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Wow I let this thread stay dead for a while. Oops.
In any case, I'm currently working on a hair-brained (hare-brained?) concept for combining a ninja (scout), pummeling charge, and sap adept/master. MoMS dip most likely. It'd be nice to get dragon style in there too for charging over difficult and combat style master. So unarmed fighter dip too. Probably MoMS 2/Ninja 4/Ftr 1/Ninja X or just Ftr 1/MoMS 2/Ninja X
Now that I think about it, how would dragon style or sneak attack interact with pummeling charge? It'd kinda stink if it was once-only.
I would seriously consider getting blistering invective if you have any investment in to intimidate. The fire damage is paltry, it's the 30' aoe intimidate you're after.
I would also second greater magic weapon and also magic vestment. 3000 for a lesser rod of extend spell will serve you just as well if not better than paying to keep your gear up to snuff with those two spells.
Finally, even though it's a swift action, Littany of Sloth is great for getting by nasty things. In a pinch you can also use it to attempt combat maneuvers, especially if you buffed with True Strike the previous round.
(I'm assuming the Oracle still needs the Divine Focus where required)
Oracles actually don't need to provide divine focuses. Last paragraph on the prd under the oracle's spells feature "Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components." bolding mine.
I do average rounded up for all levels but the 1st level gets doubled; including con and favored class bonus, if any. So a 2nd level fighter with 14 con and putting favored class into skills gets: 2*(6+2) + (6+2) = 24.
Or, just shorten it to Hp = (Lv+1)*(HD+con+favclass+misc)
EDIT: Though I do also really like Westphalian_Musketeer's method now that I've seen it.
I'm gonna go a bit different in my approach, but I'm crazy like that
Race: Half Orc; Sacred Tattoo, Shaman's Apprentice
Traits: Reactionary, Fate's Favored
20 pt buy: Str 16, Dex 17=15+2, Con 14, Int 10, Wis 10, Cha 8
alternately Str 17, Dex 17=15+2, Con 14, Int 7, Wis 13, Cha 7
01 Slayer; TWF
02 Slayer; Slayer Talent: Rogue Talent: Combat Trick: Power Attack
03 Slayer; Double Slice
04 Slayer; Slayer Talent: Ranger Combat Style: Weapon and Shield: Improved Shield Bash; +1 Str
05 Slayer; Iron Will
06 Slayer; Slayer Talent: Ranger Combat Style: Shield Master
07 HoriWalk; Improved TWF; Favored Terrain: whichever you see the most in the campaign
08 HoriWalk; Favored Terrain: Astral Plane; Terrain Mastery: Astral Plane; +1 Str
09 HoriWalk; Terrain Dominance: Astral Plane; Dimensional Agility
At this point try to retrain Double Slice and Iron Will to Dimensional Assault and Dervish, but that will require being able to take 10 days of downtime (2 sets of 5 days). Otherwise you'll have to stick it out picking up the dimensional line the hard way with your normal feat progression. Assuming you do retrain:
11 HW; Dimensional Savant
12 HW; Terrain Dominance: whatever you see the most; +1 Str
If you really want Greater TWF, grab a deep red sphere ioun stone (+2 dex) or splurge some other way to get that +2 to Dex. Other than that, load up on Rogue Talent: Terrain Mastery with your talent slots and Extra Slayer Talent from your feats every odd level for more of the same so you can jack your counts-as-favored-enemy-bonus through the roof.
2 shields because shield master removes the penalties from TWF and lets you count the shield enhancement bonus as a weapon enhancement bonus. 2 shield enchants cost the same as 1 weapon enchantment.
I did have the idea of being a worshipper of Calistria—perhaps be unique by being the only player to remember there's more to her portfolio than sex?—but maybe that's a bit too "on the nose". I could be a Desnan and claim that wasps are just "misunderstood butterflies". Not sure yet.
Reminds me of the feat Butterfly's Sting [/off topic]
Mythic Evil Lincoln wrote:
Do not overlook the feat Death From Above. The sky is full of charge lanes.
It's only an additional +2 on your attack rolls over the normal bonuses for charging and high ground.
One thing I would definitely recommend for the OP is both you and your mount grabbing the Escape Route teamwork feat. While mounted you both suddenly become immune to attacks of opportunity from movement.
