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I was looking at the Nithveil Adept archetype, took a gander at one of the Eldest, and saw some of them have the knowledge domain. Urban druid already grants this, but I was wondering what a build surrounding a Knowledge Druid would look like. This is purely a thought thread. I'm not planning one or anything. I'm simply curious what could be done with it. For build sake, 20 pt. buy, only paizo, and any race, Nithveil Adept archetype for convenience To start things off, I saw the kirin style a while back, but that looks inconvenient considering you're sacrificing a swift action each turn that could otherwise be used for better things. What are your guys' thoughts? ![]()
Weird build guy here requesting assistance with a small project. I'm finishing up one of my games soon, and rolled up a character for another campaign. The Rolls: 18, 15, 15, 13, 12, 8 With such awesome stats as those, and after looking around for a potentially fun build, I came across the Twilight Sage arcanist.
all paizo, elephant in the room, and non-evil ![]()
Options to consider:
Reach Druid does sound appealing, though I'll have to find a replacement for spontaneous summoning. One Hour Later Found the Ancient Guardian archetype. I'll start fleshing this out in a few. Thank you guys. Again, I appreciate the help. ![]()
So, my dm has made it known she would prefer I stick with something that makes her DM life a little easier. The past week, you guys have seen me ask for advice on golemancer builds, oradins, reach clerics, and other stuff. Though that was for the Tyrant's Grasp game I'm in, the other DM I'm playing with would prefer I not do something that summons a bunch of things in rapid fashion, relies on financial algorithms for power, or is generally complicated. I kinda need some help. I like complicated stuff because its easier for me (I know. I'm weird. I apologize.) I love maximizing my action economy, I love 9th level casting, and I love being on the front line. That immediately brings to mind the reach cleric, but again, my dm would prefer I refrain from summoning. 20 pt. buy
Chance Encounter:
Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Everyone else in the game already picked their campaign traits, and that was the one that wasn't taken. What kind of build am I looking for:
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Dawnflower Anchorite seems intriguing. I would go good (agathion) and glory (heroism) for the domains. However, this Prestige class seems like something you have to engineer around in advance. It also doesnt look like it would do too well with a party buff centric build since Sunlight invocation is a self and Animal companion buff. Additionally, looking at SI, you might need one hand free for the holy symbol, or if there was a helmet out there I could put it atop, that might free me up for a reach build. How effective is Dawnflower Anchorite in a general use scenario? ![]()
I'd be all for that. However, Book 2 is when we get animal companions and familiars back, and that's quite a bit of time. I appreciate the effort, though. What I want to aim for is giving my team a brace against the alternate rules while increasing their combat and survival capabilities. I'd like to refrain from losing fullcasting progression. I also apologize because I know this is a lot to ask for. I don't much care about how much damage I do (though I probably should). I've just played World of Warcraft as a priest too long to let my support skills be doubted. ![]()
Sorry, yes, 1st level. I also forgot to mention we're using the following variant rulesets:
For some odd reason, when we first start the game (as the player's guide states), we won't have our familiars, animal companions, eidolons, or anything companion related. As such that rules out:
Like I said, any advice is most appreciated. ![]()
Kinda in a real pickle here. One of my dms is running Tyrant's Grasp (first module), and so far, I can't make up my mind on what class to play. I intend to go support, but I'm not sure what would be best for the group. Oradin - Great saves, fends off those nasty madness and fear effects (for the most part), and is super uber at healing. or Reach Cleric - Offensive support with team wide buffing capabilities (evangelist), and awesome monsters to summon when the need arises. I'm not quite sure what the party is, yet, but I've heard from the DM that she expects at least one of us to die within the first adventure. So, understandably, I'm a bit paranoid for my own sake. I also don't want the rest of the group to die either, so I'd like to go with a build that can prevent damage and (hopefully) uber buff saving throws for other people when the need arises. I'm not just limiting myself to Oradin or Reach Cleric. I'm open to all suggestions. 25 pt. buy
