I have a questing concerning the Witch Doctor archetype and the Life spirit and overlapping class abilities. From the Life Spirit:
wrote:
From the Witch Doctor: wrote:
Do these abilities stack? They have different names so I feel like it is safe to assume that they stack.
I didn't think of the synerg of Pummeling Style and Improved Critical, which now makes a lot more sense. My group is my Barbarian, a cleric that just replaced a fighter, a wildshaping focused druid, and a wizard with control and mythic fireballs. It shoul be a pretty solid group now that we have a cleric for more consistent healing instead of the fighter who did the most damage but the other group members were starting to catch up.
Check out this thread about the furious weapon enchant. Near the end they talk about the bane enchantments too. It might require a house ruling from your gm though: http://paizo.com/threads/rzs2mssu?APG-Does-the-Furious-weapon-ability-count s Impervious Body is okay, but it isn't great. I would recommend looking at Mythic Shield Focus. Your fists and shield only crit on nat 20s and even with Improved Crit, that gets you 19-20/x3 for 1 normal feat and 1 mythic feat, and another normal and a mythic feat for automatic confirms on non-mythic creatures and a passive +4 bonus to your confirmation rolls. Another feat chain to look at is the Dodge/Mobility feat chains for things like Spring Attack. I was going more for a tanky based brawler and just be the shield for my group but it looks like you are going for more damage and relying on the guardian path to keep you alive. So far, I am at mythic tier 2 and level 7 in my current campaign and my gm has been scaling up encounters to be CR +2 for us to keep regular encounters somewhat difficult. The mythic fights have almost been deadly and we have a pretty solid group. I don't know how your gm is going to handle it, but just a warning, mythic is a huge power surge and if your gm doesn't know how to handle it, your group is going to start rolling through encounters with ease until the mythic fights.
shroudb wrote:
I was wondering how I was going to get around that whole issue with the DR and weapon focus, but that helps out a lot. I looked up the bashing enchant and it said that only light or heavy shield can have the ability. Other than my barbarian at the moment, the group is level 7 and that shield would be pretty painful. shroudb wrote: Belt of hurling is to use your strength for ATTACK. With thrown weapons you use your DEX for attack and STR for damage, the belt makes it so you use STR for both That's what I meant lol I was on my phone at the time and about to go to work so I was rushing through the post. shroudb wrote:
I had originally considered using the martial flexibility for the style feats to change up for what I would need in the current situation. I really hadn't looked through all the style feats to weed out the good and the bad, but I may just go with pummeling style and talk to my GM about it. He's pretty open about most of our builds in this campaign. I figured that the shield throwing was more a tool to disable people before you got into combat with them. I was only considering Distance thrower for the sake of getting more range before taking any negatives for it. Dark Immortal wrote:
I had a character idea in mind, but I didn't really realize how many feats the Shield Champion gained. I was thinking of playing a disruptive tank. I was planning on going bull rushing to get as many knock backs as possible but it might be good to go with tripping too. I am playing on trying to be the tank with this character but I want to do more than just taking the hits and punching opponents back. To add a twist to the situation, the campaign is a mythic campaign, but I would like to be able to use this character in a non-mythic campaign if the opportunity arises for me to use it in another campaign
I was considering focusing on the bull rushing feats because of how common it is. I wasn't sure about weapon focus and specialization since I will be dealing damage with both my shield and fists and putting four feats into that seems a little too much. I will look into more of the feats for weapon flexibility. I figured I was just going to use it for style feats but the combat expertise route is a good idea too. And I figured out that I need a belt of hurling for the strength for throw attacks
I am currently working on a potential new character from my RotR campaign in the event my barbarian dies. I am looking for some suggestions for the feats I can take. I am almost debating taking some extra skill focus feats for character development. 1: Unarmed Strike, Power Attack, Shield Focus
I am considering picking up Distance Thrower and Improved Iron Will and also the feat that allows me to use my strength for ranged attacks
Recently I have a barbarian that has a Belt of Giant's strength and a Cord of Stubborn Resolve. I was wondering if I could combine the two belts. Belt of Stubborn Resolve = 15,000 gp
So if I break this down, the +2 to a stat is 4k gp, the combination of the two is +2k gp, and the fatigue effect is about 11k gp. Would that mean that at combination of all of that be base 21k gp, if possible. Or would a price of 23k gp be reasonable price?
I did this for Owlbear as a brawler. I feel like he is more suited to the brawler class than as an unarmed fighter. I waited until after the fourth day and my PCs befriending him to change his class up. I will post the build if anyone is interested. I tried to keep everything as similar as possible but I tossed out Throw Anything from his feat list so he'd fit to the build. I figured if he really was going to throw something, he could just use martial flexibility to pick up the feat unless you anted to give him something else instead
I will try and keep the NPCs up to date. I no longer have a magus, and so I don't have any spell casters currently, but if I get someone who is, I will remember to keep someone to around so that they can get their spells. I will be definitely be trying to keeping track of all the NPCs with. It'll be a fun task... Should I allow leadership or will it be enough with the PCs collecting a crew for the ship? I will take a look at the ship battle combat. I would like to get ahead of the players with the books.
