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If you want critical feats Scimitar, Falcata are best (Scimitar for the critical range, falcata for the multiplier)

Don't discount Kophesh or a reach trip wpn.
Adding your wpn enhancement to a trip attempt is nice


Quandary wrote:
TriOmegaZero wrote:
Has repeating the same thing over and over worked for anyone who has ever posted here?

Once I kept on posting about how I thought people who repeated themselves over and over should be perma-banned from the Paizo forum, and I found a quarter on the street. Can't stop the magic.

Seriously, I think if you're going to use APG Ranger styles as a basis for comparison, you should also bring in APG Fighter variants... Which let Fighter 'Style Specialists' truly rock out at their Styles in ways not achievable via Feats. 2WF Fighter is hands down more awesome at 2WF than a 2WF Ranger. Archery Fighter is nicer at Archery than an Archery Ranger. 2Handed Fighter smacks down harder than a 2Handed Ranger. Probably the only area where Fighter Archetypes fall short vs. Ranger Style is Mounted Combat, since Fighters don't get a Companion Mount, and since Rangers kind-of had the 'Nature Boy' schtick first, I'm OK with that. Natural Weapons mostly sucks for both of them, though Ranger Spells can make it better (again, Original Nature Boy can keep his schtick). MAYBE Shield Style Rangers have an advantage in some sense by bypassing 2WF if they choose to do so, but that has been brought up as potential Errata for Shielded Fighter... and they don't get the actually unique abilities that the Fighter Variant gets, they just can bypass stat pre-reqs, i.e. min-max their numbers more.

Just wait until the 'Halfing Auto-Cannon' Ranger Style comes out in the Alkenstar Guide...
And no, that's not a style FOR Halfling Rangers...

+1 People are comparing a Specialist Ranger to a general fighter.

If a fighter wants to pwn a 2WF at his own game he'll take the 2WF tree and either the Two Weapon Varient or Mobile Fighter archetype.


Given Harmonic Spell is freakin awesome, would you allow it?

It might be viewed as OP. With bards measuring performance in rounds rather than per day, how many extra rounds should it consume?

Imagine a arcane Duelist busting out a Haste harmonic spell (inspire Courage)+ Bladethirst straight away!!


Just re-read this after checking out the new samurai iconic.

It seems if the play in the inner sea region (or anywhere besides Tian Xia) the most commonly ecountered Samurai will be Ronin.

Given that (and the implied assumption most PC's would struggle to play a samurai away from Tian Xia, WITHOUT being Ronin) should we be hoping that the Ronin challenge is altered.

Jason said they wanted it to be less powerful or special because unlike orders, Samurai can become Ronin with all the trappings just be deciding to do so.

So how about an effect that works on any target but to a lesser effect than a standard challenge?

Maybe the bounus to hit/dr/damage/saves whatever could cap at +3 instead of +5?

Something like- when a Ronin challenges a target he recieves +1 to attack against that target. This improves at 7th and 14th level.

Or a fixed small bonus-when a Ronin hits his challenge target, that creature is shaken for as long as the Ronin engages it. If the target can prevent the Ronin from hurting it for a least 2 consectutive combat rounds the effect ends. at 14th level when a Ronin hits his challenge the target is sickened instead.

Thoughts?


Lyingbastard wrote:
First rule for surviving a sword-fight? Bring a gun. ;)

Off topic:

Rule for surviving a GUN fight.

1.Bring a Gun
2. Better yet bring 2 guns
3. Bring all your friends who have guns
4. Remember: Friendly Fire-insn't.


My HV Build would PWN your Battle Oracle ;)

(only poking fun btw)

IF you wanted to really kick a$$ as a cleric the massively overpowered demon domain beats out just about any oracle

You got divine power up? Gtr wpn focus?

M'kay I'll just use my free +10 to attack and damage on my full attack this round.

That power is awesome but bloody hard to roleplay a priest of Rovag in a standard party...


Gorbacz wrote:
Ardenup wrote:

WE NEED STATS!!

Love the backstory though (wished he could have been order of the warrior though, ronin kinda suffers in terms of badassness)

He sounds more sword-guy than horse guy. GTR WPN Focus I presume?

How about a final version of the class first? ;)

I'm hoping that since there was no second round for Samurai that it's pretty unchanged. They may be able to post stats without to many spoilers (I really hope they keep the ability to take fighter wpn feats)


WE NEED STATS!!

Love the backstory though (wished he could have been order of the warrior though, ronin kinda suffers in terms of badassness)

He sounds more sword-guy than horse guy. GTR WPN Focus I presume?


If you're stuck with sarenae change your domains to Heroism and Good.

Heroism is awesome for the heroic aura- swift action +2 to attacks and saves to the whole party at 8th level is a wicked party buff.

Bless weapon and holy sword are awesome spells only paladins normally get. (You'll be critting alot with that scimitar)

Good- the touch of good is so/so. I find it best for those rare occasions I'm adjacent to a fighter and can drop this on him before his full attack. Note: only worth it at higher levels if all his iteratives will be enough to drop said foe. Or if you REALLY want a buddy to pass a skill check.

HOLY Lance- this is nice! Always drop it on your weapon when you fight EEVVVIILLL!

