|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
it's also no coincidence that crane style was neutered in PFS. totally broken--unless GMs actually you know, take the effort to tweak encounters and work around it.
honestly, there's very little in this game that can't be "dealt with" with a bit of creativity, instead of signing it off as "OP, banned at my table, la la la i cant hear you".
looking at the build, it doesn't seem all that broken--certainly solid, but most definitely not cheesy.
while i personally frown upon the dumps, he's left with a few weaknesses to his "suit up" strategy for stat-coverage:
-he thinks he can keep his suit on all the time. this shouldnt be the case, as most normal folk wont let anything into town that looks like a four-armed betentacled monstrosity. he'd be more likely met with arrows and torches than that.
-if he's donning the suit via ritual, that takes time to set up, so exploit that if you want to challenge him. if he's donning it via the summon eidolon spell, he can be shut down by a dismissal (the ritual one cant be dismissed via spell, but the spell one can). he's susceptible to anything that affects monsters--hold monster and protection from (alignment) are a mean pair.
-his ac has mage armor already set in: mage armor's duration isnt too terribly amazing, and it takes him a round to buff up at the beginning of battle--two if he needs to summon his eidolon via spell. those are rounds he's not contributing to the fight, which you can take advantage of.
-aim for his tough or flat-footed AC to help alleviate the AC issue. have enemies gang up and trip/grapple him to further do so, as well as screwing with any casting he might attempt.
-use multiple opponents; if he has to divide his attention/attack routine to multiple targets, it's lowering his overall DPR (and giving the other players a chance to shine in taking them out)
-swarms and flying enemies challenge pretty much anything, as does enemies that use hit-and-run tactics (fun fact: while vital strike doesnt work with spring attack, it works fine with flyby attack!)
-try giving him a taste of his own medicine, in reverse; send a regular summoner (or even a wizard with a few summon monster spells prepped) after him who will swamp him in minions to wade through while he blasts at the rest of the party
if he's been murdering his way through shattered star, he'll have gained a reputation amongst the usual troublemakers--folks would likely get wise to his tactics and adjust accordingly, attacking him while he's sleeping, or using mor subtle methods like poison or political maneuvering to see him killed or ostracized (he's not a threat to their activities if he's kept out of them altogether).
just some stuff off the top of my head.
- - - - - - - - - -
you also don't have to punish the player if the party is keeping up with it--let them relish their successes!
oh right, improved EH lets you pick between the 3rd and 9th level abilities. my mistake.
honestly though i'm still kinda liking it--between ioun stones, gear, etc. the overall increase that it can add might be worth the three feats
though it'd definitely be a late-game pickup, since you need a bigger gear budget to support it.
9th level+ Imperious Bloodline Sorcerer w. Fate's Favoured = an extra +1 boost to Competence, Luck and Morale bonuses and so for 4-5 +1 items (throwing resistance and/or enhancement in there as well) you can have some pretty stiff bonuses to saves, A.C., etc. pretty damn cheaply.
that seems like a must-have for bards via eldritch heritage--it even requires skill focus (perform [oratory]), which synergizes with versatile percformance.you'd only need the first EH feat too, instead of having to buy the whole line.
Long story short I've decided to take the spell mastery feat with my high level wizard (divination specialist, illusion/enchantment prohibited).
his int mod is currently +10, so my question for you all is this:
What spells would you suggest my wizard take to prepare for the eventuality that someone will be stealing his spellbook?
current (in progress) list and reasoning:
-time stop (gives time to assess the situation and get out)
catfolk might be worth considering for that tasty bardic knowledge FCB, but half-elf or half-orc work nicely as well.
you couls honestly just grab lingering performance to make your limited rounds less of a juggling act.
alternatively, you could look at the dawnflower dervish or dervish dancer archetypes, since using the aasimar (preferably azata-blooded) FCB to speed things along you can hit a whopping +8 to attack/damage with inspire courage by level 12(!!!), and the other performances also become that much better.
