If you are asking for build advice, please mention which third-party books are allowed.
Unified /pfg/ link repository: http://pastebin.com/sYFe4hcd
Previous thread >>44632482
>Wisdom in the Flesh
>Select any Strength-, Constitution-, or Dexterity-based skill.
As a Wisdom-based character, what kind of hoops can I jump to have a good Intimidate bonus?
Wasn't there some way to get STR to Intimidate?
I don't intend to make one of those demoralize builds, I just want to have a good Intimidate for RP.
Conversion and Reformation inquisitions net you Wisdom to Intimidate.
Intimidating Prowess nets you Strength on top of your mental stat to intimidate.
If your Charisma is terrible but your Intelligence is decent, you can grab either Bruising Intellect or Clever Wordplay traits to get Int to intimidate.
Is there any way to increase the crit multiplier of my weapon by 1? Ultimate Psionics and Path of War are on the table. Preferably a feat or something.
Am I the only one that hates the '-folk' suffix? I guess its more straight forward and easy for the layman to remember, but it lacks a lot of 'oomph' or cultural feeling to it like an invented language name would.
'xfolk' and 'xlings' sound exactly like stunted midget matters-not-a-bit hobbits, or for comedy.
I can agree on that, at least the ratfolk on mars I mean Akiton call themselves Ysoki. Bad name doesn't stop the race itself from being pretty solid, doesn't follow the "rats are evil" trope. Just inquisitive and not particularly greedy merchants.
However, people usually suck dick at naming races, and you get trash that looks like they banged the keyboard and added a couple letters.
I've seen only a handful of races that have good names that aren't suffixed. Not including the basics which we're all used to and take for granted as being well-named.
>The only DSP monk archetype isn't truly unarmed
Does DSP have a Wis-based unarmed combat archetype somewhere? I can't keep track of all these bloody google docs, however useful they may be.
I ran a game that required non-humanoid characters at the start. Ended up with a Dragonwrought Kobold, a couple of dragons, one Draconion and a Grimlock. Was supposed to be a one-shot game a few years ago.
>One shot became hack-and-slash backup game.
>Became semi-adventure looting game.
>Became revenge quest story ame.
>Became tribal survival game.
>Became nation building game.
>Became Competing Nation building game.
>Became Civilization 5 with dragons behind everything.
We have reached level 21 and we're about to hit the next big stage. I hope it goes over well.
I believe there's a weapon augmentation, either Laminated or Razored, in Ultimate Equipment. I don't know if that counts as 3rd party however. One of the above increased the crit Multiplier and the other increased the crit Range I think.
Its not too hard to make up a name though. Go look up what some foreign words are for that thing, lets say cat men, and go with Maori for dog; kuri, then bastardize it a bit when pluralized, such as Kurin or Kurit.
What are some good backup weapons for a Draconic Bloodrager?
Strength doesn't need two or three extra feats just to deal damage effectively, so that's probably the better one for just Hit The Horse Until It Stops Vomiting Money builds. Dex is more "The DM is going to spam touch-attack enemies because the party's average AC is twice their CR+20"
I need some advice.
I'm building a Wizard in a part technology guide game.
I'm looking for any must-have spells for fighting enemies primarily using ranged energy weapons against touch AC.
Opposition schools: Conjuration, Enchantment, Illusion Necromancy
(We have a shadow sorcerer, so I imagined the conjuration/illusion fields would be taken care of. The robots are immune to mind-affecting so enchantment was mostly useless.)
Although there aren't fully written yet (7 sets of 8 abilities is hard to write up and balance), there will be an implement for each psionic discipline, accessible by both normal occultists with the psionic subtype and shattered mind occultists.
Hi /pfg/. I want to make a gold-scaled Kobold paladin-esque character. Not necessarily a paladin, but it have to be a heavy-armor-wearing mounted/switch-rider type guy with the ability to shove a. And yes, it has to be a kobold. DSP stuff and Pact Magic are allowed, Spheres of Power are not. So, how do I make him not suck shit?
Using a Dr.Doom picture to ask about the worst Wizard type, please son. Conjuration is one of the best, so is illusion. If you want to be a blaster, be a sorcerer. Be a proper battlefield controller wizard. Acid pits, fog, walls of elements, etc
Well, I'm playing a Technomancer, so Doom seemed appropriate.
