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Grigori

RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 6 Season Marathon Voter, 7 Season Dedicated Voter, 8 Season Dedicated Voter, 9 Season Star Voter. FullStarFullStarFullStar RPG Venture-Lieutenant, Tennessee—Kingsport. 3,686 posts (5,072 including aliases). 2 reviews. No lists. No wishlists. 14 Pathfinder Society characters. 19 aliases.


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RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Cleru wrote:
Can you even take Spirit Focus multiple time? The feat doesn't has "Special : You can takes this feat multiple time..." line.

Ooh, good catch.

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Markov Spiked Chain wrote:

I'm not sure that Spirit Dance is doing much for you over vanilla Medium, or that taking Spirit Focus twice is worth it. You probably want 20 rounds a day to last all the combats in a scenario. You have 5 at first, plus 4 for a point of Influence, limiting your surges. And you can't under-channel or use a taboo, further limiting your surges.

With +1 Full Plate and Paladin saves, Guardian is overkill. You already have the Lesser Power, but you can't under-channel to get additional surges. Until Medium 6(8th level), Guardian is getting you a couple of points of AC and some save buffs, but no group buffs.

I'd look at Marshal spirit too. Giving people clutch hits is great in the right group.

But overall, straight Medium Champion is hard to argue with. Under-channel to get extra surges and take a taboo that's basically subsumed under your paladin code already, and you've got 7 surges a day, +1 to hit and +3 damage, and a nice group buff (+2 non-spell damage is hard to pass up,)

You can fill up Cracked Vibrant Purple Prism Ioun stones between sessions with Archmage/Hierophant.

Well, I thought the Spirit Dancer was appropriate for a follower of Shelyn, but I see your point. I did like the idea of being able to choose between attack or defense buffs, based on what the fight looked like, but I'm not sure how useful that would be.

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If you can get them, infused extracts of false life and shield are good too.

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captain yesterday wrote:
Liz Courts wrote:
RainyDayNinja wrote:
Not being familiar with the AP, can anyone give a non-spoilery description of what Rasputin does when he's not fighting the PCs? Obviously, based on history, he does a lot of healing and manipulating Russian nobility. But what else is he up to behind the scenes?

Acquiring Power—political, magical, spiritual.

By any means necessary.
You forgot singing and dancing :-)

And giving me a hard-core cardio workout on Just Dance, of course.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Not being familiar with the AP, can anyone give a non-spoilery description of what Rasputin does when he's not fighting the PCs? Obviously, based on history, he does a lot of healing and manipulating Russian nobility. But what else is he up to behind the scenes?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Fate's Favored might make powerful builds more powerful, but it also makes poor-to-mediocre builds more powerful as well. I'm considering using it for a melee witch build, using the Strength patron. If it gets nerfed or banned, that build concept pretty much goes out the window.

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I'm still trying to figure out what to do with my Paladin 2/Something 1 after he got gutted by the ACG errata. I'd like to try something from the new Occult Adventures book, and as a paladin of Shelyn, the spirit dancer medium seems appropriate. Keep in mind that the stats and Paladin levels are set; it's just 3rd-level that I can rebuild.

The build is focused on tanking. He already has a set of +1 full plate, and he fights sword-and-board style, so I'm not getting rid of that. The Spirit Dancer will let me use the Archmage and Heirophant spirits to cast some higher-level buff spells ahead of time (I'm not sure what 1st-level spells I could pick up, since I have to deal with ASF on the archmage bonus spell. Hour/level buffs like false life, defending bone, or greater magic weapon would give me time to put my armor back on). Then in battle, I can go into Champion or Guardian spirits, depending on the situation.

Human Paladin of Shelyn 2/Spirit Dancer Medium 1
17/13/12/7/12/16
Traits: Observant, Deft Dodger

Paladin 1: Dodge, Toughness, paladin stuff
Paladin 2: divine grace, lay on hands
Medium 1: Spirit Focus (champion), spirit dance, medium stuff
Medium 2: spirit aura, +1 Str
Medium 3: Shield Focus
Medium 4: spirit bonus +2, 1st-level spells
Medium 5: Spirit Focus (guardian)

...and so on.

I'm considering swapping in Additional Traits for Magical Knack and something else, but I'm not sure what (Fate's Favored?).