you have to use the FCB for 10 levels to get it by 12, since your effective bard level would count as follows:
1.5/3/4.5/6/7.5 | 9/10.5/12/13.5/15 | 16*/17*
* - the last two levels would be without the FCB since any further would be a waste--the ability doesn't scale past 17th level, saving you two FCB for other performances/hp/skills.
alright, a tentative build idea:
CG half-orc barbarian (breaker) 10 / oracle (metal, dual-cursed [lame*, wrecker]) 1 / rage prophet 9
progression: barbarian 1 / oracle 1 / barbarian 9 / rage prophet 9
*gatecrasher alt. racial trait
str 32 (7pt +2r), dex 20 (5pt), con 20 (5pt), int 16, wis 14 (-2pt), cha 24 (5pt)
traits: magical knack (oracle), destructive blows
rage powers: superstition +9 (+6 ECL 19 +3 FCB), witch hunter +5, spell sunder, strength surge (ECL 19), body bludgeon, lesser beast totem, beast totem, greater beast totem, auspicious mark
revelations: Dance of Blades, Armor Mastery
rage prophet mysteries: unseen servant, see invisibility, spiritual weapon, speak with dead
first FCB into a skill point, the rest into the human FCB--which half-orc should qualify for via the human racial subtype (source).
for gear: grab a +5 courageous furious (weapon of choice), mithral breastplate, and standard defensive items and go to town. make whole and mend make maintenance less of a hassle.
the courageous enchant on a +7 weapon (while raging) will give every morale bonus you're under a +3 bonus (rage, superstitious, cracked pale green prism ioun stone, moment of greatness, etc.)
-hands-free rage cycling at level 9
-free guidance (as the spell, once per rage), increases to +9 vs fey/incorporeal/undead/outsiders (rev up that ragecycle)
you're also going to have to ration your rage rounds, since you're running on a 10th-level barb's supply (though eating spell slots can mitigate this)
- - - - - - - - - -
I could actually see this seeing some use in wrath of the righteous, since it is presumably crawling with outsiders
wait. wait wait wait.
question: if you have the body bludgeon rage power, you can treat someone as a two-handed improvised weapon.
all your weapons (including this living person in your grip) automatically gain the broken condition. weapons with the broken condition can be destroyed if you roll bad enough or you use the feat to automatically destroy a broken weapon to confirm a critical hit with them.
what happens to the person you're holding in this case? are they destroyed?
esoteric not only increases CL, but also increases spell slots/spells known. to get it, you join a mage's guild (the exacts are in the inner sea magic book iirc) and rack in that fame. you've gotta pay for membership annually, and gaining fame can be a pain sometimes, so it's definitely a build with ultra-late game in mind.
the end result would be ECL 17 (4+3+10) wizard and ECL 17 (6+1+10) cleric allowing 9th level spells for both divine and arcane sides.
wands have a hard cap of level 4 spells (or effecive level via metamagics), iirc.
the highest powered MT i've seen (credit goes to ParagonDireRaccoon) around here was:
CG dual-talent human wizard (diviner [illusion/necromancy]) 4 / cleric (desna [luck, liberation]) 6 / mystic theurge 10
levels go: wiz 3 / clr 3 / MT 10 / wiz 1 / clr 3
favored class (cleric)
focus on utility early game, and summoning and buffing your summons. item crafting saves you some cash, and watch out for str debuffs from enemy spells/poison/disease/etc.
for endgame gear i'd suggest:
your initiative will be sitting at +14 (+3 dex +4 wizard +2 trait +4 familiar +1 competence), +18 if you grab improved initiative.
unfortunately titan mauler only reduces the penalties for inappropriately sized weapons, not increases your effective size/handedness, meaning the largest weapon you could wield would be a large-sized "bastard" or one-handed weapon (our iconic barbarian uses such a weapon), or huge-sized light weapon (a huge Sun Blade would be the best here if memory serves).
double unfortunately, jotungrip does exactly nothing to help on this front--it only lets you wield size-appropriate two-handed weapons in one hand (so you could feasibly dual-wield greatswords if you wanted, huge TWF penalties and all).
