|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I'm working on a new build. The idea is your standard heavens oracle with a high crit weapon. What I'm not sure of, however, is whether to go oracle 20, oracle 18 with a paladin 2 dip, or oracle 4/paladin 16.
EDIT: To be more specific: Half Elf, ancestral arms (falcata or scythe), magical lineage (color spray), persistent spell; that's all I feel you need to invest into it. The reason I'm debating this is that the heavens revelations beyond awesome display aren't that great. I feel like I'd gain more use out of the Cha synergy from the paladin.
This is why I like hats of disguise or sleeves of many garments. make your stuff look like what you want.
How would you GM a Dragon attacking your party?
Step 1: prebuffing. If the dragon's attacking the party either it knows about their exploits through minions/allies/contacts or has spent some time observing them directly (from very far away) and any dragon worth their scales will plan accordingly.
Step 1a: if you hear them trying to prebuff (and you should), do so at the same time, setting up a counterstrategy. dragons should have huge perception and spellcraft scores, they will know what you're doing and how to best counter it.
Step 2: wear them down. Hit and runs attacks with spells and breath weapons. flyby attack. get in, blast them, get out, encounter over. come back several minutes later. you'll be burning through healing spells/items and wearing down protection from energy spells they might have. sic some of your minions on them in between flybys.
Step 3: most importantly, attack from unexpected directions. icy pass as you're a white dragon? pop out of the ice wall behind them. Rocky terrain for a copper? wall crawl like the demented spiderman you are. Forest for a green dragon? strike then fade into the foliage. Swamp for a black dragon? pop your head out of the water just long enough to strike, most parties hate underwater fighting and the water's surface provides you with total cover. Red dragon? light something on fire, use pyrotechnics for a smokescreen, use your natural ability to see through smoke to attack them, circling like a shark unseen.
Step 4: NEVER stand and fight unless you're sure you can shred one of them without being seriously injured in return. If they're important enough for you to warrant step one, you're not going to just land in the middle of them and blast away while their attacks bounce off your scales.
Step 5: Use the items in your hoard. Dragons may be vain (rightfully so), but they're not stupid. Even white dragons are smarter than your average human by the juvenile stage. A dragon's worth (among other dragons) is determined mostly by A) how big and strong they are; and B) the size and value of your hoard. Let me reiterate that: You are a dragon and what's in your hoard is just as important as how strong you are, there is no shame in using powerful items in it to augment your own power. You know what happens to dragons that are too proud to use their items? They get killed by those who aren't and their hoards become the property of their slayers.
Step 6: If all else fails, RUN. Living to fight another day is more valuable to your reputation than dying. A hoard can be rebuilt, stolen back. Your minions will still be out there for you to command. You will heal, you will plan, you will hunt them down make them pay. For you have seen them, know their faces, and have all the time in the world.
I personally like Paladin 2/Bard (archaeologist) 3/DD
For Barbarian, you want at least 2 levels so you can pick up the moment of clarity rage power. Maybe urban barbarian so your con score isn't fluctuating so wildly.
For your caster, summoner has a powerful spell list that is plenty geared for buffing natural attacks. You'll lose out on the two main class features by not advancing the eidolon or summon monster spell-like, but many consider those to be overpowered so perhaps it's for the best. Much as I think the synthesist is a cool concept, it's a nightmare mechanically so I would avoid. Alternately, bard makes a nice caster/combatant, especially an archaeologist with lingering performance. If you can live without armor, then sorcerer can work just fine.
One thing I like to do for DD is go half elf for the free skill focus and grab eldritch heritage: abyssal and improved eldtritch heritage to add an additional inherent bonus to str on top of the str boost you get from DD. Crossblooded draconic/abyssal also works for that, but crossblooded really hits your casting hard. You wouldn't know any spells of a spell level until one level after you got the spell slots for it. Although, the way DD interacts with your bloodline powers and casting does mean you'd get your bloodline spells on time with the new spell levels.
the two easiest ways to do it are the quickdraw trick or just use a buckler on your off hand and accept the -1 attack penalty and loss of shield bonus when going 2 handed for the round.
