Tentacled Horror

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Well then Magic Jar/Marionette Possession are probably the perfect fit.


I see three options:

- You get a malus to your attack relative to the difficulty of the move itself (and the effects it has)
- That happens whenever you confirm a critical strike
- You use a Hero point to make it happen


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What about talking it out with your GM?
I'm pretty sure it's negociable to keep the mechanical aspects of the spell and change the way it looks (and therefore the spell's name).

Say you max spellcraft out and crafted your own version of fireball, named "Hogeyhead's internal probe" that would, in a 20 ft radius zone burn the lungs and boil the blood of all living being for lvld6 fire damage (10d6 max).


I played a bit of Kingmaker (not finished it yet though) and yeah, that seems like a viable option since most encounters we played were outdoors.


Go for a Diviner foresight wizard and win the game, no matter what bonus spell you select, because the bonuses are just that good.

Now for the spells:
1: Anticipate peril: initiative bonuses are awesome.
2: See invisibility: no sane wizard goes out without this one.
3: Perfect placement or clairaudience/clairvoyance or Arcane sight
4: Arcane eye (especially if you already cast arcane sight/see invisible on yourself). You can also select Scrying when the scenario calls for it or once you reach level 9.
5 : Prying eyes or telepathic bond
6: True seeing: must have spell.
7: Arcane sight, greater: you win actions by not spending useless ones.
8: Almost all spells are must have here. Prediction of failure is a boss killer, Moment of prescience your "get out of death" card and greater prying eyes lets you escape ambushes in dungeons.
9: Not much choice here indeed. Foresight.


I'm GMing this AP as well (anniversary edition), and my party is overpowered too.
There are several reasons for that:
- There are usually 5 to 7 players around the table, clearly more than expected by the book.
- Some of them know how to optimize well and give good advices to those who can't.
- I've been too nice at character creation (25 pt buy, roll two HD/level and keep best).

Now I also think that some fights are just not hard enough.
It is obvious that many fights are there just to eat up party's ressources in order to make boss fights harder.

I'm balancing this all out by buffing the opposition. Basically, every opponent has most of its stats buffed up to a +2 (att, dmg, saves and so on) and I also max their HD.

Also, you must really prepare ahead of time and imagine the best tactics possible in order to play the opponents efficiently.

Last but not least, for meaningful fights, I allow myself to simply rewrite them.
If you google the named opponents, you will often find revamped versions online that provide much better opposition.
Don't hesitate to add minions when needed.


Snowlilly wrote:
Melkiador wrote:
Of course, the ranger isn't the only one with access to companions. An eldritch guardian fighter, could have a sprite familiar, and they could both share all of those archery feats. The build would need to use shortbows though.

Nature Soul -> Animal Ally

Any class can get an animal companion at level -3 for two feats. Add a third feat for Boon Companion and any class can enjoy a animal companion at full character level. Add Monstrous Companion, and you could choose from a list of creatures that include Pegasus, Incubi, Nighmares, etc., all capable to acquiring class levels as the character advances.

But then you'd be very short on feats to actually build your archer till high level.


Chess Pwn, nevermind me really, it all started by me convincing myself the cavalier used divine power, for a reason I couldn't explain!

Therefore I was wrong and you are right.

Claxon wrote:
Booloo wrote:


- One more time: you keep saying that divine powers users get one more attack when haste is cast.
THEY DON'T, the rules say they dont. But the zen archer DOES. That's just RAW.
I don't think he ever said that haste stacked with blessing of fervor or divine power. Not sure where you're getting that from.

He didn't, I was the one reading the whole thing wrong.


Oh right for some reason I put him in the category of divine power users, my bad!
I'm gonna shut up now ^_^


Several meaningful points:

- I never said the Zen archer wins. I said he does better with haste than what you said.

- One more time: you keep saying that divine powers users get one more attack when haste is cast.
THEY DON'T, the rules say they dont. But the zen archer DOES. That's just RAW.
Proof here:
Divine Power:
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.

- You also disregarded critical attacks (and possibly perfect strike). Obviously the guy sending 6 arrows/round gets more of them than the one sending 4 arrows, we can probably agree on that.

- Yes sure, Divine archers are self sufficient in terms of buff. That doesn't mean in actual gameplay they do get that much more buffed than other archers. Once again OP hasn't asked who's the best lone archer in a vacuum.

