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Chris Mortika wrote:
This is true except that at level 4 you can put +1 to the wolfs INT score and then its smart enough to not need animal commands. It can go flank itself at that point.
Personally I would pump dex a little more. You mostly buff and don't need 16 wisdom until much higher levels. The dex would serve better at lower levels imho.
Also I would go for the feather domain. You can get boon companion at level 5 with a wolf pet and start annoying the enemies with so many trip attempts. Plus the passive bonus to perception is really nice.
As for spells... You're not really a healer so wands for cure light wounds are better then using a slot. I would suggest buffs hands down.
As for feats you pretty much have to take all the archery feats. Point blank, precise, rapid, deadly aim, etc. Don't have much room for anything else. If you DO end up having a few feats extra, you can make great use of full round attacks by riding your wolf once it hits level 7 (and becomes large). Getting superior mobility while able to full attack every round. Can't beat that!
I honestly have to disagree with going too castery. Your buffs are strong enough you will be able to hit like a train, but if you are running around healing then that's time not killing.
I have a spreadsheet of my ranged inquisitor. If you're interested PM me.
EDIT: for typos.
Good thought. I guess a good Dhampir would be fine as they are only half-undead. Plus Paladins are usually more about killing evil. If a good full undead met an undead hunting Paladin, would you expect the Paladin to kill it?
RD has the nail on the head. A shocking grasp requires an unarmed melee touch attack. Unarmed attack, check. Melee touch attack, check. unarmed attack, check. It's deflected.
I agree but if holding the charge for shocking grasp, it wouldn't be used if it was deflected this way correct?
Technically if he was a 1 oracle and 6 cleric (total level 7 character when he is getting boon companion) at level 7 his companion would be his cleric level (6) -2, then -2 for seperatist. So the effective druid level is 2. Boon gives +5 so it should add up to +7 again making it large like he thought.
They do stack, but the Saurian ability is only cleric level -2. So it should work.
Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.
The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.
Sorry but they wouldn't stack.
A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.
Thanks for the tips. I think I'll do a ranger for preferred enemy, infiltrator archtype. With a "magazine" type device so that he will only have to reload after say 10 shots. Should help balance it but still maintain the flavor. Then perhaps go with an urban ranger so he can mess with traps and what not. And a crow animal companion like the crow skill in D3.
Also in this campaign we are using character races from the playtest book for creating races with a 10 point buy.
My race is... Human subtype.
So the whole premise is to dual wield crossbows, and hunt down demons and hell spawns and such.
Any suggestions for classes and feats to make this really interesting and effective?
Keep in mind I have 2 bonus feats at level 1.
Please make suggestions for a level 3 character.
I was thinking Ranger or Ninja might be nice?
Couldn't you do this with a greatsword anyway? Technically you would take a -4 to hit wielding a 2 hander in 1 hand correct? Then just use a quickdraw shield and you're good.
Just be careful they aren't across a chasm when you ready that action!
You make a good point good sir.
Personally I think that the AOO system is a little farfetched to realism. Would the Ape honestly attack an approaching man as soon as he stepped closer then 10 feet? Likely not. Also a Giant dragon with say 30 foot reach, with combat expertise would look pretty silly flailing all of his limbs getting off 5 AOOs a turn on everyone charging him, all in a 6 second window...
Yes but if you look at a few good feats, there are ways to automatically get intimidates off for free. There is one where you power attack and make a free intimidate check, and one where when you kill an enemy you make a free check on all monsters within 30 feet.
I would say that's worth looking into.
Awesome! Thanks for the tips Deadmanwalking! This will GREATLY help me in the future!
Ah I see, so that table that the other poster put up there, but with enemies. So CR 1/8, give it +1 level goes to cr 1/6, +1 Level to 1/4, to 1/3, to 1/2, to 1, to 2, to 3... Etc. Am I understanding that right?
So a level 2 ranger is CR 1, a level 3 ranger is CR 2, level 4 is CR 3... Etc. Right?
Marten Fawkes wrote:
Thanks for the tips! My party is a heroic 25 point buy and while there is no healer, the group is well aware of their classes abilities (save 1 person who it's there first time. But they are a monk so mostly just flurries and punches and flanking at this point)
The reason I wanted to raise CR, is the last 2 encounters went off with minimal damage. Most of the party (save the summoner) has decent AC (18-20) at this level goblins with just +1 to hit just can't handle that and get slaughtered effortlessly.
With level 2 goblins (and giving them +1 str) they have bab +2 and +2 to hit for STR and do 1d4 +2. Much more dangerous and still pretty easy to kill (at 12 hp)
Any Advice on this is appreciated!
I guess I'm just confused how to level them. I thought I read somewhere that each level in a class raises the CR by 1. For instance in the book it says the gobling ranger level 1 is CR 1. So wouldn't making him level 2 raise the CR?
Also isn't average party level based on an assumed 4 PC party? So by having 5 shouldn't that raise the CR by some amount?
As far as your advice thanks for the tip on building the encounter! I'm fairly new to DMing and while my improv skills and rules are well developed, (I'm know as the rules lawyer in the games I don't DM) my DM skill definately need work. Especially in the encounter building department!
For instance, I'm curious how a level 1 goblin (CR 1/3) raised by 1 level makes them CR 1/2. I just don't know where that increase comes from?
So I'm doing the burnt offerings: Rise of the Runelords. They are at the first "Boss" Goblin commando.
I made them all start at level 2 since I hate level 1.
The CR for this encounter is supposed to be 3 and 1/3. With 4 players at level 1 I can see how that would be good. But I have 5 characters at level 2.
