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1. inspiring commander is WOW, if allowed.
huntsmaster with a dog 4 + horse master > bard 1 > battle herald , is a full dog using knight\hunter - very capable and strong.
we played it as follows:
Well, if there was some way you could pick up the Cleric spell "Channel Vigor" there would be another +4, but i am not sure if its worth the trouble getting divine spells unless you "research" a arcane variant.
It's on the magus spell list
i am trying to figure if this archtype will hit anything....
it looked like a great archetype , but .... i fear it have too much minuses.
i mean blast when you can, but vs some foes like demons it mean less. high SR or resistance.
elemental is also rally nice to change element at will
how about no mount?
option 1 :
option 3: Cleric : 3 options here :
I once drafted the following :
Battle Herald or inspiring commander is amazing.
also , what advice you have to add to the monk deference?
is there a way to use the spring attack well? (go in, attack MORE than once, get out) ?
i didnt understnad how ?"Note: This completes your basic opener. Start in Mantis Style to Flying Kick in with Stunning Fist, then switch to Jabbing and spend 1 ki to net 2 more attacks with extra damage. "
the flying kick = a limited times per day of a kick that trip.... how do you get extra 2 attacks? and how jabbing style aid you here? it just add qd6 damage
this is for the whip \ other weapon magus .
think of the following ....
level 8 cutover:
and this is using a level 2 (1 with trait) spell......
working VS all non construct or undead foes.
hex strike + evil eye.
a magus can use a whip for a "out of reach" full attacks.
a magus can be a "Jedi" > mind blade- and create their weapon out of thin air- later on - 2 weapon attacking .
eldritch-archer with hexcrafter , can enchant it's own bow for a conductive weapon . adding evil eye freely EVERY round + full attack + 1 spell.....
if you reach high levels - than a kensai is amazing as a crit fisher.
a U-chained rogue, is a super de-buffer.
Also, although sacred summon is weak, as it's limited , it's a great round 1 power house.
There is another factor....
i love clerics or oracles that have a animal companion.
later in the game - the AC slowly become a mount that use air walk while the cleric choose a path - melee, debuffer, summoner , caster .
the action economy of a decent mount that can fight and kill well, while the cleric heal and cast\attack as well is very solid.
cleric of animal + madness or chaos can be a great "bad touch" .
Herald Caller can take glory (heroim) to buff well, and invest in 3 feats (animal ally + boon companion) to also have a AC.
Evangelist : if no bard in the group.... can buff the best, and use a great action economy passed level 5.
well.... dino's in cites should be played with care by Dm's .
Ranger / rogue have many options skaters can't obtain.
Thug can be 1 -3 levels, rest 1 is enough.
a swashbuckler or a daring champion can do this amazing.
swashbuckler get fighter only feats & weapon training..... and FULL bab.
so, here are some Q's :
1. should i dip out of the swashbuckler class? (every dip lower damage and BAB is important for parry etc).
Rogue (1) : skulking slayer + thug
fighter (1) : unarmed fighter
MONK 1 : master of many styles or maneuver master if not using any armor.
magus 2: spire defender:
Hello every one! i have a question to ask, i'm making a CG human Order of the flame daring champion caviler (that is also allowed Opptune parry and riposte) :) but i can't find any advice on feats other then for mounted builds. i plan on taking weapon focus and slashing/fencing grace, and probably combat reflexes at lv 3, but what then? is there any thing the daring champion excels at that i should focus on? or should i just go crazy on whatever?
well....saves will need imp will for sure. grt maybe as well.
imp unarmed strike + dodge + crane style = -2\+5 AC , well worth it. (or dip 1 into unarmed fighter or monk).
expertise (need cha or int 13) > imp trip > grt trip > triping strike is nice use for crits.
expertise > imp dirty trick > grt dirty trick and 1 level od skulking slayer rogue = dirty trick every attack when flanking.
imp critical > crit focus > crit feats are well worth the invest.
skill focus > e.heritage (shadow) X2 = hide in plain sight.
animal ally > nature soul > boon companion = full mount.
lunge is amazing.
quick draw to throw daggers with precise strikes (and deadly aim?).
power attack or piranha strike.
the list of amazing feat go on and on....
it is limited times a day, and the ability only works if YOU take the killing blow - which isnt always so..... so so many times it wont pass to the next.so it's not ALWAYS on as you say, and a lot less than weapon sp + wp training expect for boss fights.
a weird concept, but ... i kind of like the idea.
one need to assist the low fort and will saves (1/2 orc add +2 here, take also the 2 related feats and you are ok).
i would not say piles of damage...smite is situational, so put that a bit aside.
level 9 :
barbarian, same level: 2d6+10 (str with rage) + 9 (power attack) + 2 (magic) before anything else from rage powers:
the damage stays good, but it's never "impressive".
very few orders are "worth" it. Dragon is great for aid another builds, cockatrice is amazing self buffs.