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Pathfinder Society Member. 1,095 posts. No reviews. No lists. No wishlists. 2 Pathfinder Society characters.


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step 1: be an aasimar to be a non lawful monk.
step 2: dip 3 into monk.

take this feat:

Monastic Legacy (Combat)
Your formal unarmed training continues to bolster your training in other areas.
Prerequisites: Still mind class feature, Improved Unarmed Strike.
Benefit: Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other monk class features.


up to the number of provokes an attack of opportunity....
babrbarians arent dex masters...


there is a rage power that convert 1\rage damage to non leathal no ?


if so, than another offer:
take 1 fighter than scout\thug 4 than the rest of fighter levels.
why ?
learn charging throw.
this way you can sneak with :
1) flank
2) win init
3) move 10' and attack
4) move 10' and throw a needle that sneaks.
5) learn to use bluff so you can move+sneak once .

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.
vital strike with a power att sneak can be nice.


my main concern is the ability to keep teleporting...
as menhir savant, after lvl 9 its many times a day.
plant some trees where you need to go, and carry some acorns on you.
this allow you wo travel nicely.


Rogue Jay wrote:

she decided to go with being a wolf shaman, and our dm took the popular house rule that animal companions act with yo on your turn. she will focus more on the totem transformation than wild shape, because it allows her to use her humanoid weapons, and flank with the wolf.

nice.

make sure to summon wolves.
make sure to take some team feats, tandem trip will be amazing for you 2.


Cyrad wrote:

I keep feeling like this should be a second level spell or higher because you're creating a permanent fixture, which is something you don't see until 3rd or higher level. Even with a 10 minute casting time, I can think of dozens of uses for this spell. I'd rather prepare this than levitate or something.

1) Delay the spell while hidden to have it grow right under someone's feet.
2) Plant the tree and climb up it to get to the second floor of a building.
3) Plant the tree in front of a door to bar someone in.
4) Create the tree, cut it down, and use it as a bridge over a river.
5) Create the tree, use the wood to craft things.
6) Create several trees to detour people
7) Create some shade or hide a camp site
8) Block a passage

You should also specify the tree's height and that the tree doesn't have fruit.

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...


Ascalaphus wrote:
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.
total result = -2 \ +4

expertise cost 1 feat and maybe 1 trait (for lower -1 the hit).
lvl 8 it's -2\+3
lvl 12 it's -3\+4
2 free feats mean 2 more rage powers...
what mystery you take as oracle?


nice build.
i would be barb X
1 unbreakable fighter
1 oracle .
than at lvl 9 you can rage cycle and use all the amazing once per rage powers.


i have a simolar build but i use lore warden archtype fro expertise and boost to cmb.
i also go shadow dancer .
lore warden 1-4
thug\scout 5-8
shadow dancer 9-12
thug scout X

this allow so many options for sneak attacks.....
dirty tricks with decent cmb for blind.
spring attack for flanks debuff and a cool looking character.


btw - which do you like the most?
Mounted Fury Vs Invulnerable Rager ?

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.
take aasimar race (angel-kin) and you got a celestial friend next to you.
especially if DM allow wolf after lvl 7.
a mount is amazing, and totalling the damage you are doing to insane levels.


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.
2. "flesh wound"
if you can rage cycle, for example barbarian lvl 12 (2 oracle, 10 babr)
will have super DR vs non leathal and can use it every round. its... insane!

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:)


DominusMegadeus wrote:
666bender wrote:

i like barbarians, but Superstitious i like less than most here.

yes, it give super saves but in a group, it mean no one will "waste" a buff or heal at you - as you will resist easy.

the 2 builds i like for barbarians are: all Invulnerable.
1) Invulnerable barbariann with 1 dip in fighter > for easy staleart feat access. it will have super DR and super HP.
2) take 1-2 oracle (battle or metal) for fatigue immune , and 1 lvl in fighter for stalwart access. learn and focus on strength surge, knockdown etc, read scrolls. nice rounder character.

