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Davor's page

1,559 posts. Pathfinder Society character for Manijin.


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Scarab Sages

Mysterious Stranger wrote:
Davor wrote:
I think stats are going to define what your characters can do. Since Aasimar have no racial penalties, and a bonus to your primary paladin attributes, I'd recommend going with 20, or even 15, point buy. This means that the way each character allocates their stats defines their capabilities. Wanna be a good spellcaster? You need to put more points into those attributes, which means you will naturally be less combat capable UNLESS you decide to spread yourself thin. It means spellcasters will be less jack-of-all-trades kinds of characters, but will still get the benefits of lay-on-hands and smite evil they want. If you really feel the need to force specialization, go down to 10 point buy.
I get the impression that this campaign is supposed to be a high powered over the top campaign. These campaigns can be a lot of fun if done properly. Using a low point buy defeats the purpose of giving the extra powers. The GM will need to make sure the enemies are equally tough and not just use the standard CR recommendations. I would adjust all encounters by at least 2 CR minimum, by 11th level that should be around 4 CR. I would not recommend running such a campaign every time, but it makes an interesting change once in a while.

The reason I mentioned lowering the point buy is because the OP specifically mentioned characters being extremely powerful in every capacity. They will still be plenty powerful self-healing, smite spell sorcerers and skillful, durable bards, but by cutting back on ability scores you maintain high power while requiring that characters also specialize within their wide breadth of powers.

Scarab Sages

I think stats are going to define what your characters can do. Since Aasimar have no racial penalties, and a bonus to your primary paladin attributes, I'd recommend going with 20, or even 15, point buy. This means that the way each character allocates their stats defines their capabilities. Wanna be a good spellcaster? You need to put more points into those attributes, which means you will naturally be less combat capable UNLESS you decide to spread yourself thin. It means spellcasters will be less jack-of-all-trades kinds of characters, but will still get the benefits of lay-on-hands and smite evil they want. If you really feel the need to force specialization, go down to 10 point buy.

Scarab Sages

Eldritch Heritage makes you count as a sorcerer of your character level-2 for the purposes of your bloodline powers. Character level scales as you, well, level, so your abilities will get more powerful as you level. Eldritch heritage gets you the 1st level sorcerer bloodline power, Improved Eldritch Heritage gets you the 3rd OR 9th level power, and Greater Eldritch Heritage gets you the 15th level power. Greater Eldritch Heritage also makes your levels count as full sorcerer levels for your bloodline powers, as opposed to the previous feats Character Level-2.

Scarab Sages

The reason the Eldritch Heritage tree is a good one for Paladins is:

1) As a Charisma-based martial character, you can easily fulfill the requirements (unlike Fighters & Barbarians that have to sacrifice more than just a feat for them).


2) Both of the bloodlines you listed grant a scaling bonus to strength, up to +6, that stacks with enhancement bonuses.

In addition, if you gain the ability to quicken a spell-like ability, Touch of Rage from the Orc bloodline becomes a swift-action +1/2 your level to attacks, damage, and will saves for a round, which is HUGE. Power of the Giants is amazing as well, even if it costs a standard action to activate, because the added reach means you likely get to make an attack you would've made anyways and, again, opens up possibilities for quickened spell-like abilities. Plus, it lasts for a full minute per level, which is CRAZY good on a dedicated martial character.

The abyssal bloodline only offers the scaling strength bonus, which is still nice.

The ghoul sorcerer bloodline also allows you to get a couple of claws that inflict paralysis, and free rounds of haste each day, plus a scaling Natural Armor bonus and cold resistance.

Scarab Sages

Pharasma. You can grab the Fateful Channel feat which makes channeling an amazingly cool thing to do in many circumstances.

Scarab Sages

1) You absolutely should make a mounted summoner. They can bypass a lot of the difficulties other mounted characters suffer from, including terrain and size limitations. Throw in spellcasting abilities and you're pretty much set for whatever comes your way.

2) I'm going to second playing a Half Elf, grabbing Lance proficiency for free, and the Undersized Mount feat. Just be sure your Eidolon has the strength to actually carry you and you'll be fine. Heck, if it's a quadruped with Pounce you guys will start dealing some pretty crazy damage early on.

Scarab Sages

Dual Wielding Large, Spiked, Bashing Heavy Shields with Shield Master?

Scarab Sages

Ravingdork wrote:

For me, it's the "reveal" of a spellcaster who turns out to be far more powerful than is initially assumed by their enemies.

