Lamishal

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Organized Play Member. 1,430 posts (3,844 including aliases). No reviews. No lists. 2 wishlists. 9 Organized Play characters. 9 aliases.




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No Annie, I have not.


This is for PFS and he is about to hit level 5

Strength 14
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

Feats - Extra Revelation, Selective Channel, Power Attack

I was going to go for Quick Channel at 5 but some feats from the ACG are tempting.

I like Battlecry, and I do find myself casting bless a lot so obviously having a faster/better version of bless is tempting. I would have to divert some skill points I wasn't planning on using to pick this up at level 5 though.

Also a bit lured to the War Blessing feat. If I could use Charisma instead of Wisdom for the Sun Blessing I probably would pick up this feat as divine casters tend to lack a way to target reflex saves, but I digress. Picking up something like Healing/Fire blessing and possibly qualify for Energy Channel later.

Though speaking of Energy Channel, I was also planning on getting the Grayflame weapon enchant, but getting both feels like it might be too much and eat too many uses of channel anyway.


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Can Martial Versatility be used to apply Slashing Grace to a weapon that wouldn't normally qualify?

Example - a Human fighter takes Slashing Grace on a Sibat. If Martial Versitial is then taken would Slashing Grace apply to weapons in the spear group that would normally not qualify such as the Trident, Shortspear or Longspear?


2 people marked this as FAQ candidate.

Should be fairly straight forward question -

When taking the Duelist prestige class does the precise strike ability from the Duelist stack with the Swashbuckler?

Example - If a level 12 Tengu went from Swashbuckler to Duelist would he get +12 to damage to his sword and +6 damage to his bite?


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Penny Arcade reference?


Would swashbucklers with a bite attack get precise strike damage with a bite attack? I don't see anything that stops it. Natural weapons are considered light weapons as clarified by Paizo design team and it doesn't break any 'hand' rules (they are not using TWF, and they are not using the hand as a weapon).

Would make races that bite extremely strong swashbucklers. Also makes Eldtritch Heritage for the Serpentine bloodline quite interesting as well. (Eldritch hertitage for a bloodline that doesn't increase strength? Heresy!).


You killed my father. Prepare to die!


So I've been toying with a 'dual wielding' swashbuckler which I achieve by adding some Magus levels. Here is the result and I am looking for critism and suggestions -

Magus 4/Swashbuckler 7:

Medium humanoid (human)
Init +8; Senses Perception +15
--------------------
Defense
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AC 27, touch 19, flat-footed 20 (+7 armor, +5 Dex, +1 natural, +2 deflection, +2 dodge)
hp 95 (7d10+4d8+29)
Fort +10, Ref +14, Will +9
Defensive Abilities charmed life
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Offense
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Speed 30 ft
Melee +3 rapier (Power Attack) +18/+13 (1d6+14+7 Precision/15-20)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, deed: targeted strike, panache, spellstrike
Magus(CL 6th; concentration +15):
2nd—frigid touch, mirror image
1st—Grease, shocking grasp, chill touch, true strike
0 (at will)—arcane mark, detect magic, light, read magic
--------------------
Statistics
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Str 15, Dex 22, Con 14, Int 16, Wis 12, Cha 7
Base Atk +10; CMB +9; CMD 32 (32 vs. disarm, 32 vs. steal, 32 vs. sunder)
Feats Combat Casting, Extra Grit, Lunge, Power Attack, Quick Draw, Uncanny Concentration, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits armor expert, magical knack
Skills Acrobatics +20, Climb +6, Diplomacy +12, Escape Artist +12, Fly +10, Intimidate +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +12, Knowledge (nobility) +7, Knowledge (planes) +12, Perception +15, Ride +10, Sense Motive +5, Sleight of Hand +10, Spellcraft +17, Swim +6, Use Magic Device +12; Racial Modifiers deed: derring-do
Languages Common, Draconic, Kelish, Tien
SQ arcane pool, deed: dodging panache, deed: superior feint, deed: swashbuckler initiative, magus arcana (concentrate), spell combat, spell recall, swashbuckler finesse
Other Gear +1 mithral breastplate, +3 rapier, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +2, headband of vast intelligence +2, ring of protection +2, 150 gp
--------------------
Special Abilities
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Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Expert -1 Armor check penalty.
Charmed Life -2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache -2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain -2 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +7 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Superior Feint (Ex) While have 1 panache, deliberatly miss atttack to deny creature Dex AC bonus until start of our next turn.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Deed: Targeted Strike (Ex) Spend 1 panache as full-round action to make one attack targeting part of foe's body.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Magical Knack (Magus) +2 CL for a specific class, to a max of your HD.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks

+15 while casting defensively so you suceede on level 1 spells on everything but a 1 which can be further mitigated by taking a -1 when doing spell combat. Also took Concentrate Arcana to make sure the level 2 spells can get cast in a pinch. It's a lot of resources to make the concentration high enough where I felt comfortable (trait, 2 feats, plus the arcana as the backup) but worth it I feel.

Damage seems decent even against those immune to precision due to spell backup. The dip into Magus helps shore up Fortitude and Will saves since Charmed Life isn't an option with the stats he has.


Someone help me understand these two weapons please, specifically in terms of reach.

The way I read it Meteor Hammer can be a reach or a non-reach weapon as decided on the beginning of your turn (and threatens as such). If used as a double weapon does it have two sides that need to be enchanted?

Kusarigama is both a reach and a non-reach weapon all the time and threatens as such? Which 'end' does 1d6 and which does 1d3.


An idea has been bouncing around in my head and I'm not sure what to do with it if anything.

I'd like to make character who throws Shurikens, either a focused build or a switch hitter.

Ninja 2 - Swift action flurry of Stars as a Ninja trick. Gives two extra attacks. Use Katana in melee.

Though I am not sure where to go from here. I'm pretty sure I don't want TWF. While throwing five shuriken with flurry of stars + rapid shot + TWF sounds appealing taking a -6 penalty also sounds like it will be a flurry of misses. Do we go hybrid dex/str pumping both for good damage and initiative? Do we basically ignore Sneak Attack and go into fighter for more feats and weapon training? Keep with Ninja and suck up the difficulties of ranged SA until invisible blade?

Couple of things Distance Thrower lets you throw 20' without penalty. If you add Far Shot you get up to 30' and up to 50' with only a -2. Possible other feats to get - point blank shot, precise shot, rapid shot, deadly aim, improved initiative, weapon focus.


Or as I like to think of it - giving the swashbuckler two weapon fighting.

I've been looking at ways to get a swashbuckler to more attacks (outside of haste of course). The idea being at higher levels getting more attacks with precise strike is better than increasing the damage by a couple of points.

My first two thoughts were Magus and Monk.

Weapons that one can flurry with however are not that interesting, especially since we are looking for something with a high crit range. The one saving thought I had was Crusader's Flurry. So with a dip of Monk and Cleric you can flurry with a Rapier. Using FOB and if you can buff Divine Grace would mitigate the BAB loss.

Magus would seem pretty cool - require at least 2 for Spellstrike but I am thinking 3-4 levels of Magus would be better. Wand Wielder for an arcana so one does not have to deal with concentration checks. Using a Chill Touch wand(s) at lower levels, then possibly a wand of Frigid Touch if you want to sink in some gold (plus staggered is a nice debuff). Using your Arcane pool to enhance the weapon would help mitigate the BAB loss. Possibly go Kensai for Weapon Focus and getting the Wakizashi as a weapon.

The last one I thought about later was just Ninja with Ki Strike. Panche/Ki does synergize nicely with Cha as a stat.

Any of these worth it?


So I've been trying to play an Oracle with a longspear who is currently level 3. The problem has been that use of tatics is unpredicatable at best and the number of AOOs I've gotten can be counted with one hand. It's getting to about the time where I shell out a lot of gold for a weapon.

Should I hang up the spear and go to a morningstar/shield combination? The extra AC would be nice (would be using Magical Vestment to increase the AC later).


Paladin/Sorcerer.

Can one cast Shocking Grasp, hold the charge, then next round use lay on hands against an undead dealing damage with both abilities?


