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Dr. Frank Funkelstein wrote:
Why limit yourself to a buckler? Monks can use regular shields well.

Mostly because I need a free hand to be able to use the smoke ball (with the shield hand) while I have someone grappled (with the other hand). I don't think that you can do this with normal shield, but I might be wrong.


Hi there, new to the system.
In my first pf2 game I am playing a monk character and want to make sure that I am not messing it up from the start.

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:
Round 1: Enter stance and Blazing Talon Surge (hopefully establishing a grapple)
Round 2: Sustain grapple, Flurry of Blows attacks, drop a smoke ball
Round 3: Sustain grapple, Flurry of Blows attacks, raise a buckler.
Round 4: Repeat

If a target manages to get outside of the concealment area (or the initial target dies) they it goes to:
Round X: Blazing Talon Surge (and establish a grapple), raise a buckler
Round X+1: Whirling throw into the concealment area, Blazing Talon Surge to establish a grapple.

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?
- Are there some incorporeal enemies so I don't regret picking the ghost hunting bow maneuver (basically gives your weapon the ghost touch proterty)? It makes sense for the character based on his backstory, but my maneuvers are a bit limited and I would hate to have it all campaign and never use it (or even worse - retrain it right before there is some use for it).
- Would I be overwhelmingly screwed as a melee rogue with low Fort and Will saving throws (12 Con and 12 Wis)? I would eventually pick the Obsidian Sidestep maneuver that allows me to use my maxed craft check instead of a saving throw once every 2 or 3 rounds, but that's it.
- Would I be overwhelmingly screwed as a melee rogue without armor proficiency (because my eldritch scoundrel spellcasting is affected by ASF)? I would eventually be able to get the Altered Penumbra maneuver that allows me to potentially negate one attack and teleport 10 feet as a reaction usable once every 2 or 3 rounds, but other than that it's me and my mage armor-ed (and if time allows - shield-ed) self against the world.
- Is it worth blowing 2 feats to get the Wings of Air racial feat that allows for flight as supernatural ability? I would already have access to the flight spell by then so the question is are encounters and require access to flight for melee character often enough that spending 2 feats will be worth it compared to spending a 3rd level slot and 1 round to cast it?
- Considering I already have access to the wizard spell list will the Use Magic Device skill be of any noticeable use for my character?


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?
- Are there some incorporeal enemies so I don't regret picking the ghost hunting bow maneuver (basically gives your weapon the ghost touch proterty)? It makes sense for the character based on his backstory, but my maneuvers are a bit limited and I would hate to have it all campaign and never use it (or even worse - retrain it right before there is some use for it).
- Would I be overwhelmingly screwed as a melee rogue with low Fort and Will saving throws (12 Con and 12 Wis)? I would eventually pick the Obsidian Sidestep maneuver that allows me to use my maxed craft check instead of a saving throw once every 2 or 3 rounds, but that's it.
- Would I be overwhelmingly screwed as a melee rogue without armor proficiency (because my eldritch scoundrel spellcasting is affected by ASF)? I would eventually be able to get the Altered Penumbra maneuver that allows me to potentially negate one attack and teleport 10 feet as a reaction usable once every 2 or 3 rounds, but other than that it's me and my mage armor-ed (and if time allows - shield-ed) self against the world.
- Is it worth blowing 2 feats to get the Wings of Air racial feat that allows for flight as supernatural ability? I would already have access to the flight spell by then so the question is are encounters and require access to flight for melee character often enough that spending 2 feats will be worth it compared to spending a 3rd level slot and 1 round to cast it?
- Considering I already have access to the wizard spell list will the Use Magic Device skill be of any noticeable use for my character?


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.
- Full BAB
- One additional use per level for your dimensional slide power (short range dimension door basically, usually usable 1/day from the Least True Mark feat)
- Free feat from the Dimensional Agility chain each two levels.
- Some other stuff that has low Cha-based DCs so it is mostly unusable in a reliable manner for the character I have in mind.

