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Grigori

RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter, 2015 Dedicated Voter. FullStarFullStarFullStar RPG Venture-Lieutenant, Tennessee—Kingsport. 3,615 posts (4,866 including aliases). 2 reviews. No lists. No wishlists. 14 Pathfinder Society characters. 18 aliases.


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*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

I don't think Chakra Adept is optional; making two saves for seven turns in a row (eventually) leaves you with less than a 50% chance of getting through without rolling a natural 1. If you fail on a 2? Virtually impossible.

I think the way to go is with either Ki Mystic or Drunken Master, because both get you ki points at level 3, allowing you to start taking the Chakra feats then, plus giving you extra ki to use. If not those, then take vows for extra ki.

That being said, I don't see much benefit to any of the chakras other than sacral for brief utility flight.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

4 people marked this as a favorite.
BigNorseWolf wrote:
The DM needs to be able to check the sheet. Thats the entire point of requiring a paper one in the first place: so the DM can look at it. Having it in hebrew (how do you have AC if there are no vowels?) prevents that.

Nevermind AC. How do you take an AoO?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Have you considered being a Warpriest instead? It gets you bonus feats without multiclassing, you can cast your buff spells as a swift action instead of standard, and makes you less MAD, allowing you to dump Charisma.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

2 people marked this as a favorite.

Sadly, that FAQ was removed from the context of the thread that spawned it. It was in fact intended to exclude small aasimars and the like.

EDIT: Here's the best reference I could find on short notice.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

26 people marked this as a favorite.

Please don't press for an answer to this question. Right now, it's open to interpretation. If you can't work it out at the table, and insist on getting campaign leadership to take a stance, you probably won't like the answer.

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I'm Hiding In Your Closet wrote:
I just made an Elf Occultist myself. I notice you're having trouble thinking of traits, as did I. The most obvious choice, however, is Pragmatic Activator, a Magic trait from Ultimate Campaign that enables you to add your Intelligence instead of your Charisma to Use Magic Device checks. Another great choice I saw but could not take myself was Relic-Proof, which inconveniently comes from a kind of low-profile book.

Pragmatic Activator is probably a lock. I forgot to put UMD in my skills, so I'll probably go halvsies on Engineering and Religion to make room for it. Maybe I could get Dungeoneering as a class skill for the other trait? Or just +2 initiative.

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Serisan wrote:

Two part question, RDN: (1) does your GM credit blob have enough gold to purchase a +1 longbow and (2) if not, why don't you have Magic Weapon on your spell list? The real punch of the Occultist is being able to set up the appropriate Bane on your weapon with Legacy Weapon. It's MUCH better than any blasting you'd be able to do with Evocation, even if you can't get down to Precise Shot until 3rd or 5th. Without PBS or Precise, you'd still be looking at longbow +7 (1d8+2d6+2) with your 9 STR penalizing the damage slightly.

I have a preference for a Necromancy for implement selection early on, as well. Your worst case scenario here is only investing one point of MF into it, meaning you can only raise one skeleton or zombie as a standard action and it's going to have half your HP (8 in your case at level 2). That's pretty useful.

I don't plan on using weapons with this character; I have enough martial-types as it is, and I want to play around more with casting and magical support. After all, why put Bane on my mediocre archer's bow, when I can put it on the barbarian's sword?

Also, necromancy as a play style never appealed to me. If I want minions, I'll play a summoner of some kind.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Voss wrote:

Two things- evocation is a fairly bad choice at low level. The resonant bonus does squat for you (no rays) beyond the two shots you get out of energy ray (and 1d6+1 is... poor). You're an elf, grab a bow, or even a crossbow if you're set on the strength penalty.

As the fourth implement it isn't so terrible, as the damage will be 3d6+ more invested focus, but right now (and for at least one more level, you're pouring limited resources into a grand total of two bad attacks per day, and the resonant power is useless outside of those two attacks.

Similarly, size alteration has a terrible duration of 2 rounds for you. Maybe for your next focus power, but as is? There are lots of more useful focus powers with 1 minute durations, and legacy weapon itself is a better choice (for focus expenditure) for a similar combat buff.