Also Consider the Holy Vindicator PRC. you still get 9th level spells (hope you can get Magical Knack as a trait) BAB 17, Stigmata, Vindicators shield and divine wrath.

You see undead+evil outsiders make up a decent percentage of enemies in ALOT of APS, games. Check with your DM. Offensively channeling vs these is nice. You can chose a burst, line or cone without hitting your allies. Obviously get the phalactery to channel 12d6 by 20.

If you can swap Combat Casting and Eschew materials for Selective Channel and Alignment channel at level 1.
(you can get +2 to cast defensively for desperate focus trait)

Wield your scimitar 2 handed when you attack and 1handed when you cast (this allows you to get the AC from a buckler when casting- gets better with vindicators shield)

Run cleric till 8 (taking say scribe scroll, power attack and craft wand)
Then at 9 go straight HV- this gives you heavy armor.
Take what feat you like here (I like improved buckler defense from Complete Warrior) or possibly exotic wpn prof: falcata.

You'll qualify for crit focus at 11 and staggering crit at 15 (which you can eventually stack with Divine wrath/retribution to Bestow Curse at a higher DC if you wield a falcata). You'll need quicken at 13.

So:

Kick Ass Battle Cleric/HV:
Str: 19 (20) Belt of Perfection +6
Dex: 13 Belt of Perfection +6= max dex in mithral heavy armour
Con: 15 Belt of Perfection +6= nice HP
Int: 14
Wis: 16 (20) with a Headband +6 and tome +4 that's a 30 wis by level 20
Cha: 16
Favored Bonus goes to HP. As a Human you'll get 5 skills per level.

Trait- Desperate Focus, Magical Knack
1 Selective Channel, Alignment Channel (Glory adds +2 to channel dc)
2
3 Power Attack
4
5 Scribe scroll
6
7 Craft Wand or Wpn Prof: Falcata
8 Aura of Herosim, Holy Lance
9 Vindicator’s Shield, Improved Buckler Defense or Wpn Fcs: Falcata
10 Stigmata
11 Faith Healing (empower), Critical Focus
12 Divine Wrath
13 Bloodfire, Channel Smite, Quicken spell
14 Versatile Channel
15 Divine Judgement, Staggering Critical
16 Faith Healing (maximize)
17 Bloodrain, Improved Channel
18 Divine Retribution
19 Extra Channel
20

AC: 10+ 6(Mithral Breastplate)+5(Magic enhancement)+5(Amulet)+5(ring) +2(dex and a +1 tome) +3(belt)+1(light shield)+5(shield enhancement)+5(defending shield or armor spikes)= 47

Vindicators Shield: If using this ability add number of Channel Energy dice to AC for 24hrs or until struck. AC of 59 (for 10d6 normal, 2d6 for phylactery of channeling) till struck. This AC means a CR20 only hits on a 20, of course by this level they'll probably be casting at you.

Your attack at 20 is 17 +5(enhancement)+ 3(belt of physical perfection) +5(Str)- 5(PA)+1(Wpn Fcs)
Full Attack- 26/21/16/11
Stigmata= Worth either ½ HV level (max +5) to one of Attack/Damage/Saving Throws.
Divine Power: 32/32/27/22/17
Divine Power/Aura of Heroism= 34/34/29/24/19
Divine Power/Aura of Heroism/Stigmata= 39/39/34/29/24

Damage is +5 Menacing, Greyflame, Keen, Cold, Ghost Touch Falcata
d8 +12(1.5x str+belt)+15(PA)+5(enhancement) av 39 per hit.
With Divine Power =45 per hit. (87 on a channel smite)
50 Divine Power/Stigmata to damage
53 Divine Power/Stigmata to damage/Greyflame

Note- Provided you have time to get Divine Power and an Aura up, Stigmata should be used for damage on Standard Attacks (which hit anyway) and To hit on Full Attacks.

The only other change I'd suggest is to swap to Imodae and take Heroism and either Archon subdomain (for more awesome spells and the Aura of Wrath) or Tactics subdomain (for going first and free combat feat)


Also- if you can swing the roleplay

a cleric of Rovag with the rage, demon subdomains is freaking awesome (probably better as a straight cleric though)


You don't have the feats for TWF, especially if you're taking channel feats.
Go cleric 8/Vindicator 10/Cleric 2

I'd beg for the DM to let you take improved Buckler defense (this allows you to 2h a weapon and retain your ac) even if he doesn't allow it use a Buckler anyway. You'll get the AC (including Vindicator's shield) when you cast and move (which you do a lot in combat) and you can 2h when you are buffed and want to melee.

You'll need to take the magical knack trait (get back 2 of those Caster levels) andDesperate Focus (equals 1/2 of combat casting)

Select a Deity. I reccomend either Gorum (negative channel, rage and wounding Subdomains) Greatsword+Rage+Divine Power+Furious Wpn+Reckless Abandon+Stigmata = all 4 of my beefed up attacks are gonna hit. Until you get a domain rage power (moment of clarity) casting while raging is out. Drop a group buff in rd 1, quicken a divine power and move to close. Rd 2 rage and full attack. You'll need the extra rage feat

Imodae is also awesome, (aura of heroism-swift action/aura of wrath- standard for 8 rds a day)
Rd1 swift aura of Heroism/standard aura of wrath (party now loves you), move action stigmata to hit
Rd2, 2H a Longsword+quickened divine power (or divine favor)+righteous might standard cast. Move to close.
Rd3 Kick a$$.

