There are pretty endless options for divine builds, and Ragathiel is a pretty iconic warrior-deity. So how would you do an ultimate-badass Ragathiel themed build?
Something about dual-wielding bastard swords seems like exactly the right kind of over-the-top berserker style to me:
Notable Equipment: +1 Furious Leveraging Bastard Sword, +1 Furious Bastard Sword, Cracked Opalescent White Pyramid, Deliquescent Gloves, Mithral Full Plate, Belt of Giant Strength +2, Snakeskin Tunic, Lesser Rod of Extend Spell.
14 rounds/day of Rage are available at level 9. Diehard prevents sudden Rage death and grants a huge negative hp buffer. Furious plus Leveraging on a +1 weapon grants a +6 enhancement bonus to trips.
Every Domain slot at 3 and above is used for Aspect of the Wolf (swift action trip), cast with a Lesser Extend Rod for 2min/level pre-buffing. If pre-buffing isn't possible, you can still swift-trip and AoO on the same round as casting AotW.
By 11, Quickened Divine Favor and Righteous Might can be used on round 1 instead of Divine Power if desired (like to trip huge high-CMD creatures).
Even if taking a -4 from TWF, having Favor and Rage without using Power Attack grants a strong attack bonus. Using swift-action trip outside of a full attack doesn't invoke the TWF penalty.
A trip maneuver typically adds the bonus of the weapon used to trip. Thunderstomp uses either a weapon or a 'stomp' to create a trip effect. Is there any reason one wouldn't add the enhancement bonus of a weapon or unarmed strike to their Thunderstomp trip attempt?
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So this has come up before and probably will again:
Do you need a 'free hand' to use material components?
I've always assumed that you don't, based on the idea that the material component covers having the material component available, while somatic component covers actually manipulating it. Some people obviously very much disagree, and say that you must have a free hand to manipulate a material component regardless of whether the spell has a somatic component or not. So...
CRB: Casting Spells wrote:
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.
You must 'manipulate the material components or focus', though it doesn't state whether that's part of the somatic or material components, or even really what that means.
CRB: Material Component wrote:
A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
There's nothing explicitly stated about manipulating materials or having a free hand under 'Material Component'.
CRB: Concentration: Grappled or Pinned wrote:
Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components.
CRB: Conditions: Pinned wrote:
A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.
So one entry states that a pinned character can only cast spells without somatic components but leaves out material components, while the other states that a pinned creature can't cast spells with material components. As far as I've seen, this is the one thing that actually implies you need a 'free hand' for material components. But then there's this:
CRB: Wizard: Arcane Spells and Armor wrote:
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally).
So according to this, even a character with their hands bound can cast a spell with a material component, so long as it doesn't have a somatic component.
As a side-note, the SRD apparently took the liberty of adding in extra notes about material components and the grappled condition, which has been quoted as if it was actual Paizo rules text and clouded the issue.
So it seems to me, overall, that the great majority of text says or implies that you don't require a 'free hand' or really much or any motion at all to fulfill a material component. The entry for the pinned condition states that you can't use a spell with a material component while pinned, implying you need motion of some kind; but then other text says you can meet a material component even with hands bound, which would very strongly imply that whatever else you need, you don't need a free hand.
Since Master of Many Styles Monk got a major, free accuracy bonus (+3 at 8), it's much more practical. But I haven't seen much - if any - mention of it anywhere lately. Has anyone schemed on using a MoMS-focused build lately?
One concept I've been looking at is basically two-hander plus style-sorcery:
Dragon-Mystic:
Ki Mystic Master of Many Styles Monk 10/ Urban Id Rager Bloodrager 1
Dual Talent Human: 16/18STR(+), 12DEX, 15CON, 10INT, 14/16WIS, 7CHA
Traits: Berserker of the Society, Adopted: Warrior of Old
Notable Equipment: +2 Furious Nodachi, Furious Amulet of Mighty Fists, Belt of Strength +4, Headband of Wisdom +4, Ring of Ki Mastery, Monk's Robe, assorted wands.
With unarmed strike damage and Elemental Fist damage being very high, and with Elemental Fist granting a debuff, Dragon Roar is actually pretty interesting. You can essentially hit everything in a 15' cone with a Dragon/Marid or Dragon/Shaitan unarmed strike as a standard action at least 4 times per day.
Tacking Shaitan Style onto a sword or unarmed attack will add significant damage and a chance to stagger. You get a ton of Elemental Fist uses/day with (Monk level + 1 per Elemental Fist Style Feat).
With Marid Style, you can make one reach AoO per round with a Dragon Style Elemental Fist unarmed strike (assuming you didn't already add Elemental Fist to a sword or unarmed attack).
