Hellknight

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Thanks for the reply Azothath. The problem with your suggestion is the other players. I do research, ask for advice and read guides to try and come up with well rounded characters.

They don't, I had to explain the fighter class to the person playing the fighter and help with all of the feats. The other person playing the new summoner/arcanist hasn't done any research but left it for me to design.

Strategy hasn't been bad but the DM is a killer. There is a castle on an island in COTCT and we were making entrance when a wandering banshee came around and hit 2 of the characters with a scream that did over a 140 points of damage. That was after it had swiped at one of the characters for almost 70.

No way a rogue can survive over 200 pt's in one round. He also is stingy with magic. None of us are geared for our level and he regularly rolls criticals. I am all about hard content but it really seems like he is out to kill us every single encounter, frustrating.

Thanks for listening to my rant and all the good advice. I am off to design 2 other characters for the other party members.


Thanks for all of the good advice and pointers. I was just trying to get as much DPS as possible. I am currently playing CoTCT and our DM has TPK'd our party on 3 separate occasions.

We only have 4 players and I am normally the glass cannon because the other 3 always create interesting characters with back stories which leaves me doing the damage :(.

This hasn't been playing out well in this campaign. 2 of our party members are dead and refuse to come back so we are trying to finish the campaign by making new characters.

We already have a fighter, rogue and either a arcanist or summoner which leaves me to be the healing type/secondary tank/dps guy again.

We are switching over to try DnD 5e for the next campaign. I picked warpriest because I have never played the class and it will be a couple of years until I come back to Pathfinder.


The Plant domain has a sub-domain called Growth. Growth has the Enlarge spell and is an arcane spell. The ability to cast arcane spells is all you need to qualify for Arcane strike.


Thank you for the reply. What about 1 level of cleric to get the 2 domains and access to Plant/growth, which in turn would get me Enlarge which would let me qualify for arcane strike?


Hello all, I hope I am in the right forum. I am making a warpriest who will be 13th level. I was looking into making a ranged arsenal chaplain. My questions are: do you think 1 level into sorcerer would be worth it?

My rationale is that I would get access to Ability to cast arcane spells, Tattooed sorcerer archetype, tattoo familiar, a bloodline, Arcane Strike and the spell Gravity Bow. Gravity Bow could be abused by casting it after I use Blessings of Fervor so the duration would be doubled.

I will be using a Orc Hornbow which is 2d6, after gravity bow it would go to 2d8. If interested in reviewing my full build idea I can post it.


Chemlak wrote:

Dex score is given as 26, so...

+11/6/1, +8 Dex, +1 WF is +20/15/10. Weapon training and +2 weapon puts it up to +23/18/13.

TWF with a light weapon (+2 dagger in off-hand) is -2/-2, so with the three attacks GTWF allows, the full attack combo seems to be:

+21/16/11 rapier and +20/15/10 dagger.

Unless someone points out a place I'm wrong, of course.

Thanks


I apologize if this is the wrong forum for this question. Only posted a few times.
I am struggling with 2 weapon fighting. I have a 26 dex, wep focus & finesse and rapier training.

I am a 5th level Inspired Blade Swashbuckler, BAB is +5 and a 8th level Oracle, BAB is +6/1, so my BAB qualifies me for greater 2 weapon fighting. So I should be at 4 attacks per full attack action?

I am currently using a +2 Keened Rapier with an effortless lace on it in my main hand. My off hand is a +2 Dagger.

Without putting all the details of my complete build I was wondering if one of you more rules experienced people could lay out my full attack routine with the minuses to hit?

Thanks in advance.


Not to bump my own thread but I came up with a different concepts and would like whoever's opinion on it. Sorry for the wall of text.

