Hi there, new to the system.
I intend to play a sylph fetchling monk with the tinker background, utilising lesser smoke balls in conjunction with the smokesoul and cloudgazer feats to be able to separate single enemies and fight them under the protection of concealment. Obviously the smoke area from the lesser smoke balls is rather small, so unless some measures are being taken - the enemy can simply step up and away from the concealment zone. Grapple comes to mind, so this is the plan: My combat feats (lvl 8 character) are Reigns of Embers Stance, Wrestler Dedication, Stand Still, Blazing Talon Surge, Whirling Throw. Wrestler dedication is mostly there to pick Strangle with my next feat, because spellcasters seems to be the perfect enemies to this playstyle (lower Fort, acrobatics and athletics supposedly). Ideally the combat routine should go like this:
If a target manages to get outside of the concealment area (or the initial target dies) they it goes to:
Does that sound viable?
Well.. advices to be more precise. Hello, everyone. Haven't really touched Pathfinder for the good part of the last 10 years, but got a very tempting opportunity to join what is hopefully a long campaign... so here it goes. I'm playing a sylph rogue (unchained) with the eldritch scoundrel and hidden blade (Path of War) archetypes. Few questions for those familiar with the adventure path (no specific spoilers please): - Should I be worried for too many enemies being immune to sneak attack (as my main form of offense) during the adventure?
Well.. advices to be more precise. Hello, everyone. Haven't really touched Pathfinder for the good part of the last 10 years, but got a very tempting opportunity to join what is hopefully a long session... so here it goes. I'm playing a sylph rogue (unchained) with the eldritch scoundrel and hidden blade (Path of War) archetypes. Few questions for those familiar with the adventure (no specific spoilers please): - Should I be worried for too many enemies being immune to sneak attack (as my main form of offense) during the adventure?
Hello there. More of an old time 3.5 player, than Pathfinder enthusiast, but when actual game opportunities are rare - beggars can't be choosers (not to mention that the system actually seems to fix many of the 3.5 problems, while creating relatively few new ones). Anyway, I have the opportunity to take part in a Pathfinder game set in my favorite setting of Eberron (Sorry Golarion) and I have always wanted to play a mark of passage character. I assume most of you are familiar with the lore of the dragonmarked houses, so I wont bore you with explanations - knowledge of Eberron lore is not really relevant to the question anyway. So. We are using this https://sites.google.com/site/eberronpathfinder/ Pathfinder conversion for Eberron in addition to every Paizo product my group has access to (which is most of them really). No Dreamscared press psionics of Path of War. The game starts at lvl 14 and The Bonus Skills and Feat Tax Rules are in effect. I want to build a viable Blade of Orien PrC (https://sites.google.com/site/eberronpathfinder/conversion-info/classes/pr estige-classes/blade-of-orien) character. My problem is that most of the Pathfinder martial classes seem one or two ideas more powerful than their 3.5 counterparts and the at least of first look the PrC from the conversion (or most Pathfinder PrC in general) don't seem to follow suit. The PrC in question is Human only and has few things going for it.
This is the build that I currently have in mind:
This would give me a 120 feet dimensional leap 11 times per day and a single 1000 feet dimension door per day. I would be also flank with myself and each critical hit will give me a chance to apply some status effect (usually stager) give me a trip attempt while each trip will give me an AoO. Warrior's spirit in combination with Gloves of Dueling will give me some sweet weapon buffs 3/day (But of course, I would love to make my +3 keen falchion into a +5 keen "bane: the thing in front of me" falchion, tvm!) My problem is... at 15th level at least in 3.5 - primary caster are already shaping their own universes and a martial character is pretty much useless unless he can deal triple digits in damage each time he is allowed to lay his hands on an enemy for a second. It seems Pathfinder is trying to keep them in check, but... is it enough for the abovementioned character to be viable at that level?
Hmm... good point on the adjacency issued. though I only have to be adjacent to my ally in order to assist him with the feat. Would Aldori Dueling Mastery allow me to use Swordmaster’s Flair Blue Scarf to alleviate the issue somewhat? Don't think so, but might be wrong about this one. As for the Harrying Partners - I don't think I agree with this one. The benefit from the teamwork feat is that the benefit of your aid another action last longer, but I can see how this is open to discussion. Ring of Tactical Precision can solve that issue if my DM feels the same. As for the prestige class... not much, but it carries a nice flavor and I am taking the prerequisites anyway for +1 to all saves, a feat and +2 to intimidate is roughly comparable to 2 more fighter levels.