The Gorum cleric is a selfish Caster, TheImodae cleric can fight a round earlier depending on if the party needs the aura buff.

Now, selective channel IS worth it and so is Offensively channeling. If negative it saps enemy HP without hitting allies. If positive channel if you take alignment channel, depending on the campaign- Undead+evil outsiders are common enough.
Get a phalactary. 12d6 healing/hurting or 12AC on Vindicator's shield is great.
If you went with Imodae the glory domain even adds to channel dc.


My take?

The extra spells known let you be a spontaneous wizard.
That is something sorcerers have never been able to do effectively.

Char op has always advised against trying to cover all bases as a spec.
'Focus on Blasts or Enchantment orDebuffing' is the popular wisdom.

I love the Varient because it allows you to do a good job of being a Treantmonk style god wizard.

I made one. Besides the cantrips i took it at all levels. Arcane Bloodline with familiar. Took improved familiar, craft Wonderous, Arms/Armor, quicken, Persistant, craft wands. Scribe scroll with a Bloodline feat and expanded knowledge for the rest.
Awesome versatility


Hey,

just thought I'd get back- I'm going with a pally for Dugald. He is gonna struggle with his guilt a lot, but he's gonna work hard to keep his righteousness no matter how much sh*t he goes though. Will he get to find the lich? Dunno but any undead/evil outsiders he finds get no quarter. He'll tithe some of his money to what remains of his old noble house.

Daniel is gonna be a Battle cleric of Imodae and the heart of the group. He's gonna be.Dugald's best bud and sheperd so he won't fall.


Those are good stats for those wpns


PFSRD. From the dwarves book


MicMan wrote:

"He will punish evil as often as able but will prioritize doing good and innocent lives first.."

Paladin all the way...

"...He prefers to formalize execution- listing crimes, judging and last rites, but against foes too dangerous is not above sneaky tactics as he is loathe to risk allies."

...unless your GM is one of those still convinced that LG Paladin means total fool.

In the latter case I would say LG Cleric of Justice or Oracle of Battle or Life instead.

Our DM Doesn't think LG=Lawful Stupid.

I actually loved the Idea of Dugald as a Paladin. The whole killing his sister thing reminds me of so many of the hardbreaking cinema scenes where the hero loses everything. But I thought it might be nice to play against type and have a bloke who probably will fall and have to be redeemed (hopefully not until I find the SOB lich that made me knife my sister- kinda like that pally from the Erevis Cale books who falls when he kills the bloke who tortured his son)
I'm still not sure what to make. Whatever it is he seems tortured.

My buddy with the other backstroy (which I wrote- incidently I was thinking pally when I wrote it) was thinking battle oracle or Cleric/Holy Vindicator but he's not sure if a Martial could play this type (he liked paladin but unless I choose something else, I won the coin toss)


Cheers.


Hi,

In the interest of Role Playing instead of ROLL playing. Our DM had us write up some Backstories and exchange them with another player.

We were then to come up with a build/class for that backstory. Proplem is me and the person who swapped thought of the same class and we don't wanna do that.

I'm wondering what you guys would make in terms of class/combat style.

Dugald:
Dugald was born into nobility. Growing up with love for his deity created steadfast belief and passion in the young man, until his home and family were destroyed by a long forgotten enemy. A lich necromancer from generations past dropped him in a pit and exterminated his family in front of him.

He was given a choice- slay his young sister or watch his entire house- Father, mother, grandfather, brother, cousins, servants etc all die by evisceration. The choice nearly destroyed him. He suffered watching his parents and brother die before his grandfather’s shouts drove him to action- “You must do the greatest good for the greatest number, though it ruins you, you must sacrifice for the all. Your sister will be welcomed by the gods” right before he too was killed. Dugald, he and his sister crying, held her close and whispered a prayer to speed her journey and ask for forgiveness, then plunged a dagger into her back while holding her and lying that it was going to be ok. Though the necromancer released what remained of his family and left, satisfied at the suffering inflicted, Dugald has been awash with grief ever since. He knows he saved his family but destroyed himself and his dear sister. His deity still hears him, this is a sign of his gods anger at the necromancer. Dugald quests endlessly to find him, in the mean time he clings to his faith- justice for the innocent and damnation for the wicked. He is a weapon.

Dugald sees himself as a judge and executioner. He will punish evil as often as able but will prioritize doing good and innocent lives first, he is not stupid and will use whatever tactical advantage he can gain without causing unnecessary harm. He prefers to formalize execution- listing crimes, judging and last rites, but against foes too dangerous is not above sneaky tactics as he is loathe to risk allies.

Daniel Arisen:

Daniel Arisen is so named because he was thought stillborn at birth. His Elven mother died bringing him into this world and his paladin father had been killed at the world wound months before. Raised by his dad's brother, he was groomed to be a knight in Indomae's church. Starting as a medic at the world wound, he saw first hand the threat the infernal relms are. Learning to fight well and focus his faith offensively he now specializes in killing demons. He has left the world wound now, specifically to hunt down and destroy demons and devils which have escaped the notice of the church in Golarion. He has a paladin’s outlook in terms of good, believing a good deed worth it for it’s own sake. He is more inclined to good than completely rigid law, a life time raised in war has taught him pragmatism.