The idea is usually that casters will buff you before you rage, and that you don't particularly need buffs for every fight. Healing, you can rage cycle.

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.
yes, it give super saves but in a group, it mean no one will "waste" a buff or heal at you - as you will resist easy.

the 2 builds i like for barbarians are: all Invulnerable.
1) Invulnerable barbariann with 1 dip in fighter > for easy staleart feat access. it will have super DR and super HP.
2) take 1-2 oracle (battle or metal) for fatigue immune , and 1 lvl in fighter for stalwart access. learn and focus on strength surge, knockdown etc, read scrolls. nice rounder character.


A sorcerer will hurt go and bab , but adding some spells are nice .
I prefer hungry monk with 1 cleric ( repose) for flurry with katana (keen) with hungry monk - it's ki spending each round.
Grab "scribe scrolls" and have unlimited lvl 1 cleric spells , with hungry monk if the mountain - making a nice defence offence class- with nice maneuvers .


Instant tree would make it a power wall spell, as it block corridor etc .
The 10 minutes and the planting of an acorn ( which assume the squere is cleared) make it a non combat spell.
Usesge are :
1) travel via plants ( especially as a menhir savant)
2) component for lvl 6 spell that animate a treant.
3) impress the locals !
4) make shady camp side I the desert !
5) plant a orange tree for a fully grown oranges


the token is instnat - for the price of 400 and need a storng spell.
in out game there is no buying of magical gear nor albe to craft - so is the need...


I thought of a new spell, the use is for "tree ant creation, teavel via plants and making a garden....."
What spell level you think?
Is it balanced ?
Remarks ?

Grow tree.
Spell lvl ???
Components : acorns or seeds
Casting time : 10 minutes
Description:
The spell is like jack and the beans. You plant a seed / acorn in the ground, and pray for 10 minutes . Slowly the tree / plant grow - to become a grown plant.
After that the magic is over, the plant remind as a natural plant of its kind.


Weird options:
Cleric 1 ( favorite weapon is axe or hammer)
Hungry monk XXX of the mount .
No armor . Full wisdom and con for decent armor . Guided hand .
Flurry with an axe.


CommandoDude wrote:
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 .
It's stackable 4 more.

Also my defences are :
Planar wildnshape vs non devil/ or earth elemental and full cover


Think of grapple as 2 actions :
1) start a grapple
2) maintain ( every thing that isn't initiate)

With animal that had several attacks and grab you got several options :
Bite >>grab >> :
option 1 : move action greater grapple , swift action rapid grapple. .
Option 2: attack 2 regular claws while grapping .

Round 2: as you start round grappling - get 2 free rakes. Than:
if you let go , go above .
If you maintain as move action. , go again with rapid and than standard as either attCk or another grapple.

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.


Pitty there is no real FAQ on the " earth elementals and hands topic"


lemeres wrote:

I actually have been through a ton of rules threads about the subject of a weapon using druid.

You see, my argument revolves around the elemental subtype:

Elemental Subtype wrote:

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.

Elementals do not breathe, eat, or sleep

The bolded lines hold particular relavence. While a druid never gains the the elemental subtype, I argue that it does provide plenty of evidence that elementals in a humanoid shape can have hands that wield weapons and that they can wear armor. I also argue that larger elementals tend to have humanoid shapes, due to the bestiary descriptions (particularly of earth and fire elementals).

With those assumptions, you could grab a set of leather (or maybe leather lamellar, depending on how you interpret the rules; heck, maybe go for classic dragonscale armor) and a weapon and just treat wildshape as a stat boost and maybe a free, long term enlarge person. And with hands, the ability to speak (elementals have a language), and a long term transformation, you might as well get all your equipment sized for whatever form you wish to stick with. Just wildshape and put it all on like any normal person in the morning

Looking at the stats, large earth elemental might be the...

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 .


lemeres wrote:

I actually have been through a ton of rules threads about the subject of a weapon using druid.

You see, my argument revolves around the elemental subtype:

Elemental Subtype wrote:

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.