Race: Human – Heart of the Fey: +1 Reflex and Will saves, Knowledge Nature and Perception are class skills this replaces skilled.
Class: Swashbuckler (3), Oracle (7) and Vigilante. Favored class will be the Oracle.
Archetype: Swashbuckler Inspired Blade, Oracle Dual Cursed.
Traits: Addicted Friend +2 Knowledge local and Reactionary +2 to initiative.
Level 1: Swashbuckler: Deeds: Parry and Riposte and Panache Pool of 6.
Level 2: Swashbuckler: Charmed Life 3/day.
Level 3: Swashbuckler: Deeds: Kip up, Menacing Swordplay, Precise Strike and Swashbuckler Initiative.
Level 4: Oracle: Shadow Mystery, Revelation is Dark Secrets (L); Curses are Legalistic (Sickened if I break an oath) and Tongues (Only speak in Celestial or Infernal) with Tongues going forward. +1 skill points this level (FCB).
Level 5: Oracle: Mystery Spell is Blurred Movement. Panache Pool is now 8. +1 skill points this level (FCB).
Level 6: Oracle: Revelation is Pierce the Shadows (L). +1 hit point this level (FCB).
Level 7: Oracle: Mystery spell is Invisibility. + 1 level one spells this level (FCB).
Level 8: Oracle: Revelation is Shadow Projection (B/A). + 1 level one spells this level (FCB).
Level 9: Oracle: Mystery spell is Deeper Darkness. New curse language is Infernal. +1 level two spell this level (FCB).
Level 10: Oracle: Revelations are Stealth Mastery (L) and Wings of Darkness (F). +1 level two spell this level (FCB).
Level 11: Vigilante: Dual Identity, Seamless Guise, Social Talent – Well Known Expert and Stalker Specialization.


I like trying new classes and as my party will be taking a crack at D&D 5E next go round I wanted to playtest a few that I haven't yet. I came up with a new concept and thought I would post it to see if it would be viable. Sorry for the incoming wall of text.

1st level: Swashbuckler: Inspired Blade. Feats: Fencing Grace (L), Weapon Finesses' (B), Weapon Focus (B) and Piranha Strike (L).
2nd level: Swashbuckler: Inspired Blade. Charmed Life 3/day.
3rd level: Swashbuckler: Inspired Blade. Feat: Extra Panache. Nimble +1 AC.
4th level: Inquisitor: Sanctified Slayer. Travel Domain - +10 to move. Orisons, Monster Lore and Stern Gaze.
5th level: Inquisitor: Sanctified Slayer. Cunning Initiative (+2), Detect Alignment. Feat: Combat Reflexes.
6th level: Inquisitor: Sanctified Slayer. Solo Tactics, Teamwork Feat: Outflank.
7th level: Inquisitor: Sanctified Slayer. Feat: Dodge. Sneak Attack 1d6.
8th level: Inquisitor: Sanctified Slayer. Bane (7 rnds), Discern Lies (7 rnds). Study Target: +2 to hit and dam, move action unless sneak damaged.
9th level: Inquisitor: Sanctified Slayer. Feat: Battle Cry. Teamwork Feat: Intercept Charge.
10th level: Inquisitor: Sanctified Slayer. Study Target now a swift action. Sneak Attack 2d6.
11th level: Vigilante: Avenger. Feat: Critical Focus. Dual Identity, Social Guise and Social Talent: Social Grace (Diplomacy).


Thanks for the advice, never thought to look at monk. Will take a peek. I will also look into the flair. Thanks.


We are playing CoCT. I am currently a 10th level swashbuckler. I just assumed the mantle of Black Jack. My DM is giving me a total rebuild option for my class, he is hinting at adding some vigilante, but still up to me.

I was thinking of going with Virtuous Bravo for 10 levels than maybe vigilante. The bravo seems to be a better swashbuckler than the swashbuckler. I can choose anything but rapier is my weapon of choice to stick with the whole thematic of Black Jack.

I am still using first edition, but any official book is okay to pull from. I liked the bravo because of the healing as I am the "tank" of the group and I get my ass kicked every encounter with my whopping 25 AC.

Any advice using the classes above would be great or any class ideas that still incorporates the rapier would also be appreciated.


I didn't notice the change in the website before posting. I think the last posting I made 2e wasn't out. I don't post much. In 1st you could roll 18 stat then add class modifier which is already at 20 then every 4 levels you got a stat bump so the stats are right.


I apologize, I should've searched my own history before posting. I had posed a similar questions and it had been a while since I checked it.

There was a fair number of replies since I last checked and a lot of good information concerning this same question.


I have looked at the majority of the guides and most are old and the opinions seem to vary on here about the swashbuckler.

I am playing one right now and am the tank for the group (I know, non traditional). My question is about multi-classing.

