|
Azgara's page
Organized Play Member. 25 posts. No reviews. 1 list. No wishlists.
|
Ill drop the DEX and STR to get more CON and INT, I droped Weapon finesse and put weapon focus in its place and Dazzling Display at 3rd level feat.
I moved Quicken to level 13, and moved Spell Focus in its place.
I wasnt sure of Arcane Stike, the feat does say can cast arcane spells, and some of the spells you get are arcane. thats a easy feat to swap out.

Half-elf Mesmerist
20-Point Buy
STR 10
DEX 16
CON 10
INT 10
WIS 10
CHA 18
Trait: Reactionary, Magical Lineage (Dominate Person)
1 - Mesmerist trick (Meek Façade), Feat: Weapon Finesse
2 - Mesmerist trick (Mesmeric Mirror)
3 - Feat: Arcane Strike
4 - Mesmerist trick (Compel Alacrity), Bold stare (Disorientation)
5 - Feat: Spell Focus (Enchantment)
6 - Mesmerist trick (Levitation Buffer)
7 - Bold stare (Psychic Inception), Feat: Quicken Spell
8 - Mesmerist trick (Fearsome Guise)
9 - Feat: Heighten Spell
10 - Mesmerist trick (Psychosomatic Surge)
11 - Bold stare (Sapped Magic), Feat: Persistent Spell
12 - Mesmerist trick (Faked Death)
13 - Feat: Spell Focus (Illusion)
14 - Mesmerist trick (Cursed Sanction)
15 - Bold stare (Sluggishness), Feat: Spell Perfection (Dominate Person)
16 - Mesmerist trick (Avian Escape)
17 - Feat: Weapon Focus (Whip)
18 - Mesmerist trick (Mental Fallback)
19 - Bold stare (Timidity), Feat: Noble Scion
20 - Mesmerist trick (Vision of Blood)
0-lvl - detect psychic significance, detect magic, detect poison, light
1-lvl - Color Spray, Charm Person, Silent Image, Vanish, Ill Omen
2-lvl - Babble, Oneiric Horror, Aversion, hold person, haunting mists
3-lvl - Synaptic Pulse, Synesthesia, Synaptic Scramble, Greater Oneiric Horror, Displacement
4-lvl - Dominate Person, Mindwipe, Synapse Overload, Dimension Door, Create Mindscape
5-lvl - Mass Synesthesia, Primal Regression, Cloak of Dreams, Waves of Fatigue, Mass Suggestion
6-lvl - Dream Travel, Greater Create Mindscape, Programmed Image, Waves of Exhaustion
The Idea is to give myself and my party members good tricks, and control enemys using Illuisons and Enchantment Spells
This is way my Stance of Deadly Aim, Power attack, Piranha Strike is to pass them. I had and argument over on another forums with a user about is it worth it to take this feats.
With my Earth Blade Kenticist build I seek to help the damage gap with Combat Reflexes with Whip and Kinetic Form.
Oh and a note to anyone, over on my build forum it was said that you can Quicken Ride the blast to get a psuedo-pounce.
Johnny_Devo wrote: It seems like a really good way to give the wizard trouble, since you land adjacent to him and threaten even if he 5ft steps away. Assuming he even survives the psuedo-pounce. This is a really good idea that I didn't think about. A Quicken Ride the blast could be really powerful in making casters and range NPC's life hell.
With Combat Reflexes if you Ride the blast into a group of range you could do allot of damage with whip and Kinetic Form.