Ki Mystic grants a 12-point Ki Pool by 11, and allows re-rolling saves or attacks (for 1 Ki with a Ki Mastery Ring).
In general, massive Rage strength and a Furious two-hander smashes things good.
Anyone else got a scheme for a MoMS monster, unarmed or otherwise? A couple other things of note would be that TWF works on a MoMS with the normal Monk Unarmed Strike 'no offhand' boon, and MoMS uses level=BAB for CMB while still getting a +3 to attack rolls. MoMS is also very other-archetype friendly...
So the theme is "Shadow-Knight of Count Ranalc's Court". The general mechanics are to wield a normal, physical weapon - probably a scythe, for style points - while also creating a Dazing Shadow Weapon cestus on the right-hand to make dazing attacks when desired. The general idea being to daze with the shadow-cestus and then kill-off with the scythe.
So far, I'm looking at Exploiter Wizard (+2DC Overwhelming Magic, bonus metamagic feats through Wizard/Exploits) for the spellcasting power, crossed with Savage Technologist for the huge combat buff, and moving into Eldritch Knight with Prestigious Spellcaster. Arcane Armor Training for mithral Kikko.
Can anyone think of a reason you can't take the one spell/day you can prepare with the Faith Magic Arcane Discover and just Pearl of Power that sucker to get your fill?
I have a possible concept for a Count Ranalc worshipping Eldritch Knight that would sure like a few Divine Favors a day...
So I've been puzzling away for a long time about the best way to build a melee character based around using the really cool Aspect of the Wolf spell (that Druids never use, because Wildshape). Unfortunately, it's a level 5 spell. The theme seems to lend itself to the Ulfhednar, the supposed wolf-skin berserkers of Odin. I think I've finally hit on a pretty good plan mechanically, that works within the limitations of PFS...
Separatist Cleric of Gorum 9/ Unbreakable Fighter 1/ Living Monolith 1.
Ulfen Human: 16/18STR, 12DEX, 14CON, 10INT, 15WIS, 7CHA
Traits: Fate's Favored, Magical Knack
Domains: Anger Inquisition, Wolf Domain (Separatist)
1SC. *Wolf Domain* / *Anger Inquisition: Hateful Retort* / (+Improved Trip) / Iron Will / Dirty Fighting
2SC.
3SC. Heighten Spell
4SC.
5SC. Preferred Spell: Aspect of the Wolf
6UF. (+Endurance) / (+Diehard)
7SC. *Anger Inquisition: Divine Anger* / Extra Rage
8LM. *Ka Stone* / (+Toughness)
9SC. Greater Trip
10SC.
11SC. Extra Rage
Preferred Spell: Aspect of the Wolf means that by level 5 and beyond it can be cast as a level 3 spell many times a day, using any spell slot (regular or Domain) at 3 or above. As a level 3 spell, it's also very cheap to pre-buff with a lesser metamagic rod of extend. If it has to be cast in combat, it still allows cast -> move -> swift trip -> AoO. Divine Favor has the usual pre-buffing issues, though it can at least be combined with the swift-action Enlarge Person and a move into position.
Rage and the Living Monolith Enlarge Person ability grant a total of +6STR to two-handed 3d6 Furious greatsword attacks, while Divine Favor buffs attack and damage; the total gain from strength bonus, size bonus, and furious enhanced weapon should hopefully keep trip pretty solid, and overall damage and accuracy should be very good without Power Attack.
Diehard means that Raging Vitality isn't necessary, and free Toughness plus Rage keeps HP pretty high; AC and/or mobility might be an issue though.
Thoughts, or problems I've missed, or better ideas on how to run an Aspect of the Wolf melee character?
So I've been fiddling with Tengri the Lightning for some time, and I just can't figure out how best to flesh out the concept. I'm looking to stay PFS legal, and operate around those levels:
1. Dazzling Blade = obnoxiously effortless blinding, though DC isn't the greatest.
2. Snakebite Striker Brawler 2 and Accomplished Sneak Attacker grants Brawler's Flurry and Sneak Attack 2d6 - not a ton of sneak, but an average of +7 damage per strike on a character that already makes multiple decent-damage attacks ain't a bad bonus at all.
So, put over-charged Dazzling Blade together with some bonus Sneak Attack on a character already doing decent 9-ring broadsword flurry damage. While BAB on a Brawler2/Caster6(+?) isn't great, it's not really a big problem if you factor in things like buff spells, (probably) not using Power Attack, and how easy it is to thrash a blind target.
The problem, of course, is that you can't cast Dazzling Blade with Arcane Armor Training, and a strength-based character like this without AAT probably shouldn't be running into combat. A 3/4 caster could use armor, but they're really weak on the spellcasting when multiclassed and I'm just not interested in Magus for this in the slightest.