The venerable and helpless crone who overpowers the mighty warrior, disarming him of his own sword and impaling him upon it. Or the simple forest hermit who transforms into a horrible monster and suddenly bites the storm giant in half. Or the little halfling girl who petrifies a demigod. Or the bent-backed wizard with stronger melee might than many of the world's strongest warriors.

I've gotta second this sentiment. I don't really like playing full casters, but I'm playing in a game with a character that's going into Eldritch Knight via Transmuter and Bloodrager, and I'm the 3rd weakest party member stat-wise, but when I go into an Enlarged Blood Rage, there is almost no stopping me. I got a crit that made the DM cringe last game. XD

Scarab Sages

A dual bull-whip wielding orc bard, because WHY NOT?

Scarab Sages

4 bards.

Thundercaller for AoE crowd control/damage.
Arcane Healer for group healing as needed.
Arcane Duelist for tanking and general combat buffing.
Archaeologist for a stacking bonus with the other bards, great damage, and rogue talents.

Everybody has the capacity to participate in every aspect of the game, and can somewhat act as a backup for everyone else's roles. If I have additional players, we could add a Magician bard and/or a Voice of the Wild bard for the added utility and spell variety.

Scarab Sages

If I were to do a spellcaster, I'd grab at-will haste as a 2nd level at-will spell-like and use it as a qualifier for Mystic Theurge. Those caster level loses don't really sting when you can spam haste like it's going out of style.

Scarab Sages

I'd make the epitome of Dwarf-dom. Racial Constitution and Wisdom bonus, Hardy, Greater Lucky, Moon-Touched Damage Resistance... and maybe at-will Enlarge Person, maybe Shield, Cure Light Wounds, there are just so many choices... or, if I was feeling REALLY cheesy, at-will Haste as a 2nd level spell-like ability (thank you, Summoner!).

Scarab Sages

1 person marked this as a favorite.
Gwen Smith wrote:

It kind of depends on why the players are making their characters leave the group.

I had a player who constantly left the group to do his own thing (didn't matter what game we were playing), then constantly interrupt the rest of the game with "What happens to me? What about me? What am I doing while the rest of them are saving the world?" Basically, he wanted all the attention and "camera time" to focus on him.

The problem here was that if I tried to "punish" his character or throw tough encounters at him to convince his character to rejoin the group for safety, I was actually giving the player exactly what he wanted: his own adventure, all by himself.

What finally worked with this guy was to just completely ignore him. Every instance of "what happens to me" was met with "Nothing. You wander around a while a go to sleep. The night passes uneventfully." Eventually, he figured out that I was not going to invent a plot just for his character alone, and he learned that his character could either join the story with the rest of the group or stay at home and do nothing.

And while he learned that, it didn't disrupt the rest of game.

I did this to a character that decided to leave the group to their own devices in the first game of the new campaign. When the group almost wiped while he was off doing boring stuff, he learned. :P

Scarab Sages

I was in a D&D encounters group like this. We literally had an encounter where half of our group dropped to 0 and was dying, and some of us were stuck in a trap, and the other members just wandered off and did something else, leaving us to the mercy of the assailants.

Fortunately we didn't wipe, but there's a reason I said I WAS in a group like this.

Scarab Sages

I'd do it as an archetype. Replace the ranger Favored Enemy and Bonus feats with gradual lycanthropy bonuses, or in the case of druid replace wild shape and the animal companion with the same thing. That'd be okay.

Scarab Sages

rknop wrote:

OK, Necroing this a little bit.

If the sense of the developers (et al.) is that staring the Mystic Theurge prestige class at 4th level is not overpowered, then I think it's being done wrong. There should be an errata that changes the prerequisites to something like "3 ranks in Knowledge (Religion), 3 ranks in Knowledge (Arcana), at least 1 caster level for divine spells, at least 1 caster level for arcane spells, at least 3 overall caster levels."

That's the effect right now... except that there's also "only for aasimar and tieflings of specific subtypes who happen to have the Trickery domain or Fate inquisition." Which is really byzantine.

It seems that they've decided that a 4th level Mystic Theurge is not overpowered (and I see the arguments that it's not), and so are not closing the loopholes that allow for it. But that doesn't change that they are rules loopholes, and it means that, somehow, by accident, specific domains of cleric are more able to become a mystic theurge... and it's not the magic domain. That's just weird.