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So...ahem...this gnome has a different perspective. If not for gnomes, you wouldn't have catapult trajectory systems that can transport cargo and civilians not only horizontally, but vertically, too! Sure, dwarves can make weapons of war, but Gnomes take everything the dwarves made and improved on it. Let me point out to you the wonderful specimen that is the Gnome Hooked Hammer, a pick AND a hammer! Or the Gnome Pincher! Dwarf dropped his crowbar? Oh well. A Gnome Pincher can grab it from five feet away! Therefore, Gnomes are better. Now, how do we go about min/maxing the crafting heck out of this gnome? ![]()
I love the Asura from Guild Wars 2, gnomish engineers from World of Warcraft, and the old Dragonlance tales of Mt. Nevermind. Doing a bit of research, I came to the idea that I'd like to make a gnome golem crafter. However, dwarves have the one favored class bonus with wizards that I need for said character. So, I have a two questions:
2) If not, is there any way a gnome can gain the dwarven subtype? Has to be done at 1st level. Yes, these are serious questions of the utmost importance. lol ![]()
The main goal I have is playing a hellknight signifier with a diverse spell list. I still would like to have a high charisma, and if there's a way to do both while being a sorcerer or oracle, I'm open to suggestions. The only issue I see with those two is that past sixth level, class features don't really increase the number of spells you know. ![]()
I'm having a bit of a difficult time finding arcane full casters similar to witch or wizard who use charisma as their main stat. So far, the only option I've found is the Seducer Witch, and that option seems rather lackluster. For a bit of preface, I'm designing a caster for a Hell's Rebels game, and I love focusing on the story side. So, my dm is letting me aim for the Hellknight Signifier without a focus on martial combat. No power attack or anything. Just casting inside of armor. Which leaves me with this. Utilizing the arcane armor mastery as a free action through the prestige class, I'd have a low dex, high con and charisma mage who slings spells while inside his armor. I know this isn't optimal by any measure. I'm just trying to find a way to make this work. Any suggestions or help with this matter would be appreciated. It boils down to:
I do know charisma is really important in this campaign (hence the player's guide). That's pretty much why I'm going this route. I also want to be able to cast a more diverse selection of spells than a sorcerer. I just don't like being limited in that fashion. ![]()
The idea is to use the tactician class feature, or Battle Song of the People's Revolt, to spread around Feint Partner or the improved version. Then, as a move action with improved feint, you start feinting opponents while granting allies AoOs all around. Any thoughts on this? I was thinking either a bard or drill sergeant fighter could pull this off. (Just for a structure to theory craft the above with, we'll go with 20 point buy, only and all paizo, and 5th level) ![]()
I'm familiar with ranged, melee, and reach builds. In some cases, I've found ranged to be better simply because you can prebuff yourself to the nines and end things before they even become a problem. On the flip side, I've found melee builds to be effective what with touch save/sucks mixed in. And then Reach is the king of action economy and battlefield control, or at least, that's my opinion. All in all, they're effective in their own right if put in the right hands. Reach takes a bit more know how to make work, but has the potential to outdue the others. Just depends on individual tactics and preferred strategies. ![]()
Nature Mystery wrote: Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6. Does this effectively remove the intelligence limitation on animal companions? Since it says "at least", does that mean I can increase the companion's intellect, and it will continue to be an animal companion, or will its sentience drive it away?![]()
I do believe you're correct that I did my math wrong. The CR of the Star Monarch is 9. Comparing that to the Dragonnes, that would require a leadership score of 14. I currently have a 27, which means the highest it can go without limitations is 17th level. However, I am 15, so my Cohort level is 13. Which still leaves three levels to plan for as Madame Butterfly progresses. Anything fun come to mind? ![]()
Star Monarch CR 9:
Source Inner Sea Bestiary pg. 50
