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I'm building a grapple type character [Catfolk] and would appreciate any advice as I've never gone with a manoeuvre based dude before.
This dude is replacing my previous character that failed his save vs a Demilich trap the soul ability [that sucked!]
Catfolk Ranger 2/Fighter 12
Stats [15 point buy, after stat increases and items]
Saves [including Heroism]
Hit Points: 144
Attack routine [including Heroism]
CMB:+20 [+29 > +35 Grapple depending on buffs]
Skills: [of note]
Basics are to pounce with the claws. Grapple and Pin as soon as possible and use Lockjaw to apply the hurt. I gain +6 to charges from class levels. I can grapple at -2 as an AoO and use my grappled foe as a sort of shield 1/round. My defences are DR from Resinous Skin, decent AC and Mirror Images, with Protection from Evil vs head-twist magic.
It probably looks like a jumbled mess to anyone with Grapple based character experience but its where I'm at and I think I've been looking for so long I'm probably not seeing the wood for the trees.
Any input is appreciated, nothing is set in stone other than the Grapple/Natural Weapons general concept.
I'm thinking I should maybe at least try to get a half decent AC but can't really see how that will happen.
Has anyone ever used this item? Were you a barbarian, and did you have the fiend totem rage power to inflict the full 3d8+12 damage to every attack against you (melee non-reach that is)?
It costs 44k and grants 6AC (+2 Hide armour).
I want to buy it but my DM is understandably concerned about it's impact to his game. We're level 12/13 and playing Shattered Star if it makes any difference.
I have 200 hit points and DR 7 (+65 hp's when raging).
BUT when using Dazing Assault and Come and Get Me my AC is effectively 8! So is Hamatula Hide the right armour for me? I could save 8k and get +1 heavy fortification breastplate for 36k. Having such a low AC is like giving every monster the Bless Weapon spell, meaning they all auto-crit against me. Having a 75% chance to ignore those auto-crits might be a better option.
What do you think? Help!
When a spell caster has save DC's 4 points higher than 'normal' it can make save or suck spell finish off encounters more often than you'd like.
Sometimes it does happen, which is fine as you don't want to penalize players spell options but min/max-ed stats can 'ruin' encounters too often when the chance to save is 20% lower every time.
Having 16 the most you can buy allows mad classes to compete for longer.
Hmm, you make a good point.
Maybe I've got this the wrong way round. Perhaps capping at 16 before racial mods and allowing 7's would be a better option. Only 1 stat wonder classes get hit.
I'd allow this "loophole" because it isn't broken and it adds customizability to the poor old fighter whom has nothing other than his feats to keep him safe.
However, dipping for extra ammo to swap out a second time would be an obvious attempt to cheat and wouldn't be allowed at my table.
Does the Gunslinger get access to all the Deeds listed at each Deed level or does he have to pick one.
There isn't a Extra Deed Feat so I guess you get all of them.
If that is the case, it makes Gunslingers less customizable than other classes, I think you should have to pick them and then you could get extra ones via a feat like other classes.
This may sound like a really stupid question but I can't see any obvious answer...
Do you just get access to all three Deeds at each Deed level [1st, 3rd, 7th etc.] or do you have to pick one and then you're stuck with it?
I can't see an Extra Deeds Feat which makes me think you get them all but it's not actually written anywhere.
I have a Bab +11/+6/+1
I can cast Form of the Dragon II which grants a Bite, 2 claws, 2 wing and a tail slap.
If I continue to use my 2-handed sword for my 3 regular attacks, do I get the bite/wing/wing/tail also?
At what bab would the dragon form attacks have?
I think it's this...
Greatsword +11/+6/+1 plus bite [+6]/ wing [+6]/ wing [+6]/ tail [+6] but I'm really not sure.
Then, how much Str bonus do I add to those extra attacks?
Tricky to answer your question without knowing what you consider useful.
For example, Time could grant you the ability to roll twice for every initiative and take whichever result is best for that particular encounter.
Now I'd say that was a pretty good ability for any character but what do you think?
The thing with dipping is it opens up all kinds of options not normally available to your class. Utility is very powerful in my mind but you may wish to focus in on what the Barby already does well at - chance to hit\damage\str & con boosting.
Utility would get my vote every time.
Not sure what a fire bomb is, you mean just a normal bomb?
As Smoke bomb read "he can choose to have it create" does that mean that if you take Smoke as your first Discovery you may as well prepare all your bombs as Smoke because you could just turn off the smoke bit if it's going to be a problem?
Also, when using Precise Bomb with a Smoke Bomb would be better to select the enemies as "not in smoke" so the PC's [who are in Smoke] can freely hit them [assuming they are next to them]? Does that work, I mean, if you're in the edge of the smoke, do you suffer a penalty for attacking someone just out of the smoke?
The Black Bard wrote:
I think you've summed up the situation pretty clearly here, that's a +1!
Personally if you really are having issues with the sleep hex I would use an existing mechanic to either limit its use to 3 + Int mod per day, or, make it work like the other Hex's - you can only target each creature once per day.
It doesn't really fit into any of the "normal" roles. Personally, I don't like its make-up but that's just me.
The main problem is that it's very different to the Play-test version and the Paizo guys have taken a lot of stick because of the changes. Even though those giving out said stick knew it was a play-test version, and should be extremely thankful that Paizo allows us the option to play-test stuff and contribute to the products that get released, they seemed to forget this when the stick was being handed around so freely.
Bottom line, Paizo have released what they feel is a balanced class and I think they did a pretty good job even though the class doesn't appeal to me.
If you want to play one, you could use the eidolon as a beat stick to replace the fighter - sort of, or you could take a back row seat and use the powerful SA SLA summons - a bit like a wizard.
As a matter of interest, which spells do you intend on taking during the first 5 levels or so?
What spells would others recommend?
He'll still need some Strength to hit, plus Spectral Hand gives a +2 bonus.
Am I correct in thinking that to cast a Verbal only spell you need to make a Concentration Check [which you have little to no chance in making]?
PFRPG page 206
That seems, well, a little harsh.