I understand that Pathfinder is a big complicated rules set with lots of little rules interactions like this. I understand that some people find it fun to find these little combinations and do things with it. Personally, though, I see this as an indication of a flaw in the system. I'm no longer arguing that the early-entry MT is overpowered. Rather, I think that if the early-entry MT is OK, then it should just be the early entry MT, instead of some corner case loopholes that allow for it. I'd rather have a rules set that was coherent and consistent instead of one where you can find loopholes to fly through and do things with.

There is a guide here on the forums that was made detailing the methods of early entry into the prestige class, and I promise you that the methods you listed aren't the only ones.

But then again, I think that spell-like abilities should be more common than they are.

Scarab Sages

Earth Glide is an ability (like flying, for example) that uses its own movement rules. If an earth elemental decided to walk through a greased area, it'd have to make the save. There would be nothing stopping it, however, from simply gliding through the ground beneath the greased area.

Scarab Sages

I've never been a fan of that idea. Dealing bonus damage equal to 1/2 your strength modifier is not the same thing as wielding a weapon with two hands. But w/e, I know why people do it, and don't feel like debating it.

Scarab Sages

Freebooter ranger with the Flagbearer feat. You give out a scaling bonus to hit for all of your allies and yourself that the monk/ninja will LOVE, and you do it all day, everyday, plus you improve flanking bonuses for everyone AND you get better BAB, all good saving throws, and plenty of bonus feats and nifty abilities.

Scarab Sages

Dang. All they had to do was make it a 1 minute/level duration and it would've been AMAZING. Sad day.

Scarab Sages

2 people marked this as a favorite.
Oly wrote:
Icyshadow wrote:
If all Pit Bulls do that, why do we still keep them around? Either you're generalizing or I have way too much faith in humanity.

My opinion is that enough Pit Bulls do that, that owning them should be illegal and Pit Bulls should be forced to be sterilized or killed.

That's easy, because Pit Bulls are non-sentient (Int < 3) and while it's possible to raise those who aren't monsters, too many are monsters.

It's not as simple with a sentient species, and since probably 1/3 (maybe more) of pit bulls are not a threat, that would be wrong if they were sentient. And in a universe where 1/3 of orcs were benign, killing orc children would be very wrong/evil. In a universe where only 1/100 of orcs are benign, all orcs of any age should be killed on sight.

So it all comes down to the laws of the universe.

In a thread about the morality of killing babies, I'm surprised that this is the most inhumane thing I've read. If one was to actually compare pit-bulls to orcs, it'd be a fantastic argument for saving the orcs, because Pit Bulls are one of the naturally sweetest and most affectionate breeds... that get trained and bullied into being monsters.

There's an interesting idea... Orcs start off as cuddly, warm, and compassionate, and become monsters due to societal views that they are constrained by, and consequently raised into.

Scarab Sages

Holy Crap! Those boots are AMAZING. I NEED them.

I mean... they're the answer to any combatant's woes. It just... I mean... WOW.

Scarab Sages

1 person marked this as a favorite.

I find that Boots of the Cat help wondrously in this regard.

It's worth noting that it states that the minimum amount of damage from falls is universal (nothing says it has to be HP), so that includes emotional damage, too.

Scarab Sages

Lord Snow wrote:
Davor wrote:
yellowdingo wrote:

I hate the lightsabre and the droid

Why did the stormtrooper wake in the desert? Because the others thought he was too short to be a stormtrooper.

The ball droid does look REALLY dumb.

Can you, with a straight face, say it looks dumber than droids from previous star wars movies?

What it does is fit in with the existing aesthetic. Which is good.

Yes. Yes I can.

"The dumb ball droid looks dumber than droids from previous Star Wars movies."

Huh. That wasn't so bad.

Scarab Sages

The Skirmisher ranger doesn't have magic. :P

Scarab Sages

I don't know why I forgot about Stalwart Defender, but yeah... that's pretty legit.

Scarab Sages

yellowdingo wrote:

I hate the lightsabre and the droid

Why did the stormtrooper wake in the desert? Because the others thought he was too short to be a stormtrooper.

The ball droid does look REALLY dumb.

Scarab Sages

I'd actually consider going Paladin or Cleric/Fighter (Maybe Cavalier 2 with Order of the Star instead of Fighter) into Holy Vindicator. If you wield a Tower Shield, you get the absolute highest shield bonus in the game with Vindicator's Shield combined with it, which screams Heathcliff. The truth is that you'd only need a single level of Holy Vindicator, so you could go full Paladin with only a single level of Holy Vindicator, even though the other abilities are pretty darn cool.

