Quick question in regards to a potential gestalt character build. Can a Tatterdemalion use a bladed scarf with dancing strings to get int to hit and damage?
I have a thought of a Sahuagin angler fish equivalent. It appears to be a moderately wealth trader with few defenses crewed a family of elves (malenti) but the ship is like an iceberg in that the larger part is hidden underneath is filled with the sahuagin warriors ready to swarm and devour anything foolish enough to attack the ship. I'd have to leave the names and stats up to you as those things are not my strong point.
Feyspeaker Druid could get your player very close to the goal. It could also be used as a guide to make hunter or ranger themed versions of the concept
For short term boosts there is the effortless armor spell.
Quick thoughts. Thundercaller bard: Best thing to do with powergamers is make them stronger while being able to drop stun bombs and skill monkey as bards like to do. Also Shoanti makes for interesting roleplaying in korvosa :D Sunshadow of Sarenrae: A Sacred hunter/umbral stalker (minor clash there with a judgement our gm oked if not allowed clandestine inquisition works too) Inquisitors of Sarenrae the bring the light right into your face before they reveal it and you. (note: technically doesn't have to be either of those archetypes any inquisitor works my friend just likes animal companions and we were tickled by Sarenrae granting the darkness domain though umbral stalker) Edit: One more thing! A healer /skill monkey could also be achieved to a greater or lesser extent with an oracle psychic searcher getting some investigator skill boosts and charisma skills out where you may need them.
You could possibly make an interesting viking ice/storm warrior using an elementalist shifter Themed for ice then air as a secondary, adding elemental damage to attacks and eventually being able to turn into to towering ice giant (elemental) to crush his enemies. I think it thematically works well and is still a full bab class as well as getting a good ac in lighter armors.
No-one seems to have suggested Zen Archer Monk for a skills archer. Fairly sure there is also a ranged cavalier build or two around. Edit: more thoughts If you are set on fighter Lore Warden gives 4 skills per level at the cost of armor feats an archer is less likely to use anyway. Also consider asking your gm about using the optional background skills rules.
Minor threcromancy here but as I understand it Elemental channel lets you use a channel charge to add elemental damage to your weapon for the next 3 hits. The second ability takes your channel to do things to undead and makes it an (Insert element here) ball that detonates around the channeler for channel dice of energy damage. Probably best to make sure you can selective channel your friends out of the blast or be a shieldbearer or holy vindicator PRC to shape it in a more user friendly way.
Ok i'm fairly sure the the RAW on this makes it a flat no but not really being an expert on these things I thought I would throw it out here to the crowd. The feat wrote:
The Jistkan Magistrate wrote: Channel Element (Su): At 4th level, a Jistkan magistrate gains Elemental Channel as a bonus feat, choosing the elemental subtype that matches his blessing. He doesn’t gain the ability to harm undead with channeled energy (if he channels positive energy) or heal undead (if he channels negative energy). Instead, he can channel a blast of elemental matter and energy that buffets his targets. The Jistkan artificer’s blessing determines the damage type of this attack, as indicated by the table below. A successful Reflex save halves the damage. Now as the magistrate cannot channel positive energy to harm undead or heal them can he channel smite with fire instead?
willuwontu wrote:
Fair point I hadn't actually looked at the rules and was attempting to be glib. :D As to the main question I think I would stick with a weapon counts as the category the weapon is in on the tables which probably could lead to some excessively strong combos but that is why there is a gm running to game to deal with the problems that sometimes occur with a set rule system made by many hands.
Just a small note. You do realise to have graceful steal requires agile maneuvers and according to the text of agile maneuvers you use dexterity in place of strength. The wording of the feat is You use not you may use so any strength power house character with RAW has just destroyed his ability to do combat maneuvers well by starting the feat chain to get graceful steal.
Brom the Obnoxiously Awesome wrote:
This and power it with an army of hamster golems :D
Late to the party but the best crit fishing monster I can come up with is a kensai magus with a high crit weapon using monstrous physique 3 or 4 to become huge and then spell combat with greater bladed dash to hit everything in a 30x30 square and get a full attack at the same time. Add staggering critical and a vorpal weapon for extra bang.
shaxberd wrote: You could do this with 4 levels of Rogue if you take Minor Magic and Major Magic as Rogue Talents. This would let you cast Enlarge Person as a spell-like ability twice per day. Of course, this also requires a minimum intelligence score of 11. But I think the Rogue skills and +2d6 Sneak Attack will be more useful to you than what Cleric, Inquisitor, or Druid can offer. Or 2 levels of rogue and the extra rogue talent feat. Have you considered the theologian archetype for Cleric it limits you to 1 domain (presumably growth) but you will be able to use your slots to cast enlarge person. Another good choice could be separatist as you don't need the favoured weapon you could pick up the travel domain for extra movement and the ability to shrug of difficult terrain or another domain with an ability you think is good.
