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Pathfinder Society Member. 1,237 posts (1,238 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters.


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What 3 feats a cleric can get that people think will add more tools to the cleric that want to cast and fight ?


andreww wrote:
Hmm wrote:
What Summon Good Monster did was change the alignment subtype of a lot of monsters to neutral good.
I don't see it doing that anywhere. It noted the alignment of lots of creatures, it did not give them a subtype. The only real additions for standard action summons are the small number of azata's, agathions etc. None of the celestial animals count.

exactly.

sacred summon is a poor feat, adding 1-2 possible summons as standard is not worth a feat.
pitty it cant allow celestial to come...


Ravingdork wrote:
Flyby Attack would be more useful to a spellcaster I'd think. It provokes unlike Spring Attack, but allows for standard actions rather than an attack. You probably shouldn't be in meleee anyways, provoking or not. Being able to hurl your spells from behind total cover is pretty nice.

true - but monster feats arent allowed in our games.


andreww wrote:
666bender wrote:


nice tactics...
with overland flight it add many movement tactics.
Overland Flight is a personal spell generally only available to arcane casters and a small subset of clerics and oracles, I don't see many of them setting fire to 3 of their limited feats to do this, especially clerics and oracles who get so few in the first place.

trade domain gets it


Ravingdork wrote:

One thing it is really good for, is attacking from the back of the line. For example, say you are in a 5-foot wide hallway with the monster on the far end with your party between you and it. You can actually use this feat to spring past your party, smack the monster in the face without provoking, and then dash back to the back where you started.

You can also use it to attack from a position of total cover, such as from around a corner, or from behind a pillar.

Like Vital Strike, it's not really meant to help with your damage output (which these forums are obsessed with). It's meant to help expand the number of options available to you. In all of the above examples, if you didn't have the Spring Attack feat you would either end up placing yourself in a detrimental position to get full attacked by the enemy (giving them the immediate advantage) or you wouldn't be able to make any effective attacks at all.

nice tactics...

with overland flight it add many movement tactics.


Charon's Little Helper wrote:
The only time I could see spring attack being very good is for a monk (or brawler now I suppose - perhaps better for them) with both greater trip and vicious stomp. In that case you're not losing out on attacks - because assuming that your trip works, you're still getting the trip plus two swings.

there it is great... i doubt i can learn to master a maneuver as well, especially as trips are getting rare at highter levels.

but trip feats DO add to toppling spell nicely.


thanks for FAQ this.
personally, as it cost 3 feats, i would go as written and allow it.


wraithstrike wrote:
666bender wrote:

well.... full attacking as a cleric is a myth. a cleric is caster > melee . (casting and fighting when it's easy fights / spells run low / need load of healing used...)

other than haste / blessing of fervor times = you will never hit at attack #2 and up.

That is not true at all, and I am speaking from experience. Now, you won't hit as much as someone who uses full BAB, but you can still hit on the 2nd attack. As for the buffs you can get them, you just wont have them for every fight, but you wont need them for every fight either.

As for the grappling situation dust form(a spell) can handle that or you can summon a monster and have it scout for you. There is no reason to waste 3 feats on spring attack in my experience if you are speaking from a point of optimization. You will also have other party members. Having a high perception also helps.

There is also more than one way to play a cleric. Yes, they are better at casting, but they are still decent in combat. As for running low on spells, after 7th level that is not likely to happen unless you are wasting spells are dungeon crawling for that part of the game. Of course this assumes the rest of your party is well built and well played.

as magical items cant be bought, i run out of spells, as 30% go for cures, 30% go for buffs and the last 30% go for combat spells (save\suck or even chain of prediction).

the thing i love about clerics and druids, they can be full casters, and keep str of 14-16 and run in when combat starts. using feats to better combat and spells to better everything else.
i also took the trade-heroism combo for super cha-based skills, at level 9, i got diplomacy of 27 7 times a day...


i look at spring attack, and feat in general as a clustered of feats.
so, yes, the dodge and mobility are so so at best - but the 3 together aint bad .
it add options for tactical combat - lets compare to other 3 feat options at that level? what other "better" combinations you think ? (other than augment summon - who i love but cant get to spare spell slots for a full round casting spells.)


