Gortle wrote:
Gortle, are you sure you can use the item bonus from handwraps while wildshaped? Polymorph seems to exclude item bonuses... Xykal
Rashagar wrote:
I'm playing something similar right now, but I'm using the Goliath Druid archetype and mostly focusing on melee despite being a decent caster. It's a pretty potent combo... And just for fun I'm also using the magus variant multi-class for arcane pool fun and spellstrike. You lose a bunch of feats, but as long as you focus on shapeshifting hunter and power attack you'll do just fine. And I recommend heavy armor proficiency plus dragonscale plate.
gustavo iglesias wrote:
Craft Wondrous is something I was considering. I may drop Favored Enemy Spellcasting altogether, but I'm going to stick with Giant-Bane Hunter. Even a mediocre Wisdom will have decent DCs with that feat. I was considering heavy armor as well. You mention a dragonhide breastplate, but you do know that it's medium armor, right? I actually took the Rich Parents trait so that I could start with a dragonhide breastplate. Seemed important enough to use a trait on it... And my stat line is in the original post. Thanks for the response.
John Spalding wrote:
Raging Vitality? Do you qualify for that based on the domain you chose? Even so, is it really worthwhile? Planar Wild Shape? Are you going to spend much time in animal form? Personally I plan on having my Goliath Druid spend most of his time in Giant form. It's the reason I took the archetype after all. And you may want to check with your GM about Steel Soul. You'll be wildshaped most combats, and I believe you lose the Hardy racial ability whilst wildshaped.
Hi! I'm planning on playing a dwarven goliath druid for Giantslayer and I could use a little advice regarding my build. The plan is to take a level of ranger at lvl 2 and then the "shapeshifting hunter" feat at level 5 for all kinds of Favored Enemy goodness. By level 7 or so I envision fighting wildshaped as a large giant. The question I have is primarily in regards to the "Favored Enemy Spellcasting" feat from the Advanced Class Guide. I was planning on taking it at level 1, but I'm beginning to wonder how much bang for my buck I'll get out of it. Here's the concept: Dwarf Druid (Goliath) 19 / Ranger 1
1 - Drd 1 - Favored Enemy Spellcasting (giants)
And so on. I'll be using an Animal Companion spinosaurus, by the way. And I'll probably be using a nodachi. Does Favored Enemy Spellcasting seem worthwhile? Thanks a bunch, Xykal
Deacon Wulf wrote: Karnath's Hand: This CC is led by the Dread Necromancer, a viscount in House Karnath, and its members are referred to as Acolytes. This CC is responsible for the utilization and research of necromancy for the betterment of Golgotha and her citizens. I've entered my application at paxgaming.com. If accepted, I'd be very interested in joining Karnath's Hand. Has someone taken up the role of "Dread Necromancer" yet? I'd love to chat with him/her sometime. Regards, Xykal
McTaff wrote:
Just don't forget about the cover rules...
Not sure if this is up your alley, but there's an interesting synergy between the Heirophant mythic ability "Channel Shockwave" and an Aasimar (Angelkin) Oracle of Life. You use the Aasimar Oracle's favored class ability to supercharge his channel energy and then wield a high crit weapon so you can crit more often and boost your damage numbers through the roof. I recommend 1 level of fighter at level 1 for heavy armor proficiency, martial weapon proficiency, and the bonus feat. Then use full plate, a heavy shield, and a scimitar (or cutlass). You'll be tanky and dealing significant damage if you buff yourself with Divine Favor, etc. And don't forget the Fate's Fortuned trait to increase your luck bonuses... Your stats would probably be: STR 20
You're not really an offensive caster, but you'll still have 9 levels of spellcasting and you'll be heck of a buffer...
