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I'm making a Tetori Monk that takes the "predator vs prey" ideal to a monastic level. He's an ambush predator and that's his favored style of combat. Lizardfolk Tetori Monk 5
1 Improved Unarmed Strike, Improved Grapple, Bushwhack
I've noticed other feats and styles as well, like Feral Combat Training, Charging Stag Style, and Dragon Style too. I'm really interested in focusing on this ambush predator idea. Any advice would be greatly appreciated.
I'm making a Half-Orc Gloomblade, and I'd like to utilize the Spiked Chain as my preferred weapon. My only problem is a RAW legality on Chain Mastery and Dance of Chains. Does my character need EWP (Spiked Chain) if she's already proficient with Spiked Chains? I need some clarification on this, because my speculation is that EWP isn't something classes normally grant, which creates the need for EWP as a prereq for Chain Mastery and Dance of Chains.
I'm playing a lvl 7 Halfling Pei Zin Practitioner with the Succor Mystery and Powerless Prophecy Curse. I'm struggling between two options. Pitiful Foe, or Shell of Succor. I've also discovered about a feat called Harrying Partners which lets Aid Another bonuses last the round, as opposed to the next attack roll, or to AC against the next attack. I figure I can take an Extra Revelation at 9th to pick up Teamwork Mastery and gain Harrying Partners, but I'm not sure if I should be offensive or defensive with my 7th level revelation. What would y'all recommend?
I've got an Unchained Monk I'm finishing off, and I just recently found out about this Wanderer Archetype for the Monk. Can it be applied to an Unchained Monk? I'm asking because at 7th level, the archetype replaces Wholeness of Body with Wanderer's Wisdom, and at 13th it replaces Diamond Soul with Free Step.
Made an Unchained monk last week, had to get it ready for the next session and I was so frustrated with building it that I forgot to put a driving effort behind her. So I came up with a basic backstory for my character which explains her origin and how she became a Monk. She's a Vudrani woman, born in Absalom. Her parents are traveling traders, so she got to see the world as a child and wound up splitting paths with her family to become a monk after months of soul-searching. She came upon a small temple that was in desperate need of refurbishing and met an old hermit who offered to teach her to become a Warrior Monk. She was hesitant at first, but stayed to help fix up the temple while he taught her the Way of the Blink Dog. After the temple received its much deserved tlc, the hermit sent her on her way as a Monk-Errant to reflect on the lessons he taught her and chase out evil where ever it might hide. That's about as far as I got. I'm just trying to create a set of precepts for her. After studying Shaolin and its precepts for Warrior Monks, I'm looking for a way to alter them to reflect Ragathiel's Paladin code. Ragathiel is known to employ aasimar, paladins, blink dogs, and kirin as his most common servants. Now while she's not an active worshiper of Ragathiel, her training encourages her to take on the mannerisms of Blink Dogs. That's where an altered set of Precepts is needed. I'm looking for opinions on this. 1- I observe the precept of abstaining from bringing harm to the undeserving.
Do you think anything should be added, or altered?
So I'm making an unchained monk for an upcoming session; I'm still looking into a vague Code of Conduct, but I'm struggling between Jabbing Style and Pummeling Style, though the idea may be irrelevant later on. Theory; I am facing a Wizard 30 feet up in the air and I'm using Pummeling Style. I use Abundant Step to charge via Dimensional Assault and strike the wizard with a flurry of blows as per Pummeling Charge. Does this work, RAW? My goal is to abuse my Abundant Step to close ranks and disable casters. Pummeling Style; Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess. Pummeling Charge; You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target. Dimensional Assault; As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge. My big question involves these three. Does Dimensional Assault count as a charge for Pummeling Charge?
I found the Highlord class while looking through all the Psionics that Dreamscarred Press has to offer. I really like the class, and I'm making a Half-Giant Sovereign who set out to build a lasting legacy. So far; this is my build. Half-Giant Highlord 4 (Tenets of Dominance)
Feats;
I can go into more detail, if required, but this is the basics of my build I'm working on. I want to focus on abusing conscription, converting enemies to my cause and putting an end to any who would challenge me. I'm looking into any advice or recommendations on stats, considering I've never actually built a character like this before.
