|
|
|
|
|
Wasum's page
713 posts. No reviews. No lists. No wishlists.
|
Why finesse?
Get an improved familiar. Lyrakin rocks.
Your invulnerable rager is actually pretty vulnerable. Just make a synthesist or master summoner. Or Zen Archer. or Heavens-Oracle. Or Tetori-Monk. Or maybe a DD-build. Alchemist-Pouncer? Even a druid could be really powerful. But that barbarian does not seem to be that much of a challenge. Bad defense, bad offense. A vanilla Fighter would kill it in about two rounds.
What exactly do you want to hear?
you're the most entertaining troll on these boards these days even though its not even your intention:P
just dont focus on healing at all. Play smart. Heal after combat.
at this point - sorry - I just have to tell you: read the CRB.
Oh, yea, I do that sometimes as well. Its fun.
Haha - major fail MTCH:P
Why are you posting in chinese?
|
1 person marked this as a favorite.
|
|
Cool
|
1 person marked this as a favorite.
|
|
That sounds like you should check his build.
Magus does not do damage in the same round, magus does not have same as high CMB as the other mentioned, magus cant perform these meneuvers with a reach weapon and actually a magus can cast spells that are more powerful than just tripping a foe.
|
1 person marked this as a favorite.
|
|
Its not overpowered, everything you mentioned is pretty easy to achieve with some optimization. Further this depends on the class, build, scores and so on anyway, so just these dates are not saying that much but no its not overpowered.
Yea, but its just one. One target that falls prone. Woo - not that much of a deal. A lore warden can do this without spells and still dishes out lots of damage - and he can do it more than once per round. And even this requires more than one maneuver to be effectiv - and even then your controll is still miles behind wizards, whiches or sorcerers controlling abilities.
Then just go ahead:P
Empowering cure spells? This sounds like we're not playing the same game somehow:P
Yea, but the amount of controll you contribute is not even compareable to any other kind of tripper (like lorewarden, oracles or even monks). Especially because trip itself is only situational.
At least it was a bump.

Remember: you will not use channel energy or cure spells infight much (is at all) after a few levels as they become ineffective pretty fast. I therefore cannot recommand channel feats and the like, clerics can prevent damage a lot easier than heal it. Look at the "sacred summon" feat - its more than awesome, also consider some of the cleric archtyped. With your charisma I would take a look at evangelist. He gets bardic performances like inspire courage what is just hell of kick ass. But on the other side it makes you a more wizard like clerc (what I think is totally fine) who can buff insanely good. Add sacred summons and you will give your party a lot more than just healing. Maybe even consider augment summoning, even though its a tough investment. For more ideas - just look at those guides you already found, they give a nice overview of the options you have.
And still I have to mention that these housrules and homebrew feats sound a little weird, I hope your DM knows what he's doung there....
Its "to". Sorry, I'm German and therefore cant resist the urge to mention this. Blame it on my genes:(
Well, vital strike scout bludgeoner or TWF-Sap builds actually can do "good" damage. First one favors str-builds (and uses earthbreaker), second one favors dex.
Then there are natural weapon builds that can be decent, but they are usually not same as good as sap builds.
Without sap feats I would not play a "DPR"-focussed rogue.
Do the math and you will see. That 1) dex is same as good as strength as long as you manage to start with 2 ex more as you could have in strength and 2) your DPR wont say that you drop foes in one round.
You wont one-round any target in the game. The DPR is ok but not overwhelming.
And when focussing on dex you can dump str further than you could dump dex in a strength build, therefore you can start with higher dex what makes up for at least the +1/+1 from aomf you're missing. So you virtualy spend one feat (weapon finesse) to increase your AC, Ini and ref-save immensly. Not the worst choice.
That is not true either. And probably more viable when you focus on dex and agile AoMF
Oh noes - seriously? Play sorcerers and oracles, it actually doesnt matter at all whether you understand why wizards and cöerics are more powerful or not.
DPR god? I dont think so.
If you dont believe me, do rhe builds and the math.
the stat bonusses are not worth a dip in sorc and giving up magus progression. not at all. Just build two characters, a pure magus and a DD and compare the results.
whatever you do it will be a lot less damage. Just go for scout and TWF, hope for flanking and good melee-support.
scorpion gives +4 ini.
