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AceNegatov's page
35 posts (48 including aliases). No reviews. No lists. No wishlists. 2 aliases.
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Hey guys.
So, as the title says, I'm working on a Red Mantis Assassin build.
Here's what I have so far:
Warpriest (Mantis Zealot) for first level - Weapon Focus and EWP with the Sawtooth Sabre. For our first level feat, we'll take TWF.
Brawler (Snakebite Striker) for second level. This gives us a bunch of things; bonuses to unarmed strikes if we ever need it, it allows us to dump Int, and it gives us a d6 of Sneak Attack. I think this is better than taking a level of Rogue or Ninja because of better BAB and d10 hit dice.
(I should also note that before 3rd level, I'll be using a bow mostly.)
Swashbuckler for 3rd level, no particular archetype in mind. Gives us Weapon Finesse, and our 3rd level feat will be Slashing Grace for Sawtooth Sabres.
Now for 4th and 5th level, I'm not sure what to take. I could take a level of Rogue/Ninja to get another d6 of Sneak Attack. I could take a level of Fighter for bonus feats, better BAB and d10 health dice (as for feats I don't know what else I should be taking, I know I have to get Alertness at 5th level for RMA).
As for stats, our main stats would be, in order: Dex-Cha-Con-Wis-Str-Int
I don't really mind any race.
Any advice on how I can improve this build would be much appreciated.
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1 person marked this as FAQ candidate.
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Hey all.
So the new Fearmonger archetype (found in the Monster Codex) for Antipaladins was a class that I thought might be a good villain for a campaign.
But then I found a problem;
The first ability the Fearmonger gets, Feed on Fear replaces Touch of Corruption.
And then later on, the Fearmonger must select Shaken, Dazed, Frightened and a new Panicked cruelty.
But doesn't cruelty rely on Touch of Corruption? How does this work, or was this a mistake?
Thanks for the Hunstmaster link, will look through it.
As for the Holy Vindicator, that could work, but I'm not sure how he feels about a divine warrior. I will tell him about it though, thanks.
I don't have Animal Archive sadly, so I don't know what Hunstmen is.
If you can send a build, that would be great. Thank you.
Just talked to him, he really likes Order of the Flame (thanks DM Corerue), but doesn't like the idea of mounted combat.
While I know that Mounted Combat may be better for DPS, I think I'll let him do what he wants. Anyone know a good not-mounted Cavalier build?
Aiden Wolfsbane wrote: Thanks for the quick responses. Sorry I wasn't very clear with info, my bad.
He wants a front line warrior-like character, and while I shall take a look at the Pain Taster, I think he meant more like taking damage from opponents, instead of inflicting it on himself.
Sorry, that was me.
Hey all.
I'm helping a friend make a character, and he's wondering if there is an archetype or class that, when damaged, becomes stronger in a way.
He asked for that, and I don't know if there is something like that, so I thought I'd ask.
Thanks.
grimdog73 wrote: Ace you can do a wsrpruest...im leaning towards cleric/ranger Oh okay. Thanks :)
Cool. I'd love to join.
I feel like making a warpriest, but if that's taken I'd rather have a diverse party :)
I'll let you know what I come up with.
This is the backup plan if natural attacks or wolfpacks aren't working:
Brawler 1 - Combat Expertise
Brawler 1 (Bonus) - Imp. Unarmed Strike
Brawler 2 (Bonus) - Improved Trip
Brawler 2 (Effectively Bonus) TWF
Brawler 3 - Wolf Style
Brawler 4- ----
Brawler 5 - Combat Reflexes
Brawler 5 (Bonus) Vicious Stomp
Brawler 6- ----
Brawler 7- Greater Trip
Brawler 8 (Bonus) Wolf Trip
Brawler 9- Wolf Savage
Using Marital Flexibility to get Weapon Focus (Unarmed),
Weapon Specialization (Unarmed) and the greater versions.
Bump. (Sorry if it's annoying).

AceNegatov wrote: Helcack wrote: I don't know if these would work exactly, but if you started out with 5 levels of a different class(I think 2 Barbarian(natural attack focus) or 2 Brawler(Trip focus)+2 MOMS/Maneuver Master Monk(for wolf style feats/Trip Feats)+1 Oracle with wolfscarred face curse(for bite attack) and a cool revelation then grabbing animal ally as your 5th level feat + going into packmaster 15 and boon companioning both of your AC's you should be able to have: two wolves who are full animal companions(you divide your effective druid level for animal companions up, animal ally+boon companion gives that wolf Character level+1 as druid level and you can redistribute so you take 1 druid level from that and assign it to the other wolf from packmaster and it gets 15 from packmaster levels, 4 from boon companion and one redistributed from your other animal companion for a total of 20 druid levels on both animal companions), A bite attack that scales with level, Wolf Style Trip abilities and 2 wolves to follow you around. The bite attack only scales with oracle levels doesn't it? Anyways, I get it for free with the race.
It's an interesting build. I'll take a look at it now. I really have no idea how you did the math of two full level animal companions. Do you mind explaining a bit more?