I'm currently playing a lvl 3 UnMonk focusing on the Jabbing style, but I'm thinking of later down the line when I have more "Freedom of Movement". I'll go over this with my GM soon, but I'm looking into the RAW about this. At what point in the Dimensional feats, would I be able to combine Abundant Step and Flying Kick, or other Style Strikes?
I'm attempting to give my support character a superfluous bite attack with the grab special. I have a few ideas on how to get it, but no solid wording on if it's possible. First idea; Fleshwarping. Second; Ask GM if I can have it as a racial trait. Third; Find an item that grants that ability. This idea stems from a Cult within Cheliax, that is part of a character background. Basically the Cult aspire to be like Cthulhu and thus some alter their bodies to reflect his likeness. I'd like to ask if anyone else has delved into fleshwarping and could help me estimate a cost, or any other ways to procure that ability in question.
So as I'm reading this feat, I'm pretty impressed by what it lets you do. So my question is; Does this feat allow you to grab greater maneuver feats, without having to get the improved versions? The highlighted section is what I'm scrutinizing. Dirty Fighting;
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
So I've been trying to think of a way to add an Elan PC into a PF campaign, and I came up with a way, but I'm not sure how it pans out. Advice is welcome. There's no real knowledge as to how Elans came about, nobody really knows the exact details, or events, except that some are chosen, and changed into Elans through some unknown process. So I thought I'd make it my character's background considering that Pathfinder Campaigns don't have Psionics in their campaigns. Cut to Hell's Vengeance; The character's family is Chelish Nobility. The father a minor part of the slave trade within the Chelaxian Empire, who sought to utilize mutable methods and turn useless trash into something outstanding. He studied fleshwarping and it's effects on physical, attempting to vary it and manipulate the mind as well. His goal is to provide slaves tailored to the buyer's desires. A fully capable body, and a highly malleable mind, keyed to the owner. I digress, though, as his attempts to bolster and mould the minds of slaves lead to further study in a discovery of 'magic' without an arcane or divine source. Imagine, if you will, a bodyguard capable of disarming and crippling an assailant with only a thought, yet completely submissive to the will of the owner. He ran out of slaves, and because he had several children, tried a refined method with his youngest daughter. The process stripped away every bit of her essence except for the most resilient traces of Azlanti blood. What rose from the experiment was, in all senses a Pure-Blood Azlanti, and yet clearly an aberration. So the idea is that Elans are an attempt at creating functionally versatile slaves through refined experimentation with fleshwarping, and their origins hold within Cheliax. What do you guys think?
My party is nearing the beginning of the fourth chapter in the Carrion Crown campaign, and I'm curious if there's something wrong with our character wealth. I'm playing a Ratfolk Investigator and I damn-near sniff out every inch of every place we've encountered thus far. I've calculated my character's equipment and items, and I've got about... 9000g of personal wealth, not counting expendables that've been used. I've got a +1 Mithral Rapier, Rapier, Bloodstained Handaxe, mw silver dagger, mithral shirt, buckler, cure light & cure mod potion (one each), a formula alembic, and a handy haversack. That's about it. And I'm pretty sure the rest of the party does as well. Now I checked the GMG and, if I'm reading it right, each of us should have roughly 33,000g in gear. Rationing that out with the rule of thumb that no item should be more than half that, I'd say we're missing quite a bit of hidden fortune. Is there some secret stash that the whole party is missed, or am I just paranoid and Carrion Crown is a seriously low-treasure campaign?
I'm making a Vitalist, and I'm planning on buying/making ioun stones and implanting them. I have a few questions on this subject because things don't always go as planned. A few of these are most-likely going to be directed to my GM, but I'm going to ask them here anyways. 1- Can I make ioun stones with psionic powers?
I'm interested in technical ruling, because some of the ioun stones say "stacks" and I feel that's redundant if you can increase the powers of individual ioun stones.
I'm looking for an elaborate list of laws known in Cheliax, because I'm going to play a NE 3pp character that buys/kidnaps/enslaves on the rare occasion, but only for a specific reason. She's a sadist and an off-brand manipulator, who gets off on torturing her prey, very slowly, when she's got the opportunity to do so, but I'm in doubt that we'll have time considering the group's preference on pacing. I want to say that my character has preference towards younger subjects, because of how easily they succumb to fear, like Pennywise without the makeup. The character in question is described to be Elan and a former Azlanti, or a clone, yet to be decided. Elan creation is relatively unknown, and left to speculation. She'll have pure Azlanti features, Deep red hair, and pale white skin, which would benefit her only so much. Blah, blah, blah. I'm looking for the laws of Cheliax to help build my character so I don't go around doing something that would draw a lot of attention outside what the campaign provides. The character tortures, kills, and eats peasants/slaves, preferably children, anything that she can legally get away with. Would anyone happen to have a list?