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So I'm in a game and I want a hellhound as a fiendish boon, I've thoughtcrafted a modified/restricted version of the eidolon rules and I'm wondering what people think:

Fiendish Hound - Fiendish Boon

At level 5 an Antipaladin is granted the service of an eidolon that takes the appearence of a hellhound. This eidolon is always of the quadruped base form. The Antipaladin uses his level as his Summoner level for determining evolution pool and eidolon abilities.

Starting Evolutions

These evolutions are taken from the evoluion pool as normal.

Breath Weapon: Unlike a normal eidolon this evolution must be taken when the eidolon is granted. The damage type must be fire and must be of a cone shape.

Until the Antipaladin reaches 9th level the damage of the eidolon breath weapon is 1d6 for every two levels of the Eidolon's HD and the range of the breath weapon is reduced to 15'.

This evolution can not be changed.

Energy Attacks: The eidolon gets the Energy Attack evolution of the fire energy type.

This evolution can not be changed.

Scent: The eidolon gets the Scent evolution.

This evolution can not be changed.

Fire Resistance: The eidolon gets the Resistance evolution of the fire energy type.

This evolution may only be changed if the Fire Immunity evolution is selected.

Restrictions

Restricted limbs: The Fiendish Hound may not select the Limbs evolution. It may also not select the Claws or Hooves evolutions.

Cold Vulnerability: The Fiendish Hound has vulnerability to cold. It may never take the Resistance or Immunity to Cold evolutions.

Languages: The eidolon doesn't speak and only understands infernal.

Should the antipaladin's fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

Benefits

Healing Affinity The Fiendish Hound is more alive then most eidolons. It is able to be healed as a normal living creature (unless it takes the Undead Appearence evolution)

What do people think? Is it fair or should there be additional restrictions? If one were to use Animal Companion rules how would you do it.


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This question can also be amusingly stated as 'How always is always?'

Quote:

Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. The natural attacks by size table lists some of the most common types of natural attacks and their classifications.

Some creatures treat one or more of their attacks differently, such as dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. These exceptions are noted in the creature's description.

Bolded the important.

Would bite be considered a secondary attack that deals 1.5x str damage? I mean if something states that it is always 1.5x damage then it is always 1.5x damage right?

For what it's worth Hero Lab seems to think so and I tend to agree with it in this case, but I'm wondering what other people think.


Simple enough question I think - can one use the selective channeling feat when blinded.


Draconic Sorcerer (White Dragon) that is at least level 7
Chill Touch as a held charge delivered through a claw attack
Amulet of Might Fists enchanted with Frost

Would a successful hit would deal 3d6 additional cold damage?


I was just considering something: Does negative energy effect plants and plant based creatures?

-> If yes and extrapolating the concept - would a cleric that is channeling negative energy kill off most vegetation in the burst effect?


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Just as an example lets use an Sorcerer (infernal)/Cleric (Charm domain). They would get two different sort of touch attacks - Corrupting Touch and Dazing Touch. Assume at least 4 uses of each ability. This guy also is dual wielding two different weapons both are +1 and have the Conductive enchant.

You attack a creature. All your attacks hit. Can you two apply two effects using the conductive property (one from each weapon). Can you apply the same effect twice?

Conductive:
: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

I'm looking to confirm that 'The once per round' applies seperately to the weapons.


I'm currently in a gestalt Way of the Wicked campaign as a draconic sorcerer / Antipaladin. Please keep spoilers to a minimum.

Currently I'm just level 1 so there is a long time before anything is set into stone. I'm just trying to think ahead and I know that I will be going into the prestidge class Dragon Disciple. Antipaladin by GM requirement can never change.

I'm wondering about fighting style. Before level 6 I'll be using my claws as much as I can. After level 6 I am wondering what the best way to fight would be. I could just continue to focus on natural attacks using shapeshifting if claws run out (alter-self/beast shape/and eventually form of the dragon). However I am wondering if it would be a good idea to take advantage of the full BAB antipaladin side to go something like longsword w-iteratives/claw/bite.

Apparently the adventure path will have an option to become a lich and that is sorely tempting. I think that a if I get a longsword enchanted with channel along with an amulet of mighty fists enchanted with channel, that it would be pretty devasting. If my attacks land I'd be able to use both the Lich's Grave Touch and the Anti-Paladin's Touch of Corruption while still dealing strength based damage.

