Fire Giant Forgepriest

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Goblin Squad Member. Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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There aren't many feats listed in the original build. Rather than the shield feats, I have been getting a lot of use out of VMC magus. Being able to buff the weapon as a swift action instead of legacy weapon's standard is great, and I can stack a legacy weapon bane property for the tough fights.
Use the half elf trait for proficiency in a high crit weapon (fauchard) and you can make it keen with your arcane pool as well.
For defence, I took a protector familiar with the magus arcana.


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I was looking for ranged hunter feats recently and came up with this:
Trait - Deadeye bowman: avoid soft cover penalty from one ally
Friendly fire: shoot through ally's square for untyped +2 to attack and ally gets attack of opportunity. If you miss, roll to hit the ally instead...
Reckless aim: +2 competence to attack for -1 AC. If you roll a 1, hit random adjacent target.

I also upped the animal companion's intelligence to take improved unarmed strike and deflect arrows (it has learned to shrug off the occasional reckless attack). Snake focus gives +2 to the attack of opportunity from friendly fire.

At higher levels, friendly fire won't come into play because an archer would rather take full attack, but the reckless aim +2 will continue. For a mid-level game, it looks fun...


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This looks like exactly what you are asking for.

Elixir of Spirit Sight


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Had a good battle recently... The villain was a cleric with madness variant channeling and the shatter resolve and quick channel feats. Failing the save caused damage, a round of confusion and a several rounds of shaken, all as a move action. For extra fun, have the battle in a desecrated area (+3 or +6 to the channel DC).

Also, if focusing on undead minions, the variant negative channels don't affect them, so no need to worry about selective channel.


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Tumor Familiar with the Protector archetype. This adds 50% to your HP through the built-in shield other (with fast healing 5), and also gives an AC boost through the bodyguard feat.


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While portions of his guide are about how to make encounters more challenging, the CR/experience table makes sizing encounters easier.

The table gives an XP per character expectation. Experimenting with the table, you learn that for two players, a APL+2 encounter published in a module expecting four players is actually closer to a APL+4. Running with five players instead of four almost reduces each CR by one. With that knowledge you can add or subtract monsters to scale fights more appropriately.


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Have you seen this guide? I have found it useful for balancing encounters for parties larger or smaller than the standard 4 that the CR system assumes.


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I'm looking at a similar character. The two dips for mine were cavalier (gendarme, for heavy armor and power attack feat), and at 5th level MoMS taking tiger style/tiger pounce.

My thinking was that tiger pounce would help with staying in full attack range, as well as helping offset the power attack penalty since I'm slightly behind 3/4 BAB curve with the monk dip.

Later feats will pick up feral combat training (claws) and the dragon/ferocity style feats to keep the damage up at higher levels (shades of AMY, but not looking to come out of the gate that fast).

I agree two feats is awfully steep for darkvision. Get heightened continual flame cast on an ioun torch for those deeper darkness situations.


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I've been playing around with build for a Hexcrafter who combines rime frostbite for fatigue/entangle control with the intensified shocking grasp sorcerer dip blaster.

Thanks to Mathwei ap Niall, STR Ranger, and WerePox47 for ideas here..

Hexcrafter with SG/frostbite:

Human Hexcrafter Magus X/Tatooed Crossblooded Sorcerer 1
Str:16, Dex:12, Con:12, Int:18,Wis:10,Cha:7 (20 point build)

Traits: Magical Lineage (Shocking Grasp), Wayang Spellhunter (Frostbite)
1Magus1 (Spell Combat) Rime spell, heighten spell
2 Magus2 (Spellstrike)
3 Sorcerer1 Tatooed Crossblooded (Orc/Blue Dragon ,Varisian Tatoo(Evo), Tatooed familiar), Intensify Spell
4 Magus3 Arcana- Arcane Accuracy
5 Magus4 Hex- Prehensile Hair, Preferred Spell (Shocking Grasp)
6 Magus5 BF: Empower spell
7 Magus6 Hex Arcana:Flight, Extra Hex:Slumber
8 Magus7 (Medium Armor)
9 Magus8 Improved Familiar
10 Magus9 Hex Arcana:Evil Eye
11 Magus10 Spell penetration
12 Magus11 (Spell Recall), BF:Echoing Spell
13 Magus12 Hex Arcana:Ice Tomb, Quicken Spell
14 Magus 13 (Heavy Armor)
15 Magus 14 Spell Perfection (Shocking Grasp)
16 Magus 15 Bane Blade


The Tatooed archetype on the sorcerer gives Varisian Tatoo to keep the CL on the shocking grasp on track. While the Tatooed familiar isn't RAW, I think it is RAI since it explicitly stacks with witch/wizard for familiar level.

Preferred spell allows more utility by not having to dedicate slots to shocking grasp.

If not for the armor spell failure chance, I was looking at Str14/Cha11 to give three additional 1 target rime frostbite castings a day (already on magus spell list, so might qualify for spell combat?).

Any ideas for improving this?


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Maybe I'm overlooking something, but can't you:
Monk 1 (MoMS): Human - Dodge, Monk: IUS, 1st level: Crane Style, Monk Bonus: Crane Wing
Monk 2 (MoMS): Monk Bonus: Crane Riposte

The Crane Style requires Dodge, IUS, and (Monk 1 or BAB). Don't you have all that to take as the first level feat?


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Venshad wrote:

I just noted that Natural Attacks ARE treated as unarmed.

So all the feats that give bonuses to Unarmed Strikes also work with my natural attacks!

Err, no. Natural weapons count as armed. You'd need the Feral Combat Training feat (prereqs IUS,Weapon focus) to be able to use boar style. If you're looking to go that route, you might consider Dragon Style/Ferocity, but the Feat chain is a bit lengthy since the Barbarian alignment doesn't mesh well with monk dip.


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Is multiattack permitted for this build? You have the 3 natural attacks needed to qualify. I was looking at this, and found at the higher levels, once iterative attacks start kicking in, that it looked like a benefit.

You've already taken monk, so you get BAB/BAB-5/BAB-10 with the UAS, plus the three natural attacks at BAB-2. The same magic fang trick works for the UAS.

The natural attacks become secondary, so you lose some str/power attack damage, but the additional attacks get full str and sneak attack damage to compensate.

You need multiple iterative attacks to make it worth making the natural attacks secondary and losing the str damage, so at lower levels you go natural attacks only.

I haven't looked at this in combination with the feral combat training, so I'm not sure how that interacts.