I am currently 5th level with a 21 dex and 18chs. I was wondering if multi-classing into a Skald or some other chs based character class makes sense, or should I stick with the swash?

Thanks in advance for any advice.


Thanks for the replies. I was inclined to play the class w/o any dips. I am trying to fulfill the role of our front line fighter in a non traditional way by avoiding damage instead of absorbing it.


I am about to hit 5th level and have read that is all I should invest in the class and that I should multi class.

Does the switch to another class over come the loss of precise damage I get from levels and the loss of AC bumps from nimble?

I appreciate any of your insight, I did look up guides and other information on the class but most of the information is old.


Lol, that is some serious min/maxing right there. I try and avoid splashing that many classes. My GM is wanting me to be a bit more subdued than I normal am because I tend to make monsters.

My last class was investigator so I am trying to play test something different than I have in the past. Might be that the swash blows up in my face but I want to try it out.


Thanks for the replies. I like to min/max but I am not the best with the multi classing. I misread piranha strike,so I will fix that.

I don't have the gold yet for effortless lace since my character is coming in at 3rd level.

I chose inspired due to the extra feat of weapon focus and the flare of the class since I will be criting a fair amount at level 5.

I will look into weapon master a bit more. I like the musketeer movies and the thought of a mobile, lightly armored melee front liner is appealing.


Alright, I made some changes.

1st: I dropped focused study and picked Fencing grace.
8th: I took Iron will.
9th: I moved Critical focus here.
11th: I took Improved initiative instead.
13th: I took Staggering critical instead.
15th: I took Blinding critical instead.
16th: I took Critical mastery here.

I don't think I will be playing the character past 16th so the rest of the feats I will wing.

If I do multi class after level 5 do you have any suggestions? or a build you can point me to?

Thanks.


I thought I had fencing grace in there until I looked at it. Will adjust and get rid of spring attack. Will post just the feat changes and not the whole wall of text.


I am playing in CoCT right now and am the main fighter. I tried out a Blood rager but was getting really tuned up each fight. With it being early in the campaign the GM gave me leave to try a new character out. I am going to try out a Swashbuckler. I will list my current build, I am interested in your feat suggestions. I won't be multi classing.

Race: Human. Class: Swashbuckler. Favored class: Swashbuckler.
Archetype: Inspired blade. Traits: Addicted friend, Fencer and Focused study.
Strength: 10 Intelligence: 12 Wisdom: 12 Dexterity: 18 (+2) Constitution: 14 Charisma: 18
1st level: Feat: Weapon finesse (C), Weapon focus (C), Combat reflexes and Focused study – Intimidate. Panache pool is 5 points.
3rd level: Feat: Piranha strike.
4th level: Bonus feat: Weapon specialization (Rapier).
5th level: Feat: Dodge.
7th level: Feat: Mobility.
8th level: Bonus feat: Spring attack. Focused study – Acrobatics.
9th level: Feat: Dazzling display.
11th level: Feat: Critical focus.
12th level: Bonus feat: Greater weapon specialization (Rapier).
13th level: Feat: Critical bleeding.
15th level: Feat: Critical staggering.
16th level: Bonus feat: Critical mastery. Focused study – Perception.
17th level: Feat: Critical stunned.
19th level: Feat: Improved initiative. +5 dodge bonus to AC.
20th level: Bonus feat: Iron will.

Sorry for the wall of text and any help/opinions would be greatly appreciated. Thanks.


Thanks for all the replies, I will take it all into consideration and change the character.


My GM wasn't keen on my bloodrager so I am back to the drawing board. I was thinking of making a fighter and will post below. We have 84 stat points to assign how we want. We will be playing the Curse of the Crimson throne. I chose hobgoblin for flair but willing to change the race.

