Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Kargstaad

nate lange's page

RPG Superstar 2012 Top 32. RPG Superstar 2013 Star Voter. 1,600 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 1,600 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
RPG Superstar 2012 Top 32

i really like hexcrafter just for the resource management... one of the downsides to the magus is that they can nova hard but burn through resources quickly if they have a long adventuring day... hexes completely alleviate that issue.

there are builds that can nova harder (and depending on your party/campaign resource management might not be a big issue) but hexcrafters are more versatile and always have something they can contribute. throw in the pragmatic activator trait and UMD (which is a class skill) and you'll really have a trick for every occasion (even more so if you built as a samsaran- you could take mystic past life to add 4-5 wiz/sorc spells to your list).

RPG Superstar 2012 Top 32

if you want to buff and debuff i'd suggest the witch... you can get pretty decent buffs with your spells and probably the best debuffs in the game from a resource management perspective in hexes (since they can be used 1+/target), plus both class features work off Int so you're pretty SAD.

if you're okay with focusing on just buffing i'd suggest a bard- you could add some helpful ranged damage if you build as an archer, the bonuses from bardic performance and your buff spells will go a long way with 2 melee guys (and an archer), you'll bring a lot of skill support (including knowledges and UMD which both appear to be lacking), and you can even provide backup healing... the only real downside is that in a 15 point buy you won't be able to afford the Cha you need for debuffing.

RPG Superstar 2012 Top 32

strictly speaking the synthesist is inferior to other summoners because they lose the class' outrageous action economy (and all the extra skills/feats)- they could make for a great npc/villain though.

it seems like you want to build a melee sythesist. fighter is probably not the best option since you lose armor use and rely on the eidolon's physical stats (meaning a lot of the actual person's base stats will be redundant, or he'll be completely ill suited as a fighter without the eidolon). you could build a Wis based monk with 14 (to maybe 16 tops) Cha, and be alright in combat even without E but have crazy good AC and deal much more damage with it. d8 is not the best hit dice, but you'll get a ton of bonus hp from E, have all good saves from the monk, and where a fighter would have his BAB reduced to E's the monk can still use flurry of blows to effectively have a full BAB.

RPG Superstar 2012 Top 32

i don't have the animal archive, so i'm not sure about those feats but i know that Nature Soul and Animal Ally (both from Faiths and Philosophies, and both on the Archives of Nethys website) will get you an animal companion at level -3 (which Boon Companion will fix), but it does have to be off a greatly shortened list (wolf is definitely on that list, dog might be too...).

hope that helps. (and personally i really like the idea of combining the animal speaker archetype mentioned above with these feats)

RPG Superstar 2012 Top 32

some people like tiefling for the racial favored class bonus.

RPG Superstar 2012 Top 32

KenderKin wrote:

It is hard to beat the witch as party buffer/BBEG de-buffer via the hexes.

On the other hand going from witch into MT is usually a bad idea because the saves versus hexes does not continue to develop.

yeah- witch has kind of a theurgy feel already with some traditionally divine spells on its list (especially for some of the patrons), but they're probably the worst option for MT... their hexes are one of or maybe even the best class features and you give up getting new ones and destroy the DCs of the ones you have.

you'd be much better off (IMO) just staying a witch and investing in scrolls/pearls of power/etc to cast a larger number of spells/day (and just use the witch's limited but fairly diverse spell list).

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

i wouldn't say there's a lot of hype... i guess it depends on where you look- some people believe it is completely inferior to a straight class caster, others are convinced its overpowered. personally, i think its interesting and can be built well if its something you want to do.

there are 2 basic approaches to building an effective MT, and they kind of depend on the level range of the campaign- you can build a balanced arcane/divine caster (which, i think, works best in campaigns that probably won't go past 13th level), or you can build an arcane or divine caster who also has some ability with the other style (which is more effective if you going to get into the upper levels).

for a balanced caster the whole build relies on using SLAs to qualify for MT... you pick a race with a 2nd level arcane SLA (most aasimars and tieflings work) and either make a cleric with the trickery domain (or fate inquisition) or a wood oracle with the Bend the Grain revelation (all of which grant a 2nd level divine SLA)- now the only requirement you need to meet is 3 ranks in knowledges, so you can pick arcane 2/divine 1 or divine 2/arcane 1 and level as MT from 4-13. this works pretty well at lower levels because you do have a ton of flexibility with spells and enough spells that you may not miss being a little behind on getting new spell levels. the biggest downside is that you lose a ton of flexibility in this build regarding choosing your race/domain/etc, and unless you go sorc/oracle (which will really hurt on when you gain new spell levels) or empyreal sorc/cleric (which is only marginally better) you'll have issues trying to keep both casting stats high enough; you also run into a problem after 13th because then you either have to split levels again or abandon one side of your casting progression.