BretI wrote:

Cleric with Sacred Summons and Summon Good Monster. This gives a fair number of monsters you can summon as a standard action.

The next feats to add would be Spell Focus(Conjuration) and Augment Summoning to buff the summons.

what fair amount?

the list sucks!


instead of gaining the mighty template of the planes - you ask heavens to assist your summoning to be quicker.

aligned animal:
require : able to cast divine summon monster with celestial or fiendish template .
benefit: when summoning an animal, that can be "boosted" with a template , the divine caster may decide to "keep" the animal without a template - using the normal statistics for it.
the animal will have the following changes:
1.the summon spell will take a full round rather than a 1 round casting (hence, the animal will attack same round as casting - but caster will have no more actions )
2. the animal will gain an alignment of the caster type - good for positive channaler, evil for negative hence - the animal will suffer the effects of protection from evil spells.


instead of gaining the mighty template of the planes - you ask heavens to assist your summoning to be quicker.

aligned animal:
require : able to cast divine summon monster with celestial or fiendish template .
benefit: when summoning an animal, that can be "boosted" with a template , the divine caster may decide to "keep" the animal without a template - using the normal statistics for it.
the animal will have the following changes:
1.the summon spell will take a full round rather than a 1 round casting (hence, the animal will attack same round as casting - but caster will have no more actions )
2. the animal will gain an alignment of the caster type - good for positive channaler, evil for negative hence - the animal will suffer the effects of protection from evil spells.

balanced?


well.... full attacking as a cleric is a myth. a cleric is caster > melee . (casting and fighting when it's easy fights / spells run low / need load of healing used...)

other than haste / blessing of fervor times = you will never hit at attack #2 and up.

it also prevent you from entering a risky place where a simple grapple shut you down. with trade domain (i got trade and heroism) - i fly in (overland flight...) - attack - fly out of harm's way. (in theory - not tested yet).

also, add "wisdom in a flesh" for stealth + hellcat stealth + armor of shadow >>>> and you are a skirmish that can hardly be found.

let's examine what can 3 feats offer in exchange:
(we don't allow "nature's ally feat" )

scribe scrolls for utility + reach spell + more traits ?
more traits (to add meta magic free) + empower + reach ?
combat exertise + imp trip + greater trip (with d.favor the CMB aint bad ). ?
augument summoning + superior summon. ?

i think a cleric is first a caster than a melee. so my str is 14 -16 tops.
summoning is great power! but with so many amazing spells, and the rotten fact it take a whole round to waste casting - summoning in reality is almost impossible (opponents seem to target you when you cast a full round spell...)
so - any cleric need "plan B" when spells are low / used for healing - to still be effective in combats (not #1, just effective).

so - other ideas?


i dont really get the amount of hate this feat gets...
for a full BAB it aint much, i agree.
but a rogue can almost get sure sneak attack
a druid can attack anf fly / earth glide
a cleric (trade or travel domain) can attack and move out really well.

don't forget - spring attack allow to attack from (but not stop) a square of an ally. so a cleric stay in the back, safe - buff and attack in and out.or in narrow places.

is it maximize ? no, ofc not. haste is better.
is it a tactical edge that also offer "safe mode" ? yes it is.

cleric can 1 attack a strong attack : even at base str of 14.
take lvl 9 :
base to hit: 6 (bab)+2(str)+2(flank)+4(quick div favor)-2 (power att)+2weapon = +14 (can add more buff, heroism aura, bardss etc. this is base).

dmg: 2d6(7)+3(str)+4(d.favor)+6(power att)+2(weapon) = 22 without real buff / bard etc,
with the right domain / smite he can reach 50-60 damage per hit. but even the 22 is nice.

so - why such hate?


i am going soon to play a weird one indeed...
a cleric with hide in plain sight (shadow dancer 1 \ hellcat stealth \ shadow arcane heritage \ homebrew archtype... whatever will work... )

wisdom in a flesh will provide the stealth.
the domains are of a special god in our game - a concept of a unofficial judge, a retribution being that judge those that law cant reach.