So I saw this guy while watching a playthrough of Dark Souls 2.
It made me curious if someone has already attempted this, or if there's a way to do this with two tower-shields, or a single tower-shield made for this purpose. It's incredibly intimidating, and even more so when he's swinging those shields around like a pair of greatswords. Obviously I'd play a bit more aggressively, but having this as an NPC would be an interesting situation to deal with. What do y'all think?
I've been wanting to create a Necromancer for a long time, and it's been a shtick that all Necromancers are evil. So I've come up with an idea for a Metacreative Psion that creates ectoplasmic facsimiles of skeletons, zombies, etc... with the Astral Construct power. Now I doubt I'll be able to make an epic-scale army, but after leveling enough, I could fall into Thrallherd and build an army of believers that excel in theatrics, and construction. I'm not actually a bad guy, and I do it all for appearance. In a pinch I can conjure up constructs that appear as I need them, spreading fear in my wake. #BFCFTW. Like a moving house of horrors, I travel to give people a fright for fun and make coin from it. I could literally design adventures for common folk to be 'heroes' for a bit. Something to brighten their world-weary lives. Do you guys think it could work? I would definitely build the character for BFC, but have this in mind for the build as well. So I don't want to tank Charisma, use Int for Craft (Sculptures), and round out my Wis, Dex, and Con, for reasonable saves. Str is my dump stat 100%
I'm going straight to my friend after I post this, but I need to get this tangle of information out of my head and organize it. My original character was a level 17 Alchemist with the Smoking Eye template. He became the Lord of Occipitus in the Shackled City campaign, and I would like to continue his story into godhood. The party failed Cauldron, and it lies in a ruin of volcanic ash, fractured earth, and lava. Now; My GM has a homebrew world that's disconnected with the gods. Some BBEG destroyed the bridge between other planes so that evil could take over the world. I imagine the BBEG succeeded, but I want to help bring light back to that world. My friend even has a painting that bridges his world to the Shackled City campaign to bring potential heroes to restore the 'light'. My plan is for my character to sacrifice everything he is and has, including all life on Occipitus, to create a duplicate called Ambrosia, sealed within a crystal orb. He is to go through the painting with Ambrosia, bringing a powerful fount of divine energy, to a place devoid of interference from outside planes. So he'll basically start over as a lvl 1 character with a crystal orb containing a piece of eden that might turn the tide against the evils in his world. What do you guys think? Should I change anything, fix up some ideas? What class path should I try for? I'm guessing something divine and charismatic, but I'm not sure what path I should choose.
So I ran into an idea on Imgur, and now I want to see if I can make this work. Would anyone be willing to help? I'm interested in making a stick that deals positive energy as 'damage', healing the living and harming the undead. The only catch is that the player using it must violently beat the target with the stick in order for it to work properly. Could it be a use-activated wondrous item with unlimited uses, charges per day, or would this fall under another category of item creation? How much would it cost, given the variables? GIVE ME YOUR OPINION. Addendum; If possible, the item should be Wondrous, acting as Cure mod 10/day, or Cure Crit 5/day, and it is cursed, preventing the targets from willingly receiving it's healing, if being cursed reduces its overall cost. Or at least that's what I've got in my head.
Came up with an idea for a Tiefling Arcanist.
The premise is that she's studying into artifacts that could effectively reverse this her condition, but her primary course of study involves conjuration and battlefield control. As for stats, I imagine this might work;
Though I'm still deciding on if I should go with School Savant, or attempt a vanilla arcanist. Whatdo you guys think?
I was reading up on the ability and this is what I'm curious about;
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. What's the definition of armor in this situation? Is it anything that grants an armor bonus, or is made with the intent to be used as armor? If so, would that mean that Bracers of Armor nullifies the AC Bonus? It's a stupid question, but I'm trying not to ruin the fun for a party member who plays a 'versatile' War Priest.