for the mostly 1 class style the first thing to do is pick your primary caster class (wizard or cleric are the best options, just for gaining new spell levels asap)- take 3 (or 4 if necessary) levels of whatever version of that class you like, then 1 level of your secondary caster class; use the tricks listed above to qualify your secondary class with only one level and then level as MT from 5 (or 6) to 14 (or 15). in this build you'll only ever lose one caster level off your primary class (so a wiz or cl still gains new spell levels at the same time as a sorc or oracle would), but in exchange you gain up to 11 levels of casting in the second class. this approach gives you more flexibility in choosing race/domains/etc and also makes your 2nd casting stat less important (focus on the stat for your primary class and only use DC based spells from that class- use your secondary class for utility/buffs/heals/whatever). the only big drawback here is just that you miss out on class abilities from your base classes that scale with level.

hope that helps. if you have specific build questions feel free to post them or PM me.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

angelkin aasimar.
sacred servant of Ragathiel/oath of vengeance.

take destruction[rage] for your domain. pretty decent domain spells, a 'smite' ability that he can stack with smite evil or use against neutral foes, and (eventually) the ability to rage!

definitely not a vanilla pally :)

RPG Superstar 2012 Top 32

i think paladins can worship LN gods can't they?

if so, you could build your leader as an empyreal sorcerer/warpriest...
with fervor to mimic Lay Hands and good combat skills he could present himself as a paladin of Abadar- that way as he slides into tyranny he can continually point to the fact that he hasn't lost his abilities as evidence that he must be right/good... you could even have one of the party members be a real pally who he eventually has to have murdered to avoid a public betrayal.

RPG Superstar 2012 Top 32

Darigaaz the Igniter wrote:
Remember that channel smite and arcane strike both take a swift to activate

thanks- its been a while since i played the character and i had forgotten that channel smite took a swift action... arcane strike could still be usefully for rounds you can't use it, but with quicken spell too there are probably better options (like extra channel or improved channel).

and actually... inner sea gods wasn't out when i played but deific obedience would be pretty sweet. its a decent feat on its own (at 12th you'd have the SLA boon), but if you have the patience to delay PA it could be great for an evangelist build (the PrC, not the archetype)... if you stuck with a base aasimar you could go:

1- channel smite
3- deific obedience
5- guided hand
7- quicken spell
9- power attack
11- furious focus
13- vital strike

that way you can go cleric 3/evangelist 10... you end up 1 level behind on spells/channel/domain powers but you get a handful of bonuses, all 3 boon abilities, and spiritual form (which gives +4 to one stat and wings)

RPG Superstar 2012 Top 32

yeah... there are great spells at pretty much every level, i just wanted to get quickened divine favor as early as reasonably possible. the way i justified it to myself was that i prepared those instead of divine powers because even though the bonuses weren't quite as good the action economy more than made up for it... if i had a round to buff before attacking i'd generally opt for righteous might instead of divine power anyways, so if i had a surprise round or combat started with the enemies more that a single move/charge away or something i would cast quick divine favor, cast righteous might, and move into position- then round 2 i could move to enemy and vital strike/smite/smite/smite with arcane strike on.

RPG Superstar 2012 Top 32

there are pretty good combos for all of those...

- base tieflings make great dervish dancing magi.
- IMO divine hunter is worse than a base pally, but a musetouched aasimar would be a great race for it.
- plumekith aasimar are great archery rangers; hungerseed tieflings are great melee rangers. rangers don't get a companion until 4th, need Boon Companion for it to be viable in combat, and have a limited list of choices... if you're looking for a primary combatant with an animal companion you might be better off considering a Mad Dog barbarian?
- there are so many different ways to build a druid that i can't really offer any specific advise on such a general question.

RPG Superstar 2012 Top 32

yes
but it has a long duration, so that should only be an issue when you get surprised...

RPG Superstar 2012 Top 32

{note- i edited the combat numbers, i had forgotten about furious focus}

i don't remember the exact order that i took the feats in but it was very similar to this:

1- channel smite
3- guided hand
5- power attack
7- quicken spell
9- furious focus
11- vital strike
13- arcane strike

traits: fate's favored and magical lineage[divine favor]

i know this leaves out the wings you really want so you'll have to make some adjustments but it worked really well (for me at least) to be able to open combat with quickened divine favor (for +3/+3) at 7th level, and you qualify for arcane strike with the racial SLA which always has a CL equal to your character level so that's some nice free damage in rounds you're not casting quickened spells.

regarding channel- if you take positive channel it'll really only be useful for cleaning up damage in between fights (otherwise you need selective channel, which you can't afford, and you're wasting actions that could be attacks or control spells). between fight healing is what items are for, get the party to pitch in for some wands/scrolls/potions. i went vanilla aasimar and had a pretty decent Cha, so that helped with the save DC (and gave more uses), plus its a Will save so most of the things you really want to hit with it will have a poor save. on top of that, i just figured that even if they make the save its better to do half the normal bonus damage than to channel a heal in combat and have it patch up an enemy...

edit: i'm even hazier on this but i think his starting stats were Str 14; Dex 10; Con 12; Int 8; Wis 16+2race; Cha 14+2race. not your typical melee guy, lol. his AC was never very good, and his HP were nothing to write home about, but he dealt enough damage that most things that came after him could be burned down before he was in really danger and he always had some control spells ready in case he got overwhelmed.

