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@Parrym, Yes, not sure why I bothered to put it in a spoiler except perhaps to channel some Kitsune impishness.
"ah, no not much. The wicked rarely rest, so neither do I." Imhakaru softens a relatively grim statement with a wink.
So in the link there's no recruitment thread - what's the next step? At level 4 I have an undine flowing monk / cleric of Wadjet pacifist / disabler - via flowing monk and feats does various things like trip, grapple, sicken, and make flat footed but never does lethal damage except to undead and the like.
I don't see anything glaring, but isn't it usually advantageous to get a somewhat bigger ship instead of buff one to the nines?
Seems like a destroyer frame (not that it has to literally be a destroyer, just the name of the frame) would fit much better.
Quite a bit more HP, and doesn't cost any extra BP because you spent 16 on converting turrets from light to heavy anyway...
OK :) The other concept knocking around in my head was some kind of warrior of
I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.
Champion of Corellon:
To qualify to become a Champion of Corellon Larethian, a character must fulfill all the following criteria:
Race: Elf or half-elf
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.
Corellon's Blessing (Su): Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. Each day you can heal a total number of hit points of damage equal to your champion level x your Charisma modifier (minimum 1). For example, a 6th-level champion of Corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients, and you don't have to do it all at once. Using this ability is a standard action.
You can use any or all of this healing power to deal damage to undead creatures. Using Corellon's blessing in this way requires a successful melee touch attack and doesn't provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe.
If you have levels in paladin, you add your levels of champion of Corellon and paladin together and determine your ability to heal accordingly (although if you have a Charisma score of lower than 12, your paladin levels do not contribute to your ability to heal).
Bonus Feat: At 1st level and every three levels thereafter, you gain a bonus feat. This must be a feat noted as a bonus fighter feat, and the feat must have Combat Expertise, Dodge, or Mounted Combat as a prerequisite.
Elegant Strike (Ex): Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.
Superior Defense (Ex): At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the superior defense ability increases this to +2.
At 6th level, you improve the maximum Dexterity bonus of medium or heavy armor by 2 and at 9th level by 3.
Unimpeded Movement (Ex): At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.)
If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.
Corellon's Wrath (Su): At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon's wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum once per day).
Ex-Champions Of Corellon
Champion Of Corellon Larethian Hit Die: d10
4d6 ⇒ (1, 2, 2, 2) = 7 = 6
Even if the prestige class isn't approved (or I decide I don't like it by 7th level) I could still play a similar concept.
str 16 (16)
dex 15 (13+2)
con 12 (14-2)
int 15 (13+2)
wis 10 (13)
cha 17 (17)
Definitely gestalt with paladin. The other half I'm not settles on, but magus seems very thematic. Also interested in:
This character would be a hero's hero, a knight's knight, a..you get the idea. Or at least, that's what he thinks he can and should be. Non-judgemental, maybe as paladins go depending on your impressions of paladins, he's convinced others are amazing and he's really just somehow faking it and people are believing him. It remains to be seen whether he really grows into his power, and what a real clash with trying times does to him.
So far, it sounds like the party doesn't start completely with the goal of retaking Myth Drannor. As such, he feels compelled at first just to try and expand the safety of elvendom, and perhaps recover an interesting artifact from the area, before it's lost to time. A rare scroll, a writing, maybe (in his dreams) a relic of a lost age.
I see that Dorian Grey has already submitted a paladin though, Ser Armithia-Seendren, would it be better to submit a non-paladin? Mines pretty different, but...
Armor and weapons are a little different than wondrous items like cloaks amulets, etc.
Armor and magic items yes, can have a maximum literal direct enhancement bonus of +5, and they can have a maximum if +10 equivalent.
To hide with a cloak, you want a cloak of elven kind, not a shadow cloak. To combine that with a cloak of resistance, say, you'd have to ask your DM if it's for sale or you can special order it, or craft it yourself, or get a party member to do it. To figure out it's cost, you'd take 1.5 times the cheaper enchantment + the full cost of the more expensive one.
Its not quite the same, because people do their point buy differently. Sometimes if I want some randomness I roll dice but then adjust it to match point buy.
Agile maneuvers can be a handy feat for a dex character, even if you don't go on to take the improved feats. But you'll probably be better served by something else.
