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I know some of you dispise this summoner archetype. I am not planning to take the broken route. My dm runs tough campaigns. Its been a while since ive played 1st ed and over whelmed with feats. My idea id like to make is the guyver from the movies. We are starting at 1 so fluff wise monk will be first. I saw suggestions to take scald for the charisma to ac. Also dragon style and ferocity seem to be good i know feral combat training is needed. Im requesting feat options and positions when taken if anyone is willing to help. Also i still cant figure put for role play purposes how to get my chest weapon. Would like help with that as well. Mind u my main attack will be just claws just like in the movies. Dm is allowing me to take more claws as long as i buy properly and i can describe how to use any way i wish.


ShroudedInLight wrote:

You probably want to skip dragon style since we don't get unarmed strike naturally. Whether you want to go claw or blade is up to you (though if you were running this guy from level 1 you'd have to use a blade for the first 3 levels) but I'm going to build for claws. After all, you said you wanted to go full dragon and what kind of dragon relies on their Sword (except as a handy backup weapon).

As far as feats go, I'd suggest investing in Combat Casting and Intensified Spell to pair with Shocking Grasp once you have access to 2nd level spells (If we forgo any dips we can take the Magical Lineage trait and be casting Intensified Shocking Grasps as level 1 spells which is PRETTY GOOD). We unfortunately need to invest into Intensified Spell earlier than we would like, but thats life.

As far as Magus Arcana, our level 3 Arcana is Natural Spell Combat and then it gets tricky. See, we need to take Natural Spell Combat with every type of Natural Attack we want to attack with during spell combat. Since our goal is to eventually be casting Form of the Dragon 2 and stomping on people, we need to select Natural Spell Combat a lot. We nearly manage to keep pace, we get to incorporate our Bite Attack at the same level we get it from Dragon Disciple, same with the Wings, but sadly we lose out on Spellcombat Full Attacks with a tail for 1 level.

This leaves us with a 19th level feat and the 19th level Magus Arcana to choose (alongside an extra level 1 feat if you go Human).

Magus 1-6/Dragon Disciple 7-16/Magus 17-20
Trait:
Magical Lineage: Shocking Grasp
1: Combat Casting
3: Favored Prestige Class: Dragon Disciple
5: Intensified Spell
7: Prestigious Spellcaster
9: Extra Magus Arcana (Natural Spell Combat: Bite)
11: Prestigious Spellcaster
13: Extra Magus Arcana (Natural Spell Combat: Wings)
15: Prestigious Spellcaster
17: Extra Magus Arcana (Natural Spell Combat: Tail Swipe)
19

Magus Arcana:
3: Natural Spell Combat: Claw
6: Close Range
19:

End Result: At 17th level we morph into a Dragon...

Why nature spell all natural attacks? Wouldn't you just need to be able to do it to one natural attack? What do you know that I don't?


ShroudedInLight wrote:

Sure, a Magus is pretty easy to understand. Their main gimmick is that they are basically spellswords. They can wear armor, cast spells, and channel their spells through their melee attacks. The Magus has better BAB growth, so we don't need to dip to boost our chance to hit, Magus has more HP than a sorcerer so again we don't need to boost it, the magus can cast spells while wearing armor so we don't need to take levels of Monk, and the Magus relies heavily on its spells to augments its melee damage so we want as many spellslots as we can get our hands on.

The short answer is: No, we don't really want to dip. We do not gain nearly as much from doing so as the Sorcerer build.

If going with magus how would we go about it? Sword or natural attack or both? Consider dragon style? Or focus on spell DC and weapon feats?


ShroudedInLight wrote:
ElterAgo wrote:
ShroudedInLight wrote:

...

First level is a level in Sorcerer, used to make it our favored class ...
I can't remember ever seeing a requirement that your first level has to be your favored class. If it is true, could you tell me where it says that?

Sure I...oh, thats crazy. I thought...well, neato. Good to know you can just declare any class your favored class even without a level in it, which seems weird. Guess its like a wish fullfillment thing where little elves dream of being a Wizard when the grow up even when they spend their first few levels into Rogue.

benwin007 wrote:
I want to be a brick sh*& house a beastly dragon who if needs to cast buff spells for himself or blow stuff up pending on the situation.
Yeah, I suggest the Eldritch Scion route then. Just straight ES 6/Dragon Disciple 10 (Again, make sure to enter Dragon Disciple at level 7 so we keep our progression steady) is plenty of murder potential with a minimum of dips. Just straight dragon goodness. Grab Natural Spell Combat as your Arcana at level 3 to ensure you can use your claws to deliver spells and go to town.