RPG Superstar 2012 Top 32

Phntm888 wrote:
Toughness isn't retroactive, so you would only get 1 hit point per level after you take it. I'd swap it out for Furious Focus.

Toughness is retroactive. that said, (IMHO) you should still really try to make room in this build for furious focus (especially if you're going the vital strike route).

edit: it would require a major feat overhaul, but you could get a mount if you took the nature soul/animal ally/boon companion tree... of course, no guided hand on the lance...

RPG Superstar 2012 Top 32

yeah, Master Chymist has the Mutate power which is literally just turning into the Hulk (or whatever your chosen form is) without having to drink anything. as luverscastle said, they start with it 2/day (and gain more as they level), and they can still prepare mutagens on top of that (the effects don't stack, it does give you more uses per day though).

RPG Superstar 2012 Top 32

i'm a big fan of the Wis based melee cleric!

i played one (who worshiped Gorum) at 6th and 11th and he was awesome at both. i went base aasimar (for the stats) and channeled negative energy; took strength[ferocity] and destruction[rage] for domains.

at 6th level he had like +4 BAB, +5 Wis, +1 weapon, and usually +3 divine favor (with fate's favored)... -2 from power attack that put him at a respectable +11 to hit for 2d6 +3 Str, +6 PA, +1 weapon, +3 divine favor, +3 destruction smite, +3 ferocity smite, +3d6 channel smite (save for 1/2 of the 3d6), or 5d6+19. plus high enough DCs to still use spells like hold person.

by 11th there were too many different buffs available to accurately do a 'typical' going into combat block, but even just updating the ones from above: +8 BAB, +7 Wis, +3 weapon, +4 divine favor, -0 PA (furious focus) = +20 to hit for 10d6+32 (4d6 vital strike, +6 Str, +9 PA, +3 weapon, +4 divine favor, +5 destruction smite, +5 ferocity smite, +6d6 channel smite). and the one time i had to fight something in an antimagic field rage came in awfully handy. not bad for a full caster, lol.

RPG Superstar 2012 Top 32

+1 to alchemist...
if you really want to do the Hulk you want a Ragechemist alchemist with 2 levels of Wild Rager barbarian (heading for Master Chymist). personally i'd bite the bullet and start with 18+ Str though. with those classes you'll have monster strength and a real danger of losing control (which is dangerous, but does allow you to rage longer each day).

RPG Superstar 2012 Top 32

i'd avoid a paladin if you're planning on having an evil-ish feel to the first party... maybe something like this?

religious party:
Leader- LN (or LE) cleric/empyreal sorc (empyreal covers angel motif and makes casting Wis based)
Enforcer- barbarian/inquisitor (2hand build, intimidation expert)
Scout/Assassin- gunslinger/inquisitor (bane+judgment+touch attacks? yes please)
Adviser- bard/lore oracle (party face, all the knows)

RPG Superstar 2012 Top 32

Paladins are great for gestalt (as long as you don't mind the alignment restriction) because they add HUGE survivability to any class and the bonuses from smite are great when they come into play. pair it with any Cha based class and you'll be in good shape. Pally/Sorc plays like a sorc but much much tougher and great BAB for spells that require attack rolls. Pally/Oracle has all the customization of an oracle but is better in combat and tougher. And, Pally/Bard does all the things (and does them pretty well).

IMHO- Pally/Bard might be your best bet... the bard buffs will help you and your teammate out with combat, you have a lot of skills to fill in what he lacks, with swift action self heals you can 'tank' very effectively (even with the 11 or 12 in Con), you've got status removal covered (which is important), UMD is a class skill (and you're Cha based) so you can cover utility magic with wands/scrolls (and, you know, bard spells), and you'd have all good base saves (with no stat penalties) plus divine grace! the only real drawback to the combo is that its pretty MAD but you've got the stats to pull it off for sure. (a pally/inquisitor could fill a lot of that too- individually you'd probably be a better combatant but bard is probably better overall for the party... i do like the flavor of an inquisadin though)

RPG Superstar 2012 Top 32

i support the GM...
i definitely don't think you should purposefully design anything to be insurmountable due to the PCs shortcomings (or continually exploit weaknesses), but i definitely don't think you should sugar coat an adventure/campaign/world just because the players made sub-optimal (or even just bad) choices. part of the fun of the game is that it's challenging; and a world that caters to your characters might but more upbeat (it is kind of good for your ego to always succeed and be the best at stuff), but (IMHO) it loses some of the immersion or suspension of disbelief (maybe that's just me, but personally i have en easier time accepting a world where magic is prevalent than i do one where i always just happen to have the right tool for every job).

i say run your campaign the way you want to- if the PCs want to play a group that is gonna struggle with certain things let them struggle (if those are really the characters they want to play then that struggle can/should be part of the RP fun). the way i see it, its kind of like playing the original final fantasy and choosing a party of all fighters, thieves, and martial artists... the game doesn't get any easier, so its gonna be tough to be successful, but if you can pull it off the sense of accomplishment is that much greater.

