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Extra Rage You can use your rage ability more than normal.
Prerequisite: rage 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?
Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit. CRB magic items weapons
He can play a sorcerer with sylvan bloodline.
Both will give you a animal companion. You have to take boon companion to bring the ac to charakter level.
Serisan wrote:
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?
Hi, 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.
Hi everyone! 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
Alignment: CN
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
Oh look!
Hi everyone! 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?
Maybe not what you are looking for but a 10th level Assassin has an ability (angel of death) makes resurrection difficult.
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?
Quote: The subject can tread on air as if walking on solid ground. You can be tripped on solid ground so I think it works.
Quote: 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!
bbt
Lokiron
Ok, I am down to +8 Str in one round. Are there more options?
Hi folks! 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?
Take a look at the Knife Master rogue archetyp.
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: Race human
1-3 Barbarian
Feats:
As Animal companion I would take a Big Cat and my favorite wild shape form would be the earth elemental.
Hello everyone 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:
Race human
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:
Quote:
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?
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