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A ninja shiriken thrower with smoke bomb, flurry of shuriken, and a gos mask can deal massive damage on a fullround action every round that the smoke bomb is active. Fog spells work as well, but you need to dip oracle for water sight or sorcerer for that build to work well.
Clustered shots is the only thing that makes this build viable in the mid to late game unfortunately.
Combat patrol is an amazing tanking feat, it's great for defensive builds and for demolishing casters. When used in conjunction with teleport Tactician you can lock down demons devils and high level casters once they enter into you threatened space. For a pole arm fighter is a brutal combo, just be sure to max you movement speed and take lunge to capitalize on you mobility provoking radius.
I like your character, but my question is... Why not pure life oracle since you plan on not attacking. Tanking wisdom woul net you a higher dex, and you could have more power ful healing abilities. Golden elemental, favored class bonus from aasimar would net +3 d6 on your channel positive, buff spells would be accessible from you lost of spells know. No apps from casting in melee, and a free quicken cure spell per day.
In one combat round you coul cast cure x wound (swift) elemental heal or swift channel ( move) and cure x (standard no aoo) that will get your fighter off the ground and up to full hp in one round.
On a phone autocorrect really butchered this post lol
left out a substantial amount of facts from that little display.
*what stats does the zen archer have? because im looking at 4 stats minimum. or if you tank strength and deal little to no damage, as an awesome archer that you are.
* and far shot? i think you kinda proved my point about not knowing what youre talking about...
in conclusion the sohei is an all around better character. in the worst case the sohei is only slightly behind the zen archer, for 3 levels then pushes him down and steals his lunch money past level 3.
... poor argument is poor.
strength is much more valuable to a zen archer then wisdom is to a sohei. extra damage is a necessity for archery to be effective.
a 3rd level armorless monk wont have much more then a ring of protection AT BEST while a sohei will have 4+ more AC without any magic at all. assuming your character will have WBL isnt much of an assumption.
whether or not you're convinced is irrelevant. a -1 to hit for 4 levels is nothing in comparison to what you gain by going sohei. not to mention that -1 is negated by the need to use a secondary stat to hit with for the first 2 levels as a zen archer.
going in surprise round and an initiative bonus alone makes the sohei a better archer at low levels.
quite a bit actually.
yeah you lose out on 2 points of bab, until you get to flurry with your bow, but you gain:
*initiative bonus, and auto acting in surprise round.
only thing zen archer gets at low levels that makes it better then a sohei is the feat choices for free bonus feats, but since hes going with fighter anyway those choices become mute since they have equally good function from the sohei class features.
a human sohei can have point blank and rapid shot at 1st level, or be a functional switch hitter using melee and point blank + precise shot, while having a higher ac by a wide wide margin. a 3rd level sohei can have a mithril buckler, chain shirt, dodge, and a +4 dex ac of 20 versus a zenarchers what 16 (18 if you really minmax and ruin your damage ability)?
lets not forget that you have to use dex (which is lower then wisdom) until 3rd level. sohei gets his primary stat to attack from level 1.
how did you arrive at the conclusion that you are a crappy archer until 5th?
you completely forgot the ability to go first on basically every surprise round you dont roll a one. and that feat that lets you get a full attack when you can act in surprise, knocking your DPR through the roof.
"barbarians" invented beer and mead, so i think that would be a very fitting combo.
alchemist isn't really a good fit because beer isn't an alchemical substance. its just a cooking process.
they have a good spell list for clerics, one that makes beer and a few other good spells for helping you make beer anywhere.
a rage prophet may be perfect for your character.
James Risner wrote:
sohei would have been a much better choice for this character.
1. scout archetype fixes this, by not needing to go first in surprise2. a half orc with the toothy trait and out flank can hit 3x attacks, at level 3, against a flatfooted flanked opponent which makes up for the lack of and doesn't need to move to any particular position to make it work.
3. see answer 3, also to boost your ac get the rogue trait offensive defense.
4. dimensional dervish can fix that, you need to dip into horizon walker for it, but it makes up for a lack of mobility in the rogue.
5. when going up against things immune to SA you need to have a backup plan, any number of options exsist like:
basically stack your HP, and con. all you want to do is make your con as high as possible, then your hexes, spells, and combat surviveability go through the roof.
one option for a seriously powerful caster would be to go one level of barbarian and use a cord of stubborn resolve to rage cycle when ever you decide to use a hex.
+2 to your save dc for all hexes and martial weapon proficiency + up to medium armor proficiency which is great for you is you decide to go with arcane armor training. celestial plate would be my armor of choice in that case.
then you have additional feats like tenacious survivor, +2 to con while raging(forgot the name), and the best of all ability focus for a +2 more to your hex save dc.
the issue is that your making an inference, i see no rule one way or the other that says magic items don't adjust (resize to me means change size categories) to the wearer.
looks like a gm call to me. and honestly i think the 2d4x100 is to prevent level one characters from looting non magical full plate to bypass the 1k cost. i dont think i would enforce it for magical armor.
