The most important thing to remember is that a good DD is (usually) a melee build, so your ability scores, feats, class, and spell choices should all go towards that goal.
The easiest advice I have is to focus on strength (which both bloodrager and DD help with), choose a two handed weapon (great sword is the best damage-wise, but the choice isn’t too important), and take the power attack feat. I would also advise against taking more than 4 levels of DD.
Another good choice for dragon disciple is to add in a few levels of paladin. This takes a higher level of system know how than sorcerer or bloodrager (because now you have to have at least three different classes - paladin, spontaneous caster and DD), but the payoff can be great. It also opens up some nice RP opportunities; I have a friend who built such a character, and its whole deal was the struggle between its evil dragon ancestry and its faith.
Hi Mark, super excited about the second edition! I agree that now is the exact right time to do it, and am excited to see how PF will look with the rigor and expertise that I see in the later products.
Until then, do you have any input about how overrun works as part of a charge? It’s explicitly allowed, but I’ve seen wildly different interpretations of how it works.
It really isn’t clear, at least for me. The additional resources state:
additional resources wrote:
the use of Arinna's Wagon...are not available in Pathfinder Society Organized Play unless they appear on a Chronicle sheet
The way the book is set up I’m not sure whether this includes the tattoo or not, not to mention the additional resources entry only states which items are not legal to buy, and at no point explicitly states that anything can be purchased.
I’d really appreciate it if someone with access to the book could give their take.
I’m going to have to say the shaman doesn’t count, due to the slippery slope argument. To my knowledge every prepared caster has some access to spontaneous casting: cure spells, arcane bond, summon nature’s ally. If the shaman counts as a spontaneous caster, then the distinction is moot.
Just some options that weren't given above:
A rod of intensify or intensify spell and blood intensity become more and more crucial the more of these options you choose, so watch out.
All of the restriction, except for the simatic one, can be sidestepped with the methods I pointed out in one of the previous posts on this thread.
Brawler's Flurry + Greater Trip + Vicious Stomp + Pummeling Charge + Elephant Stomp + Fortuitous + Spiked Destroyer. Help?
Thing is that "single spell" can refer to a single spell casting or to a single spell.
I also think the first interpretation makes more balancing sense, but I think it makes less rhetoric sense.
So one of the benefits of the feat are as follows:
Equipment Trick wrote:
Aura Mastery (Use Magic Device 1 rank): Once per day, you can choose a single school of magic represented by one of your wondrous items’ auras; you treat your caster level as 1 higher when casting a single spell of that school. You can make this choice at any time during the day, but you must choose the item (and school) before casting the spell.
Does this mean that you add the bonus once per day or that you choose the spell that gets the bonus one per day, and get the bonus to all castings?
Yeah, seems good. Don't forget to get a Ring of Rat Fangs and Helm of the Mammoth Lord for additional natural attacks. Depending on how many fighter levels you're taking you could even take the Weapon Specialist Advanced Weapon Training and apply Jabbing Style to them too, along with saving feats on Weapon Focus and such.
Secret of the Impossible Kingdom, Precocious Spellcaster and Gifted Adept all raise your caster level by 1 for a spell(s), in addition to the feats discussed Blood Mage works too, and Irresin Icemage would work for Snowball. Using Urea as an Alchemical Power Component is cheap and effective, and when you have the money you can get a Voidfrost Robe\Shocking Robe and a Conduit Rode.
You don't take Improved Natural Attack on a Cave Druid when Strong Jaw is already on your spell list. That's 16d6 before Vital Strike.
Ehh, I gave the feat the worst chance.
My calculations show that the median AC is at least 6 higher than the druid BAB for quite the range of CRs, which is all you need to get the full benefit. I don't really mind it not helping with a mook that is dead anyway.
You could compare it to Cleave...
This comparison just doesn't work. Cleave needs a very specific, multiple enemy situation. Being a 5 foot step away from the enemy at the beginning of the turn is the case most turns. The rest is just nitpicking. Power attack is also useless if the enemy's HP is too low, or the AC is too high. It's still a good feat for most build because in a large enough number of situations the benefit is large enough.