I see what you mean about evocation, butI mostly want it for Energy Blast at level 5, and burning hands for swarms until then. I won't be investing much focus in it, but if I wait until level 6, I can't get the blast until 7.

I see your point about Size Alteration (although 2 rounds of enlarged barbarian can go a long way), but what do you recommend in its place? I planned on Abjuration at 6, but I could swap that with Divination instead.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've got a level 2 GM credit blob that I'm looking to create a character for, and I'd like to try one of the new Occult classes. Right now I'm leaning toward an Elf Occultist (I've not played an Elf yet, and they have a great FCB). Here's what I have so far:

CG Elf Occultist
9/16/12(+2)/19/10/8
FCB: +1/2 mental focus
Traits: ???
1: Extra Mental Focus, Implements (evocation, transmutation)
2: Implement (divination)

Spells:
0 - Light, Read Magic, Message
1 - Burning Hands, Heightened Awareness, Liberating Command

Focus Powers:
Trans: Legacy Weapon, Size Alteration
Evoc: Energy Ray
Div: Sudden Insight

Mental Focus:
Trans: 5 (+2 Constitution)
Evoc: 2 (+1 blasting damage)
Div: 2 (+1 Perception)

Skills:
Knowledge(arcana) +9
Knowledge(engineering) +9
Knowledge(history) +9
Knowledge(planes) +9
Knowledge(religion) +9
Linguistics +9
Perception +8
Spellcraft +9

The idea here is to focus on support, with a little blasting thrown in. What he lacks in sheer power compared to a 9-level caster, he makes up for in versatility and staying power, using focus powers to hand out buff spells more generously than a wizard could afford to do.

Any thoughts or suggestions?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Muser wrote:
It's great for ninjas. You don't want a high level katana death machine to fail a will save. Ever,

Yeah, but do you use it on the first Will save you're hit with? Or save it for another one? You'll probably want to have a good Spellcraft so you can identify which Will saves are essential.

I had to replace Steadfast Personality on my ninja/swashbuckler with Iron Will, since it was nerfed to not stack with Charmed Life.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

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Lab_Rat wrote:

This is NOT earth shattering people! All of your characters, minus a few that are utilizing feats they no longer qualify for, are perfectly fine and playable. +1/6 is a little too much of a cut from +1/2 IMO, but +1/2 was pretty ridiculous. There was a reason that everyone was taking this FCB. It was mechanically well above everything else. As such, it was bound to be brought back down to reality / "nerfed."

I think, in a vacuum, it wouldn't have been a big deal. I agree those options were very powerful, and probably should have been nerfed more toward 1/4 level or so.

However it came right on the heels of the ACG errata, which completely obliterated a lot of character builds. Personally, out of my 12 living PFS characters, 5 had some amount of retraining, and one was changed so much I'm still not sure how to fix him.

On top of that, it came out the day before GenCon starts, so it's a recipe for a lot of confusion and frustration as people try to get everything fixed. The errata should have been released after GenCon, and especially after the retraining rules were worked out.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

My bard was scheduled to get Inspire Courage +3 next level, at 8. With the change, I'll be changing those FCBs to skill points, to boost his Knowledge skills, which isn't a huge loss.

My level 9 nature oracle's mount just lost 2 effective druid levels, and a 3rd she was scheduled to pick up at level 11. Not world-shattering, but a bit sad.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Imbicatus wrote:
How about an estoc? You would need to spend a feat, but has better aesthetics than a rapier and would be a upgrade to the temple sword.

For a paladin? I don't think I can spare the feat.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

StarMartyr365 wrote:
Gorbacz wrote:
I swear, this week Paizo forums feels like Blizzard forums when a World of Warcraft patch hits.

Wailing, gnashing of teeth, tearing of hair and ripping of cloth by the same usual suspects?

SM

I'm wearing my sackcloth and ashes right now, and everybody in the office is giving me weird looks.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I just think a rapier is weird to use with a Strength build. It invites too many questions, whereas a morningstar lets me surprise people.

