Aerodin's page
Organized Play Member. 48 posts (151 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.
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Can you still opt to use a spiked shield to do bludgeoning damage with a smaller damage dice?
Are you wielding a shield and a shield spikes, two separate weapon entries or a spiked shield one entry?
Quote: Spiked shields are intimidating weapons, and can have a single protruding central spike, razored shield edges, or a whole forest of deadly protrusions. You can bash with a spiked heavy shield instead of using it for defense. A spiked heavy shield can’t be disarmed. See the armor spikes entry on page 10 for details. Although, I think logically your should be able to be it seems against RAW.
Quote: Deadly spikes and bladed projections extend from some shields, transforming such pieces of armor into weapon in their own right. Shield spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger (see “spiked light shield” and “spiked heavy shield” on Table 1–5: Martial Weapons). You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.
Some things I like a planaer wildshape. Take the animal domain And boon companion for domain spells and an AC. One level dip unchained monk is a good bet grab Dodge as a bonus feat. The best value DC bump for spells is persistent aqueous orb is a great candidate for meta magic.
Shaping focus for muticlassing. Quicken meta magic for fast buffs. Improved grapple and greater grapple.

Consider tribal scars. It will give you+5 movement +6 hp. That may help you a bit.
If you don't want to invest the feats and gear to be a stronger caster, focus on conjugation many spells have no saves and are Sr no.
If you have the int and you could improve your casting with arcane enlightenment from the lore spirit. Grab some pit spells, glitter dust, acid arrow etc. This will give you some blasting but you can also take some control sells. I like this option better because if you know your going up against some fire resistance you have other options.
This is a little later for you but divine interference at level 11.
Maybe fateful channelling I don't know who your God is but this is a nice feat.
Over all it looks like you are trying to do a lot of things. You might start feeling like you are not doing many of them effectively as you go forward if your group has optimized.
Going forward also look at the mammoth spirit it has some good buffing. I like it better than battle.
Combat roles
Buffer:
Your class is build for this. Use your spells fateful channelling and arcane enlightenment for haste.
Blaster:
Cha boosting items, spell focus/penetration. Fire spirit or arcane enlightenment.
Controller:
Arcane enlightenment focused of conjugation spells, haste and your inititive. Get improved inititive and the ioun stone to boost it and additional traits reactionary
Striker:
Strength boosting times. Pick a weapon 2 handed reach is likely best. Get power attack and if you have the Dex combat reflexes. Extra traits fates favoured with boost several important buffs for you.
Healer:
Shield other, life link, channel fey foundling is classic. You're eore of an emergency healer so I think you're fine. My oracle has been saved by combat healer but over all it's not used that often.
*Khan* wrote: What about pushing assault? Isn't it better and quicker to get than stand still?
http://www.d20pfsrd.com/feats/combat-feats/pushing-assault-combat
It is a better overall. Having to power attack and having a size limit are both downfalls. But as written stand still is only adjacent squares which is a much worse limitation.
My feeling is if you want to set up a patrol to protect allies you need more then the threat of damage to stop them. It is worth taking a hit to kill a wizard most of the time.
If the goal is to increase your dpr by getting more attacks in then you can skip the feat and take phalanx formation instead.
I was not making the case that it was bad. More that it is unreliable in a lot of situations so you should have other aspects to the build.
I like combat reflexes but you still need to hit reliably and do decent damage. If you can't do decent damage your just putting 10 here and 10 there. Which is not optimally effective. The other option is to get stand still so you actually stop people from getting to your allies.
plaidwandering wrote: or just drop str to 17, and even it up at level 4 A 17 primary stat is a great way to even out a build
plaidwandering wrote: phalanx formation is another feat to consider, so allies don't give cover/block aoos This is a great feat it reduces the penalties to hit and lets you fight past allies but it does not prevent opponents from providing cover. How would you put it in a battle oracle build. What level feat?
Looking good. If you want 14 dex I think you would need 9 and a 7 in Int and Wis. It's a tough call as to its value.
