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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?
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.
I'm curious if you were the gm of a game and a player asked if he could change the race in the Scion of humanity alternate racial feature to lets say elf would you allow it bearing in mind that the Blood of Angels book does say that other racial Aasimar are allowed even to the point of changing your size to suit?
I know the Samsaran mystic past life ability has been done to death but i am curious to see if anyone has found interesting new uses for it. Personally i have just come up with the idea of a Nimrathi Ranger 1/Druid with the shapeshifting hunter feat and instant enemy as a 3rd level druid spell netting him by 7th level the ability to treat any enemy as a favored one at +4 with a swift action spell.
I have been playing around with a reach weapon wielding fighter/cleric with the growth domain and whirlwind attack and found myself wondering if a can hit everyone with the normal 10' reach then swift action enlarge to get those at 15-20? On a related note can you use quickdraw to hit everyone withing 5' of you then swop to a reach weapon as a free action to continue the attack? (I'm thinking no on this one as you are attacking with a new weapon not continuing a single attack.)
I was reading tthe mooncaller druid and found myself wondering about the wording of
The SRD site wrote:
So if i am reading this correctly a human would gain low light vision, and elf would get darkvision 30 and a half orc would gain low light vision and darkvision 90. My reasoning is due to the full stops which in my (admittedly somewhat addled) mind makes them seperate.
A thread i was reading suggested that an amulet of mighty fists bane against a common foe would be useful and that got me thinking at 4k a pop surely several of these are a good idea. There are 13 categories to bane although humanoid is split into so many it probably isn't worth it and outsider is in most situations going to be covered by the evil subtype so lets call it 12 at 4k each we are talking 48k to get +2 to hit and +2d6+2 damage vs almost every opponent in the game with the slightly amusing image of Benny from the mummy and his religious amulets (there is no rule saying you cannot wear all of them only 1 can funtion at a time).
First of all appologies for yet annother dervish dancing character build but i've been messing around with a dervish dancer tank idea and this is what i have so far. The basic idea is to combine Stalwart with crane style on a dex build barbarian to see how viable he would be with a rather cheesy Dawnflower Dervish dip to get Dervish dance early and without wasting a feat on weapon finess.
Stalwart Dervish: Any thoughts or suggestions would be great. Human 20 point buy favored class barbarian (+1/3 superstitious bonus)
11 Str 1 points 20 Dex 7 points +2 race +1 level 4 +2 belt 14 Con 5 points 13 Int 3 points 12 Wis 2 points 12 Cha 2 points 1st Dawnflower Dervish Bard 1: Feats: Dervish Dance, Endurance, Die Hard
10,500
HP 45
Melee Fighting Defensive +1 Scimitar +8 1d6+6 (+10/+8 rage or dance [+12/+10 both]) Traits Maestro of the Society Magical Knack Bard Skills Perception 5 (+9), Perform Dance 5 (8), Acrobatics 5 (13) 15 skill points to spend Abilities Perform 8/day (+2 to hit and damage), 10 rounds of controlled rage/day (+4 dex = +2 ac +2 to hit +2 to damage), Crowd Control (+1 to hit and ac if adjacent to 2+ enemies), Invulnerability (DR 1/- for every 2 barbarian levels double vs non lethal), Superstitious rage power (+3 to saves vs magic while raging) Extreme Endurance (Choose hot or cold depending on game) Spells Currently thinking Cure light wounds and Feather Step but open to suggestions also considering adding the animal speaker template for a free summon nature's ally 1 spell.
I'm considering a dirty fighter build and find myself wondering if i use a whip and whirlwind attack can i use a dirty trick combat manuver to blind everyone in a 15' radius? I am aware that dirty tricks are normally a standard action but at 9th level the dirty fighter archetype can make them as attacks.
Ok i was just thinking about posting on the best pfs builds thread in advice and was thinking about the unarmed fighter when it occured to me if you can ignore the prerequisites for a style feat does that mean you can jump straight to crane wing without taking crane style as they are both style feats?
Specifically a level 9 Dirty Fighter gets the ability to use dirty trick as a normal attack so can he AoO with it and if so does the ability to blind as an AoO make him an impressive "Tank"?
A friend of mine was looking at this class in hopes that a viable armored wizard was now and option and this class on the surface looked perfect. However upon a closer look at the rules Arcane Armor Expertise at level 5 changes the action to use Arcane Armor Training to an immediate action which sounds great untill you look at those rules
The PFSRD wrote:
So unless i'm reading this wrong doesn't the ability change your swift action into your swift action?
