Vehas's page

Organized Play Member. 24 posts (28 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.


RSS


While those are probably good choices in that campaign, they won't make a ranger op. Also two of the books take place in non urban area's, and while a lot of the enemies are human it's not 90%. The majority are definitely human. But that's kind of the point of favored enemy. It's just a guy playing his class.


Reddy Tosy

Barbarian (Wild Rager)/Fighter (two handed 10)

Tiefling (Oni Spawn)

Str 22/26
Dex 12
Con 13/17
Wis 16
Cha 5

--------------
Feat listing

1. Power attack
3. Extra Rage/weapon focus (nodachi)
5. Weapon Specilization (nodachi)/furious focus
7. Desperate Battler/Extra Rage
9. Improved Critical/Critical Focus
11. Greater Weapon Focus/Iron Will
Rage Power Reckless Abandon -1 ac +1 to hit
----------
The main gimmick is allowing him to take a -2 to hit and a -4 to ac for one extra attack he can always drop that -4 when he wants to have more ac but for this he'll be using Wild Fighting
----------

+24/+20/+15/+10

1d10+29/1d10+33 respectively

His three round dpr comes out to

306.05
-------------
There was a recent errata which actually nerfed him wild rager's chance of going berserk was keyed off of charisma but now it is keyed off of con. But with his 16 wisdom and Iron will he has a +11 to Will assuming your campaign allows traits. While raging he needs to beat a 14 to not go berserk at level 12 it would be easy enough to patch this up with a +3 cloak, which makes him practical in actual play, he's already strong but with a 15% chance of failing his save.
-------------
He has 19 rounds of rage a day which is probabally enough for 3-5 encounters


I don't actually see where they get a +1 masterwork, regardless if it's something I missed that's fine I just am not finding it anywhere. He does smite evil and full attack in the first round, but litany is a swift action, and your not allowed to take two swift actions and full attack in the same turn. If the weapon is masterwork your assumptions on the hit are correct.

And thanks desolate so that means he can do that routine twice a day.


Did the math without a bite he does 249.665 over three rounds. He still needs to spend the first round activating smite evil and the second two rounds doing litany of righteousness. Divine bond is a pretty huge buff, it's a +3 weapon as a standard action. So it actually wins out over full attacking.


Vehas wrote:


No he would not. He could smite evil and full attack, and if the fights are within 12 minutes of each other he could have a divine bond up still. He still has one divine bond left.

But he would have one litany left three smites left and one divine bond left.

Unless there was someway he could prepare a second level spell in a third level slot he would not be able to do this routine again. But he could double his damage with a litany one more round that day.


No he would not. He could smite evil and full attack, and if the fights are within 12 minutes of each other he could have a divine bond up still. He still has one divine bond left.

But he would have one litany left three smites left and one divine bond left.

Unless there was someway he could prepare a second level spell in a third level slot he would not be able to do this routine again.


Ken Doll

Tiefling/Demon Spawn/Paladin

Str 22

Dex 12

Con 12

Int 8

Wis 7

Charisma 16

Feats
1. Armor of the Pit

3. Power Attack

5. Furious Focus

7. Weapon Focus (Nodachi)

9. Improved Critical (Nodachi)

11. Critical Focus (Nodachi)
-----
The Paladin is going to spend his first turn activating divine bond and smite evil making his attacks on the second and third turn

+25/+16/+11 I am going to assume the monster is evil but not an evil outsider
1d10+36 for damage on each swing

He also has a bite for +12 1d6+19

During the second turn as a swift action he activates litany of righteousness doubling all damage done, he does this again for the second turn. He could litany of righteousness on all three rounds, but he would lose smite evil and divine bond.

So his first round dpr is 0
His second round dpr is going to be 151.6
His third round dpr is going to be the same 151.6

So over three rounds his dpr is 303.2
And his average per round is 101

I don't think the Paladin actually fills the criteria for Martial but I do think the comparison should be made.

He also has a bite for +12 1d6+19 that would bump his dpr on that nova to 323.3


TarkXT wrote:

The most damaging martial is likely a challenging order of the sword beast rider cavalier mounted on the strongest mount he can get.

Let's see at level 12. We can assume a +2 weapon, a belt of thunderous charging, and vambraces of the tactician.

As about feats? We'll go human for simplicity's sake.

1 Mounted Combat
1 Ride By Attack
T1 Paired Opportunists
3 Spirited Charge
5 Power Attack
6 Furious Focus
7 Combat Reflexes
9 Trick Riding
9B Skill Focus (Ride)
9T Outflank
11 Improved Bullrush
12 Greater Bullrush

7 Str + 8 Str(AC) + 16 challenge +2 weapon + 12 power attack + 2d6 (7 damage) weapon = 52 x 3 = 156 Damage on the first charge

And.

