more damage then your +5 sword.

destroy the armor reliant:

While using both weapons, if your opponent has a high AC based off of armor, use your first few attacks to sunder the armor until it's destroyed. All remaining attacks are nearly guarenteed hits, and without thier armor, they're open to all sorts of attacks from yourself and allies. The same thing works on shields.

or just raw damage:

If all your attacks hit while two weapon fighting, total damage is 6d8+144 +1d10+9. +12 if know they enemy is active, +6d6+6 if spiritual weapon is active.

Shadow Lodge

I love it
Less magical than most Emeia builds, but even he referred to himself as a third rate mage at best and it's very nice


Next project's outline-

Kobold fighter 13/ monk 1-

Weapon-
+3 cruel merciful adamant rope dart.

Monk feats-
Stunning fist, scorpion style, improved unarmed strike.

Feats-
Point blank shot
Small but deadly
Ascetic style
Ascetic strike
Gorgon's fist
Shatter defenses
Enforcer

Fighter feats-
Precise shot
Weapon focus (rope dart)
Deadly aim
Ascetic form
Perfect strike
Dazzling display
Medusa's wrath

Full attack-
Attack 1
1d8 + 3 (enchantment) +1d6 merciful +6 fighter weapon training +2 specialization
1d8+1d6+11 nonleathal. Make an intimidate check, and if you pass, the target is shaken for a number of rounds equal to the damage they took.
Attack 2-
1d8+1d6+11 nonleathal. If this hits a shaken foe, they become sickened and flat footed.
Attacks 3&4-
Two extra attacks at full bab, so long as they're made agaisnt a flat footed foe.
Flat footed foes take an extra 6 damage due to the kobold racial bouns.
Attacks 5&6-
Last two attacks. If the foe is flat footed, these also deal 6 extra damage.


how does your very first build work? How do you get precise strike if you're holding the Heavy Pick two-handed? Isn't a heavy pick's damage 1d6?


Errant_Epoch wrote:
how does your very first build work? How do you get precise strike if you're holding the Heavy Pick two-handed? Isn't a heavy pick's damage 1d6?

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Holding a one handed weapon two handed doesn't make it a two handed weapon, so precice strike keeps working. Slashing grace doesn't work with this, but you're not using slashing grace.

And yes, I did get the damage dice wrong.

1d6 damage dice downgrades the damage by 1 point of average damage.


In the light of the archery nerf, I looked to throwing weapons.

They delivered.

rope dart refined:
Human fighter 16-

Human feat-
Exotic weapon proficiency (rope dart)

STR: 18 DEX: 18 CON: 10 INT: 7 WIS: 9 CHA: 16

Traits-
Irrepressible

Feats-
Point blank shot
Deadly aim
Dodge
Two handed thrower
Rapid shot
Crane style
Crane wing
Advanced weapon training (versatile training (Thrown))

Fighter feats-
Precise shot
Weapon focus (rope dart)
Two handed thrower
Close-quarters thrower
Quick draw
Improved unarmed strike
Ouysuth guile
Advanced weapon training (armed bravery)
Crane riposte

Advanced weapon trainings-
Trained throw
Focused weapon

Advanced armor training-

Before any magic items at all-

+23/+23/+18/+13/+7
With deadly accuracy-
+17/+17/+12/+7/+2
- 1 when using crane style

Damage-
2d6 + 6 str + 6 weapon training + 1 point blank +10 deadly accuracy

With a +5 weapon and a belt of +6 str and dex-

+31/+31/+26/+21/+16
With deadly accuracy-
+26/+26/+21/+16/+11
- 1 when using crane style

Damage-
2d6+10 str +6 weapon training + 1 point blank +5 enchantment +10 deadly accuracy

Total gp spent 14000/31000

May not be able to afford all of these, but they all are really good to have-

Boots of the battle herald-
1/day for 11 minutes, gain +4 to hit, damage, all skill checks, all saves, and immunity to fear.

Headband of +6 charisma.

Cloak of resistance +5.

Mithril full plate +5.
This, with crane style, and your dex, gives 40 AC total. +4 until a melee attack almost hits you, and +6 Against the melee attacks of one creature.