Merck wrote:
Love this idea. I was really hoping the shaman would cast spontaneously from the druid spell list to begin with. Add in some shapeshifting but no animal companion, and Christmas comes early for me. =)
I'd recommend you not focus on negative energy channeling. It might seem ok early on, but it doesn't scale well. Mid to high levels the dmg / healing output is very underwhelming and you'll regret the feats you spent. ymmv, of course. Using your channels to "command undead" and to heal up your undead in between battles will be your best use for them. The good news is doing so frees up some feats to use for other purposes. Because you'll need a decent CHA (14ish), you probably won't be able to have a high wis, too. That's what makes the cleric a bit challenging as a necromancer. By the way, both the oracle (bones or juju) and the witch (gravewalker arch. or plague patron) offer you a class that is single attribute dependent for both "commanding undead" and casting spells. I'd say both of those classes have better optimization potential for a necromancer, but optimization isn't everything so make sure you go with the choice that you will enjoy playing the most. Xykal
Instead of going the martial route which, in my opinion, is a bit sub-optimal for the evangelist, have you considered just going heavy spells or summoning? Summoning + evangelist has a lot of synergy... Consider the Leadership sub-domain for even more synergy. There's no limit to the number of times you can use that 1st lvl power per day...
blackbloodtroll wrote:
+1 And if you go Aasimar and use their Oracle favored class ability on your channel revelation, you will channel as a cleric 1.5 times your Oracle level. At 20th level, you would channel as a 30th level cleric...
I've come up with a system that is working well and isn't very time intensive... but it does require an iPad and the Battle Map app ($30). Here are the steps: 1 - Copy the map (in Acrobat, use Edit -> "take a snapshot"
As the player's move into a new area, simply take the iPad back, switch to GM mode, erase the tiles that are covering that portion of your map, switch back to player mode, keep going. It sounds like a lot, but it goes really quick once you've done it a few times. And you don't have to draw anything...
I've come up with a system that is working well and isn't very time intensive... but it does require an iPad and the Battle Map app ($30). Here are the steps: 1 - Copy the map (in Acrobat, use Edit -> "take a snapshot"
As the player's move into a new area, simply take the iPad back, switch to GM mode, erase the tiles that are covering that portion of your map, switch back to player mode, keep going. It sounds like a lot, but it goes really quick once you've done it a few times. And you don't have to draw anything...
So I'm going to run an AP for three friends of mine and my choices are: Rise of the Runelords
Which of these would you recommend and why? Btw, most or all of us have some experience with the other Paizo AP's, so these are the only other ones that are options... although I suppose there might be a 3rd party AP out there that I'm unaware of. Thanks a bunch... X
Out of curiosity, did you consider choosing to have Lermos receive inflict spells for free instead of cure spells for free? Seems like the mass versions of the inflict spells would be great to both heal your undead and harm your enemies. And of course it synergizes well with Bleeding Wounds. I assume that instead you were going to take those spells as spells known, but I'm just curious. Cheers, Xykal
Sianabi wrote:
I'm a big fan of both classes and I believe both classes will work with only 2 players. The question is do you want to be: A) a full caster that can wear medium armor, buff, play a role in melee combat, and potentially summon some monsters here and there or B) Cast much less but summon lots of critters, have an eidolon that will range somewhere between skill monkey (master summoner) or melee monster (normal summoner), and buff Keep in mind that the summoner will have quite a bit in the way of record keeping / admin. You'll have to keep track of what you can summon, what you have summoned, you, your eidolon, initiative, attacks... so on and so forth. Personally I love that stuff, but ymmv. =) Xykal
A great way to think about this is do you want to be either: A) A damage dealer with some buffing options (Alchemist) or B) Extremely versatile with potentially very different roles (damage, crowd control, buffing, summoning, etc.) from one day to the next (Wizard) Another thing someone told me was to think of the Alchemist not as a replacement for a wizard but as a replacement for a rogue. I currently have a 9th lvl bomb based Alchemist and I can tell you that he is NOT a replacement for a wizard. =) Xykal
Tywyll wrote:
Samsaran is cool, but I'd recommend you either stick with Human or take a hard look at Half-Elf (still gets bonus spells like human but also opens up access to Paragon Surge). Samsaran bonuses and penalties to attributes are just all in the wrong places for Oracle. And Paragon Surge adds a tremendous amount of flexibility. Eldritch Heritage also adds flexibility to the Oracle. And it's extra cool in conjunction with Paragon Surge. At the very least, take a look at the Arcane bloodline. At lvl 3 you can add either a familiar or a bonded item. If you take a familiar, the options for an Improved Familiar at lvl 7 are really nice. At lvl 11 by either taking the Improved Eldritch Heritage feat or simply casting Paragon Surge, you gain access to Wiz/Sorc spells... I'm also a newly converted huge fan of the Dual Curse Oracle. For curses, I personally chose the Tongues curse to not progress and the Haunted Curse to progress. It's working well so far. Adding Ill Omen to your spell list is game changing. And as an Oracle, you can sit back and spam it if you like. Misfortune and Fortune are icing on the cake. By the way, Misfortune is named poorly... you can use it on anyone once per day. You can use it on your party members to assist as easily as you can use it on bad guys to hinder. Love the Oracle. =) Have fun! Xykal
Zolthux wrote: Also, Half Elf Oracle Necromancer can use paragon surge to cast ANY undead-making spell without having to worry bout pesky things like having it on his spell list That is a great point and a great tactic. You won't use any of those spells in combat anyway, so that's a great way to do it.
