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well, i once went earth gliding, thing is - your are blind while doing so, went too dip, fell under the floor.
another time - wanted to follow someone in the world wound, turned into a rat... forgot demons got special vision... a huge demon swallowed me whole, i wild shaped again into a huge hippo - ripped the demon from the inside.
here are a few thoughts:
with Boon companion feat:
2 levels of maneuver master monk - offer a free, no cost dirty trick when you full attack. if you like a mounted yet not charging build? it is right for you!
4 levels of hunter will add:
4 levels of druid, with shaping focus will add lvl 8 wild shapes , order of the beast will allow wild shape of mount as well!
saurian druid is perfect. super summoner, protection Vs X wont stop you - with augument summon the dino's are just WOW.
i am barbarian 12, fighter 1, oracle 1 (fatigue immune)
1: fighter unarmed : dragon style + imp. unarmed strike, power attack, imp grapple.
3: imp sunder + superstitious.
5: extra rage (see below the dilemma) + Witch Hunter
7: greater grapple + spell sunder
9: oracle lvl : + extra rage (see below the dilemma)
10 :strength surge
11: rapid grapple
12: Animal fury
13: (see below the dilemma)
14: open rage power
so, 3 feats \ 2 rage powers open.
option 1: 2 feats > 2 rage powers.
dont forget, i got AC OF 10.
it's a less "i am a wall" tactics - and i wonder how will it fair in comparison to a flat DR booster.
i know shadow dancers arent the "best" DPR. but i love the concept.
so, what classes will fill the rest of the 16-19 levels?
shaken or frighten = thug . triggered with enforcer.
rogue add Befuddling Strike* CAN add -2 to hit.
hurtful = free attack after the shaken apply.
greater trip = free AOO for all when triped.
what else ? so far the character can hit nicely, for decent damage, while STILL casuing all kind of effects.
any other ideas?
any better class combos?
mostly, dipping is bad.
Barbarian X ::
1 dip of fighter can add the needed endurance& diehard for the DR king build. without it will take a long while and make it all you have.
1 dip of fighter can offer crane style, that is better than expertise.
1 dip of oracle at level 9, makes a new class - one that use 1\rage powers EVERY round. opening str surge tactics and spell sundering every round.
Lore warden X : :
dip 1 into thug and each attack make the opponent running in screams. it can win fights.
dip 1 into maneuver master monk, and you get a free, extra attack! and a way to use the lovely dirty tricks without wasting anything.
Druid (melee) X : :
1 monk offer : +2 to all saves, skills, imp unarmed strike, imp grapple and either flurry\style feat\extra maneuver per round.
1 barbarian offer rage.
Ranger (melee) X:
thug for fear locking the foe and sneak attacks.
Hungry ghost monk X:
1 cleric for a better weapon to flurry with (crit fishing. )
Sohei monk X:
4 levels of cavalier for a mount.
anything melee X:
1 shadow dancer offer a non optimize but nice to play character.
lvl 20+ is not about combat. at least it isnt about killing.
Mark Hoover wrote:
the real A is a complex one but :1) creating a spear is easy and was used by low int humans (prehistoric). it's a stick with a sharpen rock. making a bow? not so easy.
2) same goes to hammer, a simple hammer is worse than a spear. a good warhammer is a lot of metal .
3) culture means a lot. i am a Dan-3 martial artist. i love to fight with a Sai. LOVE it. i am fairly good in it as well. is it better than a Katana? ofc it isnt. but i learned to specialize in something i like
rules of the thread:
SHARE WHAT YOU HAVE.
for level 12 and up, building a shaman class.
with 25 point buy and low item world (no creation or buying, only found) > what can be done?
1) will base STR of 14 (maybe 16 with item tops) will do for off-melee when spells run low?
2) do you have enough spells \ hexes to not really need to ever melee ? (still need str of min 13 to carry gear but.... no need for power attack etc).
3) arcane enlightenment, although amazing is a MAD thing. i plan on using it, some times, with cha of 14& int of 14, or do you suggest invest more into the int road so i can take more wizard spells?
4) what will be more "efficient" build & fun to play? (i hate being a pure healer - we menage via spells after fights).
feats : somany are amazing , so few to take!
DM allow axe beak as mount for all classes, as it's a more common than horses in golorian in some places.
4 attacks when attacked.
a few tips:
1-4 cool dip is thug&scout archetype.
also, the ton of class skills aint bad.
totally disagree here.who else has commune and divination? unless the DM is a hard-head, it can be the best adventurer problem-hint provider out there.
summons - are amazing.
i agree the stacking roles for buff suck. it is a shame at med-high level, the best buff spells like shield of faith only add 1-2 more, as all have minor rings already - but be creative.
i use shield of faith.... on summoned creatures, making them last so much longer.
Lore warden 3 , thug-scout 3 .
Another : urban ranger 6 : skills and great bab. Trap finder . Favorite enemies and more .
Another : monk of many styles and the mountain. 2 , lore warden 4 . Amazing saves and toughness. Good defences with 2 styles combined ( crane and snake for example) - using spring attack with snake style that block one attack is just superb.
another good idea, if you cant access mage armor (no one in the party? ) take 1 lvl of wizard . the scribe scroll feat will be used both on cleric and wizard spells. although another -1 bab is painfull.
Why do you Druid can't be a face ?
the group are:
my bulid is made for versitility - my goal is to do several things:
which will prove better?
i take him as:
I am level 3 Saurian Druid.
Sir Thugsalot wrote:
I hate building a character around an item
Body guard alone is a so-so feat, 2 to AC won't do much most of the times.
Switch Hitters function from level 2 or 3. Point blank master has rather higher prerequisites.
???ranger level 6
zen archer level 6
fighter level 5
not really high...
well... as aplayer who play a 6 level witch and REALY having fun,
combat it changes: VS non mind effecting immune foes - i rock - misfortune / evil eye and whats not.
Vs mind immune i fortuner friends, useing haste and summoning.
of combat i use my crafted CLW and to assist the cleric bring every 1 to health.
unlike a wizard who is a god until spells run out... i always got things to do.
as for hexes - you are missing some pointers:
flight: wow, the flight thing is just... a bonus. the permenent feather fall saved my life many many times. not to mentions removing the fear from walking narrow places. of course - i'll grab overland flight ASAP when can .
healing: the party healsing in nice, but the RP is better... enter a war zone and heal 1000000 people a day... thats... WOW .
yes, however, i agree that some hexes are written wrong. like "child scent" or "cooking people" . they SUCK. so... dont take them :) so many options ...
the one thing i agree with you completly is the poor way patrons are made..
the witch is like "anti-bard".
constant permanent item that make the spell mage armor is:
not really.... you CANT do a charge with vital strike - they are both actions ...
well... i think either presure points or the talent that caue -2 to opponent Vs you for 1d4 rounds after being sneaked.
Tactics : versatility. At our lvl (4) I take from lvl 1 almost only cure light wounds, and serve as off healer, buffer via barkskin, bull's str and such. While my wolf do full defence (to be kept alive ) and block / provide cover to the sorcerer and cleric. It was very efficient - they hardly provoked,