Any thoughts, corrections, or suggestions?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka RainyDayNinja

Keith Apperson wrote:
Joseph Kellogg wrote:
I probably should have had the paladin fall for ignoring lawful orders, but I didn't have the heart to add that on top of the negative boon

I was reviewing this thread for running this tonight, to see what kind of ideas people had and this stuck out to me.

Lawful does NOT mean 'obeys local laws blindly'. Please do not punish Paladins sticking to their code and order when it doesn't line up with laws made by a single leader who may or may not be insane, unlawful, or evil.

Except I allowed multiple skill checks to demonstrate that the villagers were not murderous, but he still chose to attack the city guard. He convinced the party to literally murder people, rather than submit to a border security check.

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10 Con? Yikes. I'd drop the 16 in Dex to get 14 in Dex and Con. Maybe drop Wis or Str to 8 to grab a 12 Int for the skills.

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nate lange wrote:

drat.

in that case, just add amateur investigator to any of the other ideas.

But Amateur Investigator doesn't give free inspiration rolls on anything. So unless you have a high-Int class like a Wizard, it doesn't go far.

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Aaron Miller 335 wrote:
Just a reminder, some of the obvious IP infringement are of IP that are unoriginal to start with, so it may not be thief.

And there is such a thing as coincidence, also. I've seen plenty of build advice threads that went like:

1: "I want a character who can do X, Y, and Z."
2: "Oh, so you're trying to build [character from some obscure anime series]?"
1: "Uh... who?"

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Hmm wrote:

I would also agree with the Lore Oracle recommendation -- they have some wonderful revelations for skill junkies. You can do Lore Oracle with Psychic Searcher Archetype to get inspiration dice on top of Lore Oracle goodies. I'm running a psychic searcher archetype on my lunar oracle, Bobbi, and she's awesome at delivering skills. Having inspiration dice to both sense motive and diplomacy is lovely, and she gets it to most of the important knowledges too.

Hmm

Also be aware that the ACG errata changed the Inspiration pool from Wisdom to Charisma-based, so it's less MAD. However you still have only a moderate amount of skill points, so you'll wand a pretty decent Int.

What do you want to do in combat besides identify the monsters?

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blackbloodtroll wrote:

+1.

Having a unique flat bonus of +2 to AC and all Saves at 4th level is hard to look past.

Especially, as it applies to Flat-Footed/Touch AC.

FYI, the Jingasa of the Fortunate Soldier gives you a +1 luck bonus to AC (plus a 1/day crit/sneak attack negation), and Occult Adventures introduced some kind of lucky horseshoe item for 6800 gp (I think) that gives +1 luck bonus to all saves. So you can get all that from items for a bit less than 12000 eventually.

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"This item appears to be..." vs. "This item appears to be..."

Ogden Nash wrote:

Authors of all races, be they Greeks, Romans, Teutons or Celts,

Can't seem just to say that anything is the thing it is but have to go out of their way to say that it is like something else.

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Zeugma wrote:
Caineach wrote:
Wrote about Annie Bellet
If you read the linked article in Wired magazine on the first page of the post in the thread, she talks about why she declined her nomination. It was because she didn't want to be associated with the slate and have politics dragged into it, not because she was pressured. She explicitly states that she wasn't pressured. She felt the nomination was tainted.

Of course she couldn't say outright that she withdrew because of the pressure. If she did, she would be accused by her harassers of falsely playing the victim. She had to (figuratively) stand up in front of them with a black eye and insist that no, really, it was her fault and she should have known better than to upset the people who attacked her. Classic Battered Woman Person Syndrome.

In her original blog post, she said she wasn't withdrawing because she was proud of the story. Then she withdrew later anyway. What do you think that means?

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thejeff wrote:
Have you read through the nominees? Now that the awards are out, we can make a good stab at what would have been nominated without the puppies. Take a read through that, particularly the short fiction, and tell me the nominees really were better.

I can only speak to the Novelette category. I read Championship B'Tok and The Day the World Turned Upside-Down. B'Tok was pretty good, but didn't blow me away. TDtWTUD was boring; a guy hyper-focuses on his inane relationship neuroses while world-changing events are happening around him.