It doesn't make it a two handed weapon but if you're wielding it with both hands aren't you in violation of the clause 'attack with a weapon in her other hand'. I mean it's the same weapon but both hands are attacking with it simultaneously, one of those must be the 'other' hand.


Errant_Epoch wrote:
It doesn't make it a two handed weapon but if you're wielding it with both hands aren't you in violation of the clause 'attack with a weapon in her other hand'. I mean it's the same weapon but both hands are attacking with it simultaneously, one of those must be the 'other' hand.

If that's an issue, then bladed brush doesn't work, as it keeps the other hand occupied.

Buuuut, if it's not ok to weild it two handed, for whatever reason, then drop the dwarven stuff, play a human, and use bladed brush. Cuts off 4 damage, gives reach, a 1d8 damage weapon.

Or just switch to a battleaxe with slashing grace, dropping off 6 damage, but gaining 4 AC.

Really, the gimick of "as much damage as possible in one hit" holds it back.

Dropping it just makes the build better.


Pathfinder Rulebook Subscriber
icehawk333 wrote:


If that's an issue, then bladed brush doesn't work, as it keeps the other hand occupied.

That's why bladed brush goes out of its way to say you're treated as not attacking with your other hand when using the feat...


Squiggit wrote:
icehawk333 wrote:


If that's an issue, then bladed brush doesn't work, as it keeps the other hand occupied.
That's why bladed brush goes out of its way to say you're treated as not attacking with your other hand when using the feat...

(Shrug)

Oh no, I have to use a more defensively adaquate and less gymicky build.

Or hell. Just play a wizard.

If a build here doesn't work, just play something more powerful.

Though, thanks for pointing out it doesn't work.

Ill just have to find a different way to break it even worse.


It's not a witch hunt, I was just wondering if you were mistaken or if you knew of some ruling I didn't.


Errant_Epoch wrote:
It's not a witch hunt, I was just wondering if you were mistaken or if you knew of some ruling I didn't.

Nah, I make a lot of mistakes.

I'm just really, really bad at telling what's hostile and what's not.


I need something to take my kind off of things like spiritualist and unchaned summoner being just plain worse summoner.

Anyone have any build ideas, that involve none of those?


Got any ideas for an archer who actually wants to move around in a fight, rather than just holing up in one spot and acting like a machinegun pillbox?


avr wrote:
Got any ideas for an archer who actually wants to move around in a fight, rather than just holing up in one spot and acting like a machinegun pillbox?

I will think on this at work today.

It sounds like an interesting challange.


So, I've been working on it.

And it's a been a lot of effort, but it's getting there. A preview-

Level 12 fighter (gladiator, mutation warrior, steelbound)

WBL-
108000

Race-
Half elf or human-

Feat-
Skill foucs (knowladge (whatever))

Feats (fighter)-
Weapon focus (shortbow)
Dazzling display
Preformance weapon mastery (gladiator)
Mocking dance
Preforming combatant
Master performer
Lighting stance

Feats (normal progression)
Point blank shot
Precice shot
Rapid shot
Manyshot
Eldrich heratige (arcane)
Deadly aim

Familair-
Mauler Sprite

Spell like ability on the bow-
Posession (to be used on the sprite)

Use a potion of reduce person while posessing the Sprite (works due to share spells) and have a wizard permanence it.

With a base dice of 1 at fine size, you always hit max damage, and therefore, every hit always allows for a combat preformance check. Sucessful combat preformance checks allow you to ove as a free action.

Any two actions taken to move triggers lightning stance, giving 50% concealment.


Subverting the rules is hard.
Actively working to make it so that doing what normally makes you lose efficency improves it is harder.
But, I think I did it.

here it is.:

Level 12 fighter (gladiator, mutation warrior, steelbound)

WBL-
108000

Items are always of deminutive size category-
+1 greater designating shortbow OR +5 shortbow. 50000 GP. Intelligent.
Belt of incredible dexterity (+6) (36000 GP)
Permaneced reduce person (3500 GP)
Ring of counterspelling (dispel magic) (4000 GP and a favor from the spellcaster)
Circlet of persuasion (4500 gp)

10000 GP remaining for consumables.

Physical stats of the possessed sprite-

STR 5, DEX 25, CON 10.
HP = half player's.
When under the effects of a mutagen
STR 9, DEX 31, CON 10
Improved evasion
Constant detect good and evil.
5 points of natural armor.

