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I remember something in the Many Thing Mr Welch Is Not Allowed To Do In An RPG list about setting fires at the cave mouth to suck all the oxygen out and suffocate the orcs inside. To which the response from the GM was something along the lines of "No, you may not use the laws of thermodynamics to bypass the dungeon."
Another one my friend likes to mention is buying and training cats for attack purrposes, At 3cp a pop even a lower-mid level character can afford thousands of them.
Depends on the player sometimes too. I've tried playing two druids and a wizard/cleric/MT and I can say I always had trouble trying to predict what spells to prepare.
first draft minibuild for the pummeling dragon
Fighter (Unarmed Fighter), Rogue (Ninja, Scout), Monk (Master of Many Styles)
+1 HP per level
Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 13
01 Ftr; Power Attack, Dragon Style
10+ either more ninja for more sneak attack or slayer for better bab and possibly the twf feats sans prereqs. 2 level of paladin is a possibility that's probably better on the ninja chassis. One level of Brawler (Snakebite Striker) gives +1 bab and +1d6 sneak, if fitting it in somewhere is advantageous
IF I'm reading the interactions of scout, pummeling charge, and sap adept/master right, every successful hit roll in the pummel gets the full sneak attack + sap adept/master bonus. But, only the first one in the sequence potentially gets the dragon style bonus damage.
A cape might seem odd, but a mantle of protection would be fitting. Most magic rings work. Magic belts or headbands can be done tastefully. gloves and boots should be able to reshape themselves to fit over the dragons digits. Necklaces or amulets would have to worn relatively tightly so as not to bounce around. Ioun stones embedded into certain areas to mimic piercings is a nice touch. Speaking of, piercings made out of any suitable wondrous item like pearls of power or similar are a good way to go.
I prefer the idea of K.I.S.S. when planning out characters. I think you'd be better served just going slayer 4/skald 1 or slayer 2/skald 3 before entering DD.
As for DD levels, you either want to go DD4 and back in to one of your parent classes or finish out your pfs career as a DD.
Magical Knack: Skald definitely a good idea.
EDIT: Statswise I'd go Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 15 (all level ups here). Your casting won't be as great, but you're going with a DD based on a half-caster so save DCs were never going to be all that good for you anyway. This'll give you the str you need to bash things until your DD str boosts kick in.
EDIT 2: Spit Poison is a neat trick, but I'd be hesitant about taking it due to the full-round action, limited range, and AoO from the ranged touch attack. You pretty much have to be exactly at 10 feet to use it.
128. Various meat markets/butcheries around the city have had any whole or mostly-whole carcasses awaiting cutting go missing in the last couple of weeks. The culprit is a stealth-trained oracle who just learned the Undeath word of power (either through wordcasting or the experimental spellcaster feat).
The zombie apocalypse will start with cows and chickens if the oracle is not stopped.
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.