I looked up the other stories that would have made it on otherwise, and found I had already seen "Each to Each" by Seanan McGuire when it came up on the Lightspeed Magazine podcast. I skimmed it, and I'm pretty sure I quit listening before I finished it, so it clearly didn't strike me as award-worthy (although that would have been while I was driving, so there may have been outside influences that kept me from getting into it).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

thejeff wrote:
[John C.] Wright now holds and probably will keep the distinction of having the most Hugo nominations in any year.

As I understand it, after his one disqualification, he's tied with Mira Grant (although hers were split among pen names). So he has the record for receiving the most nominations, but is tied for works on the ballot.

Krensky wrote:
It'll be interesting to see how the next few Hugo's go.

The campaign brought a lot of new voters in, but based on the numbers, it looks like it was massively in favor of anti-Puppy voters. It'll be interesting to see next year's nominations: are the new voters going to nominate the same sort of stuff as the previous Worldcon crowds, or was it opened up to people who didn't like the Puppy business, but still have different tastes?

MMCJawa wrote:
well it sounds like they changed the voting system to prevent someone from taking the full roster. Sad/Rabid puppies will still be able to get nominations , but maybe only 1 or 2, not 5. That won't go into effect until after the next Hugos

It still has to be ratified at the next Worldcon in Kansas City, and only attending members can be part of that. Could the (presumably more conservative) middle-America crowd toss out the changes?

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Imbicatus wrote:
RainyDayNinja wrote:
Alexander Augunas wrote:
Chess Pwn wrote:
Getting the irrepressible trait will let you keep your low wisdom and still have good saves most of the time.
If that isn't enough for you, the post-ACG errata version of Steadfast Personality now allows you to use your Charisma bonus instead of your Will bonus on all Will saving throws. If you have a Wisdom penalty, however, you take your Wisdom penalty on Will saves as usual.

The Steadfast Personality errata was a nerf for Swashbucklers. It's now untyped, so doesn't stack with Charmed Life. With these stats especially, you're better off with Iron Will.

It's still better than Charmed Life. Yes you are spending a feat that doesn't stack with charmed life, but charmed life is too limited to be relied upon as your main save booster. Besides, you can still use CL on fortitude or reflex saves.

I disagree, but it's probably a matter of playstyle. I retrained out of it on my Swashbuckler/Ninja because I would hoard my Charmed Life uses for key Will saves. I ended up just taking Iron Will.

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blackbloodtroll wrote:

I don't have 3XP on this PC, so I can still do a full rebuild.

Didn't Steadfast Personality get some kind of wacky nerf, along with the incredible amount of other nerfs in the recent slew of errata?

Whether it was a nerf depends on the build. It applies to all Will saves now, instead of just mind-affecting (so now it also protects you against negative energy, glitterdust, and... uh...). But it replaces Wis with Cha, instead of just adding it (unless you have a Wis penalty, then it still adds). So it's a nerf if you had a positive Wis modifier to start.

Also, it's now untyped instead of an insight bonus. So it's unusable by Paladins, and it no longer stacks with Charmed Life on Swashbucklers. But if you go 10 Wis, it should be good for a Bloodrager.

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Alexander Augunas wrote:
Chess Pwn wrote:
Getting the irrepressible trait will let you keep your low wisdom and still have good saves most of the time.
If that isn't enough for you, the post-ACG errata version of Steadfast Personality now allows you to use your Charisma bonus instead of your Will bonus on all Will saving throws. If you have a Wisdom penalty, however, you take your Wisdom penalty on Will saves as usual.

The Steadfast Personality errata was a nerf for Swashbucklers. It's now untyped, so doesn't stack with Charmed Life. With these stats especially, you're better off with Iron Will.

Also note that there's no benefit to having 13 Int vs. 7 for the archetype. The two features that depend on Int have a minimum of 1. If you take Dex down to 17 and Int to 10, you could boost Wis to 10 and Cha to 16 for more Panache and better Will saves.

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I wouldn't bother using that item if it were handed out for free. At artifact-level pricing? Yeah, no.

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Jeff Lee wrote:
That has to be the most unrelated spell requirement for a magic item I've ever seen. I understand the rationale, after rereading the spell, but that's like me using clenched fist as a requirement for an item that causes its target to be stunned but doesn't use any other part of the spell effects.

It may be because of a named ability that's included, like summon monster being required for bane and defiant, or baleful polymorph for wild armor.