"biggest" size-wise damage i think you could pull would be a huge-sized sun blade (which you can wield two-handed as if it were a huge-sized shortsword for you) with a lead blades spell and enlarge person/righteous might/divine power/etc. up on you.
look both of those over--the interactions and granted effects are surprisingly good, and at usually affordable prices. shoutout to the ebon wayfinder, which holds 2 stones and isnt super expensive.
examples: pale opalescent pyramid slotted in a wayfinder grants weapon focus for the weapon it's tied to for super cheap, pale green prism and its cracked counterpart give you bonuses, with the cracked (or was it flawed) one getting amped by the courageous enchant. theres bonuses to stats, skills, initiative, CMB/CMD, immunities to effects, and lots of utility literally floating around your head with them.
they're really underestimated/underappreciated.
an azata-blooded (+dex/cha) aasimar paladin (oath of vengeance) 4 / bard (dawnflower dervish) 16 using the racial FCB could hit that +4 bonus (+8 with DD archetype's battle dance) in inspire courage at 16th level (as compared to maxing at the +3)
FCB progression would be:
* - add FCB to inspire courage until 10th-level bard (14th level), then the other 6 points (3 effective levels) into another performances or HP/skills if you want
possible build might be:
bard (DD) 1 / paladin (vengeance) 4 / bard +15
* - mostly filler; replace with lunge, the step up (and strike) line, discordant voice, etc. if you want.
you could easily remove int or wis from the headband to save cash.
a tentative attack from the above might be:
damage might be:
hammer the gap is a nice alternative (though ranged folks can use it as well, hilariously enough)
refluffing is a thing, naturally--though for #2 i would be Most Displeased with paizo's continued apparent hatred of those overpowered, overpowered monks.
as for robocop i was more thinking something like this.
also, you dont need to cut off all your limbs--it's just one arm! is that so much to ask for a functional unarmed fighter monk (asks paizo)?
remember folks, the AoMF isnt *required* anymore since the clockwork prosthesis is out--it costs regular to enchant, and can go up to +10 like any other weapon. main issue is that it's 6k, meaning that you'll have to wait for quite a few levels to get one.
if youre stuck using an AoMF because you DM is a terrible person, for higher levels the monk's robe isnt terribly useful anymore--it's effects cap at effective monk level 20, you can wear a bodywrap of mighty strikes (yes, yes, heresy i know) to add more effects (like, say, holy and courageous) to 4 attacks, generally the first four since they're more likely to hit.
keep the AoMF at a flat +5 enhancement, and use the bodywraps for auxiliary effects.
Mechanical Pear wrote:
crane style nerf kills that idea, unless you're doing a total defense action.
I was looking through some of the lesser-viewed books in my collection, and remembered ultimate magic's section on wordcasting. I got to thinking on interesting wordcasters, and threw together a wordcasting arcanist, thinking to combine the two's flexibility. gotta say i'm liking the results, but i'm unsure on the feat selection.
currently he's an ice blaster/necromancer (with none of the limitations on elemental blasting, since you can tack on other elements hilariously easy with wordcasting), have a look:
human arcanist (wordcaster) 20
str 10, dex 20 (+5), con 20 (+5), int 34 (+12), wis 10, cha 24 (+7)
Effect Word Combinations
the build assumes the arcanist will get the usual human FCB of "grab an extra spell" with the official release this year.
i took the undead master feat to get around the lack of desecrate interaction with the undeath word (it's not animate dead, and desecrate has no clause for it, so whatev)
yeah, pretty much. they've got damage output going for them and little else--in a social game or anything requiring finesse, they're pretty much boned (the bloodrager spell list is hilariously unprepared for anything other than buffing really, since their "blasting" options are terrible compared to just move+attacking), and cant deal with any kind of stealthy opponent until they reveal themselves.
that and they die horribly in an antimagic field (most bloodrager abilities are supernatural, meaning they go poof)
I made a couple of bloodrager builds who tried for the sky-high strength stat/damage (the last/bottom two of the doc) got pretty gnarly at 52 and 48 strength, respectively (the latter gets backswing/overhand chop to make up for it though).
they only require a free action to rage to reach that, too.
