"With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself." is the flavor for the Warder mark ability.... Goading people/things to get angry and focus on you...or just annoy/harass them isn't some magical/mind control ability. Many professional athletes/MMA fighters/even professional gamers really believe in trash talking. Its a way to put the opponent on tilt, making them make stupid mistakes that they wouldn't normally.
I was really excited about this thread until people (mostly one person) showed up to complain about a term. Why? What was the point of that? You got irritated that someone showed up looking to make a character with a particular style in mind, used a term that probably 75% of the people on this board probably understand. That term is something the reader can relate to pathfinder and find something that works to accomplish something similar. Also why get angry at people that played WoW? outside of the people that already played table tops, the MMO's probably did more to change the perception of tabletop games in a positive way. You knew what he meant and that there is effects (antagonize, Divine Prankster enrage ability) that have existed in 3.5 and pathfinder that accomplish something similar. Back to the thread: If you don't have the feats to really invest in the trip line of feats, Stand Still might be a nice addition. Preventing people from moving past you. I think Agile manuevers might be worth it in general...but if not you it wouldn't be too awful of a check with full bab and if you aren't dumping str for a finesse build.
Darksol the Painbringer wrote:
The next feat in the chain lets you deal with spells. Smash from the Air: You can use Cut from the Air against unusually
Can you block multiple missiles per round (as you have attacks of opportunity) using Cut from the air/smash from the air? The wording doesn't seem to indicate once per round like deflect arrows or missile shield. Thoughts? Cut from the Air: When a ranged attack is made against you
Imbicatus wrote:
Woops, I didn't see that line at the end of Agile weapon that doesn't allow the 1.5 dex damage. The Unchained Monk doesn't really have anything to do with the damage though, since lvl 6 sohei allows flurrying with the weapon you get a weapon group in. 3 levels of Unchained Rogue would help but don't really get anything out of it.
So right now just as a basic outline of what we are looking at, is the following using level 10. Yes, this build would probably be unfun to play for the first 3-5 levels but thankfully this wont be the case. So it gives more wiggle room. 1 Foresight Wizard/3 Cyclopian Seer Oracle/6 Sohei Monk. Dex based with an effortless lace polearm. Noteable abilities: Act in surprise round, Prescience (Foresight Wizard ability), Evasion, 3 Monk bonus feats (Dodge, Deflect arrows, combat reflexes), Flash of insight (Cyclops racial ability), Assume Fate (from the cyclopean Oracle), Flurry with a 2h weapon using 1.5 Dex to damage, Ki Pool, 1st level arcane spells and 2nd level Oracle spells, Initiative Bonus of Dex + 14 ( 4[Improved Initiative] + 2 [Reactionary triat] + 1 [Forewarned Divination school] + 3 [Devoted Guardian] + 4 [green sting scorpion familiar]) Spells of note: Truestrike, Windy Escape, Lucky Number, Traits: Fates Favored and Reactionary. of the 5 base feats that you get from odd levels 1-10... only three are accounted for so far: Weapon Finesse, piranha strike, and Improved initiative. The starting wealth really helps out, covering some of the other areas. Including Effortless lace + agile weapon, Cyclops Helm + Jingasa of the fortunate soldier combined at 1.5 price of the second item,
Azten wrote: Anything that gives dodge bonuses will also do well, because what's the point of seeing an attack coming if you can't get out of the way? For this reason Dodge and even Mobility are decent ideas. I totally agree with you. Same thing with evasion. Other feats ive looked at Improved Initiative and reactionary trait. That reacting early to danger. Deflect Arrows UnArcaneElection wrote:
I think VMC gives up too much what a 1 level dip could accomplished. So the game it will be used for is actually starting at level 13 (its picking up from a campaign we took a year break from) rather then the lower level module game i thought. The 1 level dip will give the 3+Int rolls as well as some spells: specifically windy escape that can be flavored into a more reactionary spell.
Dragonchess Player wrote:
I think Sohei or the Wizard dip might be better cause of the similar bonus + acting in surprise round Skylancer4 wrote: Witch could be used as well, but kinda in the reverse sense. I think he wants to stay more away from effecting others and more about changing his luck/abilities. though the debuff witch is always a favorite of mine. Diminutive Titan wrote:
I am hoping to rely as little on spells as possible. He and I are of the same mind that spell casting tends to take away from the general theme. Though I do like the Lvl 8 thought domain ability. BTW if no one has looked at it, the Cyclops helm. Basically gives the flash of insight ability. Combining this with the Cyclops Seer looks strong. Also I need to look into the Cryptic Psionic class.