Snakebite Striker 2 flurrying a 9-ring + casting is the core of the concept, and ideally strength-based.
Potent Magic means Dazzling Blade can be granted a +2DC, so +2DC Persistent Dazzling Blade should get the job done often enough... I hope.
Originally I figured I'd go into Arcane Trickster for more Sneak Attack, but Psychic kills that option even as it completely solves the armor issue, and gives Tengri a really fantastic flavor. Without Psychic, I'd have to use 1 level of Swashbuckler with Slashing Grace to go dex-based 9-ring just to save his AC, which feels like it's getting too messy and straying from the concept. I'm hesitant to drop another level of casting, but maybe Fighter 1 for more feats and heavy armor is too good not to use...
As it stands, I think it might work pretty well; high-DC Persistent Dazzling Blade many times/day, Heroism, enough Sneak Attack to be dangerous on top of a decent Brawler's Flurry beating. But I feel like I might be missing something... any ideas?
Is there anything preventing a character from deliberately falling to the ground after they're flying? If you're flying 15 feet in the air on wings and simply stop flying, plummeting to the ground with a successful acrobatics check, did that require an action to do, or take time?
I can't see any reason that you can't basically just drop to the ground as an instant effect by simply not flying, and it could be a very cool way to launch an attack...
Can anyone see any rules reason that a wildshaping Druid turning into an elemental can't claim the full stat bonus for their level even if they don't become full-sized?
For example: turning into a medium air elemental as a level 12 Druid and invoking Wild Shape/ Elemental Body IV to be a medium air elemental and gain +4STR, +6DEX etc.
The rules seem to say that you can "also" turn into a larger size, but that the stats gained are simply based on which type of elemental you become...
So how would people here set out to build a character specializing in actually using Flame Blade? The best I've come up with so far would be:
Empowered Flame Blade as a level 3 spell with a metamagic trait: 1d8+1/2levels, x1.5.
Shaman for Divine Favor/Power and Flame Blade on one spell list.
Spirit of Battle for Weapon Specialization: Scimitar and Enemies' Bane.
One level of Monk plus the Witch Doctor Shaman Archetype to get Crusader's Flurry: Scimitar.
So when you get the Battle Spirit stuff together at level 9:
(1d8+4)x1.5 = 12.75; +4 Divine Favor, +2 Weapon Specialization, +2+2d6 Bane = 27.75, full attack for 4 strikes with flurry/haste.
Naturally, Elemental Spell metamagic (or rod) as well...
It seems pretty straightforward to me that when Reloading Hands says:
"Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition."
...it means that the hands are fully reloading a firearm. I'm just curious if people would think otherwise.
As I read it: nothing in the spell limits the number of barrels or chambers "loaded"; multiple disembodied phantom hands should be able to load-up a weapon with multiple conjured bullets once per round.
Balance-wise, it's a level 2 rounds/level spell that duplicates no more than what a character can do with free-action loading - the only added bonus is that you don't need a free hand or Quick Reload (but it won't load two firearms for you unless you manage to cast it twice while managing two weapons).
So, can anyone think of a reason that a Spell Sage Wizard wouldn't be able to use Preferred Spell to cherry-pick anything they damn well please from the Cleric, Druid or Bard lists, and then toss said spells around spontaneously with metamagic, without metamagic casting-time issues? Because... hmm.
Can anyone think of why two +1s from two different Weapon Focus feats wouldn't stack - like if you have Weapon Focus: Temple Sword and then use Ascetic Style with Weapon Focus: Unarmed Strike? Seems like they're both untyped and both apply...
Well the title lays out the basic plan: attempt to swat down everything that opposes with murderous finesse scimitar efficiency. I feel like it's missing something though...
Elven Warsighted Ancient Loremaster Oracle / Swashbuckler 1
Alternate Racial Traits: Fleet Footed, Silent Hunter
Traits: Fate's Favored, Magical Knack
FCB: The first 6 levels of Oracle buy +1 effective level for Maneuver Mastery.
With a Swordmaster's Flair: Blue Scarf, scimitar grows reach. At 5, this enables AoO reach-tripping; at 8, reach trip/attack combo. Felling Smash opens up strike-trip-AoO standard attacks at 8 as well. At 11, Fury's Fall opens up the option of using a strength trip that adds dexterity, making large forms much more viable for tripping huge foes (though worse for everything else sadly).
Trip: full BAB +1 (Maneuver Mastery & FCB), +X DEX, +X weapon, +1/2 focus, +4 trip feats, +X Divine Favor, +1 Fate's Favored, +2 Heroism, +2 Gauntlets of the Skilled Maneuver; at least sometimes -2 Power Attack; +X STR and +1 size with Fury's Fall.