Aziraya Zhwan wrote: I would highly suggest getting Ride the Blast at either level 12 or 14 depending on how much you value the size increase, as well as Extreme Range when you think you can fit it in. It's an incredibly strong gap-closer effectively letting you "charge" an enemy for a full ranged-blast damage completely bypassing enemy AoOs or other such hazards. With Extended Range your "charge" is 60 feet, and with Extreme Range it lets you "charge" for 120 feet. It's excellent for getting right in the faces of those pesky casters or archers that are determined to stay up on balconies or ledges outside of the melee fray. Also good for getting out of the fray if you're in a hairy situation that you need to get out of.
As an added bonus, the only rule written about what square you end up in on a targeted blast is "adjacent". Great way to get behind enemies if that's important at the moment, and helps you get into an excellent flanking position as soon as possible with other allies. Does anyone know if you can Ride the Blast with the blade and whip? If so, you can poof to a square next to the target and still get your 5-foot step making you one of the most mobile melee fighters in the game.
I was looking to add Ride the Blast, i was looking maybe adding it at level 12 in the place of form. and addind extreme Range with a feat.
This should fix the issues.
1 - Element: Earth, Infusion: Extended Range, Point-Blank Shot
2 - utility wild talent: Kinetic Cover
3 - Infusion: Kinetic Blade, Weapon Finesse (Kinetic Blast)
4 - utility wild talent: Earth Climb
5 - Infusion: Entangling Infusion, Combat Reflexes
6 - utility wild talent: Tremorsense
7 - Expandded Element: Earth, Bonus Talent: Rare-Earth Infusion, Precise Shot
8 - utility wild talent: Shift Earth
9 - Infusion: Kinetic Whip, Lunge
10 - utility wild talent:Earth Glide
11 - Infusion: Impale , Weapon Focus (Kinetic Blast)
12 - utility wild talent: Kinetic Form
13 - Infusion: Deadly Earth, Feat
14 - utlity wild talent: Greater Shift Earth
15 - Expended Element Earth, Bonus Talent: Earth Walk, Feat
16 - utility wild talent: Reverse Shift
17 - Infusion: Wall, Feat
18 - utility wild talent: Seismic Master
19 - Infusion, Feat
20 - utility wild talent: Stone Sculpt
Johnny_Devo wrote: Ah, I understand the mistake you're making. A kinetecist's level and the level of his wild talents are different, much like a wizard's spells and the wizard's level are different.
The rule is: Quote: A kineticist
can always select 1st-level wild talents, but she can select a
wild talent of a higher level only if her kineticist level is at
least double the wild talent’s effective spell level
So, kinetic whip, a level 3 wild talent, cannot be selected until your kinetecist is level 6 or more.
Kinetic form, a level 5 wild talent, cannot be selected until your kinetecist is level 10 or more.
and so on.
Ahh, I missed that Part, thank you for clearing that up for me. I will edit the build to reflect the changes.

Sphynx wrote: Can't take Kinetic Whip before level 6.
Can't take Kinetic Form til 10th level (and not til 14th level with the feat)
You probably want Rare Metal at 7th level.
Can't take Fragmentation til 14th level.
Are you looking for someone to comment on mistakes? Or would you prefer advise on how to make it actually work?
Where did I get things wrong?
"Earth
Kineticists who focus on the element of earth are called
geokineticists. Geokineticists manipulate the earth itself,
and they are masters of defensive techniques.
Class Skills: A geokineticist adds Climb and Knowledge
(dungeoneering) to her list of class skills.
Wild Talents: 1st—basic geokinesis, earth walk, kinetic
cover, pushing infusion†; 2nd—bowling infusion†, earth
climb, entangling infusion†; 3rd—impale†, jagged f lesh,
magnetic infusion†, rare-metal infusion†, tremorsense;
4th—enduring earth, shift earth; 5th—earth glide, stone
sculptor, tremorsense (greater); 6th—deadly earth†; 7th—
fragmentation†, shift earth (greater); 9th—seismic master."
Page 14
Kinetic Whip: Element universal; Type form infusion; Level 3; Burn 2
Page 21
KINETIC FORM: Element universal; Type utility (Sp); Level 5; Burn 1
Page 26
Hobgoblin 20-point
STR 10
DEX 18
CON 18
INT 10
WIS 10
CHA 10
Trait: Reactionary, Indomitable Faith
1 - Element: Earth, Infusion: Extended Range, Point-Blank Shot
2 - utility wild talent: Kinetic Cover
3 - Infusion: Kinetic Blade, Weapon Finesse (Kinetic Blast)
4 - utility wild talent: Earth Climb
5 - Infusion: Kinetic Whip, Combat Reflexes
6 - utility wild talent: Tremorsense
7 - Expandded Element: Earth, Bonus Talent: Rare-Earth Infusion, Extra Wild Talent: Kentic Form
8 - utility wild talent: Shift Earth
9 - Infusion: Fragmentation, Lunge
10 - utility wild talent:Earth Glide
11 - Infusion: Entangling Infusion, Weapon Focus (Kinetic Blast)
12 - utility wild talent: Stone Sculpt
13 - Infusion: Deadly Earth, Precise Shot
14 - utility wild talent: Greater Shift Earth
15 - Expended Element Earth, Bonus Talent: Earth Walk, Feat
16 - utility wild talent: Reverse Shift
17 - Infusion: Wall, Feat
18 - utility wild talent: Seismic Master
19 - Infusion, Feat
20 - utility wild talent