I'll end my thoughts there for now and I'm open to what other people think.


This might be a little long so I broke it down into parts, first being the build, the second being some thoughts and explanations, the third part being a breakdown of the feats per level. It was an interesting thought exercise and it came out better than I thought it would.

The Build:

Built with 20 point buy

Bashy
Human Fighter (Two-Handed Fighter) 10
CG Medium Humanoid (human)
Init +1; Senses Perception +11
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Defense
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AC 24, touch 12, flat-footed 23 (+11 armor, +1 Dex, +1 natural, +1 deflection)
hp 94 (10d10+20)
Fort +10, Ref +5, Will +5; +4 vs. effects that cause you to lose your grip on weapons
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Offense
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Speed 20 ft.
Melee (L) +3 Light flail +23/+18 (2d6+19/x2)
Ranged Masterwork Composite longbow (Str +7) +15/+10 (1d8+10/x3)
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Statistics
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Str 24, Dex 13, Con 14, Int 13, Wis 12, Cha 7
Base Atk +10; CMB +17 (+20 Sundering, +21 Tripping); CMD 29 (33 vs. Disarm, 36 vs. Sunder, 31 vs. Trip)

Feats Cleave, Cleaving Finish, Combat Expertise +/-3, Devastating Strike, Felling Smash, Furious Focus, Greater Trip, Improved Trip, Power Attack -3/+6, Vital Strike, Weapon Focus (Light flail), Weapon Specialization (Light flail)

Gear -
Potion of enlarge person
+2 Full plate
+3 Light flail (Large)
Dagger
Masterwork Composite longbow (Str +7)
Amulet of natural armor +1
Belt of giant strength +4
Cloak of resistance +1
Gloves of dueling
Ring of protection +1

Total Wealth ~61300
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Special Abilities
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Backswing (Ex)
Overhand Chop (Ex)
Shattering Strike +3 (Ex)
Weapon Training (Bows) +3 (Ex)
Weapon Training (Flails) +4 (Ex)

Thoughts and explanations:

I know that many don't like the concept and want to focus on the full attack but I wanted to see what such a build would look like fully fleshed out. I'll discuss some of the thoughts and concepts that were to go into this build.

I knew I would want the Two Handed Archetype, and specifically using the ability to combine Overhand Chop with Felling Smash and Vital Strike. Surprisingly there are alot of feats that go into this build, I didn't realize how many until I was done and I was still wishing for more.

Since I knew I would be tripping with the build (felling smash) I also wanted a trip weapon and there were two that stood out. The first one probably isn't surprising - a scythe. A pretty favorful and cool weapon, 2d4 damage and if you crit something it's probably dead. The other weapon I was looking at was the oversized (large) light flail which trades -2 to hit for +2 average damage over the scythe. So why the oversized flail? Well it has some advantages even over the heavy flail. If you fight with Enlarge Person (potion, friendly caster, ect) the scyth goes from 2d4 to 2d6 while the flail goes from 2d6 to 3d6. Another advantage from being enlarged are the Vital Strike + Devastating Strike feats. When all this is calculated becomes a differnce of 4d6+4 (scythe) vs 6d6+6 (oversized light flail) for a difference of 9 damage at the cost of 2 to hit. At the end of the day I think that the flail is a better choice if you expect to be using enlarge person alot, otherwise just use a scythe. From an optimization standpoint it's probably better to use a regular sized weapon until you at least pick up weapon Focus.

Combat Expertise is usually a feat tax but it works pretty well with this build if you need to be more defensive. Since you tend to focus on a single powerful attack and you also have furious focus taking a few points away to get more AC isn't that bad. You can use Combat Expertise and Fighting Defensively and still hit relatively reliably if the situation calls for it.

You still get multiple attacks as a standard action. Whether it's through cleave, cleaving finish or felling smash+greater trip it's possible to make multiple attacks when moving. All of this means that the build pretty mobile and there are still decisions to be made. You also aren't quite one trick pony either. You can dish out alot of damage and can even take your iteratives if you want to and the class feature backswing makes that more than possible. You bring some battlefield control with trips. Some people hate being bound to the full attack and hopefully this alleviates some of that to those that don't like the playstyle. Note I'm not saying that it's the best or the highest DPR or whatever, simply that it looks viable and you won't be a deadweight to your group.