*edit* actually after reading the passage you quoted, seems you left this part off...
ooo i actually am working on this exact character as we speak. using stone axes with the fragile quality you can really max your damage with the fragile feats. their names elude me at the moment, sorry.
but you take twf, rapid shot, point blank shot, clustered shot, and the fragile feats.
you want to go with a fighter for all the feats you need, and a few levels of barbarian for the hurler ability.
raving dork made the character im basing this build off of. it is a rock thrower but i dont have the link.
An alchemist could probably work pretty well. The grenadier class gets you a martial weapon prof for free, if you are a dwarf that means dwarven war axe. With throw anything you can hurl that sucker pretty nicely, and when you need a little more boom you have bombs or can strap alchemical substances (like alchemists fire) to your axe whether you throw it or melee swing with it.
damn i completely forgot that grenadier could do that.. i may have to work that into my build.
as for the lack of magical bonuses im thinking a little gm fiat to change the doubling dagger into a doubling axe, or just reskin it.
a bigger explosion? no
let him play an alchemist over a rogue. it can be the same sneaky character, but his bomb fetish wont cost him a ton of gold. oh and they have flame throwers :D i love the grenadiers with the flame discovery that lets the damage stay for an extra round.
you are the gm, if you want his mundane bombs to be bigger you can do that. honestly i see little consequence to that. but he will eat his gold up fast by spending it on "bags of bombs"
How does a GM beat bladebound / kensai?
its very simple, you black blade decides to pull you into a direction away from the party to accomplish its own goals.
you must make a will save every day to avoid being dominated by its ego.
but seriously your characters inherent balancing feature is that you have to deal with having an intelligent blade. its a pain in the @$$ i hate intelligent items!!
high dpr wont help you when your sword decides its time to accomplish its goal. then you have to fight your sword every time the gm decides its time.
here is a list of alllllll the things a gm can pull, not counting rule 0, that can force you to fall in line with what the gm wants.
"Removal of associates or items whose alignment or personality is distasteful to the item.
Force its possessor into combat.
The black raven wrote:
alignment threads stem from personal morality and opinion. people view alignments in this game not in a RAW mentality like they should, but in a abstract personal view(RAI). thats where alignment threads turn into philosophical debates that span pages.
remember that alignments are black and white in this game, there is no grey unless they gm decides to bend away from that system, which then becomes a "home rules" territory.
but here is the issue, your own opinion of CE is not the same as the definition as written in the book. the book has a clear concise definition of CE. if it doesnt match that definition then it isnt CE. you may choose to alter that as a GM but that doesnt change that fact.
and yes orcs do kill there own kind. they are like lions, they exist in a pride, or society, but once the opportunity presents it's self the male lions will attack and kill, if necessary, to be the top male of that pride. that specific mentality or set of actions is exactly as written in the CE descriptor.
and no im not saying male lions are CE, im saying male lions have a instinct to usurp each other. if lions raped, pillaged, and tortured other lions for fun or profit then they would be CE.
chaotic evil is by nature attempting to dominate one and other. CE will eventually turn into some form of pvp to decide who is "top dog"
you need a strong main PC to force the others in line for a CE group to function. usually a CE group should be controlled be a strong LE character, whos code and unwavering adherence to punishing misbehavior will keep the others in check. just make sure they actually want CE and not NE or LE.
NE will be easy to control, as long as they feel the group is a necessity to their own means they will work as a group. once they feel that is no longer the case that NE character will slaughter the lot of them, most likely.
NE is my favorite alignment to play other then LN, because you're Mr. smiles until you don't need to be anymore. the entire campaign that NE alignment should be creating contingency plans and counter measures to "order 66" the group lol.
man NE is fun to play!!
but back to the main question. you can run it as a normal 6-7 person game IF you have a strong main PC, usually LE, to guide them and keep them in check. this PC would need to be the most powerful in combat to function as the leader and be played smart enough to counter their attempts for usurping them. if you can accomplish that it takes a major load off your shoulders.
if every session will be them trying to kill each other it will get old, and taxing on you the gm, fast. so my advice is work with one of your players to be an in game leader and out of game GM aid to ease your burden.
now if you don't have that central PC gluing the chaos together, herding cats i call it, then you may get over your head with GMing.
you can cast bestow curse, since its a touch spell, in your weapon via spell strike. so you start the combat with Bestow Curse active. then spell combat using a second bestow curse.(-2)shaken,(-2) sickened,(-4) bestow curse,(-6 to save stat of choice) spell combat bestow curse. then follow up next round with a evil eye, if you caster didnt obliterate it with a save or die spell.
but shift can be done at the end of the round.
dimension door-> full attack-> dimensional shift
its alot more then just "one cheezy cantrip". a well built hex crafter can apply a -12 to saves in one combat round. thats a game ender from any bbeg that can be the target of a spell effect.
its more impressive then a pouncing barbarian. when you hit them with a baleful polymorph the next round and it sticks 95% of the time, hp is irrelevant.
its just a super powerful "setup" character who makes everyone in your group better, its why im such a big fan of hexcrafters. you dont get the kill, you let the sorcerer or fighter get it by making the target weaker.
well more like much much weaker.
