I wanted a little bit more strength than a caster druid needs
Should I change combat casting to heavy armor proficiency?
Human Druid 8
NG Medium Humanoid (human)
Init +3; Senses Perception +17
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 72 (8d8+32)
Fort +11, Ref +5, Will +14; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Speed 20 ft.
Druid Spells Prepared (CL 8):
Str 12, Dex 12, Con 16, Int 12, Wis 22, Cha 9
Base Atk +6; CMB +7; CMD 18
Feats Augment Summoning, Combat Casting, Natural Spell, Spell Focus (Conjuration), Superior Summoning
Traits Focused Mind, Reactionary
Skills Acrobatics -2 (-6 jump), Climb +2, Escape Artist -2, Fly +9, Handle Animal +10, Heal +10, Knowledge (nature) +11, Perception +17, Ride -2, Spellcraft +12, Stealth -2, Survival +19, Swim +2
Languages Common, Draconic, Druidic
SQ animal companion link, nature bond abilities (animal companion, tiger), resist nature's lure, share spells with companion, spontaneous casting, trackless step, wild, wild empathy, wild shape (3/day), wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Other Gear +1 Wild Ironwood Breastplate, Cloak of resistance +2, Headband of inspired wisdom +2, 100 GP
Thanks for the help
It should be a caster druid, because we already have two melee classes.
Any suggestions how to handle a druid in combat?
I can't decide between a druid and a wizard.
Since it will be my 5th character in this campaign it should have some staying power.
Augment summoning is a must and I need some sort of battlefield control as well as hp and good saves. Maybe I take Summon Good Monster too.
What would you suggest?
I have two questions:
1. Does a non human character with the eldritch heritage feat have access to the imperious bloodline (only available to human sorcerers)?
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
...1d3 creatures of the same kind from the 1st-level list
When I roll a 1, how many monster are summoned?
Thanks for the advice
Is there any possibility that a shaken enemy loses his dex bonus to ac?
I think, if we go evil I will go on as Barbarian. The oracle curse will be lame so I can ragecycle.
Otherwise oath of vengeance and staying paladin would be the best.
Do think the cruel weapon enhancement would be recommended?
Eldritch heritage is a nice route, but it is very feat intensive, I don't think I can afford it.
I planning on playing a high Cha, low Dex melee character.
My stats (25 PB)
Race: Aasimar with +2 Str and +2 Cha and scion of humanity
1. Paladin (or Antipaladin if we decide to go evil)
Feats: Scion of war and PA
What should I do next? stay on Paladin (Antipaladin)? Any other class?
All paizo products allowed
The oracle has 4 feats on level 5. works only with human but not assimar.
How does the fighter get 22 strength? His stats are way above average...
The horse is the AC of the oracle, but the fighter rides it? Why???
And remember: the animal companion is a NPC. You control it.
Just for me to understand:
SLAs are treated as arcane "spells" for prerequistes for feats, PrC and so on?
This means, an aasimar Cleric 3 / Wizard 1 (with 3 ranks in knowledge arcane/religion) will meet the prerequisites for the mystic theurge?
Pretty strong to have a nearly full cleric with additional arcane spells.
my lore oracle has the sidestep secret (cha to ac and reflex save instead of dex)
With the enlarge spell my dex will be 2 points lower and it hurts my initiative and CMD, but I suffer no penalties to AC and reflex saves, right?
I want to build a character that is hard to kill.
This is the best I can do, but I think one of you has surely a better idea or some hints to improve my build.
AC 30, touch 16, flat-footed 25
Speed 30 ft.
The whole crunch:
Male Half-Orc Bard 1 Dragon Disciple 3 Oracle 1 Paladin 3
LG Medium Humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception -1
AC 30, touch 16, flat-footed 25 (+8 armor, +4 shield, +5 Dex, +2 natural, +1 deflection)
hp 69 (3d12+3d10+2d8+19)
Fort +15, Ref +18, Will +17
Immune disease, fear; Resist oracle's curses (tongues [celestial]), fire 5, dragon resistances
Speed 30 ft.