here is the homebrew version :

the archetype: :

lvl 1 : gain "wisdom in a flesh" trait for stealth for free
trade knowledge arcane & planes for perception & know local
lvl 3: can stealth at full speed like the rogue talent
add dark vision spell to spell list as lvl 2 spell
lvl 9: gain hide in plain sight like a shadow dancer
the archetype lose ALL channeling energy of any sort and no proficient with shields.
he still gain 2 domains and channel positive\negative energy.
his domains are heroism (glory) & trade (travel)

the concept:

as DM banned inquisitors, this is as close as can be .
the idea is to be a cleric that use amazing diplomatic skills, (read the 2 domain powers, it's insane). to gain information, track, trace frame and bring to justice. all in the name of the heavenly court.
the character was once an angel, who fell from heaven after he broke like - "for the greater good" . now he travel the land, form the shadows - making himslef a reputation as a hero from the shadows (batman like).

build:

cleric, human 25 point by.
14,13,14,12,18,14
lvl 9 .
only item that is important is +1, cold iron, guided nodachi.
feats:
1: dodge, human: skill focus stealth
3: power attack
5: mobility
7: spring attack
8: human : skill focus free - know local
9: eldritch heritage - arcane (arcane bond ring)
future plan > 11: quicken spell or divine interference or silent spell to summon with no sound.

the idea is, to use the guided weapon, to spring attack from shadows & cast spells & summon & buff allies .
off combat the character has +27 to diplomacy at lvl 9.... better then a bard..


Oddly, my cleric is a decent tripper ...
Cleric 10 , fighter 1
1- dodge, mobility
3- power attack
5- fighter - imp trip, expertise
7- spring attack
9- quicken spell
11- greater trip
Dm allowed me to give away channeling for hide in plain sight .
(Home brew archetype )

Round 1 - buff divine favor & another spell like bless
Base str is 14 only, but using guided weapon for the 22 wisdom.
Than of possible spring attack ;
Spring attack = flat footed foe ( hide in plain sight ) and flank ( worth about 4)
Base 8, wis 6, divine favor 4 , heroism aura 2, weapon 2 , bless 1 , trip feat 4, flank and flat footed 4
= +33
AOO for all the party - while I attack the fallen.
Weapon of choice is a guisarm .
It's enough to trip any non immune to trip , and you are a caster -1 to use vs immune to trip ....


Nicos wrote:
3 levels in thug (rogue archetype) allow to stack shak (corgunon smash) and sciken for a -4 to saves.

Add frostbite with rime for fatigue and entangle - and opponent will cry .


Ravingdork wrote:

According to the rules, you cannot break stone doors and walls unless you have a hammer or pick suited to the task. That makes this spell MUCH nastier and worthy of its high level. It is literally possible to completely entomb someone, not only taking them out of the fight, but trapping them completely until they either suffocate and die, or until allies outside the tomb can break them out (which might not be any easier for them if they are similarly ill-equipped). The fact that it's a Reflex save, which is terribly low for most NPC foes, makes it even more formidable.

It's all in the Smashing an Object rules.

Relevant rule quotes:
Generally, you can smash an object only with a bludgeoning or slashing weapon.

Most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

First if all , I didn't know that...

But , how often is the foe a humanoid ?
Monster claws/ slam might do, especially as a large str 30 beast - like most cases at those levels....
But - dm might agree it will take longer for a giant to fist his way out ....


a few tips:
whirlwind attack > require almost all your feats any how... might as well take it and attack all in 25' area once at full BAB

trip can be used as an attack, provoking with greater trip - more free attacks.

spring attack can be used to attack from (yet not stop) and ally location... in a corridor its great, also - making spells like "spiritual ally" much stronger.

spring attack works on all movement form.... add fly to the build...


Timothy Ferdinand wrote:
666bender wrote:

a cleric with hide in plain sight (either a homebrew domain OR 1 dip shadow dancer OR hellcat's stealth feat )

1) is HIPS an action? which?

2) do i have to move? or can stand in 1 place, and....vanish

3) if i am casting, without silent spell (which is btw an amazing feat for this build! ) - can opponent pin point me auto ? or he need a check as all he know is "a sound is in that direction" without pin point.

4) what's the check ? Vs stealth ? or DC 0 (people talking).

5) do i flank if opponent cant see? (technically i can stank right behind it...)
it opens up load of stuff - like summoning while in the shadows - or silent spell to buff party while still hiding.

