Stone Giant

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I'm playing an android Slayer for Iron Gods.

He's the primary skill monkey/trapfinder of our party as well as the main frontliner.

I want to make him into a switch hitter build giving him power attack and a greatsword to go with his longbow. Eventually I want to be switch hitting with an energy weapon, and I'm trying to decide whether multiclassing techslinger once I have access to a good energy weapon is worthwhile. I'm also not sure which Ranger style and feats to take. Rapid Shot seems obvious, but the rest I'm not sure of.

My current build plan is as follows

Str: 17 Dex: 17 Con: 14 Int: 14 Wis: 10 Cha: 6

Traits: Numerian Archeologist, Clever Wordplay (Intimidate)

Feats:

1 Technologist
2 Slayer talent (trapfinding)
3 Power attack
4 talent (RCS - Rapid Shot, or Firearms training)
5 Quick Draw

Looking for general feat/talent advice as well as any other build suggestions.


This is for a WotR character and I'm using level estimates for tier access based off those books.

Enduring Armor gives you 3+mythic tier force armor which is always on.
Component Freedom allows you to ignore 1 component (V, S, M, F) when you cast a spell (up to 100xtier gp for M or F).

Enduring Armor - Max 13 Armor Bonus
Pros:
Available at Mythic tier 1 ~level 5 for WotR
Free
Works in Form of the Dragon (Not of huge import for this character since she'll be mostly using a falchion)
No Encumbrance or speed restrictions.
No Max Dex to AC (unimportant for this character with a 12 Dex)
Force effect so good against incorporeal

Cons:
No special armor enchantments
Slightly lower max AC than fullplate +5
Lower up front AC (Only +4 at ~lvl 5 and doesn't equal mundane plate until ~Lvl 14)

Component Freedom - Max 14 Armor Bonus (+5 Platemail)
Pros:
Versatility - If not in armor or casting a spell without somatic components you can cast silently or reduce material component costs
Slightly higher max armor
Can have special armor enchantments (Not sure how valuable this pro is. I rarely ever buy armor enchantments and none of them jump out at me as must haves. Advice here would be helpful.)
Much higher AC early game. (As soon as you can afford/find it)

Cons:
EXPENSIVE! +10 (5 enhance/5 other) mithral fullplate is ~112,000 gp
Lose armor bonus in FotD
Slowed Movement
Later access to casting without failure (~level 9-11)
Max Dex +3 in mithral fullplate

I'm torn. My character is more of a beast build (10 caster levels over 20 levels) so delayed access to component freedom doesn't hurt quite as much. That said, at max level I'm only looking at a 1 AC difference and as I've mentioned, I'm not sure how good the special armor enchantments are.

Any thought's/suggestions are appreciated.


Quote:
When the low templar makes his damnation/redemption choice, he gains a planar cohort appropriate to his actual alignment, gained as if he had taken the Leadership feat. This planar cohort appears to him and pledges her loyalty to the low templar immediately. If the cohort perishes, the low templar must wait a week before calling upon a replacement. If the low templar has the Leadership feat, he gains a +1 bonus to his Leadership score. If he replaces his cohort gained from the leadership feat with the planar cohort, the maximum level equivalent for his planar cohort equals the templar’s class level –1, rather than –2.

Okay, so this sounds neat but it's vague as hell. What exactly is a planar cohort? Are the talking about an extraplanar creature? Is it a creature from any plane other than the material as long as it matches alignment?

Also, very few of the examples of monstrous cohorts are extraplanar. How do I judge what the planar cohort's appropriate level equivalent is? Neither CR nor HD are appropriate measures going by the example monstrous cohorts.

Has anyone played this PrC? Any examples of cohorts picked or how this was handled?

Anyone have a better way of judging monstrous cohort level?


Basically, dies anyone have a list of classes/PrCs that either fully or partially count as fighter levels for feat qualification.?

Off the top of my head only magus and EK.


If at 20th level you had 9th level spell access with a 19 casting stat, what offensive or battlefield control spells would be on your spell list.

Some easy ones

magic missile
acid arrow
vampiric touch
black tentacles
wall of force
maze
polar ray


Quote:

DESCRIPTION

You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You gain a swim speed equal to your land speed and can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. The cover granted by the seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as cloudkill).

The seamantle blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the seamantle; this requires a caster level check (DC 20 + spell level), and if successful the fire spell takes as a bubble of steam contained within the seamantle rather than its usual effect.

The seamantle allows you to make a slam attack by forming a pseudopod of water, inflicting damage appropriate for your size. This slam attack has a reach of 30 feet. In addition, as a standard action, you can attempt to extinguish fires by touch.