*Updated
Barbarian(Titan Mauler) 2/Inquistor 18
Human 20-point
STR 18
DEX 10
CON 14
INT 9
WIS 16
CHA 7
Trait:Magical Knack, Reactonry
1 - Power Attack, Weapon Focus
2 - Rage Power(Rackless Abandon)
3 - Inquisition(Anger), Inquisition Power (Hateful Retort), Raging Vitality
5 - Furious Focus, teamwork feat: Precise Strike
7 - Judgement Surge
8 - Inquisition Power (Divine Anger), teamwork feat: Paired Opportunists
9 - Combat Reflexes
11 - teamwork feat: Outflank, Instant Judgement
13 - Blessed Strike
14 - teamwork feat: Seize the Moment
15 - Extended Bane
17 - teamwork feat: Shake It Off, Feat
19 - Feat
20 - teamwork feat: Lookout
Ok so the idea is to get as close to the Crusader class from Diablo 3, I took 2 levels in Titan Mauler to get Jotungrip so I can one hand a two-hander like the crusaders Heavenly Strength. I use Rage + Righteous Might to buff myself like avatar of Akarat. I’m looking to fill in the feats and rage powers to get as close to the crusader class.
*Edit: with Inquisition Anger vs Rage Domain and using heavy sheild vs tower.

My Self wrote: Also consider the Anger inquisition- you lose out on Rage the free powers, but get better level scaling. Look at the Extra Rage Power feat, the Raging Vitality feat, the Reckless Abandon rage power, and the 3 Beast Totem rage powers. Raging Vitality will make you harder to kill, Reckless abandon will make you hit more accurately, but tank your AC, the second Beast Totem power will bring your AC right back up, and the last Beast Totem power will give you Pounce. Though I suppose the Beast Totem things aren't selectable considering that the levels don't stack. Looking at Effortless Lace, it looks like this wouldn't work "reducing the attack roll penalty incurred by a wielder who is smaller than the weapon's intended wielder by 2 (to a minimum penalty of 0)." I'm not smaller than the weapon.
I was thinking of going into Reckless Abandon, but with not full BAB it maybe the best. I can't take Beast Totems line because it takes levels in barb I won't have. The Anger Inquisition does look like better then the Rage Domain.

1 person marked this as a favorite.
|
Barbarian(Titan Mauler) 2/Inquistor 18
Human 20-point
STR 18
DEX 10
CON 14
INT 9
WIS 16
CHA 7
Trait:Magical Knack, Reactonry
1 - Tower Shield Proficiency, Power Attack
2 - Rage Power(?)
3 - Domain(Rage), Domain Power (Destructive Smite), Raging Vitality(or Weapon Focus)
5 - Weapon Focus, teamwork feat: Precise Strike
7 - Judgement Surge
8 - Domain Power(Rage), teamwork feat: Paired Opportunists
9 - Instant Judgement,Feat
11 - teamwork feat: Outflank, Combat Reflexes
12 - Rage Power(?)
13 - Critical Focus
14 - teamwork feat: Seize the Moment
15 - Extended Bane
16 - Rage Power(?)
17 - teamwork feat: Shake It Off, Feat
19 - Feat
20 - teamwork feat: Lookout
Ok so the idea is to get as close to the Crusader class from Diablo 3, I took 2 levels in Titan Mauler to get Jotungrip so I can one hand a two-hander like the crusaders Heavenly Strength. I use Rage + Righteous Might to buff myself like avatar of Akarat. Im looking to fill in the feats and rage powers to get as close to the crusader class.