And like I said, we have a caster wholly dedicated to battlefield control and summoning already. So I'm trying to fill in what we're missing.
where could you get a mount?
maybe dip cavalier and take horse lord?
gotta be 4 levels though, which aint fun
with the dsp trait for +2 initiator levels up to HD, you will only be 1 level behind normal initiating. So grab that trait, first 4 levels of cavaliar, then warder, and you could skip most of the bad 1st level maneuvers, go straight into 2nd level.
Beast rider cavalier for more mount options.
Looking at counter manuevers
Which are better typically? The ones that stop any one melee or ranged attack or the ones that can stop a melee full attack but not do much for ranged? I'm assuming theres a similar debate between the ones that replace a save or the ones that end conditions/effects.
The best counters, in my experience, are whichever ones allow free, non-provoking movement, regardless of what the rest of it does.
I play Warder in like 3 different campaigns and I usually move only through counters when in combat. It's the best, seriously. The GM still hates my ass for my reach warder that literally never got melee attacked in the whole campaign of 14 sessions.
Heya, /pfg/! I'm currently scraping together a cohort for Sunday game. It's going to be a couple weeks before Leadership gets to come into play, so I have some time to be sure I can finalize this d-bag. He's a Lv.6 Mystic and I'm currently trying to nail down his feats; working off of Heroic NPC stats, I've decided to dump STR and make him largely DEX-based if he were to get dragged into combat, so Weapon Finnesse and Deadly Agility are likely going to eat up a few feats. Also going to grab Craft Wondrous to try and mitigate the artificing burden on the party. What other feats might you suggest?
Gareth, what's the exact difference between Extended Defense and Defending the Sky? Does the latter allow you to use counters that you could only use for effects targetting you on allies as well?
You really ought to talk with your GM about cohorts that craft items.
It's a major balance problem, usually. If your campaign is a more by-the-books type, you might get a ton of ire from the GM once a crafting cohort gets rolling.
If he's already OK'd it, then nevermind.
It was one of the first things that came up in discussion. In fact, crafting is a thing he completely expects from his players if they are considering Leadership since it can help the PCs focus more on developing in the campaign rather than being shoehorned as the artificer. He even readies himself for the first character's Cohort to take Leadership to establish a character's power base in the world and generate revenue for the party. It's a thing he does from time to time as a player, so I would suspect he may have an idea on where to pull the plug if need be.
Went well, now in recovery phase. Not nearly as high as I thought I was gonna be, though my experience of the surgery itself went like this.
> So what's in this nose thing?
> Laughing gas
> Cool, cool.
> I should fall asleep any minute now
> Goddamn it's taking me ages to fall asleep
> Wake up Gareth
> Ma'am why are you waking me up I still need to fall asleep for the surgery
> Nope, surgery's already done
> Passed out so hard I literally did not notice passing out
Ahh...lemme get someone less high for this.
>UMD checks don't really scale past 20
Sure they do. In fact, 20 is usually the lowest DC you'll have roll against for UMD. That's also the most common, since it's the number used for wands, but UMDing a scroll (DC 20+spell level) isn't going to be terribly uncommon, and I can see emulating an alignment (DC 30) or ability score (DC target ability score + 15) as possibly coming up too.
YOu also can't take 10 on UMD, which means you need to push your UMD pretty high before you're reliably getting your attempts off. That said, I think it's better to invest in INT over CHA in this case, so I still agree with you. Full skill ranks, a class skill trait, and a UMD-boosting item are good enough for most people
>Defending the Sky
It functions essentially the same as Extended Defense. The wording difference is to make it compatible with ranged weapons and counters that allow you to protect allies.
It really does irk me that Paizo seems to feel like UMD should be primarily a caster-only thing they reluctantly share with the rogue rather than a thing rogues and other non-casters can train in.
faik gareth and co werent directly responsible for oldie PF psionics/PoW stuff, and are largely trying to cope with those issues.
also soulknives are baller, even discounting psyarm
I've never understood the hate for psychic reformation. In most games, it works just fine for doing its job. In high-power games, it can be used as a powerful and versatile tool.
Do you guys really have no concept of self-limitations? It's like arguing that if you're playing a caster, you must have sacred geometry at all times.
Soulknives a shit though. I'm just glad that they're recently getting their act together about that.
A thought occurs, Gareth.