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BadBird wrote:


RainyDayNinja wrote:
I want to keep the sword-and-board tank aspect, but I wanted Parry/Riposte so I could have a little more fun with it.

If you're using a Heavy Shield anyhow, rapier is a straight upgrade for you. -1 average damage in exchange for better critical, which also fuels more panache.

If you really want to keep the Monk feel while using sword-and-board, the previous Snake Fang suggestion is actually quite powerful. As a Paladin/Monk your unarmed strikes can be spell-enhanced, and even if they aren't they're still breaking DR when you smite. It can be flavored as repeatedly 'shield-punching' enemies who bounce off of your high AC, and against a Smite Evil target those punches are going to hurt.

There is the aesthetic consideration: Heavy shield + rapier is a weird-looking combo. If I do go Swashbuckler, it's a close call between going Inspired Blade and only getting panache from crits vs. using a morningstar and getting panache mostly from killing blows. Parrying with a morningstar is suboptimal, but it would catch people off guard...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Avoron wrote:
Since you relied on Master of Many Styles to get Snake Style, I just want to remind you that you'd lose it if you decided to go with Sohei, because the two archetypes are incompatible, as discussed here.

Ah, I didn't look close enough at Sohei. Good catch.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Yes, I know. That's what I'm talking about doing.

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I guess I should have been clearer. Here's the build I had, pre-errata:

Human Paladin 2/Kata Master of Many Styles 1
17/13/12/7/12/16
Traits: Observant, Deft Dodger
Paladin1: Dodge, Toughness
P2: Divine Grace, Lay on Hands
Monk1: IUS, Snake Style, Panache (Parry/Riposte, Derring-do), Additional Traits (Fate's Favored, Magical Knack)

He fought with a temple sword and heavy shield, and already has +1 full plate.

But with the errata, he loses the Parry/Riposte, so I'll be retraining that third level somehow. I want to keep the sword-and-board tank aspect, but I wanted Parry/Riposte so I could have a little more fun with it.

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If I did keep the monk level, I could replace the Kata Master archetype with Sohei, and get to always act in the surprise round, so there's another little boost to squeeze out of it.

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My Paladin 2/Kata Master Monk 1 got hit hard by the ACG errata, losing the ability to Parry and Riposte, which is main reason I took the level of monk in the first place. He would have continued in Paladin after the level dip.

The character is focused primary on being a melee tank, and the good monk saves, free Snake Style (to use Sense Motive in place of my abysmal touch AC), and Parry/Riposte were all important to that concept. Now that the Opportune Parry and Riposte were taken away, it looks like I have 3 options:

1) Change the Monk level to Swashbuckler, so he can still Parry/Riposte.

This keeps the swashbuckling feel I was going for, but means an effective -2 hit on Fort and Will saves compared to the monk, plus losing Snake Style. Also, my weapon will have to be downgraded from a temple sword to either a rapier or a Morningstar. On the other hand, the Inspired Blade archetype would get me more panache and free Weapon Focus.

2) Keep the Monk level, but take a level of Swashbuckler next.

This would keep all the other goodies from the monk level, and still let me Parry/Riposte, although I'd still be downgrading the weapon as before. Also, it would slow down the progression of my Paladin features even more.

3) Retrain the level into Mesmerist, and continue in Mesmerist.

This would give me a chance to explore one of the new Occult classes, but it would be a completely different play-style than I originally intended. However the Painful Stare ability seems like it would fill the place of Smite Evil, and the magical support would be interesting to play with. The Vexing Daredevil archetype is especially intriguing. However a 2-level delay into a 6-level casting class makes me wary.

Any thoughts or other suggestions?

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Since you have a massive DC boost on enchantments, feeblemind or hold monster seem like good choices, depending on party composition.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

wakedown wrote:
If case B, where you carry the modifier "ability-score-dependent" forward onto "archetype", it would seem that opportune parry and riposte was a feature that had a dependency on an ability score (Dex) to determine its use/efficacy.

For the Daring Champion and Kata Master, the deeds are part of the Panache class feature, which is ability score dependent (on Charisma, to determine the panache pool). Nonetheless, I've had two experienced GMs tell me in other threads that it doesn't count, because it doesn't affect the ability-score-dependency of the archetype (it's still based on Charisma, and in the same way).