Coridan wrote: Wasnt the juju oracle the go-to for non-evil necromancers? This. Half-elf JuJu Oracle is the way to go. Less MAD than a cleric, your Command Undead will be strong with your high Charisma, you'll have a ton more Undead with Lvl times 6 instead of lvl times 4 in undead Hit Dice. Your high Charisma will also make Eldritch Heritage easy to qualify for. Animate Dead, Lesser is a lvl 2 spell so you won't reliably be able to create undead till then. Take your revelation that gives you Command Undead at lvl 1, however, and you make be able to take control of a non-intelligent undead sooner.
I would suggest considering Dual Curse Oracle and switching your curses to Haunted and Tongues. Choose Tongues to not progress and make sure your allies spend 1 skill point on linguistics and choose the language you will speak in combat. Dual Curse Oracle gives you 2 more revelations and also gives you Misfortune and Fortune... 2 great revelations. Get Misfortune as early as possible and use it on enemies, allies, and yourself 1 time per day. The name is a bit misleading because it allows you to force any creature within 30 feet reroll once per day. No save and no spell resistance. Fortune is probably better later on to give yourself multiple rerolls. Dual Curse also adds Ill Omen to your spells known at level 2. Between Ill Omen and Misfortune you'll feel a bit like a witch. And you'll have plenty to do in and out of combat. Lame is tough if you're going to be in melee. For Eldritch Heritage, it's hard to go wrong with arcane...
Fredrik wrote:
Holy crap... how did I not know that Inspire Courage doesn't affect undead. Thanks for pointing that out! And the onyx is for later. Just trying to spend all the starting cash. By the way, Animate Dead, Lesser is only a 2nd level spell. Thanks again...
Fredrik wrote:
Yeah, herolab has an error in that it doesn't eliminate skill focus when you choose water child. That's why it's "blank"... ie, I didn't choose a specific skill. And yes... I'm super skill rank challenged. =) Things will get better with levels, though. Thanks for the response and feedback.