We are starting a new campaign that our DM wants to keep in the heroic fantasy tier without the rocket tag arm race of the last few levels, so we will be capped to lvl 13 and then just improve our characters in narrative ways (influence, contacts and access to infrastructure).
I am aiming for character good at defending himself, one ally and hindering enemies. I think it looks good on paper, but wanted to hear a second/third opinion if someone feels like checking the build. What the build does:
Race: Human (Focused Study, Heart of the Fey)
OFFENSE
STATISTICS
Feats Weapon Finesse, Exotic Weapon Proficiency (aldori dueling sword), Weapon Focus (aldori dueling sword), Dazzling Display, Shatter Defenses, Violent Display, Quick Draw, Aldori Dueling Mastery, Combat Reflexes, Bodyguard, Harrying Partners, Scarred Legion.
Combat Gear
Never though about summoning larger than medium swords to be honest:) False focus won't really work (with elven curved blades at least, since a large one will cost 160 gp), but I can summon the thing. Not sure if you can hold larger than large weapon though and if you can use material component that you can't hold.
ErichAD wrote: Does the spell not use the bonuses of the sword being used? If that's the case the only solution I can think of is casting "force sword" and using that sword as your material component. Unfortunately I don't think even this will work. Storm of Blades deals damage as a standard sword of the type expended, so the +2 force longsword should be dealing damage as a mundane (that is what standard should mean, no?) longsword of it's type. I believe a metamagic rod of studied spell and sufficient knowledge (planes) should do the trick, but since mindblades are spontaneus casters - I'm not sure if the metamagic rod is usable with spell combat?
Lelomenia wrote: Stricken Heart isn’t great damage, but on a crit build magus it will have an impact. Strange to be built around a 2 handed weapon before you have access to Spell Combat with it. Well, not really. I can freely switch it between scimitar and curved blade with a swift action so I can initiate with bladed dash and then next round go two-handed for more damage, switching back to scimitar for a round if I want to re-position or land a vampiric touch. It's a bit clunky, but @13 it won't be a problem anymore and is much less of a hassle than figuring out how to change my opalescent white pyramid with another one resonating with curved blades a level later.
avr wrote: Storm of blades uses a weapon as a material component, not a focus. Lugging around a dozen extra swords sounds like a pain to me. You're sure you want to use this spell? I can create a mind blade sword with swift action so the material component part is covered. baggageboy wrote: Question. How are you planning on getting around the +10 to concentration checks due to being in melee for thought components? 4 from combat casting, 2 from the bracers, 5 from visualization of the mind leaves me failing only on 3 and bellow and something so together with the reroll from the charm and the roll twice from the bracers - it should hold ok for them I cant just 5ft. out of reach.
Hi there. I am jointing a relatively high optimization game and wanted to make sure my character will be up for the challenge. The campaign is with very pronounced focus on demonic forces, so they usual "shocking grasp them into oblivion" strategy is a no-go and a bit overdone anyway. Also, in the setting holy and axiomatic weapons are artefact levels (in case you are wandering for the lack of Devoted Blade Arcana). We are using the feat tax and background skill rules, so free Power Attack and Deadly Aim pretty much. Skill Focus + Orator gives me pretty good social competence for a magus and I'd like to keep that if possible. My goal is to be able with a bit of luck on my side - to be able to solo a demon of CR equal to my character level in two rounds. Character:
Half-orc (alternative traits: fey thoughts, shaman apprentice, sacred tattoo)
Mindblade Magus 12 VMC Fighter (traits: fate’s favored, weathered emissary, reactionary) LE Medium humanoid (human, orc) Init +10; Senses Perception +19, dark vision 30 ft. DEFENSE AC 24 <33 buffed>, touch 15, flat-footed 20 (+9 armor, +4 Dex, +1 deflection)
OFFENSE Speed 30 ft.