You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as dispel magic; this also applies to any non-instantaneous fire affect that comes into contact with you (such as flame blade, flaming sphere, or incendiary cloud). Even if you fail to extinguish a fire, you are not harmed by it. A flaming or flaming burst weapon that strikes you has its power suppressed for 1d4 rounds if the wielder fails a Fortitude save.

My questions are about the bolded sections of text.

First, seamantle grants you improved cover from your enemies, but to they gain cover against melee attacks and reflex spells you make?

Second, what does the spell mean by "ememies can attempt to use fire spells within the seamantle"? Does that mean they have to physically enter the column of water in order to cast fire spells at you, or do the fire spells just have to target inside the column.

For example, scorching rays obviously would not pass through the barrier of the seamantle, but would a fireball targeting the inside of the seamantle as it's point of origin work?

Could a caster cast the scorching ray if they are inside the seamantle?

My interpretation is that you get cover from enemies not them from you, and casters have to physically be within the seawall to try to cast fire spells at the user of the seamantle. I just want to make sure I'm thinking of it the right way.


7 people marked this as FAQ candidate.

When you use a weapon to perform a combat maneuver you usually add to your maneuver CMB the weapon enhancement bonus + anything else you're using to increase that weapon's attack roll (weapon focus, weapon training, etc).

When you perform a shield slam do you add your shield bash bonuses to the CMB of the bull rush?


This thread is a combination of a brainstorm on my part and a request for advice and criticism.

I'm playing with rolled stats which can't be rearranged. They are as follows before racial adjustments:

18 Str
8 Dex
16 Int
15 Con
8 Wis
11 Cha

I'm thinking about making a sword and board Slayer with two-weapon fighting to improve defensively while maintaining good offense.

First off, is there anything that prevents a Slayer from taking and using Heavy Armor Proficiency? I didn't see anything in the build that stated that, and even the ranger style talents say you're just picking a feat from that style.

I'm probably going to go human for the extra feat. Not sure whether the +2 will be best in Dex or Wis.

I'm not sure whether a scimitar with a light shield or a kukri with a heavy shield is better. I'm leaning towards the heavy shield/kukri.

Stealth is a big part of the slayer, but between low dex and high ACPs, I'm not sure it's feasable. That said, if I take the armor expert trait and have both mithral fullplate and a mithral heavy shield I'll only be at -2 from ACP. Adding stealth and then greater stealth enchantments on my armor might actually make it usable.

Here's the rough sketch of the build. Many feats and Talents still open.

Traits: Armor Expert, Chance Encounter(Campaign)

Feats:

1: Heavy Armor Proficiency, Improved Shield Bash
2: Slayer Talent (Ranger Combat Style[Two-Weapon Fighting])
3: Power Attack
4: Slayer Talent
5: Iron Will?
6: Slayer Talent (Ranger Combat Style[Double Slice or Imp. Two-weapon fighting])
7: Shield Slam
8: Slayer Talent (Combat Trick[Improved Critical(Scimitar or Kukri)])
9: Shield Master
10: Slayer Talent (Ranger Combat Style[Two-Weapon Rend])
11: Bashing Finish
12: Slayer Talent (Opportunist)
13: feat
14: Slayer Talent
15: feat
16: Slayer Talent
17: feat
18: Slayer Talent
19: feat
20: Slayer Talent

I could use mythic path/tier/ability advice too.

I'm thinking trickster dual-pathed into Champion or Guardian. I'm not yet familiar enough with mythic abilities to determine this one yet.


I have a support bard that I need to build up to 7th level (maybe higher) and I'm not sure which way to go with it.

I'm being handed the following requirements. Half-elf CE male with at least 4 bard levels. Unfortunately, ability scores are set:
Str 12
Dex 14
Con 10
Int 14
Wis 14
Cha 18

This is with racial ability scores factored in.

He's a squire for an antipaladin knight and has other melee combatants around often.

I know I want to primarily support, so I don't want to give up inspire courage for any archetype. I'm used to playing high strength striker bards so not sure how build this one. I'd though about flag bearer, but it seems like more of a trap feat when I realized it won't stack with good hope or heroism.

An antipaladin dip would be thematically appropriate, improve saves, give smite, proficiency in better weapons and open up mithral breastplate as a defensive option. Seems to add a bit of survivability to the build. Does it sacrifice too much bard progression for a support character?

If I get martial proficiency I've thought about taking dervish dance and pumping dex. With a light shield, I'd have a decent ac and average damage.

