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PhD. Okkam wrote:
Green Faith Marshal/sanctified slayer inquisitor with Eagle Domain.

What's the benefits with that combo? I don't see it...


I would like to make a sanctified slayer inquisitor with an animal companion, but I am not sure of the best way to do it. I also need to be quite versatile and not too specialized.

I am thinking human inquisitor with dual talent.

I am also thinking Sarenrae and Scimitar as weapon.

But I am not sure how to best get the animal companion

- Feather Domain with boon companion? Maybe feats should be
1 power attack, 3 precise strike/combat expertise, 5 boon companion 6 outflank 7 accomplished sneak attakcer 8 combat trick gang up
stats 18/13/14/13/15/7

- Ravener Hunter Lunar mystery with Tiger companion? Feats like
1 power attack 3 precise strike 5 accomplished sneak attacker 6 outflank 7? 8 slayer talent underhanded ranger style with combat expertise 9 gang up
stats 18/13/14/11/16/7

Any feats I should drop? Any feats I should get instead? Other cool ways to get companion? I could probably get a mount instead as a companion, maybe thats a better idea?

Or other builds I should consider?


Thanks I'll look into those as well, both of those could be viable I suppose. I haven't really looked at occultist before, so I'll have to get to learn that one.

I haven't really seen which spells that are available on the psychic spell list either, but I gather there are some good ones.

Anyone know of a couple of sample melee-oriented occultist builds?

(If not I guess I'll find some..)


Ok, then that doesn't work.

I think I'll just go for a strength-based empiricist instead then, and get infusion eventually...


Hi again.
I asked earlier for a fightermage to team up with a paladin (we're only a 2-man party). But our DM says that it will be severly restricted access to buy magical items, so I can't make a character to be to reliant on magical items to work (such as cure light wands etc).

I would have loved to make the empiricist, but even with the Infusion-talent I think we'd just get more usefulness out of the Questioner since the spells/buffs can work on both.

So then there's the uestion of strength vs dexterity for the Questioner.

Strength: Will probably run around with a spear or some such and power attack. Full levels in Investigator.
- My main question here is - how to get acceptable armor class with a strength build?

For some reason we're starting with 22 points, so I could do a spread like this with dual talent (only 1 dumpstat allowed, but I don't want to dump cha to less than 8 if I want to dump it at all)
18/14/12/16/10/10 (although I would have wanted 18 int)

Dexterity
Will here take a level in swashbuckler to get fencing grace, but I am not sure I think it's worth to lose a level of investigator and get ie. studied combat a level later. I don't think I with this build want to get 13 str just to get power attack either, also when you can't use rapier 2h. So the damageoutput in this build will be a bit lacking.

Here I could do something like:
10/18/12/18/10/10
13/18/12/17/10/10

So I suppose my main questions are:
- how can I get acceptable AC with the strength-build? can I do medium/heavy armor without restrictions? it doesn't say specifically on the archetype, I think?
- if I do dexterity, will sacrificing a point of int worth it for power attack?
- is there another dexteritybuild that's worth considering?


Lots of great advice here. I haven't been able to look closely on all of them yet.

I might end up going for a divine caster. I have never tried cleric in pf, is there a way for them to swap spells during the day (something like the arcanists quick study)?

( have played a couple oracles before and thought I'd see if I could manage not playing one of those for once...)


Hi.

Seems we're going to start a "two-player party" where the other player will be a paladin. So it might be wise of me to have some knowledge of the arcane, as well as not being totally lost when it comes to some hand-to-hand combat as well.

I've been considering the magus, but I wondered if an eldritch knight could be just as viable?

Haven't completely landed on race yet, will be human or elf I suppose.

It doesn't have to be the most optimized thing out there, but able to add some versaility and utility also out of combat. But of course, I don't have to miss out on anything obvious I should include to make it as good as possible, also in combat. Maybe someone has a complete build for something like this, or have strong arguments for doing a magus instead?

Human
Stats: 8-16-10-16(18)-10-12
Traits: Magical knack

Classes: 1 Swashbuckler (Inspired blade) / 6 Arcanist (Blade Adept) / 10 Eldritch Knight / 3 Arcanist

Feats/Exploits

1st: Fencing Grace, Toughness
3rd: Extra Arcanist Exploit (Spellstrike)
5th: Extra Arcanist Exploit (Quick Study)
6th: Dimensional Slide

Or maybe there's a rogish caster-type that's more viable for utility and versailty (and perhaps also survivability..?).


I suppose I'll decide between eruption and whip at 7th when I get there. After I've played him a few levels I'll figure out which playstyle that will be the best fit.


I've also found Religion Trait, Magic's Might, to raise CL to overcome SR. Then I suppose I would start with +3 CL vs SR.

I can drop Firesight (and consider to include it at later levels) and do something like this (since I get an extra wild talent for exanding into fire). I think that would be legal:

7. Extra wild talent (Extended range infusion (form)). Kinetic whip infusion (form)
8. Flaming jet
9. Spell penetration, Eruption infusion (form)
10. Greater Flaming jet
11. Greater spell penetration
etc...

Thanks again for your input. Much appreciated! :)


Yeah, I did mean Spell penetration at 11th... (and greater at 13th) But thanks for the tip about Unstoppable Magic, I'll consider that. And thank you for confirming that I have the gist of it! :)


I am considering making a kineticist for Carrion Crown adventure path.

I primarily want to play a blaster, doing consistent damage. Lots of fluff would have been cool too. Since I want to do some decent AoE damage, I think I should start with fire. And I also think I should continue with fire, just because I think the form infusions for fire are better, and some of the better controlling infusions don't play that well with fire. And I want to focus on the damage rather than controlling in any case.