This is the build that I currently have in mind:
[1] Fighter (Weapon Master) 1: [Least True Dragonmark (Mark of Passage, Dimension Leap)], [Combat Reflexes], [Iron Will]
[2] Fighter 2: [Deft Maneuvers], Weapon Guard +1
[3] Fighter 3: [Furious Focus], Weapon Training I: Heavy Blades
[4] Slayer 1 (Bounty Hunter) 1: Studied Target, Track
[5] Slayer 2 (Bounty Hunter) 2: Dirty Trick, [Lesser True Dragonmark (Mark of Passage, Dimension Door)]
[6] Blade of Orien 1: [Dimensional Agility]
[7] Blade of Orien 2: [Greater Trip]
[8] Blade of Orien 3: [Dimensional Assault]
[9] Blade of Orien 4: [Tripping Strike]
[10]Blade of Orien 5: [Dimensional Dervish]
[11]Blade of Orien 6: [Critical Focus]
[12]Blade of Orien 7: [Dimensional Maneuvers]
[13]Blade of Orien 8: [Outflank]
[14]Blade of Orien 9: [Dimensional Savant]
[15]Fighter 4: [Critical Versatility][Advanced Weapon Training (Warrior Spirit)]

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).
Since the DM seems to have a problem with the toolbox multiple high level spell casters bring to the table - wanted to try something martial this time. The group has a hunter, a sorcerer and a cleric... so plenty spells already anyway.

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:
Can give +8 bonus to the AC of an attacked adjacent ally as an AoO and lasting until the beginning of my next turn (+3 benevolent armor, helpful train, harrying partners and Intercept + Bodyguard)
Can allow an adjacent ally (if he is his ward) to reroll a Fort or Will save or to automatically stabilize his ward and allow him to remain conscious if reduced below 0 hp.
Can frighten enemies in 30 feat for a round and sicken the target of his attacks for 2 rounds
Can reduce the attacks or AC of his sneak attack targets by 2 and with each attack reduce their attack stat by 1.
Has OK-ish defenses himself (I think).

Race: Human (Focused Study, Heart of the Fey)
Classes: Weapon Master Fighter 3/ Unchained Rogue Thug 4/ Yojimbo Samurai (Order of the Cockatrice) 4
PRC: Aldori Swordlord 2
VMC: Inquisitor
LN Medium humanoid (human)
Init +9; Senses Perception +25 (low-light vision)
DEFENSE
AC 31, touch 20, flat-footed 22 (+9 armor, +7 Dex, +1 trait, +2 deflection, +2 shield)
hp 100 (13 HD; 4d8+9d10+26)
Fort +15, Ref +19, Will +13 (+2 Will when adjacent to an ally, -2 to saves vs. poison, disease, illusions and the spell like and supernatural abilities of fey)
Defensive Abilities: weapon guard +1, evasion, uncanny dodge, resolve 3/day

OFFENSE
Speed 30 ft.
Melee +1 keen aldori dueling sword +24/+19/+14 (1d8+11/17–20)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +2d6, weapon training (aldori dueling sword +1), debilitating injury, pressure points, frightening, brutal beating, challenge (+4, 2/day)

STATISTICS
Str 11, Dex 24, Con 15, Int 11, Wis 16, Cha 17
Base Atk +12; CMB +12; CMD 31

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.
Traits Adopted (Helpful), Defender of the Society, Bastard
Drawback Fey-Taken
Skills Acrobatics +13, Intimidate +38, Knowledge (Nobility) +6, Perception +25, Use Magic Device +19, Sense Motive +25
Languages Common
SQ armor training 1, rogue talents (combat talent, ninja trick: pressure points), resolute defense, intercept, display weapon prowess, solo tactics, judgement 1/day (as lvl 10 inquisitor)

Combat Gear
[hands] Gloves of Dueling
[weapon] + 1 Keen Aldori Dueling Sword
[armor] +3 benevolent mithral breastplate
[belt] Belt of Incredible Dexterity +2
[headband] Headband of Mental Prowess +2
[head] Crown of Conquest
[shoulders] Cloak of Resistance +4
[ring] Ring of Freedom of Movement
[ring] Ring of Protection +2
[boots] Boots of Speed
[wayfinder] resonating Cracked Opalescent White Pyramid


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)
hp 93 (12d8+36)
Fort +16, Ref +14, Will +14