For 25 point buy, I'd go something like
01 Quick Draw
Lookout, Shake It Off, Stealth Synergy, and Pack Attack are also decent choices for your bonus teamwork feats. Inquisitors can change one of their bonus teamwork feats with a standard action, so play around with them to find ones that suit your playstyle and group.
As for the rest of the regular feats, pretty much anything you want. Improved Initiative is a staple, and compliments cunning initiative. If you go half orc, Deepsight can be really nice. Judgement Surge makes one of your judgements per day more effective (especially nice at 12th because all the judgements tick up a point at effective inquisitor level 15).
No worries. Bucklers are still good, and the -1 to hit can be worth it if you're a highly skilled archer who occasionally gets enemies in his face.
That always confused me about bucklers. In one sentence they say an archer can use them without penalty, but a couple sentences later they say any weapon used with that hand takes a -1. Which is it?
3. A huge cave system. Hidden, atmospheric and you can rig it to collapse as booby traps. A solid all rounder that any villain should consider.
Bonus points if you permanently enchant the ceiling with reverse gravity and make that your actual lairspace while the maze 'above' you on the floor is full of nothing but dastardly traps a la grimtooth
When adding spells to a class's spell list with Mystic Past Life, what level do I assume the spell is?
Can I add Haste to a wizard's spell list as a 2nd level spell by taking it from the summoner's spell list?
Can I add Geas, Lesser to a Magus's spell list as a 3rd level spell by looking at the bard spell list, or do I have to make it a 4th level spell because that is the level it is on the wizard spell list? How does this interact with the usual 'spell list hierarchy'?
I'm Hiding In Your Closet wrote:
I'm still fairly certain you can't use mystic past life to add those to the wizard list since they're already on the wizard list. Yes, at different levels, but they're still on the spell list already.
Anything class specific like some of the better paladin spells. Antimagic field for the arcane types. Or spells from the druid list like Flame Blade, Entangle, and Plant Growth
I would assume you can't use Mystic Past Life to add a spell to a spell list that it's already on, even if it's a different level. Such as adding Haste to the wizard list.
I like using it with an oread with the crystalline form alt racial, hehe.
Assuming shaping focus does let you access new forms, druid 6-8/barbarian X can pick up Vital Strike at 9, Furious Finish at 11, and Improved Vital Strike at 13. So, stacking all that onto the carnivorous crystal and assuming Strong Jaw will make the slam go from 7d8 to 14d8, a furious finish improved vital strike will do 336+(Str*1.5) damage to the unlucky target.
Hey Ravingdork, what are your thoughts on a Nudel-like character going cave druid 10/barbarian X and combining vital strike, furious finish, strong jaw, and the Carnivorous Crystal's 7d8 slam attack? I'm not sure, but it might be able to go as low as cave druid 6/barbarian X with shaping focus. Should be doing 14d8 vital strikes with furious finish by level 11, not even counting strong jaw.
Gregory Connolly wrote:
Corvino, that's why I said 10 not X. It definitely doesn't get going until level 7 and it doesn't catch up to the wizard version in power until level 19, but at that point the wizard is a joke chump compared to the sorcerer abusing Paragon Surge.
I'm guessing you haven't read the new paragon surge faq/errata
Here's my build for theurges.
Half Elf(drow magic) or Tiefling
Clc 1/Wiz 2/MT 10/Wiz 7
You get your wizard spells one level behind like a sorcerer, and your cleric spells only 2 levels behind and they go up to 6th which is where Heal comes online
You want your highest stat in Int and put all level up into it, you can get away with a 14 Wis if you use an item to boost it, then Dex, Con, and you shouldn't need to worry too much about Str or Cha (your channel is going to be that of a 1st level cleric forever).