As far as combat goes he is quite the leader, inspiring courage in allies and fear in enemies. His ability to do damage is quite good but he is not stupid enough to give a foe even terms. He will arrange the field to his advantage and happily use magic against a fighter in single combat. He is honorable though and will give quarter to a foe who asks, except for evil outsiders of course who need to be destroyed on sight.


Hi,

I only recently discovered this spell. I'm really not sure if this is balanced.

Say Belkar the ranger (rangers are best class for this spell. Oracles, paladins and clerics get divine favor/power already)
takes 25 points of damage and swears to defeat the evil lich.

That's +5 to any check, attack etc not just against said lich, but anything relating to finding and killing him. Everything. The spell doesn't even have a duration.

I know 25 points of health seems alot but considering pally's can swift heal and ranger's can dump dex (if twf) between good con scores, favored class bonues and belts of physical perfection is it really a good enough sacrifice for such a powerful spell?


Hi,

as per the rules for doubling damage, the base weapon damage and fixed numbers are doubled but the rules seem to assume charging means one attack.

This vision probably was thought of as a single attack with a lance.

Mounted skirmisher lets you full attack while mounted.

1. First, I can't imagine getting 4 (5 if hasted) attacks from charging with a lance. RAW you can do it I guess but it stinks of cheese.

2. I can see a TWF scimitar and board cavalier full attacking while mounted.

In either scenario are you doubling (or tripling for the lance) the damage on every attack? My thinking is maybe just the first.


also,

maybe mobile fighter is better TWF than TWW?

never built one of those yet, didn't like the idea of giving up my best attack?

Is it a better way to go on a full attack/critical effect, rolibar's build?


Another thought?

Maybe instead forget retraining for Rolibar's Gambit and take Bleeding crit at 12 instead?

That way at 13 when I'm staggering I can use my full attack for stacking bleed?

I won't get the AOO's from rolibars (but I would if they move while staggered). If they don't move and decide to hit me, I won't get the AOO. (currently with rolibar's I get it reguardless) but if they don't move then I just full attack them again next round.

Thoughts?

Rolibar's seems to (maybe) be worth more. A TWF/TWR aoo is worth about 90 damage

vs No AOO (unless they move) but I'd get to (possibly) bleeding crit, IF they move. I can only stagger or bleed, not both till 20. So stagger is my first choice.


Hi,

Just been re-thinking my Two weapon warrior build. (replaying it in new game starting at Lvl 14) Had a blast last time but re-thinking.

Given that DR is a problem for TWW more than 2 handed, is a TWW better off taking Penetrating Strike at 15 or Bleeding Crit?

This is in a Duel wield scimitar build.

This is purely a dpr question.

Currently the build has
12 Martial Stance: Martial Spirit (and an earlier feat retrained for rolibars gambit)
13 Staggering Crit (at 13 gets equal oppourtunity)
14 Two Weapon Rend
15 Penetrating Strike
16 Gtr Wpn Fcs: Scimitar (reformed feat for combat vigor)
17 GTR TWF
18 GTR Wpn Spl
19 Melee Wpn Mastery
20 Gtr Penetrating Strike (reformed feat for combat strike)

We will be using the critical feat deck for the first time.
Last time I used a
Primary- +5 keen, corrosive, wounding, ghost touch scimitar

Offhand- +5 keen, frost, wounding, menacing, keen scimitar

I'm thinking if I go Bleeding crit it may? outdo the damage from penetrating strike (DM does like DR though) and if this is right would save me the wounding enhancement for something better?

Our Divine caster player (dude ALWAYS plays cleric/inquis/druid/oracle) loves to buff so alignment wpn is usually not a issue.

Given all this would Bleeding at 15 and Critical mastery at 20 work better?
I took staggering cause it denies full attacks and is some Battle control, but it seemed a little counter productive last time. The build uses rolibar's which is a 3.5 fighter version of come and get me.

Thing is by this level I was staggering almost everyround. So full attacks vs me almost never happened (since rolibars counters each strike- my stagger interupts thier full attacks).

Still works but means you generally only get 1 or 2 AOO's per round. This limits the damage I take but, consequently limits the damage I do (since I need the AOO's to TWF+rend per AOO)

Cheers.


I agree. I was more commenting on how well they've been able to shift the emphasis from 'Leader' to 'Swordmaster' using the same chassis.

Personally I hope the samurai doesn't change. Paizo got it right first up.


Sorry a FURIOUS weapon. In the magic item section of APG.


Rage is a class feature for a Gorum cleric. The domain is a class feature and the domain grants rage.

So, we allow the extra rage power feat. Mostly because the bonuses on most on them scale with level and a cleric is only considered 1/2 level.

EG Reckless abandon grants a barb +6 to hit and a cleric +3.

Whatsmore a cleric would be stupid not to blow at least one on Moment of clarity if he wants to cast while raging (and he'll need to...)


Hi,

I've playtested a Samurai build and I like the class alot.

Just wondered on others opinions about the 'selfishness' of the class.
We'll it's not selfish, but compared to the cavalier the flavor is totally different.

The cavalier is kinda like Maximus- a great warrior but a better General. I've played an Order of the shield cavalier to great effect and besides the challenge mechanic, I think tactician is the primary ability. Keep in mind I play in a group of 6.