OFFENSE

Speed 30 ft.
Melee +5 keen elven curved sword +25/+20 (1d10+20, 15-20x2)
Special Attacks spell combat, spellstrike

Magus Spells Known (CL 12th; concentration +16 <+27 buffed cast defensively>)
4th (3/day) — calcific touch, caustic blood, freedom of movement, greater invisibility
3rd (5/day) — blood scent, fly, tactical adaptation, vampiric touch
2nd (6/day) — bladed dash, glitterdust, resist energy, silence, storm of blades, barkskin (spell blending), visualization of the mind (spell blending)
1st (6/day) — blade lash, blade tutor's spirit, frostbite, hermean potential, shield, true skill
0th (at will) — arcane mark, mage hand, mending, message, open/close, prestidigitation

STATISTICS

Str 24, Dex 18, Con 14, Int 18, Wis 10, Cha 10
Base Atk +9; CMB +16; CMD 30

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
HP 50, Init: +6, AC: 21 (touch 16, flat-footed 15), CMD 23, CMB 13
Fort +11, Reflex +16, Will +8

Feats: [Feat Taxes], Deadly Agility, Weapon Focus (Elven Curve Blade), Boon Companion, Evolved Companion, Endurance.
Teamwork Feats: Outflank, Pack Flanking, Paired Opportunist
Traits: +1 Will, +2 IL

Stance: Broken Blade Stance, Running Hunter's Stance
Strikes Readied: Steel Flurry Strike, Raging Hunter Pounce
Counters Readied: Broken Blade Riposte, Flat Iron Riposte

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
HP 55, Init: +3, AC: 30 (touch 13, flat-footed 27), CMD 28, CMB 15 (+4 grapple)
Fort +9, Reflex +9, Will +4
Feats: Skill Focus (Stealth), Weapon Focus (bite)
Teamwork Feats: Outflank, Pack Flanking, Paired Opportunist
Evolution: Scent, Animal Focus (Orca: +2 Str)

Stance: Primal Warrior Stance
Strikes Readied: Disparity Blow
Boosts Readied: Momentum Crush

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)
A trip focused defender that can also bring the hurt with raging hunter pounce or cornered frenzy strike that have sweet synergy with his powerful charging gore attack. Usually in Primal Warrior or Iron Tortoise Stance.

Lorelei, a lvl 6 Harpy Steelfist Commando (Warlord)
Damage focused melee warlord, using her flyby attack to safely deliver devastating broken blade strikes, assisted by his lvl 5 Harpy Unchained Rogue (Leadership) Cohort.

Euryale, a lvl 5 lesser* Medusa Soul Hunter (Stalker)
Gradually weakening them with poisoned arrows, before finishing them off with Aura of Misfurtune powered Petrifying Gaze.
* only 6 monstrous HD, -2 Con and Cha and Petrifying Gaze is single target full-round action.

I want the last member to be a lvl 8 Enlightened Troglodyte Beastmaster (Hunter) with a monitor lizard animal companion and the
Bee Keeper and Bolster Beast talents allowing him to throw swarms of bats or insects towards his enemies. Ideally I want the character to be using a spear.

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)
Gain one extra 1 standard action from his stance (God of the Hourglass).
Use the first extra standard to initiate the Steel Flurry Strike maneuver which grants him the ability to cast a touch spell on himself or an ally as a move action while also making 3 full BAB-2 attacks for 3d6 extra damage. (Reach of the Divine ability, Steel Flurry Strike maneuver).
Cast a buff on himself with his normal move action.
Use the second extra standard to channel energy (recovering the Beat the Clock boost).
Use his normal standard action to channel energy one more time (recovering the Steel Flurry Strike 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
Martial Tradition: Bloody Fangs

1. Wielder 1: [Dodge]
2. Wielder 2
3. Wielder 3: [Mobility]
4. Wielder 4
5. Wielder 5: [Spring Attack] [Superstition Rage Power]
6. Wielder 6
7. Wielder 7: [Expanded Power: Expansion]
8. Barbarian 1
9. Barbarian 2: [Vital Strike] [Internal Fortitude Rage Power]
10. Elocater 1
11. Elocater 2: [Furious Finish]
12. Zealot 1
13. Zealot 2: [Expanded Power: Vampiric Blade]
14. Zealot 3
15. Zealot 4: [Improved Vital Strke]

