Anger Inquisition:Divine Anger (Ex)
At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th.
Having a blast.
But so far I have only used the call planar ally ability to summon a Hound Archon.
We are starting to encounter quite a few flying Devils and we just lost our party wizard. (No fly buffs, need potions)
We need to be able to get into flying bad guys faces.
Was crusing Ultimate Equipment and saw Equestrian Fullplate and saw it works on exotic mounts.
Check the Bestiary and sure enough a Celestial Griffon has 5HD so can be summoned via Planar ally.
Figured I could get said armor and use it to ride the Griffon (smite pounce) and two banded smash flying devils?
Is this workable?
My ride skill sucks (was build to be a rider)
BUT the griffon understands common so should take verbal command.
I already have boots of the cat if I fall.
And I wanna keep the mount relevant as I level
So would the Half-Celestial template work as I go up in levels just applying it to a new improved HD creature as it go?
I am playing a Sacred Savant of Iomedae in a Council of thieves AP.
Here is my current feats:
1-Aura of good, detect evil, smite evil 2/day, Tactics Blindfight
2-Divine grace, lay on hands 7/day 5 left
3-Aura of courage, divine health, mercy (Sickened), Power Attack
4-Channel Wrath
5-Divine bond (Holy Symbol 1/day), Combat Expertise
6-Mercy (Remove Disease)
7-Smite evil 2/day, Unsanctioned Knowledge (featherstep, blur)
8-Aura of resolve, Student of War, Call celestial Ally
The idea is to qualify for any Manuvere feat I as a swift action.
Allowing me alot of Melee flexibility.
So far I have used the domain power to:
Get Imp Bullrush to knock a summoned reefclaw off a roof.
Trip foes in combat via imp trip.
Use BLUR to get concealment then swift MOONLIGHT STALKER for extra to hit and damage.
Get cleave when I can hit 2 foes.
I am wondering what other awesome combo's could build on this.
Eg if I learn Imp Trip at level 9, I can use the domain power for felling smash.
Maybe learn Imp trip at level 9, and Dazzling Display at 11, Cornugan Smah at 13 a CRUEL whip and use the power for ENFORCER.
This would let me trip, shaken and sicken with a single action.
Just wondering if anyone sees any other combos.
My opinion of this domain is pretty high.
Just wanna get full benefit from it.
See the avatar for full stats.
I am 8th WBL. So any new gear will have to be bought in game.
See this avatar. This is Calain. When I origonally built him he was gonna be a full Barbarian.
Now I almost always stick to my builds but the is a dynamic developing between him and the Drow LN Cleric of Zon-Kuthon in our Legacy of fire game.
Basically Calain is Based of Crixus from the TV show Spartacus. (Not his fighting style, but char attitudes)
As a gladiator he has endured a ton of brutality and suffering to become a champion.
The Drow irks him alot. He refuses her blessings (makes sense, he WAS going to take superstitious anyway). He has heard her tales of Zon-kuthon's teachings. He agrees that torture can make you stronger, as it did him, yet he sees hardship and brutality as a fact of life but hardly worth worshipping a god that promises nothing but.
So. I think he is gonna find religion. But I need him to fill the party warrior/meatshield role and kick ass.
Only has a 12 Wis.
So I think Maybe a few Inqusitor levels?
Not sure how to optimise it.
His Cha sucks, but maybe with Stern Gaze and Maxing intimidate he could be a decent Cornugan Smash Build?
Plus Rage is awesome. So I don't want that to drop off.
I see a few possibilities
Torture Subdomain Inquis- let's me free action convert damage to non-lethal and make a Free Demoralize check with a bonus from the damage.
That's a pretty big bonus considering his damage is 1d10+2handed+power attack.
And If I choose to go to Inquis8 I get Aura of Destruction which is good for single BBEG vs Party.
Rage Subdomain- At 8th level I gain RAGE rounds to add to my Barb rounds. I already qualify for Extra Rage Power, so can use that to build for a decent rage power chain. I get a bonus rage power at Inquis12,16 so could still net a few.
Tactics Subdomain- Using tactics power to make the Wizard go first is useful and an 8th level swift action feat is good.
Madness Domain- Both abilities are feaking awesome. Have to worship Groetus, Play it up like he doesn't give a Sh!+ since the world is gonna end anyway.
Suggestions Please.
