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FullStarFullStar Pathfinder Society GM. 1,476 posts. No reviews. No lists. No wishlists. 11 Pathfinder Society characters.


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A +1 Bashing Klar for a Medium character does 2d6. (same as a +1 bashing spiked heavy shield).

Warpriest says you use that 2d6 or the Medium Warpriest Sacred Weapon damage, whichever is greater, which means you have to be at least 15th level to get to match 2d6, or 20th to have 2d8.

Regardless of who uses it, a +1 Bashing Klar does 2d6. That 2d6 is the base weapon damage with the enchant.

You don't apply class abilities in between a weapon and the weapon enchant.

The musetouched aasimar is the angelic herald blooded type.

They get +2 Dex/Cha instead of +2 Wis/Cha, +2 to Diplo and Perform (excellent bard skills), and glitterdust instead of Daylight as an SLA.

For PFS I highly advise against a 20 starting stat, since it costs 4 stat buy points.

Use STR 8 DEX 17 CON 12 INT 10 WIS 10 CHA 19. (as a musetouched Aasimar). Don't drop to 7 Str, because it means no armor without being at 20ft move even with mithril chain shirt.

Look at the versatile perform skills, you can get diplo/bluff/intim/sense motive for the price of 2 perform skills and make your knowledges that much better.

Always have enough ranks in swim/climb to take 10 and have a 10 including your armor check penalties.

Use Unseen Servant constantly, it can reload your gun/crossbow for you each round so you don't need Rapid Reload.

Take Lingering Performance, so you can conserve your rounds later on to use with Weird Words. 4th level stat boost to Cha, 8th level to Dex, at 12 you retire. Take the alt racial Aasimar Scion of Humanity, so you can use the human FCB for extra spells known later on. Take the Aasimar FCB twice so you make up for the gunslinger level for Inspire Courage bonuses(1/2 level for a single performance).

Jury Rig spell makes up for losing the Quick Clear deed. Masterpieces are also fun, Double Time makes all your allies in armor love you low level, although later it doesn't stack with haste, but it does last hours.

Just for reference, in PFS, as an arcanist he'll never actually be able to hit anything with the blackblade if he takes it.

It's a great flavor concept, but PFS is less flavor friendly especially with the APL +3-4 season 6 games, meaning a low BAB character with low HP will be majorly disadvantaged in melee.

Other than that, a martial type would complement the arcane caster, I'm a big fan of the Warpriest, the Brawler, and Hunter to give you both a meatshield.

If you are going to parse the rules that closely, then based on the style feat rules once you had turned a style on the first time each day, whatever style you ended combat in would persist until you switched it at a later time.

Quote wrote:
Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style.

It doesn't have the text that some other abilities do that say they last until combat ends.

So if someone is holding you to the restriction that breaking down a door doesn't count as combat, just get into a fight in the morning, and the style will, by RAW, persist the rest of the day unless you switch it during a later combat.

Hence the silliness of fine-toothed-comb style legalese readings.

No packmasters allowed for PFS. They use 1 pet/companion per game only for each character, because it slows the tables.

Ranged Hunters and Melee pets are fine. Take Enfilidating Fire and Coordinated shot, then Target of Opportunity.

Have your pets take any they qualify for on their own, since both pets will get them together.

The archetype is actually Soundstriker, for PFS it's pretty safe to throw it in on top of any builds it combines with, since doing damage with extra performance rounds is cool.

I assume this is for PFS, since you mentioned rebuild before the 2nd level scenario.

If you have already gotten credits for the character prior to August 14th of this year, you mentioned it was already an Aasimar, then you can still keep it one.

You need to decide if you want to be an effective debuff caster, since you have to jack your Cha to have any chance of getting spells to stick after level 6-7. I have two bard builds in PFS.

One a Dirge Bard/Soundstriker 8 with a level dip Crossblooded Serpentine/Fey Sorc 1(so undead, beasts, magical beasts, and monstrous humanoids are all subject to my mind effecting compulsions) Save DC's for 3rd level spells around 23, and his first 2 rounds of combat are +5/+4 to all allies, and -2 to all enemies.