Hope you have fun with the build
It a lot to take in so mull over it and my ideas are not perfect by any means, but this has been my experience. I don't like d8 frontiers with less than 14 con. You could use toughness to compensate and move some feats around. Alternatively, at later levels you can add a second stat to your belt or pick up an ioun stone for 8000g that give you +2 to an ability score con or Dex.
Yes that is the sorce book for that stone!
Markov Spiked Chain wrote: Since you've already got Martial Weapon proficiency, buy a Cracked Opalescent White Pyramid Ioun Stone if you have the books. It's only 1500gp, which is cheap for a feat. I'd recommend Combat Reflexes instead, since you've got good Dex, a reach weapon, and a Bite attack to threaten adjacent as well. This is actually a great suggestion I'm sad i forgot about this stone.

I know the strategy and have a battle oracle for it. What I have found is that in close quarters enemy's are on you before your spell goes off and in open fields they just spend a turn going around you. Not to say it's not valuable it's just harder to get the value you want.
I found running up front with surprises charge drawing and drinking a potion to be the best way to make this work. War sight combines really well because you get to act in the surprise round. This is how I stake out a good battle feild spot.
My feeling after playing a build like this was that it felt to reactive I could be neutralized by good tactics or other melee characters get out infront of me. Hitting from behind provides opponents cover and negates aoos.
As people have said this can combine with manuvers well.
I like this style build but I would not put all my eggs into it. Good old dpr or the awesome buffing and utility casting are options when setting up a patrol is not a great choice. Like when going large forces everyone to squeeze, against really fast moving and or flying creatures, when there is lots of cover, when you are surprised closed in upon.
In the same way the manuvers are good for this build it worth considering that tripping is best against medium bipedal creatures and not more than 1 size larger than you. Dirty trick blind is good but only against conventionally sighted creatures.
When this is good it's really good but it is not always the case. I was trying to offer a more well rounded build.
Arcane failure does not apply to divine spells so you can ignore it. The problem with this as a Dex based build is you will not get Dex to hit with your weapon and you won't be doing much damage. This results in splitting your stats too much Combat reflexes is good in theory but it's easy to get around at mid to high levels.
You have the right idea with how to set this up but you really only need 12 maybe 14 dex to do it. Once enemies know you can take multiple attacks of opportunity they will avoid you.
My experience is it is hard for a battle oracle to cast enlarge person because of the full round casting time. Add to that to a 20 move speed it can keep you out of the battle for a while. Preventing you from setting up the front line you want.
Slide combat reflexes in there. It combos really well with surprise charge to get you in the right place.
Your stats could be s18 d12 co14 i8 w10 ch14
Or
Switch the 8 in int to wisdom.

So a few things.
Stats 18 Str and 14 Cha
Traits
Fate's favored (for sacred tattoo and Divine Favor)
You don't need to add to your best save so bump fort or take Lessons of Chaldira.
Other options are Tusked (for a bite attack) or reactionary which pairs well with War Sight
I don't like EWP I don't think it is worth it, but if it ever is this is the weapon.
Level 1
Feat - Exotic Weapon - Fauchard
Mystery - Battle
Oracle’s curse - Tongues
Revelation - Skill at Arms
Level 2
Level 3
Feat - Power Attack
Revelation - War Sight
Level 4
Level 5
Feat - Extra revelation - Surprising Charge
Level 6
Level 7
Feat - Extra - Weapon Mastery
Revelation - Battlefield Clarity
Level 8
Level 9
Feat - Toughness or Extra - Combat Healer of improve init
Level 10
Level 11
Feat -
Revelation - Iron Skin
Here is my reasoning.
- Heavy armor is need to get through the first few levels.
- Power attack is a huge damage boost for all builds
- War sight. You are a caster and buffing first matters and matters a lot
- Surprising Charge. Run out of a fireball, add extra move to a charge, move then full attack, and many other useful applications.
- Level 7 is the time for Weapon Master. Before this it's just a +1 to hit. At 8 it's early access to Improved Crit, which is awesome. Their are so many ways to get +1 to hit before this its not worth the investment any earlier.
- The rest I just included because they are good. Iron skin can only be taken at 11 so I moved it. The other 2 are in the order of value, in my estimation.
More out there suggestion.