+5 Str + 2 Weapon + 5 Banner bonus (bonuses from favored class) + 4 Charge + 12 BaB + 5 Challenge = +33 (furious focus negates penalty)

Crit threat on a 19-20/x2

CMB on bullrushes while charging +5 Str + 12 BAB +5 Challenge +4 Charge +5 Banner +4 Feats = 35 CMB

Bull rushing is important in this case since a target bull rushed a mere 5ft. will provoke an AoO from myself and the T-Rex I'm riding.

So, do we have target CMD's for our creature?

No magic items so no +2 weapon no belt and no vambraces. Unless I missed something.


Manimal wrote:
Vehas wrote:

They wouldn't be surprisingly overpowered. Maybe have an extra point of ac here or there or an obscure spell like ability. Generally the biggest thing about those two races is that they are not humanoid so they are immune to the -person- line of spells like hold person and charm person. They also would take double smite damage from smite good or smite evil. Beyond that as long as it's not a custom race it's not going to blow up the campaign.

http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar

Above is the link to the pfsrd on aasimar's you can read all about their abilities there. The thing that stands out most is the low level elemental resistances. Your player will probably go for angel blooded aasimar, which will give them a minute of +2 to strength a day.

It's a bent race, probably one of the strongest races allowed to pc's. But it isn't going to make him stronger then everyone else by a large margin. To compensate I would at least allow the other players the options to use alternate racial traits listed on the SRD.

They won't take the double damage from Smite, as both are Native subtype, not Good nor Evil subtype.

My mistake.


Generally the same advice as the rest. 16 Dex and mage armor gets you 17 ac. Buckler Cheese gets you 18. Having an 18 or even a 20 charisma gets you 2 points of AC higher a spell level behind and divine spells you might not want.

If you honestly really want the Charisma to AC I'd just wait until after you pick up fireball then do the level dip. If your going for a moon mystic I'd stick oracle to get the pet, and all the other revelations. Blackened will mess with scorching ray. So maybe grab another curse or just avoid rays.


The AP's are written for four players. The best thing he can do is add one or two monsters an encounter. Gauge how badly the party is mowing through things and adjust from there. I see the group has a really stable frontline. I would probably suggest he avoid having his enemies swarm the paladin. The AC and the self healing make him not worth their time. The monsters in the old version of Rise of the Runelords are from 3.5 so he might want to spring for the anniversary edition it buffs a notable amount of the creatures you fight.

It looks like the party has alot of AC but a few creatures with devastating spells that target the parties NAD's would work fine.


Why is Lunar Oracle something you want then? Is it the AC bonus that your worried about? Because it doesn't bring much to your blasting.


Closest to her would probabally be a Broodmaster Summoner. If you want only one dragon, just go vanilla summoner.


They wouldn't be surprisingly overpowered. Maybe have an extra point of ac here or there or an obscure spell like ability. Generally the biggest thing about those two races is that they are not humanoid so they are immune to the -person- line of spells like hold person and charm person. They also would take double smite damage from smite good or smite evil. Beyond that as long as it's not a custom race it's not going to blow up the campaign.

http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar

Above is the link to the pfsrd on aasimar's you can read all about their abilities there. The thing that stands out most is the low level elemental resistances. Your player will probably go for angel blooded aasimar, which will give them a minute of +2 to strength a day.

It's a bent race, probably one of the strongest races allowed to pc's. But it isn't going to make him stronger then everyone else by a large margin. To compensate I would at least allow the other players the options to use alternate racial traits listed on the SRD.


My example was pretty hypothetical. What I'm asking is, is the general consensus that spell specialization would stack with intensify spell?


Intensified Spell (Metamagic)
Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)
-------------------------------------
Spell Specialization
Select one spell. You cast that spell with greater than normal power.

Prerequisites: Int 13, Spell Focus.

Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
------------------------------------

I just wanted to post the components above so it's easier for everyone to see what I'm talking about. So my question is do those two abilities stack as in, would a fourth level wizard with spell specilization and intensified spell do 6d4 damage on a burning hands?


You can use your charisma for the prequisite for combat expertise

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler
gains the benefits of the Weapon Finesse feat with light
or one-handed piercing melee weapons, and she can
use her Charisma score in place of Intelligence as a
prerequisite for Combat Expertise. This ability counts as
having the Weapon Finesse feat for purposes of meeting
feat prerequisites.


You might still be able to mix the pistolero and mysterious stranger archetypes if your able to find some way to eliminate misfire a double barreled pistol would work. (A wondrous item can do it). you do want rapid reload and clustered shots. Buckler in your offhand enchanted so you can still get your ac bonus and reload.


