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Ok gm wont let the arcane strike work with a divine class (for a house ruling.) So I'm left with only one trait, which I planned on using for adopted- helpful, to give me +4AC to a ally as a attack of opp, the gm requires a trait be used for specifically rise of the rune lords. So my options are to take a race with innate arcane power, or take the feat for more traits maybe fate's favored and a trait for spellcasting. BUT I lose a feat either way, breaking the combat reflexes/bodyguard at level one. I'm thinking about making taking level 1 as a fighter to make up for the loss of the feat (going human atm) anyone see something I'm not seeing?
Yeah but greg what about being able to inflict 1 damage every 5 and/or adding That much AC to a ally? I might ask the GM if he would be ok with the divine alteration, mainly because I forgot he is making us take a runelord trait.
@Magda My plan currently is to use bodyguard. I picked up the trait adopted and then the halfling helpful, so as a attack of opp I can add +4 to a ally's AC. If I can get arcane strike I'm gonna pick up Gloves of arcane striking, which not only allows me to do arcane strike damage to enemies adjacent to the target but also allows me to add the arcane strike bonus to the ac from the bodyguard. Add to that the benevolent armor bonus (which I believe magic vestment will tweak. So when the character is in full swing he can make a attack of opp to either hurt someone or give a ally 6+Ac against the attack.
Level 1 Swashbuckler (finesse) combat reflexes and Extra grit
Take bodyguard by level 5 Opportune parry and riposte is mainly why I'm dipping into Swashbuckler
Hey guys was thinking about trying a 1st level Swashbuckler and then going Kensai the rest of the way. Hoping to go the combat reflexes/bodyguard and dervish dance route. Like the idea of using Opportune parry and riposte just curious if anyone tried it or had suggestions
Hey guys was looking at the iconics and saw that the barbarian is using a Large bastard sword (that she can only use while raging?) What is the penalty for using a large weapon? Why would the rage negate it?
Lol you don't need much....just 10 skills :)If you play a human and take every favored bonus as a skill bonus you are looking at a mighty 7skill points per level (3 for int, 2 for class, 1 for human and 1 for favored) For the most part it sounds like bluff and sense motive are your main skills so every level you bring them up that leaves you roughly 5 skill points over 8 skills, just prioritize what is most important and then rotate the ones that aren't for example one level you put the point in swim and the next into climb
I like the idea of summons as a standard action. The eidolon is nice but I like the variety of calling what I need (to meet the situation and as a disposable ally) Just realized the game is tonight and I need to come up with something. My thought atm is maybe talk to the GM and maybe home rule this slightly, either let sacred summons work on all summons (so I gain summons as a standard) or maybe reward my character's restraint by increasing the summons while the eidolon is active by 1 every 5 levels It's a thought I don't really think any of those would be too powerful...not like just keeping the eidolon tucked away and nuking the encounter
I just hate the idea of having a ability I might rarely use (the summon monster)The general idea is pretty much what Otm mentioned, keep the eidolon out until there is a emergency or he is killed. Then I go nuts and summon up
Hmm the master summoner does seem like the winner, but now I'm worried he might be too powerful, wouldn't want the gm to get upset. Sigh trying to come up with something that could cover magic and skills. Tried to get into the bard but wasn't really feeling it. Thought this was a good idea. Guess I could downplay his power until a emergency comes up (followed by a ton of monsters)
Hey guys trying to build a summoner type, was gonna do a wizard but thought the full round to cast would be too harsh. I thought about a reach cleric but the GM is hesitant about sacred summons So I figured I'd look up the summoner. Which honestly has everything I can think of, except the Eidolon blocks you from casting summons!? I saw the master summoner, which is where I'm thinking, but am i losing too much with the 1/2 penalty to the Eidolon? synthesist sounds fun but everyone is calling it overpowered. So in the end which is the best summoner and how would you build it or at least where would you start?