Magus Spells Known (CL 12th; concentration +16 <+27 buffed cast defensively>)
STATISTICS Str 24, Dex 18, Con 14, Int 18, Wis 10, Cha 10
Feats Endurance [Race], Alertness [Familiar], , Weapon Proficiency (Elven Curveblade) [Item], Weapon Focus (Elven Curveblade) [Item], Craft Wondrous Item [Bonus], Weapon Specialization [Bonus], Skill Focus (Linguistics) [1], Orator [5], Combat Casting [9] Skills Acrobatics +16, Fly +16, Linguistics +23, Knowledge (Arcana) +16, Knowledge (History) +19, Perception +19, Spellcraft +16, Stealth +16 SQ psychic pool (10 points), psychic access, magus arcana (arcane accuracy, familiar: greensting scorpion, hasted assault arcana, spell blending arcana), rapid manifest Combat Gear +3 mithral breastplate., gloves of dueling, +1 crystal hilt, crown of conquest, headband of vast intelligence +4 [fly, arcana], belt of physical might +4 [Str, Dex], cloak of resistance +4, wayfinder with opalescent white pyramid, ring of protection +1, spellguard bracers, fortunate charm, wand of bladed dash, runestone of power I & II I'm quite happy with the character at least on paper and I absolutely love the infinite blade works aesthetics of storm of blades, but while the damage is ok - it is utterly unpractical against anything possessing damage reduction (like demons) to the point it's not even funny. Can someone suggest how with the minimum amounts of changes or resources over the next few levels I can fix that? A solution that works only against demons will be perfectly fine... as long as it does not include making the attacks holly by some means (making them good is ok).
Hello there. I have started playing Pathfinder again after long hiatus and finally I have a DM who does not hate Path of War with burning passion, because "it's stupid, because fighters can teleport all day" or something. I'm joining an ongoing aquatic campaign @lvl8 and was thinking about playing a sea elf Aquatic Beastmaster (hunter) 4/Ambush Hunter (ranger) 4 with Giant Moray Eel animal companion. The party has a channeling focused aasimar cleric (going for Envoy of Balance), a harbinger, and an archer paladin for all it's worth. My Pathfinder skills are a bit rusty and I have never played past lvl 5, so I wanted to make sure my character won't be too much of a liability. Ability Scores: Str 10, Dex 22, Con 12, Int 12, Wis 16, Cha 10
Feats: [Feat Taxes], Deadly Agility, Weapon Focus (Elven Curve Blade), Boon Companion, Evolved Companion, Endurance.
Stance: Broken Blade Stance, Running Hunter's Stance
Skills: Stealth +22, Perception +16, Handle Animal +11, Acrobatics +17, Survival +14, Ride +17, Swim +11 Gear: +1 keen elven curve blade, masterwork longbow, 20 pheromone arrows, belt of incredible dexterity +2, cloak of resistance +2, +1 shadow mithral shirt. ===== Animal Companion Ability Scores: Str 26, Dex 16, Con 16, Int 2, Wis 12, Cha 8
Stance: Primal Warrior Stance
Skills: Stealth +17 Gear: +1 shadow mithral shirt barding, permanent magic fang (bite), permanent resistance My standard tactic should be with me and/or the paladin shooting an enemy with a pheromone arrow in the surprise round for +2 bonus to attack and damage to me and my AC and sending it charging into the fray with momentum crush for +16 attack and 3d6+32 damage plus CMB +22 grapple. Next round I should be able to power attack the hopefully grappled opponent with steel flurry strike for 3 attacks each at +17 attack and 1d10+3d6+18 damage, landing critical hit on attack roll of 15+ and giving an AoO to my Animal Companion who gives me AoO in return. It should finish off a CR 8 opponent most of the time or put a dent in something stronger. Does that sound like a viable plan or I am missing some obvious flaws (besides my terrible will save, but I don't see much I can do about that (maybe Iron Will next level).
Yeah, I totally mean Spheres of Might. Rider effects at the expense of damage is ok as long as the riders are worth it. If a path of war character can outright kill a CR-2 monster in one round, while a Spheres of Might character can deal minor damage and sicken it for example - then it is clearly not worth it.
I am preparing a two-shot adventure for the RPG weekend at the local hobby shop and wanted to introduce players to some of the 3P pathfinder products. Originally it was going to be focused on Path of War, but now I am considering Spheres of Power for the last premade character. Since my actual player or DM experience with Spheres of Power is nonexistent - I would appreciate some input from someone familiar with both this product and Path of War - I want to avoid considerable power level gap between the characters. The campaign is based on monsters-as-PCs theme, since most of the players that will attend are somewhat bored by standard cookie cutter characters they haven't made themselves. It will take place in the Heroes III universe with the players being monsters in the employ of the Dungeon Overlord Mutare after her ascension to dragon-hood. The party so far consists of: Dace, a lvl 6 Minotaur Zweihander Sentinel (Warder)
Lorelei, a lvl 6 Harpy Steelfist Commando (Warlord)
Euryale, a lvl 5 lesser* Medusa Soul Hunter (Stalker)
I want the last member to be a lvl 8 Enlightened Troglodyte Beastmaster (Hunter) with a monitor lizard animal companion and the
Does anyone have any advice for other talents I should consider for a build like that to make its power level match that of the other 3 characters above.
