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Took me a while to think about this
I'd skip the bastard sword and just go with a scimitar unless you're a human or half-elf and can pick up the exotic proficiency as a bonus at lv1.
Edit: that being said, I do have experience with the quickdraw shield 'style' and I have to say it is awesome. Mine was melee-focused, but I think it could work pretty well with the switch hitter since that build already includes the main thing you need to make shield dancing work; ie quick draw.
kobold paragons that are more in line power-wise to halflings and gnomes. Maybe with some draconic heritage alt racials.
dogfolk so the other players I game with can stop griping that there isn't one.
If there are centaurs, or any kind of taurs, I want some feats/archetypes that lets them act like a mounted combatant on their own.
Dragonkin race that's not just a human with a draconic head and scales. I want teeth, claws, wings (even if they don't allow full flight for a while), tail, breath weapon (preferably usable more than 1/day).
Half-dwarves. Because they really should be a thing.
Dryads or half-dryads, plant and/or fey race. I saw a thread in the homebrew section a while back about a race that was the result of a dryad selecting a treant as her home and the results of that relationship. I like that idea.
89) A side room containing several owls, several bears, and some juvenile owlbears.
90) A side room containing a tank of piranha, a large cage/run for several bunnies, and another cage containing several baby of these.
91) A 10'x10'x10' pit that several bits of debris strangely floating in it.
92) Doorways that are actually gates to other parts of the complex on different planes.
I had a similar idea, though I go with a rapid-shot-style approach. At bab 6+, you can make two attacks at full bab -2. At bab 11+, you can do that or make 3 attacks at full bab -4. At 16+, you gain the option of 4 attacks at -6. The twf tree would add a second set of such attack routine options for the off hand.
Charon's Little Helper wrote:
Those might actually be at max ranks. The fly skill is dex based (goes down as dragons get bigger), takes a size penalty (natch), and also takes an additional penalty based on maneuverability (oh look, as dragon speed increases, maneuverability decreases).
So instead f leaving jugs out for the milkman you leave barrels out for the beerman?
False Life would probably be easier to do without. Next time we get some scratch I'll try to work with the artificer to make a wand of mage armor. He's got a lot of discounts, I think he makes things for only 3/8 of market value. Then I'm thinking Glitterdust, See Invis, and an open slot for 2nd level. Now to figure out 1st level slots.
Honestly it just looks like bad luck so far. You prep a list and it doesn't really work so you tweak it to cover a weak point but then you fight something else that you weren't prepared for. Just carry and and if it keeps happening then well ... maybe its not your luck.
It not being my luck is kinda why I made the thread. Similar situations seem to happen whenever I try to play prepared casters.
You picked good spells and hexes. What kind of challenges are you running into where having spells/abilities that target all three saves are ineffective or hardly effective? Is it simply a matter of not having enough spells for the day or something else?
examples I've had include: having charm person, web, burning hands, and fog cloud when we get ambushed on a bridge; Fog Cloud, Blindness/Deafness, Charm Person, Ray of Sickening, and Reduce Person prepared when skeletons and a drowned attack our ship from below; and mage armor, ray of sickening, false life, blindness/deafness when we got attacked at an inn trying to have a conversation with our contact.
@Rerednaw: we didn't start with traits, so I had to use the extra traits feat at first level to get fate's favored and reactionary
Currently plying in a chatroom-based game that's a blend of 3.5 and pathfinder set in eberron. I'm a half-orc scarred witch doctor (endurance patron), but I'm finding myself with a selection of spells and abilities that's half or more not useful to the situation a bit too much. So far, we've run into/against warforged minions of the Lord of Blades several times, and my slumber hex doesn't work on those. So far our encounters are usually ambushes either in the middle of a city, on a boat, and one that we had exploring a ruin.
Rest of the party includes shifter flame oracle, changeling bard, human swashbuckler, warforged paladin, and human artificer.
