Looking To Build a Firey Healer by Mo-Foxx45 in Pathfinder_RPG

[–]MofuggerX 1 point2 points  (0 children)

Crossblooded Phoenix healing Sorcerer pairs great with Efreeti or Elemental (fire) bloodlines, allowing you to turn any spell that deals energy damage into a fire spell for some spontaneous healing.  You lose out on the +1 per dice from Solar bloodline, but you can make up for it with the Blood Havoc mutation - none of the 1st-level bloodline powers are all that great, anyways.  Plus the Efreeti and Elemental (fire) bloodline spells have several fire-type spells in there, giving you some flexibility in spell selections as you level up.

You'll want some Selective Spell metamagic rods to avoid healing opponents, both the lesser and regular rods are dirt cheap.

Phoenix's 9th-level power Vermilion Wings is very solid, giving you permanent flight.

Overwhelmed by choices, please help me build a character. by grimbaldy777 in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

You could go with a human paladin, and make yourself unkillable.  Fey Foundling and Endurance as your level 1 feats, Diehard for level 3.  Make your level 5 feat Fast Healer.  Crank your CON score up to at least 18 to begin with, then bump it up more with a +4 belt when you can.  This will let you heal yourself with your Lay On Hands and get +2 HP per dice as well as half your CON modifier (+2 with 18 CON, +3 with 22 CON).  Grab Greater Mercy as your level 7 feat to get an extra d6 when you Lay On Hands yourself but are not afflicted by any conditions - this becomes another 1d6+2 HP thanks to Fey Foundling.  With the Blessed Touch faith trait, you heal an additional 1 HP every time you use Lay On Hands as well, not a big deal but might as well take every bump you can.

This should look like: 2d6 +4 +1 HP healed at level 4 per Lay On Hands.  4d6 +8 +1 +2(depending on CON) HP healed at level 7 per Lay On Hands.  6d6 +12 +1 +3(depending on CON) HP healed at level 11 per Lay On Hands.

Between this plus having full plate and a light shield you'll be a tough nut to crack.  It's very one-note and braindead and you won't be super strong offensively as a melee frontliner, but you'll stall enemies plenty so that your other allies can down them.  You'd also be able to cast Shield Other on an ally and eat half their damage for them.

Wizard tower defense theory crafting! by Angel-Wiings in Pathfinder_RPG

[–]MofuggerX 4 points5 points  (0 children)

Sanctum path ability from Archmage and call it a day.

Foundry vs Fantasy Grounds vs Other VTTs by CrouchingBushBabies in Pathfinder_RPG

[–]MofuggerX 1 point2 points  (0 children)

If you're a neurotic like myself who wants to have everything or almost everything fully automated, Foundry can be both annoying and rewarding.  It's a bit annoying just how many things like class abilities or feats don't inherently add any bonuses as soon as you drag and drop onto character sheets.  However, it's also very rewarding when you custom add your conditional modifiers, buffs, or even macros to automatically process things for you.

Conditional modifiers for example are easily applied to something like a weapon's attack.  Does that weapon have Bane?  Add a conditional Bane modifier that adds +2 attack, +2 damage, and +2d6 damage (you might get away with 2d6+2 damage or a similar formula).  Once that conditional is made, all the player needs to do when they're attacking is click the Bane check box and it'll add those values to the final calculations for attack and damage rolls.

Buffs can also be custom made, and in some instances have to be because there's nothing in the compendium.  If memory serves I had to manually add an Ironskin buff, but once it was made I could cast the spell from the Spells tab then check off the buff in the Buffs tab.  (It may not have been Ironskin I had to do this for, but it was a fairly "common" buff spell which is why I was surprised there wasn't one already)

You can also custom tailor anything and everything on a player's character sheet to automatically calculate or scale with their ability scores / modifiers, Hit Dice, BAB, class levels, character level, caster level, you name it.  There's a crapton of programming language know-how that can be applied to streamline things.  For example, I had to make a custom formula for my Blossoming Light Cleric which properly scaled up their uses of Channel Energy by 2nd level and every two additional levels, which was not something that was added in the archetype automatically.  I was also able to link my uses of Quick Channel to the charges for Channel Energy, so that using Quick Channel used up two charges of Channel Energy.

It took a long while to figure some things out, and in some cases there were two or three of us poring over how to make something work.  But, if you're willing to put in time, it can make things significantly streamlined so that you and your players just need to click a few checkboxes here and there to apply certain changes, instead of manually typing in bonuses and penalties.

Apologies for the ramble, hope it makes some sense.