That's clearly ignoring the actual written text of the rule, but on the other hand, why would rebuilding be limited to ability-score-dependent features? Changes to other features can destroy characters just as easily.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

I had 2 characters who simply had to swap out a feat for the first runner-up. No big deal.

My magus had picked up Flamboyant Arcana and Extra Arcana (Precise Strike). Luckily I hadn't played her since then, so I could change it, but anyone who was not so lucky is stuck with an entirely non-functional arcana.

Lastly, my sword-and-board paladin tank took a level of Kata Master so he could parry and riposte with a temple sword. But the new errata replaced that deed with another one that I can't even use in his full plate. And some people are insisting that he doesn't get to retrain at all, claiming that "If an ability-score-dependent feature of a class, prestige class, or archetype is altered" refers only to alterations of the ability score it's dependent on.

Overall, I'm quite disappointed at the new guide's failure to address changes that completely remove class features, or invalidate key components of popular builds.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Sebastian Hirsch wrote:
UndeadMitch wrote:
Joseph Kellogg wrote:
Guide wrote:


If an ability-score-dependent feature of a class, prestige
class, or archetype is altered: You may rebuild your
character to its current XP. Keep the same equipment, but
you can resell any equipment that augments the changed
ability score at its full market price.
So if I'm reading this right, Daring Champions and Kata Masters will get to retrain due to the loss of Opportune Parry and Riposte, because in both cases the deed is part of the Panache class feature, which is ability-score-dependent. Correct?
I don't believe that is the case, since the ability score that the class feature is dependent on has not changed.

I believe, that, as written this text covers the situation where the ability score the ability uses changes (like the change in casting stat for warpriests), where the involved calculation changes (like the arcanist thing) or where the ability itself is changed (panache pool, spellcasting, channel etc. )

Unfortunately it does not cover a situation where a class or archetype just looses an ability, or the archetype is changed so it replaces another ability.

I don't see how you can get that from the text. Nothing in that paragraph says it has to alter what ability score the class feature is dependent on, only that it has to be dependent on an ability score. Admittedly, it is a strange distinction to make, but it would also be strange to disallow any rebuilding when iconic class features are errata'd away.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Guide wrote:


If an ability-score-dependent feature of a class, prestige
class, or archetype is altered: You may rebuild your
character to its current XP. Keep the same equipment, but
you can resell any equipment that augments the changed
ability score at its full market price.

So if I'm reading this right, Daring Champions and Kata Masters will get to retrain due to the loss of Opportune Parry and Riposte, because in both cases the deed is part of the Panache class feature, which is ability-score-dependent. Correct?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

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John, do you have any foresight to offer regarding the purge of Opportune Parry and Riposte? I'm sure I'm not the only one who built a character around that deed who got it removed wholesale from his/her build.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

The Fox wrote:
Tabletop Giant wrote:


The change to Slashing Grace is going to make my wife's character a bit more awesome, actually. She's playing a catfolk 'cat burger' in a Reign of Winter AP, and she uses her claws for big sneak damage.

So - here's a question. Natural weapons (such as the catfolk claws) are considered "light" weapons. The change to Slashing Grace now adds light weapons to the feat. However, you still have to choose "one type" of weapon for the feat to work with.

My question is - is choosing "Natural Attacks" sufficient? Or must one select the specific natural attack, such as "Bite", or "Claw"?

It will only work with ONE of her natural attacks AT A TIME. If she selected Slashing Grace (claw), she would only benefit from that feat if she attacks with ONLY ONE claw.

Whoa, what? What are you basing that on? It's certainky not the case for things like Weapon Focus, so what makes Slashing Grace different?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Hmm wrote:
Joseph Kellogg wrote:

Everybody remember the errata retraining rules:

If a feat is changed, you keep the new version, ignoring any new prerequisites, or replace the feat for free.

Also:

Guide to Organized Play v 6.0 page 28 wrote:
If a class, prestige class, or a class feature-dependent ability score is altered: You may rebuild your character to its current XP, maintaining the same equipment.