I've been working on a barbarian/cleric concept and i began to wonder does the anger inquisition's rage ability stack with the rage domain? For instance assume a level 2 barbarian level 8 cleric with the above domains witht the following stats Str 19 (16 +2 race +1 level 8
He would have the following rage per level?
The same question for the effective barbarian level for rage too so would rage level be
I assume your maximum effective barbarian level would be equal to your hit die if not then that would be interesting
I rather like the dimensional agility feat chain and love Dimensional Dervish and Dimesional Savant so i thought i'd try and figure out what classes can get the feats and when. For the sake of simplicity i am being very strick on the qualifications so you must be able to cast dimension door as a spell or spell like ability or have the Abundant step class feature abilities that act as dimesion door such as the shadow dancers shadow jump may count but i'm working on the assumption they don't. The numbers show the feats in order and the level needed to qualify so Dimensional Agility/Dimensional Assault/Dimensional Dervish/Dimensional savant or manuvers Class
Fetchling Level 11/13/15/19 Must have the shadow walker feat. * Special: any class can qualify with 3 levels of the Horizon Walker Prestige Class and Astral Mastery
So with no trickery the first classes that qualify are the Summoner and the Travel Domained Cleric and Druid The sorcerer, witch and wizard can gain the higher level feats faster if they take a better bab progression class such as Eldrich Knight so assuming minimum level for dimension door + 1 fighter and Eldrich Knight they change as follows Sorcerer 8 /Fighter 1/ EK = 9/11/13/15
I may have missed a few tricks here (or messed it up entirely) and ask you the loving paizo message board lurkers to point out my faults and mistakes :P (seriously any suggestions ect. are welcome as are cools stories about how dimesion door tricks worked for your characters or in your games :D) I hope to post some builds using the feats here later and welcome other peoples too. Edit: deleting the Samsaran trick as it doesn't work :D
I was messing around with magus builds and come up with a “Flash” fighter (anime fans may know what this means :D) The concept is to use Bladed Dash or preferably Greater Bladed Dash with spell combat to move into the enemy ranks then attack using Dimensional Dervish and finish up back behind the loving protection of the party tank. The problem i run into is the following Spell Combat wrote: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.And Dimensional Dervish wrote:
So my question is while you are taking a full round action with Spell Combat that lets you take a full attack does it qualify as one for Dimensional dervish?
I have not got time to flesh this out atm but the idea was stuck in my head and festering so i thought i'd stick it in your heads instead and cringe at what is made from it. Spoiler:
Samsaran Kensai Magus 13 20 point build Str 16 (+1 lvl 4, 8)
Race Mystic Past Life (add lvl 1 Mage armor, lvl 2 Haste, lvl 3 Dimention Door, Stone Skin, and lvl 5 Greater Teleport from the summoner list)
The concept is use Spell Combat to cast Greater Bladed Dash and attack everyone in a 30ft line then swift action Dimensional Dervish (with haste and other buffs active of course) to full attack and retreat back behind the party tank. Hopefully crippleing many of them with staggering critical.
I'm fairly certain at higher levels this is still possible without the Samsaran Gorganzola clinging to it but i wanted to overdo it as much as possible.
I've been playing around with the idea of a Paladin of Ragathiel that due to failing to save his family from evil tends to lose it in combat. I first of all considered Sacred Servant with the rage domain or anger inquisition but neither of these seemed right and barbarian was not an option do to the non lawful problem so this is what i came up with. Rageadin: Dual Talented Human Wild Stalker 5 Oath of Vengance Paladin 5 Str 19 +2race(+1 lvl 4,8,)
Fort 13
Progression
So at Level 10 a Raging attack goes like this working under the assumption that i can add bonuses to the spirit totem attacks (contested issue i know but the only barbarian i've seen in a game was allowed it,)
Smiting w Lead Blades +19/+11 for 2d8 +23 and +14 1d4+17 Obviously this is without gear other than his nodatchi :)
Due to an unfortunate case of fast zombie troll i find myself in need of a new character for Serpent Skull and decided to try my hand a Kensai. I have 2 slightly different builds in mind with very different motivations but i'll focus on the one most likely to be allowed. (The other starts with a dawnflower dervish dip and involves a gap year gone badly wrong.) N'tumbi:
Human Kensai 5 Ac 24 (+4 Armor, +5 Dex, +4 Int, +1 Nat,) to 19, ff 15 Str 1 11 11
Pool 8 Lvl 1 Weapon Finess, Weapon Focus, Exotic Weapon Wakizashi, Extra Arcane Pool
+1 Agile Wakizashi 04335gp (+10 or +8/+8 1d6+6 (can add keen + 1d6 elemental))
I'm looking for insight and suggestions mostly on finding a more appropirate "native" weapon is doesn't have to be totally optimal but it does need to be finessable. Any other interesting ideas and thoughts are welcome although please don't push strength magus i know they are technically better i just fancy a dex build as my last character was a strength inquisitor.