Race: Hobgoblin. Class: Fighter. Favored class: Fighter.
Traits: Hungry for revenge and Indomitable faith. Racial traits: Mage hunter to replace sneaky.
1st level: Bonus feat: EWP - Wakizashi. Feat: Weapon finesse.
2nd level: Bonus feat: Two weapon fighting.
3rd level: Armor training. Feat: Weapon focus - Wakizashi.
4th level: Bonus feat: Double slice.
5th level: Feat: Piranha strike. Weapon training with light blades.
6th level: Bonus feat: Improved two weapon fighting.
7th level: AAT – None. Feat: AWT – Trained grace.
8th level: Bonus feat: AWT – Focused weapon.
9th level: Feat: Weapon specialization. AWT – Defensive weapon training.
10th level: Bonus feat: Hammer the gap.
11th level: AAT – Armor specialization. Feat: Greater two weapon fighting.
12th level: Bonus feat: Two weapon rend.
13th level: Feat: Improved initiative. AWT – Trained initiative.
14th level: Bonus feat: Staggering critical.
15th level: AAT – Armor sacrifice. Feat: Blinding critical.
16th level: Bonus feat: Critical mastery.
17th level: Feat: Step up. AWT – Cut from air.
18th level: Bonus feat: Step up and strike.
19th level: Armor mastery. Feat: Greater weapon specialization.
20th level: Bonus feat: Weapon mastery.

I apologize for the wall of text and any advice would surely be welcome.


Thx for the replies. I am in process of looking and adjusting. Appreciate the help.


Cool build, thanks. I will run it by my friend.


Thanks, I made the build for a friend who asked me to come up with a dual wield rogue type. He sucks at making a build, I have designed his last 3 builds. I should have put that in the beginning.


I made an unchained rogue and am wondering where I screwed up and how I could improve the build. I apologize for the upcoming wall of text. We are given 84 stat points, must take a trait from Korvosa module.

Race: Half Elf (Drow blooded). Class: Unchained Rogue. Favored class: Unchained Rogue with human rogue bonus. Archetype: Scout.
Traits: Personal addiction and Reactionary. Racial traits: Ancestral arms (Wakizashi), Behind the veil and Fey magic.
Stats at 1st level: Str: 10 Int: 18 Wis: 12 Dex: 20 Con: 14 Cha: 12
1st level: Feat: Two weapon fighting. Fighting Finesse.
2nd level: Rogue talent: Combat trick – Piranha strike feat.
3rd level: Feat: Dodge.
4th level: Debilitating injury – Bewildered. Rogue talent: Weapon training (Weapon focus with wakizashi). Stat: Dex +1
5th level: Feat: Mobility. Rogues edge – Acrobatics.
6th level: Rogue talent: Minor magic.
7th level: Feat: Arcane strike.
8th level: Rogue talent: Major magic. Stat: Dex +1.
9th level: Feat: Improved two weapon fighting.
10th level: Advanced rogue talent: Double debilitation. Rogues edge - Perception.
11th level: Feat: Improved critical.
12th level: Advanced rogue talent: Opportunist. Stat: Int +1.
13th level: Feat: Critical focus.
14th level: Advanced rogue talent: Hide in plain sight (Urban).
15th level: Feat: Greater two weapon fighting. Rogues edge – Stealth.
16th level: Advanced rogue talent: Familiar - Bat. Stat: Int +1.
17th level: Feat: Hammer the gap.
18th level: Advanced rogue talent: Terrain mastery.
19th level: Feat: Whatever.
20th level: Advanced rogue talent: Greater terrain mastery. Rogues edge – UMD. Stat: Whatever.
Spells: Wizard/Sorcerer: 0 – Penumbra, 1st - Vanish. Druid: 0 (3) – Create water, Guidance and stabilize. 1st - Longstrider.


Thanks for the replies, thought I was onto an easy OP build. Seems my search for a good, non rogue, goblin build will continue.


I could also take a 1 level dip into ranger with the divine marksman archetype and buy a wand of gravity bow as well as pick up a feat.


I misread the bolt ace section on crossbow training, seems it caps at a x3 modifier.

If I got the DM to let the goblin gunslinger feat apply to crossbow I could use a heavy.

Assuming I could get access to the gravity bow spell that would take the damage to 2d6 ... right?


I hope that this is in the right thread, if not I apologize. I am not a rules lawyer so I often have to ask for clarification.

So a 8th level goblin gunslinger with bolt ace archetype who could have a dex of 28 (assuming 24 stat and +4 dex from a belt), a +2 light crossbow and access to gravity bow spell from the friendly party caster.

Crit range would be 17-20 x4, damage would be 1d10 + 9 dex, + 2 weapon, + 1 from PB, +4 from DA, (Might be more to add that I am missing).