Dual cursed Wolf Scared and Deaf or anything and legalistic. Put a point into linguistics for Lip Reading. Now you have a bite attack and at level 5 you take Misfortune.
Misfortune is great and gives you something to do with your swift action most turn. Your big losses are enlarge person and perception as a class skill. perception you can make up with a trait. And potions of enlarge person are better than casting it because it only takes a standard to drink a potion not the full round for casting.
If a character finds an item that has no value (in Gold) like an aspis badge, greycloak cloak, some trinket or bobble, can they have it for flavor in future adventures? As a GM can I write it on a chronicle sheet?
TheHarknessMunster wrote: Thank you all for the serious support, I am hoping I can find a decent Bard or something similar to it that I could have some fun with thanks for the great advice.
Also look at the scald especially if their are a lot of melee builds in the group.
Have you considered an Unsworn shaman. You don't have to get fixed with one spirit and you work at a cemetery so you should have lots of ghosts bugging you.
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My go to advice for non combat characters that let's them help with very little investment is Adopted: helpful. Then just aid another a lot. +4 is a decent bump at any level. Butterfly sting might be ok for your build. You damage will be bad but the investigator has good accuracy. Get a keen weapon and share the love. Sickening Strike maybe good in the future.
Personally, I would just get infusion asap and buff the party.
Hope some of that helps.
ekibus wrote: @@oldrolero... I really want to like the mutation fighter but as you pointed out..only 12 int and 2+ int kinda stinks.
@Gisher I'm curious if it would work or if I might need to pick up a prof feat... wait and see I guess. I really like that spear idea need to see what i can do with it.
@Aerodin... I need to look into the unbarbarian...if the temp hp stacks with other levels that might be really something to look at...
Here is the relevant text.
"in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die."
I built my investigator more for combat than for skills, though he is still really good at them.
Swashbuckler (Inspirted Blade/ 5 Investigator (Empiricist) /1 UnBarbarian (Drunken Brute)
Human Dual Talented
20 pt buy: S10 D16+2 C14 I15+2 W12 CH7
Traits: Drug Addict, Student of Philosophy
Feats
1. Fencing Grace, Weapon Focus, Weapon Finesse
3. Combat Reflexes
4. Talents Mutagen
+1 INT
5. Extra Talent Quick Study
6. Rage
7. Extra Rage
This character is built as much for flavor. A drunk and a drug user he uses clear ear and blood boil pills all the time. Drinking keeps his rage going. He is often the smartest guy in the room but loath to be there. His strength is adaptability.
Shield, reduce person, mutagen, crank your AC.
Rage, Study, Furious/Keen weapon, mutagen, help your damage and soak (temp HP).
Mutagen and alchemical allocation (heroism) are your go to precombat buffs.
First round would be rage, drink a potion, study drink an extract.
Secret Wizard wrote: Watch out for Charisma damage! :P Will do. I have played a couple 5 stat characters before but they were smart enough to reliably identify things they wanted to hit. And, did so at range.
Well it's decided Unchained Monk Oread. Thanks for the suggestions.
Secret Wizard wrote: Not surprising, the vanilla Monk was a death trap :P
It had low HP, low accuracy and no mobility.
1d10 hit dice, full BAB and Flying Kick fixed all those fronts. Full BAB + Spinning Kick + Medusa's Wrath to me is the most important change, because it allows you to kill things faster.
Ya it's a huge difference, and a significant increase in accuracy with the new flurry.
Secret Wizard wrote: Monks aren't glass cannon. They have 20 + level AC with average Wealth, which puts them firmly in the 50% chance to be hit territory, they have monstrously high CMD, and stupid touch AC, plus Evasion + Improved Evasion.
They aren't Paladins or Fighters with their fancy 24 + level AC, but each class has its own advantages and those guys take Reflex saves in the butt.
The build I posted above caps at 31-32 AC after magic items at level 12. I doubt you can find something that deals THAT much damage and has higher AC than that. Sure, perhaps a defensive Magus could, but they spend resources to do it -- all this guy needs is Barkskin.
Fair point. Like I said I have not seen many played well. Nearly half the PC death I have seen have been monks. I think all of them have been straight damage to the face death.