We just recently hit level 4. I've got Evil Eye, Slumber, and Cackle as hexes (one from spending a feat). The spells in my mask are as follows:
2nd (3/day): bear's endurance*, blindness/deafness, false life, fog cloud, glitterdust, see invisibility, web
1st (4/day): air bubble, beguiling gift, burning hands, charm person, command, comprehend languages, hex vulnerability, ill omen, mage armor, ray of sickening, reduce person, unseen servant
0th (4/day): arcane mark, bleed, dancing lights, daze, detect magic, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, tough of fatigue.
I'm looking for advice for what spells would be good to prepare on a day-to-day basis. I like leaving a slot of each level open, but that means going in with only 2 level 2 spells and 3 level 1s. I know false life and mage armor are good, but the one time I had a situation suited to prepping them 9the ruin), we had to leave the day of learning about it to keep ahead of our adversaries, so I didn't have time to refresh spells.
Chengar Qordath wrote:
That's pretty much the way my groups do it. Sometimes subbing "you put in an order at the mage's college, they'll whip those up as part of next week's exams"
If you like the fighter's tons of bonus feats but want access to out-of-combat abilities as well (or just more than 2+Int skills per level), Slayer is there for ya.
Do you want to play a ranger but don't want the nature theme, weakened animal companion, or spells? Slayer.
Want to play a combat-focused rogue but want to do better than medium BAB? Slayer.
A slayer can grab terrain mastery several times then go into horizon walker to get massive bonuses to hit and damage vs anything native to that terrain. (note this does not actually give the favored enemy class feature and does not function with instant enemy at all)
Basically, the slayer (in my opinion) is the near-perfect purely-nonmagical combat class counterpart to the barbarian. One being all about raw numbers and cool rage powers, the other being all about skills and training (feats).
GM Lamplighter wrote:
This bit of rules text right here is all you need. It calls out everything that changes. Damage die is not one of those things, so a thrown greataxe will require a full-round action, a ranged attack roll at -4, do 1d12+str slashing damage, with a crit mod of 20/x2, and have a range increment of 10 feet.
Since early-access-via-spell-like-abilities is gone, I brainstormed a bit and think I've come up with a way to make entering MT less painful and similar to the early entry method.
So one could go, say, wizard 3/cleric 1/MT or oracle 4/sorcerer 1/MT. If you REALLY wanted to, you could even go something like bard 1/inquisitor 1/kineticist 3[?]/MT. (not recommending that route, just pointing out that it's a possibility)
An interesting, potentially powerful build. Some ideas / critique for its creation would be appreciated!
One use per turn, in the case of bane. Which also precludes changing up your judgement types or performing other swift actions.
In addition, for players like myself who kind of suck at predicting what spells to prep that day, it's a nice safety net.
Scott Wilhelm wrote:
With the Quick draw feat, putting on or stowing a quickdraw light shield is a free action. Changing from weilding a weapon one handed or two handed is also a fee action. So step 1: stow shield as a free action. Step 2: grip weapon with both hands as a free action. Step 3: attack. Step 4: switch back to one-handed grip as a free action. Step 5: re-draw shield as a free action.
The buckler strategy works similar, but less efficiently. step 1: grip weapon with 2 hands. Step 2: attack at -1. Step 3: wait until your next turn to switch grip since you won't benefit from your shield bonus anyway. This variation of the strategy requires more decision making, because you have to decide whether you want the extra damage or extra ac.
"You ask where I come from? It's not a particularly harrowing tale if you ask me. But I can humor you for a while I suppose.
My mother was a housemaid and my father was a pit fighter. Explains the ugly mug, I know. Doesn't matter where, that city's been long since destroyed. But I'm getting ahead of myself. As I said, pit fighter and housekeeper. At the beckoning of their shared owner. Not a lot of love between the two, but no hate either. They did what they had to and then moved on with their duties. Got an older brother with the same father. Younger sister though, she came from the old fart's new champion after my father got eaten by a owlbear. Or maybe it was a hydra. Damn, it's been so long now.