So once again, by your own calculations, the zen archer now reaches something like 120 DPR, almost closing the gap with the cavalier (123) and 10 DPR under the first round of a Chaplain.
If you factor critical hits and perfect strike in, the gap gets even thinner, and the Zen archer possibly gets ahead of the cavalier.

Chaplain is still greatly better at DPR, I'll agree on that.

Now let's talk Saving throws and touch AC! just joking ;)


I disagree. Original poster hasn't asked "who is the best archer in a vacuum" but "who is the best archer"

By your own calculations, a level 10 divine power user has 4 attacks per round, no matter if haste is cast or not.
At the same level, a Zen archer will have 6 attacks once haste is cast.

That's 2 more attacks at full BAB.

Now I'm no math wizard and maybe 2 more attacks at +19 isn't worth it, but I'd really love to see proof of that.

And, since probably no one here plays solo, I wonder why it is so hard to imagine that the Zen archer couldn't also get some prebuffs cast by his friends. A caster with a zen archer on his team will most probably agree that casting Heroism on him before a fight is indeed great expenditure of his ressources.

But yeah of course, all this makes calculations harder even if, in actual gameplay, it seems pretty legit to me.


Woah hey guys all I said was "most often then not".
It was obvioulsy meant to reflect a personal experience that, in most important fight I've been in, either Haste or Blessing of fervor was involved.
I don't think that's a rare tactic, given the love that these spells get here in the advice forums and in most guides I've read.
My group is probably not the only one that favors group buffs over personal buffs whenever possible.

I said that just so that people reading this post and trying to build the best archer possible will knowingly chose an archer that reflect their parties tactics.

TL:DR: if your party often casts Haste/Blessing of fervor, your monks archer will do better then you'd expect if you only read the DPS raw results.


Most often than not though, you'll be playing under a haste effect if you have a decent team. And Divine powers' extra attack doesn't stack with the haste extra attack.
This essentially means that when part of a team, the archer monk usually does have more attacks per round than their divine comrades, since the ki extra attack does stack.


Kileanna wrote:
Bad thing of ill omen is that it allows a saving throw itself. That's why I don't use it very often.

No it doesn't. That's why you're gonna use it now ;)

Ill Omen


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Seems to me like you have to go lovecraftian on this.
Spells messing with people's sanity, necromancy and outsider summons are surely the tasteful way to go.

Think Confusion, Phobia, Feeblemind, Suffocation, Horricfic doubles, Vengeful Outrage, Black tentacles, Phantasmal putrefaction, Fear, Enervation, Audiovisual hallucination, Blindness/deafness, Hungry earth, Caustic blood, Banshee blast, Acid pit,


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It's even better than that since it's one creature touched/2 levels.
This essentially means that by level 8, your typical party of adventurers doesn't need to sleep anymore, with a single daily casting of a 1st level spell.


Sleep is a good way for a wizard to deal with a bunch of level 1 PCs.

Spells like Obscuring mist, Cause fear, Ray of sickening/exhaustion wouldn't instantly give away his level.

Glueseal or Peacebound are rarely used and, should you provide a flashy description, would make a great impression.

Windy escape is an immediate action defense spell that should really surprise them.


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IMHO I feel like you have too many blasting spells and not enough defensive and buffs spells.
2 blast per spell level is overkill and most probably gimping your capacity to deal with a broad variety of situations.

First, I see many redudancies in your blast selection.
For instance you have burning hands AND fireball AND Obsidian Flow.
The three of them are supposed to deal with groups of opponents.
Why should you need three spells to do one thing?

Burning hands deal useless damage to this point AND put you at risk by getting close to your opponents. Seeing as you have no defenses at all, avoid it.
Fireball and Obsidian flow deal the same amount and kind of damage and cover the same area. Choose one based on your group's tactics and ditch the other.

You also have Fire ray as a power AND Magic missile AND acid arrow AND scorching ray. They all function in the same way and do nothing else than dealing damage. What's the point in having three of them?
Toppling magic missiles or snowball should be more than enough.
Oh and the best ray attack is Enervation.

Secondly, relying solely on invisibility AND Greater invisibility (seriously, don't take both) to survive seems very dangerous to me. Almost suicidal in fact. Blasting sorcerors are the main focus of any intelligent foe.