RPG Superstar 2012 Top 32

i agree with revaar and trogdar... if you want to be a melee character with some magic EK isn't a great option (you give up a lot of BAB/hp to get enough casting), and if you want balance you're probably better off with a magus- the EK comes into its own when you keep your caster level as high as possible.

as is your race would probably do well as a magus. if you're planning to have at least one level in a class with all martial weapons (and focus largely on ranged combat) there's probably no real benefit to weapon familiarity (the only thing it lets you do is use the curve blade... though maybe that's your plan for switch hitting with free finesse). if you do want to make an EK you would (as they said) be better off trading something out for a 3rd level SLA (pugwampi's grace, suggestion, or displacement would all be decent options) so you can start EK at 3rd (1 level of martial class for proficiencies, 1 level of spellcaster you want to advance, and then EK using SLA to qualify- you only ever lose 2 caster levels or 1 spell level).

if you really want to focus on archery and magic I'd suggest dropping weapon familiarity and object of desire to upgrade SLA[entangle] to SLA[displacement] and switch out nimble attacks for static bonus feat[point blank shot]. then you could go fighter 1 (for the feat) or trapper ranger 1 (for the skills and trapfinding), sorc 1 (since that seems to be the casting you want), right into EK; after 7th (rng 1/sorc 1/EK 5) you could dip 4 levels of Arcane Archer too... that will cost you one more caster level (which will hurt) but it gets you a couple of cool/useful things for your arrows and gives you more options for full BAB caster levels.

RPG Superstar 2012 Top 32

to add to what i said earlier (and reiterate what others had said)- this really is all about the x4 crit weapon.

a magus really might be an insane option... they get a free EWP so you can take Tetsubo, their reduced BAB will cut into Power Attack damage but the previously mentioned ability to spend 2 arcana to increase to a x5 crit should more that make up for that. you can't use spell combat with a tetsubo but you can use spellstrike, so whenever you get a free crit you can do x2 spell damage and x4-5 weapon crit!

other than that, all the advice i gave before is sound (when combined with a x4 crit weapon, which I assumed you would use but didn't state).

RPG Superstar 2012 Top 32

the simplest option would be a fighter with the two-hander archetype. they do crazy damage with overhand chop and power attack. take an aasimar or tiefling with +2 Str and you can grab arcane strike (using racial SLA to qualify) to squeeze out some extra damage.

the nice thing about being the big hitter is that you only really need to land 1 hit per round... that gives you a lot of freedom to fool around with 3/4 BAB classes if you want (since you should still be pretty solid with the attack bonus on your first attack). a magus could be fun and add utility; a bard would bring a lot of skills and buffs besides big damage (the bonuses from inspire courage will be nice for both of you, and an aasimar could put FCB into upping that); an inquisitor would be fairly similar to a bard (except that bane damage won't multiply on a crit). a cleric of gorum would be a full 9:9 caster and with the strength[frenzy] and destruction[rage] domains can stack both level 1 smites on a crit for really big damage (on top of divine favor and the like), plus at 8th level you can rage for bonus Str.

those are all pretty simple builds... if you want to shamelessly min/max look at some route to getting at least: 3 levels of 2hand fighter, 1 level of barb, and 1 level of alchemist- stacking rage plus mutagen plus overhand chop will be insane; from 6th level on you could level as any of these (or some combo of barb/alch to keep enough rounds of rage and duration of mutagen).

RPG Superstar 2012 Top 32

how brutal are you looking to be?

an enchanter evangelist would be pretty rough- buffs for the pally/archer, some summons, some healing (especially with quick channel), and the SoS spells that could make the fight very unpleasant for some PCs...

an oradin (life oralce 4/pally 6) would be tough too- gives up the monster SoSs but makes it pretty damn tough to kill anyone (life link everyone plus shield other on blaster; swift self heals with LoH, move action AoE heals with quick channel, and a standard action each round to drop bigger heals, or buff/debuff/whatever)...

another straight pally would also be pretty tough- give this one a reach weapon and combat reflexes, use AoOs as control (with smite he should do really solid damage and remember that the bonus to hit applies to CMB as well if you want to use trip/disarm/whatever), he'll be really hard to kill because, you know, paladin.