Orfamay Quest wrote:
Because you can already be 80% of many other wizard specialties without even doing a feat expendature. So you can be 100% as a blaster and still 80% at battlefield control, buffing, utility, debuffing, etc just by pumping your Int.
Ciaran Barnes wrote:
That's the fun part, you can do both. You only need to make room for a couple of blasts in your spellbook, then you can fill the rest with the typical wizardy goodness.
Personally I go for greater spell specialization at 9th instead so I can grab more useful feats earlier, but there is always retraining.
Levels 1-4, magic missile. 5+ fireball. Definitely go admixture. I would pick up greater spell specialization at 9th, and then maybe consider that crossblooded dip.
EDIT: an alternative would be to focus on MM from 1-5 and at 6th learn fireball and switch spell specialization to it.
EDIT 2: Are you allowed to stack magical lineage and wayang spellhunter on the same spell? I was under the assumption that because of the way they are worded, and are not specifically a bonus, that their effects would overlap instead of stacking.
ACG pdf pg8 wrote:
Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.
Seems to me it would need to be a draconic and/or crossblooded bloodrager.
Bob Bob Bob wrote:
Full dragons break the game in odd ways when given to players. For instance, almost nothing humanoid competes with 150 foot fly speed. And weirdly, as they get bigger they get faster. Then there's 60 foot blindsense. Then an infinite/day breath weapon (with a 1d4 round cooldown) when everyone else gets a 3+stat ability (Wizards, sorcerers, clerics, etc.).
The fly speed is certainly an advantage, but compare the abilities of some of those dragons vs pcs of similar level to their cr. A wyrmling dragon may have a 2d6 breath weapon at will, but casters are getting 3rd level spells and materials are starting to get iteratives with +9 damage from power attack alone. A young dragon might cast as a 1st level sorcerer and is competing with 5th level spell slots or dpr olympics benchmarks.
There is no way to say. CR's do not equal class levels, and while the game has suggestions for what to try results will always vary. I have always wanted to run a monster campaign though. :)
I think the CR = ECL suggestion in the bestiary works just fine. Then again, I too want to run a monster campaign.
I think most summons signed up as either community service or a potential advancement track. Basically, they earn extraplanar 'credit' for doing these jobs and reporting back what goes on. Likewise, learning a summoning spell requires, whether the caster realizes it or not, a sort of contract in order to perform. Such as service in the afterlife commensurate with the amount of summoning time they used up.
For inspiration, look to Richard from LFG and Belkar from OotS. You like hurting things, and that's what they keep you around for.
As a side note, anything evil you kill is either nonchaotic (a chaotic act) or CE which means more soldiers for the abyss when those souls get there (a fairly evil act I'd say).
75% + settlement limit, and usually bas the characters out of or near enough to a metropolis that they can do their shopping.
However, you don't find magic items on the shelf in a store. You find someone who has the capability of crafting it and an opening in their schedule to do so. So they pay for the item then come back in X amount of days to pick it up.
Well, I had my shield-juggler inquisitor using a heavy pick, quickdraw light wooden shield, and the quickdraw feat to gain the shield bonus to AC on everyone else's turns and the full benefits of power attack on my turns.
I'm working on a dwarven Daring Champion who fights dexterously with a heavy pick
Another one I've been wanting to use is a fighter with a 2 level dip in alchemist (or ftr 1/alc X) for the extra arm discovery twice who wields a 2-handed weapon, heavy armor, shield, and still has a hand free for drinking extracts or throwing bombs. Could also work with a twf pistolero/bolt ace.
Cavalier; Daring Champion, Order of the Dragon
Dwarf; Sky Sentinel
+½ damage to challenge target/level
Str 13, Dex 17, Con 14, Int 10, Wis 14, Cha 8
01 Power Attack, Pack Attack
Main weapon: heavy pick. There's a lot of other teamwork feats that also are nice to use with tactician: precise strike, coordinated charge, stealth synergy, escape route, shake it off, and possibly lookout.
Class (if multiclassed, class order goes here instead); Archetypes and other class choices such as Domains, Bloodline, Order, etc.
(if multiclassed, will be on a separate line with the choices for each class presented in the order taken and separated by semicolons)
Race; Alternate Racial Abilities
Favored Class Bonus
Ability Scores at level 1 (assumes 20 pt buy)
OOC text will be for choices that I have made for an open choice but are not essential to the build.
Open choices that have not been decided at all will be presented as the choice name in all caps, such as FEAT or DISCOVERY