There are rules for re-rolling if your stats are across the board too low. Wait, strike that that seems to be only in 3.5 and not included as part of the pathfinder. Point buy is the more common approach for that reason though. The old 3.5 rule was usually if all of your modifiers summed to 0 you could/should reroll.
A few rare classes do get, for example, dex to damage at level so if you can get your hands on mage armor you can play with a 5 strength. I've also played casters like that.
I think a reasonable interpretation is you can climb in conjunction with anything else that says you move, especially say daredevil and trick attack for the operative.
The double speed thing I think is mostly a weird interaction, where climbing was quite slow and you could take a -5 penalty to climb fast. It gets really weird when you have a climb speed say about your land speed, and then you double *that*. Unintended interaction AFAICT.
You could do something similar with an operative, except also swimming.
For example, daredevil operative with improved quick movement and fleet has a land speed of 70 and a climb/swim speed of 40.
If you read the rules more carefully though, you'll see that moving twice as fast only applies to using a move action to move double your speed, or 4 times in a round. With the feat, you can move 6 times speed (40) in a round, but you can't combine them to get times 12.
If you have a climb speed, you can use move
Yep, or 3 feats if you are human! Lots of classes grant bonus feats as part of their features at various levels. Monks get like 3 at level 1!
Yes, danger sense is an upgrade to trap sense.
If you look here for example:
and scroll down, you can see the benefits you get at 5, 10, and 15 ranks in stealth.
Well, if you go further down the chain, the hand can act as your familiar, but the hand feats boost disable device, slight of hand, and fighting with two weapons. It's a little weird that you can't make it your familiar from level 1, you'd have to wait until level 5, but a witch makes for a good RP support for the hand being a source of magic.
Classes that benefit from TWF include rogue, unchained barbarian, slayer, smiting paladin, and probably a few others.
Too match the picture, I think you'd want a claw attack, and of course the picture is human-ish.
For a 25 pt buy gestalt game, you can kinda do however you like.
Maybe instead of playing a class that gets a familiar, you take familiar bond ant 7 and improved at 9?
Unchained monk always makes an excellent gestalt class, especially with such high point buy you can use MAD to your advantage. You won't have any traits since taking the possessed hand feat, so you'd want one of your classes to have disable device/sleight of hand as class skills - investigator is always a fun class, giving you more skill points extracts and will saves. Perhaps the hand taught you alchemy.
Other options: a magus can get a familiar as an arcana, so you could go magus and then take the arcana at 6th level for your familiar. The hand can cast for you and then you use your sword to hit people (same for phantom blade spiritualist).
The picture also gives me a kind of Naruto vibe, and the person isn't wearing armor. If you go the more feats approach with the hand growing in power until level 9, Oracle/ninja with a wakizashi seems strong enough and thematic. Take possessed oracle, of course: http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo-oracle -archetypes/possessed-oracle/
The whole hand has magic and sword in the other hand really does scream magus or phantom blade though.
1.Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct)."
eagle shaman druids can take it too.
If one is going for power armor, you can focus a lot on mental stats surprisingly or con because str doesn't matter and you hit max dex on AC ( though not for all the other dex based things).
For all around ability score boosts, I like using the odd boost from theme to hit 13 (or 11 and eventually 13) for feats.
Assuming you pick a race with +2 in two stats you like and -2 in a dump stat, 4 4 2 from point buy
"You can use your physical power to steady your weapon
Heavy fire, 5th level, bombard.
Alternatively, the guard option and a battle harness still has a max dex of +3, meaning an ac of 22/25 - compared to the similarly priced Kasatha microcord II with max dex +4 for ac 20/22. But you also get an 18 str. Paradoxically, you can dump str and have higher stats in other things if you are using power armor.
The power armor has a ranged weapon slot, plus you can still hold ranged weapons - if you're not a Kasatha, more drawn guns.
At 15th level, the Jarlslayer gives you 4 more ac than max dex light armor for similar cost, plus a str you could barely get if you maxed it, and 10 ft reach. How much do you care about speed when the point is to be a mobile weapons platform? Can always get a jetpack.
Its not as bad as it sounds, it just means that as an operative you never full attack. Ever. Always trick shot. It more than doubles your damage before accounting for the -4 on full attack, not targeting flat footed, giving up movement....I really don't know why the triple attack class feature exists.