Feats by level:

1 - Power Attack, Furious Focus, Cleave
2 - Cleaving Finish
3 - Weapon Focus
4 - Combat Expertise
5 - Improved Trip
6 - Felling Smash
7 - Greater Trip
8 - Vital Strike
9 - Devastating Strike
10 - Weapon Specialization - finally :)

I hope this build is enjoyed by some. I liked making it. I know that at very high levels iteratives will surpass everything but not every campaign gets that far. Please post thoughts, comments and suggestions :)


Something I created that I'd like to share with everyone and open up to thoughts and comments.

Level 20 Half Elf Summoner with all bonouses going to evolution pool. Five Extra Evolution feats. I wanted to make a hydra so I started with the Serpentine base form. Total of 36 evolution points to spend for the Eidolon. Here is the beast I created.

Sword wielding hydra:
Hydra (Eidolon)
Serpentine
NN Huge Outsider
Init +5; Senses Darkvision; Perception +18
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Defense
--------------------
AC 36, touch 13, flat-footed 31 (+5 Dex, -2 size, +23 natural)
hp 157 (+90)
Fort +11, Ref +14, Will +9
Defensive Abilities Evasion
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Offense
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Speed 20 ft., Climbing (20 feet), Flight (20 feet, Poor)
Melee
+1 Adamantine Falcata +20/+15/+10 (3d6+23/19-20/x3) and
+1 Adamantine Falcata +20/+15/+10 (3d6+15/19-20/x3) and
Bite (Bite) +21 (3d6+33/x2) and
Bite (Bite) +21 (3d6+33/x2) and
Bite (Bite) +21 (3d6+33/x2) and
Bite (Bite) +21 (3d6+33/x2) and
Bite (Bite) +21 (3d6+33/x2) and
Gore (Gore) +21 (2d6+11/x2) and
Tail slap (Tail Slap) +21 (2d6+11/x2)
Space 15 ft.; Reach 15 ft.
Special Attacks Energy Attacks (Cold)
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Statistics
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Str 38, Dex 20, Con 22, Int 7, Wis 10, Cha 11
Base Atk +15; CMB +31; CMD 46 (can't be Tripped)

Feats
Combat Reflexes (6 AoO/round)
Double Slice
Exotic Weapon Proficiency (Falcata)
Greater Two-weapon Fighting
Improved Two-weapon Fighting
Multiattack (Multiattack / Extra Attack)
Power Attack -4/+8
Two-weapon Fighting
Two-weapon Rend

Skills Acrobatics +5 (+7 to balance, +1 jump), Climb +22, Fly +15, Intimidate +15, Perception +18, Stealth +15

Languages Common
Combat Gear +1 Adamantine Falcata, +1 Adamantine Falcata;
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Energy Attacks (Cold) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Flight (20 feet, Poor) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Two-weapon Rend You deal an additional 1d10+(STR*1.5) if you hit with both of your weapons.

[spoilerEvolution Breakdown]

From base form-
Climb
Tail
Tail Slap
Bite,1
Reach (Bite)

Added-
Head
Head
Head
Head
Bite,2
Bite,3
Bite,4
Bite,5
Improved Bite (1)
Improved Bite (2)
Improved Bite (3)
Improved Bite (4)
Improved Bite (5)
Improved Damage (Bite)
Gore
Energy Attacks (Cold)
Large
Huge
Flight Wings
Limbs (Arms)
[/spoiler]

It's a little weak on defense but is an offensive monster of death - Dual wielding and still getting 1.5x str on it's bites. Could just just a single twohander as well, modify feats as desired. It's fairly easy to scale down to whatever level you wish and still keep the flavor intact.

Comment and enjoy


One example -
Can a bard take Many Shot at level 7. Of course he couldn't use until he hits level 8 for the +6 bab, but that way he is using many-shot earlier and chooses a different feat at level 9.

