First off let me start off by saying I wouldn't have come up with this build if not for the amazing and wonderful individual known as Mercurial,
And with that out of the way let's move into this build shall we? This build is mostly just for fun, I wouldn't exactly call it optimized! But it's fun. Human Sorcerer Wildblooded (Fey bloodline, Sylvan mutation)
Attributes: 20 point buy, racial bonus included
Traits
Feats
1st* - Skill focus : Knowledge
3rd - Spell focus : Enchantment 5th - Greater Spell Focus : Enchantment 7th* - Improved Initiative 7th - Eldritch Heritage : Arcane Bloodline, Bonded Item 8th* - Skill Focus : Perception 9th - Spell Penetration 11th - Improved Eldritch Heritage : Arcane Bloodline, New Arcana 13th* - Quicken Spell 13th - Persistent Spell 15th - Greater Spell Penetration 16th* - Skill Focus - Handle Animal or Intimidate or Bluff, your choice really. 17th - Greater Eldritch Heritage : Arcane Bloodline, Spell Power Enchantment 19th - Iron Will 19th* - Lightning Reflexes The character should get the following bonuses to Enchantment spells +1 to the dc at 3rd and 5th level
as you can see you lose out on a +6 to the DC's of important spells like Hold person and the dominate person/monster spells which is painful!
That's all she wrote folks, ultimately it all comes down to whatever you want to do, if you want higher DC's, better dex and a reroll to overcome spell resistance go with Mercurial's Kitsune build. If you want an animal companion as a sorcerer that scales like a druid's and never need to cast fly or reduce person on yourself past level 15? Here ya go! Final notes ; Without a doubt Mercurial's build is better in terms of usefulness I think, since the DC's are higher and you get access to some pretty neat kitsune based things which other sorcerer's could only dream of. As for animal companions to choose?
Feel free to point things out because I'm still not 100% well versed with the RAW rules involving wildblooded mixed with eldritch heritage, if it's against the RAW then I might just edit Eldritch heritage out of this build and come up with something different. (Oh yeah did I forget to mention you can enlarge person your animal companion because of the share spells(EX)?
The way I understand the feat is as follows Attacks made by one of this creature's natural attacks leave vicious wounds. Prerequisite: Natural weapon, base attack bonus +4. Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack. So unless Sacred weapon makes it so that natural weapons aren't natural weapons anymore the improved natural attack feat should still apply unless it removes the fact that the claws/bite/tail attacks are a natural weapon.
Nohwear wrote: As I understand things, yes you can take weapon focus for you natural attack, but they are still considered natural attacks. I am not sure if you can stack improved natural attack with the sacred weapon damage, but I would not allow it. Which is reasonable it's just some theorycrafting lead me to this and I was wondering on the legality of it within the pathfinder rules.
So if I have a goblin unchained rogue who is small and has a dex mod of +6 (And weapon focus) I would get First strike with both main/off hand +12/+12/
Which is two attacks with my main hand and two with my offhand in a full round action? Sorry for asking so many questions.
How does multiple BAB factor in with two weapon fighting + Improved two-weapon fighting? Like with a full round action, how many attacks could I get off? And also does each hit proc sneak attack damage or just one hit? Also does the offhand weapon do less damage than my main hand? Thanks in advance.
wraithstrike wrote: You could always miss even to hit a square which is only an AC 5 so I would guy you would have to roll, but I dont thnk the roles cover it. I would have it be against their flatfooted touch AC since they are not trying to dodge. So you basically get to ignore armor bonuses, shield bonuses, dex bonus, and dodge bonuses. Hmm I see, this isn't a bad idea, we're playing a converted version of temple of the elemental evils and our only source of healing is our War priest who is our front liner so I figured I'd take a lot off his shoulders and be more of a support alchemist when it's needed.
Protoman wrote: Dirty Fighting will help skip those prereqs for maneuver feats. You always seem to come through, thank you very much.
Lemmy wrote:
Wait - What feat replaces Combat expertise and the int requirement? o.o
Lemmy wrote:
Hmm that actually sounds like it could be fun, and I know, I just like furious focus early on because it helps quite a bit, while I know it's not an amazing "Oh my lawd, look at him go." feat as I progress it's just a safety mechanism because I always have hyper rolls. (Either super low, or super high), but yeah I'll probably eventually retrain it for lunge and then grab another feat like Vital strike or something?
Scott Wilhelm wrote:
Nothing personal good sir, I do have the image of my character only using an earthbreaker, while I know it isn't an optimized path, it's what I would like to do, I do thank you for your input however.
Some Other Guy wrote:
Yes, unfortunate as it may be I suppose there's nothing much I can do about that with the build I have in mind, you were however ninja'd on the first one. But I still thank you very much for taking the time out of your day to respond regardless, I bid you farewell and I hope you have a wonderful day.
lemeres wrote:
Ah very well, while this slightly disheartens me, I am still quite stuck on what traits and drawback I should take, but I suppose that is for me to look into. I thank you once again for taking the time out of your day to respond to me, have a good day.
Is it viable at all? We're getting a 25 point buy, 2 traits and 1 drawback, I was gonna play as a human. I'm pretty curious on how to pull it all together, was thinking of taking foul brand (Hand) as a drawback, maybe there's a better drawback to take and
Either way some insight is appreciated and I thank those of you who are willing to use some of your time to discuss what I should take and what I should avoid. I was thinking of taking the Katana since it still technically falls under slashing grace's restrictions and it's rather flavorful. Edited to finish sentence, please forgive me lol. |