I've never played a magus before do you really need to stay that class? Or is dipping in pally for saves and bab and monk for feats and bab a bad idea still?


I am also seeing that dragon style feat chain is an ideal grab for this build. Would I just be using unarmed attacks in conjunction with my natural attacks?


Zwordsman wrote:

The reason why most folks saay dd8 not 10. Is because if you are pure sorcerer, and do dd8 sorc 12. You still get lv 9 spells which is quite a power house. But you are already dipping 3 levels in not casters. So thats out the window anyway. So you might as well maximize the DD's benefits and the dragon durability factors.

I haven't built a DD for a while. but my favorite is still a Dex based Sorc+Full DD. but I haven't built one since some great combinations came out. Still my favorite prestige or multiclass optioni n the game.

These days I might go with an inspired swash buckler dip. For a dex based rapier that I use for defense some defense. Hard to pass up 2paly nd that new scaled though yup... I might need to build another now.
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skimmed and didn't see this question but

What do you want out of the DD?

Are you wanting a caster who can fight. or a fighter who can cast?
or are you wanting a monster of a dragon with some magic?

In general I thinnk I'd skip Eld Knight. You're already losing 3 caster level/ spell levels. So you won't really be relying on DC based spells. I'd opt for more DD. and basically form a Breath of Fire style character.
Focus on direct damage no DC attack spells, buffs (that you or your team mates like), or ultility spells (a bit more awkward for sorcerers's limited spell list but it never bothered me).

So ultimately.. What would you like to do as a DD?
------

I want to be a brick sh*& house a beastly dragon who if needs to cast buff spells for himself or blow stuff up pending on the situation.


Melkiador wrote:
It might help to know why you wanted to quit Dragon disciple at 8. Level 9 gives you wings, which is just convenient, but level 10 gives you a stronger dragon form and the ability to use it twice per day. I guess if you were going with a weapon build, then the improved dragon wouldn't be as big of a deal, but if you are going with a natural weapons build, it's a pretty big upgrade.

This was all based on information I found and alot of people say either go 4dd or 8dd never 10. I was confused for a while bc of the wings and more beafy dragoness.


ShroudedInLight wrote:

Your build looks similar to mine, though I prefer going for all 10 levels of Dragon Disciple.

.
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Stats: We want charisma really high, dexterity really high, strength and constitution decently high, and Int/Wisdom are stats we can safely keep low. I prefer to have higher Intelligence than Wisdom on this character, as our Will Save will be swole, but its up to you. If I was going to spitball, 13, 18, 14, 10, 7, 18 for a 25 point buy if you are going Aasimar (Plumekin) or 13, 18, 14, 10, 7, 16 if you are going human. The extra bit of Dexterity is going to help us a ton early on.

First level is a level in Sorcerer, used to make it our favored class (we want this for endgame if we go human). We grab our basic kit, Shield, Expeditious Retreat/Enlarge Person, and the Cantrip associated with our Draconic bloodline (Ice, Acid, or Electricity are best because it lets us use our cantrip in place of our crossbow and do better with it most of the time). We want Weapon Finesse as our feat so we can rely on our dexterity to carry our attack rolls for a while.

Second level is Scaled Fist Monk, we grab Dragon Style because its hysterical later on. Now we can flurry of blows, and we're damn hard to hit.

Third and Fourth levels are Divine Hunter Paladin, we want our Divine Grace, a few uses of Lay on Hands to sustain us, and cheating Precise Shot as a bonus feat is just the icing on the g~!@#$n cake. Our 3rd level feat is free, so pick up something fun. Use this feat to grab Favored Prestige Class.

Fifth Level is tricky one because can't become a Dragon Disciple until 6th level at the earliest and its a bit better to time it as our 7th level. This is why I actually have come to like a second level of Monk, it gives us a Bonus Feat, some more BAB, and Evasion which will come in handy later on down the line. We grab Dragon Ferocity so our punches will hit like bricks.

Sixth level is a Sorcerer level, it feels kinda bad as we could go into Dragon Disciple right here but timing our presteige into DD at...

So did you not think about eldritch knight or is that really a bad idea bc of the loss of bloodline progression?


Syries wrote:

Wow those are good rolls. It equates to a 40 point buy. You want to prioritize Str and Cha, so put your 16s there. Supplement them with a race that has both Cha and Str as racial bonuses - Angelkin Aasimar, Dual Talent human, Nagaji, Kindred-Raised half-elf, Suli, or Pitborn Tiefling all work.