So, the title may be misleading, but I've got some questions about Extracts. If anyone else has questions feel free to ask as well, because I may not have run into those situations yet. 1- What are Extracts classified as?
More questions will be asked, based on the answers received.
Making a monk for fun, and I noticed certain feat chain that compliment Abundant Step. The Dimensional Feat chain. Would it be feasible to make an Unchained Monk with Dimensional Agility & Assault? My thought would be that the monk becomes something like a Dragon Ball Z character striking a flying foe that is assumed to be out of reach. Abundant Step to jump above the caster, Style Strike them to the ground and finish them off with the remainder of a flurry of blows on the way down. The whole idea would definitely be a mid-late level goal, but it'd be damn impressive to pull off, but you'd need Pummeling Style, Bully, & Charge, as well as Dimensional Agility and Assault, assuming you get abundant step as a ki power.
I'm making a Half-Orc Goliath Druid who is native to Ustalav. I know there are Trolls in Ustalav, but I'm genuinely curious about what types of giants and trolls live there. Wild Shape requests that I be familiar with the creatures in which I take forms of, but considering my Druid is local to Ustalav I'd like to get a lay of the land and what types of giant-folk could potentially live there. The information I found, and have, cover this; The geography of Ustalav is hugely varied with each of the thirteen counties having their own unique geography. Ustalav lies on the very northern tip of Lake Encarthan, surrounding much of Avalon Bay. However, if there is one geographic feature that dominates the entire country, it is the Hungry Mountains that encapsulate an entire county in their stony reaches. Does anyone know more? I'd like to be able to state that my Druid knows of several types of giants and trolls.
So far the party is at lvl 6 and my current character is about to be retired, if he doesn't die before then. There was a trap, lots of con damage, and after a rest, managed to prep and use all my 2nd level extracts to restore my Con to 9. Was originally 14. Well prepared traps suck (should've taken 20 to check for traps). That said, I'm making a Half-Orc Goliath Druid and I'd like advice on feats and anything that may potentially be wrong with my build. My focus is to become a Big Ol' Angry Beatstick. Org the Incorrigable (Neutral Good)
Gear; MW Quarterstaff, +1 Falchion, Red Dragonhide Fullplate
We're close to 7th level and I'm trying to decide if Cleave is the way to go, or if I should choose another feat that would better benefit from the Vital Strike chain.
I'm looking into a Druid, and I'd like this information cleared up before I begin doing anything that would defy the RAW. I'd also like this as reference material for anyone curious about the rules on preparing spells. One; Do I need to prepare all of my available spells per day in advance? If not, then... Two; Would it take an hour to prepare spell slots every time, or would this 'hour of preparation' be divided throughout the day due to unprepared spell slots?
Had an idea for a Stonelord after looking at this; Best Two Weapon Fighter Build I like the idea, but I'm not after optimization, just some fun so I came up with this. Dwarf Paladin (Stonelord)
1- Improved Shield Bash
From what I'm reading of the Stonelord, I can pretty much eschew Charisma, except when involving lay on hands, though I'm not sure what stats I should really focus on. I really want to utilize a (possibly spiked) shield and dwarven waraxe. What would you guys recommend on this build?
My character, Thatch, came into a bloodstained handaxe a while back. It's medium-sized, and Thatch is small. Thatch was charged to carry it, mainly because he's the least-likely to hurt anyone with it. I was considering getting an effortless lace for it, but I'm unsure of how this weapon should be resized, if I should even use it. What would y'all recommend?
So I'm in the Carrion Crown Campaign and my group needs a proper healer, so I decided on a vitalist build. My only issue is that while I have found a guide, it lacks information on feats and equipment. My in-combat tactic is to keep my Aggro members in the collective, force enemies into my collective and redirect their damage back to them. I've also got questions about how certain abilities work. Firstly, my character. No name as of yet, but he's Elan. (Can't choose a race that would be considered inherently 'evil'. Drow, Duergar, etc...) Vitalist 4 (Life Leech/Sadist)
Feats
I haven't yet looked through all the potential feats, but I'm curious if Improved Initiative is ideal, should I go with collective powers, or are there other feats that might further my being helpful?