Sorry for the delay! A couple of things have changed. The player who was going to play the Master Summoner had a work schedule change and will no longer be able to join us. So that leaves the Shark Shaman druid and myself, but we got a stat buff to compensate a bit. We also had a 2 week delay in getting started. With a decrease to the party size, I made a few changes to my priorities. So the new build is Cleric (Evangelist) 1 / Gunslinger (Gun Tank) 1 / Cleric (Evangelist) 18. The 1 level of Gun Tank gives medium and heavy armor proficiencies, shield proficiency, martial weapon proficiency, complements my class skills nicely, provides a gun for flavor, and the Gun Tank replacement deed (essentially) gives me light fortification 4 times a day. Evangelist eliminates medium armor prof, heavy armor prof, and shields (compensated by the 1 lvl dip in Gun Tank), eliminates 1 domain (I'm leaning towards keeping the Deception domain and eliminating the Tactics domain), reduces Channel Energy effectiveness (which I decided wasn't really worth heavily focusing on as an "in combat" ability anyway), but gives you some bardic performances to include inspire courage. Inspire courage plus undead "friends" plus a summon or two from the druid plus some help from our pirate crew mates seems like a whole lot of win. Here's the hero lab output for anyone interested: Rhannoc Valindara: Rhannoc Valindara (evangelist)
Male Half-Elf Cleric (Evangelist) 1 NN Medium Humanoid (elf, human) Init +3; Senses Low-Light Vision; Perception +6 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 10 (1d8+2) Fort +4, Ref +1, Will +6 Immune sleep; Resist Elven Immunities -------------------- Offense -------------------- Speed 30 ft. Melee Cutlass +3 (1d6+3/18-20/x2) and Dagger +3 (1d4+3/19-20/x2) Special Attacks Sermonic Performance (standard action) (6 rounds/d, Sermonic Performance: Counterspell, Sermonic Performance: Fascinate (DC 12), Sermonic Performance: Inspire Courage +1 Cleric (Evangelist) Spells Prepared (CL 1, 3 melee touch, 1 ranged touch): 1 (2/day) Bless, Magic Weapon (DC 15), Cure Light Wounds (DC 15) 0 (at will) Detect Magic, Guidance, Light -------------------- Statistics -------------------- Str 16, Dex 12, Con 14, Int 8, Wis 18, Cha 14 Base Atk +0; CMB +3; CMD 14 Feats Command Undead (DC 13), Skill Focus (-Choose-) (Adaptability) Traits Reactionary, Sacred Conduit, Touched by the Sea Skills Acrobatics -1, Climb +1, Diplomacy +6, Escape Artist -1, Fly -1, Perception +6, Profession (sailor) +8, Ride -1, Stealth +3, Swim +10 Modifiers Water Child Languages Common, Elven SQ Aura, Cleric (Evangelist) Domain: Deception, Elf Blood, Public Speaker (-3 DC to hear), Spontaneous Casting, Sudden Shift (7/day) Combat Gear Cutlass, Dagger, Lamellar, leather; Other Gear Backpack, Masterwork (2 @ 5 lbs), Nautical Chart, Oil (1-pint flask) (2), Onyx Gem (25 GP) x2, Rations, trail (per day) (2), Swim fins, Waterskin -------------------- Special Abilities -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric (Evangelist) Domain: Deception Associated Domain: Trickery Bluff, Disguise, and Stealth are class skills.
Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
blackbloodtroll wrote:
Thank you and I'm sure this is the more optimized route. And, frankly, the normal route I would take. Having a STR based CHA is simply something I want to try out. I never play the big strong character with the high armor ratings. =) Now consecrated weapons is something I wasn't familiar with. I'll have to give this some more thought as either a replacement of Channel Smite or as an interesting addition to Channel Smite. Thanks!
Malag wrote:
Thank you for the suggestions. I'm not a huge fan of having my primary casting stat at 14 (trust me, this is a departure for me). But CHA also governs channels per day and the DC of my channels. Ultimately this character is a fighter who channels and can cast spells versus a spellcaster who can fight a little, so I think I'll stick with the 16 CHA.