Other one a Ranged Soundstriker 4/Mysterious Stranger Gunslinger 1 dip, who uses his bard buffing and then just shoots at touch AC with all kinds of bonuses 5th level +12 hit for d8+9, at level 7 I'll add 6d8+30 (fort half) every round for 2 performance rounds/shot (conductive pistol channeling weird words).

Combat and SoS effectiveness are tradeoffs. You can buff just fine and still have the stats to get decent combat ability, but you can't debuff and melee, although ranged is still doable.

For the combat ability, if you own Blood of Angels, use the Musetouched Aasimar (+2 Dex/Cha, glitterdust SLA) for ranged, use the Angel Blooded (+2 Str/Cha, Alter self SLA) for a melee.

Give us a priority listing for Buffing, Debuffing, Melee, and Archery effectiveness, and we can better give advice.

Bards are GREAT at being flexible, but they depend on their statline to be longterm effective more than most other classes. They have so many options, you have to basically pick 2 to be good at.

Universal Monster Rules wrote:

Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Format: fast healing 5; Location: hp.

thorin001 wrote:


Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Bold Mine, and instead of (Ex) for a Vermin Hunter it is (Su) and so magical.

And even so, what other kind of natural healing is there other than resting?

20 Pt buy: Str 17 Dex 13 Con 17 Int 10 Wis 10 Cha 7

Boost str at 4 and con at 8.

You need Dex 13 for the grappling feats.

I was just saying Mutagenic Mauler, so that you didn't have to dip Barbarian like most people advised for raging. If you keep martial Flex, then you don't actually need to take the bullrush/overrun feat chains, so long as you have the pre-reqs.

Also, look at getting the Anaconda's Coils belt, then you get a Constrict attack, and can use the flex to pick up the Final Embrace chain when you need it.

Keep a list of fun chains, like the bullrush+Merciless rush combo, the Overrun+Trample line, etc.

He's not charismatic, he just has the Intimidating Prowess feat to add Str to intimidate.

To build him properly, you need to base him at level 12+, and then see what you need to take over his career.

Fighter(brawler) 3/ Brawler (Mutagenic Mauler) 10 or Brutal Pugilist 2 instead of Fighter (then you need heavy armor prof, and lose 2 feats).

Starting 25 pt buy: Stat increases Str or Con.

If you are planning on Heavy Armor, go Adamantine. Also, somewhere there are rules for dwarven armor upgrades (non-magic).

Stats: Str 18 Dex 13 Con 17 Int 10 Wis 10 Cha 8. (Racials Included)

Traits: Glory of Old, something else.

Custom Spiked Boulder Helmet (just like armor spikes, to make it piercing)

Feats: IUS (free),Hard Headed, Intimidating Prowess, Power Attack, Imp Grapple, Imp Bullrush, Imp Overrun, Gr Grapple, Rapid Grappler, Chokehold, Hammer the Gap, Charge Through, Steel Soul

Close Weapon Damage: +17/17/12/12/7 d8+8 CMB +18 +4 Grapple, +2 Bullrush/overrun.
Should get Gloves of Dueling, +2/+2. Magic Armor Spikes, Boots Striding/Springing, Anaconda's Coils, etc.

Intimidate +21,

If you are thinking about swash, kata master and MoMS archetypes stack. Then you can parry/riposte with all monk weapons and unarmed strikes. Not sure if it works for you,but could get you more panache to use without the extra panache feat.

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Brawler class for the "no int req" maneuver feats, along with mutagenic mauler for "gutbuster drink". Use spiked armor, and grappling, and get him the belt that gives constrict for the embrace feats later.

Pwent from the books was 10th to 12th level, so dont expect to really get the feel right at the start. But, you can do a lot of what you want.

I have read the books, but i'm ona tablet at the moment, i'll tyr and line out something solid tomorrow.