Heck, the Sacred Shield archetype for Paladin is practically BUILT for this kind of concept. I mean, talk about support orientation, too. Combine the abilities with the FURTHER ability to buff your shield, and things just get crazy, though you lose Channel Positive energy, so you couldn't take Holy Vindicator, and you lose Smite Evil. I'm a bigger fan of Holy Vindicator myself, but that's just me. It lets you keep smite evil, which means you can still do reasonable damage when you come up against big bads. Just make sure that if you take the Sacred Shield archetype, you pick up Warrior of the Holy Light archetype for the extra buffs and Lay on Hands uses.

At least that's how I'd do it.

Scarab Sages

The odds of C-3P0 being correct in that prediction are approximately 783 million... to 1.

Scarab Sages

A melee support ranger with sword/shield style, the bodyguard-ish feats, and the Freebooter and Skirmisher archetypes. It's like a bard, but without all that swashbuckling and performance, with decent skills and better combat potential.

He's an excellent flanking buddy, can aid allies attack rolls when he hits, and provides lots of defense with bodyguard (and possibly In Harm's Way).

Scarab Sages

This puts a funny idea in my head where you have a room with clearly marked lines in mold because you had warring patches destroy parts of each other as they grew.

RAW, the mold wouldn't be considered a living creature, and therefore couldn't damage itself.

Scarab Sages

ROFL, it IS the same person. Too funny.

Spell Combat lets you cast a spell. Bladed Dash moves you in a straight line as part of the spell. Therefore, it works just fine. This isn't a move action, nor is it a 5' step. This is part of the spell effect cast using Spell Combat. Nothing wrong here.

The dimensional dervish feat line exists because, normally, casting Dimension Door ends your turn, while these feats allow you an option of attacking during or after the spell effect.

Scarab Sages

Keep power attacking from a flank with my menacing Greatsword?

Scarab Sages

On the other hand, that does remind me that the Extra Traits feat might be worth taking on my current half-orc character, because Fate's Favored is actually a +1 bonus to all saving throws for me. >_>

Scarab Sages

Greatclub is pretty generous, imo. I'd probably lean towards Heavy Mace or Light Mace, given the size of a chainsaw and the weight when swung in combat.

Scarab Sages

Charon's Little Helper wrote:

Ninja / Swashbuckler / Swashbucker&Fighter combo (for dex TWF build) / bard (caster/ranged style) / sorceror (I prefer gnome - but they're a close 2nd since they don't have to be slow - better if you're going ray heavy)

One advantage of halflings that you might not think about - they can ignore the annoyance that is pugwumpis because of halfling luck. :P

Unfortunately, despite the name, the bonus to saving throws is a racial bonus, not a luck bonus.

Half-Orcs, on the other hand... lucky sons of guns.

Scarab Sages

Thanks to Risky Striker, halflings make a good darn-near everything. The only thing they don't really EXCEL at is Intelligence and Wisdom-based spellcasting, but even then the size, saving throw, and dexterity bonus ensure that they're still tough buggers.

I personally like halfling rangers, rogues, cavaliers, and fighters, because I love the image of a halfling impaling some guy with a greatsword. I don't know why, but I do.

Scarab Sages

1 person marked this as a favorite.

And that's the main problem.

Sure, you can throw out some impressive shocking grasps, but:

1) That's Magus bread and butter right there, so you're going to have to compete with the stuff they regularly do.

2) You're doing something that's decently effective at dealing damage... a few times a day at low levels, and that scales pretty poorly into higher levels. That's not to say that the damage isn't appreciated, it's just that there are probably better things to do than to focus on a single low-level damage-dealing spell as a sorcerer. Where are you leaving room for spells like Haste? If you prepare Reduce Person as a debuff for enemies, that's eating into your spell slots at low levels, which means time spent not doing much of anything besides using that precious crossbow. And that's where my biggest problem lies.

3) You're dropping your Charisma score REALLY low to accomplish something almost well. The problem isn't the shocking grasps; it's that you've taken your chassis (the sorcerer) and devoted the entirety of your resources to it to the point of neglecting the other things sorcerer can do well. With that low of a Charisma score, and precisely 0 feats thrown into making your spells more difficult to resist, you're stuck relying on touch spells for damage, the rare few spells that also ignore Spell Resistance, and buff spells for allies, but the later, while being very effective, eats into those precious spell slots you need for your big, flashy Shocking Grasps.