Regarding the biggest offender to the action economy... Raven Hourglass has a stance that gives you a bonus standard action and a boost that gives you one more standard action (at the cost of your swift action). A cleric 4/Initiator class 1/battle Templar 10 for example channels as a 14th level character and with martial tradition granting him access to the Raven Hourglass can in a single round: Use his swift to gain extra 1 standard (Beat the Clock maneuver)
Repeat each of the following turns while he still have channel energy uses to spare. 3 full BAB attacks with extra damage, 1 spell, 2 channels is impressive, but hardly breaks the system. At the same time (and at the same level) a Zealot 11/Mystic 4 archer with a round of prep time is capable of encounter nova round consisting of 7 longbow attacks at his BAB-2, followed by 2 irrelative attacks at BAB-7 and BAB-12 all of them scoring 1d8+9d6+Cha+Cha+Str+4 irresistible fire damage that goes right through fire immunity as well. Both examples are pretty much top of the line optimization wise and require quite a few levels to get ugly. Other than that - I am not aware of any infinite loops and that is still a few tiers lower than what 3.5 optimization was able to achieve with or without ToB.
I have played Half-Giant Raging Surge Wielder 7/Barbarian 2/Elocater 2/Zealot 4 for a one-shot adventure once. It uses Path of War material though, so it might not work for any gaming table. It also really used only a dip in Elocater, but for the first 2 levels capture most of that the class is about. Mobility and Spring attack are also totally useless feats once you get your mojo going but such is life... UMD is class skill for the Elocater and you are Cha-based, so you can also get a wand of Lead Blades going, but damage is more than enough as it is so... there is hardly any need to break the weapon damage by size chart. Using what is effectively a colossal greatsword should be enough for most purposes. Traits: Practiced Manifester (Zealot), Psionic Knack
1. Wielder 1: [Dodge]
Equipment: Scarlet and Green Cabochon (Ioun Stone), Boots of Striding and Springing, nice magical greatsword, stats and save boosters I guess... Readied Maneuvers: Repositioning Leap, Lightning Rush, Cornered Frenzy Strike, Intruder’s End
Powers: Slip the Bonds, Sharpened Edge, Vampiric Blade, Concealing Amorpha, Defensive Precognition, Circumstance Shield, Expansion In Primal Warrior stance and with augmented expansion you get to run (at 60 speed) around with a 8d6 base weapon damage, Improved Vital Strike + Furious Finishing enemies for 150+ damage per attack and healing for half that amount with vampiric blade (occasionally critting them for 300).
1. Can you use the martial training feat chain to qualify the requirements for a PoW prestige class?
2. If I can, are the initiator levels from the PrC added to the initiator level granted by the feat (up to my total character level).
TL:DR warning:) Back in the old days when I was first introduced to roleplaying games my first character was an AD&D swashbuckler shortly before the 3rd edition release. The DM wanted to wrap up the campaign so we can try the next edition so he planed a dragon encounter as a culmination to our ongoing defense of a village from a gnoll/kobold horde. In the end of the previous session my character had a short romantic encounter with the innkeeper's daughter and got separated from the rest of the party for the night, so when I was late for the last session - the DM was eager to finish the encounter so we can start making our 3E characters and ruled that my character was still sleeping in the barn, oblivious to the dragon attack. By the time I got there, the cavalier and the cleric have already dealt with most of the dragon minions, but the dragon was still healthy as ever, skirmishing outside of the fighter's range and bouncing the wizard's spell on his hide and running the cleric dry on healing with his strafing breath attacks. Our cavalier was quire a powerhouse back then, so the dragon was doing the smart thing, refusing to commit in a melee fight with him. As this was going on, my character (who was plagued by atrocious die roll luck in all the sessions so far) awoke in a burning barn and leapt outside with a sheathed rapier in hand and a shirt tied around his private parts. Seeing a soft target, the dragon proceeded to dive him, nail all but one of his attacks and leaving him to 4 hp from death. With the cavalier yelling at me to hold him for a round so he can get there and considering the whole plethora of options for my character in his extremely advantageous position between a raging dragon and a burning barn, I simply had him draw his sword and poke at the dragon with a glorious triplet of natural 20s instant killing the lizard according to the crit./fumble table we were using. Anyway, a few days ago we decided to restart that campaign again with our characters already grizzled veterans for a few nostalgia sessions, but this time in Pathfinder since its the 21st century and all... Male human swashbuckler 1/warlord 5/landsknetch 10
DEFENSE
OFFENSE
STATISTICS (17, 14, 13, 12, 12, 10 stats rolled)