How would you go about writing 'basic' classes?
We've seen you writing classes with extra systems, or ones with 'different' themes and whatnot, but how would you go about writing a class meant to be something as simple as 'the Fightguy'?
>You mean "We have to make Soulknives shit because they used to be shit" DSP?
It's a full BAB class with a shit ton of class abilities. This is no way near how bad Soulknife was in 3.5, it's more that it's balanced against existing Paizo full BAB classes. Not that they dragged it down to their level.
Can we talk about how garbage this blade skill is? This doesn't need to exist -- It's deceptively expensive, and not worth the price you put into it.
>Costs a Blade Skill to get.
Okay, not a problem.
>Requires the weapon you are using to have the enchantment.
So you have to 1) Get a weapon, and 2) Have the enchantment that you want on it. You're looking a a minimum of 8,000gp for a +1 quality.
>Requires you to spend an additional +1 enhancement bonus to put it on your weapon.
So that aformentioned +1 quality that you dropped a blade skill and a 8,000gp is going to cost you another +1, which is the equivalent of another blade skill.
I realize this is to 'allow' Bane to exist, but as it stands, it's hella garbage for anything that isn't it, and even then, I could probably find something better for +2.
Why can't there just be a general blade skill that adds one weapon quality to your list, with Bane needing a subtype at the time of choosing?
If we answer this question, the team'll be offering individual perspectives as designers, not as Members of Dreamscarred Press. If you're okay with that, we can proceed.
I'd also like you to define what you mean with 'different' themes. Like, rogue has talents, for instance. Are those an extra system or a different theme for this discussion, or are we just talking about not having something as complex as spellcasting or veils?
Honestly, i really don't. Do you mean a guy in heavy armor who uses large weapons? A guy who is a master archer? a guy who gets in his opponents face and makes him worse at things?
What do you mean?
>Hey Forrest, will you ever update the Aberrant to include customization options from the newer releases?
Passed the question along to the people who knew the answer, and the answer is "yes." It'll be in a planned Psionics Augmented: Aegis book.
I'm cool with that.
I'm genuinely curious, and it's a helpful insight to you as designers, how you'd handle the more elementary character archetypes.
By different themes, I just meant something like the Harbinger for instance. It has a very definite theme to it, whereas something like 'fighter' or 'rogue' is more generic.
Not everything has to be optimal, if your DM is Monty hall it can be pretty good simply because you have a golf bag of stuff to work with.
Also it comes with a +1, as prejudiced as I am against weapon focus I don't think a +1 deserves to be just set aside that easily.
No no, it *costs* you an extra +1 to use that enhancement. ErrantX pointed that out last thread or the thread before that.
So if you have a +1 flaming weapon (ignore that flaming is on the soul knife list), you'd have to spend +3 in modifiers for the same effect.
As a personal rule, I've never liked very broad concepts; I find both 'wizard' and 'fighter' to be meaninglessly wide in potential execution and like neither as a proposal for a class concept.
In the context of Pathfinder, the answer to "how would you do a class with no subsystem" is "I wouldn't."
In the broader context of a class-based system or an archetype-based system, I'd wanna look at goals. Say I wanna make, I dunno, let's call it an Operative, someone who slots into the 'special forces' or 'action hero' type role where you have a warrior type with talents in stealth, infiltration, and sabotage. Here we have a focused goal that can potentially be expressed in a variety of ways.
The core of the goal becomes the hard-locked features on the class; those are the things all examples of the class get. Expressing the goal in particular ways (such as focusing on sabotage vs. silent assassination or traps vs. teamwork infiltration or vhat have you) would then be the job of feats and list-based abilities like blade skills or rogue talents.
But honestly, end of the day, it's very hard to make a decent class in PF without access to a subsystem, and in doing so you've essentially created a miniature subsystem out of the class's abilities. So-called "simple" classes only have the appearance of simplicity; they trade complexity of build to gain simplicity of play but the complexity, like matter, never actually gets created or destroyed.
First off Stalker and Augmented Soul can both do it, as there are stalker techs and blade skills that can increase the multiplier by 1.
There's also levels in forgelord, attuning to a weapon.
And high level fighters as well, among other ways.
Used in this case to refer to things like spellcasting, psionics, maneuvers, akasha, binding, etc.