this one might be less brutal... maybe... probably the most interesting though- angelkin aasimar[scion of humanity] (with the Racial Heritage[kobold] feat); paladin[oath of vengeance] 4/nature oracle 1/Dragon Disciple 5! there's a feat (Scaled Disciple) that lets you qualify for DD with divine magic instead of arcane (its a kobold feat, thus Racial Heritage)- so he'd have a monster Str (+2 racial and +4 for PrC, plus leveling/items/etc), lots of smiting, LoH, and he'd be stacking armor (no ASF%, proficient with all armor) plus natural armor plus Cha instead of Dex (without the Max Dex limit that applies to sidestep secret but not nature's whispers) for great AC, and have great saves; give him any old 2 hander and let him go to town, if anyone disarms him (or he gets bored) have him pop claw/claw/bite and see how that works out, lol

edit: another interesting option (since OP loves the barbarians) would be to build a rage-adin... the best way to do that is a Sacred Servant with the destruction[rage] domain (Ragathiel is the best deity ever for this) but that doesn't bring rage online until 11th... you could still pull it off though if you take the anger inquisition instead (though you miss out on the domain spells you'd otherwise get). or you could also just make an inquisitor with anger or destruction[rage]- easily mistaken for 'just another barbarian' until he starts tossing around spells or some such.

RPG Superstar 2012 Top 32

the best combos for gestalt are ones that synergize nicely and ones that improve action economy.

a sorc/pally is great because you get to add swift self-heals to your full casting (and have crazy saves and smite), but it sounds like that's not really what you're going for...

a witch/mindchemist (alchemist archetype) isn't quite a full double caster but it has great synergy with Int boosting mutagens, bombs for AoE damage (and some control), extracts for heals/buffs, hexes for control/debuff, and 9:9 casting on one side. you could do this with wizard or sage sorc too but the hexes really are a nice addition (and you said no wiz).

a kensai magus/sage sorcerer doesn't quite come together until 6th level but once you gain the broad study arcana its pretty great. having spell combat as an option for all of your spells is handy (and good for your action economy); you can take staple spells (like shocking grasp) as sorc spells (so you have tons of them per day) and use magus spells for utility (since sage doesn't have the spells known to keep up with a wiz); you get to add Int to AC (on top of defensive magic); and, even though you'd only have 3/4 BAB there are some nice arcana to help your attacks if/when you find combat unavoidable. you could also do this as a witch- the hexes would be a nice addition but i'm not sure the spell list synergizes quite as well as wiz/sorc (though gaining some cure spells would be handy).

RPG Superstar 2012 Top 32

i just finished playing a gestalt campaign in which one of the other players made a summoner/sylvan sorcerer... he switched characters after 2 sessions. it sounds like an awesome combo in theory but it wasn't that fun or effective at the table.

speaking of effective... there is a reason why most of the advice on the forums for gestalt casters has to do with building a gish... its just more effective. a double caster has poor survivability- a sorc/sum can't wear armor because of sorc spell failure, only has d8 hp, only has one good save (and its tied to a stat you wouldn't otherwise invest points in), and has no way to heal himself (ok, yes, infernal healing but that's for after combat not during an emergency). double casters also gain some casting versatility but no other versatility- if something has spell resist you're stuck just casting till you get lucky. the extra spells do provide some extra tricks but your action economy still limits you to one spell per round, and (honestly) how often do you ever expend all of your spells even just with one casting class. the combo does start to get better around 10th level when having extra higher level spells allows more use of quicken spells (though that's more true for double 9:9 casters).

if you decided to go with, for example, a ranger instead for one class, you'd have d10 hp, all good saves, full BAB, 6+Int skills/level, and bonus combat feats. you'd still be restricted from wearing armor and action economy would stop you from using physical attacks and a spell in one round but you'd be more durable, have more options (can melee, can do ranged combat, can cast spells), and could get some cool extra little bonuses (like adding favored enemy bonuses to hit and damage with shocking grasp or scorching ray). you'd also gain the ability to use some cure wands.

RPG Superstar 2012 Top 32

you need Cha for fervor (determines uses per day, and fervor is pretty awesome).

for a 2wf warpriest i'd highly recommend kukris over shortswords... your damage will be based of the sacred weapon progression instead of base damage, so the 18-20 crit range makes them in every way superior. although i don't have society experience, so it might be tougher to find good magical kukris than shortswords (i honestly have no idea on that).

warpriests can use fervor to self-heal as a swift action (like a paladin), so i wouldn't worry too much about the extra AC from a shield. plus, if you're already investing in 2 magical weapons trying to afford a decent shield may be tricky.

for 1st level feats i'd probably go with wf[kukri], 2wf, and finesse.

RPG Superstar 2012 Top 32

action economy really is important, and (when it comes to healing) nobody does that better than a pally. oradins are potent (and if you want a straight healer they're a great option), but a single-classed paladin can be great too... oradins are giving up caster levels and taking reduced channeling in order to improve the action economy of their heals (absorbing others' damage to swift heal themselves and healing multiple injured people with each channel). a (well built) paladin with a greatsword who charges into melee can absorb most of the damage just by being the one that the enemies attack- that way you preserve the huge benefits of swift action healing and are helping to end combat more quickly...

RPG Superstar 2012 Top 32

unless there's a rogue talent or something that i don't know about, you can't flank with a bow... which means the only way to get SA with one is to be attacking an unaware target. if you point out that what he's trying to do isn't even possible under the rules he may switch.

