Azazel Rahl'Nura's page

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Derklord wrote:
Looks good, but you need the Versatile Design weapon modification to apply Ascetic Style to a katana. You will also really want Ascetic Form, so you can use the ki bonus attack, and style strikes, with the katana. Since Ascetic Form does everythign Crusader's Flurry does, you should look into retraining.

Thanks. Though I still think you need Crusaders Flurry, just to make the katana a Monk weapon.

Ascetic Strike is also nice since it'll eventually allow the katana to be a 2d8 base damage of the weapon.


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This build Primarily revolves around Crusader’s Flurry Feat, which allows your God's favored weapon to be a monk weapon, the Godess Shizuru Favored Weapon is the Katana, Goddess of swordplay, ancestors, and the sun. You now can Flurry of Blows with a Katana. I take 1 level of Cleric(Crusader Archtype) to meet the prerequisite for the feat.

Domain Strike Feat allows you to add a Domain power to an Unarmed Strike, this is really really powerful with the Repose Domain power Gentle Rest from the Godess Shizuru's Domain portfolio. On a successful attack the opponent becomes Staggered for 1 round(NO SAVE), 3+Wisdom/day. This means you can Flurry of Blows and all they get is a single standard or move action each round. This is an actual lock with successful Trip Combat Maneuver, hence Improved Trip is useful here.

Ascetic Style Feat as a 5th level Monk allows you to apply the effects of feats that have Improved Unarmed Strike as a prerequisite and any effects that augment an unarmed strike, to any monk weapon. This is important, now you can add your Stunning Fist or Domain Strike to your Katana Flurry of Blows.

Feats by level:

Level 1, UC Monk: Power Attack (1st Level), Improved Initiative(Human), Dodge(Monk Bonus Feat)

Level 2, Crusader: Weapon Focus(Crusader Bonus Feat)

Level 3, UC monk: Deflect Arrows(Monk Bonus Feat), Crusader’s Flurry(3rd Level)

Level 4, UC Monk: No feats

Level 5, UC Monk: Domain Strike(5th Level)

Level 6, UC Monk: No Feats

Level 7, UC Monk: Ascetic Style(7th Level), Improved Trip(Monk Bonus Feat)

With a +1 Keen Katana you can crit 15-20 on your Flurry of Blows attacks.


archmagi1 wrote:
Would dropping some of those magus levels for Dragon Disciple be a viable move for this build? 7 levels of it and you could improve your armor by 3 more, and if you want to goto 9 levels, you can pick up WINGS from the class instead of spending a feat on it. It would, however, drop your caster level by 2 at 7 or 3 at 9, which would max you out at only 5th level magus spells.

I would if this was a strength build, but it's a dexterity build that dumps strength and intelligence, So the Dragon Disciple's ability boosts aren't really useful here and just cut into your spell progression and magus abilities.


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This build can actually solo the challenging difficulty without any other party members. At level 1 this character has its +5 charisma to AC, and with crane style fighting defensively you're already at 23 AC with no items, at level 3 you now have your charisma to saves too. At level 4-20 you have charisma based spellcasting for buffing yourself & debuffing enemies with spells like; Shield, Vanish, Reduce Person, Color Spray, Mirror Image, Web, Displacement, Haste, Stinking Cloud, Improved Invisibility Stoneskin, Cloudkill etc. Remember, on bosses use your 1/day Smite, it's insanely good.

This builds ends with an AC of at least 55, saving throws in the 20's, and 6th level spellcasting.

Scaled One 1/Paladin 2/Eldritch Scion 17

Aasimar Musetouched (Azata-Blooded)

Character Creation:

Strength: 7
Dexterity: 20(18+2 Racial)
Constitution: 9
Intelligence: 8
Wisdom: 8
Charisma: 20(18+2 Racial)

Ability score increases from levels: 1st point goes the constitution, then all go to Charisma since it will simultaneously increase your AC, Saves, and Spellcasting DC's.