I think your Starting point would be to look at HIPS from the perspective of a shadowdancer or assassin:

"an assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow."

As such I think its clear that using HIPS is just a special form of using stealth to hide - normally you'd need to have some form of cover to use stealth, but with HIPS you can use stealth provided you are within 10 feet of shadow.

Looking at the rules on using stealth:

"if people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast."

And

"Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged...

wow, thanks.

how about 5' step? it's enough for hiding?


nice advice.
it's indeed versatile - i wish clerics had wall of force ..


a cleric with hide in plain sight (either a homebrew domain OR 1 dip shadow dancer OR hellcat's stealth feat )

1) is HIPS an action? which?

2) do i have to move? or can stand in 1 place, and....vanish

3) if i am casting, without silent spell (which is btw an amazing feat for this build! ) - can opponent pin point me auto ? or he need a check as all he know is "a sound is in that direction" without pin point.

4) what's the check ? Vs stealth ? or DC 0 (people talking).

5) do i flank if opponent cant see? (technically i can stank right behind it...)
it opens up load of stuff - like summoning while in the shadows - or silent spell to buff party while still hiding.


i dont get why so many people like t his spell.
it' uses seem amazing until you read :

"each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness."

the thickness is " 1 inch thick per four caster levels"

so, lets take a caster lvl 9: the wall is 2'' thick, having hardness of 8 and 30 hp.

almost ANY monster this lvl can destroy a 5' thick in a single round.
sp - you are wasting a strong lvl 5 spell, to stop monsters for 1-2 rounds only? this seem .... odd.
also - lets say you cover a whole corridor, yes - with a blow you destroy a 5' wide (6 seconds! ) but how do you move the rubble?


EpicFail wrote:
Not exactly feat advice, but if your DM allows 3rd party material, check out Flagelant archetype link. They (basically) give up some weapon and medium armor proficiency for 4 skills/ level which might make hide in plain sight work better for you.

Nice one !

Won't mix with my archetype ;)
But , 2 base , 1 human, 1 -2 int is ok.


Mysterious Stranger wrote:
Assuming you have a decent CHA then Divine Protection is a great feat for a cleric. Getting CHA to saves is extremely useful. As long as you have at least a 14 CHA it is getting 3 feats for the price of one. I would take it at 5th which is the soonest you can qualify for it.

good advice!

will have to check if dm allow, the new advance class book is still in QA for us. we fear its a bit - unbalanced.
slayer is killing most ranger - rogue multi classes.
why NOT take the barbarian with spells ?
why ever play a cleric of battle god when war proesit can buff and charge in 1 round, doing a 1d10 with a needle. ?

for now - most books are allowed - not the new advance classes ...
but, if it's allowed - it is indeed a great feat.

more and more and more i am liking the idea of eldritch heritage > arcane blood line > arcane (divine) bond for a ring.
the skill focus is not terrible, as human i get 2 for 1, and skill focus stealth + knowledge local isnt bad.
a free enchanted ring, in a world where we CANT craft or buy items, is a big bonus - for example Ring of Chameleon Power for amzing +10 to stealth.
and the HUGE benefit of a "floating" spell - to be used when needed.
we need to get out? sure - lets plane shift .
some one is dead? breath of life is coming!
for a cleric - that alck spell book it's just super huge.

lastly - if i will gain an item for charisma - a single wizard spell as a cleric spell is a big boost.


Rashagar wrote:
There is a feat now that let's clerics spontaneously cast summon nature's ally spells if leaving space in your prepared spells for summons is the only thing stopping you from enjoying that play style, but that's probably a bit outside what you want from the character.

what feat is that? sounds nice one to grab.

pitty no feat allow standard action summon (sacred summon is a bad option choice...)


my cleric is using this build....
he is a cleric (heroism + trade domains).
with 1 level dip into shadow dancer.

spring attack > hide with nice attack - divine favor add +4.
full caster that can also attack - once - but nicely.


Tomos wrote:

If you decide on Extra Traits, make sure you're selecting different types.

You can't have more than one trait from any single category.

You could take one each from Magic, Combat, Religion, and Social categories for example.

We start with 1 trait, so that's fates favorite .