Mirror image, displacement, dimension door, alter self, emergency force sphere, globe of invulnerability, dispel magic, resilient sphere, liberating command, protection from evil...pick a couple, they would all greatly improve your chances (and your group's chances) to survive.

You also need a plan when damaging spells won't do the job (Golems, SR, Globe of invulnerability...)
Haste deals more damage then most blasting spells.
Fly can be cast on your friends so they can deal damage to flyers too (and act as meat shield so that Huge Roc won't grab YOU).
A Wall of stone will divide your opponents and mess with their tactics.
Confusion will turn minions against their masters.

I don't mean to say your spell list is bad, but it can be improved for your own good. honestly you don't need that many ways to do the same action. Select a few good blast and stick to them, then use your other spells known to be flexible, you'll see how satisfying it is to have the good spell to solve a problem.


My picks:

1st Level:
- Silent image is a must-have for its flexibility.
- Feather fall might save a friend's life
- Vanish is a great way to save a second level spot

2nd Level:
- Glitterdust is the must have here
- Mirror image is your best option and will be cast untill you die (or win the game)
- False life is a great "cast every morning then forget about it" option, especially of you're short on hit points.
- Burning Gaze is fun with a familiar. Awesome with a familiar and the dazing spell meta.

3rd Level:
- Haste if no one else can cast it
- Fly if you want to spare the 4th level slot of overland flight and/or if your teammates can't find a way to fly by themselves
- Dispel Magic till you can cast 6th level spells. Greater dispel magic is waaay better though

4th Level:
- Dimensional door is the most used defensive spell aside mirror image (your "get out of grasp for free" card). And a great tactical option.
- Enervation does what its name says to your DM's bosses. Encounter killer spell. Worth unbanning Necromancy school for a wizard by itself.
- Telekinetic charge: give your BFL (Big Front Liner) a free move and a free attack, reposition your healer as appropriate, send your archer on that ledge above the battle...They'll love you.

5th Level:
- Wall of stone. My favourite wall/portable bridge
Alternatively, you can opt for Wall of force, both are incredibly useful.

To deal with SRE you might wanna check the spells that ignore the problem. Telekinetic charge is a great example. You might also wanna check Cloud spells (Cloudkill, Stinking Cloud...), Summon spells (summon monster, summon swarm..) and Pit spells (Create pit, acid pit, hungry pit, spiked pit..)

And also:
Black tentacles
Flame Arrow
Sleet storm
Web
Geyser
Shifting sands
Stone call
Snowball


The best melee weapon for a bard has to be a spear with the Banner of the Old Kings and the flagbrearer feat.
Doesn't mesh at all with a dervish bard, but crazy good enough to make you change plans.


Let your character have some time off to study magic.
And grab 1 level of a mage.
That will reflect exactly what you're trying to achieve and how you proposed to achieve it, at the cost of your sorcerer's effectiveness.


General recommendations would be the highest +Int object available and the highest +to save object available.
You just can't go wrong with that.

You could also buy a Cracked dusty rose prism ioun stone (+1 init) for 500gp.
Depending on your spell list and playstyle you could grab either a Lesser silent rod or a Lesser selective rod


Damn. Nerfed hard.


Invulnerable rager+dragon totem is a mean combo, especially for a PC with no armor.
I'd even mix it with Urban Barbarian and a level of unbreakable fighter and then follow the Stalwart feat line for an absurd amount of DR/-


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Avoron wrote:

4: wall of sound

5: piercing wall of sound
6: empowered wall of sound
7: empowered wall of sound
8: maximized wall of sound
9: quickened wall of sound

"You may have been wondering why I've been carrying around a bag of holding full of pinto beans. Speaking of which, please take 15,551,739 points of sonic damage."

And yes, I did the math.

I actually had to go and re-read the decription of the spell, just to make sure your point was not to...err...fart'em to oblivion.


1st spell level:
Burning hands from a 1st level human draconic (brass) tattoed (evocation) sorcerer with Spell Focus(Evocation) and Spell Specialization (Burning Hands) as a human bonus feat.
Your burning hands deal 4d4+4 fire damage right from the bat.