I'm playing in a Carrion Crown Campaign and the group needs a dedicated healer. I've been looking through all the options and the Vitalist fits the bill. So I inquire as to what you guys would recommend. The guide here Mental Medicine; A Vitalist Handbook recommends a blend of the life leech and sadist archetypes, and liberal usage of the Unwilling Participant feat. From there, I feel like it's really straight forward, but my GM feels strongly against 'evil' characters. I'll rationalize it with her, and I hope for her favor, because I really would like to try this out. Also, are there any archetypes you guys recommend?
This is only a basic idea, but I think it'd balance out any minion-mancers in Pathfinder. A caster that creates a minion is given a number of actions per round equal to the number of minions, plus two. The caster can use these actions to direct the minions in combat. Limitation; Neither the caster, nor the minion can use more than two actions per round, each. Full-round actions count as two. Once the actions are spent, no other actions can be taken, except for swift, immediate, and free actions. I'm hope that this can cut down on the shenanigans that summoners, wizards, and other casters bring up when using minions in bulk. It'd allow casters to utilize numbers, but it'd also reduce the turn time to a degree. These rules could include, or exclude eidolons, familiars, animal companions, etc... With these rules, you're cutting the caster's minion-action economy nearly in half, which speeds up combat, and could prevent a dull game for other players. Just remembered! Haste is amazing, lets make it moderately beneficial while avoiding breaking the game. If the caster, and/or the minions are hasted, the caster will gain a number of extra actions equal to half the number of hasted minions rounded up, minimum one. Otherwise, haste acts normally when only the caster is hasted. In the case of summoning caster minions, any abilities, or spells, that require more than a round to maintain, or cast, will be treated as a full-round action and consume two actions from the next rounds action pool automatically, unless the ability, or spell, is cancelled. The flavor behind this is that casters need to give orders to their minions in combat, and this can be quick and easy, but it can also be time consuming when it comes to minion management. In the heat of combat, you might be too busy giving orders to your minions to react to someone getting up close and personal with you. That said; What do you guys think? Is there anything I'm missing?
Is there a feasible way to create a PC with the eternal template? I've got an idea for it, a character who pissed off a deity and got the Prometheus treatment, minus being chained to a rock. I'd like to propose this to my GM, but I want to come with some ideas that would make everyone comfortable with a character that can't officially die. Any help would be appreciated.
The idea sparked in me after I listened to a music video. Really Bluegrass Blues song by The Dead South, called In Hell I'll Be In Good Company. So here's the story idea. The character is from Cheliax. A natural born serial killer who had a short reign of terror until he met a beautiful redhead and begged the devil for her heart. The devil agreed, under the condition that he is forbidden from murdering anyone ever again, but if he did he'd serve the rest of his mortality as a hand of Asmodean Justice, wearing the face of that victim. Plot Twist; his beloved former-victim discovered his secret and attempted to kill him with the very knife he used on his victims. It landed square in his shoulder and he swiftly ended her life to preserve his own. The devil came as the contract was broken, and the character was forced back to lvl 1, to serve his mortality as a serial killer for Devils. The idea is for a Serial Killer Vigilante; and I'm curious of how you guys would go about building such a character, because I've never played as, or alongside one.
I'm playing a ratfolk swashtigator in Carrion Crown, and I was curious about his scent ability. Scent specifies that water, especially running water, ruins the trail for air-breathing creatures. However, water-breathing creatures can use Scent in the water easily. RAW; If I were to imbibe a water-breathing potion, or adorn a magic item that grants such an ability, would my Scent ability remain functional underwater, or would it be null considering my character has no experience doing such a thing underwater?
I've been thinking of what this feat does and how weapons would be used to properly act as different damage types. So I was wondering if we could reasonably create a list of weapons that would or wouldn't be applicable for this feat, logically speaking. I'll start the list with flails. These weapons are clearly bludgeoning specific; though if designed, could be capable of slashing and/or piercing damage. Though that'd be down to design, not how you wield it. Thus I would say that flails are inapplicable towards this feat. What are your opinions? Are there any other weapons you'd like to add to the list? Is this a completely fruitless venture into over-analyzing a feat made to help bypass damage resistances?