Helcack wrote: I don't know if these would work exactly, but if you started out with 5 levels of a different class(I think 2 Barbarian(natural attack focus) or 2 Brawler(Trip focus)+2 MOMS/Maneuver Master Monk(for wolf style feats/Trip Feats)+1 Oracle with wolfscarred face curse(for bite attack) and a cool revelation then grabbing animal ally as your 5th level feat + going into packmaster 15 and boon companioning both of your AC's you should be able to have: two wolves who are full animal companions(you divide your effective druid level for animal companions up, animal ally+boon companion gives that wolf Character level+1 as druid level and you can redistribute so you take 1 druid level from that and assign it to the other wolf from packmaster and it gets 15 from packmaster levels, 4 from boon companion and one redistributed from your other animal companion for a total of 20 druid levels on both animal companions), A bite attack that scales with level, Wolf Style Trip abilities and 2 wolves to follow you around. The bite attack only scales with oracle levels doesn't it? Anyways, I get it for free with the race.
It's an interesting build. I'll take a look at it now.
Some feats to keep in mind:
Back to Back
Imp. Back to Back
Outflank
Pack Attack
Tandem Trip
Wolf Style feats (What do you guys think of these?)
Extra feature
Most other combat feats can be taken with Ranger's combat style.
Mrpops wrote: Yeaaah, animal companions are going to die to high level monsters no matter what you do. Having 3 level 7 companions versus a level 9 isn't going to make that much of a difference.
I've been thinking about using a build of 3 sacred huntsman/x pack lord (Or hunter equivilent) to make a teamwork focused variant, since all your animal companions get your teamwork feats.
Would it be better to go Sacred Huntsman 3/Beastmaster X instead of Pack Lord?
Speaking of animal companions, does anyone know of a good Beastmater ranger build? Natural Weapon fighting style helps as well.
Mrpops wrote: AceNegatov wrote: Choon wrote: Well, the first thing that pops to mind is the Pack Lord archetype for the Druid. As you advance the companions get progressively weaker (peaking around 7th), so I'm not sure how useful it'll be to you. I haven't really paid much attention to that archetype as it's considered very weak. And where are you getting that from? I've read it several times on the message boards, not really any one specific thing. But the reason why I think people think it's very weak is that a bunch of weak creatures are easily taken out by AOE and higher level monsters. Of course, with only 2 animal companions or so, that may be different.
I may be wrong about this archetype. If you know a viable build, please do tell me.
RumpinRufus wrote: Have you seen the Feral Hunter archetype? Interesting, thanks for linking me to it.
It seems to only use spells to get a "pack" of animals, which I don't quite like, but I like the idea of animal focus to get more of a beast than a man feel.
Choon wrote: Well, the first thing that pops to mind is the Pack Lord archetype for the Druid. As you advance the companions get progressively weaker (peaking around 7th), so I'm not sure how useful it'll be to you. I haven't really paid much attention to that archetype as it's considered very weak.
Oh also, if the pack of wolves are just plain horrible then I don't mind him being a lone wolf.
Starting at first level, no max level yet.
Hey all,
I need to create a character for a new session I'm having. I want it to use the Skinwalker race, specifically the Werewolf-kin kind.
I'd prefer if he used only claw attacks and a bite attack, and for him to have a pack of wolves. I'm thinking teamwork feats would be good here. As wolves also use trip maneuvers, maybe he should have a few trip feats as well.
Anything pathfinder, no 3rd party stuff, using random roll stats.
Thanks in advance.
Hi all, I recently bought Fires of Creation, and so far it looks good!
But before I start my campaign, I was wondering - I know that no character starts with high-tech equipment, but I was wondering what the status was about firearms.
Are they exotic, martial or simple? (Emerging Guns, Commonplace Guns, or Guns Everywhere?)
I ask because there is a few "stages" of technology for campaigns, and I would like to know which one this campaign is following.
Thanks in advance.
Deadmanwalking wrote: AceNegatov wrote: Hmm, how much of a campaign is the AP? By that I mean, is it just an outline, like 20% of a campaign? Do I have to edit it a lot, to the point where it would probably be better off making my own campaign (I have in the past)?
Or does it only require minor edits here and there to adjust the difficulty or something? The latter. You can theoretically run a whole campaign straight from the books with basically no changes. In practice, some tweaking is necessary (and a lot more tweaking is possible) but you've got the vast majority laid out for you by the AP. Alright, thanks.