Remember,
1. I want him to still be a Primary 2 handed Melee freak!
2. I want him to be able to refuse the Zon-Kuthon clerics blessings.
3. Inspired By Crixus (attitude wise)
I'll be honest. I have never liked summoning.
Having Said that I have been watching my daughter's Manga cartoons with her and she's currently into a More Bada$$ version of Pokemon. I forget the name of the show. and there is another one called fair tail that has a far amount of summoning as well.
So.
I think I wanna play a Master Summoner.
I like to play optimised Chars.
Without doing too much looking I figure
Then is the Eldritch Heritage-Abyssal worth it for DR/Good?
Improved for Strength of the Abyss (meh, not a melee build)
Gtr-Added summons.
Worth it?
Or if you can take a Wildblooded bloodline is the Sylvan Bloodline Better?
I'd only need Eldritch Heritage and Boon Companion to have a full fledged Large Tiger Buddy. Or something that flies.
Not sure what to do with the rest of the feats.
I think maybe ride my Eidolon as a mount to stay the hell out of melee while I summon,cast?
I am working on a TWF/Thrower or Archer Standard ranger.
For two reasons.
I have an 8th level Inquisitor who just died and needs replacing.
I wanted to cover throwing in my TWF ranger guide.
The combat tactic is to Throw or Shoot (depending on range) and then TWF when the enemy closes.
-30ft + Just regular full attack with bow (Quickdraw,Precise shot, Deadly Aim)
-At less than 30ft he'd throw Chakrams or Darts (Quickdraw, TWF, Deadly Aim, Point Blank Shot, Precise Shot) NEEDS a blink back belt to work.
-When adjacent he twf full attacks by pairing a Scimitar/Cestus. This allows him to 2 handed PA if he moves or gets an AOO.
Str 17 (7points+2 human)
Dex 14 (5points)
Con 14 (5points)
Int 7 (-4 points)
Wis 14 (5 points)
Cha 12 (2 points)
6-2+Favored+Human= 6skills per level.
1. PBS, Precise Shot (Fight with bow/2 handed scimitar)]
2. Style: TWF (Pair Scimitar/Cestus now)
3. Quickdraw (Now able to throw)
4.Hunter's Bond-Not sure what to take. Probably wolf trip buddy
5.Power Attack
6. Style (ITWF)
7. Deadly Aim or Bonded Companion. Not sure which will offer more
8.
9. Bonded Companion or Blindfight
Past level 8 if allowed he could persue the Eldritch Heritage Bloodline.
Or persure More regular feats
See the stat distribution?
my 4th level point would go to Strength (for an 18 str)
all other points to CHA (giving 16 total)
or if the Optimistic Gambler trait is not allowed I am not sure where to go.
10. TWR
11. -??
12.
13-??
14. Style: GTWF
15.-??
16.
17.-Greater Eldritch Heritage
18.Style: Doubleslice
19.-??
20.
I'm thinking either the Dazing Assault feat offers more than the crit chain, mostly because it's feat intensive.
Dazing Assault sucks your attack (again with power attack) but with instant enemy and stacked FE should be workable.
so 11-Dazing Assault
13-Big Game Hunter (size most enemies are large or bigger by now)
15-
17-
19-
Thoughts anyone?
I am putting together a Pally for a PBP game. (Legacy of Fire)
The game has a Witch and a Sorcerer,
so they need someone who can FACE/MELEE/HEAL
naturally I thought Paladin.
Here is a ROUGH outline:
Human OATH OF VENGEANCE Paladin OF Sarenae
Focused Study Varient Human
STR 16
DEX 12
CON 14
INT 13
WIS 10
CHA 14
Traits-Blade of Mercy, Magical Knack
1-Aura of Good, Detect Evil, Smite evil 1/day, Fey Foundling, Skill Focus: Knowledge-Religion
2-Divine Grace, Lay on Hands
3-Aura of Courage, Mercy (fatigued), Power Attack
4-Channel Wrath, Smite Evil 2/day
5-Divine Bond (Mount), Fast Learner
6-Mercy (remove disease)
7-Smite Evil 3/day, Improvisation
8-Aura of ResolveSkill Focus: Intimidate
9-Mercy (exhausted), Unsanctioned Knowledge
10-Smite Evil 4/day
11-Powerful Justice, Improved Improvisation
12-Mercy (Paralyzed)
13-Smite Evil 5/day, Eldritch Heritage (Familiar)
14-Aura of Faith
15-Mercy (remove curse), Improved Eldritch Heritage (New Arcana)
16-Smite Evil 6/day, Skill Focus:Perception
17-Aura of Righteousness, Improved Familiar
18-Mercy (Stunned)
19-Smite Evil 7/day, Feat
20-Holy Champion
This is only rough so open to suggestions.