My group was gaming tonight and my inquisitor of Achaekek bought the farm in part 2 of serpent skull Like this: so we got to speculating about a new character and looking through the weapons i noticed that the scorpian whip is light but the whip is 1 handed.
Fast zombie trolls are not a toy :P This lead to what is either a really stupid or kinda scary idea of using a 2 handed whip which for laughs (i don't really wanna play it) i stated up so i thought i'd throw it up here for everyone else to look at. Half Elf
10 18 +2 race
Lvl 1
Lvl 2
Lvl 3
Lvl 4 +1 con
Lvl 5
+1 whip for 23??
So he gets 15' reach on attacks and 10' for AoO of which he gets 3.
As an experiment i thought i'd throw together an archery based bard and run it though a few levels Dawnflower Archer 1st level:
Human Bard (Dawnflower Dervish) 1 ==================================================================== Init: +6; Perception: +4 Hp: 10 (+1 con, +1 favored) AC: 17, touch: 14, flat: 13 (+3 armor, +4 dex) Fort: +1, Ref: +6, Wil: +2, ==================================================================== Speed: 30 ft. Melee Scimitar +4 (1d6+4/18-20x2) Ranged Short Bow +4 (1d6/x3) Special Attack: Performance Battle dance (Gain +2 to hit and damage), Countersong (+2) Distraction (+6) Fascinate(dc 12), 9 rounds/day Spells Caster Level 1st Concentration +3 Lvl 0 (-) Detect Magic, Prestidigitation, Mage Hand, Read Magic Lvl 1 (2) Cure Light Wounds, Feather Step ==================================================================== Str 14, Dex 18, Con 12, Int 08, Wis 10, Cha 14 BAB +0, CMB +2, CMD 16 Traits: Reactionary, Maestro of the Society Feats: Point Blank Shot, Precise Shot Skills: (7) Perform (Dance), 1 Perform (Oratory), Perception 1, Acrobatics 1, Spellcraft 1, Linguistics 1, Intimidate 1 Gear: Studded Leather Armor, Short Bow, Scimitar, 40 Cold Iron Arrows 31 gold for other items Obviously atm a much better melee fighter than ranged hopefully that will change
Dawnflower Archer 2nd level:
Human Bard (Dawnflower Dervish) 1 Fighter (Lore Warden) 1 ==================================================================== Init: +6; Perception: +5 Hp: 15 (1d8+1d10+2) AC: 18, touch: 14, flat: 14 (+4 armor, +4 dex) Fort: +3, Ref: +6, Wil: +2, ==================================================================== Speed: 30 ft. Melee Scimitar +5 (1d6+4/18-20x2) Ranged Mw Long Comp Bow (+2 Mighty) +6 (1d8+2/x3) or +4/+4(1d8+2/x3) Special Attack: Performance Battle dance (Gain +2 to hit and damage) Countersong (+2) Distraction (+7) Fascinate(dc 12), 9 rounds/day Spells Caster Level 1st Concentration +3 Lvl 0 (-) Detect Magic, Prestidigitation, Mage Hand, Read Magic Lvl 1 (2) Cure Light Wounds, Feather Step ==================================================================== Str 14, Dex 18, Con 12, Int 08, Wis 10, Cha 14 BAB +1, CMB +3, CMD 17 Traits: Reactionary, Maestro of the Society Feats: Point Blank Shot, Precise Shot, Rapid Shot Skills: (11) Perform (Dance) 2, Perform (Oratory) 2, Perception 1, Acrobatics 1, Spellcraft 2, Linguistics 2, Intimidate 1 Gear: Chain Shirt, Mw Long Comp Bow (+2 Mighty), Scimitar, 40 Cold Iron Arrows 4x scrolls clw 181 gold for other items Now he is looking a bit more archerish i took lore warden for the extra skills due to the low probability of needing the heavier armor profs
Dawnflower Archer 3rd level:
