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I have a 6th level samurai, aiming for Mammoth Rider for his 10th level. I built him to have as much fun as possible with him, so he is a two-weapon fighter. I plan to make the mount a Large Dire Tiger (so, big cat companion), essentially a gigantic sabretooth tiger. While I can see the benefits of a Mounted Fury build, after seeing what mine will look like, I don't think I could make one without the full animal companion.
Malachi Silverclaw wrote:
One of the clockwork dragon variants, with rust breath, has this: "These clockwork dragons are made of ironwood, adamantine, and other resistant materials immune to rusting of any form." Doesn't mention mithral because another of the variants is wholly made from mithral. The whole thing is probably just an oversight, though.
I looked at that, and I don't like that it gives up Inspire Courage. Actually, Deadman is right, he doesn't really need an archetype. I have it so that, if he needs forces beyond what he already commands, he just waits a few days for the Drakainia to spawn him a decent-sized army. I want his tactics to be around fighting with his minions, using the mythic abilities that let non-mythic creatures count as mythic, and let them use his surge (which can be upped to 2d8), and other stuff to make them better. He's the type of character I can use as a recurring villain, since he has an excuse to show up anywhere, command any level of forces, and its VERY hard to kill him, since I won't be giving out artifacts for a while.
For his immortality, I was thinking about the Legendary Item string of abilities. More expensive, but more rewarding than just taking one path ability. Since the Legendary Item ability gives all of those at once, and gives him a concentrated weakness.
I'm not picturing this guy as an overlord. He's more of a normal guy, working with monsters for inscrutable reasons. He's more of a crime boss in overall look and feel, but much, MUCH more competent.
I had an idea for one of the ultimate villains in my campaign, since I have decided to take it Mythic. He is part of the Council, a shadowy group that enforces the order of the world, along with a Drakainia, and an Arcane Nightmare Lord Taniniver. So, to contrast these monstrous foes, I came up with the third member: a human bard. Level 20 Mythic tier 10, but a human bard.
So, here's what I have for him: mostly focuses on minions and making others fight for him. Relies on illusions to maintain multiple identities, each of which has a lot of people behind it. Also the item crafter for the group (somehow getting the Crafting Mastery ability), and relies on my favorite method of crafting multiple abilities into a single item. He's Neutral Evil, his Perform of choice would be Oratory (relying on Lingering Performance, barking quick orders), and in single combat has Arcane Strike (mythic version), the Deadly Dodge mythic ability, and exploitation of minions. Asides from that, he needs to be immortal.
So can you guys give me some clearer ideas for this Bard? I have some foggy ideas for mythic stuff (Marshall/Trickster dual path), but none for his archetype.
With the exception of Arcane Strike, which I don't like taking, all of those use resources. Once you have the feats, Kirin style is free. Not governed by your arcane pool. Also, I'm talking for my SAD Kensai, whose intelligence is their primary stat, meaning there is a minimum +5 modifier at 1st level.
I was just looking at the Kirin Style feat chain. Expensive, both in skills, feats, and swift actions, but... DAMN. Could be worth it.
Oh, and one thing I would add to the guide is that using Weapon Wand to put a wand of True Strike leaves your extra hand free, as long as you can spend a round to power up.
One of my gaming friends wants to run a Ponyfinder campaign; if I join that, my character will be a Unicorn Kensai.
Now. You may be laughing. I'm not really a fan of they show, but this character is practically SAD.
Ponyfinder Unicorns can take a feat that allows them to telekinetically wield a one handed weapon, using their Int as a replacement for Str.
Pump Intelligence to an insane degree, and have an average Dex and Con. That leaves Str for dumping. Are there any traits that let Intelligence stand in for skills?
Forgoing monk levels kinda takes the bite out of stacking Vows, which I really wanted him to do. On the other hand, Master of Many Styles got a little more attractive now that I have noticed Snapping Turtle Clutch, though it could be pulled off without just as easily, the only problem being actually getting the feats (Dragon Style, snapping Turtle Style, Greater Grapple, Dragon Ferocity, and Snapping Turtle Clutch).
One question: for archetypes that give up FoB, do they retain the ability to spend Ki to gain an additional attack on a full attack?
I wanted Slag to keep FoB, and the grapple to be a secondary thing he can do. And I definitely wanted to stay unarmed; when the PCs first encounter him, he is with them in a slave pit, and the wardens think he has been broken. He hasn't. I was not going to focus much on AC, since his wisdom will not be particularly high, but I won't leave it at a penalty. I'm not really looking at gear, since he is naked when first met. The Ally NPCs are more built for flavor with a nice mechanical trick, like a Wishcrafter buffing the party. I am just clueless how to build a decent monk, but the Trox offers an interesting opportunity.
Also, Trox don't have body hair. I'm not even sure they are mammals.
I've been working on an NPC ally for an upcoming campaign. He is a LG Trox slave; the Trox were an example of the more advanced builds with the Advanced Race Guide, but were included as an official race with Bestiary 4.
Some racial stuff for those who don't have access to either of those: Trox are Monstrous Humanoids, are Large (with 10 feet of natural reach), and have the Frenzy and Grabbing Appendages racial traits, in addition to a burrow speed. Their racial modifiers are +6 strength, and -2 to all mental stats. Frenzy is a 1/day lesser form of barbarian rage, and Grabbing Appendages give them Improved Grapple as a bonus feat, and allows them to maintain a grapple while using their other limbs.
As for his actual monk levels, that is what I was having trouble with. I know he has vows of Silence, Truth, and possibly Chains. Since he already has a pretty good advantage grappling, I was not looking at the Tetori archetype. I also want him to utilize Dragon Style; the extra damage is very attractive, as are the stunning fist options. I want something that lets him actually be effective at dealing damage during grappling.
Does anyone have any suggestions?
Well, a non-custom item with those stat boosts is impossible. I would disallow it, because existing items only boost one type of stat at a time. He would have to get a Headband of Vast Intelligence +6, and a Belt of Physical Prowess+2 (keyed to Dex and Con). This thread was about stacking custom items: For example, a cleric with a Wisdom-boosting headband crafting in a Phylactery of Channeling.
Where did he say that? I just know he closed my topic specifically asking about Fiendish Sorcery.
"What... What are you doing?"
"I AM NOW A LIGHTSABER ELEMENTAL."
Here is what I would do as an example:
Channel-Sourced Sacred Weapon:
Sacred Weapon (Su): At 4th level, the warpriest gains the ability to imbue his focus weapon with divine power. As a swift action, the warpriest can expend a use of his Channel Energy class feature to enhance a weapon of the same type as the weapon selected for the focus weapon class feature for a number of rounds equal to his warpriest level. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. If the warpriest uses this ability on a double weapon, the effects only apply to one end of it.
And, as a bonus, its shorter! Wow, didn't notice that you can't swap out abilities like a magus can when he enhances his weapon.
What if we took away heavy armor proficiency, but gave it later on, kinda like what the magus does? I hate comparing it to the magus, but it just kind of happens. The Sacred Armor is really good, and I think should be kept duration-wise, but Sacred Weapon... The magus can do the same thing, for one minute at a time, more times per day, but it competes with his other stuff.