Fredrik wrote:
I'll consider this. My thought was that Channel Smite would be reserved for the BBEG. On non-BBEG fights the choice between making an attack and channeling should be pretty straightforward. Against the BBEG, I think I'll really want to have the option to attack and channel. Also, I'm not sure that Versatile Channeler will be super helpful if I only have 6 channels per day and I'm planning on using those offensively. Fredrik wrote: Also, if you go with a gunslinger splash, then the buccaneer archetype is very flavorful, as well as counting grit off of Cha instead of Wis. I've considered this as well (although not the Buccaneer because it's human only) but ultimately it seems like I won't be investing any feats in ranged combat which makes Gunslinger less attractive. Again, I really appreciate the comments. I love the feedback! Xykal
Fredrik wrote:
Very useful and detailed. Thank you. Command Undead is definitely what I meant at 7. The merman actually has a 20' base move (strong tail alternate racial ability plus the fleet feat at 1st lvl). I was leaning towards number 4 mostly because there are (numerically) more benefits plus I like the thought of the character having a pistol for brandishing and generally looking piraty... piratish... piratesque? Anyway... you're right, though. Mounted combat probably won't see much use. And maybe I'm giving too much credit to dazzling display's usefulness. On top of that, the character will have lots of options in combat so I'm not sure how often dazzling display would come into effect. I will continue to evaluate and hopefully I'll get a bit more feedback from some other folks, too. I really appreciate your well-written and thorough response. =) Xykal
redward wrote: Have you considered Inquisitor? Decent crossover with a Cleric, and there's a feat that lets you count your Inquisitor levels for channeling to do harm. It's an interesting idea. The 3/4 BAB bonus and no martial weapons (I see the character wielding a falchion at some point) are definitely cons, however. I appreciate the suggestion, though. =)
So we're starting a new campaign with 3 players. One player will be a melee focused Shark Shaman and the third player is playing a Merfolk Master Summoner. My character will be a half elf cleric of Besmara with the "water child" alternate racial ability. That being said, we have 25 points to work with (a bonus from the GM because there are only 3 of us) and I'm going with a battle cleric + negative energy channeling build. A decent CHA is typically tough to pull off on a battle cleric, but the 25 point build helps a ton. STR 16
Domains: Tactics, Deception Traits: Armor Expert, Sacred Conduit Feats: 1 - Selective Channel
At first level I'm going Cutlass (GM fiat to allow as replacement for Besmara's normal favored weapon, the rapier) and buckler. This plus leather lamellar brings my ac to a fairly respectable 17. I'm considering splashing another class to add flavor and utility and would like feedback on my options below: 1 - Freebooter Ranger (1 level) for skills, martial weapons, and Freebooter's Bane 2 - Fighter (1-2 levels) for martial weapons and 2 feats 3 - Corsair Fighter (2 levels) for martial weapons, 1 feat + free cleave w/o an AC penalty 4 - Musketeer/Emissary/Order of the Cockatrice Cavalier (2 levels) for a pistol (thematically nifty), martial weapons, mounted combat, medium armor w/o decreasing land speed, and Dazzling Display for free (you also don't need a weapon in hand and you get an additional +2 to attack rolls when attacking a demoralized foe) Critique / comments / advice on the build and the splash options are greatly appreciated. Thanks! Xykal
So we're starting a new campaign with 3 players. One player will be a melee focused Shark Shaman and the third player is playing a Merfolk Master Summoner. I gave him a little bit of a hard time regarding his speed, but after much consideration I think I'm going to (if you can't beat 'em) "join 'em" and play a Merfolk Cleric. Both of us will have the "strong tail" alternate trait so we'll have a 15' move. I understand this will be problematic tactically. That being said, we have 25 points to work with (a bonus from the GM because there are only 3 of us) and I'm going with a fighter + negative energy channeling build. A decent CHA is typically tough to pull off on a battle cleric, but between the 25 points and the Merfolk ability bonuses, I came up with this for stat points: STR 16
Domains: Tactics, Deception Traits: Armor Expert, Sacred Conduit Feats: 1 - Selective Channel
At first level I'm going Cutlass (GM fiat to allow as replacement for Besmara's normal favored weapon, the rapier) and buckler. This plus leather lamellar brings my ac to a fairly respectable 19. I'm considering splashing another class to add flavor and utility and would like feedback on my options below: 1 - Freebooter Ranger (1 level) for skills, martial weapons, and Freebooter's Bane 2 - Fighter (1-2 levels) for martial weapons and 2 feats 3 - Corsair Fighter (2 levels) for martial weapons, 1 feat + free cleave w/o an AC penalty 4 - Musketeer/Emissary/Order of the Cockatrice Cavalier (2 levels) for a pistol (thematically nifty), martial weapons, mounted combat, medium armor w/o decreasing my already tiny land speed, and Dazzling Display for free (you also don't need a weapon in hand and you get an additional +2 to attack rolls when attacking a demoralized foe) Critique / comments / advice on the build and the splash options are greatly appreciated. Xykal
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