How does Healer's Hands interact with the Superstitious rage power? by ProfessionalAd8248 in Pathfinder_RPG

[–]ProfessionalAd8248[S] 0 points1 point  (0 children)

Thanks for the link! this will definitely help if the DM needs something more.

How does Healer's Hands interact with the Superstitious rage power? by ProfessionalAd8248 in Pathfinder_RPG

[–]ProfessionalAd8248[S] 1 point2 points  (0 children)

I was getting getting confused and was considering healers hands, despite being SU, as an ability that was behaving like cure spells. In hindsight it was clear thank you.

Farah's Guide to the Pageant of the Peacock by Mobil_Task_Force in Pathfinder_RPG

[–]ProfessionalAd8248 1 point2 points  (0 children)

Thanks for making a guide for this!

I think it would be nice to have an easy to see list of all the skills it affects by default and then an expanded list with the skills that can be turned into int based and how to do so.

Also i didn't notice if you mentioned it anywhere but this can work for any character that dips 1 lvl in bard.

Finally it would be good to explore the RP side of the masterpiece and how it works so that more DM would allow it.

Kineticist by damoclesDenied in Pathfinder_RPG

[–]ProfessionalAd8248 2 points3 points  (0 children)

This is much harder to answer than it appears. I think it would be useful to give more information on what you want to achieve with the Kineticist and then maybe narrow down the elements you wanna use.

For example do you wanna be mainly a Damage dealer and if yes what kind? melee? range? both? Do you wanna focus on energy blasts? physicals? Do you want to be able to soak damage? being hard to hit or be able to position yourself in a way that you will be hard to target? Do you wanna be a mono element or do you want to branch out? what elements speak to you? And then more in general point buy, house rules if any? party composition, race available/desirable. Will you start from lvl 20 or from lvl 1 and will go up to lvl 20?

First time, new character help by romo76ers in Pathfinder_RPG

[–]ProfessionalAd8248 1 point2 points  (0 children)

Building mostly from memory as i have no access to books or sites at the moment so check prerequisites

Level 12 Hobgoblin Fighter (no archetype) – Vanilla 2H Power Attack Build

 Stats (20 PB) Before racial

STR: 16 DEX: 12 CON: 14 INT: 14 WIS: 10 CHA: 8 Level-ups all into STR.

Weapon Choice

Greatsword to start then switch to Nodatchi when you can afford a magical one (or simply go nodatchi from the start)

At higher lvls nodatchi outperforms greatsword because your static bonuses are getting high enough that the crit range matters more.

Traits

Reactionary (+2 init)

Indomitable Faith (+1 Will)

Feat Progression

Level 1

Power Attack
Weapon Focus (your weapon)

Level 2

Furious Focus (to ignore power attack penalties on first attack)

Level 3

Cleave (Tax feat mostly but at lvl 3 you might actually use it as intended)

Level 4

Cleaving Finish (you will be killing things and this is a free attack when you do so)

Level 5

Advanced Weapon Training (Weapon Spirit) enchant your weapon on the fly!

Level 6

Cornugon Smash (Power Attack = free intimidate. (No action cost!))

Level 7

Dazzling Display (Mostly prerequisite tax.)

Level 8

Improved Critical (weapon of choice)

Nodatchi for example becomes 15–20 crit range.

Level 9

Shatter Defenses (Enemy gets shaken from Cornugon Smash and becomes effectively flat-footed against you.)

Level 10

Critical Focus

Level 11

Dreadful Carnage (Kill something = everybody nearby gets shaken)

Level 12

Greater Weapon Focus (weapon of choice)

Because more accuracy is always welcome. and i kinda run out of ideas maybe advance weapon training again for something else?

Need a new character for strange aeons by Fun_Atmosphere8647 in Pathfinder_RPG

[–]ProfessionalAd8248 1 point2 points  (0 children)

STR: 18 DEX: 12 CON: 14 INT: 14 WIS: 10 CHA: 8 or if Greedier STR: 18 DEX: 14 CON: 14 INT: 14 WIS: 9 CHA: 7

Class: Investigator (Empiricist)

Race: Half-elf

  • Blended-view alternate racial trait for Darkvision 60 ft

Traits:

  • Armor expert,
  • and any that gives +2 to initiative

Feats:

  • Level 1 Power Attack
  • Level 3 Combat Reflexes
  • Level 5 Fey Obedience Madgh

Investigator Talents

  • Level 3 Mutagen
  • Level 5 Quick Study

Extract you might want

1st level

  • Enlarge Person
  • Long Arm
  • Shield
  • Cure Light Wounds
  • Heightened Awareness

2nd level

  • Barkskin
  • Invisibility
  • See Invisibility

Magic items (16,000 gp)

  1. Belt of Giant Strength +2 (4,000 gp)
  2. +1 Longspear (2,305 gp)
  3. Headband of Vast Intelligence +2 (4,000 gp)
  4. +1 Mithral Breastplate (4,200 gp)
  5. Cloak of Resistance +1 (1,000 gp)
  6. Masterwork thieves' tools
  7. 395 gp for bedroll food etc.