Those subsystems, assuming they're made well, provide access to versatility and flexibility either of build, play, or both that is essentially demanded as a tax on participating in higher and higher level adventures. Without access to them the class's other features - talents, class features - would have to compensate, somehow.
You can see about how well that's gone in PF thus far.
Alright, I'll take a crack at this.
First of all, I'd be loathe to do something as generic as a fighter class. It's too generic to ever provide room for any interesting and unique abilities. The class would end up spread too thin to produce any significant abilities.
If I had to put it all on one chassis, I'd do it with a set of discrete subclass packages that fit the various types of "fightguys" people might want to play. All of them would have proficiency with most weapons, but the subclasses would come with prepackaged class features that allow you to excel at your chosen fighting style.
So if, for example, you wanted to be a battlefield commander, you'd take the Tactician subclass. If you wanted to be a heavily armored S&B defender, you'd take the Knight subclass. A ranged character might be a "deadeye" subclass.
In addition to the subclass's basic abilities. I'd probably write up a few lists of unique special attacks that can be applied as part of your "fightan" like trick shots, aggro mechanics, counters and the like that would run off a Stamina system probably halfway between Grit and Power Points.
Throw on some passives to improve saves (I like the idea of fighters just shrugging off effects entirely so stuff like Evasion and Stalwart would be how I'd want it to go) and some Stamina based utility effects (skill boosts, minor healing, some special diplomacy stuff maybe, Knowledge Devotion type abilities) and there ya go. A "generic fighter."
So when is Path of War 2 coming out?
Google keeps turning out stuff for Path of War expanded, and admittedly, I'm new to 3pp for Pathfinder. My GM is suspicious of third party stuff, so I'd need a solid base to negotiate from.
I want to play a gargoyle in PF but according to the wiki they're a relatively powerful race. Is there anyway you guys could think of that I could cleverly use to make him start out relatively shitting but get better over time? I obviously wouldn't want to be too OP.
So Gareth dislikes things without access to subsystems of some kind. With subsystems defined herein as systems which allow choice about how to develop said character, and with it not being the exclusive domain of one class, or else it's just a widely-variable class feature.
Meanwhile, Elric would prefer a 'subclass' sort of deal, which each Fighter choosing a package of abilities.
Meanwhile, both dislike classes with broad concepts.
I still say this is the easiest homebrew "fix" to the fighter:
>You may put any archetypes for a fighter upon it without trading out any of its abilities; in effect, they gain additional abilities on top of their defaults. Any archetypes you put onto a Fighter cannot "stack" on the same thing however; if Lore Warden adds onto Armor Training, you cannot select Mutation Warrior as well since it also would add onto Armor Training.
quick question regarding the mystic class feature anima burn
if i spend the 2 animus and apply it to my maneuver, which is say, iron knuckles from broken blade. Does it apply to each and every damage roll in the full attack? I know it says you can only apply it once per maneuver, but I'm assuming this is so you can't spend 4 animus and get it twice to every damage roll
>worthless faggot bodybuilder class that's literally only good for fighting enemies the GM specifically adds in for him to fight because he can't fucking contribute past level 5
Fighter would be great if it could:
• Prepare all of its feats in the morning each day
• On a gradually-increasing number of those feats, ignore prerequisites of skill ranks up to its level, ability scores, and any prerequisite feats you could select with this ability (but you don't get those feats, so make sure the feat you pick actually works without them)
Solves versatility, solves the Dedicate Your Build To This Barely Relevant Feat Chain bullshit.
When you start a game at a higher level (let's say level 7), and someone approaches you with a character capable of magic item crafting, how do you handle wealth by level? It makes senses that they would make their own gear, right? Shouldn't they, for spending those feats, get some extra cash or get to use those feats during creation?
I ask because one of my players is making a forgepriest warpriest. Any advice?
It is if you actually invest in it. It's just less powerful than saves. At high level you can't rely on blur due to all the alternate vision types.
Pushing touch AC to 40 makes you very secure.
>Stalker and it's archetypes doesn't really facilitate unarmed combat at all, it's just capable of doing it decently
>Don't want to deal with Aurora Soul's random maneuvers thing and there's not enough people to put Glyphs on
>Monk archetype uses a gauntlet and isn't actually unarmed
>Steelfist Commando doesn't fit thematically
Am I out of options for unarmed initiators, here?
