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The Mortonator wrote:
Yeah, fatigued is only a -2 to Str and Dex, and if I have to cast something, I can lean more on spells until I recover.
I wasn't sure on the metamagic feat, really. I do plan on using an Extend rod or two. The only use I see for Silent Spell is perhaps a Silent Dimension Door for when I'm in Beast Shape, but I don't think there are any other good V-only spells to use with it, and that would only come online at level 11. What do you suggest I use it for?
For the OP's build, you need to change barbarian to fighter in order to qualify for weapon specialization. Rage is going to be dubious anyhow. You're sinking a feat into having a useful quantity so you could have two more feats by going fighter. You lose the fast movement bonus, but that loses value when you get to beast shape anyways because you'll be moving fast already.
Yeah, totally forgot I was behind a level on the qualification when I switched to Barbarian. Honestly, I was having trouble coming up with good feats to pick, which is why I switched to Barb. I felt being able to rage while polymorphed would be more broadly useful than the bonus feat in that situation. What feats should I take instead?
One other interesting thing one can do with a Core character is to use the Elven Curved Blade as a surrogate dex-to-damage thing, since 14STR and two-handed Power Attack will make it quite competitive with a typical dex-to-damage rapier.
That's actually a build I looked at, but my wife has already played a vanilla ECB Fighter similar to that, and I'd rather tread new ground.
I'm brainstorming ideas for my next Core PFS character, and I'm looking to blend arcane power with martial prowess. I played around with Eldritch Knight concepts, and I think this is my favorite so far, but I'm looking for suggestions to take it to the next level.
Human Barbarian/Wizard (transmuter)/Eldritch Knight
Barb1: Toughness, Extra Rage
Starting at level 4, he can use alter self to turn into a troglodyte with 3 natural attacks, and eventually turn into big animals with beast shape.
The transmuter stat bonus goes into Strength until I get a +2 belt, at which point it goes into Con for survivability. Plus, with an amulet of mighty fists as my arcane bond, I can probably get it up to a +4 by retirement.
I'm still a little iffy on the feat selections; not sure whether Weapon Focus/Specialization is worth it since they'll only apply to some of my natural attacks. Any suggestions?
Wild Spirit wrote:
Is there any way to as a druid get access to the spell Restoration (besides crafting)? I would like to play a healing druid, but not without the ability to remove permanent negative levels.
Maybe you can play a cleric that's built more like a druid? For instance, the Nature domain gets you an animal companion, and the Boon Companion feat would make it as powerful as a druid's companion.
What exactly do you want from being a druid?
yeah it feels like perhaps some of the categories need alteration. Novella and short story really should be combined, and it would be nice if series could maybe be recognized separately from stand alones.
There needs to be a video game category too. For all the Rabid Puppies success, none of their video game entries made it, which suggests they were disqualified for some reason.
I'm Hiding In Your Closet wrote:
I recognize the 3rd and 4th from a Muppets movie. Muppets Take Manhattan, I think.
Elemental body doesn't give the elemental subtype. For the first two of the spells, it doesn't normally protect against crits and sneak attacks at all. Three and Four don't protect against non-sneak precision damage at all, actually.
Also, there is still some benefit to the fortification effect: X Burst weapons (and by extension, possibly the Critical line of feats) still activate on crits, even if the target creature is immune. So Mythic Elemental Body III or IV makes you more immune to crits than regular elementals!
Jessica Price wrote:
That said, it is absolutely not the same to criticize a group of people who are defined as a group because they believe the same thing, which is their choice, as it is to lump together a group of people based on something as arbitrary and involuntary as a chromosome.
Jessica Price wrote:
Christians like to throw Judaism under the bus to position Christianity as an improvement to women's status
Funny, I don't remember seeing this doctrine in the Nicene creed...
Flurry is a non-issue. It won't help because it doesn't mesh with Spell Combat since it uses your off-hand attack economy to cast a spell. So it's best to use an archetype that ditches flurry. Sensei might be a good alternative, as you'll get Wis to attack rolls, but you lose Evasion.
Keep in mind that as a Kensai (who lose spells/day, and lose Spell Recall) with a 2-level dip, you won't have a lot of spells to spam. Being able to rely on flurries for full-attacks will let you save spells for more crucial moments. Not to mention, compared to using Arcane Mark, you'll have a higher attack bonus and won't need to make a concentration check.