Anyway, the whole damn city was corrupt. Least down in the slave pits everything was out in the open far as who was gonna stab who in the back. Heh, we actually were pretty tight-knit down there. Had to look out for each other, nobody else would. Actually got a pretty good education from the other orcs, at least in orcish culture. It was almost like being in a proper clan. Those goblin jerks can shove it though. Always travelling in packs so they can gang up on anyone caught by themselves.
Anyways, at one point this group of adventurers comes storming through. Just runs rampage through the city guard, cuts off and cuts down each of the worst nobles before they can escape. Frees all the slaves and gladiators even. We could've possibly just moved right in where the humans got kicked out if the whole place hadn't been darn near leveled in the fighting. I think the mage of the group was a bit overeager to use an earthquake spell.
Fortunately, those adventurers helped those of us that wanted it to get to Abaslom. The 4 of us went with em, but each of us took a shine to a different path once there. Mum went back to bein a maid, it's all she knew really. Least now she was on payroll. Older bro joined up with a paladin order. I could never get why, too stuffy for my taste. Sis started hanging around with the Pharasmans, I think the carnage got to her a bit. As for myself, well I obviously took a liking to the freedom and wandering that Desna promises. Things I didn't have growing up in the pits.
But I wasn't pious or preachy enough to be a cleric. Too much bloodlust in me. I was afraid I was going to fail Her as a worshiper until she sent me a dream with my instructions. And so I became Her inquisitor, and joined the Pathfinder Society. Because if anyone gets in to the darkest cracks of the world, it's them.
And that, is the beginning."
This is a variation of a character I played a couple campaigns ago.
Half Orc (City-Raised, Sacred Tattoo)
Inquisitor 12 (Desna, Exploration Subdomain)
Favored Class Bonus: "Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures" x12
Str 18 (16+2 racial)
Wis 17 (14+3 from leveling)
Traits: Fate's Favored, World Traveller (Kn Local)
Feats: Quick Draw, Power Attack, Furious Focus, Deepsight, Improved Initiative, one other
Bonus Teamwork Feats: Outflank, Precise Strike, Escape Route, Stealth Synergy
Skill Ranks: Intimidate 6, Kn Arcana 6, Kn Dungeoneering 6, Kn Local 1, Kn Nature 6, Kn Planes 6, Kn Religion 6, Perception 12, Sense Motive 6, Spellcraft 6, Stealth 6, 5 ranks to spend on singles to get the class skill bonus
4th: Cure Critical Wounds, Divine Power, Freedom of Movement, Greater Invisibility
3rd: Dispel Magic, Greater Magic Weapon, Heroism, Magic Vestment
2nd: Blistering Invective, Invisibility, Resist Energy, See Invisibility, Silence
1st: Comprehend Languages, Disguise Self, Divine Favor, Litany of Sloth, Protection From Evil, True Strike
0th: Acid Splash, Create Water, Detect Magic, Light, Sift, Spark
I went half-ranks on the various skills because of the racial and class bonuses you'd be getting. Use spells to enhance your weapons and armor. The only piece of gear this build really wants is a quickdraw light shield, but a buckler can work too. Lesser metamagic rods of extend spell are also really nice.
Basically, you're tanky because of the shield and armor (preferably mithral breastplate), can hit hard by two handing your weapon on your turn and pulling the shield back out at the end of your turn, you have mobility from dimensional jump, can scout well due to not needing light and having little to no acp on stealth, you've got lots of knowledges and are especially good at identifying monsters, and in rp you are one scary mofo and hard to fool (though one could put a few additional ranks in to sense motive just to be sure).
Monks: Quingong, Zen Archer, Tetori, Sohei
Not a Nemesis. I am THE Nemesis wrote:
1) Superman6) Harley Quinn
7) Nick Fury?