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Rory wrote:
RainyDayNinja wrote:
Rory wrote:
Did you compare to a transmutation wizard using a quarterstaff for an arcane bond?

Eh, maybe, but I'll be running into the Fame cap for upgrading my weapon. Also, the wizard is missing out on buffs like defending bone, threefold aspect, and divine power, which gives me an extra attack.

The Fame cap evaporates pretty quickly.

Level 7.0 - 36 Max Fame - +3 Staff vs. +1 GMW
Level 8.2 - 46 Max Fame - +4 Staff vs. +2 GMW
Level 9.1 - 50 Max Fame - +5 Staff vs. +2 GMW

Defending Bone is Wizard, so you are good there.

Threefold Aspect is lost, but you do gain Stoneskin, Shield, Mirror Image, Ablative Barrier, etc. to replace it. You can get a belt of DEX and/or CON as well since your STR is boosted via archetype.

Monstrous Physique II gives you +4 attacks potential (claw, claw, bite and gore) to go with your TWF staff attacks. A haste effect would add another staff attack thereafter.

Wizard may not be your cup of tea of course. Just trying to help brainstorm that melee squishy...

Well, I may be using 4 levels of module credit from The Dragon's Demand on this character, so I'll have lower fame than otherwise expected. Plus, I still have to meet the level requirement of 3x the bonus; I think I can get around it by mixing bonuses and special abilities, though. Also, I'm working up another wizard, and I'd rather try another class. Thanks for the advice, though.

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Melkiador wrote:
Are you sure you want an investigator? Being a charisma based race, you may get more out of a bard with the archaeologist archetype. Despite the name, the archaeologist is a very good "investigator" too.

Well, if you don't care about power, you could put that Charisma to use by using the Sleuth archetype. It's fairly thematic for a Catfolk.

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I don't wanna be that guy who's constantly asking other people if they have change for a platinum.

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8 people marked this as a favorite.

Pro: I can tell this item was workshopped!

Con: I can tell because the reviewer comments were left in.

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Why not haste?

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Ah, the item that only gives you a bonus when you can't use it. How... zen.

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pH unbalanced wrote:
What kind of leather?

So, um, whose job is it to, ahem, inspect the cow?

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+10 points for specifying the bonus type.

-10 million for not telling me what it's a bonus to.

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Crossbow vs. Crossbow Bolt.

Spooky.

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This item was formatted and presented so sloppily, I'm guessing it was actually submitted on a greasy napkin.

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My third pairing, and there's an item that feeds on the user's blood.

I mean, sure I can heal that damage, but cutting myself open still hurts!

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Rory wrote:
Did you compare to a transmutation wizard using a quarterstaff for an arcane bond?

Eh, maybe, but I'll be running into the Fame cap for upgrading my weapon. Also, the wizard is missing out on buffs like defending bone, threefold aspect, and divine power, which gives me an extra attack.

LazarX wrote:
You do realize that you need TWO spell casts of greater magic weapon? one for each head of a double weapon.

I know that's the rule for crafting magical double weapons, but I couldn't find anything that put that limit on casting spells on them. Can you point me to that rule?

pH unbalanced wrote:
If you're going to regularly full-attacking, you might want to pick up the Prehensile Hair Hex as well, to add a secondary Natural Attack (with Reach) to the mix.

Eh, maybe, but I'm not sure I like the visual.

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I hadn't considered daggers before; those are some good bonuses, but it does come at the cost of an extra greater magic weapon compared to a double weapon. And yeah, definitely no Rogue multiclass.

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If you're in full plate, a wand of longstrider might be a good idea.

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Imbicatus wrote:
If you have a ready way of applying bleed damage or fear or pain effects, consider worshiping ZK for Cruelty. +2 to hit and damage for a round whenever you apply those effects is great and will help overcome your half BAB and TWF penalty.

I don't know of any ways that don't involve casting another buff spell in combat, and I'm not a huge fan of Zon-Kuthon anyway...

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Imbicatus wrote:
There is absolutely no reason to take double slice unless you are also planning on picking up two weapon rend. Assuming you have a 20 STR, double slice is a +2 to damage on one attack in a full attack. It's just really not worth the feat when you could put it elsewhere for more benefit.

Well, it's +3 damage at 20 Strength, but I see your point. What feats would be better choices?