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
Stances: Primal Warrior Stance, Stance of the Thunderbrand

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).
You have 15 reach and you OA hurt like AF. Unfortunately your Dex will suck and you don't have free feats for Combat Reflexes, but you have Intruder's End to give yourself 20 reach and +Cha additional OA for a round.
Thanks to Aerial Acrobatics and 60 speed movement, your Repositioning Leap flat out negates ANY attack and can send you 40ish feet away (on the ground or in the air), negating any melee irrelatives as well.
You don't have a way to fly, but you can jump really good and... stay there.


1. Can you use the martial training feat chain to qualify the requirements for a PoW prestige class?
E.g: If I use Martial Training I, II & III to qualify for Dragon Fury.

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
CG Medium humanoid (human)
Init +10; Senses Perception +26, Darkvision 60 ft.
Traits: Ancestral Weapon (Silver), Practiced Initiator
Martial Tradition: Lens Maker Society

DEFENSE
AC 30, touch 17, flat-footed 25 (+8 armor, +4 shield, +1 deflection, +1 natural, +1 insight, +5 Dex)
hp 161 (favored class bonus +5 hp)
Fort +16 Ref +16 Will +13, +4 vs. fear, death, compulsion
Defensive Abilities: Improved Uncanny Dodge (lvl 10)

OFFENSE
Speed 30 ft.
Melee +3 Fortuitous Silver Rapier +31/+16/+11/+6(1d6+17/15-20)
Special Attacks: Surprising Strike 3/day, Strength of Arms, Superior Reach, Mobile Attacker, Bait the Dragon, Tactical Flanker.
Gambits: Rascal's Gambit, Brave Gambit, Flanker's Gambit

STATISTICS (17, 14, 13, 12, 12, 10 stats rolled)
Str 28, Dex 20, Con 18, Int 12, Wis 14, Cha 18
Base Atk +16; CMB +25; CMD 43
Feats Combat Reflexes, Discipline Focus, Improved Initiative, Mithral Current Style, Mithral Current Flow, Mithral Current Slice, Quick Draw, Improved Quick Draw, Seize the Moment, Skill Focus: Sense Motive, Skill Focus: Perform (Dance), Skill Focus: Iaijutsu Focus, Tap Animus, Weapon Focus (Rapier)
Skills Diplomacy +26, Iaijutsu Focus* +32, Perception +26, Perform (Dance) +32, Sense Motive +30, Stealth +23
Languages Common, Draconic
SQ Inspired Panache, Strength of Arms, Threatening Demeanor, Warleader, Tactical Presence: Rallying Presence, Force of Personality.

WEAPON: +3 Fortuitous Silver Rapier
ARMOR: +2 Mithral Breastplace of Light Fortification
SHIELD: +3 Darkwood Buckler
BELT: Belt of Physical Perfection +6
HEADBAND: Headband of Mental Prowess +4
RING: Ring of Protection +1
WRISTS: Sleeves of Many Garments
NECK: Amulet of Natural Armor +1
HEAD: Crown of Crimson Glory**
SHOULDERS: Cloak of Resistance +3
FEET: Boots of Speed
CHEST: Quick Runner’s Shirt
EYES: Eyes of the Eagle/Googles of Night
HANDS: Gloves of Reconnaissance
OTHER: Swordmaster's Flair: Blue Scarf, Cracked Dusty Rose Prism Ioun Stone, Wayfinder with Dusty Rose Prism Ioun Stone

Strikes Readied: Whirlpool Strike, Final Blow, Descending Sunset Strike, Silver Crown Strike;
Counters Readied: Ride the Wake, Flowing Creek, Flowing River;
Boosts Readied: Red Zephyr’s Fleetness, Noble Blade.
Stances: Stance of Assured Victory, Deadly Thunder Lancer’s Stance, Scarlet Duelist Attitude, Stance of the Thunderbrand, Flowing Water Stance, Running Hunter’s Stance, Reaching Blade Stance

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
Vigilante Talents: Arcane Striker (Arcane Strike), Shield of Fury (Two-Weapon Fighting, Improved Shield Bash), Returning Weapon.
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Shield Slam, Shield Master, Quick Draw, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Deadly Aim, Weapon Focus, Combat Expertise, Advanced Weapon Training: Warrior's Spirit.