I would love to play in this campaign, working on a concept for a gunslinger, right now.


Hey just dotting for interest. I'm planning on playing a orcish champion of Gruumsh if we have Drizzt I would squeel like a little girl if I could play Obould, or any of his lineage.


Voice of the Voiceless

Spoiler:

Hey thanks for responding so quick!
For your first point, she would seek to use the power she was given, simply because it is the only power she has, and it is potent. If something is cornered it's going to fight with every tool at it's disposal.

For the second question, it would really depend on the adventure path, she's more inclined to not summon the -witch- suit as you put it, in civilized area's or places where word of it could spread. She also by nature would try to avoid using the eidolon whenever possible, especially when she can summon a creature to do her fighting for her. So during political events and open road travel she'd avoid using the suit. But if she's in a dungeon she would be using both tools as best she could. Depending on the nature of the campaign this would probably be something of a 90/10 to a 70/30 of her time spent in human form to her time spent wearing her -suit-

I choose my words poorly. The proper term I would use for that trait is amicable, she's friendly and eager to meet and understand others. But she does not have a tender heart. Nor does she fell much sympathy for those she would fight.

Amicable/Curious
A person placed in exile is eager for companionship. While no stranger to being alone the months of solitude are gnawing at her, she's more than willing to listen to and speak with strangers. Caring to learn more about those in her company.

Now the question is who would I blend that with her powers? She believes only in conjuring forth what is necessary for a situation, but is unrepentant when she commits to an action. So she will avoid summoning obvious attention bringers such as an undead or donning her armor, until she is certain that those who witness the acts will keep silent, or be made silent.


Ok this is my first time posting for this, working on updating the post as I finish writing what I need to. The character concept is a synthesist summoner. I was really struggling to find a theme the others that applied hadn't quite touched. After looking up Hrolf Kraki particularly his sister Skuld. I thought it would be cool to bring forth a character that was fueled by darker magic, particularly her summoing of beasts, and undead.
Background

Spoiler:
:

Joanna was born the daughter of a hag of the Grungir Forest and an unfortunate merchant traveling into Kalsgard. The man never survived the night he was to lay with the hag, but this was a mercy for him, to live as an object of a hags affections and is not a kind fate. The daughter wasn't to be born a midst the forest. As was tradition she would be left at the door of a stranger to be raised until she was ready to return to her mother.

Joanna was a gift, a crying screaming barely clothed gift but a gift nonetheless. Left upon the door of Jarvastala former adventurer now turned barkeep a man who had recently lost the love of his life. She was raised to be the daughter the man never had. For so many years she lived the semblance of a normal life. When questioned upon whom she was her -father- would laugh and jokingly say she was his daughter from a forgotten conquest. But yet she stood out with her small frame pale skin, and discolored eyes many in the village believe her to be cursed. Jarvastala (while a man of action in his prime) was not one to have his daughter be cast as a villain. He did his best to help her get past the stigma of the town encouraging her to be someone who wasn't afraid of the opinions of others. She never was truly accepted into the town but she did all in her power to fit in.

This changed when she reached the edge of her puberty, she received the -calling- as all changelings do. Her mother had prepared a special ritual for her newest child. The hag needed a tool to add to her growing coven, a weapon to wield against her rivals. Her daughter was the perfect candidate. She would give her daughter a portion of her power and prowess enough to make her a fearsome warrior but at the same time strip away her intellect and freedom of thought.

Joanna was already subject to the calling she had questions that needed to be answered.
When Joanna stumbled into her mothers camp she was nothing but a thrall. Everything was in order, however. Jarvastalar had followed his daughter into the depths of the Grungir and came upon the hag as she conducting her ritual.

Jarvastala was a warrior in his prime but now he was nothing but a shadow of his former glory. He charged into battle nonetheless he had lost his wife and he had no intention of losing his only kin. He fought against the hag amidst the ritual his sword and steel clashing with her fang and claw. The hag was weakened but not without tools to cut the man down, as she lunged forward to slit the man's throat he brought his blade to bare shoving the sword deep into her gut.

The hag was the victor but her wounds were too severe she would need time to heal. Witnessing her Jarvastalar's death freed Joanna of the calling. The ritual had worn it’s course. The residual magic lingered around Joanna a blood red outline of the hag she had not become. In fury she crushed the weakened hag with her own magic.

