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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.
Thug scout 8 / shadow dancer 1 / lore warden X :
This is a rogue style hit and run.
Vs foes immune to sneaks it’s a lot worst. But scout with thug = sneak attack every movement.
The down side is BAB -3 - but with some rogue talents each attack has many "addons" .
1. Lore warden 1 > dodge, mobility , power attack
2. thug 1 > fear effect
3. thug 2 > reflexes, talent fast strealth
4. thug 3 > sicken & fear, sneak 2d6
5. thug 4 > spring attack, talet (-2 to hit on me? )
6. thug 5 > sneak 3d6
7. thug 6 > enforcer
8. thug 7 >
9. thug 8 > shadow strike
10. shadow 1 >
11. lore 2 > expertise, gang up
12. lore 3 >
13. lore 4 > lunge & ????
less to hit and feats, but sneak of 2d6+3d6 + fear + sicken each spring att.
let's list all the "addons " we can add to the single attack :
The lore warden X / maneuver master monk 1 / shadow dancer 3 ::
A lot like the build above, but getting some feats of bab >5 sooner.
No thug, so no fear or sicken, but monk add better saves, free maneuver when full attacking (when no spring attacking). Free 3 feats.
This build reach the cap ability of SD - the shadow.
2 skill focus & eldritch heritage add familiar.
20/14/14/14/10/13 (+2 to str, +1 at 4&8&12)
1 . lore warden 1 > dodge, Skill focus (1) –intimidate , power attack
2. lore warden2 > Expertise, mobility
3. lore warden3 > reflexes
4. lore warden 4 > spring attack
5. lore warden5 > imp trip
6. shadow dancer 1> HIPS
7. shadow dancer 2> dark vision, bab >5, grt trip
8. shadow dancer 3 > you now move at full speed while stealth , Skill focus (1) use magic device
9. maneuver master monk 1> enforcer + imp dirty trick + imp unarmed strike
10. lore warden6 > quick dirty trick (now useable with spring attacks)
11. lore warden7 > eldritch heritage
12. lore warden 8> grt dirty trick
13. . lore warden9 >.dazing assault
nice tips all .
here are a few build i came up with :
The lore warden X / thug 3 / shadow dancer 1 ::
at level 1-4 you are a full fighter with a reach weapon. nothing wrong there.
at level 5 each attack will trigger fear attempt.
at level 7 you go ninja vanish.
at level 8 you stack sicken&shaken the same time (-4 to all).
at level 9 you can trip and attack same time .
20/14/14/14/10/13 (+2 to str, +1 at 4&8&12)
to hit : opponent is flat footed (stealth) and flank (easy with spring attacks) :
So, i love spring attacks.
it depends a lot on the DM.
mount used move to put him into position (flyer) .
the animal companion used greater bull rush for more AOO, was great.
tanking isnt always about being a huge wall.
great build, i like to add 1 more dip of oracle as it offers fatigue immunity.Rage cycle for me is worth the delay in BAB and rage powers.
adding your barbarian level to sunder with spell sunder offer something NO OTHER character can do.
with trait *2 (+1 to all cmb, +2 with 1 weapon to sunders), str surge, imp & grt sunder and rage you auto dispel anything.
we had a fight Vs a high level cleric, all the party went for the kill vs the many minions he had.
it was a great and offered something not only "hack and slash".
another concept i like is to take the archetype with a mount, not that of DR.
druid are amazing crusher. the power of grapple isn't damage, it's pinning and shutting down .
round 1 : attack > grab > grapple (standard action) > grapple to move foe (move action) > let go (free).
another option is grab > pin = round 1. for try go get out (lets say he makes it) and you re do. as long as you win the check, you are 1-0 Vs the foe.
FAQ claim other wise:
Yes. (See also this FAQ item for a similar question about rays and weapon feats.)
For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so <you> don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.
chain lighting is amzing spell. BUT, i cant be quickened only dazing.if foe is immune to lighting so are done
ye, the ball need having a elemental feat.
FAQ say bard add the performance to the weapon's to hit.DM agreed any spell that add to ray attacks add to the spell.
so, it's normally +2 good hope & +3 bard boost.
sometimes, i can also add +3 divine favor if i got time to buff.
this make to hit a whole lot better.
no buying gear - so no meta feat rod - i can grab the feat, but... it will be in place of other feats & the starting level of lvl 4 makes it harder to use.