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:
+33/+33/+33/+33/+33*/+28/+28*/+23/+23* attacks for 1d3+25+5d6 plus 1d6 electricity plus 1d6 acid.
(* 2 damage less since it's an offhand attack)

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.
It's quite obvious to me that Shield master does not affect penalties outside those from TWF, but literal reading of the feat allows it I think. Combining TWF with rapid shot is also technically possible and the way I see it thanks to blinkback belt I can free action toss a throwing shield and then still use it for a full attack.
Am I missing something?


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?
I'd rather not go with Piranha Strike since it will screw my parry reliability.


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]
2. Empiricist Investigator 1
3. Empiricist Investigator 2: [Dirty Fighting]
4. Empiricist Investigator 3: Investigator Talent (Rogue Talent - Terrain Mastery: Urban)
5. Empiricist Investigator 4: [Extra Investigator Talent (Alchemical Discovery - Mutagen)]
6. Weaponmaster Fighter 1: [Improved Dirty Trick]
7. Weaponmaster Fighter 2: [Vital Strike], [Cloak and Dagger Style]
8. Weaponmaster Fighter 3
9. Weaponmaster Fighter 4: [Advanced Weapon Training - Warrior's Spirit], [Improved Critical (Rapier)]
10. Empiricist Investigator 5: Investigator Talent - Quick Study
11. Empiricist Investigator 6: [Critical Focus]
12. Empiricist Investigator 7: Investigator Talent - Sickening Offensive
13. Empiricist Investigator 8: [Cloak and Dagger Subterfuge]


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.
- He calls himself an assassin, though besides demonstrating some mad acrobatics (mostly jumping) he doesn't seem to have any assassin traits.
- He sings all the time during combat, but it does not really induce any magical effect, so he is not necessarily a bard.
- He uses a magical flute to animate a bunch of stones into forming a stone golem or to just telekinetically pummel the main hero with them.
- He uses a dancing falchion (telekinetically wielded I guess) to attack with.
- He seems to be relatively competent in melee, but mostly in using his two-bladed kamertonish knife to sunder/shatter the daggers wielded by the main hero.

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.
If you are Str-based then after the level of sorcerer, you can go into Dragon Disciple to make that level of sorcerer count for something. It means you would have to choose the draconic bloodline though so I assume this is not an option.
Regarding the void touched arcana - I don't really see how are you planning to make this work. Having Wis-based spellcasting is nice, but we are speaking about lvl 1 spells at lvl 8-10. Your DCs will be by 4-5 lower than a lvl 10 sorcerer and they will be lvl 1 spells so they won't even be worth the action to cast them compared to full attacking.

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]
2: [Two-Weapon Fighting], Bravery +1
3: [Spear Dancing Style], Armor Training I
4: [Martial Training I]
5: [Advanced Weapon Training: Warrior's Spirit], Spear Training +1/+2
6: [Martial Training II-], Bravery +2
7: [Martial Training III->], Spinning Lance
8: [Power Attack]
9. [Spear Dancing Spiral], Spear Training +2/+4, Banner +1
10.[Advanced Weapon Training: Trained Grace], Bravery +3
11.[Improved Two-Weapon Fighting], Piercing Lance
12.[Combat Reflexes]
13.[Cut from the Air], Spear Training +3/+6
14.[Smash from the Air], Bravery +4, Banner +2
15.[Advanced Weapon Training: Armed Bravery], Leaping Lance

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]
2: [Two-Weapon Fighting], Bravery +1
3: [Spear Dancing Style], Armor Training I
4: [Martial Training I]
5: [Advanced Weapon Training: Warrior's Spirit], Spear Training +1/+2
6: [Martial Training II], Bravery +2
7: [Martial Training III], Spinning Lance
8: [Power Attack]
9. [Spear Dancing Spiral], Spear Training +2/+4, Banner +1
10.[Advanced Weapon Training: Trained Grace], Bravery +3
11.[Improved Two-Weapon Fighting], Piercing Lance
12.[Combat Reflexes]
13.[Cut from the Air], Spear Training +3/+6
14.[Smash from the Air], Bravery +4, Banner +2
15.[Advanced Weapon Training: Armed Bravery], Leaping Lance


Hmm, that will work perfectly then. Thanks a lot!