Pan wrote: For me the AP is an adventure campaign outline. I just dont have the time and energy to plan a full blown campaign. I do make my own edits and changes as I feel neccesary. Its nice to have a skeleton to work with. My players love them too becuase APs have a theme and the players guide allows them to buy into the adventure. I rotate duties so I only purchase APs I plan to run at somepoint. I dont want to spoil them if I end up a player.
So far the APs are great but none of them have been perfect. I dont have an out of the box mindset when I purchase an AP. I fully expect to have to do a little work to make it right for me and mine. The APs are excellent reading material and the bestiaries make them useful even after you have run them for future ideas.
Hmm, how much of a campaign is the AP? By that I mean, is it just an outline, like 20% of a campaign? Do I have to edit it a lot, to the point where it would probably be better off making my own campaign (I have in the past)?
Or does it only require minor edits here and there to adjust the difficulty or something?
Now this may sound like a stupid question (and I am terribly sorry if it is), but what is an Adventure Path?
Is it simply a book that details an Adventure you can play? If so, does it come with a map/tiles to play on or anything?
Also, what comes with it? I'm thinking of getting Iron Gods, so I'm curious.
Again, really sorry if this is a stupid question.
Imbicatus wrote: You only get unarmed damage with unarmed strikes. You only use your weapon damage with weapons. However, I would suggest a couple of changes.
First, consider hungry ghost for you monk levels. Scimitar crit range means that you will have ample opportunity to regain ki or gain healing on crits.
Second, add quinggong for barkskin.
Third, as you worship sarenrae, take the lightbringer trait in inner sea gods. This gives you a SLA with a caster level that is your character level! qualifying you for arcane strike.
Hungry Ghost monk seems a little evil; Sarenrae is NG, and Monks have to be Lawful, so I thought my character would be LG.
Quinggong can be done, no problem.
Sadly for traits in general, my DM does not allow them for some strange reason.

haruhiko88 wrote: AceNegatov wrote: 666bender wrote: Dervish dance is 1 handed only .... It's a lot less damage than str focus Perhaps, but you can find a lot more things Dex is useful for than Str, like AC or many skills. With Dervish Dance, you can also add Dex to damage and attack rolls.
Also, because the character is a Monk, you can flurry of blows to add unarmed damage as well, which can also be used for disarming an opponent. What monk archetype are you using to add unarmed strike damage to flurry of blows with a weapon? As written you deal your weapon damage if wielding a weapon. The only archetype I can think of off the top of my head that allows you to spend ki points to deal unarmed damage is the zen archer but that is with a bow. Sorry, should have been more clear.
What I meant was you can flurry with a weapon and unarmed instead of only flurrying with your weapon. Which means you can use Stunning Fist, so the opponent not only has lower AC but also drops everything. So if the opponent wants to pick up a weapon, he provokes an AoO as well.
I have also just realized that Duelists gain Deflect Arrows, so perhaps I should switch out that feat with another one.
666bender wrote: Dervish dance is 1 handed only .... It's a lot less damage than str focus Perhaps, but you can find a lot more things Dex is useful for than Str, like AC or many skills. With Dervish Dance, you can also add Dex to damage and attack rolls.
Also, because the character is a Monk, you can flurry of blows to add unarmed damage as well, which can also be used for disarming an opponent.
Hmm, I didn't think of that. Thanks. That way the feats would be:
Human 1- Weapon Finesse
Level 1(Crusader Bonus)-Weapon Focus (Scimitar)
Level 1 (Crusader) -Combat Expertise
Level 2 (Monk Bonus)- Deflect Arrows, Improved Unarmed Strike, Stunning Fist
Level 3 (Monk)Crusader's Flurry
Level 3 (Monk Bonus)- Combat Reflexes
Level 4 (Monk) - None
Level 5 (Monk) - Dervish Dance
Level 6 (Monk) - None
Level 7 (Monk) - Dodge
Level 7 (Monk Bonus) - Improved Disarm
Level 8 (Monk) - None
Level 9 (Monk) - Mobility
This also opens up to Greater Disarm, which is cool.

Hello all.
I want to make a Monk/Cleric build that uses Dervish Dance and Crusader's Flurry. He would be a cleric of Sarenrae.
I also want this class to prestige into the Duelist prestige class.
So far, I'm thinking Human Cleric 1/Monk8. Focusing on Dex and Wis, with Int and Cha being secondary abilities. It's a bit MAD, but that's what I could do.
Feats:
Human 1- Dodge
Level 1(Cleric)-Weapon Finesse
Level 2 (Monk Bonus)- Deflect Arrows, Improved Unarmed Strike, Stunning Fist
Level 3 (Monk)Weapon Focus (Scimitar)
Level 3 (Monk Bonus)- Combat Reflexes
Level 4 (Monk) - None
Level 5 (Monk) - Crusader's Flurry
Level 6 (Monk) - None
Level 7 (Monk) - Dervish Dance
Level 7 (Monk Bonus) - Improved Disarm
Level 8 (Monk) - None
Level 9 (Monk) - Mobility
And the rest of the levels would be Duelist. Any feat recommendation for that? I'm thinking style feats, but maybe it would be too late.
The idea of the Build was using Flurry of Blows with a scimitar, and if needed use a disarm with the Flurry. He has very weak spells and channel energy that can come in handy at early levels, especially with healing.
Thoughts?
Okay, thanks for clearing that up for me.
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1 person marked this as FAQ candidate.
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Hello all! I hope this is the right place for this question.
I recently looked at Monk archetypes, came across Hamatulastu Master.
At level 5, it seems they get immunity to ALL spells. Is that correct or am I reading it wrong, and they only get immunity to spells with the pain descriptor?
Thanks.
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