Avoron wrote:
The cyclopes seer is really nice for two levels to get that flash of insight. At our table we play that if you roll back to back 20's, your crit multiplier increases, and 3 in a row is an auto kill. We also get a bankable free 20 (you earn them or you can save them later but there is a max of 2 per bank). Assume fate (we have a couple people at the table that it would be nice to lower their saves). The sohei covers the act in the surprise round, but that 3+Int (that the foresight wizard gets) free rolls per day are really nice. I was thinking maybe a Halfling for the luck bonuses and just being a dex based to help reduce MAD. The luck bonuses lend itself to the concept.
Imbicatus wrote: Sohei Monk can be assumed to have something similar to the diviner with their Devoted Guardian ability. They can always act in the surprise round, get +1/2 level to initiative, and always roll 20 as a capstone. Nice, I like that a lot more then the wizard dip + you would get flurry with weapons as well. I don't know about going fully down the monk path, but its definitely a stronger option. Feats: I feel improved crit and dodge both lend themselves to having that ability of giving the insight both defensively and offensively? As far as Psionics, there are the precognitive offensive, greater, defensive powers that are nice.
My friend recently approached me about trying to come up with a precognitive style character and I have hit a brick wall in making something that works beyond just a dip into Diviner. I was hoping this board can help me out and flesh out something solid. Anything official Pathfinder...doesn't need to be PFS legal. The less spell casting the better, a melee character or ranged weapon character. IF NEED BE: Dreamscarredpress Psionics is available but the more official the better. Theme: A precognitive character. So a character who has glimpses of the future that aids him in combat...helping him to evade attacks or know where to hit. Or a different take: Someone that can read the minds of his enemies and know what they are going to do in combat before they do it...similar to the 3.5 Mindspy prestige class. So far I think the Wizard Diviner school dip is one of the best dips for this, but unfortunately there is no way to get that school power other then Wizard. Maybe some Rogue levels?
Falxu wrote:
Oh Ok, See I thought you meant each individual arrow was 6d6, That is the disconnect.
Falxu wrote:
So I know I replied, but I just got around to looking at gravity bow again, and I am still not sure how you are getting 6d6 arrows. Gravity bow gets you from 1d8 to 2d6. Enlarged + Gravity Bow would be 3d6. Thanks. Sorry again.
I am leaning towards eldritch Poisoner only cause I think the actual meat of the archetype is better. Toxicant would be nice with Vivisectionist (I havent checked to see if it comboes, I just notice it keeps bombs). A lot of good poison based discoveries are there to buff up the regular stuff. Maybe combo that with the toxicant stuff to have 2 poisons on your blade as well? Guild Poisoner has some good stuff for a dip or so.
blackbloodtroll wrote:
As far as I could tell, the kineticist Fire talent is the only one that comes close. CraziFuzzy wrote:
Well Dr is also a lot easier to over come then it was in 3.5 due to overall weapon enhancement bonus. And yes like I said above, you can learn different spells and change energy in a million ways, but then you aren't playing the fire/frost caster that you set out for, nullifying the flavor. Unfortunately it's a 3rd party feat which doesn't fly in most games.
There is so much flavor in the classic Fire mage, or just a great frost mage in general in any type of fantasy story telling with lots of magic... yet it is almost impossible to play a focused element caster in Pathfinder due to the amount of monsters with immunities. Yes, you could just be an admixture wizard and just change things on the fly, but that gets old and doesn't have the same flavor to it. I snagged the following numbers from a previous thread in the forums, so I am sure they are larger at this point. 319 creatures with resistance/immunity to fire
The searing spell/piercing cold feats were a great solution to this. It was a feat tax to be able to keep playing the character you had in your head. For those that don't know what the feats were: "A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell's actual level." So why can't we have something similar to this? Even a tamer version would be welcomed.
Yeah the breath weapon bomb was my first start however the inability to add any Discoveries besides breath weapon bomb hurts it. I was looking at going a polymorph build with that. The kobold just doesn't get enough damage out of it as a replacement to pound. I like the scaly kind sub domain and it comes on line a lot sooner then others. Maybe comboed with a bad touch build it would work well.