I guess I don't know how to build for support. I plan to inspire/buff the first couple rounds, but what after that? I don't want to just plink away with a crossbow or something equally ineffective.

Any suggestions are appreciated.


Hungry Darkness: 60 ft of deeper darkness 3d6 force and 2 con damage plus 1d6 bleed after leaving area of effect.

Can you apply toppling to this spell? It's a force spell that does damage, I'm just not sure if the wording of toppling spell means it only works on targetted spells or not.

Toppling Spell (Metamagic)
Your spells with the force descriptor knock the affected creatures prone.

Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.


1 person marked this as a favorite.

I know devils and demons don't mix usually, but would LE followers of Asmodeus have issues with using demons for their own advantage via summons or bindings?

As a LE anti-paladin of Asmodeus in WotW would it be against my faith's tenants to have a demon as a fiendish servant?

From the demon's perspective would it make sense to be loyal to a powerful LE master? Demons are individuals and not cohesively aligned with each other, so is it feasable that one would align themselves with a LE character?


3 people marked this as FAQ candidate.

I asked this question in my summoner build advice thread here. Thought it might be more likely to be answered in this board.

Basically the original bestiary ability Grab as well as the Eidolon's evolution state that it works against creatures up to one size catagory smaller than the user.

Bestiary 2 updated this ability stating that Grab works against creatures up to the same size as the user.

This was later errata'd for the Bestiary, but no such change made it to the second APG printing. Was this intended or an oversight?


Starting the Skull & Shackles soon. Working on a melee summoner build. I want the Eidolon to be a sort of horror of the deep that climbs aboard from the water to assist in combat.

For my race I'm considering a Gillman which would make an aboleth-type Eidolon appropriate. Other options include half-elf or demon-spawn tiefling.

20 point buy so stat build will look like this assuming Gillman:

Str: 16
Dex: 12
Con: 16
Int: 10
Wis: 8
Cha: 15

First level feat: Arcane strike

I plan to use a spear in combat, though I may choose a trident or other thematic weapon if I go half-elf.

Future feats would look something like this:

3:Extra Evolution or Craft Wondrous Items if no-one else takes it.
5:Power Attack
7:Dimensional Agility
9:Dimensional Charge
11:Dimensional Dervish
13:Extra Evolution.

Eidolon -
Base form: Aquatic
Evolutions: Free - (Imp. Natural Armor, Gills, Swim, Swim, Bite), Tentacles (2), Climb.
Feat: Multiattack

Eventually making him huge and giving him grab and swallow whole.

Anything wrong with this build? Any must-haves that I'm missing?


I've been agonizing over whether to go into this prc or stay full Cavalier.

My character is the current baron in our Kingmaker campaign. As a Cav 4 his stats are Str 16, Dex 12, Con 10, Int 14, Wis 8, Cha 17.

Feats: Mounted Combat, Ride-by Attack, Spirited Charge.

Things I like about BH:

Flavor - very much fits this characters role as the inspiring leader
Diplomacy, Intimidate and Leadership boosts
Party centric buffs
Some Cavalier synergy
Couple of bard spells for minor utility

Things I don't like:

No mount progression - I'm on the mounted combat feat track so this one hurts
No higher level cavalier abilities
No using bardic performance along with inspiring command
Possible watered down combat utility

Some possible workarounds:

Burn two feats on boon companion or burn cohort slot on a stronger mount.
Lingering performance to allow starting and stopping bardic performance and activating a command in the first round. This gives 2 rounds with both abilities active.

Any ideas on how to make this build more functional or suggestions for feats/equipment to help maximize it's potential? I've already made some sub-optimal build choices for RP purposes, but I don't want to find myself hating my character in combat for being useless.


Okay, it seems that it's becoming very apparant that the magus is going to be spellslot starved. To many class abilities (read: all) involve burning a spellslot.

I suggest giving the magus an arcane pool, similar to a monk's ki pool. Let them use that to power their arcana instead of spellslots. You could also do something similar to monks giving a benifit to having points remaining in the ki pool... maybe +1 force damage as long as 1 point is remaining, either increasing or adding different bene's at higher levels.


I'm playing a monk in a new campaign and we had 25 pt buy so I thought it'd be a great opportunity to try out the MAD intensive Monk/DD. I'm looking for any suggestions, critiques or fresh ideas. The first level and stats are locked in because we just began play.

Using the Tiefling variants in Council of Thieves, I started with Oni-Spawn Tiefling (+2 Str & Wis, -2 CHA) with a +2 CHA replacing the Darkness SLA.