Compiling everything I've been informed of, and prepared for; Here's my build. And I'd like opinions and recommendations. I'm in the Carrion Crown Campaign, and I'm starting my first level as the Inspired Blade, following with Empiricist all the way, thereafter, favored class being Investigator. The rest of the party, which I know of, is an Alchemist (Grenadier), Magus, Cleric, and three undecided; one of which will be our beloved BSF. Ratfolk Inspired Blade 1/Empiricist X
Str 10 Int 18
Feats;
Talents;
The skills I'm going to max are Diplomacy, Disable Device, Knowledge (Local & Nobility), Perception, Sense Motive, Stealth, and Survival. These are followed by Acrobatics, Spellcraft, and UMD, which will all be a point behind. (The player's guide didn't have hybrid classes in it so I stuck with what skills it recommended for Rogues and Alchemists) What are your opinions? Does this seem to be the best path, considering the campaign I'm going in to? Any changes that might help my effectiveness?
So I've made my character, and I'm going to play it, but I've recently been pondering if there are any builds towards hiding as inanimate objects to set up surprise attacks and vanishing acts. If it's doable, I'd love to incorporate this into my swashtigator build I've worked on; Thanks to all of those who helped me figure it out. I know this screams "mimic", but I'd love to learn what you guys know about this subject, because I think it'd be a nifty trick for a rat to pull off. Note; I'd like to avoid using 3rd party material if at all possible.
I'm making an empiricist ratfolk and I've got a few questions that need answering. Which racial trait would be more beneficial; Tinker (+2 to Craft (alchemy), Perception, and UMD), or Scent which penalizes me with a -2 to sight and sound-based perception checks. Should I build into natural melee attacks, or stick to melee weapons?
Would The Pack Rat feat be helpful at all? If so; would it be more useful in early levels, or in later levels? I'm only ironing out the details, and I'm not set in stone, except for my race and class. Any and all advice is appreciated.
I saw a similar build a couple days ago, and I was curious as to how I should go about the feats. I'm going into a 6-player party, and I'm hoping that I'll get to use this character. Ratfolk Investigator (Empiricist) 1 Str: 8
Feats:
Investigator talents:
I did a little editing, and from what I gathered, the build utilizes natural attacks and a tail blade in a defensive capacity. I've got access to the Monster Codex, so I'd also add the feats Gnawer, and Pack Rat for the thematics of an intelligent and stubborn rat. What do you guys think?
As stated in the subject, I know this is a stupid question.
RAW, the archetype states; "This ability replaces poison resistance." While other archetypes state; "This ability replaces poison resistance +2, +4, and +6, as well as poison immunity." I'm assuming that the Grenadier archetype gets no poison resistance, but that's a RAI assumption, and I'd appreciate an answer because I'd like to put my foot down for when I decide to GM and a player brings this subject up.
So I've been informed my GM is going to start a lower-level campaign first, and he wants me to use a different character. With this knowledge, I'd like to step into the realm of Transmutation and how effective it can be. I'd like some advice on this because I've never built a transmuter before. I've played around with the idea, but I've got no real knowledge. I may end up asking my GM if I can use Psionics and make an Egoist. Without Psionics in play, what would you guys recommend?
I'm building a character that's plopping down mid-campaign, and I need some advice. The group is lvl 13 atm, just fyi. So far I've got the basics figured out, but I'm getting into the nitty-gritty details because I'm converting an older Sorcerer to the Arcanist class and the big difference, from what I've observed, is that I'm going from a typical spontaneous caster to a pseudo-spontaneous prepared caster. Before anyone gets upset; I'm calling the Arcanist a prepared caster, because the Arcanist needs to prepare spells before they can actually cast anything. Without spell prep, the Arcanist is effectively a Sorcerer without spells known. That said, here's what I've got so far; Arcanist 13 (School Savant; Conj Sub - Teleport) Feats;
I'm stuck on 3 feats; How would I best focus BFC with what I've already got? My exploits so far are Potent Magic, and Quick Study. I can gather more Metamagic feats with Metamagic Knowledge and it's Greater, but I'm also curious about counterspells to shut down enemy casters. As for other metamagic feats, I'm looking at Quicken and Extend spells. Any advice is appreciated!
Been playing League, and I like how Illaoi fights, but I need some advice on her class. I'm not sure how to go about explaining this. She's effectively a brawler, or a fighter, with a massive kettlebell given to her by her god. Her powers are pretty much summed up right here -> Video So it's effectively a magic kettlebell with black tentacles as one of the prereq spells. She is effectively wading into combat and beating the crap out of people while getting support from her o-so-friendly tentacle friends. My question is, what class would she be to build into this, or something similar to it?
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