So a max critical could be as much as 26 bolt damage x 4 for a total of 104 for 1 hit.

That seems like it would be kinda OP, but I am sure that I am off on my math somewhere.


So I made some changes and looked up some other feats. I think this looks better.

Race: Half elf. Class: Fighter. Favored class: Fighter.
Traits: Ancestral arms and Missing child. Racial traits: Ancestral arms, Fey Magic and Fey thoughts.
1st level: Bonus feat: Cleave. Feat: Power attack.
2nd level: Bonus feat: Dodge.
3rd level: Armor training. Feat: Combat reflexes.
4th level: Bonus feat: Iron will.
5th level: Feat: Spear dancer. Weapon training.
6th level: Bonus feat: Retrain Cleave to AWT – Armed bravery and Weapon Focus.
7th level: AAT – Armored specialization. Feat: Weapon specialization.
8th level: Bonus feat: AWT – Cut from air.
9th level: Feat: Critical focus. AWT – Weapon mastery – Weapon material mastery (Adamantine).
10th level: Bonus feat: Lunge.
11th level: AAT – Armored juggernaut. Feat: Bleeding critical.
12th level: Bonus feat: Greater weapon specialization.
13th level: Feat: Cornugon smash. AWT – Dazzling intimidation.
14th level: Bonus feat: Hurtful.
15th level: AAT – Armored confidence. Feat: Critical mastery.
16th level: Bonus feat: Blinding critical.
17th level: Feat: Dazzling display. AWT – Defensive weapon.
18th level: Bonus feat: Shatter defenses.
19th level: Armor mastery. Feat: AWT – Smash from air.
20th level: Bonus feat: Improved initiative. Weapon mastery.


Thanks for the replies, will make adjustments.


I saw the bones of this build online so I spent some time and fleshed it out more to my liking. If you are so inclined might you take a look and see if I screwed up anywhere? Thanks in advance.

Race: Half elf. Class: Fighter. Favored class: Fighter.
Traits: Ancestral arms and Missing child. Racial traits: Ancestral arms, Fey Magic and Fey thoughts.
1st level: Bonus feat: Cleave. Feat: Power attack.
2nd level: Bonus feat: Dodge.
3rd level: Armor training. Feat: Mobility.
4th level: Bonus feat: Combat expertise.
5th level: Feat: Spring attack and retrain Cleave to Whirlwind attack. Weapon training.
6th level: Bonus feat: Weapon Focus.
7th level: AAT – Armored specialization. Feat: Weapon specialization.
8th level: Bonus feat: Combat reflexes.
9th level: Feat: Lunge. AWT – Weapon mastery – Weapon material mastery (Adamantine).
10th level: Bonus feat: Critical focus.
11th level: AAT – Armored juggernaut. Feat: Bleeding critical.
12th level: Bonus feat: Greater weapon specialization.
13th level: Feat: Cornugon smash. AWT – Dazzling intimidation.
14th level: Bonus feat: Hurtful.
15th level: AAT – Armored confidence. Feat: Critical mastery.
16th level: Bonus feat: Blinding critical.
17th level: Feat: Dazzling display. AWT – Defensive weapon.
18th level: Bonus feat: Shatter defenses.
19th level: Armor mastery. Feat: Arcane strike.
20th level: Bonus feat: Riving strike. Weapon mastery.
Etc: I will upgrade the Fauchard to adamantine and keen it as soon as possible. The GM is allowing eastern armor and weapons so I will be wearing Tatami-do as armor. I may be wrong about Arcane strike, the Fey magic has spells that are listed on divine and arcane.

Sorry about the wall of text, gotta figure a better way to post it in the future.


Hobgoblin for flair, no other reasoning.


Hello all. I was recently perusing the fighter advanced weapon training and came across 2 options.

Effortless dual wielding and fighters finesse. I am correct in assuming that if the proper feats were taken before that I could be dual wielding Falcata's as light weapons?

If that is the case any idea of how I would construct this character?
I know the basic feats like power attack and such.

Any help or direction would be greatly appreciated since I am to be the meat shield of the party but I want to do as being a DPR nightmare.


Nice, got a while til that level so will make the changes. Appreciate it.


Thanks for the reply, going to submit to the GM for final approval.