Joanna returned to the village only briefly, to gather her essentials and leave never to return. Believing herself guilty of her fathers death she now roams from town to town seeking some meaning in her life.:

Touch of corruption

Spoiler:
Joanna goes to great lengths to keep herself out of notice. She lingers along trade caravans, and skirts the edges of civilization. Trying to never stay in the same place for too long. She keeps her hands covered at all times, to avoid giving away any hints of her heritage. She also avoids eye contact with others if possible. If she suspects her heritage may be given away she’ll spend the better part of a day covering her flesh in dirt and muck to hide her pale skin. :

To be more powerful

Spoiler:
: Joanna is an introvert at heart, but she’s not afraid to speak her mind about something. This might come off as some quiet strength, or lack of fear. But, in reality she’s a very scared and confused individual with no true direction.:

To further hone your strength

Spoiler:
Positive Traits:
Level Headed
Losing her father has given Joanna some perspective on life and she actively seeks to do him right even in his death. She never goes out of her way to wrong someone unless they actively seek to wrong her.

Compassionate
A person placed in exile is eager for companionship. While she is a lone traveler she does seek to learn more about others and understand what motivates them.

Negative Traits:

Warped Perspective:
She’s far to wrapped up in her own problems to realize there are others that would seek to take advantage of her. She’s gullible and over trusting especially of warrior types. (They remind her of Jarvastala)

New to Violence: She was not a career warrior or in any way of strong stock before her transformation, even now unable to make tough decisions of her own accord.

To gain belongings:

Spoiler:
Joanna has the body of a lithe women standing a few inches taller than most but being far too thin for a normal person. Her hair is a dulled sandy blond that could pass off as grey in the right light, and her eyes are both red and yellow. She dresses in simple clothing preferring to keep a low profile whenever possible. When her eidolon is summoned it takes on the form of a translucent bloody skeleton that floats about her.

To have skills born from experience:

Spoiler:

Warded against Witchery- Her mother’s dark magic flows through her veins. The ritual to grant her the form of a hag left her with some residual resistance to such magics.

Reactionary- She lived her childhood always expecting to be blamed for the misfortunes of others. This has kept her on edge throughout her adult life.

To be richer still:

Spoiler:
Joanna carries her father's blade with her at almost all times. She obtained the blade after pulling from the remains of her mother.The longsword itself is a chipped blade with a wooden hilt. She cannot wield the weapon but it's a firm reminder of the mistakes she made.


Hi, just a quick overview. I'm playing in a skulls and shackles adventure path we just finished the final encounter of the first book. This bumped us up two levels which was nice. The downside was a party member died during the final fight, leaving my orc fighter as the only front line warrior. I'm not particularly used to pathfinder but I played alot of 4e and my knee jerk reaction to being the only melle target is to shore up my offenses so I'm the most tempting target. To do that I was debating dipping into barbarian. I'm a Two-Handed fighter so this seemed to have alot of synergy. But I can't decide if the barbarian thing should be a one level dip or if I should keep on going down that path. The barbarian rage powers are very nice but the issue is I'm already two levels into fighter some part of me thinks using the extra feats for additional rage rounds per day, and getting some duelists gloves to stack with my furious weapon would keep my damage relevant.

Currently the party consists of five level four members
A bard (disruptive spellcasting and singing)
An alchemist (Vanilla but I think he's going to specialize in bombs)
A sea witch (From what I understand she'll be buffing and hitting with save or sucks)
A musketeer gunslinger (amazing damage in about a level)
And me Fighter 3 Barbarian 1

My stat blocks included thanks for giving this the once over.
Unnamed Hero
Male Orc Barbarian 1 Fighter (Two-Handed Fighter) 3
CN Medium Humanoid (orc)
Init +2; Senses darkvision; Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 42 (1d12+3d10+12)
Fort +8, Ref +3, Will +1
Defensive Abilities ferocity
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +9 (1d4+5/19-20/x2) and
Masterwork Falchion +11 (2d4+7/18-20/x2)
Ranged Shortbow, Comp. (Str +0) +6 (1d6/x3)
Special Attacks overhand chop, rage (7 rounds/day), shattering strike +1
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +9 (+10 Sundering); CMD 21 (22 vs. Sunder)
Feats Cleave, Furious Focus, Power Attack -2/+4, Weapon Focus (Falchion)
Traits Buccaneer's Blood
Skills Acrobatics -2, Climb +9, Escape Artist -2, Fly -2, Intimidate +7, Perception +4, Profession (sailor)
+7, Ride -2, Stealth -2, Swim +5
Languages Common, Orc
SQ fast movement +10
Other Gear Agile breastplate, Armored coat, Dagger, Masterwork Falchion, Shortbow, Comp. (Str +0),
Weapon cord, 152 PP, 2 GP, 9 SP
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
turn.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Weapon cord Attached weapon can be recovered as a swift action.


Is this still an open recruitment?