Granting Powerful Teamwork feats to allies makes cavalier a frontline buffer! Now the flavor changes from order to order, but tactician is amongst them all.

Enter the Samurai.

Sung:
Challenge 1/day, Mount, Resolve, Wpn Fcs: Katana, Power Attack, Intimidating Prowess, Point Blank Shot
Honour in all things
Weapon Expertise (Kantana), Dazzling Display
Challenge 2/day, Mounted Archer
Banner, Wpn Spl: Katana
Shatter Defenses
Challenge 3/day, Conrugan Smash
Way of the Samurai
Gtr Resolve, Gtr Wpn Focus
Challenge 4/day
Honourable Stand, Deadly Stroke
Critical Focus
Challenge 5/day, Staggering Critical
Gtr Banner
Strike True, Blinding Critical
Challenge 6/day
True Resolve, Rapidshot
Manyshot
Challenge 7/day, Deadly Aim
Last Stand

Now I LIKE the lack of Tactician here. Access to the Fighter Wpn Feats makes it possible to really create the Swordmaster stereotype I love about samarai. Deadly Stroke (which no other cavalier can take) is kinda like the master draw and strike (not sure of the spelling) Ijatsu. A samurai SHOULD be a better swordsmen than a Cavalier.

My take is that a Knight/Cavalier is more concerned with Leadership than a Samurai who'd be more interested in Martial Perfection. Of course mine is not the only interpretation.

Overall the power =/=. A cavalier is a party buffer, but a Samurai is far less likely to fall.


Dragonchess Player wrote:
Stuff about dipping Barb

If you're gonna go that way remember your weapon.

Furious is awesome: +2 to hit for +1cost when raging.

So
Gtr Wpn Fcs +2
Rage +2
Twin Blades +4
Dueling Gloves +2
Furious Wpn +2
=+12 to hit before we take normal wpn enhancement bonus in account

That's better than smite!


It's nice but most full BAB classes won't need it. A fighter might use it instead of Gtr Wpn Fcs, Wpn Spl since it's worth the same for 1 feat by the time 12th level comes around (when you could normally take GTR wpn Spl) most enemies are large or bigger anyway.

I could see martial 3/4 classes taking it.


Personally I'd like to see the next bestiary bring back the heavy warhorse with +5HD. Might make mounted fighters etc more viable.

Make it the horses are specially bred, that way you can't find them in the wild. They should be pricey.


We allow it.

This subdomain actually made Gorum an awesome deity. Before Travel, Freedom was 'best'. Between the Destructive Smite Power, Rage, the granted Rage powers and allowing the extra rage power feat, it makes Gorum the best deity for a war cleric.

As it should be, he is the Lord of Battles after all.

Because a cleric needs to be able to cast in Melee I like
8 Rage, Wounding Blade
9 Channel Energy 5d6, Extra Rage
10
11 Channel Energy 6d6, Cleave
12 Rage Power: Moment of Clarity
13 Channel Energy 7d6, Extra Rage Power: Reckless Abandon
14
15 Channel Energy 8d6, Dazing Assault
16 Rage Power: Inspire Ferocity
17 Channel Energy 9d6, Extra Rage Power: Superstition
18
19 Channel Energy 10d6, Extra Rage Power: Roused anger

The cool thing is rage is +2 to hit/damage, ferocious wpn adds +2 to hit and damage (now worth +4) and at 20 reckless abandon adds +3 to hit. So with a free action you added +7 to hit and +4 to damage, cast Divine Power before you rage and your war cleric is rockin +13 to hit and +10 to damage.


That could work but with such low crit he'd be better of taking dazing assault at 12 and retraining it for stunning assault at 16.

Saves a feat over the crit line and dazed/stunned is better than staggered but that -5 to hit really hurts iteratives (especially if he's power attacking as well)

The Assault feats are better for high str 2 handers. But a Two wpn warrior could do it wpn perfect balance kicks in. DPR suffers because TWW want thier iteratives to hit.


My choice is the scimitar. Love the crit range. Falcata is nice but im such a feat heavy build is hard (I'd only try it with human or half-elf with racial prof trait)

Here's a really nasty build I've used. Hope it provides ideas. Damn hard to put down and did massive damage.

Tip- GTWF IS worth it IF you get Gtr wpn fcs and duelist gloves. the +2Feat, +4Wpn Train, +2Gloves makes it land enough to justify it. It's not vital but if you've got room 7 attacks with a high crit, keen weapon is ALOT of crits.