Damage & to hit-
W/O mutagen, using deadly accuracy and rapid shot within 30 feet-
1+1+8+2+1-3
Total damage per hit- 10. (+4 if using the +5 shortbow.)
12+8+7+2-4+1+1-2 = 25/25/20/15 (+4 if using the +5 shortbow.)

With mutagen, Using deadly accuracy and rapid shot within 30 feet-
Total damage per hit- 12 (+4 if using the +5 shortbow)
To-hit 28/28/23/18 (+4 if using the +5 shortbow)

After a kill, gains +2 to hit and damage for 1 round.

AC-
Without mutagen-
10+8 size+7 dex+5 natural armor (30 AC, 25 touch, 23 flat footed, 18 flat foot touch)
With mutagen-
(37 AC, 28 touch, 27 flat footed, 18 flat foot touch)

Stats of the player-
STR: 12 DEX: 12 CON: 14 INT: 14 WIS: 8 CHA: 18

Basically irrelevant physical stats- your body is usually comatose.

Hp- 97
Sprite HP 49 - really fragile, when it does get hit. Be careful. (uuuugh, 49 hp. Two more hp on the master's body and it would be a clean fifty, but nooooo. If this drives you as crazy as it drives me, take your FCB as HP twice.)

Skill points per level-
5.
Max out preform (dance) for the boost to combat performance checks.
Fly and stealth are also Probobly good ideas.
Preception is important, but if you've got a high wisdom player in the party, not too important.
Diplomacy/bluff/intimidate are all really good, due to the charisma foucs.

Preformance combat checks-
+3 from bab, +3 from preform (dance), +3 from circlet of persuasion, +4 from CHA, +2 from the preformance weapon quailty, +2 from mocking dance and preforming combatant.
Total of +17
Passes on a 3. Combat preformance checks can be made on every hit, due to the hit always dealing max damage. An additional one can be made for every hit beyond the first on the same enemy. When you pass a combat preformance check, you can either move 5 feet without provoking an AOO, or move your full speed provoking an AOO. Once you have taken at least two actions to move, you gain 50% concealment from lightning stance.

Steelbound fighter weapon-
Gives a +2 to hit and damage while held, has 5 ranks in a skill of choice, can cast posession 1/day with a twelve hour duration. If posession isn't in your tastes, mind swap works almost as well, but with the caveat of having to be within 220 feet of your body when it ends, or you both die.

Race-
human-

Feat-
Skill foucs (knowladge (whatever))

Feats (fighter)-
Weapon focus (shortbow)
Dazzling display
Preformance weapon mastery (gladiator)
Mocking dance
Preforming combatant
Master performer
Lightning stance
Point blank shot

Feats (normal progression)
Improved familiar
Precise shot
Rapid shot
Manyshot
Eldrich heratige (arcane)
Deadly aim

Favored class bouns-
Boost CMB- you need it. You have a -8 to it by nature, and while immune to trip, sunder and grapple are your bane.


Performance combat using a sprite the size of a bee. I didn't think of anything like that, that's great lateral thinking.

The only iffy bit is share spells to use a potion of reduce person on the sprite. I don't think share spells works with magic items. There's other complicated workarounds considering the fighter only needs to do it once though, e.g. get a shaman with the arcane enlightenment hex to cast imbue with spell ability on you.


Psst.:
Ampoule of False Blood. Using the rules for creating magic items that are just multiple magic items merged in one, as well as the rules for emulating class abilities to make items that require something you don't have, you can create one of these that is tied to every single last bloodline, including every version of Draconic, Elemental, and so on, and then have said sorcerer consume it, to gain every single bloodline all at the same time with no penalties.

I haven't actually calculated the DC to craft said item or the cost to create it, but it should be theoretically possible, so you're welcome internet.


If you're fishing for some build ideas, here's a few:
- Angry Mom: from rolling pins to shoes, anything is a weapon!
- Indiana Jones: the professor with a whip!
- Batman: because everyone's dream is to say "I'm BATMAN!" whenever they are asked who they are!

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