Elementals do not breathe, eat, or sleep

The bolded lines hold particular relavence. While a druid never gains the the elemental subtype, I argue that it does provide plenty of evidence that elementals in a humanoid shape can have hands that wield weapons and that they can wear armor. I also argue that larger elementals tend to have humanoid shapes, due to the bestiary descriptions (particularly of earth and fire elementals).

With those assumptions, you could grab a set of leather (or maybe leather lamellar, depending on how you interpret the rules; heck, maybe go for classic dragonscale armor) and a weapon and just treat wildshape as a stat boost and maybe a free, long term enlarge person. And with hands, the ability to speak (elementals have a language), and a long term transformation, you might as well get all your equipment sized for whatever form you wish to stick with. Just wildshape and put it all on like any normal person in the morning

Looking at the stats, large earth elemental might be the...


Swift aid - is the bonus halved or bonus -1 ?
My cavalier halfling was amazing bodyguard


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.
BUT: no special bonuses...

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.
and barbarian got str surge, but without the improve feats he will wat many AOO....
(and barbarian dont have feat to spare.)


Tomos wrote:

Fomsie is on track, but it's a little more broad than that.

Raising Int to 3 allows you to select any feat that the animal companion can meet the prerequisites for. This opens up a lot of options for your companion.
Giving it Improved Unarmed Strike is a popular choice because you can then take any of the style feats. Dragon Style is my best suggestion.
It also allows you to put ranks into any skill, and lets you teach it another three tricks.

Any animal companion with 3 Int can take a rank in Linguistics and understand Common...as well as anyone with an Int of 3 could understand it. You could teach it ancient Thassilonian, but it's reading comprehension will probably be... disappointing.

I think it would be hilarious to give your dino companion ranks in stuff like disable device and teach it to pick locks.
Or you could give it some ranks in Handle Animal and buy a pet cat for it or something and let it boss the little guy around.
Realistically, Linguistics, Diplomacy, and Sense Motive are probably the only skills that you would actually benefit from giving to your animal companion when the whole list opens up. Others are comedy options.

Take a look at Powerful Shape. This is a strong feat for mid-levels, especially with forms that grant the Grab or Trip abilities.

Outflank is a fantastic feat for you if you can assign it to your animal companion and your Druid at the same time.

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?
fighter has many things going his way:
1) he can archer much better
2) lore warden are master at maneuvers without the end level o tireless rage
3)a ighter can learn 3-4 maneuvers, my warden was going vital strike + felling smash + trip that provoke 2 AOO (1 from all) + grapple that lead to free greater grapple.
no barbarrian can ever hit and trip and grapple and pin and makeoe provoke from all in 1 round.

also, remember, maneuvers with greater maneuvers make opponent provoke AOO - so add the daamge all are doing...


feather token tree :
1. spell component for druids.
2. block passage
3. make fast cover


a few tips:

1. earth elementals.
ye, you get it 2 levels later.
BUT - small earth elemental has +14! to stealth (improve cover + small) without a single rank + darkvision + passing walls. BOOM - you are a a scout.
also - cover allow spell casting and movement without AOO.
it's not the form for direct combat - but not all tomes are melee.

2.maneuvers:
no, you arent a lore warden / monk.
but - you got 4 things working for you :
1. flanking buddy with team feat (animal companion)
2. big size
3. big str booster
4. free maneuver for action economy.
grab and trip are amazing. you can still attack fully AND do other stuff.
grab Vs a caster = win. trip = great buff.

3. spells
be creative. yes, you are a melee druid. but you still got 9 lvls of spells....
make walls and areas where enemey cant move to you.
summon allies to "buy time"
heal after combat
buff
hinder foe....for example, take rime spell on a rod.
rimed frost bite can destroy the attack of 1 enemy, remeber - to dex also lower the cmd...

4. DONT take wild speech.
use the spell "share languages" WHILE in animal form and all can now speak with you.... (as a druid gain the ability to speak to animals of the form he is at...)