My reasoning
Damage:
I figure pally's come with enough Damage between SMITE and Divine Bond and Divine Favor among thier other spells. Power Attack is the only Damage Adding Feat.
Skills:
He gets 5 skills per level, Likely Maxing out Diplomacy, Intimidate, Knowledge: Religion, Sense Motive and Perception.
All other skills get a +4 to the check from Improved Improvisation. Not sure if it's worth 2 feats but he should be ok at most checks. But his normal skills cover the FACE role.
AC/HP- Wear Heavy armor. Maybe even use a shield if needed. Plus Fey Foudling makes his swift slef lay on hands even more awesome with tons of HP on tap.
Spells:
Unsanctioned Knowledge gets him an extra
1st- Featherstep?
2nd- Invisibility?
3rd- Good Hope?
4th- Divine POWER?
Spells off the Cleric, Inquisitor and Bard list.
Improved Eldritch Heritage Gets Him 3 more spells of the WIZARD/SORCER list up to level 4.
I have no Idea WHAT SPELLS to pick.
Maybe:
Resiliant Sphere
Boneshatter
Fly
Blacklight or Invisiblity Sphere
I am entirely open to suggestions.
My focus here is to adequately fill the tank role (via melee damage and HP)
adequately fill the healer role (wands and mercies)
and not suck at skills and gain some versitility out of combat.
I think a faire dragon familiar would rock for wand use.
I am thinking about updating my guide for twfing for the fighter class.
Wondering if Gtr/quick dirty trick is worth it for a twfer to build around.
Before level 10 the king of maneuvers is trip. After 10 it becomes a lot less useful because of flight being common, among other things like multiple legs.
Now if you already built a trip twfer, it might be worth it to swap it out at 12th and get the dirty trick line.
I am not playing any fighters at the moment so am after people's opinions.
Given that every party I have ever been in has had a Wizardy type char who could cast haste, that old Divine Staple: DIVINE POWER doesn't look as great anymore.
The bonus to attack doesn't outdo Divine Favor until level 12, and as I said the wizard usually throws down haste.
RIGHTEOUS VIGOR looks better. Stacks with Divine Favor, bonus is good and free temp HP is nice
"Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks."
Editors note:
If I make my saving throw against terrible remorse, do I become paralyzed for the duration of the spell?
No. The spell is a bit unclear here. When you are targeted by terrible remorse you do not make a saving throw until your turn. On your turn, you must make a Will saving throw. If you make the saving throw, you are frozen with sorrow and can take no actions, but this causes the spell to end. If you fail the saving throw, you deal damage to yourself, but can otherwise act normally.
So is does attacking yourself consume your standard action?
I am refining a sample build for my Hexcrafter handbook and I wanna make sure my reasoning is sweet or flawed
[spoiler=Feats/Special:]
Trait: Magical Lineage (Frostbite), Wayang Spell hunter (shocking grasp)
1- [b]Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (either raven or pterosaur), Power Attack or Blindfight
4- Hex Magus: Slumber
5- Bonus Feat: Combat Expertise, Extra Arcana- Arcane Accuracy
6- Hex Arcana: Misfortune, Racial: Hex Arcana- Flight
7-Knowledge Pool, Medium Armor, Intensify Spell
8-Improved Spell Combat
9-Hex Arcana-Evil Eye, Improved Familiar (Imp)
10-Fighter Training
11-Power Attack or Blindfight, Spell Recall,, Moonlight stalker
This is for an elf Magus. (Racial favored option for bonus arcana)
Now
His 3 main tricks are
Full attack with Rime Frostbite for Entangled/Fatigued+CL bonus non lethal damage.
Or
Two Handed Power Attack Intensified Shocking Grasp.
Or
Self buff with Displacement or Gtr Invisible. Activates Moonlight Stalker for +2 to hit and damage.
Now I have been using arcane accuracy to get rid of the power attack penalty on full attacks. So hitting is not an issue.
Just wondering if something else would be better than power attack?
Maybe spell specialization or something else?