Starting Stats:

STR 20
DEX 14
CON 10
INT 7
WIS 16
CHA 12

Traits: Magical Knack (Sorcerer), Reactionary

Favored Class Monk

Starting Feats Toughness, Dodge

My current plan is 4 Monk/1 Sorc(black draconic)/4 DD/??

I'll get the +4 Str from DD, be able to cast 2nd level spells, and have only sacrificed 1 BAB from a full monk progression.

My current plan for a spell list is:
0-level Spells
Acid Splash
Detect Magic
Mage Hand
Mending
Message
Prestidigitation

1st-level spells
Enlarge Person
Mage Armor (Bonus Bloodline)
Shield
True Strike

2nd Level Spells
Invisibility
Resist Energy (Bonus Bloodline)

I was planning to take Monk for the remaining 11 levels, but I'm wondering whether I should try to get into Eldritch Knight.

The other options are to take either a level of fighter or ranger then EK it out, or take DD to 8 then get into EK from there. I'd need to get CHA on a headband to cast anything higher than second level, but that isn't a huge deal. The main thing is that I'm trying to play a monk with slight arcane support, rather than a true hybrid.

Feats I'm planning on or considering: Power Attack, Arcane Strike, Weapon Focus(unarmed), Intimidating Prowess, Dazzling Display, Imp Crit(Unarmed), Imp Grapple, Step Up, Following Step, Medusa's Wrath.

I'd like opinions on which level progression sounds closer to ideal, whether the spell or feat lists need tweaking, or any other improvements I could make.


I'm experimenting with setting up a web page for my next campaign in Obsidian Portal. I'll be running the Serpent's Skull AP. It's essentially just a campaign log with references to people, places and events.

I'd love to use the blank Smuggler's Shiv map and/or the NPC pictures posted in the blog as references on the page (I'm interested in the map more than the characters). If I properly source and link the images, is it okay to use these for my group?


What constitutes a freestanding structure? The definition of freestanding is "Not supported by another structure. Not relying on or linked to anything else; independent." By this definition you could not target a mosiac on a building wall, or even the wall itself, but could you target the building instead and damage everything including walls and said mosaic? Freestanding seems to be partly a matter of perspective.

Another example: You can't target the door to a watchtower, but you can bring the whole watchtower crashing down.

Is this the correct interpretation of this spell?

There are no limitations on size or complexity in the spell definition. It just seems weird that if you target a castle portcullis the damage gets absorbed by the surrounding stone, but if you target the castle itself you can bring down the whole structure.


I'm building a human noble character for an upcoming kingmaker campaign. He was initially conceived as a cavalier, but I'm imagining him as a rather irresponsible/lackadaisical character with a solid education as well as decent combat training. I think bard is a better fit for him.

I'm more concerned with martial ability than spellcasting, but CHA needs to be high for his role in the kingdom (and to fit his character concept). I'm leaning toward multiclassing to get lance/longbow/breastplate proficiencies and possibly 4 levels of Dragon Disciple to beef up his martial prowess. He's not taking paladin levels because it just doesn't fit the concept.

I'm currently thinking of the following build:

20 point buy:

Str: 17 (7) (includes +2 racial mod)

Dex: 12 (2)

Con: 12 (2)

Int: 13 (3)

Wis: 7 (-4)

Cha: 16 (10)

Bard 2/Fighter 1/Bard 4/Dragon Disciple 4/Bard 15. (Yes, taking fighter first is optimal for max HP, but I want him to start with more skills to reflect his education. It's an RP choice.)

Feats:

1: Mounted Combat, Ride-by Attack
3: Spirited Charge, Arcane Strike (Fighter bonus feat)
5: Power Attack
7: Leadership, Improved Initiative (Bloodline bonus feat)
9: Vital Strike
11: Weapon Focus (Lance)
13: Dazzling Display
15: Improved Vital Strike
17: Intimidating Prowess
19: ?

Level Stat ups: 4 Str, 8 Int, 12 Wis, 16 Cha, 20 Cha

Unmodified stats at 20: 22 Str, 12 Con, 12 Dex, 14 Int, 8 Wis, 18 Cha.

Any comments/suggestions/improvements? Also, should I burn my cohort on a mount or stick with mundane, then phantom steeds?


That is all.


First off, I'm sure it exists, but I cannot find the section in the core rulebook that says a double weapon requires each end to be enchanted separately. If I could get a link or page number, that'd be great.