Secret Wizard wrote: Shrug, my build above has a before-items 15 AC at 1st level, 24 AC at level 12.
Getting +3 bracers of armor, +1 ring of protection, dusty rose prism, monk's robe and jingasa of the fortunate soldier puts you at a nice 31 AC, without any mage armor shenanigans.
It may not sound like much but about 28 of it is dodge based, so you are going to be laughing at touch attacks.
32 AC if you use Boots of Speed to grant you haste too.
Good options for AC though my concern was rather minor.
I like the build. Thanks a lot. I will play around with the particulars. I will either grab an adimantine weapon or pummeling style to deal with hardness when it comes up. I like flying kick. Oreads are slow so the sooner I can flurry the better.

Black Powder Chocobo wrote: I'd definitely suggest at least getting Improved Critical, which you can do with one of your monk bonus feats at least :)
For AC, you'll have to do a few tricks; a wand of mage armor will help, and keep a couple potions of mage armor just in case there isn't an arcane caster. Likewise, still keep some Dex and keep your Wisdom up. Finally, make sure to use the Ki Power - Qinggong Power and get the Barkskin SLA to boost your natural armor on your own; this also covers the fact that you'll want an amulet of mighty fists instead of an amulet of natural armor. Finally, if you go Crane Style, you can get a +3 to +4 AC boost for only a -2 penalty to attack rolls, but with an Unchained Monk, the accuracy penalty doesn't hurt as much. An alternative would be Snapping Turtle Style which only grants a +1 shield bonus, but no attack penalty. Taking the subsequent feats increases the shield bonus to +2 and makes you harder to crit on top of being able to try and grapple a foe that attacked you.
I was considering Pragmatic Activator/Dangerously Curious so I have at least a small chance to UMD the wand. But that's a fair investment into AC when I can just have someone else cast it. Barkskin is a good idea. I just want enough to take some of the glass out of the glass cannon.
Secret Wizard wrote: Weapon Master's Handbook.
I'd honestly just go full UnMonk, it's quite a fun class.
I do really like the UnMonk. Any particulars I should consider for the build? Monks are a class I have very little experience with and I have rarely seen them played well as GM.
Secret Wizard wrote: Just mentioning that Monk has easily the best FCB for an Oread. That is really good. Do you have to build a crit focused monk to get the most out of it?
Chess Pwn wrote: sacred fist is a little lackluster now that it's just free one handed 2wf instead of getting the better BAB to go with it.
They just came out with a new archetype for WP that trades channel for weapon training.
That's what drew my to the Cult Leader UnMonk extra attack flurry, pummeling style, sneak attack and sacred weapon. Low AC worries me a bit. Also 3d6 does not really seem to be worth 3 feats.
Do you know what companion that archetype is in?
I was looking for an interesting Oread build to spend a boon on.
Obvious classes that came to mind are Monk, Druid, and Warpriest. The war priest stood out to me as having a lot of fun features. I was looking at Sacred Fist or Cult Leader. Maybe even a Cult Leader with a one level dip in UnMonk for sneaky flurry.
If any one has suggestion for an Oread build, I'm open to anything that seems fun.
Faelyn wrote: Extend Spell would definitely be a must for this build if you go this route as a caster... That's a really good call!
The sorcerer dip is not a bad idea to get a little extra dump to your fire damage.
Ya you are trading a few spells and 1 bab for more damage and or versatility. You are only using one spell for this build so spell progressions I not that important.
I would also get several pearls of power and some saltpeter. An alchemical reagent to boost damage may be good.
Consider burning, disruptive, heighten, thundering and bouncing as well.
Maybe Menhir Savant to increase the duration spell. Next take magical lineage and magical knack. One level dip is crossblooded sorcerer orc draconic, or elemental (pick 2). Now start getting meta magic extend, toppeling, dazing etc. Rime if you took t elemental bloodline for cold. This a high dex high school range support build.
Get all the range combat feats you need and you are off to the races.
Shaman flame spirit with flame curse hex, range combat feats, and meta magic would be good too. Drop magic knack you don't need it as you are not multiclassing.
Aerodin wrote: I use a sage Azata, Lyrakien for this and she is awesome. Take extra item slot for a headband of vast int with a focus in diplomacy and put the rest of the skill points into knowledges. You got a pocket bard.