XP 6,400 CG Huge magical beast Init +10; Senses darkvision 60 ft., low-light vision; Perception +16 Aura dreamwarden (30 ft.) Defense AC 22, touch 15, flat-footed 15 (+6 Dex, +1 dodge, +7 natural, –2 size) hp 114 (12d10+48) Fort +12, Ref +14, Will +9 DR 5/silver; Immune cold; SR 20 Offense Speed 30 ft., fly 80 ft. (average); starflight Melee 2 claws +14 (1d8+4 plus grab), tail +14 (2d6+4 nonlethal) Space 15 ft., Reach 5 ft. (15 ft. with tail) Special Attacks glowsap, rake (4 claws +10, 1d6+3) Spell-Like Abilities (CL 12th; concentration +16) Constant—entropic shield At will—dancing lights, restful sleepAPG 3/day—deep slumber (DC 17), dream, wandering star motesAPG (DC 18) 1/day—cloak of dreamsAPG (DC 20) Statistics Str 18, Dex 23, Con 18, Int 11, Wis 17, Cha 18 Base Atk +12; CMB +18 (+22 grapple); CMD 35 (43 vs. trip) Feats Alertness, Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will Skills Fly +14, Perception +16, Sense Motive +12 Languages Common (can’t speak); telepathy touch SQ navigational awareness, no breath, toxic flesh Ecology Environment any (Varisia) Organization solitary, pair, or rabble (3–6) Treasure none Special Abilities Dreamwarden (Su) Any sleeping creature within 30 feet of a star monarch is protected by protection from evil and sanctuary (Will DC 15 negates). The save DC is Constitution-based. Glowsap (Ex) As a standard action, a star monarch can spray a target within 30 feet with an adhesive spittle as a ranged touch attack. A creature struck is affected as a tanglefoot bag (Reflex DC 20 partial; see Core Rulebook 160). In addition, this adhesive glows under starlight or moonlight, limning the target as faerie fire if used outdoors at night. The save DC is Constitution-based. Navigational Awareness (Ex) Star monarchs never become lost and are immune to maze spells or any effect that would cause them to lose their sense of direction. Starflight (Su) A star monarch can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion). Toxic Flesh (Ex) A star monarch’s flesh is poisonous. A creature biting it or ingesting any part of its body becomes sickened for 1d4 rounds (Fortitude DC 20 negates) and is affected as if it had consumed a dose of arsenic (Core Rulebook 558). Long story short, I have a cleric of Desna who befriended one of the above creatures, and was able to gain her as cohort through leadership. My cleric is 15th level, and is a reach evangelist, so I already have that bit squared away. I'm just not quite sure what would be some fun ideas for Miss Butterfly up there. My leadership score is currently 27, so I've got 7 levels to work with. ![]()
Source: Advanced Class Guide pg. 151 wrote:
I'm trying to wrap my mind around this one, and didn't want to necro a thread. ![]()
Monster advancement states:
However, Drake Companion states:
Quote: The drake matures further and advances a size category when the charge reaches 5th level and every 4 levels thereafter. Each time this occurs, the drake’s natural armor bonus to its AC increases by 2, its natural attacks increase in damage based on the new size category, and it gains the following ability scores adjustments: Str +4, Dex –2, Con +2. How do I interpret this? ![]()
Tyr, Red Knight, and Bahamut back in 3.5.
Like I said, just here for discussing divine capabilities. Not looking for any particular build. I do like that point you made about spreading out damage. A quickened channel when the groups caught by a surprise breath attack does make one heck of a difference. ![]()
Thank you for pointing that out. In the case my DM doesn't ban it, I was thinking Empowered, Intensified, and Persistent would work better. Maximized plus empowered would result in:
min damage: 6
Where as, E.I.P. would result in:
min damage: 7
...I'm starting to see why it is quite overpowered. ![]()
Is this spell a good candidate for Spell perfection Arcanist build? Wracking Ray:
School necromancy [evil, pain]; Level sorcerer/wizard 5, witch 5
CASTING Casting Time 1 standard action
EFFECT Range medium (100 ft. + 10 ft./level)
DESCRIPTION A ray of sickly greenish-gray negative energy issues forth from the palm of your hand. Make a ranged touch attack against the target. A creature hit by this spell is wracked by painful spasms as its muscles and sinews wither and twist. The subject takes 1d4 points of Dexterity and Strength damage per 3 caster levels you possess (maximum 5d4 each). This spell cannot reduce an ability score below 1. A successful Fortitude save halves the damage. If so, do you think the feats as follows would suffice? Feat Progression:
1 - Improved Initiative 3 - Spell Focus: Necromancy 5 - Greater Spell Focus: Necromancy 7 - Spell Penetration M - Maximize Spell* 9 - Greater Spell Penetration 11 - Quicken Spell 13 - Empower Spell 15 - Spell Perfection: Wracking Ray *At 9th level, Metamagic Knowledge is taken to gain Maximize Spell. My goal is a debilitative spell that doesn't outright kill a target, but disables and hinders them from doing anything for the duration of a fight. If you have any suggestions for an alternate spell that can accomplish the above, I wouldn't mind listening. There are far too many spells for me to research each and every one of them and their capabilities. ![]()