Sorry to bump my old thread. I took most of your advice, changed the race and a couple of feats. I was wondering if anyone would give their two cents on this build. It is set to go live in less than a month so I want to be done with the research. Thanks.

Moksha the reaver.
Race: Half Orc. Class: Bloodrager. Favored class: Bloodrager. Archetype: Cross blooded/Steel hound. Traits: Missing child and Indomitable faith. Racial traits: Intimidating. Alternate racial traits: Fey magic (Urban terrain), Fey thoughts and Sacred tattoo. Bloodlines: Aberrant/Arcane.
Stats at 1st level: Str: 20, Int: 12, Wis: 14, Dex: 14, Con: 18, Chs: 16
1st level: Bloodline power: Staggering strike. Feat: Power attack.
2nd level: Nothing.
3rd level: Feat: Raging vitality.
4th level: Bloodline Power: Arcane bloodrage. Bonus feat: Eschew materials. Stat: +1 Str.
5th level: Feat: Arcane strike. Improved uncanny dodge.
6th level: Bloodline feat: Improved initiative.
7th level: Bloodline spell: Enlarge. Feat: Blooded arcane strike.
8th level: Bloodline Power: Greater arcane bloodrage. Stat: +1 Str.
9th level: Bloodline feat: Combat reflexes. Feat: Riving strike.
10th level: Bloodline spell: Invisibility.
11th level: Feat: Cornugon smash. Greater bloodrage.
12th level: Bloodline feat: Iron will. Bloodline Power: Unusual anatomy. Stat: +1 Str.
13th level: Bloodline spell: Displacement. Feat: Hurtful.
14th level: Indomitable will.
15th level: Bloodline feat: Quick draw. Feat: Critical focus.
16th level: Bloodline Power: True arcane bloodrage. Bloodline spell: Dimension door. Stat: +1 Str.
0 level druid spells: Detect magic, light and resistance.
1st level druid spell: Longstrider.
1st level Bloodrager spells: Endure elements, Phantom blood, Shield and Windy escape.
2nd level Bloodrager spells: Bears endurance, Bull strength, Ironskin and Mirror image.
3rd level Bloodrager spells: Channel vigor, Fly, Heroism and Monstrous physique I.
4th level Bloodrager spells: Black tentacles, Dimensional blade, Fire shield and Monstrous physique II.

Sorry for the wall of text.


Poop, action economy in Pathfinder still gets me. I will dig into it more, maybe take some crit feats. Thanks for all your help on this.


I certainly did. What about switching out for Cornugon at 11th and Hurtful at 13th? I also added Quick draw as my level 15 Bloodline feat.
I have normally had the gold to buy a keened weapon by now so I could skip Improved critical. My Gm is allowing eastern weapons so I am going to pick up a Nodachi.


What about boring toughness or Cornugon smash? I like Riving strike, didn't see that one when searching. Will put it in the build.


Hadn't checked this in a while, thanks for the replies. I have changed up the build a bit and went human instead.

Race: Human. Class: Bloodrager. Favored class: Bloodrager. Archetype: Cross blooded/Steel hound. Traits: Missing child and Indomitable faith. Racial traits: Bloodlines: Aberrant/Arcane. Alternate racial traits: Fey magic (Urban terrain).
Stats at 1st level: Str: 20 Int: 12 Wis: 14 Dex: 14 Con: 18 Chs: 16
1st level: Bloodline power: Familiar (Hedgehog with protector archetype, gives +2 to will saves). Feat: Power attack. Human feat: Aberrant tumor.
2nd level: Nothing.
3rd level: Feat: Raging vitality.
4th level: Bloodline Power: Arcane bloodrage. Bonus feat: Eschew materials. Stat: +1 Str.
5th level: Feat: Arcane strike. Improved uncanny dodge.
6th level: Bloodline feat: Improved initiative.
7th level: Bloodline spell: Enlarge. Feat: Blooded arcane strike.
8th level: Bloodline Power: Greater arcane bloodrage. Stat: +1 Str.
9th level: Bloodline feat: Combat reflexes. Feat: Improved critical.
10th level: Bloodline spell: Invisibility.
11th level: Feat: Improved critical. Greater bloodrage.
12th level: Bloodline feat: Iron will. Bloodline Power: Unusual anatomy. Stat: +1 Str.
13th level: Bloodline spell: Displacement. Feat: Critical focus.
14th level: Indomitable will.
15th level: Bloodline feat: Feat: Critical blinding.
16th level: Bloodline Power: True arcane bloodrage. Bloodline spell: Dimension door. Stat: +1 Str.
0 level druid spells: Detect magic, light and resistance.
1st level druid spell: Longstrider.
1st level Bloodrager spells: Endure elements, Phantom blood, Shield and Windy escape.
2nd level Bloodrager spells: Bears endurance, Bull strength, Ironskin and Mirror image.
3rd level Bloodrager spells: Channel vigor, Fly, Heroism and Monstrous physique I.