I second the Unchained Monk. Better BAB, more hp, and your good Wisdom and magus levels mean your will save will still be pretty good.
Turin the Mad wrote:
Either that or Gumball Rally
Alfonso Felipe Emmanuel Juan Carlos d'Arribio is a young half-elf from Taldor, seeking adventure. His great-grandfather, whose name is even longer, was a war hero in the campaign against Qadira, but Alfonso's frail physique and lack of martial skill was always an embarrassment to the proud d'Arribio family. He set out to make a name for himself his own way...
Half-Elf Bard 1
Magic and abilities:
Bardic Inspiration d6 (4/long rest)
Fey Ancestry (adv. vs. charm, can't be put to sleep magically)
Cantrips: Vicious Mockery, Prestidigitation
Weapons and Equipment:
Rapier +4 (1d6+2 P)
Dagger +4 (1d4+2 S)
Hmm, looks interesting. Let's see what I roll...
4d6 ⇒ (3, 4, 1, 4) = 12
16, 16, 13, 12, 11, 10. Not bad.
I think I'm leaning toward a half-elf bard with a noble background, who set out to see the world and make a name for himself, and decides piracy is as good a way as any.
OK, for PFS with a 20-point buy, you could do 8/14/14/10/7/20 for your stats. Grab big spells like Color Spray, Grease, and Murderous Command to make the most out of your few spells. Take the Psychosomatic Surge or False Flanker tricks to help out your melee teammates early on, and fill the rest of your turns with a light crossbow.
What are the rules for your character creation? (Stats, allowed sources, traits, etc.)
Keep in mind you get bonus spells for a high Charisma. So you'll have 2 spells per day, and if you go for broke and start with a 20 Charisma, you'll bump that up to 3. Of course, any caster deals with these issues at low levels; you'll probably want to pick up a crossbow and use that for a while.
Or just play a psychic caster.
CRB, Equipment section wrote:
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.
When you're not proficient with armor, the ACP applies to ability checks too, and Initiative is a Dexterity check.
Thomas, the Tiefling Hero! wrote:
It's possible to be a strong martial cleric, and also have strong spellcasting, but that spellcasting is going to have to avoid save-granting offensive spells (except for the odd Plane Shift on a gargantuan ooze or such).
Martial clerics can do just as well with healing, condition removal, and a lot of problem-solving spells, but they just won't have the offensive magical punch of a dedicated debuff/SoS/SoD cleric.
Why would it? If we aren't talking about audio books, the difference between a paper book template and an e-book is the amount of copy protection and other DRM crap they put into the e-book, isn't it? That doesn't exactly add consumer value...
There is additional formatting/layout cost, because the needs for ebooks are different than what you already have done for a print version.
But basically, yeah, ebook production doesn't have to pay for the printing, shipping, or warehousing, so they should be cheaper. And in fact, lots of ebooks are cheaper, but those are typically self-published, indie, and small press books.
The big publishers jack up the prices on ebooks because they don't want people to buy them. They're frantically trying to prop up old-fashioned brick-and-mortar stores, because that's where they reigned supreme as gatekeepers. If they have to compete in an ebook market alongside indie and small presses who don't have the same corporate overhead, they can't stay competitive.
A Tengu brawler/fighter could, at level 3, be attacking 6 times in a full attack, assuming you got the range to work out.
Brawler1: Quick Draw
There's a helmet that can give you a gore attack, and I think a magical cloak that can give you either a tail slap or sting attack. So at level 11, you'd have 7 weapon attacks and 5 natural attacks. Lunge and Outslug Sprint help you make sure you can use all of them (by extending reach and letting take 10-foot steps instead of 5).
1 - Command, Murderous Command
2 - Sound Burst, Burst of Radiance
3 - Bestow Curse (good for spell-storing armor), Chain of Perdition, Blindness/Deafness
4 - Dismissal, Hallucinogenic Smoke
5 - Plane Shift, Wall of Stone
6 - Chains of Light
Those are some of my go-to spells for my debuff cleric, who is currently going through Eyes of the Ten. Grab a Bouncing Spell metamagic rod early on to double your chances of landing those single-target save-or-suck spells.