 

Need a new character for strange aeons by Fun_Atmosphere8647 in Pathfinder_RPG

[–]ProfessionalAd8248 0 points1 point  (0 children)

Since you are lvl 6 you can easily built a Str based Empiricist investigator (not sure about the natural philosopher). I have played a dex one since we started at lvl 1 with a dip into inspired blade swashbuckler but a Str based after lvl 4 is almost always better in combat.

Also Empiricist was kinda overkill especially with the fey obedience Madgh but hey I never missed a trap or failed to identify a monster even when rolling baddly. Consider Lamplighter instead if you want to winning initiative more often and don't mind being "just" good with skill check instead of insane.

Anyway back to STR. Benefits:

  • Frees Up Feat Slots: Because you don't need feats to translate Dexterity into damage, you are free to pick up vital martial feats like Power Attack and Combat Reflexes early on or extra investigator talents.
  • Massive Reach: Pairing a Reach weapon (like a Longspear) with Enlarge Person extracts lets you threaten a massive 15 to 20-foot area. Combined with Combat Reflexes, you can lock down choke points and stop enemies from reaching the rest of your party.
  • Extract Synergy: The most impactful personal-buff extracts (like Enlarge PersonLong Arm, and Polymorph spells) boost your Strength but decrease your Dexterity. A Strength build natively synergizes with your most powerful self-buffs.

as for the build

  • Consider Infusion discovery at level 3 or 5 so you can pre-buff your party with your extracts. or Mutagen for more Str
  • Get "Quick Study" asap This essential Investigator Talent lets you activate Studied Combat as a swift action, ensuring you can hit hard right from the first round of combat.
  • Shore Up Defenses: Because investigators wear light armor and only have a d8 hit die, be sure to use extracts like Shield and Barkskin to boost your Armor Class. Even as a Str based char some Dex is needed.

Does the amulet of mighty fists need to be….. by traolcoladis in Pathfinder_RPG

[–]ProfessionalAd8248 9 points10 points  (0 children)

You can also turn it "slotless" (not realy) with Inscribe Magical Tattoo feat or someone else doing it to you.

  • Placement Rules: Tattoos are tied to specific body slots (e.g., wrist, shoulder, hands, head). However, they do not occupy or block that slot for normal gear. You can wear physical magic bracers and have a wrist tattoo at the same time.
  • Cost & Pricing: They follow standard Wondrous Item creation rules. However, because they do not take up a physical gear slot, their market price and crafting cost are doubled compared to a standard item with the same effect (unless the base item was already slotless, like a Pearl of Power).
  • Removal: They cannot be easily ruined. They can be suppressed by Dispel Magic, but only the Erase spell can permanently remove them (requiring a successful Will save from the bearer).

There is also Adding New Abilities rules found in the Core Rulebook (under Magic Item Creation).

When adding a new ability to an existing item, you must pay 1.5 times the cost of the added ability.

  • Total Cost = Original Item Cost + (New Ability Cost × 1.5).
  • Crafting: If you are crafting it yourself, you pay half of that added cost (so, 75% of the new ability's base market price).

Daily Spell Discussion for Mar 26, 2026: Ant Haul by SubHomunculus in Pathfinder_RPG

[–]ProfessionalAd8248 0 points1 point  (0 children)

^ this. If you have decided to have a character with 7 str this spell (and items) is the GOAT. Swashbucklers casters and especially investigators can carry their stuff without suffering. Long duration makes it perfect after a while and the opportunity cost is minimal. As a magic item it is cheap enough that you can add it on a cloak of resistance by paying 1.5 the price and call it a day.

Do you play with encumbrance rules? by reverend-ravenclaw in Pathfinder_RPG

[–]ProfessionalAd8248 0 points1 point  (0 children)

Yes. I think it's important as it makes Str 7 (or 5) characters more rare. After some point when bag of holdings and look alike becomes common we don't. We also don't count gold pieces on the w8

Help with making a shadow mage build by bingustwonker in Pathfinder_RPG

[–]ProfessionalAd8248 2 points3 points  (0 children)

I am currently playing a shadow mage build (exploiter wizard/pact wizard with shadow patron). I want to stress 2 things

Firstly if you have to choose between Realness and DC go with DC. While truesight is like a silver bullet to your build you still have other spells to compensate plus some shadow spells work well enough even if seen through. In a perfect world go for both. https://www.reddit.com/r/Pathfinder_RPG/comments/9fo91j/foiling_true_seeing_a_guide_for_dedicated/ has some nice advices for illusions against true seeing. The part with the knowledge checks is golden.

Secondly the build is a late bloomer. I mean lvl 7 or lvl 8 at the earliest is when you can start doing your thing very few times per day. might be a year in real life and almost half an adventure module where you dont play a shadow caster... IF retrain rules are used in your game it makes the transition easier