But katana cant be finessed without swashbuckler finesse. Dex to damage from slashing grace is fine, but to get dex to hit with katana you need swash finesse and slashing grace both. So, swash or daring champ cavalier dip.

Animal companions have no limit on the number of times thet can do a trick. These should be no different.

Now, for the balance aspect, most people who have mentioned this point to the free trip/shaken/entangle on a hit.

Instead of a blanket nerf to the tricks since many AC's will have no or even negative wis mods, why not just stipulate that like rogue talents that function on hit, only one rider effect can be applied per attack?

This makes them usable, but not overwhelming. (I would personally say that each rider trick should have to be bought for each type of natural attack, since tripping with a bite is different than a claw or tailslap)

If you reflavor the kitsune, make it small, dex and int instead of dex cha, and everything else pretty much works.

If the undead lord has decent minions, a control build dirge bard will give all the buffs to the undead since it specifies spells and effects, (unlike the sorcerer bloodline) and taking either a reach melee bard build (whip and slashing grace), or going with the pure caster style with a fey/serpentine crossblooded sorc dip (now undead, beasts, magical beasts, and monstrous humanoids are all counted as humanoid that share a language and +2 on compulsions) will boost the group.

But the OP was looking at a 2 level MoMS dip. That gets you the BAB +1 you need for Warpriest 3/MoMS 2 Martial Versatility. Another level dip doesn't help him.

Now, the interesting thing is that MoMS and Kata Master stack, so if you happen to take monk 4, or have room in the build for some Cha, you can get parry/riposte, and combine it with Panther/Snake.

Snakebite Striker 2/Skulking Slayer 9 gets you +16 to dirty tricks, +16 to steal, provided you would be able to flank. Including Imp/Gr Dirty Trick and Surprise Maneuver.

Also lets you take a 10 int instead of 13, freeing up stat points.

+8 BAB, +5/6 Attack Stat, + 16 feats, +2 Dusty Rose Ioun Stone in a Wayfinder, +2 Burglar's Buckler (+1 Buckler with other features). +33/34 not counting other buffs.

If you can manage to use a weapon based dirty trick, the PFSFG Dueling enchantment gives a 3:1 return on weapon enhancement bonuses. (8k for +3, 18k +6, 32k +9)

Makes you on par with a Lore Warden 3 dip, (2 levels of sneak dice for the static +2)

Double Chicken Saber also works really well since it is in both the Heavy Blades and Monk weapon groups... meaning that once you take it you get dex with all of those weapons.

A Scion of Humanity Aasimar can take Martial Versatility (they count as human).

Without the Swashbuckler level, you can still do the slashing grace, martial versatility thing, you just don't get dex to hit with weapons that can't be finessed normally.

Half Orc Skulking Slayer gets to make a dirty trick (or steal) anytime they can sneak attack and gets a bonus on all dirty tricks equal to their sneak attack dice.

The Surprise Maneuver feat in the ACG (Expertise and 3d6 sneak)gives a bonus to all combat maneuvers equal to the sneak attack dice while denied dex or flat-footed.

Monk's Robe has provisions for not a monk.
Bane Baldric has provisions for not an inquisitor.

Sash of the War Champion has no provisions for a character without the class feature. You actually have to have Bravery or Armor Training. It also doesn't increase things that are replaced by Armor Training, only Armor Training itself.

Niche Item, but for 3 level fighter multiclass it gives full movement in heavy armor for 4k, and stacks with actual movement increases.

Especially since Kata Master stacks with MoMS.

They can be combined, but if you have maximize and empower you don't do 150% of max damage.

You roll the damage, take half of the roll, and add that to the max as the empowered part.

Example, 10th level wizard (with a rod) casts maximized empowered fireball. Roll 10d6, take half (for the empower 50% increase), and add it to 60 (10d6 maximized). Some people would just say 90 points (150% of the max 10d6), which is wrong.

However, in the case of a maximized intensified, I would say that it maxes the intensify dice too, because they aren't a numeric multiplier, but rather change the damage cap. That's just me though.