Spell Level 5:
Summon Nature ally V with augment summoning. Bring up a Cyclop, use his flash of insight on your 1st strike for 9d6+42 dmg on a confirmed powered up critical strike.
Dmg goes like this with a critical strike(X3), 25 FOR (+7), two handing (+3) and power attacking (+4): 3X3d6+(10+4X3)= 9d6+42

Then land a second hit. If opponent is down with 1st or 2nd hit, great cleave applies.
Cyclop is still alive, contributing to the fight on subsequent rounds (no more flash of insight though) adding more damage to the grand total.
Alright this is already pretty sweet for a 9th level druid I guess, but then...

Spell Level 6
Summon Nature ally VI with augment and superior summons.
Bring up to 4 (1d3+1) Cyclops. They all use flash of insight on their first power attacking strike for a total up to 36d6+168 dmg on combined first cyclops confirmed critical hits. Add subsequent damage from great cleave and second strike.
Cyclops are still alive, contributing to the fight on subsequent rounds, adding more damage to the grand total.

And then:
Spell Level 7
Summon Nature ally VII with augment and superior summons.
Bring up to 6 (1d4+2) Cyclops around your battlefield.
Make them all use flash of insight on first strike for up to 54d6+252 points of damage if you happen to have 6 cyclops confirming their critical strike with power attack.
Great cleave and each cyclops' remaining strike will add more damage after the first hit.
And they're still on the battle field to soak up opponent's hits or add some of their own, adding more damage to the grand total.


Anyway a decently builded Foresight Diviner Wizard will rock initiative and own the fight.


Hire my DM.
My druid already lost 3 pets. I'm level 9.
The first one was a horse, killed defenslessly in his stable by people later attacking our Inn (we didn't even get to play that part, I just found out later about it).
Then a gorilla who couldn't manage to escape a collapsing tower.
Then a tiger, killed my invisible drows stabbing him with poisonous daggers and arrows in a staircase.


DominusMegadeus wrote:
In place of Archmagi, consider Otherworldly Kimono for double the CL check bonus applying to all CL checks. Along with Maze 1/day, I think it's something to take into consideration.

Damn I missed that one...I would definitly have crafted this one instead! (the Armor bonus and the SR are useless at this level)


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That's a pretty good amounnt for a 17th level wizard

I made one not long ago at lvl 15 I think. I don't have the sheet with me but i have my notes, so here's the stuff I picked (the prices , as much as I remember, included the discount for crafting feats):

Robe of archmagi 37.500gp (you can get a better AC with an enchanted Haramaki and better saves with a cloak of resistance but you'd lose out the +2 caster level to overcome SR, which is the real gem here)

Belt of physical might (con/dex)+4 20000gp

Headband of vast intellect +6 45000gp

Handy haversack 2000gp + Gloves of storing 5000gp (to manage your meta rods and scrolls)

Annihilation spectacles 12500 gp (transmutation flexibility? Yes please)

Mithral buckler +5 (26000gp? better check it out)

Cracked dusty rose prism ioun stone 500gp (you're doing a divination specialist already right?)

Pearls of power: one of each from level 1 to 4 (15000gp, you can afford higher levels)

Dweomer's essenceX10 2500gp (take this even if you're an elf with all the good feats, it's a must have)

Metamagical gems (silent, quicken, empower one of each) (forgot to write down prices)

Lesser empowering rod 9000 gp
Lesser silent rod 3000 gp
Lesser selective rod 3000 gp
Pick others as needed to suit your style (A blaster might want maximize lesser for his fireballs, a controller will want to play with the devastating dazing effect)

Various scrolls and wands for me and my familiar including the prerequisites needed in order to craft most of my stuff (pick opposed school ones for your familiar)

Since you have much more money than I do, go for a Tome of clear thought +4 at 110000 gp (above all if the "wish" spell was your level 9 pick and you have the craft wondrous item feat)

Go for the Belt of physical might +6 too, "only" 25.000 above the +4

Maybe swap the Headband of vast intell for a Headband of mental prowess, pumping your Intell AND Wisdom by +6 is a great expenditure of your money


You might want to consider this spell as a diviner for your level 1 slot

http://www.d20pfsrd.com/magic/all-spells/h/heightened-awareness


A swashbuckler and a fellow Wizard with Telekinetic charge should be all you hope for.


If you're willing to mix "bare" hands and actual weapons, you could also go the Bloodrager/Dragon disciple road for an insane strength bonus and some nice perks. And a hell of a style.