WEAPON: +3 Fortuitous Silver Rapier
Strikes Readied: Whirlpool Strike, Final Blow, Descending Sunset Strike, Silver Crown Strike;
The GM is allowing me to use the Iaijutsu Focus from oriental adventures since it fits the character and the Crown of Crimson Glory is a legacy item crafted from the dead dragon's teeth that is basically a Crown of Conquest, but it gives +3 competence bonus to Sense Motive and charisma checks instead of +5 bonus to intimidate. What the character is aiming to achieve is to be able to pull a 200+ damage in a single strike allowing him to one shot a CR16 enemy in one hit. Iaijutsu focus should give me +6d6 damage against flatfooted enemy on the draw. +10 initiative bonus hopefully will allow me to act while an opponent is still flatfooted. If not - rascal's gambit can make him flatfooted at the cost of a swift action. Noble Blade (in case we act first) should give me +2d8 for one strike (or if I had to waste a round to prepare - 2 point of animus will give me +8 damage instead), Iaijutsu Focus will give +6d6 in addition to that and my base damage is 1d6+17. That leaves it at about 50 damage. Descending Sunset Strike will multiply that x4 making it 200 and since the enemy will be vulnerable to silver against my first attack (thanks to Mithral Current Slice) for the round - the damage should reach 300 dispatching any 200ish hp enemy. Are my calculations correct?
Well, if you want to play with him - you have to adjust. Since it's not a PFS game - you are hardly lacking options. Sure it might require some work, but it's hardly the same as rewriting the whole adventure path. Quote: For example, there was the time that he allowed a helpless prisoner to be executed without a trial and without a real chance to defend herself or her actions, with only circumstantial evidence (and heaps of meta-game knowledge) that she was in fact the culprit that they were looking for. What if it turns out the victim wasn't actually the culprit and they executed without trial the wrong person. Maybe even a good person if the paladin was so convinced in his out of game knowledge that he forgot to use his detect evil ability? It sill require some additional work from you for the next session for sure in creating the atonement quest for the paladin and the hunt for the real culprit, but it is hardly something that you won't manage. As an added bonus - have some relative of the executed innocent victim curse the paladin for his brash and overzealous actions and for failing to know better despite his long time on this world and use and make a deal with a Glabrezu demon and use the wish spell to turn the paladin back into a teenager, removing his age bonuses (and negating the penalties, but he has already taken care of those).
Yes, there is also a FAQ regarding accelerated drinker, but it seems this is going to be an ignore-FAQ-or-reason short adventure:) I don't aim to break the game, just to showcase some ridiculous rule wordings (with a RAI obvious from the start and a FAQ to quickly follow). Good point on the blinkback belt, would quick draw allow me to draw from a bag of holding?
We had a lengthy argument in our group with a player who argued on and on with the GM that he can use accelerated drinker with alchemist extracts and the FAQ should be ignored because it obviously contradicts the RAW. In the end the GM gave up since it wasn't worth the effort for the three shot adventure we are going to play with the characters we are about to create. Anyway, the whole hour and a half long argument made me want to play some RAW abusing character as well, just to prove a point. Wanted to check if the following build is in line with literal reading of the rules: Warlock Vigilante 12/Weaponmaster Fighter 4
Equipment: Deliquescent Gloves of Dueling, +4 Blinkback Belt of Physical Perfection, +5 mithral light throwing shield (also enchanted as +1 huntsman heartseeker impervious weapon), other items... So, we effectively have a +5 corrosive shock wounding throwing shield, buffed with +3 damage from arcane strike, +8 damage from deadly aim and +3 damage from weapon training. If we can prepare in advance we can use warrior's spirit to add bane and holy to our shield (to one of the two shield we have, but returning weapon transfers that to the other one as well. We can throw the shield as a free action (since it is a thrown shield) (assuming the DM will restrict me to a single free action for doing that each turn) and then make a full hasted, rapid shooting, greater two-weapon fighting attack with no penalties for two-weapon fighting, using deadly aim or combat expertise. With our 24 Dex and 16 Str it will amount vs. a bane-ed evil target to:
I guess it can be optimized further, but not really interested in totally breaking the game, just in tossing almost a dozen shields in single round due to dubious rules interpretation.
Yeah, it means I am screwed. The campaign will end in one level so I can neither retrain to a normal fighter and still get weapon mastery or get 4 more swashbuckler levels. Does anyone have a suggestion what to replace the Cloak and Dagger passage with?