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.
Stay with Daring Champion and focus your build on ensuring that you can get said challenge empowered full attack on a key enemy in the fight as soon as possible (foolhardy rush is actually very good at that with sufficient speed and initiative) and don't worry for needing more challenges in that combat as it is not really needed.


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
Traits: Magical Lineage: Shadow Weapon, Magical Knack, Wayang Spellhunter: Shadow Weapon;
Drawback: Sentimental;
1. Fighter 1: Power Attack, Cornugon Smash, Skill Focus: Intimidate
2. Exploiter Wizard 1: Exploit: Potent Magic, Scribe Scroll
3. Exploiter Wizard 2:
4. Exploiter Wizard 3: Exploit: Metamagic Knowledge: Dazing Spell
5. Exploiter Wizard 4: Spell Focus: Illusion
6. Exploiter Wizard 5: Persistent Spell
7. Exploiter Wizard 6: Lingering Pain Arcana
8. Exploiter Wizard 7
9. Eldritch Knight 1: Spell Penetration, Furious Focus
10. Exploiter Wizard 8: Exploit: Dimensional Slide
11. Eldritch Knight 2:
12. Eldritch Knight 3:
13. Eldritch Knight 4: Piercing Spell
14. Eldritch Knight 5: Improved Furious Focus
15. Eldritch Knight 6: Bane Blade Magus Arcana
16. Eldritch Knight 7:
17. Eldritch Knight 8: Spell Perfection: Shadow Weapon


Have you considered just getting the Arcane Weapon exploit (or VMC magus), summoning a shadow weapon scythe, enchanting it and using it as your main weapon?


Does the PRC increase rounds of Bardic performance per day?


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?


But would the DC be based on the animal HD and Con modifier or yours?


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.
Two-weapon fighting will let you deal decent damage from a flanking position, but your survivability will probably be crap. You also really want 4th level in unchained rogue for the debilitating injury AC sunder.

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.
Be a human with the focused study alternative racial trait and grab Skill Focus (Sing) at lvl 1 and Skill Focus (Intimidate) at lvl 8. Get proficiency with elven court blade from Opalescent White Pyramid (at the hefty cost of 10 000 gold) and pick Power Attack and Cornugon Smash at levels 7 and 9. Fight with Cruel Elven Court Blade and apply shaken and sickened to your target for -4 to saves and when someone in the party targets them with dangerous save or suck effect - have them reroll their successful save at -6 total penalty. You would need 13 str though, so some of the MADness will be back (on the other hand with -4 to their saves - your Int is not that important).
They again you have to be URogue 3/Bard 3/Lion's Blade 5 for that and your PFS carrier is almost over.

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
Alchemist Beastmorph Vivisectionist VMC Fighter

1. Feat: Eldritch Heritage, Skill Focus: Intimidate
2. Discovery: Feral Mutagen
3. Bravery
4. Discovery: Vestigial Arm I
5. Feat: Power Attack
6. Discovery: Vestigial Arm II
7. Armor Training I
8. Discovery: Wings, Skill Focus: Stealth
9. Feat: Cornugon Smash
10. Discovery: Tentacle
11. Weapon Training I
12. Discovery: Bleeding Attack Rogue Talent
13. Feat: Flensing Strike
14. Discovery: Greater Mutagen
15. Armor Training II

Traits: Carefully Hidden, Omen
Str 25+6, Dex 17+4, Con 17, Int 16-2, Wis 14-2, Cha 14
AC: 23+6, Touch: 18+2
Fort +17, Ref +17+2, Will +13-1

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
2 bites x 1d8+24 plus 8d6 sneak attack
2 claws and gore x 1d6+24 plus 8d6 sneak attack
2 claws x 1d6+24 plus 1d6 acid and 8d6 sneak attack (5 rounds/day)
1 tentacle x 1d4+16 plus 1d6 and grab