I'm going to make the Goblin commando a CR 2 (level 2 ranger) his dog a level 2 dog (CR4) and then possibly add some level 2 warrior goblins. (cr 2 each) with a few of the standard level 1 CR 1/3 Goblins.
So what CR am I aiming for? 5 level 2 PCs would be CR 10 (if they were monsters of normal races)
Do I want to aim for like CR 8? CR 7? What would make it fun yet still challenging for their first boss fight?
I've looked everywhere and it's a bit confusing. I see this rule:
"Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score."
and this one:
"Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane."
This would lead me to believe the Eidolon can fight as per normal when he goes negative hit points without falling unconscious until he reaches his negative con in HP. At THAT point, the summoner can give his hp to keep it up.
Am I seeing this wrong or can Eidolon's fight normally all the way to their negative con score?
While I agree most scenarios won't have auto hit spells, as the DM there is always the option to add more monsters WITH auto hit spells. I tweak encounters all the time as most of my players LOVE to min-max, unless otherwise agreed upon beforehand. There is a counter to everything.
Black Powder Chocobo wrote:
True, that's just the tip of the iceberg though. Don't forget rangers have LOW will saves. Hit him with a charm, or command or any other will save ability. Make him staggered so he can only take 1 action and he become extremely limited and has issues fighting defensively at that point.
Lots and lots of spells that can take out this guy. Like I said just add 2-3 caster per fight and you'll be fine.
I still think in this case the Paladin is out-played. The build is considering a level 2 paladin vs level 2 barbarian. Lay on hands will NOT scale with level. And will become all but worthless at higher levels. Smite Evil will be very similar to rage (slightly better at higher levels) yet only usable against ONE person in the fight and only ever once per day.
As for other considerations, look at the class skills of Paladin Vs Barbarian. AND the fact that the barbarian gets 4 more skill points then the paladin. Plus Barbarians give you more wiggle room as you just have to be non-lawful. Which doesn't mean you can't do some lawful things and be ok, but if the paladin every goes from lawful good... You lose everything.
This ^ VERY MUCH this ^^^
Minus all the crazy talk about what's good and not, I (PERSONALLY, game-aside) am on the side of everyone that says killing the goblin is an evil act. Any creature that is intelligent and bound at least deserves some sort of trial and not to be killed in cold blood in front of his father. That is a horrible act. I couldn't even imagine how someone would feel if their own son was killed in front of them because some character was frustrated things weren't going their way.
Personally, I would have (As a Paladin) Never captured him in the first place, but instead offered him another life. To serve Iomedae and repent of it's sins... Or be executed for it's evil actions.
However if my Paladin was in that situation, he would have first tried to stop the character from doing it. If the character DID then end up doing it, he would have bound THAT character and taken him back to town to be judged. Likely the city would congratulate him for his good deed in killing the goblin and my Paladin (while feeling morally horrible for the act) would repent to Iomedae that he could not stop the act of cruelty and move on with life.
Yes the greater good has been served. But at what cost to ones soul? (From the point of my Paladin)
Note that I put my personal opinion above and what my Paladin would do. This distinction must be made to form a consensus on what is the 'best' course of action. For it differs between each character.
I think we agree killing a defenseless enemy in real life is wrong. In the game world I can see where it is more gray that a Goblin is in question here. (AKA whether it's a race that deserves to live due to it's as a whole evil acts or not)
For ladders... Hopefully its not more then 50 feet up and I can have my party members climb up, attach 2 ropes to me, and I'll shimmy my way up.
As for pit traps... Depending on the height, the cleric can use create water and fill the pit trap and I'll just swim out. :)
As for later, ring or horseshoes of levitate. Something to that effect.
Thanks for the Advice. How's this build:
How's that look? Not sure what to use at 15 so up for suggestions.
EDIT: Actually, 15th - Dreadful Carnage looks good. :)
In hindsight i would probably take stunning assault over quicken sla: power of giants at 19th even it was allowed, because the ability lasts for along time, so not as neccesary to quicken it and it would be very nice to stun stuff instead of just daze it...
Ok so talked to my GM and quicken SLA IS allowed! Yay.
I guess the main other question is: Would exotic prof: Falcata be worth a feat? With the x3 base crit and the damage modifiers from Smite evil... I can see doing TONS of damage with a Keen Falcata.
This this would be a decent progression:
1 - Power Attack
So 3 feats to work with. Can't do the Spirited Charge so... What other feats would be good for more damage with smite evil or power attack?
Ah! Thanks for clearing that up for me.
SLA stands for Spell Like Ability and it was talked about "and pretty errated" for the orc's touch of rage to work with it... With that said you could as a swift action recieve an uptyped bonus to hit/damage that caps at +10 @20th level for 1 rd and if you took the optimistic gambler trait it could be as many as 5 rds i believe... The charger route would certainly work well if you were offered the chance to charge alot and ur dm would aloow u to be considerd mounted for purposes of the feat "i myself would allow it". With that said you could easily drop crit focus and the critical feats i suggested in favor of spirited charge and ride-by attack and it would still work very well with the eldritch heritage - orc line... And yes vital strike would be fine for an extra feat if u had one and you were just going for ride-by attacks... i personally would opt for full attacks unless u had ample room to get out of retaliation space...
Good Advice! Sadly I don't count as mounted per DM but the eldritch feats with orc would be nice as I could get bonuses to str/hp (grow size) and the flat +6 from the level 9 ability.
Plus then I get darkvision for free at level 5. Not too bad at all.
I would consider a shield a type of armor. But I see your point. Technically armor is body armor and shield is shield. :)