Right now, I think the PCs I have so far is a magus, a slayer, and a swashbuckler. I don't think I will really have to worry about the spell at this point. We are still working on if we are going to have any more players and the classes still may change depending on what else is picked. Even if I do have a mix of evil and non-evil, I could use the conflicts with the officers of the ship as more incentive to rebel
Thank you for taking the time to respond. I will bring up the evil campaign idea but I think that we may just stick normal alignments. When I talk to them about it, I will try and keep them informed on the camping gear. The campaign does say that they came to the town with the intent of becoming pirates. For the fights, I may have to tone them up in difficulty, but I will watch out for those fights. If I come up with any more questions or needing any advice, I will send you a message. I am slowly working my way through the book
I am looking for some advice before running my first campaign. I am hoping to run Skulls and Shackles but I am not sure if it will interfere with our RotR campaign. We will be stopping after the third RotR book and taking a break from it so no one gets burned out and the GM can have a chance at playing. A couple of things: 1. Is there any RotR spoilers I need to really worry about during this campaign? It sounds like we are going to get this one started and make it a bit into the campaign before going back to RotR. 2. I was hoping to run the campaign where the PCs can be evil if they choose but I am considering not allowing the Detect Alignment spell so that people could freely be anything. Should I try and work around this or change what the PCs results from the spell instead of just straight banning the spell? 3. How should I handle the characters with their starting gear. Is it recommended to have them start with nothing and gain equipment as they go or should I let them start with normal equipment but then have it locked away until they prove themselves to the ship? Any other first time GMing advice would be great. I am planning on starting to prep for it now and get all the encounters and loot squared away to try and streamline the sessions.
If you have a computer with iTunes, you can open the PDFs in iTunes and then they will save as books. You can then import them to your iPad and read them through the iPad books app. Another way to get them on your iPad is to use Dropbox, but I find that the PDFs load slower if you download them from Dropbox.
I am curious on what the orc holds are in the world around Standpoint. My party is running a mythic RotR and we got through Thistletop with an added surprise at the end for our mythic ascendance. My character is a half orc barbarian that was born into slavery in an orc hold and fought for his freedom as a gladiator. After years of fighting, the orc chieftain gave him the choice of a life of freedom or a life as a orc warrior for the hold. He chose to leave the hold and pick up the life of a mercenary and is now in Sandpoint, trying to become a legendary fighter. My GM has no problem with me trying to flesh out my character in the middle of the campaign so that I can have a big impact to the story instead of being the silent orc that takes all the hits. I was wondering what are the orc strongholds around Sandpoint or where I could get the info that I need.
I think one of my challenges right note is I have no idea what the rest of my group is except for an inquisitor. Preferably I would like to do a support cleric that buffs his allies, and helps out in melee. I do thinking not dumping my Cha would help over dumping Int. If I was looking at domains for buffing other PCs, what should I be looking at?
You are right about the point buy, I am at 21 points, but I don't know how to adjust, if I drop Int to 7, then I will have 1 extra point. I could drop Wis down to 14, then increase Str to 17 before the racial. I am kind of worried about how to handle out of combat because I will have such low amount of skills every level.
I am unfamiliar with the build and I was looking for suggestions for what other people have been doing. I was looking at more of a support based cleric. In another campaign, I am playing a barbarian and I was looking to change it up a bit. First time I tried playing Pathfinder, the DM made me a cleric of Sarenrae with fire and holy domains, and wanted me to be a frontline tank. To keep a long story short, it ruined my experience with clerics but I am looking to fix that. I completely forgot about the BAB requirement for Power Attack, but I can easily switch that out. For the traits we have been given the option of either coming up with a character backstory and matching traits to it or rolling our way through the Ultimate Campaign book. I haven't put any time into that yet but Fate's Favored sounds like it would work well with this build and Reactionary or Exile would help too.
My friends and I are going to start up a group playing Council of Thieves and I was playing on playing a reach cleric. So far my character looks like this: Level 1 Human Cleric of Desna
I was planning on going the Fate (Luck) and Travel domains and getting Combat Reflexes and Power Attack first level Any recommendations or suggestions?
I already brought up the Four Mirror armor with the DM and he said I wouldn't be able to use it right now because it is a complex armor to put on. He is allowing almost everything but he doesn't want us to use the eastern armor so I went with a hide instead which is like Kiki, but with one less AC bonus
I was considering just going with a scythe for the flavor or with a greatsword. I was considering putting the two into con just because I will be able to make up any extra strength with the mythic tiers. I am definitely going to take the extra bonus for superstition. So I should take improved initiative and toughness eventually, and start with raging vitality and power attack?
My group and I are planning on running a mythic campaign through Rise of the Runelords and I am playing on running a human barbarian. I am new to the class and need some pointers. I know that one of my party members is going to be a wizard and he recommended that I go with the Invulnerable Rager Archetype My stats are:
We rolled off for everything and I have 170g to buy starting item. Any tips on what feats other than Power Attack that I should get and what items I should buy? I also am wondering what favored class bonus I should go with
In my current campaign, I play a pyromancer and I am trying to plot out a kidnapping attempt. I have a limited spellbook because I am currently only level 5 at the moment and I would prefer to take the target alive. I have a very high level of charisma and because of how my character was made I have a high bonus to all of the social skills. My current idea is to lure the target to some secluded location, intimate them for the stunned effect, casting a spell that to go prone and poisoning them. Any advice or thoughts? |