So an Eldritch Knight type casts Heightened(+1) Dazing Shadow Weapon and attacks with it.
It seems to me that the first attack's will-save-to-disbelieve would also apply to the daze, while subsequent attacks (whether for full damage or 1 damage) would use subsequent will saves; and that with an effective "real" spell level of 2 (heightened), the daze would last 2 rounds. But I'm not sure others would necessarily agree...?
While the Warpriest has some potent features, the huge stock of bonus feats is what really makes it stand apart for creating unique and dangerous divine warriors. Interesting feat combos often fail to see play because few characters can afford them, and so feats beyond building the best two-hander tend to be dismissed. So if anyone has a feat-filled concept, by all means roll it out...
Greater Brawler states that you may treat your character as having Two Weapon Fighting "while making unarmed strikes". What happens if you full attack with a longsword and unarmed strike?
I've been trying to come up with an interesting way to do a really 'tribal' sort of warrior/sage with a very supernatural flavor - something rather off the beaten path. The concept I came up with is a character who is riddled with spirits - not so much possessed as swarmed by wayward spirits, like moths drawn to a flame. While he often moves and speaks like he's not fully in control of his own body, his boiling spiritual energy makes him fiercely strong, strangely prescient and unnervingly charismatic, and it gives him a peculiar influence over fate.
Ximonokko, the 'Spirit Lamp'
Human Dual-Cursed Oracle of Lore/ Sohei
STR 16/18++
DEX 8
CON 14
INT 10
WIS 10
CHA 15+
Primary Skills: Knowledges, Perception.
Other Skills: Acrobatics, Sense Motive, Diplomacy, Intimidate.
Notable Equipment: Temple Sword, Quickdraw Light Shield, Mithral Mountain Pattern Armor, Dueling Gloves, Belt of Strength, Headband of Charisma, Jingasa of the Fortunate Soldier.
In combat, Ximonokko uses Oracle for a +2/+2 (eventually +3/+3) Divine Favor while using Flurry of Blows in armor. He wields a temple sword in both hands when attacking, while potentially defending with a one-handed grip and Crane feats. Finally at 11, he learns to use a quickdraw light shield on the hand holding his sword while using his other hand for Crane defense and riposte.
He also uses Misfortune to weaken enemy saves and attacks when the opportunity presents itself and can cast Ill Omen when needed, potential forcing a double reroll with Misfortune. By level 11 Ill Omen will foul two d20 rolls.
Out of combat he is reasonably knowledgeable in several subjects, and several times a day he can use Focused Trance for an exceptionally powerful knowledge check. Combined with his solid social skills this makes him a valuable counselor, in spite of his tendency to unnerve strangers - or perhaps because of it.
Ximenetlalocotecl was raised from a marked birth to ruthlessly hunt down those who would abuse the spirit-world and the grave, taking his orders - and receiving fearsome powers - from both his totem of Pharasma, and the demanding spirits of the vengeful dead. Highly skilled in the use of a serpentine blade, totemic shield and the hand-to-hand combat of his savage martial arts, he is also knowledgeable in the ways of magic and the wards against it.
Now this fiercely determined and stone-faced spirit-talker has emerged from his dark haunts in the far-flung ends of the world, ostensibly at the behest of his patron totem-god, if not for more strange and inscrutable reasons...
9WPI. Inquisitor Abilities: Second Judgement / Ancestors: Speak with Dead
~Feat: Snake Fang
10WPI. Preacher Ability: Determination 4/day
11WPI. Inquisitor Ability: Judgement 4/day
~Feat: Power Attack
Primary Skills: Spellcraft, Sense Motive, Perception, Intimidate
The basic idea is to remove his shield just long enough to conduct flurry of blows attacks, but otherwise to benefit from 'light' armor, a shield, and whatever other defense he can acquire (such as Shield of Faith later down the road). Snake Style's sense motive AC is situationally useful, and once Snake Fang is picked up at 9 his high AC and potentially the use of the Determined: Warning ability will allow him to put up a very strong defense coupled with unarmed strike retaliation.
Well, there it is so far. It's potentially intended for a Shackles campaign, where I thought the caster-hunting and spirit-talking flavor would be an interesting counterpoint to all the murderous pirates and voodoo...
So a Sacred Fist of Erastil with a Longbow and Crusader's Flurry fires his bow for...
Manyshot x2/ Normal Shot -5/ Flurry Shot/ Flurry Shot -5/ Rapid Shot/ Ki Flurry Shot. Total 7 full BAB arrows, -4ab, buffed by Divine Favor and Holy Strike. Is anything about that not legal?