Lol, I sometimes edit what I type but not obviously every time. I will look at switching that out. Thanks.


I made some adjustments based on your advice. Does this look better? I am forced to take Missing child trait due to the campaign I will be doing and the reason I stopped at level 12 is because we normally don't take characters past that.

1st level: Bloodline: Arcane. Bloodline Power: Familiar (Greensting scorpion with protector archetype, gives +4 to initiative). Feat: Power attack.
2nd level: Uncanny dodge.
3rd level: Feat: Raging vitality.
4th level: Bloodline Power: Arcane bloodrage. Bonus feat: Eschew materials.
5th level: Feat: Arcane strike. Improved uncanny dodge.
6th level: Bloodline feat: Improved initiative.
7th level: Feat: Reckless rage. Damage reduction 1/-.
8th level: Bloodline Power: Greater arcane bloodrage.
9th level: Feat: Improved critical (If I haven’t keened my weapon yet). Bloodline feat: Combat reflexes.
10th level: Damage reduction 2/-.
11th level: Feat: Reckless rage. Greater bloodrage.
12 the level: Bloodline feat: Iron will. Bloodline Power: Caster scourge.


Hello all. I am attempting to make a bloodrager. Most of the guides I have found are older and my internet searches for a build I like have been fruitless.

So I was wondering if you would take a look and give some much needed advice. Thanks.

Race: Half Elf. Class: Bloodrager. Favored class: Bloodrager. FCB: Increase rage rounds by 1 per day. Archetype: Primalist. Traits: Missing child and Reactionary. Racial traits: Ancestral Arms (Fauchard) and Fey magic.
1st level: Bloodline: Arcane. Bloodline Power: Disruptive bloodrage. Feat: Power attack.
2nd level: Uncanny dodge.
3rd level: Feat: Raging vitality.
4th level: Bloodline Power: Lesser beat totem and Superstition. Bonus feat: Eschew materials.
5th level: Feat: Arcane strike. Improved uncanny dodge.
6th level: Bloodline feat: Improved initiative.
7th level: Feat: Reckless rage. Damage reduction 1/-.
8th level: Bloodline Power: Beast totem and Swift foot.
9th level: Feat: Bloodline feat: Combat reflexes.
10th level: Damage reduction 2/-.
11th level: Feat: Extra rage power – Greater beast totem. Greater bloodrage.
12 the level: Bloodline feat: Iron will.


Hello all. I am currently going through the updated against the giants. We are at the end and there is an adamantine golem coming our way.

My question is can I magic jar it and take it over? I don't normally look stuff up but I did with the golem and it is an ass kicker and I don't want my ass kicked.


Hello again. I am admittedly a sucker for new classes and builds. I was wondering if playing a goblin Yojimbo/samurai would be viable at all?

From a RP standpoint it could be interesting, always wearing a helmet so I was mistaken for a halfing.

I have read that samurai is a terrible class and I would be further gimped by being a goblin.

Only one of the members of the group will have any melee bend to them. The cleric will help sometimes but the rogue will end up being a slayer because the player sucks at builds and I am making his character.


Syries, I spent all day messing with the build you purposed and it is broken as heck :).

If you add Path of Glory spell you could be healing up yourself up to 23 points around and your allies around 19 (math might be off a bit).

You might not have the AC to not get whacked but you will be damn hard to kill.

I am going to purpose this to my brother instead a the cleric he wanted to play.

Thanks.


I don't mean to bump my own thread .... but I haven't played an Inspired blade swashbuckler are they capable of being a front line fighter type with all the parrying and dodging capabilities?

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