Throw your 15s on Dex and Con and 13s in Int and Wis.

You don't gain too much after 4th level of Dragon Disciple and unless you're playing in a seriously tough campaign you honestly don't need any more ability boosts than what you're getting through 4 levels. Unless you REALLY want 1/day form of the dragon I, I just don't think it's worthwhile. You're already giving up so many spellcasting levels. Personally I say you just go right into Eldritch Knight after 4 levels, and skip the monk level too, putting another level in Eldritch Knight, for a total spread of Sorc 4/Paladin 2/D.D 4/EK 10. That way you're at 16 spellcasting levels by 20th, as opposed to just 14 spellcasting levels. Just barely able to cast 8th level spell. As nice as having Cha to AC is, you're better off using Mirror Image, Displacement, and other buff spells to mitigate damage rather than AC. If you're really set on Monk, consider dropping the two levels of Paladin and instead go for a 5th level of Sorcerer. *edit*You still need full martial weapon prof, though, so maybe just 1 paladin/1 monk. You're dipping that for your saves, but 1) You'll have decent saves already thanks to Sorc and D.D shoring up Will and Monk/E.K with Fort and Ref and 2) as long as you are good aligned, you can purchase scrolls of Bestow Grace to benefit from cha-to-saves for a few minutes whenever you need to buff. You just need decent UMD for that.

I'd stick with using a manufactured weapon as your primary weapon of choice, but it's always handy to have natural weapons as a backup. With the Sorc 4/Pal 2/ DD 4/ EK 10 you're at 17 BAB, which is not bad at all.

I'd also pick up Quicken spell in order to swift action buff some low-level stuff, like mirror image, if...

I was considering prestigious spellcaster I think that's what it's called to off set prestige class loss of spell casting and also considering magical knack trait I think it's called to offset more loss.


MrCharisma wrote:
What level are you starting/finishing at?

This is a backup we are 4 right now never went to 20 but that is always the goal.


Hey guys I've come across information to make a DD build. With multiple sources I came up with sorc4/ paladin divine hunter2/ scaled fist unchained monk1/ dragon disciple8/ eldritch knight5. I'd like opinions and do's and don'ts for this. I'm having issues in figuring out whether to use weapons or natural attacks for this. I was considering heavy on melee with magic to back me up to buff and from time to time blow stuff up. Pathfinder only no 3rd party. We rolled stats 16 16 15 15 13 13. I appreciate the Info ahead of time.


I tried finding proper area to discuss this build this was closest one sorry if its not.

I had an idea around a brawler who used and wore all mithril and everything is spiked like medium armor gauntlets and shield. I thought taking 1 level of fighter would be beneficial for the extra feat and went human for the use of martial versatility. Do you think there could be a good build for this? I was thinking to focus on one weapon then martial versatility after to make it work for all close weapons I'm using.


From what I found out apparently masterwork doesn't affect the attacking side of the shield :(


Syries wrote:
brawlers flurry is TWF as a class feature. That has a -2 penalty on attack rolls without the off handed-ness of the regular twf rules. You can’t stack brawlers flurry and the twf feat for 3 attacks at 2nd level, for example. But based on how pathbuilder works, it might accidentally use the twf penalties and brawlers flurry penalties. I don’t really know since I haven’t used pathbuilder before.

They said brawlers flurry acts as twf but one thing I just thought of is weapon proficiency they heavy shield is martial but I'm proficient in close weapons group which the heavy shield falls under is it possible that that's were the second minus 2 came from?


1 level of fighter 4 levels of brawler I'm using pathbuilder and there is an extra minus 2 going to my attack that idk where its coming from and I have twf selected and makn hand is heavy spiked shield while off hand is spiked gauntlet. They both are in close weapon group and I'm taking martial versatility and I have weapon focus and improved shield bash I'm not sure where the extra minus 2 is coming from could someone help? I wanna make sure I'm not doing something wrong.


Should I go steel blood for the heavy armor arcane penalty removal or stay pure bloodrager?


If you guys have more ideas please put them here this really did help me since I don't have people to bounce ideas off of.


So should I ignore scaled monk and just go heavy armor?


Also what about going the extra level in paladin to get the immunities?


I really want to become a dragon lol so mostly melee. Also should I go with heavy armor blood rager archtype and forget about the scaled fist monk or go scaled fist for better dragon stuff and use feral combat training so I'm not limited to a small amount of natural attacks?


I came across an faq today but lost the page DD affect bloodrager a 100 percent just like it would with sorcerer. Like I said it was an faq.


