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Heh its not the biggest deal, coversely does your Character have any issues with Constructs or some such because if not There are some devices Ibelieve that can help you and since Im allowed a portion for such (And is likely the only way to get such items) I could do so for them. What is your Stalker focusing on?

nate lange RPG Superstar 2012 Top 32 |

Hmm... This might sound kind of crazy but I'm thinking about applying with a straight class fighter... He'd use UMD for flexibility/utility, and I'm looking at ways to get him a passable Will save. I'm usually all about casters for high level stuff like this but it seems like it might be fun to just make straight forward 2-handed weapon wielding a$$kicker...
10 + 19d10 ⇒ 10 + (8, 9, 8, 3, 2, 3, 4, 1, 1, 2, 8, 6, 6, 9, 7, 8, 9, 10, 9) = 123

Bobo D |
My intelligent item familiar (path dabbling) is going to have a 4th level spell usable at will for 56k, do you have any objections to the spell King's Castle? its a pali 4 spell that would let me switch places with an ally every round at a range of 65 feet. Coupled with high initiative, I could close the gap to the BBEG, steal his stuff, then Castle in the fighter so they can full attack on thier initiative. Nothing here illegal, just wondering if there is any objection to using intelligent magic items this way.

Bobo D |
@Bobo D
It's perfectly legal. If you don't feel bad about doing it, I won't feel bad about finding a way to counter it. ;P
I mean, I narrowed it down to this, D-door, and dance of 100 cuts. So really, this one just seemed the most fun to play with. It also helps the party the most, so I think its about as good as its getting for the investment. Plus this way I can have my pet penguin use telepathy to make chess puns and have it make sense :D.

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Well, would like to submit Amarilis Whitewolf for your consideration.
She is a barbarian/furious guardian. She is not an optimized beat stick like most of the barbarians builds. She can deal a pretty good amount of damage, but also has lots of mechanics to protect or compliment her companions.
Not sure were to aim her background, so left it a bit open…
Any critics, thoughts or whatever are appreciated!
DM: If you need, I can provide another version that shows from where all the numbers came from (as skill points, stats, attacks, etc).

Vrog Skyreaver |

Here's my character. I will get his fluff up later:
STR 14/20
DEX 14/20
CON 14/20
INT 14
WIS 12
CHA 20/26
HP 242
AC 30 T 21 FF 25
BAB 15
INIT +8
FORT +19
REF +25
WILL +21
Speed 30'/60' fly (good)
Sling: Normal +27/22/17 to hit; 1d6+10 +2d6 holy damage; x2 crit
Bane +29/24/19 to hit; 3d6+12 +2d6 holy damage; x2 crit
Inspire Courage +32/27/22 to hit; 1d6+15 +2d6 holy damage +1d6 sonic; x2 crit
Inspire Courage + Bane +34/29/24 to hit; 3d6+17 +2d6 holy damage +1d6 sonic; x2 crit
Escape Artist r20 +31
Knowledge (All) r0 +20
Linguistics r20 +28
Perception r20 +27
Perform (Act, Dance, Oratory, Percussion, Sing) r20 +34
Spellcraft r20 +28
UMD r20 +34
Acrobatics r0 +34
Bluff r0 +34
Diplomacy r0 +34
Disguise r0+34
Fly r0 +34
Handle Animal r0 +34
Intimidate r0 +34
Sense Motive r0 +34
All other untrained skills 7+attribute bonus
Discordant Voice, Fast Learner, Improved Improvisation, Improvisation, Improved Precise Shot, Lingering Performance, Point Blank Shot, Precise Shot, Rapid Reload (Sling), Sling Flail, Weapon focus (Sling)
Bardic Knowledge +11, Bardic Performance (50 rounds/day; Countersong, Deadly Performance, Dirge of Doom, Distraction, Fascinate, Frightening Tune, Inspire Competence +6, Inspire Courage +5, Inspire Greatness, Inspire Heroics, Mass Suggestion, Soothing Performance, Suggestion), Jack of All Trades, Loremaster 3/day, Versatile Performance (act, dance, oratory, percussion, sing), Well-Versed
Spells/day: -/7/7/7/7/6/6; DC 18 + Spell Level
0: Detect Magic, Know Direction, Message, Prestidigitation, Read Magic, Summon Instrument
1: Command, Cure Light Wounds, Detect Secret Doors, Featherstep, Liberating Command, Saving Finale, Solid Note
2: Blistering Invictive, Cure Moderate Wounds, Gallant Inspiration, Heroism, Tactical Acumen, Versatile Weapon
3: Cure Serious Wounds, Good Hope, Haste, Purging Finale, Reviving Finale, See Invisible
4: Cure Critical Wounds, Dimension Door, Echolocation, Freedom of Movement, Heroic Finale, Wall of Sound
5: Mass Cure Light Wounds, Resonating Word, Shadowbard, Song of Discord, stunning Finale
6: Getaway, Irresistible Dance, Mass Cure Moderate Wounds, Sonic Form, Sympathetic Vibration
Permanent: +5 Cloak of Resistance, +5 Deathless, Determination, Mithral Shirt of Improved Fire Resistance, +5 Holy, Bane (Evil Outsider), Bane (Undead), Seeking Sling, +5 Ring of Protection, +6 Belt of Physical Perfection, +6 Headband of Aerial Agility (Charisma), Jingasa of the Fortunate Soldier, Luckstone, Necklace of Adaptation, Pale Green Prism Ioun Stone, Truesight Goggles
Consumables: First Aid Gloves, Scroll of Raise Dead, Wand of Cure Moderate Wounds, Wand of Lesser Restoration
2175 gp
Path: Marshal
Marshal's Order: Decisive Strike
Path Ability: Inspired Defense
Feat: Mythic Spell Lore
Mythic Spell: Mythic Heroism
That's right, I use a sling. PHEAR ME!