So my friend has an arcanist archetype he can no longer use because his charisma isn't high enough.

Does this mean he can retrain the archetype for free?

I don't know about archetypes, but if you're talking about the exploits that now require Charisma where they didn't before, then he can retrain the character in full (not just the archetype), except for equipment. So that includes rejiggering stats or even race to get more Charisma, or abandoning the concept entirely and going for something else (again, with the same equipment).

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Everybody remember the errata retraining rules:

If a feat is changed, you keep the new version, ignoring any new prerequisites, or replace the feat for free.

Also:

Guide to Organized Play v 6.0 page 28 wrote:
If a class, prestige class, or a class feature-dependent ability score is altered: You may rebuild your character to its current XP, maintaining the same equipment.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

What was with the purge of Opportune Parry and Riposte? Who was asking for that?

Now my Paladin/Kata Master has to make a choice between eating the errata and losing his parrying schtick in favor of a deed he can't even use in his full plate, or switching that monk level to Swashbuckler to get Parry back, but losing those monk saves and Snake Style. Grr...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

For your consideration

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Personally, I'm going with Wand Wielder, and picking up a wand of vanish.

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I've got a sword-and-board paladin in full plate armor who took a one-level dip into Kata Master monk, so he gets Opportune Parry and Riposte with a temple sword. Something like that is an option if you want to go Strength-based.

It looks like there are a lot of ways to go with this, so can you be more specific about what you mean by "swashbuckler feel and attitude"? Do you have to use a rapier? Do you have to be a cleric, or will another divine spellcaster suffice? Do you want to focus on spells, or on melee? Does it have to be chaotic? What/how many skills are essential to you?

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I'll get my online profile updated when I get home from work today. In the meantime, it looks like we have 2 archers and a caster, so we could probably use my monk as a front-liner. Unless we want to use my bomber alchemist and just have an all ranged party! He could also hand out buffs like false life, barkskin, or greater invisibility, especially to help our level 7 survive. Any thoughts (both of mine are level 10)? And are we expecting anyone else?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1) You could borrow a spellbook from a fellow PC, or buy your own and ask fellow PCs to scribe spells into it for you.

2) Minor/Magor Magic are spell-like abilities, not spells; you aren't a spontaneous spellcaster. So it wouldn't work.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

12 people marked this as a favorite.

For a child, she spent her wealth-by-level awfully responsibly. I figured 5000gp at least would go toward candy.

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Dotting.

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I don't think you can take Weapon Spec at level 5. I think you only count as fighter levels for your bonus feats, so you can take it at 6.

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It looks solid, but on the fragile side. I'd recommend swapping Power Attack for Toughness; you should be able to get by with a bit less damage until level 5.

For traits, any reason you don't have Fate's Favored? It makes divine favor a godly (haha) buff at this level, especially swift-cast with fervor.

It looks like you've only got one skill rank, when you should have 6 (3 levels x 2/level. Don't forget the bonus one for being human).

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Manwolf wrote:
Did anyone say Shillelagh?

Shillelagh is good, but too hard to spell.

Also, why not just use a greatsword? Same damage die, and you don't have to spend a round casting to use it. Either way, you're left with a 3/4 BAB class with a 2d6 weapon and no accuracy boosters.

Terminalmancer wrote:
Fixing the problem for one of the specializations doesn't fix it for the others, and with the possible exception of the Avenger (which can hit but doesn't seem to be able to survive on the front lines), they all have the accuracy issue.

Actually, the all of the other specializations except for Stalker do have their own accuracy boosters: the other Zealots get inquisitor buffing spells, the Avenger gets full BAB and a selection of bonus feats, and the Warlock gets touch attacks and arcane buffing spells. The stalker doesn't really get any, but he has a baked-in source of damage, so he can focus feats and stats on his attack bonus instead.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Imbicatus wrote:

You could worship Zon-Kuthon, take cruelty, and rely on intimidate or belier's bite unarmed strikes to give yourself a +2 to hit and damage after hitting. Of course, it only applies to things that are not immune to bleed or fear effects, but it's more forgiving.