If I apply an effortless lace to my rapier, would that allow me to chose that weapon for the benefits of the cloak and dagger style feat? My GM raised the concern that when picking the weapon for the Cloak and Dagger Style feat - I have to pick a weapon that is naturally light and the rapier is still a non-light weapon by itself. If that is true - what feats would you recommend for my build in order to replace the Cloak and Dagger feats and their prerequisites (Vital Strike, Dirty Fighting, Improved Dirty Trick, Cloak and Dagger Style, Cloak and Dagger Subterfuge). Here is my build at the moment: 1. Inspired Blade/Noble Fencer Swashbuckler 1: [Weapon Finesse (Rapier)], [Weapon Focus (Rapier)], [Combat Reflexes], [Fencing Grace]
Hi there. One of the new players joining our weekend sessions has been over-fascinated by one of the new villains from the first episode of the samurai jack series and wants to play an exact carbon copy of the character if possible. He is relatively new to pathfinder and we are already lvl 12, so he feels a bit overwhelmed with options at the moment. He is a old school DnD player so it's not so much problems with the mechanics (although CMB took some explaining), but with all the mechanics available. Was wondering if someone can throw some ideas for recreating the character. Our game is at mid optimization level so being able to deal relatively successful with CR appropriate for their level is more than enough. Anyway. For those of you unfamiliar with the character, here are the main points. - He is a robot, so probably the android race will have to do.
A simple Dervish of Dawn bard with dancing falchion, animate objects and the sunder feat chain should probably work decent enough, but bards can get their hands on Animate Objects at 16th level, which is a bit too far into the future having our leveling speed in mind also even with double inspire competence bonuses he might have problems sundering with the best of them due to his medium BAB. Is there something better that can be done with the skald or occultist classes for example?
I was wondering if making a Dread with the Paired Opportunist, Seize the Moment and Coordinated Charge would allow me to use those feats with my shadow twin e.g: When the shadow twin crits - I get an AoO and give him AoO and when he charges I get a charge as well (with those AoO attacks coming from the same Combat Reflexes pool).
Some more details about your build so far will help.
The "best" options is probably to suck up the level loss, get two utility spells (mage armor, enlarge person or true strike if you are into combat maneuvers) and start looking for a way to retrain the sorcerer level back into monk after you get the item out of you with remove curse or whatever.
I am playing a Dex human lance fighter that can be similar to what you want. It uses Path of War that I am not sure if your GM allows, but you can easily replace the PoW feats. 1: [Mounted Combat] [Skill Focus: Ride] [Weapon Focus: Lance] [Weapon Finesse]
Instead of the Martial Training Chain you can be a Tiefling and Either get take either Shield Focus->Shield Brace or if the party composition allows it - Fiend Sight Twice and an item or friendly spellcaster for Deeper Darkness.
Well, I'd rather not focus on mounted combat too much since at least on my gametable I find it too unreliable option that is overkill most of the time and inaccessible when you really need it. I was planning a build that looks something like this (we use Path of War feats and maneuvers, but not Path of War classes and Battle Dragon's Stance is everything a dual wielder can dream for (besides pounce): 1: [Mounted Combat] [Skill Focus: Ride] [Weapon Focus: Lance] [Weapon Finesse]
I am trying to build a dragoon fighter who two-weapon fights with a lance using it's lvl 7 feature with Trained Grace for a solid bonus to damage rolls. The problem is that in order to pick Trained Grace I have to get Fighter's Finesse first and that delays Warrior's Spirit and Armed Bravery to lvls 15 and 20 respectively which is 5 lvls later than I would like for both of them. The other problem is that I am not even sure if Spinning Lance allows me to two-weapon fight with it or it just gives a way to attack adjacent targets. Is there some other way that does not include multiclass for a dragoon fighter to wiled a lance with Weapon Finesse and can he even use spinning lance for two-weapon fighting?
Don't go Order of the Flame for the blazing challenge – even with a lot of damage - securing the last hit can be unreliable in most cases. Pick the Extra Challenge feat if you are worried about the amount of challenges for day. As a Daring Champion - you will have more than enough damage to melt anything you are able to get a full attack on, and after the fist 1-2 key enemies are defeated - the combat turns into a clean up anyway.
Well, pick Magical Lineage with your free trait and then slap a Persistent Spell metamagic on the blade. It would make it much more unlikely to be disbelieved so that leaves only SR to worry about and there are ways around that. The two standard actions hurt, but you can always grab a metamagic rod of quicken with the money you are saving from quicken. The AR points costs do pile up pretty quick though, that's why I prefer the VMC magus rote even if it eats a bit too much feats for my liking. Human (Focused Study) VMC Magus
I don't have the Inner Sea Intrigue so I am only reading the class from the SRD, but nothing there makes me believe that the prestige class is giving more rounds of Bardic Performance let alone allowing you to double said contribution by having two base classes with access to performance. What are people basing their argument for that on?