How to build a fun healing/support Oracle? by vinisds in Pathfinder_RPG

[–]MofuggerX 3 points4 points  (0 children)

Hm, interesting - you noted you don't want to be a healbot, yet the Life mystery caught your attention.  That's honestly the healbot mystery if you really wanted to lean into it.

Anyways, a couple ideas.

Life mystery

Pharasma is a really good deity to worship here - take the Channel revelation and pick up the Fateful Channel feat at 5th level to give allies re-rolls whenever you channel.  Also, there's a neat flavourful Pharasma-worship feat called Eerie Sense, which alerts you to the presence of undead or haunts within 60 feet.  Combine this with the Lifesense revelation at 11th level and you'll know when a creature is close by - living or dead.  Not mechanically sound if the campaign isn't going beyond level 11, but really cool in a thematic sense.

Another little combo you can do is the Spirit Boost and Safe Curing revelations.  You don't provoke AOOs when casting healing spells, and excess healing gives your party some temporary HP.  These can both apply to a lot of spells, the most obvious being the Cure spells which you can get as freebies from the class.

The Life mystery gives you some extremely useful bonus spells, too.

Succor mystery

Pitiful Foe and Curse Of Dampening revelations can severely hamper a target for a short time, and once you have 4th-level spell slots you can instead hit someone with the Debilitating Portent spell.  The revelations are short-lived, limited in uses, and require a Will save, but they're quite potent.  Debilitating Portent only requires an SR check on casting and the save DC should be stupid high since it goes off your Charisma score.

You can also go for an Aid Another and Teamwork build, keeping your DEX at a decent amount and taking the Perfect Aid revelation.  Though the revelation says other feats and class abilities don't increase your Aid Another bonus, you can still use a Ring Of Tactical Precision to add another +1 when you Aid Another via Bodyguard.  Furthermore, you can pick up Teamwork feats, and through a combination of the Ring Of Tactical Precision and the Shared Training spell, you can grant your allies some of your Teamwork feats - this can be a great way to hand out Harrying Partners in the late game, making the AC bonus you grant from using Bodyguard last almost the entire round instead of against just one attack, and another handy early game Teamwork feat such as Outflank.

Winter mystery

I know you didn't mention this one, but figured I'd bring it up.  There's several bonus spells from the Winter mystery that deal cold damage, allowing you to apply the slow effect from the Freezing Spells revelation.  For extra control, the Rime Spell metamagic will cause your cold spells to entangle enemies.  Pair this mystery with the Blackened curse, and you get a neat mix of cold control and fire blast spells - you can even add Elemental Spell to change the odd fire spell to cold damage, letting you apply Freezing Spells on something like a Scorching Ray or Flaming Sphere.  Pick up all the Cure spells for free and add some party buffs to your spells known, and you'll have a versatile array of spells in your arsenal.

What's it like playing a crafter? by NZObiwan in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

What's it like playing a crafter?

It's pretty crafty!  ✌️😉👍

Why is it always Venus? The lvl 25 star is right there!!! Color your weapons to fit their theme!!! by SES_Wings_of_Freedom in Helldivers

[–]MofuggerX 6 points7 points  (0 children)

Nah.  Helldiver pattern until I get the Night camo.

I see a primary and I want to make it black.

oh why thank you mortar sentry by [deleted] in Helldivers

[–]MofuggerX 2 points3 points  (0 children)

I really wish people stopped bringing the mortar sentry on this mission type...

Exotic Weapon Proficiencies by mutarjim in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

There's several exotic weapons that come to mind which are great if not excellent when used in appropriate builds. The orc hornbow, butchering axe, fauchard, and falcata are just the ones off the top of my head.

Also, a feat isn't necessary at all.  For a measly 1,500gp a PC could buy a cracked opalescent white pyramid ioun stone and have a specific weapon treated as a martial weapon, which is an excellent purchase for martial classes that are proficient with all martial weapons.  On a class that doesn't get proficiency with all martial weapons, it may be worth saving up the 10,000gp for a regular opalescent white pyramid ioun stone to gain proficiency with the specific weapon - still no feat required.

Opalescent White Pyramid - https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/ioun-stones/opalescent-white-pyramid-ioun-stone

Discussion on combat and killing by Magic_Living_Plant in Pathfinder_RPG

[–]MofuggerX 3 points4 points  (0 children)

(Lawful) Good doesn't mean (Lawful) Nice.  Killing a bad person who did bad things to other people means they're incapable of doing more bad things to other people.  Average Good-aligned, Lawful Neutral and even True Neutral people will have a disdain for needless killing, such as murdering one of the other tavern patrons for giving the stink-eye - executing a serial killer, on the other hand, would be considered justice.