Inquisitors don't prepare spells, their awesomeness prevents that :) By the time you get to level 12 and wrath gives you improved crit you can cast it at least 6times a day so really you should have it available for every encounter. level 3 has some really nice buff spells overall so thats why I would save the improved crit for wrath and use greater magic weapon, magic vestment and Resist energy. But that is me
Does the rapid reload work on the repeating crossbow? Just looking at the description it doesn't state that. It's a free action to load the repeating crossbow (5 times) would be nice to lower the reload. Hmm actually you can go with rapid reload heavy crossbow (as a pre req) and when you get crossbow mastery you can ditch the repeating crossbow for a normal heavy crossbow...dang that is nasty
Oh I forgot wrath does give you the improved crit feat for free at level 12. Not sure either why you would not go with the heavy repeating crossbow. I know with a normal crossbow, light is better for reloading time.
Just curious, cant find touched by divinity anywhere, is that the right name and what book is it from? Personally I still would learn cure light in case you really need to get a decent heal in. Wrath is sort of meh.
Yeah you can't beat a GM. Sounds like he might be burned out and is hoping someone will take the GM seat. You could have a uber character and he will just make a uber+ opponent this is definitely a real world issue and not a character one.
AC from feather domain? Another way (if you have the feats) is to go with guided hand probably not worth the investment though. Depending on what the bard does, it sounds like you guys could use some melee. I agree the con should be boosted maybe the str too. Synthesist would be a good idea actually. Maybe some demon you slayed and its body is summoned to you to help you fight against it's brothers
At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield.
Yeah just saw level 8 you get spell combat. Really was hoping but it doesn't seem very well designed
With the -3 to the physical attributes I would lean more towards a spellcaster (who gets +2 to all mental attributes) Inquisitors can heal in a pinch, but yeah the wand is your friend :) That is my biggest issue with the cleric and why I love the inquisitor, I really think the cleric should get 4+Int. With the str penalty I agree the crossbow is the way to go. I think you can apply rapid shot to the repeating crossbow, I would take that at lvl 3 (with divine favor up you negate the penalty to hit while adding +2 damage per bolt. There is a trait called Fate's favored which gives you +1 to luck bonus so you could make that +3 and use divine favor every serious encounter.
Well first and foremost Inquisitors are not healers. Yes we get a couple heals but those spells should be used to take down the immortals. Heals for inquisitor should really only be used for emergencies. Personally I think the cloistered cleric might be a good alternative. You would still get all the knowledge skills (+1/2 your level) Maybe the gm could work with you about the penalty of diminished spellcasting, since I think you are giving up far more than what you are gaining. But that would give you good knowledge checks (and not just on the monsters) and you would be a decent healer (channel divine is awesome at low levels) Also you could look into the healing or knowledge domain. I tend to use the feather domain with the inquisitor but the spellkiller is pretty nice I would maybe swap out weapon focus for deadly aim
I did what Wiggz did and it was pretty effective I picked up greater mercy. The character was so powerful that at least in one fight he fought again 3 lesser demons while the rest of the party took on the other 3 lesser demons.
Hey guys I know the argument for healing being inferior but I'm trying PFS and finding that there is a huge demand for a "healer" I'm trying to make a back up character that could heal pretty decent but also can do more than stand around. Initial idea is a hospitaler(paladin)with 2 or 3 levels of oracle of life. With a couple feats towards healing and the rest towards combat (maybe archery) I would see him being pretty solid. Second choice is a reach cleric and or a warpriest using attacks of opp for my attack/bodyguard for extra ac to allies heal as needed obviously the cleric would be more healer focused then the warpriest but the warpriest would have more tricks.
I just sent a email to customer service not sure if that was the right place to send in the question, should have thought about the venture captain. I'll have to look into that. I'm trying to get the character in order that one was a hard scenario and gave me 1810 g and 2PP would be nice to have. This weekend they are doing 3 adventures in a day, I'm hoping to cut from reality for the day and get the character up a level :)
Here is the big thing though, on my sheet it shows both characters as -1 but the paizo site shows the one as -3 who would i ask to get it fixed? The GM? (this is from march 2012 so who knows if he remembers)It would suck to lose the other but still I feel I have a argument for the 2. But yeah Fox I know I'm really bad at sticking with one character but I really hate level one.