Count Coltello wrote:
i would have inquisitors be the antimagic hunters, you know use magic to kill magic type of thing.
other then that a different rout to go would be monks (martial artist), mage slayer build fighters, or witch hunter barbarians as "peacekeepers" for a fully non-magical direction for npc's.
magic gear can be hidden from detection, you can cast a number of spells or place them in a few different containers to prevent people from noticing that they are magical. also magic items do not need to have a visual element to it.
NOW i would require all magic to be crafted by a party member or an NPC that is found by a skill check. this npc could also be used at a later date to expose the party for a plot device.
they have 50 builds in the thread "lets make the rogue work", that will be a powerful character that is also functional as a group member. one person even compiled them in a google doc.
i cant seem to find the quote, but you can always count as your own ally unless it says otherwise.
im formally petitioning paizo to make a PFS legal magic item called ring of tiny hut,
LOL they can call it metal gear sneak ring it can look like a box marked "fragile".
yes actually as long as the initial target is adjacent to you, and the next target is adjacent to them.
so basically you can cleave in a straight line away from you. x->0->0
FYI they still haven't fixed monkey lunge to not suck, so exclude monkey lunge from this question. other wise you wont have a standard action to use your cleave.
oh thats right i forgot it stipulates melee strikes.
until you realize that any rogue with half a brain will take the feat gangup and not worry about flanking. shoot with gang up technically you can shoot at a creature in melee with 2 of your teammates and get your sneak attack damage.
also you count as an ally for meeting the 2 ally requirement. now you dont need to position into a flank, you only need to get to the target which shouldnt be too difficult for a rogue to do.
there were quite a few builds posted that were more then adequate for most, if not all games.
38 pages of cyclical arguments, didn't disprove that the rogue has viable options. just make sure you don't play a rogue expecting it to be a fighter or a paladin.
you want a fighter or paladin then play that class. you want a trap smith skill monkey that has some oomph in combat without spells, play a rogue.
its held in a ahnd, so you could only get it with one attack.
moms, dragon and tiger style can be a very brutal combo when you factor in polymorph effects like turning into a huge sized giant for your unarmed strikes.
dragon style + tiger claws + tiger pounce can get nasty quick. 4x strength and 2 attacks as a full round action.
STR Ranger wrote:
i agree with this post 100%, my one thing i would like to add is that if your gm chooses to, that bonus becomes a massive penalty. having an intelligent blade can be a hindrance.
For people planning to grapple Incendius do you have a plan for when he ceases flying and plummets into the 100' deep pit of lava in his lair taking you with him? Also as yet you cannot actually see him due to the smoke and the combination of Mind Blank and Greater Invisibility.
yes boots of the cat(minimum fall damage), and fire resistance + true sight goggles. all things i have on my tetori that i play. ive done this to 4 dragons now. my character developed counter strategies for every color of dragon. water dragons are the worst, red is pretty easy to kill.
my gm stopped using them against me lol.
ok in homes games, omg wtfbbqsauce broken. 4 fireballs that deal 120 points each in acid damage at 13th level, then cast 35 more at 2 per round.
in PFS still very powerful because of the ability to spam fireballs, or what ever evocation spell they choose to use, all day and cast healing/buff spells. not the most broken class for PFS by far, but still pretty dang annoying for a gm and other players at the table.
oracle (flame)/sorcerer(cross blooded) aasimar can PrC at 4th level. and man oh man can they blast, while still being a powerful group buffer.
im glad you found that, i never knew it was a true rule. i know in 3.5 it was always the worst result for the player a s a rule.
Jon Otaguro 428 wrote:
Shouldn't you round up to 2 points?
But extra fireballs are nice but having a near endless supply of spell based debuffs and save or die utility out weights improved spell recall by a wide, wide margin.
I think my tetori capped at 50 cmb + true strike, and a 61 cmb that good enough for you?
Edit* actually I think it was 71 cmd
I'd say the major flaw in the plan is expecting to pin the dragon in a single round and hold him there for many rounds to follow. Tetori might be able to get Abundant Step back by level 20 via Qingong Monk. I don't know, I have no idea how many other bucketloads of class features Tetori sacrifices; it's a horrible archetype for an already horrible class so I don't pay much attention to it.
I'm happy for your ignorance, but yeah stop talking until you know what you're talking about lol
its called thunder and fang, it only works with an earth breaker though. and it doesn't really let you wield a larger sized weapon in one hand, but lets you wield a medium 2 handed weapon as if it were a 1 handed, pretty much to the same effect.
with impact you can make your one handed weapon hit for 3d6 base.