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.
* The second armor training does not seem all that useful - is there some nice advanced weapon training option for this build that does not depend on fighter levels (since VMC gives me none).
* I like the poison option from Beast Shape III since it is black dragonish (well, not really, but close enough) and it is a nice synergy with the -4 saves penalty from the shaken and sickened condition that I apply with my attacks. How does it work though? Do I pick a poison from one of the creatures available for Beast Form III? Is the DC based on my levels and Con modifier or on the creature's?
* My Will save is lacking and I can't find a way to fix that before lvl 19 (probably too late) when I can pick armed bravery... getting dominated can be very bad for one of my allies within charge range. Are there any item based ways to fix that beyond cloak of resistance?
* Is the fighter VMC really worth it for the weapon training (+ gloves of dueling) and the bravery or I should go single class and pick Weapon Focus/Dazzling Display/Shatter Defenses and Iron Will with the VMC feat cost instead?


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.


I believa you can't make 2 sets of claw attacks unless you are flying (so you can make the second pair of attacks with your feet) or have 4 arms. 8+ is high enough that you can expect to fly reliably for the most of your carrier so its ok I guess.


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.
As a natural attacker you want access to more than one natural attack for sure, so the Naga bloodline (for bite) might be more practical for you than draconic.
Other that that it builds itself naturally, so I don't see your problem. Grab power attack, cornugon smash, arcane strike, cruel amulet of mighty fists and get pounce from the beast totem line.


Beastblade magi focus on their familiars and can set up nice combos with paired opportunist at lvl 11. Not sure if you are going to invest that much into it though.


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
LE Colossal dragon (earth)
Init +0; Senses dragon senses; Perception +46
Aura electricity (10ft., 2d6 electricity), frightful presence (360 ft., DC 31), Aegis +1 (10 ft.)

DEFENSE

AC 44, touch 6, flat-footed 44 (+38 natural, -8 size, +4 deflection)
hp 528 (30d12+7d10+296)
Fort +31*, Ref +18*, Will +27*, *+2 profane bonus to saves vs. divine spells;
DR 20/magic, DR 10/good; Immune electricity, paralysis, sleep; SR 32

OFFENSE

Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +45 (4d8+24/19-20), 2 wings +43 (2d8+8), tail slap +43 (4d6+24), and +1 cruel keen shocking burst spiked chain +50/+45/+40/+35 (4d6+28/19-20 plus 1d6 electricity, treated as an unholy weapon for bypassing DR.)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (140-ft. line, DC 32, 24d8 electricity), crush (Large creatures, DC 32, 4d8+21), desert thirst (DC 32), mirage, sandstorm, storm breath (DC 32, 24d8 electricity), tail sweep (Medium creatures, DC 32 half, 4d8+24), Armiger's Mark 8/day
Spell-Like Abilities (CL 28th; concentration +35)

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
7th (6/day)—insanity (DC 24), reverse gravity, simulacrum
6th (7/day)—forceful hand, mislead, mass hold person (DC 23)
5th (7/day)—dream, persistent image, hold monster (DC 22), teleport
4th (7/day)—dimension door, enervation, fire shield, stoneskin
3rd (8/day)—dispel magic, displacement, haste, vampiric touch
2nd (8/day)—darkness, false life, invisibility, resist energy, shatter
1st (8/day)—alarm, mage armor, shield, true strike, unseen servant
0 (at will)—arcane mark, bleed (DC 17), detect magic, light, mage hand, mending, message, read magic, resistance

Maneuvers Readied (IL: 18)

Primal Fury: Wrath of the Primal Hunter, Meteoric Crash, Primal Frenzy, Blade-Breaking Counter

Stances:
Iron Hide Stance, Running Hunter's Stance

Divine Boons:
I: Envious Death (Sp) compel hostility 3/day, touch of bloodletting 2/day, or vampiric touch 1/day
II: Rending Trip (Ex) When you successfully trip an opponent using a spiked chain, your tripped opponent immediately provokes an attack of opportunity from you. In addition, you gain a +2 bonus on any attacks of opportunity you make against opponents you have tripped with a spiked chain within the last round.

