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You're right. I took a look again at the Sentinel feats, and it only stacks with fighter level prerequisite. Doesn't actually stack with the fighter class in any way unfortunately.
You see, I don't really know either way. It's a bit of a confusing topic for me for the reason primarily that it allows you to count as fighter levels for feats. And with the Viking you can take rage powers at bonus feats.
With regards to this, would the carryover of treating fighter levels as barbarian level -3 still apply for the purpose of feats and rage powers?
I ask because it could get interesting with regards to choosing rage powers for bonus feats with a sentinel wielding a greatsword, etc. Not only would the beast totem line be available for this guy, but so would the Surprise Accuracy powers line. Could make the Viking Fighter/Sentinel of Gorum a rather destructive class if the classes stack with regards to fighter and barbarian levels.
The only reason this comes up is because Sentinel stacks with Fighter Levels with regards to feats. I'm just pushing the rules a bit to see if changes in the Fighter class would carry over as well.
I'm working on an archetype for an Anti-Paladin of Gorum. I'd like the tenets of the anti-paladin code of Gorum to play a part in it.
The class should work to instill battle frenzy in all people, so an aura that incites violence in some way should replace at least one of the existing auras. I was taking a look at the rovagug, the Rough Rampager. The archetype basically causes enemies to die or get closer to death when wounded and begins to screw with divine healing. That does match up with Rovagug, who destroys and hates divine beings.
What sort of palpable auras of rage and frenzy could the Anti-Paladin of Gorum give off that would match up with Our Lord in Iron? I'd love some suggestions, maybe morale bonuses for allies, penalties to enemies, bonuses to initiative for allies, some sort of rage-inducing aura that forces people to become more aggressive in game terms, more likely to fight and less likely to sue for peace.
For information, here are the anti-paladin codes of Gorum:
An Anti-Paladin of Gorum should be a tactical genius, or at least militarily intelligent, and be capable of manipulating leaders of nations to incite war. In addition, they should be masters of martial combat.
So skills should change, as should the auras. Maybe even changes to his fiendish boon might be in order.
I'd love suggestions on what should be done with this. Thanks a bunch in advance.
Edit: Crap, meant to post this in House Rules. Sorry!
Has anyone checked out the new Oracle archetype in the advanced class guide, the Warsighted Oracle?
You exchange 1st, 7th, 11th, and 15th revelations for the ability to get combat feats for one minute at a time, equal to a number of times per day of 3+1/2 oracle level. Up to 3 combat feats as a swift action by level 15. Giving up revelations is a bad thing. BUT, at the same time, getting to use a bunch of feats might not be.
This plus maneuver mastery might end up being OK, or using this with Vital strike and Greater weapon of the chosen, etc. I dunno.
Also, so you remember this: Eldritch Heritage feat line if you can.
Interesting. That's good to know.
Overall, like I said, I've never been much for a dex to damage fighter, always strength. More fun that way. But I'm always looking for ways to expand on the fighter class. That's why I ask about this.
I've never done dex based fighters before, always been a pretty hardcore strength guy.
Thanks a bunch in advance.
I didn't even realize that they had the Rage Power class feature. For some reason, I always thought it was just an extension of their skald class.
Both Ghost Rager and Guarded Stance allow for additional armor class of different types, Reckless Abandon basically allows us to use power attack with, well reckless abandon, and the other abilities are essentially icing on the cake, allowing for the entire group to do a lot of battlefield control.
But really, it depends on what you want him to do. Our guy is acting the controller. Check out all the rage powers, the totems especially can make for some interesting options.
For instance, if you want your group to be entirely armor proof and impenetrable juggernauts, you could go the Dragon Totem line and all three Increased Damage Reduction abilities. That will give everyone in the group DR9 eventually I believe. Which ain't bad. And if you have an invulnerable rager or an undead bloodrager, then you have some real hard hombres.
I mean, that sword just screams two handed duelist specialist. Instead we get ANOTHER dex based build. Not cool. Strength based tho, with that weapon, man. Think of it as a Brevan Katana and it would make an awesome beast of a blade.
You know I really want to know what they have in store for this one by way of archetypes.
I wonder what types of feats they'll have for Bloodrager. Might be interesting.
I've avoided it, mainly because the fact that it's a full feat without some sort of scaling bonus that doesn't lead into anything else. The thing is, you're probably playing a strength based rager already, so this sort of thing is a bit of a waste.
Well, I'd say go with a specific theme with your Bloodrager. That's what I'm doing. Going with an Abyssal Primal Steelblood Bloodrager (long title). He's giving up some minor demon resistances and that fire aoe attack for Beast Totem and Savage Dirty Trick.
The spells he will use are as follows:
Kind of all over the place, but some protection/enhancement stuff combined with battlefield control, etc. Using some of those as sacrifice for armor class, other stuff to knock people around, keep them off balance, force them into tight spots.
Blooded Arcane Strike and Raging Vitality, if you're not going diehard or ferocity, are necessities.
This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1).
Sorcerer/Wizard 1-4, maybe the occasional bard spell, but mostly that's what they draw from. Arcane lists in general. They're mostly limited in spells, but I've chosen some stuff that will help with battlefield repositioning and protection for my bloodrager.
Ok, what I'm going for as a build is essentially the following based off a 25 point buy.
I need advice on the feats, rage power selection, etc. My big question is if a critical fisher build for the Bloodrager is actually viable. Not sure it is or not. If people have played a barbarian with with those critical rage powers, please let me know. Anyway, here's what I got so far, barring the necessary critical revisions. This guy below is focused on pure damage with his greataxe, not on criticals with a falchion.
Name - Vladislav Rex, from Ustalav
Traits - Reactionary, Mindlessly Cruel, Attached (drawback)
Bloodrage - As a primal bloodrager, he gets the ability to actually exchange a bloodrage power for TWO rage powers. This is AWESOME!!! The only thing that sucks is that it kicks in at level 4, because otherwise I'd get rid of demon claws right away. Anyway, here goes.
Bloodrage Abilities, Abyssal Bloodline
Now, if I wanted to crit fish, I'd exchange those Superstition based rage powers for the Surprise Accuracy line, and then move Improved Overrun and Charge through out of there so I could get Sundering Critical and Critical Focus. I'll keep Keen on my falchion if I go crit fishing.
Right now, this guy will be a demolisher on the charge. Eventually, he'll pounce his way to victory, but for now the way I'll play him is he runs up to the biggest guy, sacrificing a spell while charging to add up the dice rolls. Eventually, he'll get Impact on his great axe so when he rages and enlarges, he it does 4D6 damage, so that will be 8D6 damage on the charge, not counting his strength bonuses. Then he'll full attack the next turn using blooded arcane strike and raging brutality and hopefully anyone who gets in his way will fall after a turn or two.
I'm tempted to rekindle the "What would be the favourite weapon of Jesus Christ" debate. These are always fun!
Everybody knows Jesus rocked his nine millie gat like a friggin' boss.
Downloaded this, tech guide, and people of the stars.
Hmm, I'm wondering if a slayer with a falchion, improved critical, stunning critical, and dastardly finish has just become a real nasty combination. Anyone think this can be a good combo? Does the slayer still have the same increments of Sneak Attack as before?
Also, if you're going Aasimar, take the Scion of Humanity alternate racial trait and Racial Heritage (orc) so you can get benefit of added rage and/or Intimidate bonus on Inquisitor.