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Now my trouble is figuring out feats. After I get dex to damage nothing excites me in terms of combat feats. I want this character to be really good at skills (maybe a drug dealer ala Walter White or a mafia don).

I'm going with a rapier or a shorts word so I can put the inspired enchantment on it.

Yeah. That's exactly what the house rule does.

Fair enough. What if I bought an agile weapon and then just got mythic weapon finesse when I get my tiers (1-2 sessions from now)?

The general idea with intimidate it to take signature skill to add on frightened or panicked. The only real reason I want to do that is to give myself an extra niche in combat as we already have a pretty combat heavy party (with mythic tiers that I'd still have to earn).

I'm considering an agile weapon just to open more feat space. The way the GM does weapons makes it relatively simple and cheap to get one (any purchase of a +1 also comes free with an ability).

I'm building a dex-based investigator to replace a character that recently died. I have a general idea of where I want to go with it (dazzling display for early crowd control then dex-based Meele). My question is since I'll be starting at level 8 is it more beneficial to take a level of inspired blade swashbuckler for easy access to the fencing grace feat or should I just take all of my levels in investigator and buy an agile weapon?

Take the extra trait feat and get traits that give the desired skills as class skills

Should I be looking into combat maneuvers?

If you happen to go mythic, the mythic version on the Eldritch heritage feat replicates the whole line in just the one feat. That means that you can get bloodline powers and stick to a 13 charisma. If you have access to mythic does that make Eldritch heritage more Enticing?

With the relative ease it requires for a phantom thief to aquire skill focus, are there any Eldritch Heritages that would be good for the builds?

How does the unchained major magic work? Do you get extra spells for every two levels or do you get extra uses of those spells?

A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for the spell is equal to 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.

I guess it's counter intuitive to the dex-to-damage thing, but a strength build lets you take intimidating prowess which could put intimidate through the roof. Also, if you take dirty fighting you could go for a whole host of feats without prerequisites.

How about mundane crafting? Would cheap alchemical items be useful?

As far as I can tell a phantom thief can get a lot more combat feats than a traditional rogue. So keeping that in mind, what kind of feats should be taken to maximize the skill set it already has (skills & vigilante talents) to improve versatility in combat?

The dampen presence feat cover blindsight/sense if you wanna go that route. Maybe craft alchemy would also let you have versatile options?

With such a strong focus on skills, does anyone else know of anything creative that can be done to give a fairly consistent niche in combat?

I'm commenting because i like the idea of the archetype and wanna see if anyone has any input.

My biggest concern with it is what you'd do in combat. The best thing I can figure out is an intimidate build with a focus on crowd control.

Master summoner and sythesist both replace the eidelon class feature and the bond senses feature. They don't stack.

I think I might consider vital strike or lunge for now. Is there anything essential that I might be missing?

@heretek I actually already took the legendary item and selected my greatsword for RP reasons.

Is there any in going with an intimidate build from this point? Seems thematic with the Oath of Vengeance.

I have have 9 feats remaining (6 from levels, 3 from mythic). Any feat chains I should consider?

I'd have to take regular vital strike. I'm using a greatsword, so it wouldn't be the worst, but I feel like with the smite bonuses I should be going for full attacks. At this point damage isn't really an issue.

Hello everyone,

I'm having trouble coming up with a path for my paladin as I have finished all of the feat trees I wanted. I am a level 8 tiefling paladin (Oath of Vengeance)with the 3 mythic tier (Guradian).

These are my feats:

Fey Foundling
Power Attack
Greater Mercy
Skill Focus (Survival)
Eldritch Heritage (orc)
Mythic Eldritch Heritage
Mythic Power Attack

The only thing I will say is that I'm a little wary about extra lay on hands because my charisma is high and with the third mythic tier I can get them back really easily.

Thanks for any help!

We probably will get to level 15, so the 15th level ability that enhances the mount(DCs give them up)throws me off a bit. :P

I'm trying to make a daring Champion cavalier (probably halfling and probably dex based)and am having trouble figuring out a good order to use. Does anyone have some good suggestions?