So I've been trying to figure out how to create a warrior character that just screams 'fey in the blood'; while the Fey Bloodrager is cool, it just wasn't doing it for me. The goal is combat with a passable secondary magic niche, and hopefully no glaring weaknesses - generally we try to use PFS legal as an objective boundary. So a lot of crunching and considering later...
Primary Weapon: "Wrothwyrd" ~ +1 Courageous, Furious Scythe
Greater Magic Weapon + Heroism + Rage + Furious + Courageous for a massive magic power infusion.
Secondary Weapon: "Wiccawyrd" ~ +1 Conductive Cestus
Allows Laughing Touch to be used with a Hurtful combo or full attack while wielding a scythe. Spellstoring is also handy...
The general idea is to create a character reasonably comperable to a Barbarian in combat ability. By level 9 BAB is 3 lower, but strength is 4 higher and Power Attack 1 less of a penalty, making actual attack similar. Damage-wise, less power attack and more strength also equal out. Hurtful allows for a lot of extra scything. I can't think of anything more 'fey warrior' than going into a laughing rage, punching terrifying uncontrollable laughter into a foe with a cross-check, and then slashing at them with a lightning-fast scythe strike when they flinch. (S)Laughter is contageous!
While generally a weaker offensive caster, the Fey Bloodline brings Hideous Laughter and Confusion up to a passable standard, while the Draconic Bloodline gives Scorching Ray and Fireball a boost. Thunderstomp can be played off of strength and caster level for a ranged trip. Warping minds, throwing fire and magical stomping seems like a perfect fey-themed spell niche.
Is there anything preventing a character from changing their grip from two hands to one during a full-attack, thus freeing up a limb to use a claw or punch someone or whatever? I can't think of any reason it wouldn't work...
On the ever-hopeful possibility I may get to go PFS soon, I've got an idea for a grizzled old half-mad Tian mountain hermit devoted to primordial chaos, which he sees embodied in the storms of Hei-Feng.
I'm really liking the overall concept, but I can't seem to decide where else to go with it, or if I'm totally happy with what I've got so far. So I thought I'd bounce it off the collective wisdom of the board of advice:
Separatist Cleric of Hei-Feng / Martial Artist 1
-Single monk level for obvious flavor/mechanical reasons, primarily Wisdom AC and 9-Ring Broadsword Flurry.
Domains: Protean & Deception
-Protean goes without saying and has the perfect powers. The separatist choice is kind of overwhelming options-wise, but Deception seems to fit. Mirror Image and Confusion are the big draws, but the powers are fun too.
STR:14
DEX:10
CON:12
INT:10
WIS:18/20+
CHA:7
-More extreme than I'd usually go, but the flavor seems right. I don't like dumping abilities without a reason, but he's a chaos-fanatic hermit after all.
Feats: 1.Channel Smite -> 3.Guided Hand, bonus Dodge, Power Attack are the obvious ones. Beyond that I can't decide. Cornugon Stun and Mantis Style could be rather interesting, though only a few a day for 2 feats...
Weapon: 'Nine-Crow', Conductive 9-Ring Broadsword
-with a conductive weapon, touch of chaos can become chop of chaos. The idea is to do the bad-touch thing with a kung-fu sword. I do love the idea of aura of doom and touch of chaos really ruining someone's saving throw vs instrument of agony... like a thunderclap from an ominous cloud, so close and blinding that it leaves the foe wobbling away, head spinning.
So, the Cleric's Destructive Smite domain power says:
"Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1)."
As a supernatural ability that says you 'make a single melee attack' (and not that you add whatever to a melee attack), it presumably operates the same way as any number of other standard-action domain attack powers such as Fire Bolt or Stormburst - one special standard action attack.
Now, Domain Strike says: "If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent."
It seems logical to me then that in the same way Domain Strike: Fire Bolt would allow using Fire Bolt as a swift action, Domain Strike: Destructive Smite would allow you to make a Destructive Smite as a swift action, assuming that you first hit something with an unarmed strike. Thoughts?
I'm not too surprised that Unsanctioned Knowledge doesn't seem to pop up more often since it requires scarce resources and a paladin has a pretty severely restricted number of spells. Still though, cherrypicking from a variety of spell lists with a rosary of pearls of power in once hand and a sword itching to smite in the other sure sounds like a fun deal.
My concept for an agile and easygoing warrior-mystic themed paladin to spite the tired old class cliches would probably pick:
1-Vanish, 2-Mirror Image, 3-Good Hope, 4-Airwalk
since the obvious haste / fervor would be covered by Oath of Vengeance or Oath against Savagery, and Mirror Image is just too 'mystical powers!' to pass up.
My own concept aside, what do people like on an unorthodox paladin?
So you cast Holy Ice and summon a bunch of ice javelins while you have Divine Power active. Do the ice javelins count as 'weapons' and get the weapon damage roll bonus off of Divine Power, making a generally lousy spell into something potentially rather dangerous?