Well, my idea was to use the intimidate for Cornugon smash in order to stack save penalties either for my allies to use or for the eventual poison from Beast Shape. Missed the part for the Eldritch Heritage. For some reason I though that draconic heritage removes all prerequisites from the first feat. I can still take something else and retrain into it I guess so that is not an issue. The problem with taking a bloodrager level is that while its claws are always on and thus much better option - it really makes the draconic heritage obsolete which feels like cheating to some extend. Also it will probably stop me from getting eternal potion and it is really sweet ability. Anyone with an idea about how the poison quality from Beast Shape III works for beastmorphs?
You can consider the Arcane Duelist archetype. Loosing versatile performance hurts since it pretty much equals +2 skills per level for the rest of your carrier, but you gain Arcane Strike and Combat Casting for free if you intend to stay in their face and trade blows while dual wielding. If you decide to focus on spring attack instead - it is much less useful trade. Arcane Strike also uses your swift action with stops you from using Dirge of Misfortune, so it's probably best to stick to vanilla. Lingering performance is probably not all that useful, since your spellcasting level won't be high enough to make use of the spells that allow bards to maintain two performances at the same time and really burn through their rounds of performance... On second thought... scratch that. The Lion's Blade doesn't seem to be giving you additional rounds of performance per day the way it is written. A pity... so the class is actually worse than it seems. Since your spellcasting does not progress... all of your choices are mostly related to feats and gear. Archery is probably too feat intensive for you and ranged sneak attacks are hard to pull off. They are also a bit athematic.
Spring attacking is so-so, but is full of flavor. With lingering performance at lvl 5, you can get Spring Attack at lvl 11 with none of the feats that at least make it deal average damage (like power attack). Dirge of Misfortune is the only really worthy ability of the Lion's Blade so probably focus around that.
Just be a normal bard with the same flavor. If you want to be a bard that has shot itself in the leg - do it with a bow and not by taking the Lion's Blade PRC.
We are playing a high level game where everyone has receives a random race with one random alternative racial feature. I was rolled the draconic heritage feature which is cool and all... and that's my attempt to build around it. Human (set in stone): Draconic Heritage (set in stone), Focused Study
1. Feat: Eldritch Heritage, Skill Focus: Intimidate
Traits: Carefully Hidden, Omen
Gloves of Dueling, Helm of the Mammoth Lord, +3 Amulet of Mighty Fists, +3 Mithral Shirt, Belt of Physical Perfection +4, Headband of Mental Superiority +2, Cloak of Resistance +5, Boots of Speed, Ring of Protection +2, Ring of Freedom of Movement, Wayfinder with Dusty Rose Prism Ioun Stone. Beast Shape III abilities chosen (usually): Pounce, Blindsense, Scent and Burrow. Pounce attack with haste: +34/+34/+34/+34/+34/+34/+34/+29
It has a devastating pounce for 5 rounds per day being able to tear to shreds just about anything especially if it relies on natural armor and is vulnerable to sneak attacks. The tentacle is reflavored as a tail slap and the character is mostly modeled after a black dragon (the burrow is more of a blue's thing, but oh well... I like blacks more *tongue in check*). In the few upcoming levels before the campaign's end (around lvl 17 since our GM starts feeling uncomfortable once lvl 9 spells hit the field) I will mostly be going after the eternal potion discovery. I realize the build is very vulnerable to a fight where it does not have a mutagen ready, but I actually enjoy that weakness since it leads to interesting encounters (or TPK... but you can't win them all). Anyway, I need help with few issues in rounding up the build.
Claw Attacks on you feet are still claw attacks. Talons are simply claws that deal only slashing damage. Making claw attacks with your legs is totally viable and that is how most quadrupeds with claw attacks do it. It's a bit weird on a humanoid though. Despite the title I don't think the OP wants to build Wolverine as close to the original as possible - he just wants a durable bloodrager that attacks with natural weapons.
What level are we speaking about. Access to the good bonuses of the orc bloodline (via Eldritch Herritage feat chain I assume since its not bloodrager bloodline) comes online way too late to be usefull for any build that will be played mostly before lvl 15.