Human Bard (Dawnflower Dervish) 2 Fighter (Lore Warden) 1 ==================================================================== Init: +6; Perception: +6 Hp: 21 (2d8+1d10+3) AC: 18, touch: 14, flat: 14 (+4 armor, +4 dex) Fort: +3, Ref: +7, Wil: +3, ==================================================================== Speed: 30 ft. Melee Scimitar +6 (1d6+5/18-20x2) Ranged +1 Long Comp Bow (+2 Mighty) +7 (1d8+4/x3) or +5/+5(1d8+4/x3) Special Abilities: Bardic Performance; Battle dance (Gain +2 to hit and damage), Countersong (+2) Distraction (+8) Fascinate(dc 13), 11 rounds/day, Versitile Perfomance (Oratory), Well Versed Spells Caster Level 2nd Concentration +4 Lvl 0 (-) Detect Magic, Prestidigitation, Mage Hand, Read Magic, Mending Lvl 1 (3) Cure Light Wounds, Feather Step, Abundant Ammunition ==================================================================== Str 14, Dex 18, Con 12, Int 08, Wis 10, Cha 14 BAB +2, CMB +4, CMD 18 Traits: Reactionary, Maestro of the Society Feats: Point Blank Shot, Precise Shot, Rapid Shot, Arcane Strike Skills: (18) Perform (Dance) 3, Perform (Oratory) 3, Perception 2, Acrobatics 3, Spellcraft 3, Linguistics 2, Intimidate 3 Gear: Chain Shirt, +1 Long Comp Bow (+2 Mighty), Scimitar, 40 Cold Iron Arrows 4x scrolls clw 181 gold for other items Not too much different slightly better at archery. I took arcane strike as i am not using swifts for a while and no penalty to hit and having abundant ammo in my spell list seems the right thing to do combat is much as before
4th doesn't really change much so i'll skip it so next is Dawnflower Archer 5th level:
Human Bard (Dawnflower Dervish) 4 Fighter (Lore Warden) 1 ==================================================================== Init: +6; Perception: +8 Hp: 32 (4d8+1d10+5) AC: 20, touch: 15, flat: 15 (+5 armor, +5 dex) Fort: +4, Ref: +9, Wil: +4, ==================================================================== Speed: 30 ft. Melee Mw Scimitar +10 (1d6+5/18-20x2) Ranged +1 Long Comp Bow (+2 Mighty) +8 (1d8+8/x3) or +6/+6(1d8+8/x3) Special Abilities: Bardic Performance; Battle dance (Gain +2 to hit and damage), Countersong (+2) Distraction (+10) Fascinate(dc 14), 15 rounds/day, Versitile Perfomance (Oratory), Well Versed Spells Caster Level 4th Concentration +6 Lvl 0 (-) Detect Magic, Prestidigitation, Mage Hand, Read Magic, Mending, Lvl 1 (3) Cure Light Wounds, Feather Step, Abundant Ammunition, Vanish, Lvl 2 (2) Allegro, Don't care probably CMW, ==================================================================== Str 14, Dex 19(21), Con 12, Int 08, Wis 10, Cha 14 BAB +4, CMB +6, CMD 21 Traits: Reactionary, Maestro of the Society Feats: Point Blank Shot, Precise Shot, Rapid Shot, Arcane Strike, Deadly Aim, Skills: (32) Perform (Dance) 5, Perform (Oratory) 5, Perception 5, Acrobatics 5, Spellcraft 5, Linguistics 2, Intimidate 5 Gear: +1 Mithril Chain Shirt, +1 Long Comp Bow (+2 Mighty), Mw Scimitar, Belt of Increidable Dex +2 20 Cold Iron Arrows, 10 Blunt Cold Iron Arrows, 10 Silver Arrows 4x scrolls clw 215 gold for other items Now he is looking like a good archery character probably not optimal but good none the less and can also function in melee if needed.
Melee
Looking forward to the next few levels
Feel free to critique, advise, poke fun at, post alternate builds, and/or flame as needed! :P
I attempted what i thought was an inovative tactic in a game this weekend and i'm curious to see how others would have ruled on it. Please note i have no intention on chalanging the ruling made i just wonder how others would handle it. To the point! We were in a temple complex and fighting a darkstalker with a level 4 party (rolled stats average about 30 points i think) my character attempted to defeat it's deeper darkness ability by going outside and reflecting sunlight down the straight corridor into it's are using a small steel mirror and an enlarge person spell the dm ruled it didn't work. (I also looked into using a silent image of a mirror but figments can't have real effects so that was quite rightly ruled as a no) Personally as a dm if a player of mine had tried it i would allow the mirror to have worked due to0
If you are interested we did eventually beat it by lucky rolls and the slightly too good stone call spell from the apg.