So, the actual dictionary definition of 'wielding,' and the one that seems to be common to most of the rules text, is essentially "holding with the ability to use." However, I'm pretty sure I've seen it written in the CRB that it literally means 'attacking with,' and if I remember correctly, they changed the wording of Arcane Bond because it made no sense that a Wizard had to be 'attacking with' his bonded weapon to be able to cast a spell without a concentration check. It seems like a pretty basic concept to be sloppily defined...
Something I'd love to see is a new Style Feat along a line that seems, when I think about it, to have been obvious enough to make the original list: a general purpose style that makes the MADness of the monk into a positive. So how about something like...
"Like the mythical Phoenix, your fighting techniques blend wisdom with power."
Phoenix Style: Improved Unarmed Strike, STR 13, WIS 15.
While using Phoenix Style and making a single attack with the standard attack action, you may add your Wisdom modifier to your attack and damage rolls.
Phoenix Grace: ... Power Attack, BAB+4 or Monk 5.
While using Phoenix Style, you may reduce the penalty for using Power Attack by your Wisdom Modifier (Minimum 1).
Phoenix Strikes: ... WIS 17, Flurry of Blows, BAB+6 or Monk 7.
While using Phoenix Style, the penalty and bonus from Power Attack increases by one step. While making a Flurry of Blows attack, you may add your Wisdom modifier to your damage rolls.
So I've been thinking for a while that the Wood Oracle seems to make a pretty sweet melee oracle for a few reasons, a couple of which have to do with an Angel-Blooded Aasimar. So here goes:
"Aztec" Jaguar Warrior-Priest Oracle
Oracle of Wood
Angel-Blooded Aasimar
Traits: Bully, Valashmai Veteran
*Alternate Favored Class Bonus: +1/2 Oracle level to Wood Armor Revelation
STR 16/18++
DEX 12
CON 14
INT 10
WIS 8
CHA 14/16
1. Toughness
Revelation: Wood Armor 4ac
3. Exotic Weapon Proficiency: Great Terbutje
Revelation: Wood Bond +1ab
5. Power Attack
*Wood Armor 6ac, Wood Bond +2ab
7. Cornugon Smash
Revelation: Thorn Burst
8.
*Wood Armor 8ac
9. Weapon Focus: Great Terbutje
*Wood Armor 8ac,DR5/B
So say there's a negative-energy channeling Gorum cleric with the Chaos:Protean and Strength:Ferocity domains, and the Channel Smite feat.
Is there any reason that he can't utilize his Channel Smite and his Ferocious Strike when he touches a foe with his Touch of Chaos power? If he can indeed drop a Ferocious-Chaos-Channel-Slap, does the Touch of Chaos power kick in fast enough to force a double roll on the enemy's will save vs channel? And lastly, is this as fun/useful as it sounds as a charge-substitute for a Gorum Cleric?
On a related note, is there any reason you can't fight defensively when making a touch attack?
I think one of these questions was raised by a venerable gentleman with the improbable name of 'Jiggy' and 'answered in the FAQ,' but I can't seem to find the answer in question...
1. Does Furious Finish simply apply the usual fatigue for ending your rage, or does it actually apply FATIGUE in the general sense?
2. Can a Scarred Rager rage just long enough to use Furious Finish, then reduce his fatigue to one round with his Tolerance ability, and thus only be fatigued in between rounds (1 round duration)?
A Druid 4 / Monk 1 / Brother of the Seal 4 with shaping focus turns into a huge animal, and then smacks a foe with awesome blow...
Assuming he slams his target laterally through his threatened squares, does he get an AoO? In effect, since he's only disallowed from throwing the target closer, can he essentially whack him with his 'right' into a blow from his 'left?' Can he then vicious stomp the poor goon as it falls prone?
I know a lot of this may be ambiguous, but I've been looking at a primarily air-elemental-wild-shaping storm druid with a level of monk and was wondering about a few things:
1.Can an air elemental simply use 'unarmed strike' instead of slams, or do I need to use Feral Combat Training to turn slams into punches?
2.If I use a half-elf and take flying blade proficiency for some reachy AoO laughs, can I use a flying blade as an air elemental so long as it isn't absorbed when I wild shape?
3.Is there any problem with using domain strike to use the storm-burst power (weather domain) on things you punch/slam as an air elemental?
A Magus takes a single level of Sorcerer with the Elemental (Water) Bloodline, Rime Spell, Magical Lineage: Fiery Shuriken, Extra Arcana: Spell Blending: Fiery Shuriken, and Opening Volley.
While 'holding' charges of rime shuriken, he spends swift actions to launch shuriken at his melee targets, giving himself a +4 bonus to his next attack as well as inflicting entangled before he attacks.