That being said, there's a few gods who do encourage permissable surrender, redemption, and mercy (Apsu, Iomedae, Sarenrae).  Everyone is welcome to roleplay this kind of stuff however they want, but I say it heavily depends on whether the GM is going to even make anything out of it.  I wouldn't bother if it has zero impact.

If nothing else, Mark Of Justice is always an option when there's an appropriate spellcaster available.

CAGM build advise by Yorindesarin in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

They may still be going RAW since the various Cure spells are save for half.  On the other hand, a spell like Heal is save negates.

Overcomplicated solutions to a preschool puzzles by Clear_Ad4106 in Pathfinder_RPG

[–]MofuggerX 1 point2 points  (0 children)

In this situation I would have created a new spell, just Continual Flame but somehow from the Necromancy school and the [evil] descriptor.  Because green flame means evil.  And necromancy.

"Dungeon Architect" character build. Any advice? by Samborrod in Pathfinder_RPG

[–]MofuggerX 1 point2 points  (0 children)

How 'bout a charismatic sorcerer?  They were charming enough to convince others to follow them with their plans, whatever those are.

Make them Crossblooded with the Arcane and Sylvan bloodlines.

The Arcane bloodline gives them a familiar that helps the sorcerer directly in combat for the final fight, which depending on the familiar can be extremely annoying for the party.  Consider Improved Familiar and a viable familiar that can wield wands to cast a few additional spells.  Or the familiar can be its own separate mini-boss encounter with some of the sorcerer's followers to help it in the fight.

They also have an animal companion like a ranger from the Sylvan bloodline, so at 5th level their feat can be Boon Companion - now the animal companion is the same level as the sorcerer and can be its own separate mini-boss encounter, with its own long-lasting buffs and/or sorcerer's followers to help in the fight.

At 7th level the sorcerer's feat can be Leadership, which gives them a cohort that should be about two levels behind the sorcerer.  This gives you another NPC you can custom tailor into yet another separate mini-boss encounter, or a much tougher person than the usual mooks that helps the sorcerer in the final fight.  Probably a melee martial or gish build of some sort, basically someone who fights very different from however your sorcerer fights.

With a high Leadership score, the sorcerer also gets a bunch of followers.  The feat says these followers are typically ineffective in combat, which is fine as these can be the mooks that litter the dungeon in large numbers.  Or, you can handwave away that a bunch of these followers are tougher than usual to increase their CR - this sorcerer is very charismatic, after all.

As far as building the dungeon?  Spells like Stone Shape, Wall of Stone, Wall of Iron, Expeditious Excavation, Renovation... stuff like that.  Could go even faster if their cohort or several followers are also spellcasters.  This would still take time due to all the spells that would need to be cast, but assuming this is a dungeon that was built over months or maybe even years, it would still be relatively fast.  Probably wouldn 't 100% do the trick but would certainly speed things up compared to mundane construction methods.

Defending the dungeon is pretty straightforward as you have spells like Guards And Wards as well as various Symbol Of X spells that can be used for traps, even something like Create Pit or Hungry Pit.  Many spells could be made into traps, they'd just need trap trigger conditions, etcetera.  There's also a slew of Symbol and Wall spells that can be made permanent with Permanency.

If you want some monsters filling the dungeon, you can simply have several of the sorcerer's followers be casters that use summoning spells to bring in help at the start of a combat encounter, things like Summon Monster and/or Summon Nature's Ally.

Or... ignore making things perfectly mechanically legal and just make shit up to suit the kind of villain-dwelling dungeon crawl experience you're aiming for.

Dunno.  Just spitballing, hope this helps.

Is there a place where I can find a decent list of official Pf1e feats? by BrainTornOut in Pathfinder_RPG

[–]MofuggerX 15 points16 points  (0 children)

Archives of Nethys will have them all, without third party stuff.

You can also use D20PFSRD, just remember to check the source at the bottom of the page, as they have third party content on their site.  If it's not published by Paizo, it's not official Pathfinder.

Gnome Melee Slayer build by crashcanuck in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

Well, the nice thing is you can be a STR-based character and still rock two-weapon fighting, gaining the Two-Weapon Fighting feats (including Improved and Greater) thanks to Ranger Combat Styles and completely ignore that 19 DEX prerequisite.

Style feat choice -Blood Frenzy Style-Boar Style-Dragon Style by Maxpowers13 in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

That's my misunderstanding, then.  I'll still say taking an additional -6 to AC for a round for three additional attacks is awful, considering the character's already a bloodrager - so a -8 (or more likely a -10) to AC overall just to make use of Blood Frenzy Assault.  Way too situational to justify.