I don't know about you folks but nothing depresses me quite so much as the lack of skill points which certain classes suffer. So I'm working on a concept to remove the number of skills gained from the classes and intelligence stat and give a static number. My current thinking is everyone would get 6 skill points per level and certain classes would gain an automatic rank in a skill if it is essential to the class so far i have Alchemist - Craft Alchemy
I'm curious as to what everyone else thinks and if anyone thinks I've missed something (I'm ignoring the play tests for now). I also intend to make some skills universal, things like climbing and swimming so any suggestions for those would be good too. :)
Just had an idea that i don't have the time to attempt so i thought i would throw it out here for others to consider. How about converting Kingmakes to a large inland sea and doing it as a swashbucklery game with many islands? I've not read much about it in the (probably vain) hopes of one day playing it but the idea of an aquatic version of it appealed to me.
I've been playing around with druid builds and came up with this somewhat ammusing monster of a druid. As far as i can tell it's allowed by the rules but there are people here that understand these things far better than me. I've not bothered with skills and such as those are fine (apart from one on my companion which may or may not be allowed) Half Orc Druid Level 6 25 point build:
Str: 18 (10pts) +2 race
Hp 47
Feats
Dragonhide Breastplate 700gp
1540gp left Wildshape to Large Gorilla:
Str: 22
Ac 21, +5 armor, +2 dex, +4 nat, +1 ring, -1 size Carried by the Ape untill needed
Ape Compainion:
Str: 13` 23 +2 druid +8 large
Hp 45
Skills
Feats
+1 Large Chain Shirt 1500gp
Some of my choices may seem odd like the armor for the wild shape but i chose it so if needed i can be ready for combat in 2 rounds (standard to wild shape move pick up armor in round 1, move to don armor and move to pick up/draw axe in round 2).
I was looking at the ranger options and noticed there was no mobility option for their bonus feats so i thought i would work on one of my own as a suggestion. So far i have; Level 2 (need 4 of these sure there are more choices though)
Level 6 (2 here)
Level 10 (2 here too)
Obviously there are too many here and some i probably missed so i would like suggestions and thoughts please. :) I'm also considering a Gallant ranger archetype to try and build a swashbuckler with some decent skill points so thoughts on that would also be good
Is it me or does the the Call Celestial Ally ability give these paladins an overwhelming ability? If i read this right you are basicly getting a leadership feat level cohort with exceptional abilities for free. (at lvl 8 you can have you very own hound archon "pet"). Obviously most DM's will make sure this is not as abusive as it seems but if i read the spell right you could use it to call a level 6 Aasimar of whatever class you would like as it's lesser version.
Having just finished a fun packed first session of Serpent's Skull and contemplating the idea of party roles i had the idea of reward traits. These would be traits like the campaign traits used to further the plot and/or fill role gaps based on character actions but judged by the GM. Such as a character unexpectedly thrust in a leadership role could earn a trait based on that concept ect. Obviously they would only be awarded occasionally but seem to me a better reward for out of the box thinking or good roleplaying than a few more xp or another minor trinket. I'd like to "hear" other peoples suggestions and thoughts on this idea.
This is mostly a curiosity on my part but i am interested in at what point people consider common sense stops and metagaming starts? For example in this the (hopefully :)) real world there are many old sayings and rhymes to teach us of common hazards some of which are truer than others. So how would you see this in a fantasy world setting would children or more pertinently training adventurers be taught similar stories and songs that warn them to burn a troll or club a skeleton?
After much debate i see that the hand of the apprentice ability has (rightfully so) gotten removed. However this ability has yet to truely leave us as the magic domain has much the same ability only in the hands for the cleric i am hoping this was mearly an oversight on the part of the developers but i supose we will have to wait and see.
There have been a few topics that included the idea of racial feats so i would like to propose that those who are interested in this actually suggest ideas for them (so as not to make the designers do all the hard work :D). Personally i like the idea of using racial feat chains and my first suggestion would be to enable these races to partially or totally mimic the racial prestige classes for example. Arcane Archer:
Similar could be done with a dwarven defender and any other (can't think of any ogl ones) racial classes as well as creating new ones to fit the other roles such races normally fill. |