Half Orc; City-Raised, Sacred Tattoo
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Fate's Favored, Magical Lineage: Frostbite, Bruising Intellect, DRAWBACK
01 Arcane Strike
Not a super damage build, this focuses more on debuffs and resource longevity. Obviously the main trick is spell combating True Strike with combat maneuvers performed via the whip, enabled by Wand Wielder so you can use your spell slots for more Rime Frostbites. Rime Frostbite+Enforcer is thrown in there for a combo of damage and debuff.
Still playing around with the order of some things. Some potential alternatives include rearranging Arcane Strike, Rime Spell, and Enforcer; changing the stats up a bit; or rearranging things to grab a different arcana at 3rd and using Extra Arcana for Wand Wielder at 5th.
That's about how I houserule it as well. Though I still want the faq.
Pretty much anything Omi from Xiaolin Showdown says.
"I would not count your ducks before they emerge from their shells!" count your chickens before they hatch
Cave Druid 6/Barbarian 1/Fighter 1/Barbarian X
07 Shaping Focus
At 10th level, Wild Shape into a Carnivorous Crystal, use Vital Strike for 112+(1.5*str). Sure you'll be fatigued for two rounds after, but what will still be alive? Casting Strong Jaw on yourself first will boost the damage, but since noone knows how 7d8 scales a conservative estimate is 6d8->8d8->12d8 which means 192+(1.5*str) on a vital strike. If you stay barbarian you'll qualify for Improved Vital Strike at 13th, which is 168+ or 288+ with Strong Jaw.
EDIT: You shouldn't have to worry about speed too much, the barbarian's fast movement and a Longstrider spell should still apply in ooze form.
EDIT 2: Just going Druid 6/Barb X still can qualify for this, but won't be able to take furious finish until level 11
All the 10 min per level buffs are good with extend past a certain point as well. CL 10th extended is over 3 hours, that should easily get you through a significant amount of exploration and battles.
and a few hour/level buffs I haven't seen yet
You forgot greater magic weapon
Calistria has the trickery domain, and she's CN.
Featherstep Slippers (2000gp) and Muleback Cords (1000gp) should still work on those two.
You would have it easier, antipaladins are allowed to work with good as long as the cause of evil is furthered in the end (and slaughtering many opponents in your wake could be considered evil, especially as all their souls further bolster the ranks of fiends) but the paladin might be required to go smite happy on you if he finds out you're an AP, so try to afford a ring of mind shielding.
I have a Dragon Disciple build for antipallies
Half Elf; alt racials: none
Str 16, Dex 11, Con 14, Int 12, Wis 10, Cha 15 assuming 20 point buy
Put all level-up bonuses to Cha
Antipaladin 2/Bard (archaeologist) 1/AP 2/Dragon Disciple 10/Brd 3/AP 2
AP 2/Brd 3/DD 10/Brd 1/AP 4
Traits: Fate's Favored, either armor expert or magical knack
level 1: Power Attack, Skill Focus (Knowledge: Planes)
level 3: Lingering Performance
level 9: Eldritch Heritage (Abyssal)
Level 11: Improved Eldritch Heritage
By level 20 your stats are Str 26, Dex 11, Con 16, Int 14, Wis 10, Cha 20 before any gear.
Darigaaz the Igniter wrote:
Updated with alternative take
Treacherous Earth, Granite Skin
+1 skill point/druid level
Str 12, Dex 12, Con 14, Int 10, Wis 19, Cha 8
Beacon of Faith, TRAIT
Cave Druid, Caves Subdomain
01 Improved Initiative
Much the same, but now with the option of transforming into a Carnivorous Crystal and smacking them for 112+str damage vital strikes from level 11 onwards. Buffing yourself with Strong Jaw first will of course make the hit even more stupidly strong, but currently there's a bit of rules confusion about how the 7d8 scales.
I'm working on an Eldritch Knight build, but I'm having a hard time choosing between
Fighter 1/Wizard (Scryer subschool) 1/EK
Of course, each of them has their issues. The wizard build won't have automatic spell access, and the sorcerer builds won't be getting 2nd level spells until character level 6.