Actually, according to UC the Klar isn't listed anywhere in the fighter weapon groups, so it is most certainly not a heavy blade.

In the UE weapon table it is listed as a 1 handed slashing weapon. In the Inner Sea Guide it is listed as a 1 handed slashing weapon.

The text of the Klar says it counts as a light shield with spikes, either wooden or steel depending on what you make it out of, which is why it would apply to the close weapon group.

There is absolutely no listing for it that would make it a heavy blade group weapon.

Flails also adds the Urumi, d8 18-20x2, can be hidden as a belt.

Based on the wording of a Klar, because it counts as a light shield you could use it to open up the close group.

Sibat can be used to open up the spear group, which could be interesting with the phalanx fighter when he can use them with one hand.

9mm... all those use the normal weapon damage they were all errata'd to not go off of your unarmed strike damage, so they cap at a d3/d4 for a monk using them.

The new exception being that the Brawler specifically gets his unarmed damage of level-4 on close weapon group, but until the ACG came out it was a choice for unarmed characters of Unarmed damage dice and AoMF enchant costs, or d3/d4 weapon dice plus normal weapon enchant costs.

If you're going to be focusing on unarmed, it isn't worth it since it takes up your AoMF slot.

It was a poorly designed item that only helps weapon monks that get to sub in their unarmed damage (like zen archer and such).

If instead you are a brawler who uses weapons with the (level-4) option, it is decent for you.

I have nothing to back up the actual DC of a concentration check. It just says that if you are interrupted, you lose the rounds of performance before it activates.

I would extrapolate it to be a similar to spellcasting concentration check personally, with the DC set by the spell equivalent of the Masterpiece in question (based on the spell you can give up to learn it).

So far as the discussion, this has come up more times than I care to dig through. Needless to say, there has been no official FAQ or stance taken one way or the other by anyone other than JJ, since he answers everything with the caveat "this is how I would read it, but you can do whatever you want".

Trust me, I have looked, because if they can't be used at the same time, most of them are absolutely worthless, and since they take the place of spells, I read them as separate.

UM Masterpiece section wrote:

Use: This line specifies how many bardic performance rounds the bard must use to activate the masterpiece. In some cases, the bard can extend the duration of the masterpiece by expending additional rounds of bardic performance, just as if it were any other use of bardic performance. The bard expends the listed number of bardic performance rounds when he starts performing the masterpiece; if he is interrupted, the attempt fails and the spent performance rounds are lost.

Action: This line indicates the type of action performing the masterpiece requires. If it only requires a standard action to activate, being able to activate a bardic performance more quickly (at 7th level, activation is a move action, and at 13th, it becomes a swift action) applies to the masterpiece as well.

Unless otherwise stated, effects or feats that extend the duration of bardic performance (such as the Lingering Performance feat) do not apply to masterpieces.

The bolded sections (mine) would not be necessary if they were normal performances, since there are already rules to cover these things. The fact that they had to be called out, says to me that they were not intended to be normal performances, but to give alternate things to spend those performance rounds on without needing a new ability currency/pool.

According to JJ (admittedly not a rules guy) they use performance rounds, but are not performances in themselves.

As he put it, they require the same pool of resources but are not the same thing. So you may have one of each, performance and masterpiece, active at a time, (but with that interpretation they couldn't be the performance maintained with the spells that carry regular performances).

Otherwise, the ones that last minutes/hours would be useless as soon as you started your normal inspire courage.

As stated in the masterpiece section, you expend the full number of rounds of performance the first round you activate the masterpiece, and then must spend the time listed for each particular masterpiece, and it can be interrupted which means the rounds are lost with no effect.

So, for Vindictive Soliloquy, you would spend 5 rounds the first round, and then spend 5 full rounds performing, if you are interrupted (I would guess that it was meant to be a concentration check in the case of damage, or not being able to take a full round action for some reason, but it isn't stated anywhere) then you lose the 5 rounds with no effect.