kyrt-ryder wrote: Azgara wrote: What I wanted to bring over is a much easier and faster combat with keeping all that I love of pathfinder. I wanted to change the spending hours and doing 2-3 combat encounters in a night and having little other. Upthread I mentioned a bit on teaching players to handle their turns faster. I am quoting myself here.
kyrt-ryder wrote: Yeaaah, there's something magical about rolling damage. Mathematically in the long run it's the same as taking averages, but it's WAY more fun.
That being said, your best bet for speeding up play is helping your players learn to play faster. That includes using color coded dice sets.
I've played a TWF Rogue who launched 7 attacks in a turn that took less than a minute. Each attack had a color notated on a little card [Black Primary Hand First Attack, White Primary Hand Haste Attack, Red Off-hand First Attack, Blue Primary hand second attack, etc etc etc] and I'd simply dump a small bucket of dice into my space when launching a Full Attack Action.
"Haste, 39..." I would call out, counting all the d6's and and adding my modifiers while the GM determined hit or miss and calling out the damage dealt if it was a hit "Main Hand 41... off-hand 40... Main..... off.... Main... offf"
Takes some work to finetune the technique but it's not difficult. You do need to declare one attack at a time as I described so if in the middle of your attack you drop a foe but have others in reach [or within a 5' step] you can react accordingly and fluidly carry on the attack. Also because the GM has to subtract DR from each hit as it comes in.
Well I think I will add something like using dice of different colors for attacks, I’m going to talk with my players about average damage rule.
Maybe I will do the new action economy systems vs the no Iterative Attacks