1st level Feats: Weapon Finesse, Crane Style

1st level Skills: Perception, Persuasion

Useful items to look for:
Agile magic weapon
Arcane Protector
Bracers of Armor
Ring of Protection
Ring of Luck
Amulet of Natural Armor
Cloak of Resistance
Belt of Dexterity
Headband of Charisma
Potions of Barkskin
Potions of Heroism

Other useful Feats:
Piranha Strike
Combat Casting
Wings(racial feat)
Dodge
Crane Wing
Crane Riposte
Arcane Strike
Quicken Spell
Extend Spell

End Game AC 55(with confirmed in game items/feats)
-10 Base
- Deflection Bonus +3(Ring of Protection)
- Natural Armor Bonus +2(Amulet of Natural Armor)
- Armor Bonus +5(Bracers of Armor)
- Shield Bonus +4(Shield spell)
- Dexterity Bonus +8(18+2 Racial+6 Enhancement)
-Charisma Bonus +10(18+2 Racial+6 Enhancement+4 ability points)
-Size Bonus +1(Reduce Person spell)
-Dodge Bonus +4(Crane Wing Feat)
-Dodge Bonus +3(Wings Aasimar feat)
-Dodge Bonus +3(Arcane Protector)
-Dodge Bonus +1(Dodge feat)
-Luck Bonus +1(Ring of Luck)


Dave Justus wrote:

As a GM the only issue I would have with this is using a single command word to activate both effects, while the pricing you have is based one each effect being a command word (and hence taking a standard action.) You have nerfed the iron body duration a bit for that, but I think I'd still want something more especially since your are going the 'not contiguous route.'

My gut feeling is that about an extra 20k would be appropriate for that.

It's all one thematic effect to be become basically an Iron Golem by wearing the armor and activating it, so I only want a single command word.

As far as the the default being a standard action for a command word I'll probably just change it to as a standard action and 15 minutes duration per day total, with the effect’s duration need not be consecutive, each at least a 1 minute increment.


Scott Wilhelm wrote:

Why Cold Iron? I didn't think Cold Iron offered anything to Armor, only weapons, bypassing DR for Fey, Demons, and maybe certain other things.

I'd go Adamantine for DR or Mithril so it acts like Medium instead of Light Armor. Personally, though, for a character buying armor, I consider either Adamantine or Mirthril heavy armor to be prohibitively expensive, and a little redundant for Golem Armor. Living Steel. I'd go Living Steel.

I see the biggest problem with Heavy Armor is that you can't sleep in it, and it takes minutes to put it on if you have somebody helping you. If I were making a suit of Armor that is also a Golem, the main feature I'd want is that it puts itself on you like Iron Man or Venom back when Spider Man thought it was just a slick black new Spidy Suit. When making a Pathfinder Society Character, I favor getting my character a Wand of Swift Girding, which lets you suit up in 1 round. For a custom magic item, a permant Swift Girding dweomer activated by command word 1/day would be an inexpensive addition to a suit of armor.

So, what do I think of when I think of Iron Golems? High Strength, High AC, High DR, inflicts structural damage, spell immunity, Cloudkill. Most of these things can be mimiced with armor enchantments: Spell Resistance, energy resistance, spell storing. Maybe you could have your armor give you some special vision ability like Echolocation, then add an Eversmoking Bottle to your Kit. That would be reminiscent of an Iron Golem's poison gas cloud, but cheaper and actually more effective.

You are already talking about a magic item that costs more than 100,000gp. Maybe you should just build an Iron Golem you can climb inside or puts you inside it, a magic mech like in Battletech, Pacific Rim or any of myriad anime stories. In game terms, I see 2 ways of approaching this. As a suit of armor, you just have the Iron Golem's AC, DR, and Spell immunities, plus you substitute the Golem's Strength instead of your own, something like that.

But then you would...

Cold Iron special material I only chose for flavor reasons since this suite of armor gives you many of the qualities of of an Iron Golem.


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I wanted to make a cool high level set of armor that gives you a lot of the qualities of an Iron Golem. I'm curious what people think and if I did this correctly, or maybe any suggestions on it.

Golem Armor
+4 Impervious Cold Iron Full plate

Aura Strong transmutation; CL 15th; Price 129,900gp; Weight 50 lbs.

DESCRIPTION
As a free action, the wearer of this +4 Impervious Cold Iron Full plate can speak the command word, letting her act as though affected by simultaneously both the Legendary Proportions and the Iron Body spells for up to 15 rounds each day. The effect’s duration need not be consecutive rounds.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Legendary Proportions, Iron Body; Cost 60,450 gp.

Legendary Proportions
(7x15x1,800/5)x1.5=56,700gp

Iron Body
8x15x1,800/5=43,200gp

Cold Iron Full plate 3,000gp
+4 Impervious 25,000gp+2,000gp(Cold Iron)


Let me know if you guys have any advice, I built it for a friend in the pathfinder campaign we play, going to submit to our DM soon to see if he'll allow it.