Most of the best cleric spells don't require saves
I completely disagree. I've turned the tide of, or even ended, entire encounters with a well-placed plane shift, dismissal, chains of light, hallucinogenic smoke, blindness, or even murderous command.
Clerics have a ton of offensive casting stuff they can do, and it's a lot of fun. Besides, usually, there's an abundance of beatsticks, while high-level magic is in short supply
The reaper of secrets is probably banned because the fluff specifically calls it an assassin. Regular inquisitors of Norgorber are perfectly legal, and I have one myself.
The monster tactician is probably banned because the expanded summon list that it uses isn't allowed. Also, I see a power issue, in that it replaces Judgment with powerful summoning options, which seems like a pretty hefty upgrade.
If he's focusing on spellcasting, the Sanctified Slayer archetype (which stacks with Infiltrator), gives you Studied Target as a slayer. The cool part is that it increases DCs of your class features... such as spells!
Is he human? If so, I think Heavy Armor Proficiency and Toughness are good first level feat choices to keep survivability up.
Huh? No, if it had said it replaced the Ranger's spellcasting, then you would not use any of the original text. But instead it alters it, so we use the original text except where it is contradicted by the new rules.
Likewise, it doesn't say that the type of spellcasting is altered, so it remains Divine.
So a Dandy has no spells until fourth level, when they gain four cantrips and two first level spells known, and can cast one first level spell per day. Also, unlike other rangers, it appears that a dandy using his full ranger level as caster level, not level -3.
I agree about the spells per day, but the Dandy does not mention a change to the caster level among the other changes to spellcasting. It should still be level-3 like a regular Ranger.
1. You can't make potions of True Strike. It's a personal spell. (unless you houserule it, of course). And how would a potion of True Strike help damage with rogue levels?
2. Instead of Inflict Serious Wounds in the spell-storing weapon, what about Bestow Curse? It's a lot better than a few measly damage for your opening attack.
3. Not sure about your party, but would an Unholy weapon work? Or a relevant Bane ability?
Close combatant is the Brawler archetype ability that gives +1 to attacks and +3 to damage with close group weapons.
I don't plan on any Weapon Master Feats. Do you have an idea for something I should get?
Hungry Ghost, because my Stunning Fist DC would suck, and I want something else. It may not come up, but hey, it's something.
Yeah, I'll be skill poor at high levels, but thems the breaks.
You can absolutely get a higher CL wand crafted if you need it. For instance, a wand of scorching ray would normally be only CL 3, but could be made at CL 7 to get that second ray. While it's not as efficient in terms of cost/ray, firing 2 at once has its own advantages. Likewise, a CLW wand of a higher CL is less efficient in terms of cost/hp, but can heal faster, if that's important to you.
If you're willing to lose the shield, take a look at the Iroran Paladin. Here's a guide. There's nothing in the archetype that actually requires that you follow Irori, either.
He's already got +1 full plate, so no thanks.
Alex Mack wrote:
I picked Observant back when I planned on going full Paladin, but then I got bored. It's a wasted trait now, but c'est la vie.
I don't think I'll have a problem with getting into my styles, since I can make a call about what style to get in first based on what I'm fighting (against a caster? Snake Style first. Against a monster? Outslug Style).
I've got a PFS character that I'm still trying to figure out to do with. I played him through second level as a sword-and-board paladin, got bored, and have put GM credit on him almost up to level 5.
He's a paladin of Shelyn, so I like the idea of him carrying a shield, but no weapon. Here's the build I'm looking at now:
Paladin 1: Dodge, Toughness
*(Master of Many Styles/Monk of the Sacred Mountain/Hungry Ghost Monk)
Fate's Favored lets me use a wand of divine favor in the first round for an easy +2 to attack and damage. Snake Style lets me use Sense Motive in place of my abysmal Touch AC once per round, and eventually Snake Fang rewards my high AC with extra attacks. Outslug Style boosts damage, AC, and mobility.
I'm looking for suggestions on how to tweak this. The main playstyle is set (tanking with unarmed combat), and the stats and first 2 levels are set in stone at this point, but the rest is malleable.
So, any ideas?