In addition, delivering your Shocking Grasps via your claws is a terrible idea at low levels, and might be only MARGINALLY worth it at higher ones. At low levels, your claws hit for 1d4-3, thanks to that 5 strength score. Until you get your Amulet (Agile), they only add a single point of damage at BEST, but require hitting normal AC instead of Touch AC, which is the best part of touch spells. At higher levels you'll have a big Dexterity score, but again, you're going up against enemies that have AC in the 30+'s with 1/2 BAB and 0 feats devoted to increasing your accuracy, not to mention dealing with Hardness and Damage reduction. You won't be hitting them with your claws, at least not often enough by the time they start dealing 1d6+7+1d6(lightning) damage. You could do that... or get a +10-20 to your attack roll with just the Shocking Grasp (which is what hitting touch AC is like at higher levels).

Don't get me wrong, your spell damage will be fine... but that's just the problem: It will be fine. It will have its moments of shining glory where you roll really high and solo an encounter and make you feel great, but I have a Magus in my home game that does that, and the turns where he doesn't or CAN'T do it he feels weak compared to everyone else that just does decent damage without relying on spells. You're devoting every resource at your disposal to being a one-trick burst pony, but sometimes that trick is still poorly executed.

My advice? Forget about the claws. You can still do your little shocking grasp schtick, but instead of focusing on shocking grasp alone, pump up your Charisma and take a few debuff, control, and buff spells you'll definitely be using, saving that uber shocking grasp for when the going gets tough and you absolutely MUST kill an enemy. Spend fewer feats on improving the damage for a single spell, and focus on improving your survivability at lower levels. Take Improved Initiative and Toughness sooner in your feat tree, and devote your Amulet money to a Mithral shield and get it enchanted.

Otherwise, focus on making a melee brute sorcerer, not a nuker sorcerer that likes to pretend that he belongs in melee.

Scarab Sages

Everyone's kinda echoing what I'm thinking. In a low magic, E6 style game, I could see that being used. In fact, there are rules for it once characters reach 6th level. But in a normal game? It makes lots of feats obsolete. What Fighter in their right mind would take Weapon Focus/Specialization when they could get +2 to Strength? Even MORE if they can take it multiple times. What Paladin WOULDN'T take a +2 to Charisma? That's like a +1 to all saves PLUS an extra lay on hands PLUS etc.

I could go on and on about it, but it's too good. On a side note, I feel like a feat for a +1 to an ability score would be so weak that I would never consider it. MAYBE I'd consider starting a character with a 17 in a primary ability and then boosting it with the feat, but even then I'd feel like I was wasting the feat on a boon given out every 4 levels.

Well, here's an idea. In a low-magic, low-stat game (let's say you do a 10 point buy, or everyone starts as average, or something like that), I would allow the +2 as a feat. It'd really show how characters develop, and would make spellcasters more effective. IF I ran a game like that.

Scarab Sages

It's not bad, but there are issues.

I wouldn't recommend casting debuff spells, but only putting a 14 in your primary spellcasting stat with NO feats devoted to increasing your save DCs. You're looking at a save DC of 13 for 1st level spells and it barely scales up from there, which is okay, but you're better off sticking to buff spells for a long, long time. If you're starting at a level where you have your Amulet of Mighty Fists (Agile), it's ALMOST bearable, but by the time you get it you're still WAY behind a melee combatant in terms of accuracy/damage. Most of your damage comes from your spells anyways, and it seems to be where you've focused your feats, so why bother with it?

I've found that in the early game Sorcerers can actually be pretty decent melee combatants if you give them a decent strength score (like ANYONE can), and CAN get better with a touch of multiclassing if you go into Dragon Disciple and combine it with something like Bloodrager or Ranger. The problem with that for this build is that part of the draw into Dragon Disciple is the increased Strength score at multiple levels, and your build gains NO benefit from that.

Basically, in the early levels your claws don't hit hard enough to matter (via weapon finesse), and in the later levels there are better ways to function as a primary combatant that you miss out on with a dexterity-focused build. Now, I don't mind Weapon Finesse (it lets you use Dex for Touch Attacks like Shocking Grasp), or the rest of your feats, but if you're gonna pick Caster feats, you need to play your character like a caster, and if you're goal is melee damage, you need to pick feats/abilities that allow you to do that well, and I just don't see it going well with this build.

Scarab Sages

I'd allow it, as I think Eldritch Raider is a cool rogue archetype with all that magic, but RAW I don't think it works, as the feat specifically calls out the Minor Magic and Major Magic rogue talents.

Scarab Sages

blahpers wrote:

Oh my gosh, this made my day.