Well, since it will probably be a massacre, the stats of a standard Great Wyrm should suffice. If you want to be fancy though... Great Wyrm Blue Dragon Warder 2/Sentinel 7 CR 30 XP 409,600
DEFENSE AC 44, touch 6, flat-footed 44 (+38 natural, -8 size, +4 deflection)
OFFENSE Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
At will—ghost sound (DC 17), hallucinatory terrain (DC 21), minor image (DC 19), mirage arcana (DC 22), veil (DC 23), ventriloquism (DC 18) Spells Known (CL 17th; concentration +24) 8th (4/day)—iron body, prismatic wall
Maneuvers Readied (IL: 18) Primal Fury: Wrath of the Primal Hunter, Meteoric Crash, Primal Frenzy, Blade-Breaking Counter Stances:
Divine Boons:
Tactics Blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them. STATISTICS Str 43, Dex 10, Con 27, Int 24, Wis 23, Cha 24
How is Hammer the Gap adding little damage? With Haste and spell combated Bladed Dash I can unleash 9 attacks per round against touch and/or flat-footed AC. With one stamina point powering the feat to mage the damage increase +2 per landed hit it goes to +2/+4/+6/+8/+10/+12 (assuming two of the attacks miss) and is multiplied on crit. It's an overkill against wizards probably (since getting in a position to bladed dash them without no contingency in place to bail them out is already a game over for them), but it eats big hp. sponges alive. Blighted Critical does seem awesome though. Are there some wizard spells that give easy access to fortification effects or outright critical immunity? I am using high crit. weapons and I have improved critical so even a single hit has a reasonable chance to crit. In that regard, what is an easy way to get some swift action for of movement. The bladed dash 30 ft. pounce is a bit too limiting when fighting a high level caster and the Quick Runner's Shirt got nerfed hard. Dimensional Agility + spell combated dimension door will do the trick I guess, but it will cost me a feat. In regards to simulacrums - how easy it is to protect a simulacrums from getting discovered with a DC 20 sense motive check or to protect it from arcane scent? Slayer does seem awesome, but I want so many feats so far that I can't see myself switching from fighter and switching from magus will turn me into somewhat deadweight pure martial character.
Our DM intends to run a relatively short high level campaign focused on plotting against and eventually taking down Razmir the god-king (and 19th level wizard) of Razmiran. Our party consist of a Spell Warrior Scald|Vigilante, a Sorcerer/Dragon Disciple|Paladin and a Mesmerist|Sorcerer (Fey). We will start the campaign at 12th level and gain 2-3 more levels before confronting Razmir himself. I want to play a mindblade magus/mutation warrior and the build I have so far is as follows below. We play with the feat tax rules and free combat stamina feat for fighters houserules in place (which amounts to free power attack, combat stamina and greater two-weapon fighting feats for me). Human Mindblade Magus 12/Mutation Warrior Fighter 12
Items: +1 Mithral Breastplate of Light Fortification and Comfort, Belt of Physical Perfection +4, Boots of Speed, Gloves of Dueling|Elvenkind, Crown of Conquest, Headband of Vast Intelligence +4, Amulet of Natural Armor +1, Ring of Protection +1, Cloak of Resistance +5, Wayfinder with Resonating Cracked Opalescent White Pyramid, Memento Magica I I think I have decent saves, very good protection from rays and in addition to unspellable flight, blind-fight and good damage that it should cause any mid level caster a lot of trouble. The problem is I have very little experience with high level casters and have no idea what to expect and how can a magus prepare for it. Can anyone throw a suggestion or two? Is there any significant changes I can make to my build (other than playing a full caster myself of course) more suited for dealing with a higher level wizard?
Here is my attempt at ranged martial adept. 1. Weapon Master Fighter 1: [Deadly Aim], [Discipline Focus: Solar Wind]
Traits: Carefully Hidden, Practiced Initiator
Strikes Readied: Stunning Solar Flare, Solar Lance
It can achieve a +51 CMB for Dirty Trick with self-buffs only and can enable ranged dirty tricks for targets in sneak attack range either with stealth, Phantom Wind Ray or dirty trick imposed blindness. In all out slugfest it can provide 2 rounds of rapid fire for 7 attacks per round (with haste) for 1d8+30 plus ~5d6 fire (6d6 the first round and 4d6 the second). Given time for preparation - Bane, Keen and Huntsman via. warrior's spirit can add 3d6+2 damage to each arrow and double the crit chance. Stunning Solar Flare is mostly for incapacitating enemy spellcasters during the surprise round and Solar Lance is here because it's awesome to blast someone out of a window with an arrow. It is probably a good idea to fit Clustered Shots somewhere (instead of Weapon Specialization for example). |