1 TWF, Weapon Fcs: Scimitar, Blindfight, H-Doubleslice
2 Bravery
3 Defensive Flurry +1, Combat Fcs
4 Weapon Specialization: Scimitar
5 Twin Blades +1, Power Attack
6 Two weapon pounce
7 Defensive Flurry +2, ITWF
8 Melee Weapon Mastery (Slashing) (retrain TWP for Combat Stability)
9 Twin Blades +2, Double strike, Critical Focus
10 Martial Study: Leading the Attack
11 Improved Balance (-1/-1), Defensive Flurry +3, Combat Reflexes
12 Martial Stance: Martial Spirit (swap Martial Study for Rolibar's Gambit)
13 Twin Blades +3, Equal Opportunity, Staggering Critical
14 TWR
15 Perfect Balance (0/0), Defensive Flurry +4, Penetrating Strike
16 Gtr Wpn Fcs (swap Blindfight for Combat Vigor)
17 Twin Blades +4, Deft Double strike (immediate disarm/sunder when you hit with 2 weapons), GTWF
18 Gtr Wpn Spl
19 Deadly Defense, Defensive Flurry +5, Melee Wpn Mastery
20 Weapon Mastery, Gtr Wpn Penetration, (retrain Rolibar's Gambit for Combat Strike)

BTW- obviously we allow 3.5 feats.
+4 to will saves, +8 CMD, Fast Healing 4 plus heal 2hp per strike (you or an ally)

The Combat Strike at 20 is kinda a Capstone- 8 Hasted attacks with +4 to hit and damage on a duel scimitar= No Save and Die!


The very reason Bleeding SA IS worth it.


Treantmonk's guide isn't accurate for witches, it's for god wizards and witches can't fill the god role well. The list is too limited.

One tactic suggested by Treantmonk, and it works BTW, is to select flight hex, cackle, misfortune, evil eye, etc. The patron that grants the invisible spell.

Fly (invisible) above the.fight and park there. Then use your standard every round to evil eye, misfortune and continuously cackle to keep them going. Witches are great debuffers every fight without even needing to cast.


Scout/Thug is awesome. Trapfinding is nice but you can live without it.

I've got 2 awesome builds a Wpn Master 8/Rogue 12 that uses TWF Shortswords and the Conrugan smash trick

and a Straight Rogue doing the same trick but he goes two handed Longsword.

Being able to auto SA Intimidate for Shake, Sickened and Beffudle on the first hit rocks. Add Offensive Defense as well and you got a tanking rogue


Wanna play a knight with char flaws? Go samurai instead of pally/cavalier. Use order of the warrior or cockatrice.

Samurai because Tactician will give you nothing in a one char game (samurai can take Gtr Wpn Fcs/spl). Both have fluffy flaws built in. One order of warrior has to have a lord (whose alignment/goals could run counter to the PC or order of cockatrice generally are selfish.

Both orders have great abilities that promote single play. Warrior is hard to kill, cockatrice does extra damage. It also grants dazzling display for free, making it easier to get deadly stroke if you want it.


Cheers


Hi,

just re-reading the witch familiar spells sidebar.

It says a familiar can learn spells from another familiar.
Now I'm guessing RAI means they can learn other spells off the witch list. But I only says learn spells.

Does this mean a familiar (trickery patron) could learn Divine Power from a strength patron familiar?

This would be awesome for witches in general. Huge incentive to share patron spells (as they are some of the best on the list)


Choant wrote:
What would you make with the following stats: 18, 18, 17, 16, 16, 14?

I'd go Cleric8/Holy Vindicator10/Cleric 2

Half-elf cleric of Imodae (Falcata prof alt racial trait)
Traits- Magical Knack, and Focused Mind
Str 18+2racial (2 stat increases here
Dex 14 (Maxing Fullplate bonus)
Con 16 (Favored HP- to deal with stigmata bleed)
Int 16 (5 SP per level is decent)
Wis 18 (2 stat increases here)
Cha 17 (High turning dc, 1Stat increase here)

Take glory (heroism) for +2 Offensive Channel and swift aura of heroism
and Good (Archon) for aura of wrath.

Makes a great Undead/demon slayer
Good party face
awesome buffer/leader
good dpr

Take selective channel and the feat that let's you channel vs evil outsiders, channel smite.

Don't worry about critical feats- the Falcata adds to divine wrath dc so sort of a critical feat anyway.


Will post a build later, but this can Definately work well. Wait out.


It's the Standard action+rend TWF and equal oppourtunity that puts the twwarrior in front. If you take the Stepup and Strike feat and combat reflexes (or even the trip feats if you wanna duel wield flails or Kopesh's) you get a lot more damage fROM those AOO hits.


Hi,

Late so I'll be brief. It needs work but I love the new class.

For the stunlock deeds- why not make it a reflex save to make the trip/confuse etc fail. Say the target ducked 'just enough' to avoid the condition. That way if the magus hits he still does damage and has a GOOD chance for the manuvere to succeed but it's not an auto success?


I admit I CAN make the magus work (maybe I just need to get me head around expending rescources)

A few things I've noticed.

1. Magical Lineage (shocking Grasp) is a must have trait. It'll let you at 10th level get 10d6 with no save for a 1st level slot or Empowered/Intensified for 15d6 for a 3rd level slot.

2.When you move use spellstrike for an ok (2 handed) hit, lay on a intensified shocking grasp (10d6 no save, 1st level slot-trait) or empowered as well (3rd level 15d6 no save) and regular vampiric touch (10d6 3rd level) if you want to heal a bit. At high levels when you learn spell perfection (Cone of cold) you can bust out spellstrike then swift 15d6 cold damage to the face (only do it if you can catch multiple enemies in it though)

3. Spell Perfection is awesome for applying quicken to a cone of cold, then using spell combat for a spont Maximised, Prep Intensified cone of cold.

4. Pearls of Power are your BEST friend. Craft Lots (3rd level and lower)

5. Magi need to pump STR more than a wiz does. Not only because of the low level spells but his Arcane Pool is affected by it. By 20 with a 30 int (17 normal, +2 racial, +5 Tome, +6 Headband) a Magus will have 20 Pool points.