If I wanna empower a rod is better but not sure if an arcana or another feat is blatantly better
Could a caster use a Touch spell designating his familiar as the toucher,then allowingthe familiar to hold the charge.
Hold long could the familiar hold it and would the caster be free to cast other spells or in a witches case, use a hex, without the familiar losing the spell.
It could be a good tactic, effectively making a familiar a spell storing weapon
I am playing a Two Weapon Warrior (currently 5th level) in a home brew.
Str 16
Dex 16
Con 14
Int 7
Wis 10
Cha 15
Traits:
Defender of the Society
Optimistic Gambler
Current Feats:
1- TWF, Wpn: Fcs: Scimitar, Human Racial: Skill Focus: Survival
2- Power Attack
3- Iron Will
4- Weapon Spec
5- Extra Traits: Psion, Dangerously Curious
By 20th he will have completed the Eldritch Heritage Chain (Orc), Quicken SLA (Touch of range) Gtr TWF, Gtr Wpn/Fcs/Spec and be dual wielding Scimitars.
His attack routine is 8 Hasted Attacks at Taking weapon Training and full power attack into account Final Full Attack is
BAB20 +2(Gtr Wpn Fcs)+ 4(Twin Blades)+2(Dueling Gloves)+ 7(STR) +3(Belt of Physical Perfection) +5(wpn enhancement, speed)-1(TWF w Scimitars) -6(PA) 38/38/38/33/33/28/28/23 ave 7 hits
His AC is
AC= 10 +6(Celestial Chain) +5(Armor Enhancement)+5(Amulet)+5(Ring)+7 (Dex+ Belt, )+1(Trait)+1(Dusty Rose Ioun Stone)= 40 on a move or 45 with full attack (+ 5 Defensive Flurry), 48 if Fighting Defensively.
Or Taking -5 to offhand attacks with Defending Weapon is 50AC.
His Will save is
Base Will save: 6+2(Iron Will)+2(mind effect)+2(enchant morale)+3(Headband of Prowess)+5 (Cloak of Resist)=20
If using Guardian enchant: 25
Touch of Rage: 35
The above numbers are based on him getting two scimitars and having them enchanted.
Now with 8 attacks at the above numbers (those are unbuffed by the way. He has +6 Inherent to Str via bloodline and +6 Belt of Perfection)
When he uses Touch of Rage (lasts 1+1d4 rounds for +10 to Attack/Damage/Will saves.) His full attack pretty much 1 round kills a CR foe.
But I wanted a Good will save and good AC.
He has those when he uses Guardian and Defending Weapon enchants.
So weapon wise I am thinking
Primary= +5, Duelist- FG, keen, Defending, Runeforged (Parasitic), Scimitar
The idea is to
Have good saves (guardian-Will save 20 to 25 *Not High Enough!!!)
Good AC (Defending45 goes to 50)
Help me and Allies flank (menacing)
Boost attack (Courageous on a +10 weapon is worth another +3 I think)
Duelist is Awesome for CM's which he can use his Giant Size (Bloodline) reach to do without provoking.
Keen cause crits are nice
Am I on track here? Or would other enchants be better?
I didn't bother with Holy Etc cause he already does CR killing damage via Touch of Rage
OK so I'll put some cash aside in anticipation for the announcement of INNER SEA COMBAT.
P.S. Don't forget The Martial Style feat chains! Like your style feats but WEAPONS focused.
(Obviously not holding my breath but nice to know the Paizo equivalent of J.J. *spider man reference * Does read/reply to us.)
On it chief! :)
You guys want them, you can bet more martial style feat chains just jumped way farther up on the future Player Companion to do list. It'll be a bit, but keep watching.
And we'll talk about the pros and cons of doing an Inner Sea Combat book at our next product brainstorm
Thanks for the feedback STR Ranger!
Ok.
Here's a thread for everybody who liked Tome of Battle and Inner Sea Magic.
I put forward a suggestion for a Weapon Style focused Inner Sea Book. The above was the editors response.
Post your thought provoking ideas here.
Personally I see these as Scaling Style feats (like Crane Style) based on weapon styles.
Playing in a DEMON heavy campaign with a bladebound hexcrafter.
See avatar for build.
My problem is demons are pretty resistant to most energy spells and Frostbite and SG are my bread and butter. So far I am mainly using BRAND with a spell combat full attack as my gotto spell.