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
Base Atk +37; CMB +61 (+69 for trip with the spiked chain); CMD 71 (75 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Deific Obedience, Flyby Attack, Hover, Improved Critical (bite), Multiattack, Quicken Spell, Silent Spell, Shatter Defenses, Vital Strike, Weapon Focus (Spiked Chain), Combat Reflexes (Int based), Combat Expertise, Improved Trip, Greater Trip, Vicious Stomp, Improved Unarmed Strike, Feral Combat Training (Bite).
Skills Bluff +47, Diplomacy +47, Fly +24, Intimidate +47, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (history) +43, Knowledge (martial) +43, Perception +46, Spellcraft +38, Stealth +24, Survival +46
Languages Auran, Common, Draconic, Giant, Ignan, Infernal, Terran
SQ sound imitation
Equipment: +1 cruel keen shocking burst spiked chain, +4 ring of protection, Opalescent White Pyramid Ioun Stone (embedded)


Dastis wrote:
Max initiative and UMD. Scroll of Excellent Enclosure/Antimagic Field/Spellbane anyone?

The simulacrum problem is one of the main reason I'm not eager to go with "optimize for initiative and throw 4000 gp in the surprise round at the face of the first lookalike you see"


Oh... aw... I have missed the consecutive part of the feat. Thanks for the clarification.
Force Hook Charge is also a neat spell I have missed. Too bad that I am dual wielding and can't just grab a minor metamagic rod of enlarge.


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
Traits: Carefully Hidden, Highlander, Defender of the Society, Fate's Favored
Alternative Racial Traits: Focused Study (Stealth, Spellcraft)
Feats: Craft Wondrous Item, Smash from the Air, Weapon Focus, Improved Initiative, Improved Critical, Blind Fight, Greater Two-Weapon Fighting, Double Slice, Hammer the Gap, Hand’s Autonomy, Arcane Strike, Additional Traits, Combat Reflexes, Combat Stamina plus prerequisite feats.
Magus Arcanas: Prescient Attack, Accurate Strike, Arcane Scent, Lingering Pain
Discoveries: Wings, Grand Mutagen
Advanced Weapon Training: Fighter Reflexes, Armed Bravery

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]
2. Weapon Master Fighter 2: [Weapon Focus: Longbow], Weapon Guard +1
3. Hawkguard Warder 1: Archer Training, Ranged Defensive Focus, Aegis +1 (10 ft.), [Point Blank Shot], [Precise Shot], [Combat Reflexes]
4. Weapon Master Fighter 3: Weapon Training: Composite Longbow +1
5. Hawkguard Warder 2: Armiger's mark, [Rapid Shot]
6. Hawkguard Warder 3: [Manyshot]
7. Phoenix Champion 1: Burning Bow, [Improved Initiative]
8. Phoenix Champion 2: Eye of the Heavens (Darkvision)
9. Phoenix Champion 3: Phoenix Wing Strike, [Combat Expertise]
10. Weapon Master Fighter 4: [Advanced Weapon Training: Warrior's Spirit]
11. Phoenix Champion 4: Phoenix Cunning, [Weapon Specialization: Longbow]
12. Bounty Hunter Slayer 1: Studied target, [Track]
13. Bounty Hunter Slayer 2: Dirty Trick, [Improved Dirty Trick]
14. Bounty Hunter Slayer 3: Sneak Attack +1d6
15. Phoenix Champion 5: Eye of the Heavens (Blindsense), [Greater Dirty Trick]
16. Phoenix Champion 6: Greater Phoenix Wing Strike

Traits: Carefully Hidden, Practiced Initiator
Items: Greater Bracers of Archery, +5 Composite Longbow, Belt of Physical Might +6 (Str, Dex), Headband of Mental Prowess +6 (Int, Wis), Wayfinder with Dusty Rose Prism, +3 mirrored buckler of light fortification, Cloak of Resistance +5, some other utility items.

Strikes Readied: Stunning Solar Flare, Solar Lance
Counters Readied: Intercepting Shade
Boosts Readied: Burning Break, Searing Break, Phantom Wind Ray
Stances: Winds of Vengeance Stance, Tempest Gale Stance, Stance of Piercing Rays, Galebreaker's Stance.

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).