I've just played a ton of wizards recently and know how powerful they can be. I'd like to see if I can beat a dungeon with a slightly more creative build.

I challenged my DM to a competition where I'll build my best level 20 character with 10 mythic tiers and I'' go through a ten room dungeon with progressively harder challenges. My question is what type of character is best suited for this type of challenge? He says I'll need combat, skills, and anything else that pathfinder supports. I'd prefer not to go with wizard because it feels cheap.

If they're marked by fate why don't you just treat it as if he's been reincarnated into a lesser body. Allow him to keep his paladin abilities but the fates have decided to give him a racial body that is less "paladiny," like an orc or something. Part of the quest could then be to reverse the reincarnation.

I'm trying to build a lore oracle with two basic premises:

1. The oracle should be great at Knowledge checks. (I would like them all to be class skills).
2. The oracle should know some or several arcane spells.

I decided to go half-elf and take the ancient lorekeeper archetype for the arcane spells, but it trades away the class knowledge skills for just arcana and local. Am I missing an easy way to get more knowledge skills or am I just biting off more than I can chew?

Just a thought, but wouldn't eldrich Scion make a dip in Paladin (saves and Smite), oracle (Sidedtep & maybe Mystic Theurge), and dragon Disciple viable if not beneficial for the magus?

I've been offered a challenge by my GM for an upcoming game. The Idea is that I start with 7's in all my physical score and he'll let me take 18's in all of the mental ones. So here's the challenge: Make the most effective Combatant with only mental score. I could go full caster (probably wiz/sorc), but that seems like taking the easy way out and wouldn't utilize all of the mental stats. So here's my plan as of now:

3 levels of Zen archer Monk--- Because of the low CON score, I think the best strategy is to stay as far away from combat as possible. ZAM gets me Wis to AC, CMD, and to hit with bows (plus a few bonus feats).

2 Levels of Paladin---Divine grace, Smite (CHA to AC and to hit vs evil) and maybe some extra stuff if I go with an archetype.

2 Levels of Inquisitor--- The heretic archetype adds wisdom to bluff and stealth, or I could just keep monster for the knowledge bonuses. Wis is added to Initiative as well

1 Level of Oracle--- Nature, Lore or Lunar mysteries get me Cha to replace Dex in AC

1 Level of Mindchemist--- A cognatagen and double the INT on KN checks.

1 Level of Sleepless Detective PRC--- Int is added to Sense motive and Perception.

Noble Scion feat- Cha to Initiative.

These are just ideas right now. I figure I can make an amazing skill character who has some combat ability and at the very least can UMD his way through a battle.

Any other ideas for this experiment?

My Home game is playing a game to test OP builds. The Starting stat Array is 27,25,24,22,18,17 (Done by GM Random rolls) and then we rolled a d6 to assign them.

My Array is:

Str 25
Dex 27
Con 24
Int 22
Wis 18
Cha 17

Combat stats are pretty close together, but the high Int is intriguing. What would you do with these stats. I just feel overwhelmed by the class options (in a good way).

If you could add 6 Class levels to a nymph what would they be? My group is playing a game where we are using monsters as PCs. I would prefer to avoid sorcerer because we already have one.

Try stacking Wild Stalker with the skirmisher archetype for ranger. It replaces spells for more combat options.

Its the template stacking that gets me the stats. If I go nymph, I just get traditional nymph stats.

The Monster right now is a Deinonychus with the Fey Animal, Jiang-Shi Vampire, and advanced template. Chaotic Evil, but I would prefer to avoid anti-paladin because Good creatures may not be common.

My group decided that we're going to play a quick game using monsters with class levels as our PCs. We Can stack templates on monsters up to a CR 7 monster and then add 6 class levels. With the monster I built my Stats are:

Str: 23
Dex: 29
Con: - (undead)
Int: 18
Wis: 22
Cha: 26

Assuming all class are physically possible, What should I do with these stats?

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You always count as your own ally, so yes.

I'm starting a campaign filled with undead and evil dragons. My GM has given me the go ahead to make a character that hunts them (as they are super common). I don't really want to do a paladin as I've played one recently and Ranger doesn't seem to fit what I want. My question is: are there any other classes or archetypes that grant favored enemy like abilities?

