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Markov Spiked Chain wrote:
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.
captain yesterday wrote:
And giving me a hard-core cardio workout on Just Dance, of course.
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
Paladin 1: Dodge, Toughness, paladin stuff
...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?
Keith Apperson wrote:
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.
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."
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?
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.
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
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?
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).
[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.
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?
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?
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.
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.
Alexander Augunas wrote:
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.
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.
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.
Hello everyone! It's a pleasure to meet you, I was wondering if I could get some help on a flavor character.
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.
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.
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.
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...
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?
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.
Peter Kies wrote:
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.
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...
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:
Key buff spells:
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?
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
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?
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."
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.
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.
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.