I am toying around with a character concept that focuses or uses breath weapons/spells strongly. So far the ways I can think to accomplish getting some type of breath weapons is the following: Firebreath (Spell lvl 2)
Am I missing anything? So far the basic idea I had in mind is to use the breath weapon anytime I need to move in a round, then use full attack actions in melee. Besides the breath weapon use (Ideally more then once a day), I am open on all other aspects. What do you guys got?
Take the sniper feat from dirty tactics + stealth skill unlock that gives you no penalty to sniping. I have been seriously debating the back and forth of Rogue 3 vs Rogue 1. I know Rogue 1/Wizard/Arcane Trickster will be stronger in the long run...but Rogue talents + evasion would be nice. Couple of nice builds: I like the foresight Divination Wizard for getting to act in the surprise roung + ambuscading spell (enemies in the surprise round take penalties to saves) or the rogue talent surprise strike (treat enemies in the surprise round as flat footed...even if they have acted).
lemeres wrote:
Most of my group are military (current or former) or police. So most of us have had to sleep in kevlar/spend all day in body armor...That s~$& isn't comfortable...and its like a sweatshirt compared to medieval armor. It's one thing to wear it out on the road, in the field and another in the safety of a bedroom.
What was the tone of the campaign immediately before they were resting? Were the PC's afraid of being attacked in the inn? I've always played that sleeping in a bed means I wouldn't wear all of my adventuring equipment. The idea of wearing all that equipment 24/7, in a safe, warm bed just doesn't make sense. As far as the weapon: He had to drop it to feast on the corpse...so there is that.
Maybe belts/rings/amulets/shirt would be left on. Roll % dice for each?
Trying to come up a shield and sword(or spear) based character that's not just attack and damage. Lately I have been very big on debuff/applying conditions through abilities such as cornugan smash. Flensing strike. Or cruel weapon enhancement. Does anyone have any fun combat builds that uses a shield (large or tower) and a sword (or spear) that takes advantage of conditions/effects/ or changing the surrounding battlefield. I would prefer minimizing the amount of spell casting if possible.
Eldritch knight then into Hell Knight signifier. Play level one as a fighter, then level up as a wizard. It's nothing fancy. For a polymorher I like the alchemist a lot more. Better hit die, bab, saves, and class abilities to compliment (vivisectionist and mutagen). Transmuter really needs a change to the school powers: changing from enhancement bonus to insight or some other different bonus type.
Ravingdork wrote:
Love your characters, but I wish you would add in a section of the tactics of the character. Makes it a lot easier to figure out the goal of the build. Just an idea.
From what I read about the netharese (pretty sure that's the shade empire), one of the warlocks loved to collect monsters and beasts and put them in stasis. When you have a floating city it makes sense that there could be some pets there for the sole reason of having the ability too. Also experimentations. Maybe a medusa guard levels
As others have suggested, you may go arcane trickster However a new feat in the dirty trick toolbox(accomplished sneak attacker) allows you to gain a flat +1d6 sneak attack. Pre req: sneak attack class feature. That's it. Thus you can go rogue 1/wizard 3/ then take your first level of arcane trickster at lvl 5. Most of the skills from rogue and wizard don't overlap and pretty sure you would have most as class for the purpose of getting the bonus to skill checks + sorcerer spell progression.
what are some non standard (mercenary company, shipping, tavern) business ideas for characters in game? Some of the ideas I have already: A Loan office with steep interest rates, green house that specifically grows rare herbs and regents for Mage schools/alchemy, and a messenger pigeon between cities/towns. Need some more outside the box ideas
I was wondering if there were any ways (besides the following) to reduce an enemies' energy resistance or immunity via spells, feats, or class abilities? The only two I can think of are: Elemental Sorcerer (Elemental Blast: giving element vulnerability) and the Fire Kineticist (searing wild talent). Also acceptable: Abilities that make energy attacks act as something other then energy or ignore resistances all together? Any ideas? Thanks!
You can go combat expertise with stalwart which is a 1 for 1 trade in penalty for dr. later doubling via improved stalwart. So -4 for 8 dr that stacks with your class dr. You can also take the threatening defender trait that reduces the penalty when using combat expertise by 1. The unbreakable fighter was more of a way to get 2 for 1 in feats. But not necessary.
Do you always have a barbarian in the group? If so what type of barbarian is he? I suggest the stalwart/improved stalwart line. Maybe a dip in un breakable fighter For diehard and endurance (to pick up the pre reqs for stalwart). Personally I'm a huge fan of sleeping in medium armor as my games always have us attacked at night.
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