I grab a wand key ring for some umd for one spell (ill omen). Though you can pick any spell or none.
You can also grab figment at level 7 you can take skilled twice for +8 to 2 skills. Diplomacy and bluff or UMD.
Ignore the figment thing I was wrong
That is what I had ruled but wanted confirmation so thanks.
I use a sage Azata, Lyrakien for this and she is awesome. Take extra item slot for a headband of vast int with a focus in diplomacy and put the rest of the skill points into knowledges. You got a pocket bard.
I grab a wand key ring for some umd for one spell (ill omen). Though you can pick any spell or none.
You can also grab figment at level 7 you can take skilled twice for +8 to 2 skills. Diplomacy and bluff or UMD.
Markov Spiked Chain wrote: Yeah, Fetish/Cauldron are practically bonus feats for the Unsworn Shaman outside of PFS. With Arcane Enlightenment you can craft practically anything.
I definitely want to try the Gaze+Fog spell/Heavens+Darkness thing. I'm just not sure how to keep from interfering too heavily with the rest of the party.
Heavens spirit ability on turn one. Cloud spell turn two. Work beyond level six. Partner up with any other caster or have someone use a smokestick. Depending on the familiar they could use the smoke stick. Quick obscuring mist also works. I bit resource intensive but it can work well.
For non PFS games you can make a crafter with
Lore wisdom in flesh + cauldron or fetish
You can use Heavens spirit ability + water or fire to see through cloud and fog so your whole team benefits.
As people have said heavens is the strongest support spirit. Teleporting, flying, darkness, all mix nicely with fortune, misfortune, chant evil eye. These alone will give you lots to do. Your first spirit ability combos with fog spells really well. It requires 2 turns but is pretty good.
Alternatively you can use the lore spirit to get wizard spell can just be a caster. Take the hex that gives you wisdom to knowledge. Will your class skills this is a decent build. And single person confusion is pretty good.
Those are your best options.
For spells consider things like Entangle, Bless, protection from evil. Level 2 Barkskin, animal stat, calm emotions, fog cloud, levitate will all provide support. For the spells generally I would focus on control and helping the team deal with the like flying, blindness, fear, invisibility and any other tricky conditions they may encounter.
Nohwear wrote: I want to make a support True Silvered Throne Shaman and I would like a bit of advice please. The big thing is that I am unsure of which primary spirit to take? I will likely use my Undine boon for this, so I would rather avoid and spirit that does best in fighting in melee. The best Shamans tend to lean really hard human/ half human favored class bonus and arcane enlightenment to fill out there spell list.
Can you give more info on how you want to support you group? Do you want to heal, control, buff, debuff?
More specifics may help people help you.

Prioritize your hex's. Slumber is the best buff. Life link is huge for a support build. Shield other also works well so you are not burning to may actions healing. The other benefit of using Shield Other is that the more evenly your spread out the damage the more effective channeling will be.
Eventually pick up the combo of evil eye, misfortune, and chant.
I like to use the wandering spirit to fill out my group and to fit my location. Flame is always decent if you don't know what's coming up. Stone can be nice underground. Heaven can give you some control (though its mind effecting).
If you want to buff be a human or half-human. You can get some great cleric buff with your favored class bonus. Shield of faith, liberating command, prayer, blessing of fervor, heroism, etc.
Familiar archetypes are great protector is the best choice to me. Be very careful with fireballs, you don't have evasion. If you want to pick up fortune at some point a regular familiar can be great. Shamans have a special share spell they can use hexes at range through there familiar. I have my familiar ride in the fighters pack so I can safely cast it on him. You are getting reach on your hex for free. It can be really useful.
Honeyed Words will boost the slumber DC. This is the only way I know of that increases a hex dc.
Reach (buff), extend (buff), persistent (debuff). Are all good options. I don't like meta magic for prepared casters in PFS. Because meta magic enhanced spells are often worse then spells of an equal level preping them is a sacrifice. I find they add an additional level of difficulty to preping the shaman. If you find a spell you like or a combo then build it up, but I avoid the extra complexity.