Another example -
A person with 12 strength can't use power attack, but they can with a +2 belt of giant strength. Can a character learn power attack before they get the belt - After all if the belt is ever lost, stolen, destroyed, ect they would then no longer be able to power attack but still have the feat slot taken up by it.


I'm trying to create a level 5 human Magus and I'm having a hard time deciding between a strength based Magus or a dex based one.

The strength one would use spells like Bulls Strength and Enlarge Person while using a bastard sword as a 1 handed weapon. The Dex build would use Cat's grace and Reduce Person while dervish dancing with a scimitar.

Strength version does more damage, and has reach especially when enlarged and reach seems to be really good especially when you are casting in combat. However he has a low reflex and AC, especially when enlarged. Dex version gets a slightly better chance to hit and a much better armor class and reflex save.

Would having mirror image be enough defense for the strength version? I'd like to limit the number of buffing rounds as well.

I'd like to get other peoples thoughts on this.


I have a made a level 5 Cavalier and I want to make sure I have this correct. I want to do Lance-charge, overrun, and trample.

Feats for Cavalier with Gendarme archetype-

Mounted Combat
Power Attack
Ride-by Attack
Spirited Charge
Trample

Feats for Mount -

Charge Through
Improved Overun
Power Attack
(Using the mounts CMB for overun at +10)

Is this the correct combination to make this work? I'll get a lance attack and then if the overrun works a hoof attack. Also with neither myself or my mount getting any AOOs from the charged target. If the overrun doesn't work I still get the lance attack and then just stop.


I hope this is a simple question.

Can a Sorcerer or a Wizard with Eschew Materials cast Pyrotechnics without a source of fire as a source of fire is part of the material cost?


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I covered this a little bit in another thread (http://paizo.com/forums/dmtz5gah?Arcane-Strike-to-Rays) but I would like to know how I've done so far with my character and where to go from here.

I have a human elemental (fire) bloodline sorcerer who is currently level 3. The fire was chosen for fun and playstyle.

Feats are: Improved Initive, Precise Shot, Point Blank Shot. I'm considering Toughness or Arcane Strike (if legal for rays) for my 5th level feat when I get there.

We used a 15 point buy array-

8 str
14 dex
13 con
12 int
10 wis
17 cha

My spells chosen are
Grease, Mage Armor, Burning Hands (bloodline), and Magic Missle.

I'm not allowed to take the alternate bonous of an additional spell per level, but it is something I am trying to talk my DM into.

I've trying to build my sorcerer as a blaster but with some battlefield control. My planned spells at 4th and 5th level - identify, flame orb, pryotechnics, scorching ray (bloodline). If I can convince my DM to let me get more spells per level and rebuild I would get true strike, shield, and feather fall as first level spells, with the future level two spells being glitterdust and invisibility.


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I have a human elemental (fire) bloodline sorcerer who is currently level 3. My primary question is I want to know if taking Arcane Strike would work on rays. Particularly the bloodline ray as it would give my basic rays some additional scaling power between arcane strike, sorcerer level, and bard preformance.

With Precise Shot and Arcane Strike you would have Ray of Frost deal 3-5 damage, with a bard it would be 4-6. Not too bad for an 'auto attack' that hits touch AC. Sorcerer bloodline ray would be 5-10 with the bard.

If anyone wants to help optimize my character here are the rest of my stats, using elite NPC array (which is a 15 point buy I believe)

My sorcerer build is this-
8 str
14 dex
13 con
12 int
10 wis
17 cha

My spells chosen are
Grease, Mage Armor, Burning Hands (bloodline), and Magic Missle.

I'm not allowed to take the alternate bonous of an additional spell per level, but it is something I am trying to talk my DM into.

I've trying to build my sorcerer as a blaster but with some battlefield control. My planned spells at 4th and 5th level - identify, flame orb, pryotechnics, scorching ray (bloodline). If I can convince my DM to let me get more spells per level and rebuild I would get true strike, shield, and feather fall, with the future level two spells being glitterdust and invisibility.


Do dancing weapons do precision damage? IE - a rogues sneak attack or the bonous duelist damage?

What about feats, weapon focus, weapon specialization? Or 'active' feats like power attack?

Can multiple dancing weapons be used at the same time?