The Dragon bloodline gives you 2 claws right off the bat, a good elemental resistance, some natural armor plus a breath weapon later on.
The claws don't last long per day (but are reinforced by your element), therefore you must be willing to mix, say, an earthbreaker and your claws.

The Dragon disciple prestige class will give you a good bite pretty quickly (primary and soon enhanced by your element), and then improve your natural armor, your strength and constitution.
And later on, freaking wings and Dragon form!

As a bloodrager you also get the ability to cast some great self buff spells like enlarge person, mirror image...

Obviously it doesn't give you access to Beast totem, but I reckon some ways to get the next closest thing, aka pummeling style were mentionned earlier.

Now picture a large sized enraged half-dragon charging from the sky and beating the s**t out of everything in its path with his claws and teeth harnessing the force of a trainwreck, and then tell me you don't want to try it.


Mystic Madness wrote:

Illusion is the best Core school, IMO. Plenty of powerful spells at low levels (color spray at 1st, mirror image and invisibility at 2nd) and a great 8th level ability, swift action improved invisibility. The Teleportation ability of the base Conjuration school is okay but not nearly as useful. Keep dimension door memorized and it is less of a loss.

Core Wizards seem to universally suffer at low levels as far as school abilities. The 1st level illusion school ability to blind is not terrible, but suffers greatly from hit dice limitations. Still it seems to lose much less utility than petty-damage based abilities offered by other schools.

I used to think the same.

Untill we played higher levels with my illusion specialist.
It's NOT fun at all when half the foes you meet actually see through your illusions through native powers (so many senses and powers trump visual illusions) or simply knowing who you are and preparing accordingly.

Core only I think Conjuration and Transmutation remain superior for their spell list.
Divination has the best power i think.


Shaman with Life spirit is also a notable alternative healer class.
With hexes. Hexes are cool.


The Human Diversion wrote:

I'd like a Dragon Disciple who wades into melee, possibly with a big axe, possibly with claws and bite.

So advice time ...

what race?
what class(es)?
what feats?
what spells to focus on?
What traits?

Dealing lots of damage is nice, but style is nice too.

Thanks in advance.

Bloodrager (Steelsoul) makes for an awesome entry into the class.

Human as usual
Power attack is probably the only real prereq, the rest is up to you. I'd take Arcane Strike, Focus Claws and maybe Bite too. And toughness/Iron Will

As for traits, Berserker of the society is a must have (more rage rounds). Carefully hidden is useful too.

You have few spells really. I'd focus on enlarge person/protection from Evil at level 1
Mirror image and Resist energy for level 2
Coupled with Steelsoul archetype you should have a pretty decent AC on top of you top notch offense.


Mr Babadook wrote:
When I said the sob thing about Wizards I was being sarcastic for sure but meant no offense. My point was is the Swashbuckler scares the DM then what does he do when a real broken class shows up.

I wasn't offended at all by your post, I don't think anyone was. And I actually think exactly like you: if OP's GM thibnks swashbuckler is overpowered, then he should ban Barbarians and wizards.

I was just trying to show that, after reading the whole thread, I thought a lot that was coming up is "they do x and y and z a lot worse than, say, the Barbarian"
Which is quite obvious, really, but doesn't mean it's a bad class.

The Cube of Rubix wrote:
You would hate my paladin then.. well he is a Gestalt of Paladin and Swashbuckler.

I wouldn't hate you really, since you'd help my party survive!

But boy, Merwick Finn, my swashbuckler, would give him a hard time for picking up the easy way! ;)


Blackwaltzomega wrote:


I'm not a huge fan of having two weak saves to make things interesting, especially not THOSE saves. Blowing a Reflex save hurts. Blowing Fort saves can result in instant death at higher levels, and blowing Will saves can also kill you or make you kill your friends. Being able to avoid ONE of those most of the time without spending a limited resource would have been nice. The Swashbuckler is a combination of the Fighter and the Gunslinger. It should have Gunslinger saves, like the Brawler and Slayer do. Who rolls a swash that can't hold his drink as well as a priest?

Well I'm not a fan either, really. But many frontliners have this problem, I'm just used to deal with it and I don't feel like it makes this class unplayable or even under par.

And I'm with you on the drinking problem. My swashbuckler is a night owl and a heavy social drikner. But guess what, I made him unable to handle alcohol, and it became a fun ropleplaying perk.