Anon, trust me when I tell you that unarmed combat has so much love in PoW that you don't need a dedicated archetype to make it work. And refluffing is encouraged, don't get hung up on the fluff of a class or archetype.
Xlings - Identified by their larger than normal eyes and distrust for all others even among their own race, all have a natural tendancy to wear thinly crafted folded metals atop their heads and are mostly by and large silent. Until they believe themselves to have an audience, that is. At that point the racial trait 'Paranoia' truly shines via linking non-related phenomena together. Also bursts of schizophrenic episodes and a penchant for erratic behavior plague these otherwise peaceable creatures.
No, it's not. Tell it right now.
This is like coming into a car racing thread and saying "Me ol' grandad's tractor can outrace you lot any day, except maybe the few of you at the top end."
It's been posted before. Eobard, The Spellbane.
This is a basic concept build. It can be pushed much farther than even this.
I'll update it later in the thread. I had a dumb idea for it.
The problem I'm facing is that if I go for the flavor choice I want, Soul Hunter Stalker, I'll have like 12 AC for ten years until I can finally buy a ring of protection or whatever, since my character won't be wearing armor or using a shield for flavor reasons.
I admit I don't really know what the fuck I'm doing with this system, so I'll have to ask: is there enough unarmed love in there to make my character not die to a fart with it's low-ass AC?
Well, basically, the character won't be using any armor, weapons, or shields.
I want to play the "surprise i'm actually a martial arts master i'm going to whoop your ass now" guy.
>Mex level character wearing like 5x the WBL for level 20 in gear
>This is what it takes for the fighter to even come close to Timmy's Wizard who has forgotten to put skill ranks and roll hit dice sometimes
Yes it does.
Works fine with Monk or Aurora Soul, for example.
Aurora Soul is in fact a great fit, it's just that I really cannot be bothered to do the whole random maneuvers thing because me and the GM don't know how this system works at all yet and it's an unnecessary burden.
So far I'm looking at a level 1 character starting as such:
10 in the rest
I was intending for this to be a Stalker, but I realized that Stalker doesn't get Wisdom to it's AC, unlike Aurora Soul which I passed on due to the confusing maneuver regain system and just liking Soul Hunter Stalker more overall.
Now I'm just straight-up lost, though.
The maneuver system isn't actually that confusing when you get down to it, although the way it's presented is complex.
It's basically "your readied maneuvers are a deck of cards. You have a hand of 2 cards granted to you of your choice, and draw a new one at the end of each turn. When you run out of deck, reshuffle the graveyard into the deck and fish out your two chosen cards to be your hand."
I would seriously recommend just getting a mithral chain shirt and refluffing it, though. The concept you're talking about isn't really support in PF.
That, or dip up to 4 levels in other classes and take Practiced Initiator (Stalker).
OK, so did you roll for these? Are they pre or post racial?
That 18 should be in DEX, the 15 should be in WIS. Then take Killer's Implements (if you have PoW:E available) or Weapon Finesse and Deadly Agility if not. Use strikes to supplement your damage until you can get the feats you need: Weapon Finesse, Deadly Agility, Improved Unarmed Strike and Greater Unarmed Strike.
Wouldn't that just be switching them around and not actually invalidate the build? It's more the number of combat and not combat feats. He has up to 6 non combat ones and I think he only has 5.
it is nitpicky
but, this isnt RAW/RAI, he should have to pay retraining costs, then it is fine
dont be waving your optimisation dick and acting as god's gift with an illegal build
it is just lazy and leaving yourself open to criticism
Eldritch Heritage and it's feat line aren't combat feats and you have two levels of fighter bonus feats selecting them. Greater Eldritch Heritage requires a 17 Cha and, with what you've posted, you only have a 15. Extra Rage Power is also a general feat which you have marked as a fighter bonus feat as well. I'm probably missing something though, so take that how you will.
So I'm about to start a game. It's tristalt and 35 PB, starting at level 3. I've got a Human Swashbuckler/Serpent-Fire Adept Monk (not unchained)/PhytoKineticist who has taken a Vow of Poverty with 16 in all stats except for Int and Cha, which have 8 and 12 respectively.
Rate my odds of success and survival, /pfg/.
>about to start a game
Uh huh, sure thing. This can't possibly be real.