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CWheezy wrote:
You'll want wayang spell hunter for divine favor, quicken favor in your fourth level slots is nice

A possibility, but I plan on using 4th-level slots for divine power. Also, I may save up for a Staff of the Master to use as my weapon, which would let me metamagic without increasing the spell level.

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Neil, out of curiosity, can you tell us how long it took for the first entry to be submitted? What about the first entry that wasn't DQ'd?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka RainyDayNinja

Peter Kies wrote:

My son has a monk character and we are considering a rebuild. The original is a Monk of the 4 Winds archetype, which won't be allowed with the rebuild. He would still take elemental fist as a feat, but it looks like there is no way to get the damage progression (or extra uses) on the elemental fist attack once you lose the archetype?

I was in the same situation. But if you take Dragon Style and Dragon Ferocity, your Elemental Fist will scale like a Monk of the Four Winds. If you go on to take Dragon Roar, you can turn your Elemental Fist into an AoE.

If he's a Str-based monk, it boosts unarmed damage quite a bit too.

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Just a Mort wrote:
Combine staff magus with hexcrafter. You get some cool quarterstaff goodies free. Spell blend for heroism.

I don't want to do a magus, because the idea is to do this all while keeping the power and utility of a full 9-level spellcaster. Plus, I already have a magus.

My Self wrote:
Would it hurt your idea too much to be a Shaman?

Hmm. Two big parts of the original concept were to turn an otherwise squishy arcane caster into a competent melee character, and to leverage the flat damage bonuses from Arcane Strike and divine favor to make TWF viable.

...but a Battle Shaman could get free Weapon Specialization at 8, plus Bane a couple of times per day, and better BAB and hp. And the Speaker for the Past archetype would get me some juicy revelations (Blood of Heroes, Temporal Celerity, Time Hop), plus heroism on my spell list. Add in the Human FCB, and I can pick up divine favor at 3rd and greater magic weapon at 9th. Seems like a big power boost, while still being a 9-level caster. Hmm...

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I had a previous thread with the same sort of concept, but I've done a lot of rethinking, so I want to start this fresh.

The concept is to make a mono-classed Witch into a TWF melee powerhouse. Here's the planned progression:

Human Witch
17/15/14/14/10/7
Traits: Reactionary, Fate's Favored
Patron: Strength
FCB: +hp
Familiar: Armadillo (+1 nat armor) (Protector archetype)
1: Two-Weapon Fighting, Toughness, healing hex
2: divine favor patron spell, flight hex
3: Weapon Focus (quarterstaff)
4: +1 Str, ward hex
5: Arcane Strike
6: greater magic weapon patron spell, water lung hex
7: Double Slice
8: +1 Dex, divine power patron spell, fortune hex
9: Dodge
10: ??? major hex
11: ???

Key buff spells:
1: divine favor, mage armor
2: false life, defending bone
3: heroism, greater magic weapon
4: divine power, threefold aspect

Between 14 Con, Toughness, the FCB, false life, and eventually threefold aspect, he should have enough HP to survive as a melee combatant.

The familiar gives +1 AC, and the Protector archetype gives it Combat Reflexes and Bodyguard, which it can use without threatening the attacker. I can also outfit it with benevolent armor (since I won't need any for myself) to boost the AC bonus from aiding. Unfortunately, it has a low attack bonus (I think it should be -1, but the stat block lists it at +0). I could use the Beast-Bonded archetype to let it take Weapon Finesse, which will be an effective +5, but that means giving up one of my few feats.

Between heroism, divine favor/power, and Arcane Strike, I should be able to keep my attack and damage bonuses up at a good level (at level 6, I'll be attacking at +11/+11 for 1d6+11/8, even without heroism), and the money I save on armor and weapons can go toward other defense-boosting items.

Any other thoughts or tweaks?

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I use the Fly skill instead of Acrobatics when someone is actually flying to avoid AoOs. Same with Swim skill and swimming. But I don't think it's really clear in the rules.

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FLite wrote:
I don't play my most awesome ideas. I play my most conceptually interesting ideas.

For some people, that's the same thing.

I abandoned my sword-and-board paladin a few years ago because I found him boring to play, with no interesting mechanics to toy with. Then when the ACG came out, I spent a lot of time poring over it and asking for advice, until I realized that I could add a lot to him with a level of Kata Master/Master of Many Styles. All of a sudden, my clunky full plate paladin could parry and riposte (with was a great fit with the paladin code of Shelyn, which forbids him from striking first), plus some other goodies, like a boost to all his saves and Snake Style as a bonus feat to protect against touch attacks. Suddenly, he was fun to play again!