6. Spell Blending is best used for 4th level spells (Feeblemind, Boneshatter and Enervation are my faves) Magus actually gets most of the best 3rd level spells (Fly, Haste, Slow, Displacement). By the time spell blending could get you a 6th level spell known you could just use your arcane pool to cast any wiz spell anyway.

7. Arcane Pool seems to 90% go towards Enchanting my weapon and Arcane Accuracy. Accuracy lasts the whole full attack and if you took Gtr wpn fcs and high STR or DEX(dervish dance), you won't need it for Spellstrike.

8. Scrolls are your 2nd Best friend. Carry lots of your (limited) utility spells and you can spell pool cast them for 1/2 points if you get stuck.

9. Cause between power attack and spell combat you're taking -7 to hit on a full attack. When you full attack you need all iteratives to hit for decent damage (hence the shooting for 30int score), blow a pool point for accuracy (3 or 4 strikes hasted) and lay either a battle control or blast spell in the mix.

Here is a Build I've used in a few one shots. Uses Imp Familiar to get more actions from wands (mephit). Seems to work well enough once I finally learned better point management (I'd still rather it be 3+1/2Char level+Int mod though. An extra 3 points early would be awesome)
Be aware it does have 1 3.5 feat- Melee wpn Mastery

Ardenup's Magus:

Build: Magus 20
Race: Human
Favored Class- Magus (hit points)
STR 19 (22)
DEX 13
CON 15
WIS 10
INT 17 (19)
CHA 8
Skills per level 7 per level
Traits:Desperate Focus, Magical Lineage (Shocking grasp)

1 Arcane Pool +1, Cantrips, Spell Combat, Scribe Scroll, Intensify Spell
2 Spellstrike
3 Magus Arcana (Arcane Accuracy), Wpn Focus: Scimitar
4 Pool Spell
5 Arcane Pool +2, Power Attack, Craft Wonderous Item
6 Magus Arcana (Familiar)
7 Knowledge Pool, Medium Armor, Improved Familiar
8 Improved Spell Combat
9 Arcane Pool +3, Magus Arcana (Spell Blending- Rope Trick, Resist Energy), Empower Spell
10 Fighter Training
11 Weapon Specialisation, Improved Pool Spell, Melee Wpn Mastery
12 Magus Arcana (Spell Blending- Feeblemind)
13 Arcane Pool +4, Heavy Armor, Extra Arcana: Spell Blending (Boneshatter, Enervation)
14 Gtr Spell Combat
15 Magus Arcana (Quickened Magic), Quicken Spell
16 Counterstrike
17 Arcane Pool +5, Gtr Wpn Fcs, Spell Perfection (Cone of Cold)
18 Magus Arcana (Reflection)
19 Gtr Pool Spell, Maximise Spell
20 True Magus


Not using magus because:

1. It's not finalized yet
2. It focuses on blasts (I got the impression this guy was more control/Conjuration)
3. No healing (the dude Definately uses a touch 'cure' spell on his arm)
4. Only 6th level casting. I got the impression that hawk (in the video) can cast high order spells (build gets 8th)
5. Wasn't a whole lot of spelcombat. Seemed to be one or the other.

To the first reply.
I'm really flexible on gtr wpn spl and maybe even gtr wpn fcs. He'd still have a to hit of 30 and that's before a quickened divine favor and boots of speed adding another +4.


Quantum Steve wrote:
Edit: And just to be clear, that's 15d6 of damage on 2h damage (so long as your just using spellstrike, not spell combat) that's at most 10-15 points behind a fighter with no save and +4 to hit enemies in metal armour. And If I really want to nova, it's +5 to hit and empowered.

Never said I had an Issue with Spellstrike. It's awesome.

Check the problem though, you just ran up and smacked a dude for good damage.

Now you gotta full attack him with spell combat. 1h for crappy damage+touch spell and provoking. Your putting yourself in the worst spot for a caster and doing the very thing thats gonna get you an axe to the face.

Generally I've found it ok to take Lunge ASAP.
Tactic: Run up and smack in rd 1
rd2 5ft step away and spell combat full attack using lunge so you can cast and hit without provoking, might not be legal (unsure) but dm is allowing it.


Hi,

Was really inspired by the DA2 video and wanted to make that char (optimised of course)

Now I'm trying to make a Arcane Warrior type with kick ass melee.
I figured a witch with the Strength Patron because:
1.He heals himself in the fight with no item, I figured HEALING HEX.
2.That list gives me Divine Favor which I can quicken reasonably early)

House rules: 2 Flaws are allowed (I took Shaky,Murky Eyed) for 2 extra 1st level feats.
Ability scores- chose whatever you like as long as total modifiers equlal 8, you are only allowed 1 negative mod, no more than -1.