We already have an Admixture Cyphermage so little pressure on me for blasting.
OK. I am biting the bullet and looking at building a MONK.
Now being Honest. I have not played a Monk since 3.5
I play a ton of Pathfinder but my Primary Classes I play tend to be Fighter, Ranger, Magus and Inquisitor, Barbarians.
Now anyone that knows much about me on these boards, I tend to Gravitate towards High Save/High Damage builds.
This is what I want to achieve with my Monk.
I have read the two Handbooks in the Guides section and think I wanna go with a Sohei/Master or Many Styles monk.
Primarily because he'd get Weapon Training, better armor and weapons (rather than relying on the horrendously expensive AOMF) and better access to the Awesome style feats.
But beyond Knowing I want to go with either a Human (+1 skill point, extra feat) or a
Dwarf (Hardy, Access to Steel Soul, Glory of Old Trait for total +5racial bonus to Saves vs Magic)
I have no idea what I wanna do...
I do love the idea of running around the field Provoking AOO's and getting Counter attacks so Panther Style sounds great.
Also Crane Style sounds wicked. -1 to attack for like +5 AC and deflect an attack? Awesome.
How do I make this work?
Also IS FLURRY SAME AS TWF? Or can I flurry with just one weapon?
Suggestions on Stat Array are appreciated. 20 point buy.
I find cleave to be a decent feat. Great cleave not so much.
Getting 2 enemies close together is common enough.
What I am thinking is a Way to build a char specifically who can damage/control 2 dudes at once.
I am thinking Lore Warden (for CM bonuses)
Trick is to go
1- PA, Cleave
2- Bonus: Combat Exp, Improved Trip
3- Weapon Focus
4- Weapon Spec
5- Combat Exp
6- Felling Smash
7- Cleaving Finish
The idea is to take a Standard Action To attack. Felling Smash trips the dude. The single attack hit so you cleave the dude next to hit.
Dude 1 is smacked and prone. Dude 2 is hit.
Rd2
If dude one stands, you AOO to smack him. If he dies you can cleave dude2
On your turn you can smack dude 2 (Tripping him), and Cleave dude 1 who is prone.
Anytime they stand you hit them with an AOO.
This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
Given speaking is a free action, could you say "Carpet, stay next to that devil!" carpet moves as instructed and you full attack every round?
I'm an OK. Optimizer. I have written 3 handbooks. 1 on TWF for fighters.
1 on TWF for Rangers
And 1 on Hexcrafters.
Those 3 were made basically because as a Player, I tend to stick to what I like.
I have experience playing Casters and do enjoy the POWER they give you both in terms of utility/ability to bypass problems and the raw Save or Die power of high level spells.
I don't play full casters often.
This is merely because I love the mental visual of Saying/imagining stuff like:
"Marcus ducked his enemies first strike and batted away the low coming scimitar with his cestus, then he bought his main hand over and down in a brutal slash that almost completely severed the Orc's arm at the shoulder. Spurting lifeblood, the creature fell, as the ranger looked up and pointed his blade at the next charging foe, You're next..."
Basically I am one of those players who honestly doesn't mind saying
Rd 1- charge
Rd 2 Full attack. Foe dies
Rd3 charge new foe.
Rd 4 Full attack. Foe dies
Repeat.
Simply racking up the body count is for me, being awesome.
When the cleric goes,
Ethaniel Meveri wrote:
Ethaniel takes a step towards Marcus, gesturing furiously, but when he lays a trembling hand on the ranger's side, healing energy comes forth from it.
Ethaniel spends a move action to coil his whip and place it on his belt. He then takes a 5-Foot Step to DM46 and expends Remove Fear to cast Cure Light Wounds on Marcus.
Cure Light Wounds - 1d8+1
I know that Tippy and Tam need the heal just as much, if not more, but I think Marcus is our best chance at surviving the encounter at this point, as his favored enemy bonus is making a big difference.
Man, I love that.
THAT'S WHY I OPTIMIZE my warriors for damage.
Then I think of why I also love Inquisitors, Magai and Bards so much.
Cause they generally have a means of Kicking A$$ like a Fighter (albeit not as often) but also have their own means to buy pass so many problems that stop melees in their tracks.
Will saves, difficult terrain, flight. They can generally do this on their own without help. What's more I know I can spent EVERY FEAT on melee and still go to spells/Magical protection to do stuff that has nothing to do with my one OPTIMISED trick.