My favorite :
Sacred summon, augument summon . (Lvl1-3)
Power attack and vital strike (lvl 5&9)
Scribe scroll / other craft (lvl7)
Divine interference (11)

Or, since you got tactics domain.... Grab expertise and open all the maneuver tree .


saurian melee build:
1: conj focus + aug summon
3: power att
5: natural spell
7: planar wild shape
9: free: vital strike, either toghness or rime spell

attack action:
rnd 1: summon a lizard as standard action and move to position with pet
rnd 2: cast strong jaw
rnd 3: attack once, game over.


hungry monk every time with good crit weapon flurry...
its extra attack EVERY round....


The power side about chat Druids is not because they are the best at melee....
It's versatility .
They can full attack for nice damage.
They can grab, trip poison for effects .
They got reach, climb flight and swim.
AND
They are full casters .....
As a melee Druid I take power attack, vital strike as melee feats
Natural spell cause it's a must.
Planar wildnshape cause it for fee DR .
And some spell boosters, rime frost bite to hinder the boss, augument summon to add more chaos to the battlefield.
Remember - earth elemental can attack with improve cover. For amazing armor class.


thegreenteagamer wrote:
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 ....
Repose is amazing and katana > scimitar .
True, no dex build - but str > dex for a monk any how ....
Unless you go sohei... And that you can :
Flurry with scimitar with dex to damage and power att and piraña strike - a lot of feats but .... Decent almost same as 2 gander AND learn weapon of sohei 6 for bows - to flurry with bows as well.... Take deadly aim at some point and you are one switch hitter ...
Wp focus ( free), crusader flurry, power attack, piraña strike
Dervish dance , deadly aim, quick draw .
It's lvl 11ready .
Monk free feats will go too prove unarmed, dodge, imp trip, spring attack .


Nice . Q :
Of you take combo of dragon style and dervish dance and cruseders flurry /
Is that mean you gain 1.5 str to damage ?


Dervish dance is 1 handed only .... It's a lot less damage than str focus


Magda Luckbender wrote:
666bender wrote:

Quicken is amazing for fate's favor cleric for swift +3/+3

druid dont have BOOM spell at lvl 1.
Swift Action Divine Favor (with Fate's Favored) gives a +4 +4 bonus at caster level 9+. With Magical Lineage (Divine Favor) it's a 4th level spell. It's Magda's bread-and-butter spell, as it gets her started in CODZilla mode on Round 1.

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 ...
Enter the ground for improve cover , getting improve evasion. Huge armor class and no AOO movement.no one can ignore you as you spell and hit hard .


yes :)
more than that. grapple has 2 uses:
1) shutting foe
2) damage Vs CMD.
but it mean you are really close to foe that can shred you. \


i found that oddly the 2 best tanks are:
inv. barbarian fro huge DR and reach.
the other is a druid - toughness + earth elemental.


you will grapple, then the feoe cleric will channel energy (negetive) and with your hp you die.
monk need con of 14+& toughness,


Quicken is amazing for fate's favor cleric for swift +3/+3
druid dont have BOOM spell at lvl 1.


Tirn wrote:
666bender wrote:

i think people dont like the cavalier because they make it narrow , a single attack charger.

when they cant charge - they are pissed.
instead, look at it as a strong melee with a full AC, that CAN charge.
first learn nice team feats with your partners, power attack and more.
only than learn how to charge.
make sure mount take dragon style so it can charge through allies.

a good build cavalier is a power full front liner in any team.

mine took 1 level of fighter, and took stalwart feat. he had high DR, great armor class as a small halfling. power attacking with str of 16 was ok. and the wolf tripped a lot with tandem trip.

was he breaking the game? ofc not.
was he usefull? very.
with order of the sword, at level 12 i also was able to charge supreme.

Good advice! I really like the dragon style on the mount, but what happens mechanically when the beast takes the improved unarmed combat feat? seems weird. Even if it does nothing dragon style might be worth it.

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.

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