RPG Superstar 2012 Top 32

sorry- didn't see your question till now...

i was helping a friend with a build he's gonna use, we sort of planned him upto 13th (he's starting at a lower level and might end up deviating based on campaign events); here's the plan:

NG (vanilla) Aasimar
cleric 6/exalted 1/evangelist 6
feats:
1- skill focus [know-religion] (required for exalted)
3- eldritch heritage [arcane] (extra mileage from skill focus, improved action economy from familiar)
5- deific obedience [sarenrae] (required for exalted/evangelist)
7- improved familiar (faerie dragon, because they're cool and can use wands)
9- heavenly radiance [sunbeam] (for jacking up undead, and the nice thematic link)
11- celestial servant (just for cool factor, and the smite/DR might get the familiar out of trouble once in a while)
13- channeled revival (spontaneous ranged breath of life? yes please.)

he's built primarily for combat heals (which many on the forums look down on but we tend to fight over our APL a lot, so heals and status removal are often necessary to finish a fight). at 13th level he can cast as a 12th level cleric (just from class features) and channel as a 12th level cleric (6 levels of cleric plus 6 effective levels of exalted with the 2nd obedience boon); he will have the 6th level granted power from the healing domain for +50% healing (his other 'actual' domain is fire, for some offensive spells), and he'll have the glory[heroism] domain from expanded portfolio.

RPG Superstar 2012 Top 32

i'm with lemeres- waiting till 6th to flurry with reach is not only 'not a bad' idea, it has some practical benefits...
except i'd actually wait till 7th- go monk 5 then pick up the evangelist PrC. as far as I can tell flurry should progress with attuned class (you'll just be one level behind standard monk).

edit: i just looked up the specific ritual and bonuses for deific obedience to Shelyn... the ritual isn't difficult (dance or make some art, give it away if possible), but the bonuses aren't anything you'll be super excited about but they're not bad (the image spells could have some fun/interesting applications and monks get perform as a class skill so you could actually take advantage of versatile performance).

RPG Superstar 2012 Top 32

i second champion path.

and, divine favor is good (especially with divine favor) but taking the strength domain for enlarge person may be worth looking at too, depending on the rest of your build... it adds no bonus to hit and +2-5.5 damage (1-2 from Str and 1-3.5 increased weapon damage), so divine favor is probably better in that regard but enlarge also gives you reach which should result in a bunch of extra attacks (which are like gold to heavy hitting 2hander builds).

RPG Superstar 2012 Top 32

are you allowed to double up on prestige classes?

this might be a little cheesy (and probably takes a little bit longer to come together than you'd prefer) but if you did sorc7->DD10->sorc3 on one side and pally6->eldritch knight 10->pally4 on the other i believe you'd end up with +20 BAB, CL 20, and 10d12+10d10 hp... there's quite a few levels where both sides grant you a caster level (which overlaps/is wasted instead of stacking), but it still might be worth looking at.

RPG Superstar 2012 Top 32

my vote would definitely be for the evangelist PrC. take 1 more ZA level (because you need 5 levels to get in, and to minimize hits to BAB).

with attuned class you'll only lose out on one level of monk progression; your saves will take a little bit of a hit but you get extra skills, more class skills, bonuses with untrained skills and all the benefits from deific obedience. should be a great, flavorful build.

RPG Superstar 2012 Top 32

i know you're really attached to the greatsword but there is another option...

Human Fighter - no archetype
S 14, D 18, C 14, I 10, W 12, C 8
Trait: Indomitable Faith, eyes and ears of the city

Feats
1 - Point Blank Shot, Weapon Focus (longbow), Deadly Aim
2 - Precise Shot
3 - Rapid Shot
4 - Weapon Specialization (longbow)
5 - Point Blank Master
6 - Manyshot
7 - Snap Shot
8 - Combat Reflexes
9 - Improved Snap Shot
10 - Greater Weapon Focus (longbow)
11 - Improved Precise Shot
12 - Greater Weapon Specialization (longbow)
13 - Clustered Shot
14 - whatever else you want...
15 -
16 -
17 -
18 -
19 -
20 -

this is a switch hitter in the sense that you can continue to shot your bow in melee and even threaten with it.

RPG Superstar 2012 Top 32

spending one feat on quickdraw would be a lot more efficient than spending 3 on vital strike (both in terms of feat usage and damage output). you could spend one of the 2 feats that opens up on deadly aim and still keep wpn spec...

remember, you don't have to use deadly aim just because you have it- you can use it if your shooting at something easy to hit (or if you can't full attack for some reason) for a big damage bonus and just opt not to use if you're worried about hitting. i don't know what context the build would be used in either but if you've got a couple buffs going (say maybe you have a bard and cleric in the party so you're rocking inspire courage, heroism, and prayer) you can often afford to stack the deadly aim/rapid shot penalties?