Master of Many forms Archtype

Pros:
-Can eventually Wild Shape into animals, elementals, dragons, giants, humanoids, magical beasts, monstrous humanoids, plants, and vermin.
-Can Wild Shape more times per day
-Can speak normally regardless of the form she takes.
-Can Wild Shape as a move action eventually.
-Eventually gains the shapechanger subtype and becomes immune to any transmutation effects.

Cons:
-Loses Nature Bond(animal companion)
-Loses Spontaneous Casting of Summon Nature's Ally spells
-Less spells per day
-Loses venom immunity and Timeless Body

Class Abilities:

Diminished Spellcasting
A Master of Many Forms number of spells per day for each spell level is one less than normal (for example, a 4th-level Master of Many Forms can cast three cantrips, two 2nd-level spells, and one 1st-level spell per day). If this reduces the number of spells for a level to 0, she gains only the bonus spells for that level she would be entitled to based on her Wisdom score. 

In addition, unlike other druids a Master of Many Forms does not gain the Spontaneous Casting ability.

Shifter Speech(Ex)
At 4th level, A Master of Many Forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods. 

This ability replaces Resist Nature's Lore.

Wild Shape (Su)
-At 4th level, a Master of Many Forms gains the ability to turn herself into any small or Medium animal or humanoid, and back again twice per day. Her options for new forms include all creatures with the animal or humanoid type. This ability functions like the Beast Shape l spell; if animal form, or Alter Self spell; if humanoid, except as noted here. The effect lasts for 1 hour per Master of Many Forms level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal or humanoid the Master of Many Forms is familiar with.
A Master of Many Forms can use this ability an additional time per day at each level thereafter, for a total of 15 times at 15th level. At 20th level, a Master of Many Forms can use wild shape at will. As a Master of Many Forms gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, dragons, giants, humanoids , magical beasts, monstrous humanoids, plants, and vermin. Each form expends one daily usage of this ability, regardless of the form taken.

-At 5th level, a Master of Many Forms can use wild shape to change into any small or Medium vermin. Her options for new forms include all creatures vermin type. When taking the form of vermin this functions like the Vermin Shape l spell, except as noted.

-At 6th level, a Master of Many Forms can use wild shape to change into a Large or Tiny animal, small or medium monstrous humanoid, or a Small elemental. When taking the form of an animal, a Master of Many Forms wild shape now functions as Beast Shape ll. Her options for new forms include all creatures monstrous humanoid type. When taking the form of an monstrous humanoid this ability functions like the Monstrous Physique 1 spell, except as noted. When taking the form of an elemental, the Master of Many Forms wild shape functions as Elemental Body l.

-At 7th level , a Master of Many Forms can use wild shape to change into any tiny or large vermin, or small or large monstrous humanoid. When taking the form of an monstrous humanoid, the Master of Many Forms wild shape now functions as Monstrous Physique ll. When taking the form of an vermin, the Master of Many Forms wild shape ability now functions when taking the form of vermin like Vermin Shape ll.

-At 8th level, a Master of Many Forms can use wild shape to change into a Huge or diminutive animal, small or medium magical beast, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals or magical beasts, a Master of Many Forms wild shape now functions as Beast Shape lll. When taking the form of an elemental, the Master of Many Forms wild shape now functions as Elemental Body ll. When taking the form of a plant creature, the Master of Many Forms wild shape functions as Plant Shape l.

-At 9th level, a Master of Many Forms can use wild shape to change into any diminutive or huge monstrous humanoid. When taking the form of an monstrous humanoid, the Master of Many Forms wild shape now functions as monstrous Physique lll.

-At 10th level, a Master of Many Forms can use wild shape to change into a Large elemental, tiny or large magical beast, or a large plant creature. When taking the form of an elemental the Master of Many Forms wild shape now functions as Elemental Body lll. When taking the form of a magical beast, the Master of Many Forms wild shape now functions as Beast Shape lV. When taking the form of a plant, the Master of Many Forms wild shape now functions as Plant Shape ll.

-At 11th  level, a Master of Many Forms can use wild shape to change into a median dragon or a Huge plant creature. When taking the form of an dragon, the Master of Many Forms wild shape functions as Form of the Dragon l. When taking the form of a plant, the Master of Many Forms wild shape now functions as Plant Shape lll.

-At 12th level, a Master of Many Forms can use wild shape to change into a Huge elemental, huge monstrous humanoid, or a Huge plant creature. When taking the form of an elemental the Master of Many Forms wild shape now functions as Elemental Body lV. When taking the form of a plant, the Master of Many Forms wild shape now functions as Plant Shape lll. When taking the form of an monstrous humanoid, the Master of Many Forms wild shape now functions as Monstrous Physique lV.