I don't believe in building a one trick pony melee char.
Cause you suck if you can't do your thing.
Forget DPR threads. PRACTICAL OPTIMIZATION says you need a 2nd or third string to your bow.
Look at My CaGM barbarian in Trinam's guide. NOT a one trick pony.
Massive Saves.
Massive DPR
Can sunder spells
Can Interrupt enemy attacks with Dazing Assault
Or
A Dwarf Inquisitor/Magus Hexcrafter with Steel Soul/Glory of Old
Massive saves
Self/Party DPR buffs
Tons of Magical Options
Lots of Skills.
Hexcrafter does awesome save or Dies
Or
Switch hitter rangers
Or Paladins...
Thing is I love having 'I kill it'being my main trick.
But it's a lot HARDER (though not Impossible to have) to make a Really kick ass versatile fighter.
I still make fighters, I love.fighters.
Guess I wish they had more stuff.
'Fighter Talentz' would be nice. (Think TOB type stuff).
My race is half orc
Str 18
Dex 13
Con 14
Int9
Wis 13
Cha 13
Now wild stalker gives up his first combat style feat.
That leaves
6, 10, 14, 18.
He gets a bunch of rage powers but most require Barb levels, he has none
He can take reckless abandon, Knockdown,and a few others.
Now I want the Cha cause he is gonna go Eldritch Heritage (Orc)
Which means Nearly all feats are spoken for bar combat style feats (which ignore preqs)
I was thinking Wield a Large Shield as your weapon.
Trait: Optimistic Gambler
1-Imp Shieldbash
3- Power Attack
5- Skill Forcus: Survival
6- Shieldslam(free bull rush with every shield attack)
7- Extra Rage
9- Eldritch heritage
10-Shieldmaster
11- Imp Eldritch Heritage
13-Quicken SLA Touch of Rage
14- Bashing Finish (Free attack when I crit with my shield)
Does this work. Normal preqs are TWF but rangers ignore pre and so the feats should work?
Before anyone suggests it, I know about a cross blooded dip (orc /draconic) admixture wizard.
I wanna do this with PURE sorc.
Now so far Half-Orc seems the best option (1/2 per level favored bonus on fire spells)
With the Orc or Draconic Bloodline (for +1damage per die on either fire or all damage spells)
I am leaning towards Orc.
Now the great thing about Energy Substitution is even if you swap a fire spell to another element, it keeps it's fire descriptor. This has been confirmed by the devs.
So I'm thinking
Magical Lineage (fireball)
And Loreseeker (+1Cl and DC on 3 spells - I reckon Burning Arc, Fireball and Dragons Breath)
With Spell Specialisation, Energy Substitution, and Later spell perfection.
Thoughts on how to make this better?
(Don't forget Half-Orcs count as humans for feats etc as well so if there is any awesome Orc or Human only feats that would help this, let me know.
Working changing the char in this profile to a Blade bound char.
I love the flavor and I know it saves a ton of money. But for me what you give up (particularly the ability to get a wand using familiar) REALLY BITES.
ARE there any crazy good tricks/reasons for having a Black blade?
Not sure if tetori is the best style. But I want a Dwarf (high magic resist+high saves)
Who maximises crane style (-1 to hit for +6AC, [ooc]+1 Dodge, +2 fight defensive, +1 Arcrobatics, +1Crane Style, +1Blocking property of weapon)
I hope he could still do good damage (he can flurry with the Whip)
and he appears to have decent skills and weapon training/duelist gloves.
I am applying for a PBP as a wild stalker archetype and the wording seems wrong
Paizo wrote:
Rage Powers At 5th level, a wild stalker ranger gains a single rage power, as the barbarian class feature. He gains another rage power each five levels after 5th (to a maximum of four rage powers at 20th level). This ability replaces the ranger's second, third, fourth, and fifth favored enemy abilities.
Wild Talents (Ex) At 6th level, a wild stalker can either take a rage power, or gains a +2 insight bonus into any one of the following skills: Acrobatics, Climb, Perception, Stealth, Survival, or Swim. The wild stalker can gain one of these two benefits again every five levels after 6th (to a maximum of 4 times at 20th level). This ability replaces the ranger's second, third, fourth, and fifth favored enemy abilities
Is this correct?
I'm not sure you can replace the same ability twice.