Gilfalas wrote: Azgara wrote: So removing it nerfs players and to many of the enemy’s even more of a nerf, wouldn’t this help allot of the rocket tag? But does not lower damage make for longer combats? And hence more dice rolling?
And I think it is nonsensical to complain about rolling even existing in Pathfinder because other games built with different mechanics exist. Rolling is part of the Pathfinder rules and part of the fun to a certain extent.
Games need ways to take out the he said/she said factor from the advanced game of 'pretend' we are actually playing. Hence they developed rules and quick random number generation systems based on those rules to represent the undeterminable probabilities of random chance.
If you like One rings system then play that. But don't come to a pathfinder board and respond to a pathfinder question that the system is silly because you like one rings system better. You have it all wrong, I’m not saying one ring is better, and there are things about that systems I don’t care for. I can say that about every system I have played.
What I wanted to bring over is a much easier and faster combat with keeping all that I love of pathfinder. I wanted to change the spending hours and doing 2-3 combat encounters in a night and having little other.
So removing it nerfs players and to many of the enemy’s even more of a nerf, wouldn’t this help allot of the rocket tag? It looks like I can’t add the rule change just to the enemy’s without making the game easier for the PC's.
Why are so many people focused on rolling, is this not a roleplaying game and not a rollplaying game. I play allot of other systems with static damage and it doesn’t bother me or the other players.
I started running a one ring game, and I liked how combat was fast and streamlined.
1. Starting at level 1 most likely going to level 17
2. No classes set or builds.
3. Well not every player is slow, I do have a couple that take a little longer than normal.
This rule is just one in many that I'm looking at adding, another I was thinking of adding is using average damage vs rolling.
Edit: I wanted to be able to use this to help speed up some of the enemy’s turns, would using this for NPC/Enemy’s only make it too easy for the players?
Hello,
So I was talking with 2 of my players the other day on changes to PF for the next campaign. I want to use the unchained Removing Iterative Attacks rule, as I’m trying to speed up play as much as I can.
I have the 2 I was talk to that didn’t like this idea, they think I’m trying to nerf them, and they want the 3 attack rolls. One was really bad and was calling me a fun Nazi, all I’m trying to do is make the gamer better for everyone.
Any of you math experts help show them that this rule change only speeds up play and doesn’t "Nerf" them. Thanks
Cap. Darling wrote: Why do you use old guns if your game have advanced? I just put down pistols, the GM for this game is giving us special items that level with us and he may be giving me a weapon that levels with me so I will need to talk to him on what he wants to classify that weapon as. He is pretty open about things.
What about Pistolero 1/Warpriest 19
1 - Rapid Reload (Pistol)/ from Pistolero
1 - Precise Shot
1 - Point-Blank Shot
2 - Weapon Focus (Pistol)/from Warpriest
3 - Deadly Aim
4 - Rapid Shot
5 - Dazzling Display (Pistol)
7 - Gun Twirling (Pistol)
7 - Two-Weapon Fighting
7 - Quick Draw
9 - Improved Two-Weapon Fighting
10 - Quicken Blessing (Destructive Attacks)
11 - DualEnchament
13 - Greater Two-Weapon Fighting
13 - Point-Blank Master
15 - Greater Weapon Focus (Pistol)
16 - Hammer the Gap
17 - Weapon Spec (Pistol)
19 - Greater Weapon Spec (Pistol)
19 - ???
Pistol would make the build easier, I just didnt want to be really cheese with the Double-Barrel pistols.
My GM will be allowing advanced firearms, the reason I went MM was for the extra 10ft deed. What’s a better Archetype then MM if you get advanced firearms? I had thought of going Pistol, but I thought musket had a better fit and fell to the character but Rapid Reload with an Alch cartage does get me free action reloads.
Its not a 1-for-1 Gray Knight, I really didnt even want to do the one dip into gunslinger but its pretty much a most for what I wanted for this build. What are better feats that I should pick up vs snap shot and imp Snap shot?

So I’m building a Warpriest of Ragathiel, he will be LG but extreme in his beliefs. Think of the Gray Knights from Warhammer 40k, This isn’t a mini-max build but I want something that could still hold his ground but be flavorful as well. Let me know what you think
Stat Array 25 point
STR: 10
DEX:16
CON:10
INT:10
WIS:19
CHA:7
Race: Human
Classes : Gunslinger (Musket Master) first level, Warpriest 19
Blessings: Good and Destruction
Feats:
1 - Rapid Reload (Musket)/ from Musket Master
1 - Deadly Aim
1 - Additional Traits: Magical Knack, Fate's Favored
2 - Weapon Focus (Musket)/from Warpriest
3 - Point-Blank Shot
4 - Rapid Shot
5 - Precise Shot
7 - Weapon Spec (Musket)
7 - Hammer the Gap
7 - Clustered Shot
9 - Greater Weapon Focus (Musket)
10 - Quicken Blessing (Battle Companion)
11 - Quicken Blessing (Destructive Attacks)
13 - Snap Shot
13 - Improved Snap Shot
15 - Quicken Blessing (Holy Strike)
16 - Greater Weapon Spec (Musket)
17 - Improved Init
19 - Point-Blank Master
19 - Improved Crit
I have been trying to find some way to make a Death knight from WoW into pathfinder.
Now I looked into Antipaladin and well some of the stuff fits, most of it didn’t feel right or work how that class would, so I looked on the net and found a fan made class [http://www.giantitp.com/forums/showthread.php?186986-3-5-Base-Class-The-Death-Knight-PEAR!], but the problem is that it just has way to much going on with it and no GM or even me would allow such a heavy class into the game.
So I thought I try my hand at making one, I tried to keep it still based in pathfinder. Please look over it and tell me if its missing anything or its too powerful or weak and in what areas.
Here is the link.https://files.acrobat.com/a/preview/6c6f893d-d587-44b8-9a2b-e0be00b971 89
|