Nope. It means a Free Quickened spell (1st level, but still), which is why it's not available.


Aasimar (Musetouched) Sound Striker Bard X/Mysterious Stranger Gunslinger 1

Str 10 Dex 16 Con 12 Int 10 Wis 10 Cha 19

Get yourself a Conductive Pistol and channel Weird Words through it.

Since you lose the Quick Clear deed, pick up the Jury Rig Spell.

Sohei 1 / Inq 3 with Lookout feat will get you what you want, so long as at least one ally adjacent to you gets to act in the surprise round.

There is an Oracle revelation that lets you do take a standard + move (not full round).

There are Sandals of Quick Reaction that let you take standard+move (not full round).


Helpful Halfling, Aid Another build with a whip for range to give the bonuses(you won't need the whip feat tree if you're not trying to damage), all the "Saving X" spells, Bardsong, Masterpieces, etc.

Dip Dual-Cursed Oracle for the Fortune/Misfortune abilities. Possibly Lore for the Cha to all knowledges, so you can advise them just how to deal with whatever you are fighting.

I kind of like the Archivist(so long as you can keep the knowledges high) instead of the base bard for this so that they get hit/AC/Saves instead of hit/damage, but either is good choice.

UC Archaeologist's Luck wrote:
Archaeologist's Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Yes, based on the bolded part above it does.

+1 to : if you aren't receiving the shield AC bonus, then no profane/sacred bonus.

It says that it retains the ability even when not being held because with a 24hr. duration power, you might need to put the shield down to say, climb a ladder, and it is just letting you know that when you pick it back up it is still charged and you don't need to burn another channel to get the bonus again.

The shield cloak only functions as a shield when you take the move to hold it and make it harden. When it is loose, it would give no benefits.

Cloak of the Hedge Wizard is also a great item, 2500g for various spells x/day based on school, and Prestidigitation and a school based cantrip at will.

I personally like mage hand at will, and enlarge/expeditious retreat 1/day from the Transmutation cloak.

They should have made it sonic damage, removed either the fort save or the attack roll, and stated that Cha applied only once per target regardless of the number of rays. And had it scale more like other similar effects with 2 at 3rd, plus 1 per two levels over 3rd.

With that, you get the extra dice, but not the Cha multiples, you only have 1 roll per ray like all the other multiple volley spells, and it doesn't become useless against creatures with DR.

So long as it's physical damage without the ability to bypass DR-Magic/Material/Alignment, the Cha is needed per ray just to get thru the standard DR starting at level 6-8.(typically 5-10).

It also suffers from being most effective from 6-10, and never increasing, meaning that any bard with it dominates any encounter without DR during the "main" levels of organized play, and most home games/APs. 10d8+10xCha (should be at least +5 by then) is even useful a lot of times up to level 14-15.

Wordstrike should be erased, and replaced with a single line that says it does half damage to objects, and bypasses 50% hardness.

And also, everyone who is arguing about it, with the Exception of the Royal Outfit (which wouldn't be believable anyways without the accompanying jewelry, although since it is also listed on the clothing table, the SoMG could mimic as well), the entirety of the clothing chart, and the questionable items that say they are clothing but not on the clothing chart, comes up to a total of 136g to 247g, depending on whether you use the low total or the high total for the ones with a price range (I used the middle).

Taking out the 3 most expensive things (which are all on the actual clothing chart and as such would be covered) it's less than 100 all told.

Think of it this way, the invisibility spell is designed so that direct contact/damage/penalty to the enemy breaks it, whether by physical or magical area of effect. An arrow, a tanglefoot bag, or just stealing their favorite sword is a hostile act on your part, the same as a magic missle or a slow spell that caught them in the AoE.

You can collapse a bridge they are on, or drop a portcullis on them, but not stick a bomb in their pocket, or steal their weapon or wand or potion etc.

I run a lot of PFS games, and most of the other GMs I've played under in 3 states now would say that any roll or check that requires contact with him or his worn or carried gear would be an offensive action that broke invisibility.

