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Its a well worth trick and feat.1) spiritual ally can be added via FCB
2)spiritual ally isnt worth it, the weapon version is almost the same
3) dazing makes the weapon deadly, save every round.
4) i took it as spell perfection, casting dazing, toppling, persistent weapon, followed by a quicken dazing .
Why 4 and not 1 level monk?The bab / to hit wont be an issue?
Wont it be better as earth elemeental? Earth glide from floor.
2 feats are hanging there...
option 1 : Heighten spell + preferred spell.
option 1 = no memorize for spiritual weapon will allow me to take non useful spell and re-use them if needed. or learn AOE spells and alter them for the "right" spiritual weapon (toppling, dazing etc.)
option 2 = slumber is potent, althoug i always have SOMETHING to do with evil eye, misfortune, heavens's ability (Stardust) etc.
option 3= altering elemental for firballs, ball lighting etc can be handy.
option 4 = full BAB dazing toppling spiritual weapon. it hits you stop.
the list of feats:
mounted fury \ oracle 1 :
oracle of nature offer a pet with int of 6.
also, lame makes you fatigue immune.
mounted fury offer team feats and spell sunder.
dip 1 into monk for armor .
best pet is a grapple one , like a roc or trex.
saurain shaman is best for summonsing.
learn greater grapple, use animals with poison, trip, grab .
add earth elemental attacking from the floor or air from whirlwind.
plant offer 60' reach and many attacks,
another weird option is Goliath .
Lore warden X \ thug 3:
lvl 1,2 lore warden, than 3 of thug, than go back to fighter.
str 15 +2 1/2 orc (17) lvl 8,12,16
dex 13 lvl 4 +1
later on take whirlwind attack or Lunge, and grapple.
the idea is to make the foe go home crying.
here are a few build i gathered :
hungry ghost X \ cleric crusader 1 (taken lvl 3) of Shizuru
the idea is the crit a lot, and drain Ki and HP of the foe.
another way to go is go all out on wisdom, lowering the DPR but with
Scott Wilhelm wrote:
very creative!and again , a nice build to play in and out of war.
Charon's Little Helper wrote:
paladins are indeed amazing.the only down side is the hard time sometimes, to fit in a group.
i was misunderstood.i didnt mean NO magical items
in my games, there is no create or buying of items.
yet, it's not a low magic world - the total worth is what it should be - just the items aren't "custom made" .
we like the idea of keeping the magical - magic.
so, no build that require a specific item will work. ofc, all gain items, armor and weapons.
those who learn to use long sword have 100% more chance of finding a magical blade over someone who took Falcata.
how is the slayer better than lore warden X\thug 3?
Fruian Thistlefoot wrote:
between spells and bloodrager power it's indeed a formidable tank!fun to play even in off combat and not relaying on a 1\day ability or items.
Charon's Little Helper wrote:
nice one, wont the bard be, a bit fragile?low AC, low HP etc.
high dex can only work with fighter, the issue there is low DPR - so you are ignored if maneuvers wont work.
There are builds that can do one amazing thing, but 1/day, or 1/fight.I aim for for broad build, pareto style, able to work 80% of the time
rules of the thread:
SHARE WHAT YOU HAVE.
Archetype is best when it open a niche of either abilities or rp.
Druid: saurian is summoner supreme with great old world rp.
Rouge- scout fix the sneak problam and make spring attacks nice, thug is a supreme debuffer.
Ranger: skirmisher open a spell-less ranger.
Barbarian - invulnarble is a whole new class.
VERY easy to kill....step 1 : make a dragon (even a CR 14 dragon...) with caster lvl.
step 2: read anti magic field
step 3: fly in + grapple
step 4.....11 = magus dead.
no spells, no items, no freedom of movement = a very poor magus.
and it's not "too much", no super hero monster.
666bender I guess if you don't mind spending a feat on Crane Style you could grab any other monk archetype, get dodge bonus feat, Crane real feat and get another +1 to ac from dodge, you wouldn't even need to worry bout losing it with dex dropping since its a monk bonus feat.
True.Poison also work well if party has a good save debuffer like shaman or witch.
My party has a lore warden / thug3 , shaman and a druid and a bard.
Round 1 any foe is down, not dead, down.