BTW - i guess acid is the top elemental for the feat, right?
totally right about reflex saves though.
base spell level:
save Vs to hit mechanics:
so, total review:
several attacks a round, all make you save (DC 18) or daze. can topple and *2 save .
ball lighting : "best 1 round combo"
i find damaging via spells dad in pathfinder and need abuse of dipping, items and more to be effective.i found pure caster's place (all casters) best in the fields of :
1) buff your allies - making the fighter a damaging god, that never miss and with such protective powers he will never die. (displacement, haste, good hope etc. )
2) AOE - area effect spells are the melee weak spot. most melee kill 1 foe\round at high levels, but Vs many they lack capabilities. Vs many foes - a good blade barrier \ wall of fire \ pit \ fireball is amazing.
3) control - a fighter will die when he face 20 foes. this is where you come in. walls, dazing spells, rime ice storm will not kill, but force foe to fight one by one. heck, i am using wall of stones to create corridors - where numbers mean crap.
4) heal and recovery. word of stun \ blind will take your allies of the game - make sure you can bring them back.
5) debuff. rimed-enforcer-frostbite = a foe that cant do anything. a dazing X spell after a round of evil eye (-4) and the bard doing fear.
i tend to agree....
ball of lighting:
but a persistent, dazing spell (lvl 5 with trait) & quicken persistent (for damage) (lvl 6).
Baneful Polymorph is costly but no foe can resist.
*** DM allow to choose also spells that i add via arcane enlightenment.
so, i am lvl 12, and need to plan the next lvl 13 feat to match the chosen spell.
here are options:
dazing for free :
spell lvl 2. standard cast, Daze save DC 18 or daze
quicken for free:
spell lvl 2. swift action
quicken toppling :
spell lvl 3 :
quicken dazing :
spell lvl 5 swift action
quicken toppling, dazing :
require trait. spell lvl 6
so, total combo : with trait.
standard action (lvl 3) = another weapon that toppling & daze each attack.
dazing for free : spell level 3.
quicken for free : spell level 3.
dazing + quicken : require trait. lvl 6.
quicken for free : lvl 4
quicken empower (need trait) : lvl 6 (drain up to 6)
empower + max : lvl 6 drain auto 6
adding 10 level damage a round = no foe in a round... no saves.
quicken for free : lvl 5
persistent for free : lvl 5
a single round combo (lvl 5+5): 2 spells = 3 saves or die.
with evil eye & shaken, and 3 saves - it's almost a sure thing ANY foe is a goner.
Ball lighting: :
quicken for free : lvl 4
persistent for free : lvl 4
quicken + persistent, need trait lvl 6.
quicken, elemental, lvl 5
dazing : lvl 4
dazing, persistent : lvl 6
quicken + elemental + rimmed lvl need trait.
for example, i can swift action (lvl-6) cold ball lighting for
i see. nice trick.
but... i was looking at a caster melee build.
it does, if your have greater trip OR greater bull rush.every maneuver will provoke.
you threat 15' with grt snap shot, but your allies will gain the free AOO from the opponent. right?
Greater trip wrote:
so, if i shoot at you, and you fall, you provoke...technicality, with greater bull rush, i can shoot to bull rush you > you provoke, i shoot AOO as bull rush arrow > you provoke .... until i am out of AOO or arrows...
well, archery with snap shot dont have much spares.
true. but i fond i cant spare actions.combats last about 4 rounds - tops.
round 1 is a blink casting so i can survive.
than apply the hex \ cast \ buff .
no time to use the flight.
now, with overland flight, i use cast > move action to fly to safety.
You can combine mauler with life or stone and then pickup life or stone's familiar spirit ability with spirits gift to have a mauler with both fast healing1 and dr 5/adamantine. That's a pretty effective level 1 tank.
you cant .the spirit animal is only gained from the main spirit.
also, which will offer more ? (as feats are rare for archers) :
trip : amazing de-buff but as levels grow will work less and less.
the idea is to be a super versatile non caster.
abilites : 25 point buy, item +2 dex&str:
barb1 1 power attack & deadly aim
Dropped enforcer (although ita great) and divine interferance for:
as we started traveling weird places (lvl 12), i want to gain good spells for resting without monsters killing us.
web shelter, secure cortege etc are nice... but monster see the new building and attack it.
1) ideas ?
next level i will be able to create my own demiplane which is great, but hard to enter in \ out (plane shift will get us all in, but how do we all leave? )
When you cast a spell while holding the charge on a touch spell you lose the touch spell.
true, and the above example had no such example.
on round 2 + you can still do whatever hexes while holding the touch spell active, or touch another \ same target to re do the debuff or worse - lose the spell and cast another if needed.