Since both rime shuriken and opening volley last into the next round, he can take this boon off of his initial casting of the spell, and can potentially grant himself opening volley twice in a round by tossing another rime shuriken after his first attack.
Is this all legal and/or useful? It seems like there are potentially fun secondary bonuses from a level of sorcerer like going crossblooded with draconic for +1 per die damage to all your (now cold) energy spells, or taking tattooed sorcerer. At higher levels, you would also get enough shuriken per casting to throw a wave of two-round entanglement and still save a couple of frosty knives for later.
Domain strike says: If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent...
Destructive smite power says: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level...
So does domain strike allow you to drop a swift action 'supernatural' melee attack on someone? It would be pretty fun to have, say, a raging Ragathiel cleric/monk who could charge with a dragon-style roundhouse kick and then swift-action two-hand the target with a bastard sword.
Its been quite a while since I've had a chance to game, and I may have another chance to soon; I'm not looking for a power-gaming experience, but I don't want to be a drag on a party...
Sword Sage / 'Yamabushi'
RP Theme: Robed swordsman trained by a loose order of wandering warrior-mystics with ancient roots in the worship of Shizuru. The order is not affiliated with a particular region or temple, worshipping Shizuru in the abstract (Sun); they are exotic everywhere, but not out of place anywhere. As Evangelists, their Sermonic Performances are ancient war chants rather than mundane and annoying preaching. While they tend to emerge from their training with a lawful mentality, many embrace their mysticism and become neutral good.
Evangelist Cleric of Shizuru / Sohei Monk (1)
Aasimar; deathless spirit, incorruptible, scion of humanity
Traits: Magical Knack, Deft Dodger
Strategy - Monkish Combat Cleric with a big bag of party buff, better spell DC than a strength cleric, and the benefits of unarmored speed and acrobatics.
Offense: Katana with Flurry + Wisdom-to-AB + Sermonic Performance (Inspire Courage) + Aura of Heroism + Divine Power. By level 8, Divine Power, Inspire Courage and Aura of Heroism as Standard/Move/Swift in one round for +4AB +2Damage for party and another +2AB +2Damage for self.
Defense: Wisdom to AC and CMD, high saves, reasonable HP. Crane Style for extra defense needs.
Say I build an Aasimar oracle of battle, take maneuver mastery: dirty trick, pump it up to an absurd level with favored class bonus, then take a level of maneuver master monk and throw super-dirty-trick at people as part of a full attack. By level 12, dirty trick is using a BAB of 17 when using flurry of maneuvers.
Dirty Trick has a specific line stating 'The GM is the arbiter of what can be accomplished with this maneuver.' Aside from the fact that a GM is the arbiter of everything anyways... what does that mean to people rules wise? Allow or disallow on a case-by-case basis?
While I'm not concerned with a totally optimized character, I'm curious if people think this build will work alright, or if its going to struggle in a reasonably powerful group. The concept is a sort of sage-warrior / yamabushi cleric:
Monk (Sohei) / Cleric of Shizuru (Evangelist, Scroll Scholar): Heroism
Human (Dual Talent)
Traits: Magical Knack, Reactionary
The idea is that between cleric, evangelist and heroism domain I can self/party buff fairly quickly and extensively, then use some of that extra ab to power attack and flurry for decent damage. By the time wisdom starts really leaving strength behind, guided hand comes in. Crane style is there to make fighting defensively useful when needed, rather than as something to run all the time, at least until riposte. High wisdom spell casting as an option, but not a focus.
I have a simple plan for a martial-arts style Oracle:
Monk Maneuver Master + Battle Oracle Maneuver Mastery + racial favored class oracle bonus = one ridiculously buffed combat maneuver, and one free combat maneuver per full attack action.
The problem is that I can't decide which maneuver. I'm leaning towards Grapple or dirty trick, but of course trip is also an option. With Maneuver Mastery you get the improved/greater feats free, and Maneuver Master monk gives you another improved maneuver feat without prereqs, but only one maneuver is going to be getting +9 from oracle by level 13...
So, someone has Tiger Style with Tiger Pounce, the Master of Combat Styles feat, and some other style. Then they do this:
1.Switch on tiger style (free action).
2.Attack with power attack, choosing to use tiger pounce to take the power attack penalty to AC instead of AB.
3.Switch off tiger style (free action). With tiger style deactivated, the penalty from power attack must revert to an AB penalty.
In other words, take the power attack penalty to your AC while you're the one making the attacks, and then take the power attack penalty to AB while you're defending. Should it be allowed? On a related note, can you simply choose to 'switch off' tiger style, or do you need to actually be replacing it?