If the DM is building the game for tristalt characters: you ded
If the DM is building for characters round what your stuff is: you at least have some interesting things to do, even if it's "jack of several trades, master of not many."
Yeah, I did roll 'em. My GM uses 4d6 drop the lowest, minimum 10. It's post-racial, I get -2 DEX, +2WIS and +2CON. I figured trying to go for a DEX build would make me worthless in the damage department too long.
What's this Killer's Implements? I can't seem to locate it.
As the GM for my group has this problem with "Out of the house" sourcebooks, I was looking to either buy or compile a pdf/book of non-corebook utilities such as feats, archtypes, spells, equipment, and so on. Is there a point in doing this, or should I just stick to the hardcover books?
In PoW, there's a feat (Deadly Agility) for getting Dex to damage. Killer's Implements is a stalker art from PoW 2's playtest (in Systems and Use) that gives you Weapon Finesse and Deadly Agility with a chosen weapon.
Is it wrong to invest in INT as Trickery Domain Cleric? Herald Caller already have 4+INT from the start and being Human with 14 INT allows me to do some skill monkey stuff. It not like I needs DC for my spell anyway.
It's in Path of War: Expanded. Hence why I said " if you have it available." Its in the Systems and Use doc.
Stalkers don't do Strength. They are DEX/WIS through and through. Again, this is only if you aren't using Path of War Expanded. In PoW:E there is the brutal slayer archetype which is STR/WIS.
Oh, damn, so it is.
So now all I have to do is stack the fuck out of DEX and my defensive problem is solved for the most part, without sacrificing damage at all!
Why did so many of you tell me it's not viable? Is it because I can't get phat loot and/or because getting caught by surprise could lead to instant death?
Isn't there an armor quality or enhancement that allows you to snap your fingers and it appears on you?
His DM here. I was using Donjon's random encounters until very recently to make encounters 2-3 times their level. Killed one of them twice, almost put SwashKinetiMonk into a CHA coma, had a few other near misses. We're having a ball but I'm going to start making my own combat encounters from now on.
My GM has gone whole hog with all PoW stuff, so it's all allowed.
Which one should I go for, then, Elric?
Soul Hunter Stalker focusing on DEX with Killer's Implements
Brutal Slayer Stalker?
They'd both wear normal clothes and have no weapons or shields. They both fit thematically just fine.
Which one do YOU think fits better, here?
called from 3.5e
it is pretty bitching
Price: +2,000 gp
Property: Armor or shield
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Standard (command)
At first glance, this armor or shield looks like any other item of its kind. Closer inspection reveals a small image of a beckoning hand
inscribed on its surface. Provided that you and your called armor or shield are on the same plane, you can call it to you by speaking the proper command word, regardless of the intervening
distance. If you aren’t wearing armor at the time, a suit of called armor appears on your body, as though you had donned it in the normal fashion. If you are wearing other
armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate
that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call it, or in your space or a designated adjacent space if you are.
If any other creature has worn your called armor or shield since you last wore it, you can no longer call it until you wear it again.
Prerequisites: Craft Magic Arms and
Cost to Create: 1,000 gp, 80 XP, 2 days.
Because you didn't provide enough information to accurately advise you on your situation. Your question was "how do I get WIS to AC?" Not "I have stats X,Y,Z and access to [insert books here] how do I build an unarmed/Unarmored warrior?"
I'm sorry, that's my bad.
I don't really know what the fuck I'm doing, as evident.
Okay. It'll take me a while to decide which one of the archetypes I like more. Thanks so much for taking the time out to guide me, here.
Just to be clear, by "non-core" do you mean stuff from the companion books and campaign settings, stuff from outside of the core rulebook, or 3pp material?
For the first two you want Archives of Nethys, for the second one it's split between Archives and d20pfsrd.
I was looking for PDF collection unfortunately, not a lookup site. The GM prefers that player options be within the house, as he usually uses his books for statting monsters due the rule of no computers at the table.
And the first assumption was correct; in house we have Core, APG, both Ultimates, and then the GM guide, and are in the midst of acquiring a Bestiary mostly so that people will stop having to reprint monster stats.
I appreciate your suggestions however
Doing my first ever gestalt character for a oneshot tomorrow.
I'm set on Druid/Witch. Don't try to change my mind, I've thought it through.