Or Worship Pharasma for a straight +2 to hit with daggers, stacks with river rat. It also supports a finesse build.

Interesting idea, but fighting with daggers doesn't promise much damage when not smiting. I'm having trouble coming up with a combat style that's better off single-classed Vigilante than multiclassed into something else after one level.

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I toyed a bit with the idea of using an improvised weapon to take advantage of the Secret Weapon trait for +2 to attack rolls (a Chelish cellist by day, who uses his instrument as in improvised greatclub by night?), but without support like greater magic weapon and Arcane Strike, I just didn't see a way to keep it viable at higher levels when you need a magic weapon.

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Yeah, you can do Acrobatics, but with lead blades as the only melee damage buff, the class is pushed toward the big weapon/heavy armor/low Dex niche, which makes Acrobatics a poor choice to rely on.

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Imbicatus wrote:
RainyDayNinja wrote:


I'm talking about after I break invisibility with my attack. Next round I can't move away to activate invisibility without risking an AoO, and my attack bonus sucks.

You could withdraw and re-vanish if you wanted to without provoking an AoO, but I'm not sure if it would be worth it.

You can't vanish on a withdraw (or charge, for that matter). It only works for move actions.

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Belabras wrote:
RainyDayNinja wrote:
KingOfAnything wrote:
Do you not like to use Lead Blades?

Sure, but it doesn't scale and doesn't boost accuracy.

Belabras wrote:

Move in (at half speed to stealth) while invisible, then attack the foe's Flat Footed AC. Wait until it is your turn again, then repeat (if they can't see you they can't AoO you, so you can just circle.)

Adding in a selection of Natural Weapon attacks won't help with this because you are only getting one attack a turn. Getting sneak attack and other ways to capitalize on your foe's flat footed status will.

OK, that's great for the opening attack. But once I'm visible and in melee range, I often can't safely use a move action, and eventually I'd like to take full-attacks as well. Plus, it's only a few times per day; I plan on making more than just 5 or 6 attacks in a day.

Unless they beat your +20 stealth check, you should be able to move safely in melee with no problems. An unaware foe does not get to make AoOs.

I'm talking about after I break invisibility with my attack. Next round I can't move away to activate invisibility without risking an AoO, and my attack bonus sucks.

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Terminalmancer wrote:
I've been running with a Fey Zealot for a couple of games so far...

That sounds about like I expected it play out, although you should really be using a wand for gravity bow, and save your spell slots for something else.

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KingOfAnything wrote:
Do you not like to use Lead Blades?

Sure, but it doesn't scale and doesn't boost accuracy.

Belabras wrote:

Move in (at half speed to stealth) while invisible, then attack the foe's Flat Footed AC. Wait until it is your turn again, then repeat (if they can't see you they can't AoO you, so you can just circle.)

Adding in a selection of Natural Weapon attacks won't help with this because you are only getting one attack a turn. Getting sneak attack and other ways to capitalize on your foe's flat footed status will.

OK, that's great for the opening attack. But once I'm visible and in melee range, I often can't safely use a move action, and eventually I'd like to take full-attacks as well. Plus, it's only a few times per day; I plan on making more than just 5 or 6 attacks in a day.

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Smite helps some, but it's only a few times per day at most, and only against certain targets. What do you do the rest of the time?

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I've been trying to theorycraft a Fey Zealot for possible PFS play, but I'm coming up totally short on how to make it viable in combat. The problem I'm running into is that it's a 3/4 BAB class with almost no bonus feats or other class features to boost accuracy or damage. And the druid/ranger spell list has almost nothing in terms of accuracy or damage buffs.

That is, except for natural weapons, but then the Fey Zealot has no way of gaining natural attacks (although the Abyssal Zealot does).

I think that to make the Fey Zealot combat-viable, in addition to the druid/ranger spell list, the it should pick up some key cleric buffs, such as divine favor/power as a pseudo-domain spell list, just like the other Zealot specializations, or have a way to gain natural attacks to put the druid/ranger spell list to good use.

Or is there something I'm missing?

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