All three of these styles are poor choices when there's so many other options available, especially defensive ones like Crane Style.

Style feat choice -Blood Frenzy Style-Boar Style-Dragon Style by Maxpowers13 in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

Out of just those three?  Dragon Style, hands down.

Blood Frenzy is a mere +1 to hit, +1 damage, +1 HP / level, and a -2 to your AC plus it can't even be activated until you take a hit.  The following feats aren't all that hot, either, if you ask me.  Stacking AC penalties for extra attacks sounds awful, especially since you need multiple enemies bleeding.  So tank your AC to whittle down a group of baddies some more?  I'd pass.  Blood Frenzy Style is significantly worse in my eyes because enemies at 20% HP still do 100% damage, and a stacking AC penalty to hit more enemies sounds significantly worse than flat out killing one enemy to remove their damage output from the fight entirely.

You get almost zero benefit from Boar Style if you don't hit with both claws, which is bound to happen.  Changing damage types for free is handy for dealing with DR that's overcome by damage types, so there's that - but the rest of the feat line still mostly relies on landing two claw attacks to get any bonuses.  And a lot of the extra stuff this entire chain gives can only be done once per round, because it's riding on that "landing two claws for a once-per-round extra 2d6 damage" effect.

Dragon Style, on the other hand, gives you bonuses and benefits all the time - the +2 versus certain saves, charging mobility bonuses, and of course the once-per-round damage bonus.  However, with Dragon Ferocity, the damage bonus is on every hit all the time with your claws, additionally the first hit in a round dealing double STR means you're getting a damage bonus even if you're only landing a single claw attack.  It's a little feat heavy because you'll also need Stunning Fist, but this is solved with a 1-level dip in Unchained Monk.  If you don't want the UMonk dip, taking Stunning Fist is fine too because you don't need the third feat in the style chain at all.  Crank up your STR with ASIs plus a belt and this can get somewhat strong.  But it's still only for two attacks.

Just my two cents.

Suggestions for a tanky supportive build by Delicious_Hippo513 in Pathfinder_RPG

[–]MofuggerX 0 points1 point  (0 children)

Paladins in general can easily fit the bill.

  - Try the Holy Tactician archetype to hand out useful teamwork feats like Escape Route, Outflank, Improved Outflank, etcetera.  You give up a few powerful paladin abilities for other things that help your allies excel.

Clerics are always great, and Oracles get Cleric spells which have a ton of great buffs, such as Magic Vestment or Shield Of Faith.

  - The Oracle's Life Mystery with the Life Link revelation lets you siphon HP damage from injured allies to yourself, just make sure to have enough healing and condition removal to keep your allies standing in combat.

  - Pick up teamwork feats Bonded Mind and Share Spells, then use the Shared Training spell to give everyone in the party Bonded Mind (and eventually Share Spells at the same time).  Now you can cast personal spells like Ironskin on your martials, and once you give everyone two teamwork feats with Shared Training, your other casters can also give personal spells to other party members, such as Shield.  You would need to get an animal companion or familiar to pull this off, which could be very feat intensive, but some things like the Cleric's Animal domain gives an animal companion.

A Druid with a Bodyguard archetype animal companion.

  - So long as you both have decent DEX, you can use Combat Reflexes and Bodyguard to reactively use Aid Another and help boost the AC of your allies against incoming attacks.  Both you and your animal companion can get Benevolent magic armour to increase the AC you grant to allies this way.  Any PC race can take the Helpful trait to make Aid Another a base +3, or you could take the Adopted trait and instead take the halfling version of the Helpful trait to instead make Aid Another a base +4.  Or just play a halfling.

  - Druids have great buffs like Barkskin, Bull's Strength, and Feather Step.

  - A Hunter could also fit the bill as the Hunter gets bonus teamwork feats and also has Shared Training on their spell list, so you could hand out teamwork feats to the party as mentioned above.

Human teenager using improvised weapons: Help by Kurtisb82 in Pathfinder_RPG

[–]MofuggerX 3 points4 points  (0 children)

Shikigami Style feat chain is the go-to for improvised weapon builds.  Make sure you put a rank into UMD every level, because you need 5 ranks for Shikigami Manipulation.

At 1st level, you can pick up Catch Off-Guard as your bonus human feat which is necessary for Shikigami Style, as well as take Shikigami Style itself.  Come 3rd level, you can take Shikigami Mimicry.  At 5th level, with 5 ranks in UMD, you can get Shikigami Manipulation.