I really like spell storing items for PFS shaman. Starting with the Cracked Vibrant Purple Prism, then armor and shield, you can store a spell from a past day on it. You can use spirit magic or arcane enlightenment to load it up and take it with you. If it's a buff you can give the stone to the fighter and tell him to cast his own enlarge person.
Thanks all that really clears things up!
DM_Blake wrote: Oh yeah, damage always "stacks".
Or more accurately, it doesn't "stack" at all because damage is always instantaneous. No, the spell isn't an instantaneous spell, but each round when it does damage, the damage itself is instantaneously applied which means there is nothing to "stack" - just subtract the HP from the target as the damage is applied.
So for concentration checks would it then be one check per arrow at 10+ 1/2(2d4)+spell level?
I can't seem to find a good answer. There is the possibility I'm over looking something simple. Any help would be appreciated.
Two arrows hit the same wizard. He takes 2x2d4 points of damage. How much ongoing damage does he take, 4d4, 2X2d4, or 2d4?
If hit twice in the same round with acid arrows for 2(2x2d4) damage? How much ongoing damage does he take, 8d4, 2x4d4, 2(2x2d4), 2x2d4, 4d4, 2X2d4, or 2d4?
The options I have shown are the damage all together, from each character, from each arrow, if damage from one character does not stack, if none of the ongoing damage stacks.
Thanks
Cavall wrote: My wife took tattoo sorc with a cold elemental build so having the one that gives cold vulnerability would allow her "burning" hands to do 1d4 plus 10 essentially. (Bloodline boost).
Not a bad way to keep relevant for level one aoe.
I guess most people I play with like fire spells so I could get some mileage out of the fire vulnerability.
Cavall wrote: If you want to boost healing celestial totem is great.
Otherwise go spirit the whole way.
Also do NOT disregard the linnorm lines. It will take effect if any one drops making it 20x more useful, and adding damage to attacks over a group is great too.
Linnorm looks good. One permanently staggers. This would work even better if I bumped my charisma. I think I will go with the spirit totem as well
Markov Spiked Chain wrote: Is there a reason you're spending so much on Dex?
I'd much rather have a 16 Cha...
You have some good points the Dex is because reflex is my weak save, and it fills out my breast plate's max ac.
I will retrain my 9th level feat to greater skald's vigor I like that feat a lot.
Both master pieces are great. I like the people revolt. Maybe it's worth taking some other performances to get it. I think I will grab it. 4 ranks in percussion should not be to bad. I could put the second +2 into int to make that a bit easier.
The reason I passed over blade dash it that once it comes online at level 7 my first turn standard action will usually be haste with war cry and raging song for my swift and move action. But this also makes allegro a useless spell unless I run out of 3rd level spells.
I will look into the rage power lines you suggested. Thanks for the great suggestions.
Cavall wrote: Total brain fart on power attack. Apologies. No problem.
Cavall wrote: Well an Int item won't increase skill points retro actively. But... you get to pick a skill to focus on. Gain a rank per level.
Personally I wouldn't as you need a charisma boosting item and that would be the bigger priority.
I'd also go with power attack before performance increase. You'll find it will end fights fast and means you won't need the rounds.
For a second mental stat I usually grab an ioun stone for 8000. This saves from having to have 2 stats on a headband. You're right about the skill focus, thanks for clarifying but the method still works. The extra performance replaces scribe scroll for PFS. And I can't take power attack at level 1 needs a BAB of 1.
deuxhero wrote: Giantslayer has a magic grenade (with little cost increase) that ignores ALL miss chance and concealment, so it can attack foes in murderholes/arrow slits with ease.
But yes, they seem largely useless thanks to the variable fuse (which makes no sense when it varies by up to 12 seconds).
Some only vary between 1 or 2 rounds 1d3-1. That seems fine for me but the more dramatic differences seem silly.
deuxhero wrote: Giantslayer has a magic grenade (with little cost increase) that ignores ALL miss chance and concealment, so it can attack foes in murderholes/arrow slits with ease.
But yes, they seem largely useless thanks to the variable fuse (which makes no sense when it varies by up to 12 seconds).
This is what I was thinking I will have to see what the gms say.
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