Melee Heavy Shield Bash +11 (1d4+6/x2) and
+2 Falcata +13 (1d8+8/19-20/x3)
Special Attacks bardic performance (standard action) (9 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 15), bardic performance: inspire courage +1, breath weapon (1/day) (dc 16), claws & bite (8 rounds/day), dragon bite, smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Bard Spells Known (CL 3):
1 (5/day) Cure Light Wounds, Feather Fall (DC 16), Feather Step (DC 16), Restful Sleep (DC 16)
0 (at will) Mage Hand, Prestidigitation (DC 15), Mending, Message, Know Direction, Sift
Oracle Spells Known (CL 1):
1 (5/day) Shield of Faith, Protection from Evil, Cure Light Wounds
0 (at will) Create Water, Guidance, Purify Food and Drink (DC 15), Stabilize
Paladin Spells Prepared (CL 0):
Str 22, Dex 7, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +11; CMD 20
Feats Exotic Weapon Proficiency (Falcata), Greater Mercy, Improved Initiative, Noble Scion of War, Power Attack -2/+4
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics -4, Climb +9, Diplomacy +9, Escape Artist -4, Fly -4, Handle Animal +9, Heal +3, Intimidate +18, Knowledge (arcana) +9, Knowledge (local) +7, Linguistics +4, Perform (oratory) +9, Ride +1, Stealth -4, Swim +4; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Celestial, Common, Draconic, Orc
SQ aura of courage, aura of good, bardic knowledge, dragon type (gold dragon [fire]), lay on hands (1d6) (6/day), mercies (mercy [fatigued]), mysteries (lore), revelations (sidestep secret)
Other Gear +2 Mithral Agile breastplate, +2 Heavy steel shield, +2 Falcata, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +2, Ring of protection +1, 112 GP
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Breath Weapon (1/day) (DC 16) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 16.
Claws & Bite (8 rounds/day) (Ex) Bite attack deals 1d6 damage.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Bite (Ex) Bite attacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Dragon Type (Gold Dragon [Fire]) +1 damage per die for [Fire] spells.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6) (6/day) (Su) You can heal 1d6 damage, 6/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Tongues (Celestial) You can only understand and speak one language in combat.
Thank you for all good advice!
You can use your rage ability more than normal.
Half orcs favoured class Option:
Prerequisite: Barbarian but no rage
Can I use my favourite class bonus to get additional rage rounds if I am a barbarian but haven't got the rage class feature yet?
The mad dog archetype barbarian archetype get rage later but the dwarf/half orc barbarian favoured class option does not require rage.
So can a half orc mad dog get additional rage rounds as favoured class bonus before level 4?
Wouldn't that mean you have to summon a swimming creature on the ground of the sea instead of summoning it somewhere in the water?
I have a few questions about the druid.
1. Can I use wild shape and then cast strong jaw on myself? (natural spell provided)
2. If I use wild shape to change into an elemental, can I use weapons and wear armor of the same size as the elemental is?
3. Can I take the feat improved natural attack even when I possess the natural attack only in wild shape?
4. The Aasimar feat celestial servant gives my animal companion the celestial template and changes it to a magical beast.
Kat Tenser wrote:
Who decides which equipment is available?As easy as a GM can say there is no sword he also can say there is no scroll in the shop.
This means of course even a wizard doesn't have always the right spell in his spellbook.
So if a wizard is more powerful than any other class, it's the GM fault.
Why does everybody assume a wizard can cast all spells available?
A wizard gets 3 + int mod level 1 spells at the beginning, With every new level he gets 2 additional spells.
This will end up in 41 + int mod spells.
A sorcerer gets 48 spells + bloodline spells
So what if the GM don't let you copy any spell?
It's GMs choice how powerful a wizard will be.
Our group start the Skulls and Shackles AP. I am allowed to play a Samsaran with the Mystic Past Life racial trait.
I will play a Cleric of Besmara with a Wisdom of 18 after racial mods.
What spells should I take?