Sigh thank you I was able to find it. But each character was marked as a different character Aka -1, -2,-3. Also the faction is wrong on them (admitedly one was grand lodge but the other two were silver crusade.) So there is pretty much nothing I can do?
ok I finally found where the scenarios are awarded but im not seeing the 2 adventures is there a way to contact the gm/ get the credit from them, granted it was from 2012... (yeah I dont get to play very often) On of them is a -2 the others are -1
Hey all, I played a week or so ago and the gm told me that the character wasn't really locked in until level 2 (for class and such) My question is I found my previous sheets from other characters all level one and played once and I have enough to make a character level 2. But they have different names and one was a different faction. So my question is can I move the xp/gold/ PP into the one character to make him level 2 and also I havent seen anything about the xp on my account, does it ever show up on there or do we just keep the sheets for proof? Sorry for the newbie questions.
Personally I think the magus will fit your idea to a "T" you can spam Ray of frost even when out of spells (keeping with the idea of all attacks doing frost.) Personally I would go Hexcrafter and bladebound, See if the gm is ok with it being a blue frosted blade instead of a black blade (have it always hungering for warmth) and hexcrafter...well because hexcrafters are cool. Slumber could be flavored by saying you lower the body temperature to make them fall asleep and there are some cold hexes.
I agree each archer is nasty I was a tad disappointed to realize you couldnt use rapid shot OR manyshot while flurry so in the end the ranger and the monk both get roughly 5 attacks at level 12. (I leveled up all 3 to 12 to compare them) Both could go the snapshot route and get attacks of opp against anything within 15ft The monk could spend a ki to get a extra attack or make his arrows do 2D6, the ranger has a spell for that. While the zen gets weapon spec (+2 against anything) the ranger gets favored which will add damage if you are luck enough to have the enemy (personally a tie imo)
I think your character might be suffering from a identity crisis :) Cherry picking for all the best abilities are all well and good but pathfinder really rewards the person who sticks it out with a class. Helpful is a awesome trait to have and great to have bodyguard. Really I would up your dex and take combat reflexes, basically as a attack of opp you can give a ally +4 to their ac. Gm might hate you after awhile though. Personally I see bloodrager to be a waste of time, slayer too. I think guntank, even with a tower shield is probably better spent elsewhere. Don't forget the tower shield gives you a -2 on attacks. I would keep at paladin and get hero's defiance asap. I'm not sure if the prof form warpriest counts as a exotic or not.
General idea is a 14 str that seems to be the best compromise with a composite bow (a lot cheaper than the agile enchant too :) after point blank and precise you would want rapid shot or deadly aim asap
Hmm that is a pretty good feat probably good around what 5 or 7? But don't forget the inquisitor has special leeway from the class description: "Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals." I played a inquisitor of Erastil which most of my group tried telling me was the worst god to play due to the description of him. But I used a longbow and after some thought I realized the inquisitor worked because he was outside the temple traveling around slaying the monsters threatening a village. I liked him so much I'm rehashing him for PFS. But really you could swap him out for a ranger (I went feather domain for a perception bonus (hunter) along with a animal companion) Really any class could work but those two give you survival and tracking
Enemies of the faith could be evil wizards that summon the monsters, witches etc Watch a zombie flick, humans are the worst monster :) Anyways I'm going for the same thing and picked the inquisitor bonus to monster lore and bane screams a monster hunter. Ranger is the original monster hunter. For ranger I would go with a switch hitter build. Inquisitor I would go archery/preacher
Well I was curious as to some opinions of people that would determine what is the "best" obviously there are many variable and preferences to be had. I gave a example of what I'm trying to go with hoping someone might know something I might be unaware of
I am debating on taking preacher, but was debating if I could use the teamwork feats in case I have to go melee. I like the conversion inquisition but really strapped on skill points already. I like the feather domain (perception bonus and in a couple levels I could claim to be a ranger) I'm trying to keep my knowledge skills up I'm trying make him a "monster hunter"
The reason I was debating on fighter was to get rapid shot at 2 then at 3 get deadly aim... then pretty much just level inquisitor from there. since I have feather domain I'd pick up boon companion at 5 then go from there. AS it stands I wouldnt seen deadly aim until 5 or 7 and manyshot at level 9
Hey all, I'm just starting with a inquisitor (point blank and precise) and while I love the archery and feel he has potential I feel like it will take a long time to get there. I'm about to hit 2 and seriously taking a hit to casting for a level of fighter so I can get rapid shot. I'm just curious if I should multiclass and if there might be a better way I'm not thinking of or if I should just toss the inquisitor all together and just go with the bow (would prefer a class with decent skills.)