Fairly simple question that doesn't seem to have any clear rules: if you grapple someone, do you still have a 'free hand'? Do you have to grapple them with only one hand and take a penalty on the grapple check if you want to maintain the bonus of snapping turtle or crane fighting style? How would people interpret this?
While trying to make a seriously physical-kung-fu-style battle oracle, I'm considering a full attack action that runs something like this: right hand makes one-handed weapon attacks, left hand makes a flurry of maneuvers grapple attempt (or trips), generic monk unarmed strike (legs) makes attacks (or trips) via TWF.
Combined with cleric buffs and Maneuver Mastery: Grapple (which can be even more improved per favored class), it seems like with maneuver feats I could be tripping, grappling, making a full attack with a one-handed weapon, and even making an AoO from the trip and extra weapon strikes from the grappling.
As far as I can tell this should all be legal, and it fits the concept of an ancient aikedo-and-sword martial-arts sage I'm going for, but I'm worried that people will see it as either breaking the spirit of the rules or just generally shameless power-gaming. Does it go too far?
So, Maneuver Master = "The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the Classes bonus maneuvers."
But, Oracle of Battle: Maneuver Mastery = "Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB."
If an Oracle of Battle with a single level dip in Maneuver Master uses Flurry of Maneuvers, it's junk because it's using his Monk level. But what if he is using his Maneuver Mastery? Does that make it his Oracle level instead of his Monk level like usual?
If it does work out to use his Mastery, then is an Oracle/Monk who can throw an Oracle level -2 standard action maneuver like dirty trick or overrun in front of his full attack action for free getting a little too dangerous?
It seems like there are a few ways to use a level or two of monk to good effect for a little kung-fu flavor. A few thoughts:
Any / Master of Many Styles - An easy way to not only jump into style feats quickly, but use two at once.
Eldrich Knight / Sohei - Use the sohei archetype to gain martial proficiency plus WIS to AC, flurry with a monk weapon, and possibly Crane Style.
Any / Flowing Monk - Redirection gives an immediate trip or reposition when attacked, plus a (weaker than a pure monk) chance to sicken. Unbalancing Counter is likewise going to be weak, but it's still going to force anything struck by an attack of opportunity to reflex save or be flat-footed.
Duelist / Monk - Unarmored Crane Style flurry kung-fu? Depending on how you interpret the rules regarding Duelist there could be a ton of strange kung-fu synergy.
Any thoughts, ideas, or accusations?
About Sir Gregror
Background and Appearance:
Sir Gregor come from a long line of Paladins, all he has known his whole life was training and worship. Gregor excelled at his studies both scholastic and martial. so much so that few men or women his age or even older could match him.
This type of success early on in life has led Gregor to believe that he is destined for greatness and that the goddess Imeodae is protecting and guiding him. This makes gregor brash and dangerous as he knows no fear and will throw himself into battle against great odds, often gaining the advantage through intimidating his foes with his brash actions.
Gregor is waiting for his calling, he believe that soon he will be called upon to taken on a great quest and that this will propel him into greatness and immortality through song and Scripture.
Gregor stand exactly 6ft tall. he has long brown hair , fair skin and blue eyes. He is muscled and toned with broad shoulders and a chiseled jaw, he often wears an infectious smile even while wading into battle.
Character Aspect:
sheltered and Brash Zealot of Indomitable will, yet to experience true hardship.
Character sheet:
Sir Gregor
Human paladin 5
LG Medium humanoid (human)
Init +0; Senses Perception +1
Aura courage (10 ft.)
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Defense
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AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 45 (5d10+15)
Fort +9, Ref +4, Will +7; +1 trait bonus vs. evil outsider's spells and effects
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +9 (1d8+4/19-20)
Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +5)
1st—bless, challenge evil[APG] (DC 14)
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Statistics
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Str 18, Dex 10, Con 14, Int 10, Wis 8, Cha 16
Base Atk +5; CMB +9; CMD 19
Feats Fortified Armor Training[UC], Greater Mercy[UM], Reward Of Life[UM], Shield Focus
Traits battlefield disciple, purity of faith
Skills
Acrobatics -9 (-13 to jump),
Diplomacy +11,
Heal +7 (+9 to stabilize a dying creature),
Perception +1,
Sense Motive +4,
Spellcraft +4
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 5/day (2d6), mercy (shaken)
Combat Gear scroll of communal endure elements, wand of cure light wounds;
Other Gear splint mail, heavy steel shield, longsword, 90 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Battlefield Disciple +2 on Heal checks to stabilize. Bonus is +1 when using aid another to grant ally a bonus.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Purity of Faith Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church. You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider
Reward of Life (3 HP) With each use of lay on hands, gain hit points equal to your Charisma
Shield Focus +1 Shield AC
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.