Should the Wild Talents ability replace the rangers COMBAT STYLE feats instead?
Had an idea but it needs MORE than ordinary PBP'rs.
This need OPTIMISERS with big roleplaying chops.
And a DM who is ready to be brutal.
I am tired of waiting for builds to hit thier Straps and games that die from SLOW posting.
I propose an AP. ANY AP or Cool Module.
A group of 4-6 players.
25 pt buy.
2traits (from any paizo source)
If you wanna CHA to 7 and Starting Str 20, go ahead!
ANY PAIZO PF source allowed. Humans of Golarion, Faiths of Purity, whatever- as long as you can provide the reference.
Starts at level 7 with Appropriate wealth (About the time most builds really kick ass)
Now here's the Catch.
Players: You submit ONLY IF you AND a buddy you have PBP experience with, can maintain MINIMUM 3 posts a day.
DM: you need to utilise MAPTOOLS for combat (grid overlay with tokens)
Be able to up the challenges for a Group of 4-6 OPTIMISED ROLEPLAYERS who'll likely EAT a regular encounter.
The 6 teamember slots will comprise of:
1 Full Arcane Caster either Wiz, Sorc, Witch
1 Full Divine either Cleric or Oracle
2 Full BAB classes
2 3/4 Classes.
Now we are trying to group optimize here. So when you build your guy you need 1. A PLAUSIBLE char Background. I.E. If you want the Wayang Spellhunter trait, you need to actually have a reason for that regional trait.
2. Explain HOW your dude is awesome. For example either via Massive Damage potential (thus saving rescources.for the party), Save or Suck specialisation, or Awesome party buffer.
Players may apply for 1 spot only and you need a buddy you play with (someone you can vouch posts alot and has some system mastery.)
For example, I will submit a Human Crossblooded Sorcerer Blaster who does massive damage with Burning Arc and Fireballs (energy sub to cold) thus saving resources by 1 rounding foes via energy damage. Human for extra spells handles utility casting.
I would suggest buddy"name here" and pm him to post his dude.
I'm trying to get the absolute most I can out of a Blaster Sorcerer.
I figured along the lines of a Half-Orc. (Alt favored for 1/2 level to fire damage)
Then doing a Crossblooded Orc/Draconic Sorcerer for +2 per die on fire spells.
Maybe Tattooed Archetype for the Familiar and Varisian Tattoo.
That's alot to add.
With Wayang Spellhunter (Burning Arc) and Magical Lineage (Fireball)
you can get some nice metamagic effects on the cheap.
Honestly, I did prefer another element to avoid resist and Immunity
But then I looked at the elemental spells and all the best shapes are fire.
I could go Elemental Spell to get around resistance, but lose more than 1/2 my bonus damage, defeating the purpose.
Maybe there's a combo I haven't thought of....
Please post SORCERER suggestions only.
I'm cool with changing race (Human was tempting) or anythingelse but I'm not interested in
Evokers etc. (I have the admixture wiz/sorc build down pat already)
I wanna do this with straight sorc...
The only other OPTIMISED combo I can think of is Human with Orc/Elemental with a focus on cold. Only gets +1 per die on all damage spells but could still focus on learning fire spells and change them to ice at will.
Btw. It's not finished.
Still needs sample Builds for the
Debuffer
Mega Blaster
and Transmorgifist Melee'r
and Spells
If anyone would like to collaborate please respond here.
As much as I love the class I don't really maintain my Handbooks once I hit the WALL. I am there now. I will help (with builds) for what is missing but am struggling for time to finish it myself.
I have a hexcrafter build who focuses on Save or dies rather than pure damage.
Spends alot of time in melee but has a Paladin and Barbarian buddy .
Main shtick is to close/spellstrike, then spellcombat with Blur (which will activate moonlight stalker) then get stabby with Intensified shocking grasps.
He is more versatile (breaking the one trick pony rule) and will, if needed evil eye a foe and cackle to lower saves, AC for others as needed.
He already has Intensify (generally only for Shocking Grasp)
Gets quicken at 15
At 17 takes Dazing Spell and Spell perfection.
What do you think is the best spell to use spell perfection on?
I was thinking either Cone of Cold for dazing in a 5th level slot or intensified, dazing in a 6th level slot
Or
Dazing Chain lightining in a 6 th level slot.