-At 13th  level, a Master of Many Forms can use wild shape to change into a large giant creature. When taking the form of a giant, the Master of Many Forms wild shape functions as Giant Form l.

At 14th  level, a Master of Many Forms can use wild shape to change into a large dragon. When taking the form of an dragon, the Master of Many Forms wild shape now functions as Form of the Dragon ll.

-At 15th  level, a Master of Many Forms can use wild shape to change into a Huge giant creature. When taking the form of a giant, the Master of Many Forms wild shape now functions as Giant Form ll.

-At 16th  level, a Master of Many Forms can use wild shape to change into a Huge dragon. When taking the form of an dragon, the Master of Many Forms wild shape now functions as Form of the Dragon lll.

This ability alters Wild Shape and replaces Nature bond.

Fast Wild Shape(Ex)
At 8th level, a Master of Many Forms can use her wild shape ability as a move action, rather than as 
a standard action. 

This ability replaces Venom Immunity.

Ever Shifting Form (Ex)
After attaining 16th level, Master of Many Forms has reached the pinnacle of her shapechanging abilities. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it. 

This ability replaces Timeless Body.





I use an online Sacred Geometry calculator so result only takes a few seconds btw.


‪I'm currently 6th level, in a campaign with friends. I focus on utility, buffing summoning, and battlefield control, the other players don't seem to complain about my build since my focus is on my allies shining. We allow all released pathfinder content, with specific bans made with a given majority vote. My buddies are playing a Half-Orc Soul Knife, Elf Warpriest, Human 3.5 Dread Necromancer(was approved by GM), Elf Monk. We rolled 4d6 per ability score, take the 3 highest dice.

I would like any suggestions that maybe I haven't thought of for my wizard please.

6th Level Dweomerden Exploiter Wizard‬
‪Svirfneblin‬

Strength 10 (+0)
12-2 racial

Dexterity 16 (+3)
14+2 racial

Constitution 15 (+2)

Intelligence 17+3(+5)
16+1 Ability Increase+3 untyped
[+3 untyped, roleplay bargain with outsider]

Wisdom 16 (+3)
14+2 racial

Charisma 10 (+0)
14-4 racial

Hit Dice: 28 (6d6+12[-8 max hp roleplay bargain with outsider])
Base Attack Bonus +3
AC: 21(10+3 Dex+1 Shield+4 Armor+1 Size+2 Racial)
Fort: 6 (2+2 con+2 racial)
Ref: 7 (2+3 dex+2 racial)
Will: 10 (5+3 wis+2 racial)

Skills:
Appraise (Int)
Craft (Alchemy, all) (Int) 14 (Spellcraft)
Fly (Dex)
Heal 14(Spellcraft)
Knowledge (Arcana) (Int) 9, 1 rank(s)
Knowledge (Dungeoneering) (Int) 7, 1 rank(s)
Knowledge (History) (Int) 9, 1 rank(s)
Knowledge (Nature) (Int) 9, 1 rank(s)
Knowledge (Planes) (Int) 9, 1 rank(s)
Knowledge (Religion) (Int) 9, 1 rank(s)
Knowledge (Engineering) 14, 6 rank(s)
Linguistics (Int)
Perception (Wis) 11, 6 rank(s)
Profession (Wis)
Spellcraft(Int) 14, 6 rank(s)
Stealth (Dex) 15(17), 6 rank(s)
Survival (Con) 14 (Spellcraft)

Feats/Class Features:

Feat (Improved Initiative)

Arcane Exploit (Quick Study)

Feat (Sacred Geometry(Selective Spell, Persistent Spell))

Arcane Exploit (Familiar, Hare for +4 Initiative)

Bonus Feat (Quicken Spell)

Feat (Sacred Geometry(Focus Spell, Dazing Spell))

Traits:

Wayang Spellhunter(Stinking Cloud)

Magical Lineage(Stinking Cloud)

Special Abilities:

Arcane Reservoir (Su) 6 Current/9 Max pts

Practical Magic (Su)
Spellcraft replace(Craft, Heal, Survival(8/day))

Spell Resistance (Su) 17

Stonecunning (Ex)
+2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision & Low-Light Vision (Ex)

Defensive Training:
Svirfneblin gain a +2 dodge bonus to Armor Class.

Fortunate:
Svirfneblin gain a +2 racial bonus on all saving throws.