I looked at uncanny pilot, but it's a weird feat because most of the time you don't even attack while piloting a vehicle, and AFAIK most vehicles have a pretty low penalty if they are small enough for the pilot to also be shooting (like a bike or something). I think you are better served by just skill focus pilot or something else? The synergy feat that's +2 to two skills?
I like your adaptive fighting list. Interesting alternative to just taking shot on the run, which was how I was running with my operative, because I wanted it available for more than 1 fight in a day. How often you think you'll be blinded or provoking as a speedy android?
If you want to invest so much in a sniper rifle, I think you would really like the debilitating sniper, so you can use trick shot (minus the damage) with the rifle. The character is 6th level, so you qualify.
at 4th level, you get an ability point you can put into dex.You should just start to catch up to the rogue, at least before flanking, because you will get full bab (and piranha strike) and weapon specialization on. Have you set your 3rd level in stone yet?
For example, I don't think combat reflexes does much for you unless you get something else where you need those attacks of opportunity like a reach weapon, bodyguard feat, etc.
How do you feel about using a double weapon vs two weapons?
There are of course a bunch of traits/feats that allow you to metamagic a spell or two to high caster level for damage. In my experience, power attack and your stats will more than serve you well enough as a druid that you will be able to do all that with wild shape, natural spell, and picking whatever sounds good to you in spell selection. Spring attack is probably unnecessary, since if you are on the ground you probably want to be a pouncing tiger anyway (as mentioned, dragon style as well as panther / snake style and really a ton of monk things work quite well with being a druid).
Your desires are so in tune with a druid's wheelhouse that you can pick most anything. Elf even works given your high starting con, you can afford the -2, but far from optimal despite the flavor in it.
You certainly don't need to skirmish anything: with wildshape and a 17 str 17 con you can go toe to toe with anything CR appropriate.
I wonder if it will be underwater enough to just play a sharkshaman? Can always use sky swim and still be a shark above ground :)
Feral shifter is *probably* not worth the loss of spells from a domain, *but* if you wanted too it can be kinda strong to enhance your wild shaping but particularly at level 1:
tempest druid: http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-a rchetypes/tempest-druid/
If underground and aberrations might be a big deal:
Aha, I think I found what you're looking for:
Price +1 bonus; Aura moderate evocation; CL 8th
This special ability can be placed only on melee weapons that are designed to be thrown. If the wielder has the spellstrike class feature (such as from levels in the magus class), he can throw a spell hurling weapon to deliver a touch spell. If the spell hurling weapon hits, the touch spell targets the creature or object struck (if possible). Regardless of whether the weapon hits, any remaining touches with that spell are harmlessly discharged.
Cost +1 bonus; Feats Craft Magic Arms and Armor; Spells spectral hand; Special creator must have the spellstrike class feature
also: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness -seeker/
Sounds like the constantly invisible wizard might be better then, 2/4 of those involves the party abandoning you (no problem if you can teleport yourself) and the other two are from being too close to the enemy and the party, respectively. Of course, you could always stick a helm of teleportation or cape of the mountebank on the dwarven inquisitor. The advantage on the inquisitor is that even if they target you still can't really kill you xD
Sarvis the Buck wrote:
You have a mutagen! Just get SWOLE (also bulls strength if you want).
I know from playing my vivisectionist, I would be SO SAD if I had 3 rogue levels. Dex to damage is only one weapon, but with str, you can switch out as you need! Plus, works at level 1 :)
I still don't know what you have against ki pool, improved precise shot 5 levels early, and weapon specialization.
And again, arcane archer grants martial weapon proficiency. You don't need a fighter level. Arcane archer also gives a caster level, so you don't need 6 sorcerer. And yet again, you *can't have many shot until 9th level*. In your build, not until, 11th level.
The OP was wondering if a) a couple levels later of arcane archer are worth it and b) feat suggestions. Rapid shot on a zen archer at level 7 makes 0 sense. Furthermore, compare a level 3 ZA + 4 sorcerer vs 6 ZA + 1 sorcerer:
Alchemists have the same BAB as rogue. Mutagens, especially with infusions, are so good I wouldn't bother taking rogue levels at all. If you're set on them, definitely not more after 3rd level.
Feats for this character: extra discovery/ extra talent.
Extracts: shield, vanish, cure light wounds
future things: alchemical allocation, barkskin, wings, tumor familiar, feral mutagen, bleeding attack,
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