In the instance my DM doesn't allow for the spheres of power, how might I make Evolutionist a viable option with the whole martial prowess thing? I was thinking I could later use evolution points for weapon proficiency, hence the whole Hector "gaining power as you harnesses the power of the forgemaster." ![]()
One of my favorite games out there is Castlevania - Curse of Darkness. A goal of mine has always been to recreate that kind of character in a d20 format, and I feel pathfinder would be the best match. Key Abilities:
20 pt. buy
So far, classes I see somewhat pulling the above off is a Summoner, or a martial class able to craft golems. Edit: summoner with evolutionist might be the closest option to what I'm aiming for. ![]()
This took an entire team to make work, but here goes. Huge cavern with dragon sleeping at the bottom. Summon however many walls of stone you can above it. Make sure the thickness of the walls aren't too thick for one blow to lower them. Buff alchemist and BSFs with fly, and let them smash the rubble down. Transmute rock to mud, then transmute it back to rock to seal the dragon in place. The dragon was young, and we didn't have netting, but it worked. Good for capturing and not killing. ![]()
I'm leaving this thread since you guys dont get the point. Battlefield Controller Elf Wizard who is durable enough to stand in melee. Does not want to range. Does not care about damage. Moonblade is purely for fashion and magical use. Cares about helping allies and assisting them. I'll figure this out. Thank you. ![]()
My end goal is a character who single hands sword in melee, and uses battlefield control spells. I dont care about damage. I want to make a slip and slide under an ogre, then smack him with my tooth pick. < figure of speech. I dont mind how it's done. I would prefer the ability to stop time, or create demiplane, or teleport, or whatever in the late late game. Wildshape is not my thing. It's cool what can be done with it, but I would prefer sticking to lore thematic themes here. Elves who wielded moonblades were either fighters, or something similar. The exception is the Ruler of Evermeet who wields the King's Blade. I, eventually, wish to reach his level or surpass him through ample time spent and equal effort. As a result, moonblades cannot be inherently inherited from the get-go. That means I would need an ability that makes making an intelligent weapon a little easier. Magus' are not what I would like. They dont have 9th level casting, are prebuilt to be gishes, and I dont like being a gish. So, elf fullcaster with an arcane bound longsword or something similar who is built to survive in melee. That's all I'm asking for. If I need to take toughness at 1st with a 16 for con, and every fcb goes into health, cool. How do I build on that, though? ![]()
The stats can be moved around whatever way is necessary. The only thing left to request out of this is focusing on either spell or sword, no others. Looking at the options, would a Nature Fang Druid work, and is there any way to gain a longsword as an arcane bond beyond being an arcane caster (feats, traits, etc.) Edit: remembered eldritch heritage is a thing ![]()
I forgot to mention no multiclassing. The dm I'm applying for wants a single class character. What I'm looking for is an elf (insert 9th level caster) with a frontline battlefield control build, and a single target debuff he can put through his sword. I saw a while back someone mentioning rime frigid touch, so I'll be using that combo. The rest pretty much goes down to
It's the surviving part I'm not sure how to do. ![]()
Long story short, I really want to design an elven fullcaster (wizard or some such) whose inherited a moonblade, and is training in its use. The problem I'm running into is I know this is not optimal. A frontline wizard or arcane whatever just isn't going to work unless I have system mastery. However, I really really want this to work. The game I'm applying for allowed us to roll for our stats, and I got 18, 17, 15, 14, 13, 13. I'd love your help if you're willing. Paizo only. Elf only. The moonblade is a longsword. I don't much care about the rest so long as its viable. ![]()
A fun idea came to mind when playing the game again. A sword and board character who can turn into a wolf for additional combat options. I know the wolf in pathfinder isn't great by any measure, but I'm fascinated by this idea, and was wondering if its possible. Theme: Sword/board or Two hander build with wolf beast shape
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