I've been looking online and people are suggesting to splash monk and paladin for Dragon disciple. This is Pathfinder only and I was cleared to use blood rager and can continue progression just like sorcerer. Would like stat suggestions for 20 point buy. And is taking 2 lvls of paladin really worth the plus charisma to saves? Also is taking a level of monk just helping with having multiple attacks with claw and bite?


I Know your eidolon is half your level but it's not fully clear exactly. Your summoner level let's say 5 which means eidolon is 2 is flight allowed since summoner is 5? The eidolon isn't completely penalized by master summoner that's why I'm asking about the evolution.


I'm lvl 5 20 point buy I'm looking for a rogue build that is able to be efficient in stealth to gather info and to deal sneak attack I will be a goblin and I need to try to keep the ability to findtraps and disarm them. My flavor is I want to scout ahead so we can plan and buff for battle. I liked knife master but I lose trap finding any opinions?


My apologies I am an unchained rogue yes


Hello I'm making a level 5 rogue and at first I wanted to be all around, good stealth, good damage, and scout like. I would like to be someone who can go ahead of the party and find out info before battle. I want to disable traps of magic type. And I want nice sneak attack damage. Originally I went pure rogue goblin and thought that knife master looks good. Then I lost my trap finding. Would it be a good idea to take one level in ranger trapper to get trap finding back so I can disable magic traps?


Umm in the core book it says for a level 1 spell for a wand is base 750. 375 is for 0 level spells. Or did something change that I don't know about?


ChaosTicket wrote:

Flurry of blows for the original monk is a set number that grows as you level. If you can use any kind of weapon you use the weapon's properties, but no extra attacks. The unchained monk instead adds extra attacks to a Full Attack.

The Unchained Monk is better for it a you would have higher base atttack bonus and you would get one extra attack from having an extra claw.

Interesting but quickly Monk's Fists will do quite a bit more damage than those claws.

The lesser Beast totem isnt great. You can use it, but you can also use a Great Sword with twice as much damage that doesnt require a full attack. Beast Totem and Greater Beast Totem are alot better. Beast Totem(2) by itself gives a armor bonus that counters the Rage Penalty and eventually is even more so Rage makes you harder to hit.

I am using all beast totems I'm at 2d6 ATM with my claws and ty guys for clearing my confusion this character was idle for a long time.


What I'm doing here is trying to create wolverine marvel and the way I read it that how ever many attacks flurry of blows does is how many natural attacks I can use is this correct?


Hey all I think I'm confusing myself. I'm making a barbarian Monk that has the adopted trait so alignment doesn't affect it. I'm going Beast totem full I am level 15 going on 16 and I'm trying to figure out how exactly do natural attacks work with Flurry of Blows I do have the feet feral combat training. Am I able to take my 2 claw attacks with the Flurry of Blows and get a third attack or since my character originally had three attacks based on base attack bonus do I get a fourth attack instead since flurry of blows is based on base attack bonus and adding a little extra. So again all I have is a pair of claws I want to Flurry of Blows as many times as possible with my natural attacks.


Torbyne wrote:
Drood wrote:

A skald with skald's vigor would best recreate his raging and regeneration.

Feral hunter can replicate his scent abilities, enhanced strength, etc.

Then just get a pair of adamantine spiked gauntlets and I think you have a pretty good wolverine.

Mweh, thats not nearly as freakish a creation as my idea. still, he has a good point. Grab some levels of the Fighter Archetype [Brawler] for that plan too. And a Brawling armor enchant.

No restrictions lvl 13


So basically its either 2 claws with barb or monk with feral combat training. Is there a way to add rage to a monk that I didn't come across? Being a barbarian with only 2 attacks wont do very well later lvls.


I'd like to make wolverine but people say to go barbarian for beast totem claws. But he cant stay at 2 claw attacks for the rest of his lvls. Then someone brought up going monk but then there is no raging like Logan. Can someone help me work out some kinks and desisions?


Thank you all for your help


Thank you for replies I can add but what I was asking is at character lvl 4, fighter lvl 1 on the fighter lvl do u guys feel I can choose weapon spec for his bonus feat?


When I create a level 5 3 warpriest and then 2 fighter I know it states that for the bonus feats act as a fighter for prereq purposes but when i take fighter at level 4 would I be able to take weapon specialization? I found other forums stating that fighter and warpriest levels stack for prereqs. But when i splash the fighter can I choose fighter feats for level 4 and 5 for those 2 levels. Please give details bc my GMs seem to agree that they do but we all are skeptical. We like to try and follow rules.