If he was unaware, and not in combat, you might be able to stealth up to him, pick his pocket, and stealth away, but not with the very specific wording of invisibility spell intact.

What is wrong with having the item function specifically as it is written, (wherein it transforms your current outfit, and when removed they revert to their original form), rather than using the general rules of item creation that are there as generic guidelines for when you choose to allow custom crafting?

There have been half a dozen examples of spells/effects/auras not matching perfectly the end result of the item.

Bane weapons use Summon Monster, how do you reconcile summoning giving you extra damage?

Anchoring weapons use Levitate, why not Dimensional Anchor like the other property that functions similarly.
Distance weapons use Clairaudience/clairvoyance, how does scrying let you shoot farther?
Heartseeker uses Deathknell. What does ignoring miss chance have to do with necromancy? True Strike or even True Seeing would have been better. As a matter of fact, the ranged weapon version to ignore miss chance (Seeking) does use True Seeing.
Wounding radiates Moderate Evocation and uses the Bleed(Necromancy) Cantrip only.

So, obviously there are examples that don't mesh with the spell used vs the aura, and others that don't mesh with the function and the spell required.
Now that's just going through the Weapon enchants only, using UE, in around 10 minutes.

There are dozens of writers, probably hundreds of submissions, and items get through that sound cool.

If I have the text in front of me, that describes how something works, and it requires me to dig through several other places in order to see that it works differently than the text describing it, I do agree that we have an issue.(notably looking at you pre-errata stealth, and the horror that is lighting conditions/magic interactions)

However, it is the same issue that all too often strikes players and GM's in this game, the over-pedantic reading of the rules, which were not written with such fine-toothed parsing in mind.

This is a fantasy game, with a fairly structured ruleset, but it is still written for entertainment.

It is neither Pencils and Paychecks, nor Lawyers and Legal Pads, it is Pathfinder.

Once again, the Wounding weapon property, taken from the CRB, shows a moderate evocation aura, and the only spell used is a Necromancy Cantrip.

Not a splatbook, not a multi-function item, a Core book weapon property in print from day one, in the same book as the creation rules that it "violates".

The Steal and Dirty Trick Combat maneuvers break invisibility. They are attack rolls. All combat maneuvers are attack rolls, even if they don't do damage. Attack rolls break invisibility.

It says Swap replaces Lore Master, but doesn't say what level it is gained. There are several abilities that are gained before the level the things they replace would be gained, since it doesn't say unless it is FAQ'd (I don't know of one) it is gained at 1st.

You don't need Greater Steal, since you get the effects of Greater steal by beating the CMD by 10, and it is infinitely easier to get skill bonuses than CMB bonuses. A 1st level bard, with a 14 dex like you have, should have a Sleight of hand bonus of +6, while you would have a CMB of +0. Sleight of Hand should be level +3 +dex + items/spells/feats. Scales much better than your small sized CMB, and Imp Steal/Gr Steal bonuses wouldn't add to Sleight of Hand checks anyways.

Casual Illusionist feat also gets you a +2 to Bluff, Disguise, and Sleight of Hand so long as you have a use of gnome magic. For PFS, you can spend 2pp on a wand of Recharge Innate Magic (ARG Gnome spell) to basically be a Pearl of Power for gnome magic.

I would also suggest a 2 level dip into crossblooded Sorc, Fey/Arcane (+2 compulsions, using metamagic feats (Threatening Illusion) means DC +1, arcane bond item for +1 cast/day).

Effortless Trickery Feat is good for you, concentrate to maintain as a swift, will be useful if you really want to use those illusions.

Find a trait that gives a bonus on Sleight of Hand, initiative is good, but something that gives you bonuses to a skill you plan to build around is better.

Possibly take Wayang Spellhunter for Ghost Sound, it qualifies for Threatening Illusion as far as flanking is concerned.