Blackwaltzomega wrote:
It would have been more keeping in the all-day advantage of martial classes if the Swashbuckler had kept its weak saves but been compensated by making Charmed life like a Canny Defense for Saves; as you level up, you get an increasing charisma bonus to all your saves at all times, no actions required. One, this would let the Swashbuckler parry/riposte and use all of their deeds without sacrificing their Charmed Life usage, two, you can't argue it's overpowered since Paladins, an extremely balanced class, get full Charisma to saves at level 2 AND have two strong saves to begin with, and three, it lets the Swashbuckler focus on his deeds and panache rather than trying to track two separately draining pools that use up the same action to activate.

I'm gonna have to disagree here on paladins. I do find them overpowered or, at least, unbalanced. The +Cha to saves appears to me (and my whole group) like a totally cheesy add to a class that already has full BAB, casting ability, self healing or a dman swift action, burst of damage and defense, a mount and perfectly nice saves to start with.


wraithstrike wrote:
How you feel and what people mean are not the same thing.

Ok, you're right I apologize for mindreading. I'm gonna shut up and let others do the talk.

Protoman wrote:
The class is still effective if one pays for all the necessary feats. But nowhere near as strong as some pure Strength builds or Archery builds available (2-handed Power Attack Barbarian or Zen Archer as primary examples)
Arachnofiend wrote:
The Swashbuckler is fairly terrible, actually. Overuse of the swift action means that the Swash will rarely get to use many of her tools, and even the ones that you can use are nowhere near as strong as the Barbarian/Paladin/Ranger.
Mr Babadook wrote:
I am now very curious what this GM does when someone rolls a wizard, does he just sob? Cause there is seriously no comparison in terms of power. What about Barbarians do they have to use d8s at your table as well?
Blackwaltzomega wrote:
The Swashbuckler's balance is just fine. If anything, the class is actually rather weak. It's easily out-damaged by a fighter, ranger, or barbarian making use of a two-handed weapon, and it is laughably outclassed as a mobile damage-dealer by the Brawler with his Pummeling Style online.
RumpinRufus wrote:
If you compare Swashbuckler to other core classes like Barbarian or Wizard, there's definitely nothing unbalanced about the Swash.
Just a Guess wrote:
The Barbarian, the cavalier and, depending on the enemies, the paladin can deal the same amount of damage. And often with less feats needed.
Anewor7 wrote:
So someone can feel free to direct me to a Barbarian of mwahaha Death
Lemmy wrote:
A single level of SB (or daring champion Cavalier) followed by 19 of Urban Barbarian is also much better (...) Also, Barbarians can have both flight and Pounce. Plus a lot of other cool tricks, like breaking magic.
Argus The Slayer wrote:
Any marginally well built two handed Barbarian or Fighter is going to do more damage across a larger variety of combat situations than a Swashbuckler (...) The Swashbuckler may have a few more options in combat, but they aren't significantly better than either a Fighter or a Barbarian in combat (...) Outside of combat, a Swashbuckler probably has a few more skills available to chose from, but I would say they are on par with Barbarians and Lore Warden Fighters in that regard, and still behind a Ranger or Slayer.
Avoron wrote:
Yeah, the most mobile combat classes are Druids, Barbarians, and Summoners
wraithstrike wrote:
By now someone has probably mentioned barbarians and how they can get pretty good AC, and between raging and the DR can deal with taking the AoO, even if they get hit. I consider them to be better mobile combatants, if they have pounce that is

Edit: Seems like Genuine is mindreading too.


wraithstrike wrote:
Booloo wrote:

So basically the Swashbuckler's problem is that...it's not as good as a Barbarian?

Like...well, any other martial class that isn't a Barbarian/Bloodrager?

Stop it. Nobody said that, and pretending to be a mindreader is rude. You asked a question without waiting for an answer so you were not really asking, and no, not being on par with a barbarian is not the problem.

It wasn't adressed to you. I just read the whole thread, and this is the feeling I got.

Because let's face it, what are the features that make a front liner considered mobile? Extra movement and pounce.
You either get this by feats that any martial character can have, or by...being a barbarian.

Besides I think the multiples Aoo's the swashbuckler gets added to Opportune parry and riposte and dodging panache are pretty good "mobile" option, really.