B0sh1 wrote: gourry187 wrote: Isn't there a magus archetype who can use range weapons with arcane pool? Might be a better option. Yes there is.
Myrmidarch Does not really work. Has been discussed a lot.
For Kensai go dex and get lots of pops. Str-Kensai is just not as good. Chilltouch until you need nova and you will do fine, you can always nova even more when neccesary. After level 12 it gets weaker though as its harder to keep up attack bonusses.
I'm just saying that this something you should have figured out before playing. I didnt mean to be rude, I'm just saying that creating low level npcs (especially with npc classes) is something that takes like 5 minutes per character, maybe even less. You dont even need the rulebooks as you just have to write down bab/save progressions and give them some kind of array. Its not much work at all and my advice is to figure out how to do that as its crucial for playing pathfinder. He needs to know whether the PCs hes playing with are built legally and what they are able to do.
Ranger6 might require some help if he does not want to read the texts of the class description, yea, but I guess when he's able to create NPCs he will manage that as well. But in that case help might be speed things up, I agree.
I just think its not worth true striking one maneuver per round. thats far less contribution than most other characters can bring to fight - like doing the same - same as good - while still doing damage.
okay, as GM you should be able to build these. Theire are only npc-classes, no special mechanisms and I jsut let you know that you REALLY should now how to do that for a lot of reasons before you start GMing.
Search boards for sap master. Profit.
Haha, you post your synthesist-build kind of everywhere, right?:P
For damage - do not dip rogue. Dip full BAB. To hit is a Magus' main problem. Why dont you want to use offensive spellcasting?
True strike is level 1 - pearls of power are so cheap, I would NOT dip diviner just to save 3k GM
Such a build is just not viable in CR appropriate combats. Its so much behind on almost everything else. Rogues will do better, single classed Magi will do better, Fighter will do better, wizards will do better - you will be an awesome skillmonkey but infight - meeh.
How is arcane trickster viable for this concept? I dont think so at all. Worse enough to dip rogue, dont weaken the character even more by that prc unless you want to be just a skillmonkey.
And you dont need ranger to gain access to EK.
I'd stick to pure Magus.
No. But your title is missleading, strength damage is something else.
I'd dip fighter, one of those archtypes mentioned. Your BAB will be pretty low otherwise and even though something like thug or even more vivisectionist would be pretty cool, I think those levels of fighter will give you more when it comes to using a whip. You need a couple of feats to really make the whip worth. If you really want to go that trip/disarm route (that I think isnt that effective as other classes can do it better while still doing a lot of damage) you could get quick dirty trick and focus on that as its a really strong maneuver that also works on all those immune to trip or disarm.
But while playable I do not think such a build is really viable. One successfull maneuver per round is just not that much contribution - there are so much better ways to pull maneuvers off.
Enforcer only works with melee weapons. And without true strike you will have a hard time pulling trips off.
Yea, but inherent and size were already mentioned before.
Ok, then just go with viking archetype.
I'd buy
18
14
15
10
12
7
to qualify for raging vitality (guess thats why you put 15 con as well).
Then, THF is probably stronger for your build. maybe you could consider fighting with a twohanded shield - this would really rock actually with that archetype.
sword and board sucks because your damage is so low noone will ever care for you. if you go TWF you can use the shieldbash-chain to deal good damage (and bullrushes) with your shield. that can be really strong - especially when you're using two shields - but seriously that looks stupid!
THFing a Shield would just be the way to go for me - that could be pretty awesome.
Viking with scimtar sounds actually pretty funny. Already considered a Rapier?:P
I'm not sure what you meant but you have to decide between THF and TWF. Sword and Bord only gets worth it if you combine it with TWF. Usually TWF is easier to pull off, does more damage and also has some other advantages, so I'd go for that, maybe using a big hammer or greataxe.
Combine Fighter (or even ranger) and Barbarian to fit the concept - guess thats the way I'd go.
You could go Ranger/mammoth rider as well, could be neat and fit the concept - riding on a giant tiger or wolf.
from an optimization view:
dump cha, increase will (12 at least) get trait that adds to will save and make con/dex 14/14.
Or just take snowball as its just a lot better than that. Only class that I see picking SG is Magus.
black and white.
scorpion (and tha little dino too) increase ini by 4.
|
|