Scarab Sages


Oh man. That was fun. I thought you said it was a music video.

Scarab Sages

3 feats to get an animal companion of your level seems pretty reasonable, especially given the benefits this class gets from them. If you're talking about the Animal Ally feat, then both Badger and Small Cat make pretty decent choices due to their multiple attacks (assuming you pick up Precise Strike). Badgers also get a climb and burrow speed, of all things, so they're pretty darn versatile. Plus, since both options are quadrupeds, you can pick up the Evolved Companion feat to get them Pounce... assuming you haven't dumped Charisma. :P

Scarab Sages

More interesting stuff.

Your Caiman familiar is actually Small sized, so it can serve as a dedicated flanking buddy, even if he is a little squishy. A suit of armor should fix that problem for a long time, though.

Also, this druid is only a little MAD. You could easily survive on:

Str 16
Dex 12
Con 13
Int 10
Wis 14
Cha 10

If you get a race that gives a bonus to either Strength or Wisdom, then things get even better. If you want to be more Casty, and less focused on dealing direct damage, you could opt for better Dexterity and Wisdom. If you go for my FAVORITE race choice atm (Tiefling for the Bite Attack and PERFECT stats), you get +2 Strength, +2 Wisdom, -2 Charisma, which lets you go 14s across the board in Str, Dex, Con, and Wis. Sure, Charisma is dumped, but w/e. You're the blade of the forest, not the tree-hugger.

Scarab Sages

Rerednaw wrote:

Do you need the extra d6's from sneak attack? What if you had extra d8's from a base attack instead?

Cave Druid->Crystalline Ooze. Don't recall the build exactly but it came to around 12d8 or so. Fairly decent for a natural attack.

I just looked it up. All you'd need is Vital Strike and it'd pump up to 14d8+w/e... Which is cool and all, but one of the things I like about the Nature Fang is that it gives up Wild Shape, which sounds odd, but I've never really liked it. I like added accuracy and damage that the Nature Fang grants the druid while taking away the thing I like least about it. My hope is not that we can make it as good as wild shaping (I know it probably can't be), but to make it a solid, flavorful choice that is still effective.

Scarab Sages

The test does really seem to make your Constitution score dependent on how much liquor you can hold, and bases your Charisma more on how well or how readily you lie rather than how charismatic you actually are. >_>

Scarab Sages

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Well, really, it's more like a slayer-like druid. I was checking out the Nature Fang druid archetype, and I realized that I really liked the flavor of it. It just seemed a little... lackluster by itself, as cool ability progression stops after about 6th level. (The added Slayer talents are quite sick, though).

Then I remembered that druids can get more sneak attack damage via the Crocodile Domain and realized that I'd finally found a class combo that filled my need for a druid-style rogue, or rogue-style druid, without having to worry about an animal companion, and getting lots of bonus feats and sneak attack, plus of course the full spellcasting.

But I figured, why stop there? If I wanted more combat orientation, I actually can fully qualify for the Gray Warden prestige class by 7th level, which gets me slightly better sneak attack progression, plus the Inquisitor Judgment and Bane abilities, at the loss of a tiny bit of spellcasting progression. It's all pretty freaking cool, imo.

My question is... how do you go about making this great? Now, my first inclination is to go two-weapon fighting for sneak attack, and with the bonus accuracy from Studied Target and Judgment, plus the Bane ability, it might work pretty well. My only problem is that it's feat intensive, but with Slayer Talents I can actually get Improved Two-Weapon Fighting before I even have +6 BAB, lol.

Alternatively, I COULD take the Natural Weapon combat style, which, if I started off as a race with a bite, would give me 3 natural attacks to use. I could even select Multi-Attack and combine it with something like unarmed strikes or Armor Spikes to have a rotation of Weapon/Bite/Claw/Claw. Combine that with spells like Natural Rhythm and Strong Jaw, and I think it's a decent contender.

What are your thoughts? Would I be better of as a Gray Warden, or going straight Nature Fang/Crocodile domain? Is there a better combat style choice?

*Edit: I also forgot to mention the possibility of going Samsaran, as being able to pick up Fate's Favored and Divine Favor would be a pretty significant boost to damage.

Scarab Sages


Huh. Much better Int and Wis, but lower Cha than I thought I had. Overall, pretty darn average, or just above anyways. Looks like I'd make a decent... um... Alchemist?...

Scarab Sages

3 people marked this as a favorite.

I hate to make your friend sound unoriginal, but the Peasant Railgun has been around for a long, long time. :P

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