The question I have, here, is:
How fucked would I be if my Wisdom was 16 for the Druid half? Is that too low for level 3?
My Intelligence would be 18, so the Witch half is fine. I'm allowed one, non-stat boosting magic item, and so I've chosen a bag of holding.
Playing a Human.
Oh, I am fumbling my words- I had meant to say a PDF compilation of feats and such without being attached to setting books. Perhaps What I am looking for does not exist quite yet?
Sadly your class combination is the only thing that is really wrong with your gestalt build, mostly because having two spell-lists does not mean you can fire off twice as many spells each turn. Ideally a Gestalt character has a passive and an active class where the passive class provides BaB, good saves or other passive abilities that you do not need to spend actions to activate. An active class (which is pretty much all of the 6th and 9th spell progression casters) provides the flashy abilities. You have chosen an active class in the druid and a class that although can be played somewhat passively is mostly an active class too. Oh well, make sure you get Natural Spell I guess...
If you're a Druid who has wildshaped, what can you do from your Initiator levels? Warlord, in my case.
If I were to shapeshift, could I still use Gambits and Maneuvers, and would my Stance still hold?
I heartily agree, however players being irresponsible and the GM having his 'beliefs' (And being a bit of a lazy ass), he insists that if we are using from outside of the house's collection, we must have a copy of it. I agree it's a bit silly, however there's so much I can do if the rest of the group has found it to be acceptable for two years so far. Instead I'm looking to bring a gift to the table.
Out of interest, what about Baleful Polymorph if you pass the second save and keep your mental abilities?
> It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.
I imagine that since maneuvers are either extraordinary or supernatural, you can't be the world's toughest initiating mouse?
>Putting a cash barrier on variety, one of the main appealing things about the pathfinder system
>Making playing pathfinder pay2win
Jesus christ, I know PFS does this because jewgold but you need to be a unique brand of scummy to think this is a good policy as a GM.
That's the GM's deal as well. As I stated; It works for the group, I don't personally agree with it, but seeing that it would be overstepping to pretend that my oppinion is more worth than other's, I'm just going to keep my oppinion and abide by the group rules. I may just stick to buying the books.
RAW, maneuvers are either (Ex) or (Su) so you'd lose them, sadly. That bit of rules text is really badly written. I don't know of any class features off the top of my head that aren't Sure, Ex, So or spellcasting. Proficiencies maybe?
For the same reason Aisling is blonde.
Real talk though, Stalker doesn't /need/ full BAB. Honestly, almost none of the initiators that actually have it do...
There are actually a number of them - just looking at the unchained rogue page, sneak attack, trapfinding, and most rogue talents have no category. Monk's WIS to AC, flurry of blows, and even Stunning Fist, too.
Most feats are also probably neutral.
On the other hand,
>Fighter's Bravery is an Ex ability
Not really, no. The best thing (possibly the only good thing in some people's opinions) about Pathfinder is that you can get all the rules for free online. If you're not using that one major strength then you're better off playing a completely different system.
Also, the "you must own books you use" rule is something PFS does, and if he's playing by PFS rules that doesn't bode well. Try asking him what his opinion on guns and the Synthesist Summoner is, or if you can take Throat Slicer or crafting feats. If he says they're overpowered or you can't take them, drop the game faster than an ugly baby.
So basically pic related, but better
Do harmless spells you cast on yourself allow a save? If a superstitious barbarian activates a magic tattoo or drinks a potion while raging, does he have to save against it, since he's considered to be casting a spell on himself?
A character from League of Legends from the generic short varied race of creatures. A soldier with a magic hammer with deceptive tankiness. She could increase her movement speed to chase you down, she had an attack to knock you into a thing during a charge, as well as the ability to just take less damage the more hurt she was, as well as the ability to become straight up invincible to all but one of her enemies for a small amount of time.
Flavorwise it feels wrong, but any magical effects that are caused by your own actions shouldn't need a role, just like you don't need to roll for resisting any magical equipment you might be wearing.
So basically pic related, but better
I guess. Pic's a bit small to tell what that is though so I'll take your word for it.
I'm tempted to put together a nature Warder archetype if I get a chance. But that's a ways off probably.
>yfw half the spells in dota are d&d references
>No solar wind with bear claws, for example.
But Broken Blade is fine right?