Another 2 can add 2 to concentration, 2 to initiative, a prof. With great sword or a good reach weapon or 6 to fly ( wisdom in the flesh).
That leave room for sacred summon and divine interference .

The Eldridge heritage line will add:
6 to stealth
3 to knowledge ( local?planes ?)
1 extra non memorize spell per day
And a free magical ring .

For another feat I can add wizard spell added to cleric list


thanks for advice.
my option#1 (summon supreme) seem the "strongest" but most boring - so i think i'd pass on it . (so many great spells cant focus on summons. )

option #2 (arcane heritage feat chain) seem the most versitle but gaining the 15 cha might be too much . (although, it IS a great path..)

so, i am left with option 3, with some tips form here.
either extra traits or reach spell (reach options vs great sword and +2 to init) + sacred summon for little speed summons + divine interference to save the lives of all .


Rashagar wrote:

Just wanted to mention that if you were thinking of taking skill focus stealth and the eldritch heritage feats anyway, the shadow bloodline could be a way to get the equivalent of hide in plain sight with a bonus ally position swapping power, freeing up your 2nd domain choice.

The downside being you wouldn't get it til level 11. And charisma 15 as you mentioned. Also I don't know what else the homebrew archetype might give you, or if there is a 2nd domain you had your eye on.

basically, DM allow hide in plain sight for the giving of channeling.

the bloodline shadow - sucks. the third feat is amazing, but #2 is worthless.


Mmm.... Interesting .... Seem legit .
Is there a cleric spell worth Turing to range with reach spell ?( I mean with trait to keep the same level ) like frost bite cheese ?

What feat chain / change from my list would you pass ?


official name is Nebulous Hargrim
his angelic name is Castiel


thanks all for the advice.


ok, did ton of reading and i am down to those 3 options...

feats so far wrote:


1:dodge,mobility
3: power attack
5: free
7:spring attack
9:free
11:free
option#1-summoner wrote:


5:conjuration summoning
9: augment summoning
11: sacred summon
why? hit the hardest
why not? too focused, cleric got too many great spells - hard to leave space for summons.
option#2-eldritch wrote:


give up a feat for 2 skill focus : stealth&arcane
9:eldritch heritage arcane
11: improve eldritch heritage arcane
why? +6 to stealth, +3 to arcane
extra spell / day
free item, especially as we cant create items or buy...
one spell from wizard as a cleric spell (create demi-plane? displacement? )
why not? need charisma of 15 (wanted 12-14 tops). a lot of feats...
option#3 - all over the place wrote:


7: extra traits (we start with 1) for free weapon like great sword & 2 to initiative or 6 to fly (wisdom in a flesh)
9:sacred summon or scribe scrolls
11: divine interference

opinions?


ok, i found overland flight > teleport (especialy as greater teleport is given at lvl 7...) so i found trade > travel.
longstrider is of little use when you fly all the time...


what style are you ? melee? caster? hybrid?


i seek a normal name - with groove and meaning.
the reason i asked, is names are hard to come by and stay long in the game...
more people = more groovy name found = better fun!


my favorite = wisdom in a flesh .


Mark Hoover wrote:
Fallen angel turned human? Castiel is nice. Also Seth if you look like Nick Cage.

Castiel is a cool theme .... so-so name . but great ideas fro the background.


grimdog73 wrote:
Hargrim, Lanthos, something like that?

Hargrim is nice, it's WOW name right?


a pilgrim, a former fallen angel that was forcefully turned to a human.
travel and glory domain - god is not a single one - it's the "heavenly court" (DM's creation) .
born in Absalom. useing stealth, and dipping 1 lvl in shadow dancer (not optimal i know..) .

so, names are hard to find - i searched many links in the internet - but could use a personal advice.
so far options are:
Nubilos (so-so)
Hakar (a little bit arabic.)
Nox (short, but nice meaning).

give me your worse people .


True. For traveling .
Overland flight is for fighting and spring sttacks.
Teleport is of little use with word of recall and plane shift


I agree exploration is the least ..
But I compare trade to travel.
Trade offer useful skill bonus in comparison to agile , so they are. About te same .
Long strider is ten times better than floating disk
But - overland flight is the best spell ever. Almost permanent flight .


