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step 1: be an aasimar to be a non lawful monk.
take this feat:
Monastic Legacy (Combat)
if so, than another offer:
i find that normally full attacking is a myth with a rogue - so i prefer to build a heavy str power attacking rogue over a dex machine.
my main concern is the ability to keep teleporting...
Rogue Jay wrote:
nice.make sure to summon wolves.
make sure to take some team feats, tandem trip will be amazing for you 2.
all of which are really cool effects and uses. thats why i wanted to create it - i dont like spells to be used to min\max all the time...
What about rare, valuable plants? In that case this spell could make you a lot of money.
it does not create a tree \ plant....it grow one instnant for a seed.
but, yes - one can limit the tree to "commmon plants"
crane cost 3 feats (dodge, imp unarmed, crane) and you cany hold a weapon in 2 hands.
expertise cost 1 feat and maybe 1 trait (for lower -1 the hit).
i have a simolar build but i use lore warden archtype fro expertise and boost to cmb.
this allow so many options for sneak attacks.....
btw - which do you like the most?
the Invulnerable Rager will be like a super tank - super DR and ways to survive. the ability to get, at lvl 11, to DR (5+10=15) with stalwart is... amazing for a full attacking raging killing machine.
the Mounted Fury (+ boon companion...) will have... a mount.
2 more tricks:
1. dwarven. the +4 vs spells that add to barbarian ability will truly make you immune. and the con boost is not bad.
Flesh Wound (Ex): Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian's armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled. A barbarian must be at least 10th level to select this rage power.
Marcus Robert Hosler wrote:
Superstitious alone can be a +16 morale bonus to saves. It's so amazingly good that it is really hard to pass up on.
not saying its not super high, i am saying its a risky buff:)
normally the fights begin without preparations. so, round 1-2 buffers buff.... while melee fight...also, rage cycle is pain to gain. the least cost that i know of (without items that no DM will give...) is 1 lvl dip to oracle , so its barbarian 9 minimum.
i like barbarians, but Superstitious i like less than most here.
the 2 builds i like for barbarians are: all Invulnerable.
A sorcerer will hurt go and bab , but adding some spells are nice .
Instant tree would make it a power wall spell, as it block corridor etc .
I thought of a new spell, the use is for "tree ant creation, teavel via plants and making a garden....."
I would advise Warpriest or Cleric. I am currently running a Dwarf Cleric (Glory, Travel domains) and I hit the hardest of my party with the best damage using my Dwarven Longaxe - though it does require knowing a fight is coming some rounds in advance to get buffs off. Warpriest has less spellcasting but other good abilities.
What god give glory and travel ?
I have 4 sets of leather lamaller , it's 4 to armor that cost cheap, have low acp and one can store in bag oh holding .
Also my defences are :
Think of grapple as 2 actions :
With animal that had several attacks and grab you got several options :
Round 2: as you start round grappling - get 2 free rakes. Than:
So: no full attack while maintaining, and no one ( eidolon included ) has rake on initiate round or every attack.
A tip: dip not in fighter, but in maneuver master monk.... Tha. You can grapple to maintain and full attack / learn trip for binding throw etc.
Dm claim that As elemental has slam attack, and in the dnd it was relics as "club like hands...." He can't hold anything - as he got no hands .But - a large earth elemental can wear a shield , and slam for nice damage at reach .
the goal is to be a good damage duer while focusing on maneuvers.
1: the monk. full maneuver bab. free feats. flruuy for many attacks.
2: lore warden. single class. for obvious stuff.
3: lore warden & 1 dip maneuver mastrer monk
barbarian with 2 oracle fro enlarge person and str surge every round.
"Benefit: When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample)."
i diagree.... agood grapple (greater, rapid etc) is viable at any level. true, not vs any foe.... but very useful.
whats so great with powerful shape?how many huge + foes are out there? not many...
and the cmb boost is so small.
why on earth you compare damage only?
also, remember, maneuvers with greater maneuvers make opponent provoke AOO - so add the daamge all are doing...
a few tips:
1. earth elementals.
4. DONT take wild speech.
My favorite :
Or, since you got tactics domain.... Grab expertise and open all the maneuver tree .
saurian melee build:
The power side about chat Druids is not because they are the best at melee....
I like Powerful Shape. You're a hybrid caster-melee, well, this certainly helps the melee side of things.
A great feat . For later on, when opponents get huge and up.The cmb boost is poor, the feat mainly ally grab and trip to keep working Z
Shiziru is a lot better ....
Magda Luckbender wrote:
I agree .... But that is cleric .... As I said, Druid don't have lvl 1 boom spell
You are missing g the point on the Druid earth elemental build ...
DM takes it as a tax feat. he claim improve unarmed cant be used on wolf, but its a path to teach it a single style feat.also, he dont approve all style, but dragon fit nicely.