I've got a group of friends that gets together weekly for gaming, and they've posed interest in playing PF on weeks when our normal 6-7 players can't make it (when it wouldn't be right to advance the story without half the party present), but don't want to go through the trouble of hunting through books and making characters and fretting over minutia.
I've volunteered, since I have ample spare time and a large collection of resources to look through.
Trying to cover enough bases that no matter who picks what they'll be able to do respectably well.
Currently i've got ten partly made so far--i'm trying to keep them relatively unique from each other, even if it isn't the best way to build them. I'm having the most issue picking weapons/styles for everyone without making them carbon-copies of each other.
here's what i've got so far (still being assembled, races were rolled randomly):
"all-rounder" elf fighter (dawnflower dervish) 3
-i'm unsure if i should get into multiclassing, though it'd generally be 1-level dips (if that).
-i'm considering replacing the monk with a "monk" warpriest of irori, since it (if going for the 'unarmed mobile guy' angle) seems to be mechanically superior everywhere but extremely late-game, if that. or brawler, or monk 1/fighter X.
-i'm also considering scrapping the "rogue" bard and making an investigator to fill that role instead, since again, both are pretty much straight-up better than a base rogue.
-there's classes that don't have any representation yet (magus, oracle, gunslinger, vanilla bard, ranger, druid, pretty much everything from the ACG playtest doc, etc.), i need ideas for them.
-still very unsure on the feats for them (particularly the spellcasters), need ideas or suggestions if anyone's got 'em
Darksol the Painbringer wrote:
i'm wondering how your ultimate fighter can afford his gear loadout, as well as how he's getting all those spells as a 1-20 fighter
you have to be missing a limb to add one, but:
-each arm gives an overhead lift capacity bonus and a +10 bonus against disarming things held in that hand (each arm, so a 2h weapon would be +20 vs disarm)
-each leg gives an off-the-ground lift capacity bonus and a +4 bonus against trip and bull rush PER LEG (meaning +8 vs trip/bull rush if you replace both)
-any CW prosthetic can be enchanted with any effect that works with an unarmed strike.
all around pretty awesome.
This thread makes me so happy and was something I probably never would have thought of building seriously. Well done... I'm stealing this for a game someday.
"alright [party bard], you seem to have rolled poorly on your performance in the town square."
"A peasant throws a rock at you"
"That's a hit" (the bard player raises an eyebrow)
"aaand that's 47 damage."
(cue a round of terrified looks from the players)
thats quite odd, since the clockwork prosthetic exists now and IS better than an AoMF. period. heck, it's worth the investment (monetarily and bodily) to get four of them--only enchanting the one, of course, though you could give another +1 and some auxiliary effects if you wanted to be a weapon enchant-slut.
sure you have to cut off your freaking arm to get one (in what has to be the most backhanded example of a monk "buff" i have ever seen), but in the face of the amulet of mighty fists, it's a worthy investment.
on another note: doesnt the brawler have light armor prof. (so he can grab the brawling enchant for yet another edge over the monk?)
arcane duelist, archaeologist, and dervish dancer are all nice AT choices.
human might save you a bit of headache on the feat front (since duelist will be eating a few, i'd say grab something like lingering performance, personally--it's too good to miss out on)
if you wanna reduce MAD somewhat (dex, con, int, cha), the following can adjust some of that:
-consider the osyluth's guile feat if you wanna focus on one-on-one combat (cha to AC as a dodge bonus against chosen enemy iirc)
-a (sacred servant [travel], oath of vengeance+fiends) paladin 2 dip might be helpful if you find your saves a bit lackluster, or want smite (cha to attack/ac(deflection)/etc.)
-a 1-level dip in oracle (nature or lore) can get you cha to ac and either CMD or reflex instead of dex
-the noble scion (scion of war) feat lets you put cha into your initiative instead of dex
while you likely wont be able to get many of them if at all until after the duelist feat tax is paid, they're useful to keep in mind.