True .
How about trade ? Overland flight is.... The best caster spell in re game I think.


travel exporation trade

which is the best?
a lot is similar but there are variations:
Agile Feet Vs Door Sight Vs Silver-Tongued Haggler:
about equel. i like door sight
the spells are a bit better for travel.
exept one HUGEEEEE thing.
overland flight.
this spell.... is like winning a lottery for a caster that also melee.


travel exporation trade

which is the best?
a lot is similar but there are variations:
Agile Feet Vs Door Sight Vs Silver-Tongued Haggler:
about equel. i like door sight
the spells are a bit better for travel.
exept one HUGEEEEE thing.
overland flight.
this spell.... is like winning a lottety for a caster that also melee.


It was brought to my attention - there is another interesting option for the 3 feats :
As human take 2 skill focus or te price of a feat :
Stealth, and knowledge arcane . (Lvl8).
Than lvl 9 take Eldridge heritage - arcane for either a familiar or an arcane bond ( for a neat free item and free spell per day).
Than take at 11 improve version, and take the lvl 9 power to add ANy single spell from the arcane as a known , clerical spell.

I just wonder what single spell is worth it ?
It's as good as the summon tree.


Wraithcannon wrote:

I'm building an Gnome Order of the Cockatrice Cavalier and wanted some feat selection advice. He's for PFS play so no 3rd party stuff.

Here is what I've come up with so far
.

1st Mounted Combat
2nd Dazzling Display for free (with the Braggart ability)
3rd Ride By Attack
5th Power Attack
6th Wheeling Charge
7th Spirited Charge
9th Furious Focus
11th Dreadful Carnage
12th Mounted Blade

Teamwork feats are

1st Precise Strike
9th Outflank

Since he's riding a medium mount (wolf then boar), I avoided the Trample and Mounted Onslaught feats and since Cavaliers are so feat starved compared to fighters, I skipped the Shield Focus-Mounted Shield combo. I also thought about Fearsome Finish but I'm not ready to become a worshipper of Lamashtu.

Thoughts?

if you ask me - you are too focused on charging.

you will be able to 1 shot everything, nut charges arent alwsys optional. aerial combat, terrain, allies and foe - all stand in your way. i like cavalier, but i make sure i am able to both attack beside and on my mount.
you wont be #1 DPR - but you will never be #0 as well.


ElSilverWind wrote:

What's your alignment and Diety? If you have a Diety that grants an aura with access to nice Sacred Summons (Lawful Good, Lawful Evil, Chaotic Evil) Summoning is fantastic.

Spell Conjuration, Augment Summoning, Sacred Summons, Superior Summons, 3 metamagic feats (Quicken Spell, Extend Spell, Empower Spell maybe?) so yo can grap Spell Perfection at 15 is amazing.

Llv11 feat should almost always be Divine Interference. Unless there's an even better feat in the ACG.

not sure yet - but not evil and not lawful for sure :)

god - we still seek a proper what - i first write all the backstory and character than me and dm decide what god fit it.
you wrote too many feats...
spring attack with power attack is, kind of a must . it's not amazing - i know. but i like the fast travel domain - filled with holy power (divine favor and heroism) spring attack. keeping you safe as well.
i tend to agree summoning sould come next in line. always fun, versitle and great.
so, i guess i will have to pass quicken divince favor - at least until high lvl...
although skill focus*2 is also nice


a cleric homebrew archetype that DM allowed.
basically i get travel domain and shadow dancer hide in plain sight as second domain.
abilities: (16,10,14,14,17,12 after racial and leveling. )
cleric lvl 9.
we start with 1 trait - i take birthmark of fate's favorite.
group has:
ranger archer
bard that boost and off-combat
fighter 2 weapon kukri critical frenzy
magus - super damage.

so, lets plan the feats to level 11 as this cleric:
human has at lvl 11 7 feats all and all.
the idea is to be a full caster that can also attack.
i love spring attack (not super optimize i know..) and power attack.
thats, 4 feats for melee. more than enough, rest should go non combat.
what among the 3 options below is the "best" :
2 skill focus (human) & more traits (fate's favorite & use magic device are solid) & quicken spell ?
Vs
conjuration focus & augument summon & sacred summon - for some summon plan B.

other stuff like divine interference? any other ideas?

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