Thanks in advance
Here is my first version of the Paladin of Besmara
Proficient with all simple weapons, pirate weapons (pirates of the inner sea), rapier, whip, sap, net and medium armor. (no shields or heavy armor)
Class skills: add swim and intimidate, remove ride
1. Aura of chaos, smite lawful, detect lawful
All other Paladin features are unchanged
Please give me some advice on this and excuse my bad english
We playing Skulls and Shackles at the moment and we managed a TPK at first level.
The DM gave me a hint that could play a Paladin of Besmara if I do the adaptation.
How to build a CN Paladin?
Some abilities should be changed for sure e.g. aura of good and smite evil
Can you give me some advice on building and playing such a paladin?
I love the idea of a small berserker, so I build an archetyp for this.
Here we go:
add escape artist to class skills
Frenzy Movement: +20 ft movement This bonus applies only if the berserker is small or smaller and not wearing armor or heavy load.
A small or smaller wolverine berserker gains +2 dodge bonus to AC at first level.
Wolverine Rage: +2 Str, +2 Dex, +3 to Will saves, +2 natural armor.
Agility Strike: At 3rd level a wolverine berserker gains her Dex bonus to hit rolls. At 9th level she adds 150% of her Dex bonus to hit and at 15th level she adds 200% of her Dex bonus to hit rolls.
Greater Wolverine Rage: The bonuses increase to +4 Str, +4 Dex, +3 natural armor and +4 to will saves
Mighty Rage: The bonuses increase to +6 Str, +6 Dex, +4 natural armor and +5 to will saves.
At 4th level the wolverine berserker gains +2 dodge bonus to AC. At 12th level this bonus increase to 4.
What do you think?
Head (Ex): An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.
With an additional head you can take breath weapon more than once.
I have a question about the beastform mutagen.
The 3rd level beastform mutagen says that you gain 1 ability from the spell "alter self"
This bonus is a size bonus, like the spell description says.
So what happen if I cast enlarge person?
I will get a -2 dex size bonus from enlarge person but I have already a +2 size bonus from beastform mutagen.
Size bonuses never stacks with each other.
So what happens if I get the beastform mutagen with +2 dex and I cast enlarge person on myself?
Is one effect dispelled or does the dex penalty and bonus even it out?
As I know the additonal arms don't give me more actions per round, so I can't use them for buffing.
My GM allow core rulebook, APG and UM/UC
I am now on a vivisectionist/beastmorph 3 + Barbarian x
Looks good for one round
Thanks for the advice!
I need some advice. Our GM likes to surprise us, so we won't have much time to buff.
My thoughts until now:
Vivisectionist 1/Barbarian x
Free action to activate the haste effect, standard action1 drink mutagen, standard action2 drink a potion of enlarge person (I can create it with the alchemist), free action start rage and with the move action engage the enemy.
That gives me +10 Str and large size.
Is there a more efficient way?
Thank you for the advice.
Usually I play a barbarian or fighter or sorcerer/cleric.
The other four characters are: oracle (nature), cavalier, monk and a ranged fighter.
So I want a different melee character, maybe with buffs or other spells.
The Orc bloodline isn't allowed, maybe I could talk the GM into allowing Boon Companion. Every form of dinosaur is forbidden, neither as wild shape nor as animal companion.
Assuming I'm allowed to take Boon companion:
As Animal companion I would take a Big Cat and my favorite wild shape form would be the earth elemental.
I've played around with the dragon disciple prestige class but I'm not happy with it.
We play the Kingmaker AP and our characters are now at level 8.
One of my ideas is a dragon disciple. Here are my thoughts until now:
1 Monk (Martial artist)
empyreal sorcerer allows me to dump cha, the dip into monk gives me more AC.
Feats would include shaping focus and power attack.
Would this be a decent melee fighter? Or is there another way to get a somewhat different melee character?
Does a teleport or a dimensional door need a line of effect?
The last time I have played, one of my players wanted to teleport through a wall of suppression, which blocks any line of effect.
I found this sentence in the prd:
With a teleport you create the effect that you are at the destination.That would mean you need a line of effect.
Do I understand it right?