Second, does this rule (assuming it exists in PF) apply to quarterstaves? I've notices whenever a staff in the magic item section of the book has a weapon enchantment, it's always listed as a +1 or +2 quarterstaff, but never as +1/+1. Since a quarterstaff is unique among double weapons considering it is a single unified solid, I was wondering if you're required to enchant both ends separately.


Okay. The GM for one of my games has rendered invisibility useless for a wizard unless they happen to have maxed out stealth. How? Because invisibility only prevents detection from sight, anyone can hear you and pinpoint your square unless you beat their perception with an unmodified stealth roll.

When I brought up that the invis spell has that factored in already with the +40 standing still but only +20 when moving, he said that that has to do with visual clues being given away not a penalty due to noise.

So now my greater invis is simply 50% miss chance for melee. Casters can lightning bolt me all day long. Huz - frikkin - zah!

Edit: Forgot to ask my question. :P So is there anything RAW I can use in my defense or is his call a legit interpretation?

Edit2: Dang it! I was sure I posted this in the rules forum.


I'd actually like some feedback be it positive negative or indifferent.


Specifically I'm thinking about the cavalier's banner giving morale bonus to attacks made as part of a charge. Would this stack with a regular morale bonus to attacks? It's similar to the difference between the morale bonus to will saves and then the morale bonus to will saves vs. fear. One is more restrictive, but do they stack?

I'm guessing no, and it's bothering me because almost all of the cavalier's bonuses are morale bonuses. Some of his class features don't even stack with themselves.


Do they mix? My gut reflex answer is no, at least not for the splash damage... what about with the precise bomb discovery? Maybe yes on the primary target?


I'm thinking about having an axebeak as a mount for my cavalier once he reaches 4th level. When charging on a mount and making use of ride by attack, does your mount get to make an attack as well?

I am imagining it getting nasty with the axebeak's sudden charge where some poor critter gets lanced by me then bitten, and tripped all from 10 feet away during a charge. Is that the way it would work?


We're short one or two players from our Thursday night game due to work scheduling conflicts. We're currently playing from 7-10 pm, sometimes till 11 if everyone wants to. The main system is Pathfinder, but any sourcebook 3.0+ is allowed (pending GM approval of course).

Our games are about 75% roleplay 25% combat. If you're interested, shoot me a PM.


I'm playing a tiefling in CoT and we just made it to second level. We use a stat array for characters and using the tiefling supplement in Bastards of Erebus my character is Daemon spawn with oversized limbs instead of darkness (+2 dex, +2 int, -2 wis, can wield large weapons w/out penalty).

I wanted to make a TWF fighter so I chose to play with a double khopesh from Sandstorm. It's functionally just like a double scimitar: 1d6/1d6 18-20 x2, but the d6s become d8s due to the large version of the weapon.

Currently my prospective build looks like this:

Str 18 Dex 18 Con 14 Int 15 Wis 9 Cha 9 (stat array 18 16 14 13 11 9)

1: Fiendish Heritage(for three rolls on the ability table), EWP: double Khopesh
2: TWF
3: Weapon Focus: Double Khopesh
4: Weapon Spec: D.K., Str +1
5: Master Craftsman(weaponsmith), Weapon training (double weapons)
6: Improved TWF
7: Double Slice
8: Greater Weapon Focus: D.K., Str +1
9: Improved Critical: D.K., Weapon Training (DW 2, Crossbows 1)
10: Critical Focus
11: Bleeding Critical
12: Greater Weapon Spec: D.K., Dex +1
13: Staggering Critical, Weapon Training (DW 3, Xbow 2, Thrown 5)
14: Critical Mastery
15: Two Weapon Rend
16: Greater TWF, Wisdom +1
17: Stunning Critical
18: Disruptive
19: Spellbreaker
20: Penetrating Strike, Charisma +1

I wish I could fit in some other feats like Step up, dodge, Two weapon Defense. I'd also like to fit in disruptive and spellbreaker earlier, but since we're unlikely to get past level 16 I need to get as much bang for my buck on the front end. Not sure if Master Craftsman is worth the feat. The critical chain is expensive, but I can't help but take advantage of the weapon's high threat range and having lots of attacks per round.

With this build at 16th level without considering magical items I'm looking at a full attack of 24/24/18/18/14/14/9 of 1d8 +12 15-20 x2 with an additional d10 + 7 if both main and offhand hit. Pretty solid.

Is there anything I should consider dropping or switching around?


I was under the impression that when you buy a print version of a product that you get access to the PDF for free. I just bought the Pt 1 of the CoT and I don't see how to download the PDF version... Was I mistaken in the way this works?