Initially I would have loved flight, flesh of stone, shroud of water and shimmering mirage - I'm just not sure it's worth taking either of those at 7th. I might pick one of those for 15th, even though I've picked Aether in this example.

So, this is what I've come up with this far:

Human Pyrokineticist
Stats with dual talent: 10-18-18-10-12-8

1. Toughness, Fan of Flames infusion (form)
2. Fire’s fury
3. Weapon finesse, Burning infusion (substance)
4. Searing flame
5. Combat reflexes, Kinetic blade infusion (form)
6. Smoke storm
7. Extra wild talent (Kinetic whip infusion (form)). Firesight
8. Flaming jet
9. Extra wild talent (Extended range infusion (form)), Eruption infusion (form)
10. Greater Flaming jet
11. Swap Fan of Flames with Draining Infusion (substance), Spell resistance, Unraveling infusion (substance)
12. Ride the Blast
13. Greater spell resistance, Wall infusion
14. Spark of Life
15. Extra Wild Talent (Explosion infusion), Expand into Aether
16. Expanded defence (Aether)
17. Greater elemental focus (fire), Foe Throw infusion (form)
18. From the Ashes
19. Feat ?, Infusion?
20. ?

Does this look viable, or am I missing something obvious? Any thoughts?:)


Universal monster rules states: A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

Does this mean that if you are in a form (ie. elemental body) that is ie. immune to a condition, then you will never gain that condition (ie. bleed) and thus if you are hit by a bleed attack round 1 and change back to human form round 2 you will not have a lingering bleed effect?

Does this example count as for all conditions? (Like a barbarian with an oracle lame curse dip cannot gain the fatigued condition?).

As I read it you gain the condition either way, you just don't get any of the condition's effects. I also think that this view is supported by the Delay Poison/Disease spells, that says something about what happens if you are immune to something, but suddenly isn't immune anymore?

Or do you not gain any condition as long as you are immune?

What happens to the bleed if you bleed as a human, change to elemental body, then back, without doing anything for the bleed?

Is there an errata/FAQ on this anywhere? :)


I'm afraid I will be in melee regularly, so something that can give me an edge i melee will be nice.

I'll read that guide thoroughly before completing him. Thanks! :)


I'm quite the noob to PF and archery, but want to try a zen archer. This is how I've gotten so far, but I feel that I'm missing something.

Human Monk, Lawful Neutral
Alternate classes: Zen Archer + Quinggong Monk
Ability scores: 14, 14, 12, 10, 18, 8

1 BF: Precise shot F: Combat reflexes HF: Crane style
2 BF: Point Blank Shot
3 F: Deadly aim
4 QM: Barkskin 1ki
5 QM: Feather step 1ki F: Crane wing
6 BF: Imp Precise shot
7 QM: Heroic Recovery 1ki F: Crane riposte
8
9 F: Clustered shot
10 BF: Imp. Critical
11 F: Hammer the Gap
12
13 F: ?
14 BF: ?
15 F: ?
16
17 F: ?
18 BF:?
19 F: ?
20

I've mostly looked at stuff up to lvl 13. What am I missing?


Thanks for all the input.

I thought to make EITHER a melee swashbuckler (not switch-hitter) or an archer ranger.

I suppose I want to see what a cool Swashbuckler looks like and compare it to an archer ranger, and then decide which of the two to go for (also considering the amount of flavour/fluff/out-of-combat stuff I can get out of the character).

I have some questions (don't need them all answered, I just haven't figured this stuff out).

Regarding Swashbuckler:
- Are there any other ways to improve damage, with piranha not an option?
- Which critical feats should I get in order before going for greater weapon focus? Stuff like Critical Focus & Blinding Critical etc? What's the crit synergy?
- Thanks for the tip on Battle Cry (I'm sure the DM allows it to be used as written)

Regarding Ranger:
- Though of Heavy Armor with Mithral Full Plate
- I see that Snap Shot-line is preferred, also more than Manyshot, is this still the best route? I suppose this will help with the reduced damage from less strength?
- Is there a viable way to go for X-Bow instead of Bow, or will that just suck?
- I see from the guide that Str 12 is adviced, could I just as well have 10 instead of 12?
- Are there any archtypes with any good options to either animal companion or spells? (I haven't found any)


I am making a new character and I am not sure to go for either the Swashbuckler or the Ranger. So I would love input on what I've thought about so far for both of them.

Should I rearrange some stats?
Are there any feats I should defenitely get?
Other tips?

I've tried looking at some guides, but maybe they aren't fully updated so I'm asking here as well.

The Swashbuckler is pretty much straight forward. The Ranger wants to be a threat both in melee and as an archer. (I originally planned a full archer-ranger, but I need to be viable in melee as well, as my fellow players mostly went for casters and roguish).

Swashbuckler, Human
Rapier
20 point buy: 10-17(19)-12-10-10-14
Feats:
1. Weapon Focus (Rapier)
1. Feinting Grace (Rapier)
3. Combat Reflexes
BF4: Weapon Spec (Rapier)
5: Extra Panache
7: Lunge
BF8: Greater Weapon Focus (Rapier)
9: Pirhana Strike
11: Signature Deed (opportune parry & riposte)

Ranger, Human
(Comp.Longbow and Falchion)
20 point buy: 16(18)-14-12-10-14-8
Feats:
1: Power Attack
1: Cleave
CS2: Rapid Shot
3: Deadly Aim
5: Boon Companion
CS6: Manyshot
7: Heavy Armor Prof
9: Improved Critical (Falchion)
CS10: Pinpoint Targeting
11: ?