Skills:
Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarf subtypes due to training against these hated foes.

Svirfneblin Magic:
Stoneseer: Svirfneblin add +1 to the caster level of any spells with the earth descriptor they cast. Svirfneblin also gain the following spell-like abilities:
* Constant—nondetection;
* 1/day—magic stone, stone shape, stone tell; caster level equals the svirfneblin's class levels. This racial trait replaces Svirfneblin magic.

Spell DC's:
0- DC 15
1- DC 16
2- DC 17
3- DC 18

Prepared Spells:
0-4 SPD- Read Magic, Detect Magic, Light, ‪Prestidigitation‬

1st-5 SPD-Grease, Enlarge Person, Entangle, Entangle, Silent Image

2nd-4 SPD-Fox's Cunning, Create Pit, Glitterdust, Mirror Image

3rd-4 SPD-Haste, Stinking Cloud, Summon Monster lll

‪Dweomerden Prepared ‬Bonus Spells:
0- Message
1st- Identify
2nd- Knock
3rd- Phantom Steed

Current Spells Known:
(Extra spells were learned from bought scrolls)

1st level: 
Charm Person, Color Spray, Enlarge Person, Entangle, Grease, Infernal Healing, Magic Missile, Obscuring Mist, Protection from Evil, Silent Image, Sleep, Secluded Grimoire, Liberating Command, Blood Money

2nd level: 
Acid Arrow, Alter Self, Create Pit, Detect Thoughts, Fox's Cunning, Flaming Sphere, Glitterdust, Hideous Laughter, Invisiblity, Mirror Image, Resist Energy, Protection vs. Evil (Communal), Pyrotechnics, Rope Trick, Scorching Ray, Stone Call

3rd level: 
Dispel Magic, Heroism, Fly, Haste, Resist Energy (Communal), Slow, Stinking Cloud, Suggestion, Summon Monster(auroch, Dretch, lantern archon)

Equipment/Items:
Mithral Shirt
Mithral Buckler
Light Crossbow
Mace
2 Daggers

‪Traveler's Any-Tool‬
Key of Lock Jamming
‪Pearl of Power 1st level‬
‪Handy Haversack‬
Insistent Doorknocker
Lesser Meta-Magic Rod of Extend
Wand of Wonder(similar to Rod of
Wonder, given by GM, though more negative than positive effects)
Key of Lock Jamming
Dust of Dryness

2 Tarbombs
4 SmokeSticks
1 Tanglefoot bag
1 set of Caltrops
Small Tent
Bedroll
Grapple Hook
2 Canteens
20 Travel Rations
Crowbar
Flint and Steel
Compass
Continental Map
Local Map
Mirror
50ft Rope

This is what my plan is:

7)
Feat (Improved Familiar(Fairy Dragon, to wield my wands))
9)
Feat (Sacred Geometry(Piercing Spell, Reach Spell))
Exploit (Unfettered, Greater Angelic Aspect 4th level Paladin spell)
10)
Bonus Feat (Craft Magic Tattoo)
11)
Feat (Craft Rod)
13)
Exploit (Dimensional Slide)
Feat (Augment Summoning)
15)
Feat (Spell Perfection (Greater Black Tentacles))
Bonus Feat (True Name Arcane Discovery)
17)
Exploit (Counterspell)
Feat (Balanced Summoning Arcane Discovery)
19)
Bonus Feat (Fast Study Arcane Discovery)
20)
Bonus Feat (Immortality Arcane Exploit)


Java Man wrote:
Does anyone have actual table experience with this feat? Or just theory?

I'm currently using it in a campaign as a ‪6th level Svirfneblin Dweomerden Exploiter Wizard‬‪‬. I focus my spells in battlefield Control, Utility, Summoning, and a few mass buff spells. No one seems to have an issue with Svirfneblin either.

I'm currently using Sacred Geometry(Selective Spell, Persistent Spell)

No one has complained about it. We allow all pathfinder material, until you abuse a given feat, class, spell, ect. Since my focus isn't on outshining the rest of the party, but on enhancing the party, utility, and limiting enemy actions my party hasn't even asked about the feat.


Theres an easy way to roll and calculate a Sacred Geometry result in 10-15 seconds:

http://d20toolkit.com/tools/sg/sacredgeo.php

If that's the only problem you have with the feat, bogging down games, then it really isn't isn't an issue.

It is incredibly powerful and versatile, though I don't think it's broken. You still have to be able to cast the modified spell level with the applied metamagic feats.