RPG Superstar 2012 Top 32

this seems like kind of a weird thread necro...

but since we're here i'd like to point out that the newest build posted is actually a giant trap... the OP stated that he was making a dhampir- LoH is worthless for them (since they are harmed by positive energy), so feats like fey foundling, greater mercy, and extra LoH (x3) are really poor choices. Oath of Vengeance is a good call though since burning them for extra smites is just about the only useful thing dhampir can do with LoH.

RPG Superstar 2012 Top 32

i just put together a cleric/exalted/evangelist of sarenrae yesterday! i haven't used him yet but he looks awesome on paper :)

RPG Superstar 2012 Top 32

deadly aim is never irrelevant... honestly, unless you think you'll be able to use the bow from a couple of range increments away with some regularity, you're probably better off taking it than weapon spec[longbow] (at 4th level it gives +4 damage vs WS's +2, and the -2 to hit should't be a big problem since you'll be at around +9-10 to hit normally).

edit: and realistically the vital strike feats aren't going to do much for you... most enemies will come to you (since you're filling them with arrows and they want to stop that/get even), so you'll probably end up full attacking more often than you think... dropping those will free up some feats.

RPG Superstar 2012 Top 32

i agree with deadman- without precise shot you're only using your bow until your enemy is in melee range (which means you'll melee more often than ranged), i'd definitely suggest switching str/dex; the difference between 7 and 8 Cha is minimal but the extra +1 will save could be important so upping Wis is a good idea (plus see next point); one of the things that makes the longbow great is its range- in theory you can shot it over 1000' but in reality its range is really determined by how far away you can spot someone... every archer should max out their perception (take the trait to make it a class skill, put max ranks in it, and invest in Wis when you can).

the Con/hp thing... personally i'd try to squeeze in toughness early (and still take FCB in hp) if your going to go with 12 Con, but you can probably get away with keeping it as is.

RPG Superstar 2012 Top 32

since you're open to other casters...

a witch could be pretty handy. they have a lot of the same issues as wizards in terms of spell preparation but their hexes are super useful and can be used repeatedly so they don't have to worry as much about resource management.

in terms of an ultimate caster though, there's few options that can rival a mystic theurge... this would require a lot more work on your part (since you'd have to pick/learn a lot more spells), but an emberkin aasimar wizard 2 can take 1 level of cleric with either the trickery domain or the fate inquisition and start leveling as a Mystic Theurge at 4th (spell-like abilities count as spells for feats and prestige classes, so you get 2nd level arcane from pyrotechnics and 2nd level divine from mirror image or augry). so, at 10th level you'd only cast as a 9th level wizard, but you'd also cast as an 8th level cleric! focus your stat points/items on Int and think of yourself primarily as a wiz, but you also have all those divine spells to fill in some of your utility casting and give options a normal wizard wouldn't have. for starting stats i'd go with something like: Str 12, Dex 15, Con 14, Int 18 (16+2race), Wis 16, Cha 14 (12+2race).

the arcanist from the Advanced Class Guide playtest might be worth looking at too- its kind of in between a wizard and a sorcerer and (IMO) has more flexibility than either. they're probably the easiest full caster to get right because like a sorcerer they can use each spell as the need arises instead of burning it up too soon, but like a wizard they can change the spells they have access to each day if one isn't really working out or they know they'll have a special need.

RPG Superstar 2012 Top 32

how optimized are you hoping to be?

i really like the magaambyan arcanist (collegiate arcaninst on pfsrd)... they're not optimal for blasters but as a wizard you could be a competent blaster to begin with then use the PrC to add unusual flavor. the aura ability means that you can pick up sacred summons if you want to supplement blasting with some summoning for protection/control (or to mass-summon lantern archons to do some blasting for you), and you can use the druid spells you learn to either pick up tricks other wizards can't do (like cure spells) or to further supplement your blasting (maybe pick up flame strike for an AoE that still does damage against things immune to fire?).

RPG Superstar 2012 Top 32

are you asking for advice on building a sorcerer, or advice on building your party's first 'true caster'?

if you just want to make a sorc:
personally, i think crossblooded is a trap... -2 to Will saves (and no real need to prioritize Wis) leaves you with basically 0 good saves, and losing 1 spell known/spell level means that even though you gain new spell levels every even level you'll know 0 spells of that level until you level again (so, at 6th level, for example, you gain 3 third level spells/day but you know 0 3rd level spells so you can't actually cast a 3rd level spells until you learn one at 7th... unless you take a metamagic feat just to make 1st or 2nd level spells into 3rd level spells, but then they'll take a full round action to cast). you're better off spending feats for the Eldritch Heritage line if you want powers from 2 bloodlines. crossblooded is really only good (IMHO) for dipping if you're optimizing a blaster wizard (the arcana benefits from 1 level of elemental/draconic sorcerer can be a pretty big boost for an evocation wizard).

i'd suggest choosing one bloodline that supports the kind of caster you want to be and jusr running with it. sorc is easier to use than wiz because you only need to really understand/remember the spells you know instead of everything in your spellbook, and you don't need to worry about preparing spells each day. the flipside of that coin is that your selection of spells known is very important... don't overload on any one type of spells- go for a mix of blasts, utility, buffs, and control. and when you see a spell that you feel like you really want to have "just in case" but know you won't use very often at all, remember that you can buy scrolls for just such occasions.

if you're interested in other caster advice:
let us know... i'd suggest one or two other options if you're open to them, and i suspect others would as well.