The problem with fighter is that it gives me one feat. Magus gives me the equivalent of two, EWP and WF, both of Which I need for Whip mastery and more importantly Improved Whip mastery. I'm planning on a human, but races that get Whip proficiency trade away the human bonus feat so I consider the trade null.

These are the potential builds:

Figther 1: BAB: 1, Feats: EWP, Weapon Focus, Weapon Finesse
Monk 1: BAB: 1 Unnamed Bonus Feat
M2: BAB:2 Whip Mastery
M3: BAB: 3
M4 BAB: 4 Unnamed feat
M5 BAB 4
M6 BAB 5 Imp whip mastery

So I get Imp mastery at 7 with 2 feat slots to fill.

Kensei: BAB 0, EWP, Weapon Focus, Weapon Finnesse, Unnamed feat
M1: 0 Monk Bonus
M2: 1 Whip mastery
M3: 2
M4: 3 Unnamed feat
M5: 3
M6: 4 Unnamed feat
M7: 5
M8: 6 Imp whip master

I get Whip mastery at 9th level, but between 1st and 7th I have 3 feats to fill that give me more options.

I plan on using the whip solely for maneuvers, which monks are treated as having full BAB for, so missing 1 point isn't that big of deal. I'm attacking with unarmed strikes which will take a hit but not be too awful. I'm probably better off with sticking monk for all 20 levels, but I really want a way to get some reach. As far as the whip options go, Fighter kicks in earlier, but the magus gives me one free feat in the process of the 20 level build.

I should note that part of the benefit of Kensei magus is free weapon focus (whip) and a point of int to AC, along with spells like Mage armor or shield.

I am making a flowing monk for a home campaign starting at level 5. I am considering taking the first level as a kensei magus to get whip proficency to improve my threatened area with the whip mastery feats. Am I over thinking things, or is this a reasonable (and suggested) idea?

One hopeful bump

Besides shadow spells what other illusion spells are good against PCs at high levels?

I'm building out a Wayang Oracle as a boss of sorts for a home game I'm going to run it the near future. My initial idea was to use the Wayang's SLAs (Ventriloquism and Ghost sound) and Silence from the oracle list to qualify for the Veiled Illusionist PRC. The reason for oracle is that it seems more effective to give a class that doesn't already have illusion spells the extra spells from the PRC. Being a Wayang I want the character to focus on Shadow spells. However, the favored class option for Wayang Oracles is to add spells from the Wizard Illusion list. That being said, I am open to not taking Veiled Illusionist, but I really like the disguise abilities and the enhancement to illusions. So here are my questions:

1. Assuming the character is in masquerade ad a king or other leader and hiding from the PCs in that manner, Should I take the PRC or just go all oracle?
2. I really don't want to take the heavens mystery. With the Wayang SLAs I don't need its bonus spells to qualify and if I really should take it all I'd go gnome instead. That being said, What Mysteries have the best one-two punch in terms of revalations (as I'll only get two barring extra revalation)?
3. Any other general advice for a shadow magic user (ie feats or traits)?

Thanks for your time. I really appreciate all the help I receive from this community.

I played one once and what I did was wild shaped into small flying animals and flew above combat. I could blast easily whilst still being a difficult target for ranged characters. If you give yourself decent stealth and perception you make an amazing scout.

I would suggest looking into the Feather subdomain. It gives a massive bonus to perception as well as an animal companion that can be used as an additional scout or (jf you wild shape into the same type as your AC) a decoy for fly-by blasting.

Imbicatus wrote:
It doesn't specify, but isn't the Restorative Touch power a standard action? If you use it on yourself while staggered, at best you can then take a move action, at worst you can't take any action because a the beginning of the round you were staggered and could take only a move or standard action.

Quicken SLA?

You don't get to pick and choose archetypes each level. You select an archetype (or archetypes) at the first level you take the class and stick with it for all of your levels in the class

Maybe a shadow dancer level or mammoth rider?

I think I'm going to end up with a Bruce Banner style Barbarian.

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