Does a dancing weapon get a full attack? If so, under what conditions.

I have a wierd concept for a character that would involve multiple dancing weapons. Use Greater fient and let your dancing weapons go to town (also you would be a rogue's bestest best friend forever). Going by the wealth chart it should be possible to get three dancing weapons by around level 12.


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Hi,

I am new at Pathfinder and this is my first time posting on these forums so please bear with me. I've gone over the rules and I am considering making a duelist but want to make sure what I am planning is within the rules. I like to number crunch and I'm pretty good at learning new rules, I've done a ton of reading already. Also do fencing in real life and making one in Pathfinder sounds really cool.

Anyway, here it goes - My DM has given us an array of 8-10-11-12-13-15 to place stats. These can be modified by the race of the character. I've picked human but an elf looks tempting as well. We are a new group with a new GM so the more that we stick to the core rules and the core book the better.

Using the product Hero Labs I've created a potential plan for a character up to level 11.

Ability Scores at level 11-
Str: 13
Dex: 19
Con: 11
Int: 12
Wis: 10
Cha; 8

I'd go up to Fighter to level 6 then go into Duelist to level 5 which is where he would get riposte.

Feats
Dodge
Improved Initiative
Mobility
Power Attack
Two-Weapon Fighting
Vital Strike
Improved Vital Strike
Weapon Finesse
Improved Critical (Rapier)
Weapon Focus (Rapier)
Weapon Specialization (Rapier)

Weapon Training in Light Blades.

Feats that seem good to take but I didn't have the room
Two Weapon Defense (This feat in particular goes with the character concept very well)
Toughness
Critical Focus
Greater Weapon Focus / Specialization (not enough figher levels)

I'd want to dual wield. For weapons either have two shortswords or a rapier+shortsword. I'm thinking rapier+shortsword is better for extra crit when the build finnally comes together. However shortsword+shortsword seems to be better for early levels and you do get a slightly better parry chance when you finally go into Duelist. If there are better weapons to use please let me know.

Potential Playstyle-
Before you hit Duelist you attack with both weapons. After you hit level 2 in Duelist you basicly never attack with your offhand - always choose to not use it for a parry. (Although I suppose there would potentially be situations if you were fighting a very weak enemy or a spellcaster and you 'had' to strike a hit or something).

As a quick aside, classical two weapon fighting often consisted of a main weapon and parry weapon, and this is what the character would essentially be doing.

Now the questions -

Since you are using the offhand to parry and you are never striking with your offhand with this cause Precise Strike to tigger even though the weapon is in your offhand? If you can't do this then this whole character falls apart and basically becomes worthless.

If you parry with the offhand I assume that you can strike with your mainhand for the riposte. If you can't then you would be limited to using two short-swords (with appropriate specializations).

Does Precise Strike trigger on the riposte, and I guess other attacks of opportunities? I would think that it would.

Vital Strike is a bit confusing as well. I believe it is meant to be coupled with a move action when you can't do a full-attack, but will it apply to your first attack of the round? What about attacks of opportunity? If it is only meant to be used when you move that is fine and I think I would still take this feat otherwise he'd do crap damage when moving.

Now lets check out some stats at level 11:
Giving him a few magical items - Belt of Dexterity +2 and Headband of Intelligence +2 with a Mithril Chain Shirt -

AC would be 20, with 16 for touch and 14 for Flat Footed.

A very nice +11 to Initiative (I think that is good anyway, this character should often go first in combat).

With non magic weapons Damage would be-
Rapier (main-hand) 1d6+9 with a threat range of 15-20 (assuming precise strike damage works the way I hope it does)
To Hit: +16/+11/+6
Shortsword (1d6+1) with a threat of 19-20 (but for all practical purposes not used for damage after you go into Duelist.)
To Hit: +15 (so basically a +15 on your parry attack rolls)

After level 11 there seem to be a bunch of things one could do, continue in Duelist, go back into Fighter, or even go into spellcasting to agument his fighting prowess.

Phew, I hope that this post is not too long winded and that I have used the appropriate duel and dual in the right place :). I've spent alot of time going over this and I hope that I haven't missed anything. Answers to the questions as well as comments and suggestions are most welcome.