But everything changed when the Fire Nation errata attacked. Now he lost his most iconic feature, having it replaced instead with a deed that he literally can't use because of his heavy armor. So what can I do? I could switch that level to Swashbuckler, but then half of the class features from that level would be completely wasted because of his low Dexterity and heavy armor. Or I could give up that fun, flavorful class feature I wanted and go back to being another cliché paladin. I could take the monk and swashbuckler levels separately, but then I'm spending a two-level dip on what I was able to get in one level before, which leaves a bad taste in my mouth.

I suppose I'm less concerned with rebuilding than I am the idea of what an errata is supposed to be. It's one thing for an errata to clear up ambiguous rules, correct typos, and so on. But the ACG and ARG errata went beyond that, and flat-out rewrote the rules, apparently only to make certain class features more exclusive. Is this going to be the expectation for errata going forward? Am I forever going to have to worry about building around any non-Core class features, because they might later be taken away altogether without notice?

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It seems there's two different ways of looking at the issue. Let's consider the archetypal Aasimar Life Oracle:

One perspective says, "You can still do everything you did before, you're just not quite as good at it. Your oracle loses a d6 or two from her channeling, but it still works just fine."

The other perspective says, "If I'd known from the start I couldn't reach a certain threshold of power with this build, I would have picked a different class/race/point buy."

I'm sure a lot of people, like me, have more good ideas for characters than we have chances to play in PFS, especially at higher levels. So if I choose one of my "really good ideas" to actually build and play, but then it gets errata'd down to just a "pretty OK idea," I'm left with a character I never would have played in the first place, because it's now the worst of my "good ideas."

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Lab_Rat wrote:
The Toaster wrote:
LazarX wrote:
Quote:


"I didn't see it as overpowered or broken,"
Isn't it funny that no one ever sees an option they want to use as "overpowered or broken"?
oh, I see them all the time. and even take them sometimes...

I saw some of the combos regarding the FCB bonuses could be taken to extremes. I don't think that any rule is overpowering by itself. The context matters.

Take Josephs Nature Oracle going mammoth rider: We talked about that combo a few years ago on the boards when mammoth rider came out. I avoided the combo because I felt that a HUGE pouncing tiger of doom that could be buffed by self spells from the cleric spell list was too overpowering for PFS. However, I was contemplating and probably would have used at some time in the future the same FCB bonus to make a pretty awesome horse.

I couldn't have done a tiger, because it was restricted to the mount list. I'm using an axe beak now, and am going to switch to a megaloceros (giant elk) when I go into Mammoth Rider.

So far, I've never seen her be overpowered, except perhaps for Shades of Ice I, when she pretty much single-handedly blocked the boss villains from fleeing for a couple of rounds.

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The PRD is official. The PFSRD is not official.

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Gisher wrote:
RainyDayNinja wrote:
Gisher wrote:
RainyDayNinja wrote:
Contagious Zeal is solid, depending on the party, but compared to Haste as a 3rd-level slot? Eh, I'm not so sure.
It looks like Haste and Contagious Zeal would work really well together. It would be really good choice if there is another player to cast haste. If you have a Bard who uses Inspire Courage a lot, then C.Z. isn't a very good choice.
Sure, they'd work well, but I don't want to spend 2 rounds and 2 3rd-level spell slots buffing up for a single fight.
Well, I was thinking that you probably have other people in the party who can cast Haste or use Inspire Courage.

Maybe, but I play pretty much exclusively PFS, so I can't count on particular kinds of support. One game I might be the only melee character, and another I might be the only buffing spellcaster.

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Gisher wrote:
RainyDayNinja wrote:
Contagious Zeal is solid, depending on the party, but compared to Haste as a 3rd-level slot? Eh, I'm not so sure.
It looks like Haste and Contagious Zeal would work really well together. It would be really good choice if there is another player to cast haste. If you have a Bard who uses Inspire Courage a lot, then C.Z. isn't a very good choice.

Sure, they'd work well, but I don't want to spend 2 rounds and 2 3rd-level spell slots buffing up for a single fight.

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