Use the ACG new class Bloodrager. Qualifies for DD, get rage, gets claws while raging, and EH Abyssal to get the extra STR boosts.

19 Str, +6 Morale (bloodrage), +5 level, + 6 Inherent(orc/abyssal), +4 DD, +6 enhancement = 46 Str as 16 Bloodrager/4 DD. Counts as Barbarian Rage for purpose of feats/abilities, some of the really fun ones, and can be an Orc or Tiefling to get a bite attack to throw in the mix.

Form of the Dragon 2 later (around 16 IIRC).

Only 4 spell levels from a custom list, but 6 more points of Str than you were looking at.

In order to make a knowledge check above DC 10, you have to be trained. The ability to sub out another skill for it IMO doesn't remove the basic restriction, and is a balancing factor for bards that trade that free untrained check away.

It's still only 6 skills for creature IDs, so easily doable by the time you can use PotP.

Yeah... the Vital Strike dice aren't multiplied on a crit, and the Vital Strike dice also don't get any static bonuses.

So for those numbers, you are saying he has +19 to hit and +54 damage for any single normal attack, with either a Keen Greatsword or Imp Critical feat.

I don't know the mythic rules all that well, please break the damage down because it seems high even for a raging greatsword type character.

EDIT: NVM, mythic vital strike is giving those multipliers I'm guessing. It's possible you just have to kill him a couple times, so that he sees a need for balance.

If one guy comes in and murders one of my minions per swing, I'd say the BBEG would focus fire on him, the same as the PC's do.

If you really want a strong argument for them stacking, look at the Quingong Archetype, which Devs have said stacks with all others because of the word "May" in it's choices.

Maneuver Master uses the same "may" in the bonus feats section,

PRD Maneuver Master Bonus Feats wrote:
Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.

Unlike many others, it does not say it replaces a monks normal bonus feats, just adds options on top of the normal list that they may choose.

It's a small distinction, but the same distinction that allows Quingong to function in addition to all the rest.

Yes, it's a specific boon that adds the Axebeak to your list for any mount/AC class feature.

That out of the way, Cavalier, Paladin, Druid, Ranger, the new ACG Hunter class (with the preview I think it would be awesome to take mounted Archery or a Lance build).

Sylvan Sorcerer is good, like a summoner without the restricted list.

Inquisitor/Cleric archer with the Feather domain is interesting.

Especially with the Hunter ACG coming out soon, there seem to be pet/ranged attack combo feats that allow a lot of synergy.

I hadn't read all the posts... so I only saw you looking at impossible and undead /fey. I wanted to put Serpentine in to get you the other 3 types with no penalties.

I actually did this with a Dirge Bard (for the Undead option) with a single level dip Serpentine/Fey... It's pretty fantastic so far at level 9.

Impossible wasn't available when I built him.

I have to say, if you do have the Fey bloodline in your build, buy a 5k Sorcerer's Robe early on, 3xday use laughing touch on an acid splash... no SR - no save - no action for 1 round. It saved me a few times. Of course, it is 2500g lost when you finally get robes of arcane heritage... but still.

There are also a couple of PFS scenarios I have played that let you trade an item for equal value items... just bank that trade for when you have your Heritage Robes and it's not even a waste.

Unseen Servant is the way to go with this, just be sure you don't get hit in any AoE effects.

I use one to carry almost all of my stuff, and even reload my crossbow for me (saving me from the rapid reload tax).

Note, if you take Undead/Serpentine Crossblooded Sorc instead, all your mind effecting compulsions work on Undead, Monstrous Humanoids, Beasts, and Magical Beasts.

That is much better than constructs IMO.

Also, look into Oppressive Boredom.

If you were a Bard with a sorc dip instead I would say Cacophonus Call, but I understand the FCB for 1/4 DC means sorcerer.

For the Record, the Summon Monster 1 spell is for the Human Bane effect for the armor spikes.

Look at the Bane enchantment for weapons, that is the spell used to make it.

That would work, but Heighten wasn't listed in the combo I was replying to.

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