Sicken, shaken fatigue entangle poisoned and prone will make you go cry to your mama
there are a few special form for tanking, and unlike other classes druid CAN have it all.
the earth elemental :
the maneuver controller:
wow! nice work!
Aerel Calandrel wrote:
i am trying to make a tank druid with a t-rex companien. does any one have have any suggestions to help me out with this?
what level? point buy?it matter a whole lot!
couple of options :
1: the summoner tank druid saurian X \ monk 1
2: 1/2 orc, Goliath archetype.
i would allow petrosauros as dino's. it make sense.
also, 1/2 or or dwarfs gain great weapons.falchion, great Axe are handy.
i REALLY like a 15-20 (keen) weapon for 3/4 BAB classes.
also, multi attack feat isnt bad for better the bite attack.
i now want to play one as well!
a troll shaped druid on a weird double horned rhino or better yet, a flying petrosauor!
ferocity is really nice for more damage and great spell list .
but rage, with Arsinoitherium, imprive natural weapon (gore ) and vital strike \ strong jaw and the feat for full damage (than fatigue) you will do:
no Moss Troll > its large. alter self cant get you large.
On the Canopy Creeper... did you see it's "reach"?
well, yes. but it's a weird one . as it's range attack.also it cause no damage other than grapple and pull.
i prefer quickwood. 60' is enough and way better damage.
even without, bite & 3 roots, add the lvl 2 spell that add grab ability and you are done.
you are a druid.... go through the door...the door way i mean ...
Oddly, human shamans are amazing at heal and summon.
Markov Spiked Chain wrote:
As shaman cant alter their level 1 animal, dm claim they cant take improve familiar....so.... Theres that. No iten buying at all, so rime is feat or nothing. Divine interferance is nice.... But, 1/day seem slim for a feat, and already wasted scribe as "team feat" fir healings.
Is rime underwelming? Not many cold spells but...
decided on a full build, play tested for 2 meetings and so far working very well!
here is the build i decided (and the why's )
abilities and traits :
Human, Gypsy like looker.
i decided to be a full caster - without melee options.
25 points buy, +2 charisma \ wisdom item.
all FCP went to getting more clerical spells (after level 3)
traits (we get 1 only at level 1, i took additional traits)
Magical Lineage > spiritual weapon (see tactics below)
wisdom in a flesh > stealth for scout like
Birthmark > no sunder of focus
level 1 > additional traits
level 1 (human) > toppling spell
level 3 > scribe scrolls
level 5 > Rime Spell
level 7 > Spirit Talker
level 9 > quicken spell
level 11 > Dazing Spell
level 12 > via Hex : Heighten spell
level 13 > preferred spell spiritual weapon
level 15 (planned) spell perfection, spiritual weapon)
i wonder what to give up to grab Slumber or another Witch hex... but...
1) use rime frost bite for de-buff Vs strong AC oppoenent.
2) fortune your allies pre-combat and chant
3) overland flight for mobility.
4) spiritual weapon, toppling, dazing with evil eye. you spam it - and all foes roll saves all the time . you never memorize it - as preferred spell, so you can take spells like teleport and plane shift - and max not use them - spontaneous casting the spiritual weapon.
5) via arcane enlightenment, add any 3 spells you feel you are lacking . mostly stuff like teleport, hungry pit, blink, hand spells etc.
6) wondering spirit is mostly life - for condition removal and heal.
7) programmed image, cast pre hand, allow a globe of darkness - for defense
So, this is working well.
Barbarian X invulnerable &urban / fighter 1 / Shadow dancer 4:
We get spring attack late. A bit too late.
But when it all come together, you have a super HP, strong shadow and good damage.
1. Barbarian 1 > PA , dodge
2. Barbarian 2 > rage power 1 superstitious / beast totem 1 or dragon totem)
3. Barbarian 3 > Mobility
4. Barbarian 4 > rage power witch hunter / beast totem 2 or dragon totem)
5. Barbarian 5 > reflexes
6. Shadow 1 > HIPS
7. Shadow 2 > dark vision, spring attack
8. Shadow 3 > shadow
9. Shadow 4 > D-door, expertise
10. Barbarian 6 > rage power beast totem 3 (or dragon totem)
11. Fighter 1 > endurance & diehard , stalwart
12. Barbarian 7 > nothing much
13. Barbarian 8 > imp stalwart, rage power.