I think it would be fun to make it more like a Geomancer Warder wherein you gain bonuses and dish out penalties based on the terrain you and your target occupy, as well as ultimately changing the battlefield terrain to your advantage.
>I've taken inspiration from it multiple times
I'll be the first to admit we rolled a oneshot DotA game with me and my mates.
No DM. Level 12. Just a big enough map that 6 players with different heroes can run around and kill each other with.
We had Mercurial (Dhampir Dread/AntiPaladin), Phantom Lancer (Kitsune Trickery Domain Cleric), Bounty Hunter (Elf Inquisitor/Stalker) on my team.
Drow Ranger (Drow Eldritch Archer with the Rime-blood Eldritch Heritage), Axe (Orc Warder) and Storm Spirit (Sylph Psychic Armory) on the enemy team.
Our team lost. Badly. Never ignore the Eldritch Archer who can deal 200 damage per round and deals slow, entangle, fatigue and immobilize.
Using SoP I've made what is basically Shadow Shaman, almost one-for-one the same, and have been playing him for over 3 months now.
The "literally turn enemy into an actual chicken" move has come in handy more than I realized it would.
Tell me, /pfg/. Which class features are best for serving as a personal bodyguard?
Who takes on a weedy bookworm as a bodyguard when said bookworm could instead be working in the magic laboratories and breaking reality in the kingdom's favor?
Mate, we've been doing this regularly and we even have a map in roll20 for it.
So far, we even have had 5 absolute strangers joining the group just to jury-rig their characters before they join an actual campaign just to see if their math is done right and proper.
Its really just a good place to run around in Fog of War, talking about random stuff, picking up spell potions and killing each other for a good 3-4 hours.
Living Legend Soulknife has the ability to jump in front of bullets for your allies. Warder is great at lockdown.
In 1pp, Spiritualist is good at being an odd-defender and has spells for helping do their job.
Haven't built one myself but it's not too different from base harbinger.
DEX>INT>CON>WIS>STR>CHA, focus on cursed razor, shattered mirror, and either unquiet grave or black Seraph. Use a rapier.
Bard. No jokes.
>Masks VIP from scrying spells.
>Assumes VIP's identity and even has the bluff ranks for it
>Makes illusions and compulsions and a general misinformation net to confuse would be assassins
>Can just as easily identify an aggressor and dispatch quickly with a save or suck spell
>If need to escort from one place to another, they can do so under cover of invisibility, short range teleport, illusion doubles, and all other sorts of safeguards.
>Proficient in martial weapons, medium armor
>Great consort due to being multilingual and having bardic knowledge
he is the least likely to be compelled to kill you, and can stay unarmed if you are at a social function. at 5th level you can use his body as a sexual plaything without worrying about disease.
you can also use quivering palm as insurance against shady types
unchained monk is shitt
I'm currently playing a brutal slayer stalker. If you're playing with those stats I'd completely suggest going 18 STR, 15 WIS and 14 CON pre racial. If you want to go TWF look into the feat "Prodigious Two-Weapon Fighting" from PoW:E. It lets you sub strength for the dex requirements of the TWF tree/anything that requires TWF. Then just trait in Thrashing Dragon again and you're well on your way to destroying anything.
DSP would be the perfect guys to make link related
Although stalker/umbral blade kinda fits its not entirely the same thing
You're asking the wrong person. I don't know enough about the character or the game to say what would or wouldn't fit with his abilities. 99% of the time there just isn't going to be a perfect match though, which is why you refluff things.
If it weren't for the Paizo class archetypes, I'd suggest making all maneuver-using classes with poor BAB, and an initiator level-based flat bonus to attack based on whether it should be a medium-BAB class (so the stalker and mystic get up to +5 at level 20), or a full-BAB class (so warder, warlord, etc get up to +10 at level 20). As well as a class feature that lets them qualify for feats as if they were a medium or full-BAB class.
Only issue is that it'd kill the "every attack this round" boosts, and "make a full attack +" maneuvers (and Victory Gambit).... unless said abilities were changed to be based on initiator level (IE: Dragon Assault becomes 'make one attack per weapon (up to 2 weapons) for every 6 initiator levels'), or were like the flurry-esque maneuvers from Broken Blade.
But... it's probably a bit complicated to do, given that you would either have to completely discount haste-alikes (Rapid Shot, etc), or take them into account and add appropriate language.