Wasn't really interested in Maximise, only because a pally and barb will chew enemy hp at that level but adding a 5 or 6 rounds of Daze to 20d6 damage seemed better battle control
5 level (for now but shooting for 15-20)
20pt buy.
Str 15(+1 at 4)
Dex 14(16race)
Con 14
Int 7
Cha 15
I'm mostly after a TWF (because of double Inspire Courage Bonuses)
and Eldritch Heritage (Orc) Bloodline
Traits- Birthmark (+2 vs mind effect, stacks with racial +2)
Optimistic Gambler- (Makes Touch of Rage last 1d4+1 rds)
Unsure whether to go Scimitar/Cestus or Ancestral Arms for Double longsword.
I'll be back later. Ideas appreciated.
If I go with Scimitar/Cestus maybe
1- TWF, Skill Fcs: Survival
3- PA
5- Cleave or Doubleslice
7- Big Game Hunter
9- ITWF
11- Eldritch Heritage (Touch of Rage)
13- Quicken SLA
15- Imp Eldritch Heritage
17-
19- Gtr Eldritch Heritage
I'd like to discuss ways to make fighters awesome.
To be a fighter you need to:
1. Kick.a$$ all day long.
2. Not allow yourself to be stopped from Kicking A$$.
Point 1. Is easily achieved. Getting +4 to hit and damage as part of.your class means you don't have to try hard to get your kill on.
Point 2. FAR MORE DIFFICULT.
Now point 1.-In my opinion a Well built fighter should be able to Kill an equal CR opponent in 2 rounds.
That is 1 round to move+standard attack.
Round 2 full attack and it dies..
Usually simply high Str+weapon training+ gtr weapon fcs/spec and duelist gloves add enough pluses WITHOUT ALLIED BUFFS to get the job done. Run the math on any level appropriate foe. DPR avereages don't lie.
Now IF you want to boost your two hit into the stratosphere (beyond even the smite bursting,pally on Instant enemy ranger) there are 2 easy methods.
These are by no means the only ones but they are easy to do and the payoff is big. Be a sexy orc descendant-.human Start with a Cha of 15 and use magic items to raise it. The Eldritch Heritage (feat at level 9) Chain will give you Touch of Rage a boost that kicks in at +3 to hit/damage/WILL saves and scales up to +10 if you complete the feat chain. On top of that you get +6 inherent to STR and Power of Giants. You need quicken SLA for touch of rage to be usable but for such a big bonus it's worth it. You slap +10 to hitAND Damage on a fighters full attack and you die.
2. For those not allowed the orc bloodline. Play a race that has lowlight or darkvision.
Then be a LORE WARDEN.
+2 Gloves
+2 Know thy enemy
+4 Weapon Training
+2 Gtr Weapon Focus
+2 Moonlight Stalker=+12 to hit in ANY CONCEALMENT and +14 to damage.
Now tell that Pally to sit in the corner and cry.
But concealment requires a buff? Even if you dumped Cha to the floor, by the time you can get moonlight stalker (think around 8 or 9) you'll have enough money for a command word ite
of Blur. It's only a 1st level spell.
Now to me fighters are not the basic, easy to play class everyone makes them out to be.
As the ONLY Full BAB class that has 0 class access to healing and no reroll/will boosters actually playing one without being confused/dominated requires quite a bit of thought.
So the second point- Not getting mind controlled is far harder.
It's for this reason I actully prefer the Eldritch Heritage Chain. That will bonus is HUGE. Slap that on a fighter with Improved Iron Will and you are set (of course you need the traditional will boosters)
But this problem is actually why I prefer Dwarf fighters. Dwarves get get +5 to all saves vs magic for the cost on a feat and a trait. (Steel soul and glory of old) A big bonus on a fighter.
Alternatively Half Elves are wonderful Vs Will saves. Iron Will + Duel Minded+Elven Immunities and a +1 Will trait means a Half-Elven fighter can start with +5on all Will Saves and +7 Vs mind effecting enchantments and compulsions.
As for the whole 2 weapon vs 2handed vs Archery thing. Well that doesn't matter.
Any of these builds DONE RIGHT will 2 round a CR foe. Plus, remember in real games CR foes.get ganged.up on by 4 heros not 1. Still it is a nice feeling when it ALWAYS seemes to be you laying all the smack down. But hey that's what fighters do.
Feel free to post any questions on specific builds and I'll try to assist. TWF is my specialty but I'm not a bad hand at optimising