Bobo D |
Bobo D wrote:...this way I can have my pet penguin use telepathy to make chess puns...i could not approve more haha :)
Now all we need is a name for this penguin. My initial instict would be Kowalski (of Madagascar fame), but Fischer is just too perfect on too many levels. "Castle, kingside." Fischer castles "I believe the term is zugzwang" rings a mocking voice in your head, "Mate in three."

Gobo Horde |

Hmm... This might sound kind of crazy but I'm thinking about applying with a straight class fighter... He'd use UMD for flexibility/utility, and I'm looking at ways to get him a passable Will save. I'm usually all about casters for high level stuff like this but it seems like it might be fun to just make straight forward 2-handed weapon wielding a$$kicker...
10+19d10
Hey, you might want to think about using the Familiar bond feat to get a flanking buddy, then give it the Mauler-familiar-archetype archetype and lots of teamwork feats to turn the two of you into aa scary pair of murderhobos :)
Take the imp familiar feat to make it an inevitable arbiter (so it is unkillable, has hands and can use umd).If you want to be mentally durable, check out the Unbreakable fighter and be immune to mind effects.
Or two handed fighter with Mythic vital strike to do insane damage :)
Next up I should really compile all of the rules on polymorphing into an elemental to make sure I am doing it right :)

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Well he did say we can craft up to double. So it only cost the amount for one! Woot! I really Like Amarilis she seems my sort of gal... will intimidate the character Im making though.
LOL, Actually she will just talk nicely! She could be the first Barbarian in history that has diplomacy instead of intimidate! She is quite a lady ;)

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Endoralis wrote:Well he did say we can craft up to double. So it only cost the amount for one! Woot! I really Like Amarilis she seems my sort of gal... will intimidate the character Im making though.LOL, Actually she will just talk nicely! She could be the first Barbarian in history that has diplomacy instead of intimidate! She is quite a lady ;)
Haha I meant in comparison, he has no such muscle mass. A good shot and inventor but not much else. Has some good skills between him and Eidolon.

Rynjin |

I waffled between taking Diplomacy or not with only 10 Cha and decided against it. I have the usual skills you'd expect from a Wis based character, plus Heal (Steel Serpent Maneuvers), Stealth, that sort of thing. A smattering in more situational skills (Kn. History, Geography, Linguistics, Survival).

Gobo Horde |

I was actually planning on using Mythic Vital strike but I have been waffling on rather to get that or have better versatility with the Companion. Since the difference between 15d6+13 isnt much difference that 15d6+39 on my case.
Wait, you have 15d6 base damage for an attack but only +13 flat damage after that? How?
Even if you one handed a weapon, power attack would give you +12 damage right there.If it was a bomb then only the first 1d6 would get multiplied by vital strike.
If it was sneak attack or something like that then none of it would get multiplied.
I guess if it was some sort of uber gun with no dex to damage then maybe those numbers make sense, still, you could use Devistating strike for an additional +6 (which would get multiplied by mythic vital).
I guess I am just not understanding it very well :)
Also, Mythic vital Strike is just retardedly op. I would make a motion to the GM to just ban that one outright, just because it is way to strong :)

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One, Mythic Vital strike is in no way OP if anything the caster options/Mythic Power Attack is.
Two, Ranged character why would I have power attack. And yes its an Ubergun so as I said it doesnt make much a difference,. I can adjust the damage up or down but in general it will be 15d6+13. +5 Weapon +8 Deadly Aim.

Johnnycat93 |

Johnnycat93 wrote:MVT as written is broken, but the 'real' version is fine. It's basically a type of pounce, nothing major.Do you know how Mythic Vital Strike works?
It very much should be banned in any situation.
Agreed.
Either solution works as long as RAW MVS is not allowed to run rampant.

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I know How it works. Its basically one attack Pounce. Has all the bonuses and weaknesses of being just one attack. Its actually less bad than a pounce because they way crits work in the game. The only time its Better than a regular round of attacks is if you cannot get to the target for some reason or restricted to standard actions, as even at Tier 2 you could just do the Full attack and the Vital strike.

Johnnycat93 |

Not...quite.
RAW mythic vital strike multiplies your bonuses by the number of dice you roll, not the number of attacks you're giving up.
So, taking my character as an example (no power attack, rage, none of that, just STR 30 and a +5 Impact Greatsword).
Swings for 3d6+15.
Say I use Greater Vital Strike and that jumps up to 12d6+15.
Activate Mythic Vital Strike and my damage suddenly jumps up to an absolutely disgusting [b]12d6+180[/dice] compare to my normal full attack for 12d6+45 if all attacks hit.
And those numbers get even more ridiculous the higher your damage dice.
This would be ridiculous, and thus the interpretation that Rynjin suggests is the popular solution.

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Well the rules assume a basic understanding of English and previous rules. All 3 Vital Feats tell you the amount of dice you roll, thus the feat simply goes off of that. Its less of an interpretation and more Basic paizo feat creation. Vital says Twice, Improved says Three Times, Greater says Four. RAW it would follow that line of thinking though If the feat had no previous line of thinking then the way you describe it above would be what is used. You would have to find a way to get as many dice as possible.