RPG Superstar 2012 Top 32

if you want to go for a firearm-switch hitter the trench fighter archetype adds dex to damage with (some) guns and gets standard weapon training...

a dex based build that favors firearms but adds some 2handed melee with an agile curve blade could be pretty effective. take 13 Str and as much Dex as you can afford (remembering to get at least 12-14 Con, but free to dump Int and/or Cha). all you ready need to be decent in melee is EWP[curve blade], weapon finesse, and power attack. for range you definitely want rapid reload (and alchemical cartidges); deadly aim is great for your damage, and all the classic ranged feats (point blank, precise, rapid shot if you're using a 1 handed gun, etc) are all good. personally, i would take weapon focus/spec for a firearm but not worry about it for melee... and i would take firearms for my first weapon training and heavy blades second. with all those bonuses your firearm should do pretty decent damage (and with your huge bonus to hit, often vs touch AC, you can afford to wait on precise strike and imp ps until its convenient).

RPG Superstar 2012 Top 32

i just played a barbarian/vivisectionist in a gestalt game that ran from 2nd to 10th, he was pretty epic. i took the vivisectionist archetype for 2 reasons: we had a mindchemist/wizard who was a big bomb user, and we had other melee guys i knew i could flank with (plus my Int wasn't high enough for much bonus damage or good DCs). i used a big 2hander, which worked out amazingly well, but we weren't allowed to gestalt PrCs (if you wanted to take one it would be the only class you got at those levels)- master chymist might actually make for a viable natural attack build.

i took preserved organs for several of my discoveries, and it saved my life more than once (including one time i took normal damage from a coup de grace after failing a save vs hold person, lol). a lot of what works really well is fairly obvious... enlarge person, bull's strength, rage, and mutagen is +14 strength plus reach; i took combat reflexes and the rage power for +1 AoO and never regretted it (well, most of the time combat reflexes would have been plenty, but the 2 or 3 times i got to use every AoO i was pretty glad i had both). you have massive damage per hit so anything like haste that gives you an extra attack is awesome.

an even crazier combo, if you're into crazy, is ragechemist/wild rager. i played one as a multiclass character for a one-shot and it was nuts, i can only imagine what it would be like as gestalt. you get an even larger Str bonus and an extra attack from the archetypes. the hilarious downside is that every round you take damage you have to save or take a stacking penalty to Will saves, and whenever you kill someone you have to make a (ever-dropping) Will save or get confused. if you're gonna go this route make sure someone in the party has deep slumber or some other Will save way to stop you if you turn on the party.

RPG Superstar 2012 Top 32

there's two ways you can go with someone who "goes a little berserk"... you either just roleplay that, or you take something with rage. either option can make for a great character, but they will be very different.

if you want to have the rage mechanic you could go with an urban barbarian (the rage is actually less like what you're describing but the flavor of the archetype is the closest to your concept of any barbarian), but be aware that any barbarian will sort of be defined by their rage... its more than just a quirk or characteristic. you could also look at the wild stalker ranger- they lose the bonus combat feats but gain some rage; their skills (like barbarians) aren't very castle/highborn-esque but if you had him be from a woodelf area it could work (he'd maybe be a little more Legolas-ish).

if you're willing to just roleplay the temper, a Lore Warden fighter could be a good possibility. they get plenty of bonus feats so you can be good at finessing an exotic weapon, and they get a little more mileage out of Int which seems very elven.

RPG Superstar 2012 Top 32

i've never played a straight class martial artist, but i know that a martial artist/savage barbarian can be fun and effective. once you hit 5th level in monk you're immune to fatigue so you can move in and out of rage at will (which is great for resource management and lets you really maximize once/rage rage powers, since you can use them every round if you want).

RPG Superstar 2012 Top 32

i already suggested monk into pathfinder chronicler...

for the others:
- (any archetype that reduces spell progression) magus 5/savant
- seeker sorcerer 5/delver
- sensei monk 5/field agent

RPG Superstar 2012 Top 32

well, it depends on how your built...

you could potentially:
move up to someone [move]
single attack with power attack [1st standard]
- free trip from felling smash
- free attack from greater trip
- free attack (vs. prone) from vicious strike
- apply stunning fist
repeat vs. other opponents, or vital strike (vs. prone, stunned) x2 [2nd and 3rd standard]

or, if you're in a mythic campaign you could just use mythic power attack, and mythic vital strike three times to dish out some serious damage...

1 to 50 of 1,600 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.