If your Gm allows it there is a fighter archetype Dirty Fighter that would seem to suit this perfectly although RAW you would have to play an orc.
Victor Zajic wrote:
I think you may have the wrong end of the stick about switch hitting the idea, as I understand it, is you only use ranged weapons until melee happens. It that's the case (and I'm not being more stupid than usual) precise shot should not be needed as you should be in melee not firing at it.
As a switch hitter the most likely archery feats would be point blank shot and rapid shot so considering you are using core only I would go Lvl 1 Power Attack, Quick draw (lets you swop between weapons better)
Deadly aim would be a viable alternative to rapid shot depending on how you want to play it but I think -2 for +4 damage isn't as good as - 2 for an extra attack.
Flavor wise have you considered linking paladins to Valkyries instead of gods? As you don't have clerics servants of specific gods seems to be somewhat against your theme and the abilities match up quite well. Ability wise if you have not rebalanced the other classes and there are not that many big supernatural enemies paladins should be fine as is.
We really need more info before anyone can make specific suggestions. What classes are allowed and how have you changed them?
There are probably many more important questions but today I'm too stupid to think of them so these will have to do for a start.
The main problem with zen archer monk is it makes the build more MAD as I would then need lots of wisdom on top of the strength and intelligence (needed for the prestige class) though at least I could have less dexterity. It also would require 7 levels for the +5 bab needed and sadly the most important part for me move away from my heavy armor archer idea. I was wondering with the new rules on SLAs would the last 4 character levels be well served as arcane archer for the arrow enhancements or am I better off with fighter or ranger levels?
XMorsX wrote:
That is a really interesting build and I will likely steal large chunks of it for one of my other projects which is a stalwart defender archer. :) The appeal of Zen archer to me is a small boost when I can't wear my armor, some very nice skill boosts, and the cluster of bonus feats I can pick up not to mention the unarmed strikes means I can't get caught with no melee weapon.
Dal Selpher wrote:
The composite bow is +0 str at level 1 so its 100gp atm I've factored in deadly aim which is where the +2 damage comes from. --------------
Dal Selpher wrote:
Considering the mythic tiers also add hit points Toughness is not a feat I had considered thanks for the suggestion. Fort saves get boosted by both classes and the prestige class too so I'm not so worried about them atm. ... at least I wasn't but I'm getting a feeling from the amount of folks suggesting it that I should.
I'll have to have a word with my gm and see if I can do a slight rebuild for the con I'm fairly sure he'll be ok with it. As to ranger its too late to start as one although I'm not totally against the idea of picking up a level of it after the monk levels to kick start the favoured enemies I get from lantern bearer. I will strongly consider the snap shot feats but hopefully as all 3 of my companions are melee range I'm hoping to stay out of close range. If anyone can suggest a better feat at 3rd than weapon finesse either for archery or just something interesting that would be great.
Faiths of Purity adds Intense Artist for those who worship Shelyn. The faction guide has Savant I hope these help.
We've only done the first session so far but I know next to nothing about the mythic rules or archery based characters so I am hoping to get some assistance for you fine people. :) What I have so far is
Andrion Kale:
Andrion Kale
Lg Half Elf male Fighter for Wrath of the Righteous At a young age Andrion was caught up in a dark cult's ritual to summon demonic aid, he remembers very little of the event in the waking world but his dreams are a different story. His first actual memories are of the young band of neophyte pathfinders that rescued him and thier lodge which took in the young orphan and trained him. Stats 25 point buy Str 14 (5 points)
Hp 10
Racial
Feats
Traits
Skills
Zen Archer 1 Lvl 2
Zen Archer 2 Lvl 3
Fighter 2 Lvl 4 +1 dex
Fighter 3 Lvl 5
Fighter 4 Lvl 6
Lantern Bearer 1 Lvl 7
I intend to use the Mythic abilities to wear full plate armor with no dexterity limits but other than that I have no real idea what would be good choices either for vanilla feats and abilities or mythic ones. So any thoughts or ideas that could help would be greatly appreciated.
Last try as a suggestion :) Concept: A nearing middle age dwarf who travelled the world and seen a lot of things. Dwarf (age 100+) Ranger 1 Urban Barbarian 1 Str 15
Skills 7/ranger level 5/barbarian level Diplomacy 2 (+6)
Feats
Traits
I know you were against dipping but the dip here is for ranger 3, favoured terrain and free endurance feat to qualify him for the horizon walker prestige class. Hopefully this fits the bill for what you are after. :)
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