I came up with

Build:
Build: Weapon Master 3/Witch7/EK 10
Race: Alignment: Chaotic Good
Theme- Battlemage
Race: Elf (Dreamspeaker racial trait +1DC to div and sleep effects, +2 will, Favored class: witch hp)
Ability Scores:
STR 17 (18)
DEX 13 (14)
CON 15
INT 19 (21)
WIS 10
CHA 9
Skills= 7 skill points per level
2 Flaws- Murky Eyed, Shakey
2 traits- Magical Knack, Desperate Focus

WpnM1 Wpn Fcs: Elven Curve Blade, Stepup, Following Step, Power Attack
Witch1 Cantrips, Familiar, Slumber Hex
Witch2 Healing Hex, Combat Casting
MpnM2 Wpn Guard 1, Arcane Armor Training
Witch3 Arcane Strike
WpnM3 Wpn Training 1
Witch4 Flight Hex, Ability Fcs
Witch5
Witch6 Tongues Hex, Stepup and Strike
EK1 Wpn Specialization
EK2 Melee Wpn Mastery
EK3
EK4 Quicken Spell
EK5 Gtr Wpn Fcs
EK6 Dazing Assault
EK7
EK8 Lunge
EK9 Gtr Wpn Spl
EK10 Selective Spell
Witch7

Attack/Damage/Sleep Hex:
Your attack at 20 is 16 +4(gtr wpn fcs, mastery) +5(enhancement)+ 3(belt of physical perfection) +5(18str, +2Tome)+ 3(Wpn Training/Duelist Gloves)- 5(PA)= 31/26/21/16

Damage with a +5 Menacing, Sonic, Keen, Ghost Touch Longsword is
D10 +12(1.5 x str w/belt)+15(PA)+ 6(wpn spl, mastery)+5(enhancement)+1d6(sonic) +4 arcane strike+3(Weapon Training/Duelist Gloves)= av 55 per strike

Sleep Hex DC= 10 +3 (1/2 witch levels)+1(Dreamspeaker racial)+11 (21 INT,+5 Tome, +6Headband)+Ability Focus= 27

Now I think it needs a little tweaking.
Gtr Wpn Spl could probably go. +2 Damage when you're doing over 50 per strike ain't much and it comes late. It has to be a combat feat

I'm not sure if my hexes are optimal. I chose them because the whole cackle thing wastes actions on a melee dude and evil eye/misfortune hex dc would suck with only 7witch levels. I tried to pump slumber cause it's an awesome hex, I hope I got the DC high enough, (at least on melee brutes)

3.5 feats are allowed (nothing broken)

Ends up with 8th level casting 18CL which I'm happy with.
I'm looking mostly for awesome witch spells to synergise here (spell list is a little limited)
Obviously the plan is to B/C a bit, then quicken a divine power and go kick a$$.

Help please.


So it seems alot of people are counting on maybe intensified spells (via spell pool or prepping them) to lay a 15d6 on the crappy 1h damage with low level spells that will likely have saves passed?

How many slams/pearls are players counting on?

Or does themagus need to expend all slots on spamming dd spells.
Everyone says fighters suck cause the don't do anything but fight.
If magai are spamming a limited resource just to keep up damage wise they risk not doing much out of combat either.


Just curious as to what people prefer and why.

I've trialled magus and while it's action economy is great it's really struggling to go it's job on a full attack (spellstrike is great on the other hand)

Weapon Master 3/Diviner7/EK10 is allota fun and is the best balanced fighty/magic powerhouse I've done. 16 BAB, wpntrain 1 (w/duelist gloves) and 16CL (18 with a trait) casting the wizard list in mithral Breastplate is awesome. BAB is the same as straight cleric till 17 when you finally overtake him. Doesn't suck after level 3. Leans a little more on the caster side.

In an undead/evil outsider campaign a Cleric of Imodae 8(Glory-Heroism and Good-Archon domains)HV10/Cleric 2 Rocks awesome. 17 BAB, bloody hard to hit, 9th level spells, swift party heroism, standard action aura of wrath and stigmata is a WHOLE lotta fun. Go play at the world wound for awesome. Half-elf racial falcata proficiency makes divine retribution rock!

Inquisitor so really easy to do well. It's almost sad. His blasty, save or lose list hurts a touch (cause the better ones are at higher levels) but his Kick ass judgement gets you into the fight quicker than any hybrid. I like this guy for the dragonage to video (wield a spear). Cool points.

Best benefit for party has gotta be a half-elf kopesh wielding tripmonkey Arcane Duelist. All the anti-caster feats for free! Penetrating strike (does HEAPS for your dpr at high levels) Spell list is a bit sucky, if you want anything besides enchantment. Good Hope is awesome.

Buuuut My favorite selfish melee muncher has gott be a straight Cleric of Gorum with Blood and Rage subdomains. Take Reckless Abandon as a rage power and use a furious weapon, quicken a Divine Power and you got a can of whoop ass right there. Makes casting in combat hard but that's what moment of clarity is for. A dude for prays for a wounding Greatsword CAN'T be right in the head.
'For our Lord In Iron! Yar!'

;)


You don't HAVE to do mounted at all as a cavalier.
I didn't take my first mounted feat till 13.

90% of cavalier abilities work fine on foot. Just have the horse flank for you. The rules let.you swap it later for another creature (I'd go Large wolf at 7, for a trip monkey)

Remember regardless of your build you need to full attack as often as you can. Standard action attacks suck for you.
Two Weapon Warrior can twf as a standard action and is the only PF legal method, so if you go any other class then Stepup, following Step are vital for you. I'd also ask your DM to allow Two Weapon Pounce (3.5 featfrom PHB2) It allows you to TWF at the end of a charge.