Where's the "good" part?
The "good" part is variety, and opening new choices. If you will only be convinced by a list of builds with DPR calculations then you'll need to wait, I don't have the time.
... it doesn't stack up for a melee druid due to requiring combat expertise and +6 BAB...
I have to disagree. This is an extreme example, but take a cave druid with a couple of levels of ranger for Improved Natural Weapon (Slam). With Vital Strike this means the Carnivorous Crystal Ooze does 24d6+1.5STR+Stuff. 24d6, that's an average of 84 per hit. Adding a +4 to hit is an additional 20% to hit, which means another 16.8 (just from dice) to your DPS for any enemy you would miss on a 5. That is worth the 13 INT and the two feats by a landslide.That is one extreme example, but I think it illustrates that while niche, this feat can have a great impact.
Well, we doubt the "bunch" and the "good".
I think more than enough examples were presented here to justify its existence, just not as a general feat. I could see it applied to touch casters, magi, brawlers (at least as a martial flexibility choice), lore wardens, eldritch knights, melee druid etc. They may not be the most highly optimized specimens of their types, but I think we can all agree the game is much more interesting when you have more than one magus/wizard/whatever build.
Both bloodline feats and bonus spells are separate class features than bloodline powers, so there is no ambiguity there. This also pretty much solves crossblooded: your Arcanist spells and other features are as usual, but you can pick which bloodline power you get.
I just want to note to the op that this subject comes up every now and then, and irregardless of whether a consensus is reached the "it doesn't " base is consistently large and adamant. So for anything but a home game where you can ask your GM what they think, you should assume the conservative view.
I'm reading it as for the purpose of AT only as well. I understand that it can be read otherwise, but usually abilities like this state "for all effects that modify..." if they mean all things. So even if the RAW wasn't, as it is IMO , leaning towards AT only, I think the general context of PF wording makes the RAI clear.
Mark Seifter wrote:
Whew, finished! Now I won't have anything else to update for a bit unless someone else follows my game designer page on Facebook and puts me at 100, forcing me to convert a new CRB poison to the Unchained poison rules (as per a vote on what I would do at 100).
Seems my post's ranks in stealth really come in handy ;)Link
I think after vaporizing one of the enemies a intimidation check can be in order, but not as demoralization attempt. Demoralizing takes a standard action and only affects one target, but if you're trying to convince people to do something for you it could work.
That's what I thought. I guess this means that a Warlock should only use the bolts as a secondary option. Truthfully, I don't see how the Warlock can come even close to the magus in combat effectiveness, which is kinda depressing. I mean, sure, he can TWF a touch attack weapon, but that still doesn't come close to a weapon you can add your STR/DEX to damage with and enchant, not to mention spell combat and spellstrike.
Are there any plans to release more VMC options? I would love to see a Kineticist option. The best thing about it is that they give single class-locked characters, like casters and such, more options to versify. It's a shame it's not legal in PFS...
Btw, did you see my post about Dragon Style? There were quit a bit of conventions, so I thought you may have missed it.
Well, the classic version of this is the shadowdancer with the dimensional agility feat line. Since the player just wants Nightcrawler, maybe sit down with the player and remove some of the shadowdancer abilities for earlier access to the shadow jump, more feet per day, maybe feats from the dimensional agility line. You can even throw some extra sneak attack damage in there if you want a teleportation only build.
How horn of the criosphynx works with things such as pounce and dragon style/ferocity is ambiguous. I am assuming you are playing a homegame, so for that feat I'd just work out how it works with your GM. Remember, the only thing worse than accidentally using an illegal combination is using a technically legal but obviously broken loophole without talking to your GM first.
You can only use UA damage with UAS. If you attack with your claws, regardless of whether or not you have FCT, you use the claws. As for rake, if you flurry you get no additional from anything. That means TWF, extra natural attacks and rake.
This is the reason I believe this needs a clarification. A GM at a PFS table may rule that a barb gains no DR from this, and I really could't blame them for it. It's one of the rare cases that even though the language is relatively straight forward, the issue is contested enough to expect some significant table variation.