I also believe pounce is kinda overratted as a "mobile" option. It's an awesome power, really, but most of the times the first charge gets you to where the action is, and you can rarely get another charge during that fight. Making it more an opener than a really "mobile" option, imho


So basically the Swashbuckler's problem is that...it's not as good as a Barbarian?
Like...well, any other martial class that isn't a Barbarian/Bloodrager?

I play a Swaskbuckler (Inspired blade) in Kingmaker, and I'm having a lot of fun with him while being very effective.

Sure he has a saves "problem".
Good thing classes are not meant to be played solo, right? Because sometimes if feels like people on this board are only interested in classes and builds that are self sufficient on every damn aspect, ready for absolutely everything that can come their way without the need of their partners.

I find this boring. I want my characters to have some flaws. It makes them actually much more fun to play, and helps making the others players shine when I'm calling for their help.

So my swashbuckler is somewhat lackluster on fortitude and will saves? Good! Then my bard and my priest can save my ass, getting their pat on the back after the fight, ensuring next time I'll step between the bad guy and them to protect and save them cause, you know, I'm a swashbuckler, this is what I do.


Brom the Obnoxiously Awesome wrote:
Avoron wrote:
Druid/Stalwart Defender
How does druid work for tanking?

How?

By surrounding the battlefield with adequate to the fight summoned beast who can take damage without being healed.
And then turning into one adequate to the fight beast itself if needed.


Keyafay, thanks a lot really.
Found out about your compilation of goodies just this morning, and your files are already spread around my whole group.
This will greatly simplify our character creation and optimize our gaming time greatly.
And since everyone knows action economy is the key to victory, you, dear sir, just won Pathfinder.


As far as music goes, it's pretty easy:

Carmina Burana: Oh Fortuna

I'm not sold on the horde though. I believe players would rather die to an epic ennemy (above all if they're coming back for him after death) rather that to pawns. Even if there are thousands of them. But maybe that's just me.
Besides they should feel like their death meant something. Like they actually sacrifice their lives so a population was saved or bought time to escape.
I remember a friend of mine died jumping on a dragon that was there to scare us AND NOT MEANT TO BE FOUGHT before several levels.
The whole thing was epic with an intense chase scene, and the player was so brave and courageous, the GM actually made the player and the dragon die together. Everyone remembers that scene, and our friend actually feels better about that character than if he survived the encounter but the Dragon escaped.
We later played a few games just finding a way to bring him back to life.
That was awesome.


Tarantula wrote:

Pretty much? So, maybe not? What level are we talking here. At max greatsword does 12 + 1.5 Str damage. So, rage adds +2 to str mod, or +3 for the greatsword. So thats 15 damage, and power attack is +3 more for 18. Or +6 if you're level 5 for 21. Add in a +2 weapon and you're at 23. I'm thinking the math wasn't done right, and you took a swing which would have dropped the fighter to dying, and then swung agian.

And the party cleric/oracle didn't have breath of life?

Wait. Breath of life is a 5th level spell, and you expect an Oracle to have it.

Yet you're surprised that an 8th level Barbarian (the needed level to cast Breath of Life for an oracle) can reach 24+ damage? At 8th level?

Power attack alone adds 9 dmg on a greatsword with a +8 BAB.
And your average Barbarian probably reaches 24 For while raging now adding 10 dmg point/hit with a two-handed weapon.
Add the dmg bonus for a Magical Greatsword, some firendly buffs and you should probably feel sorry if his Barbarian ONLY does 24 dmg/hit.


AS a GM it's banned in all my games. That's actually the only power/feat/spell that is banned in my games.
No player ever tried to take it in other games though.
We just don't like what this feat tries to do. Our PC have friends, contacts, but we just roleplay them so the GM keeps control over them.
We don't even actually play PC of players who didn't show up, so we won't play "fake" mini-PC.


Undone wrote:

10 from Invulnerable Rager

6 from Dragon Totem line
10 from Improved Stalwart

I think that's everything so... 26 DR. I've thought about doing this with a Kitsune, so you get all of that and Pounce. Might be better with a Half-Orc, though, since you can get Endurance as a bonus feat and ease up on what is a crazy big feat tax.

1 level of unbreakable Fighter solves that, and gives you proficiencies.

Plus you can get Increased Damage Reduction up to 3 times


JuanAdriel wrote:
IMHO instead of thinking on tactics tricks and other subjects to nerf or just kill the player, I stick to the ones that say that you must talk to him, probably you all are a bunch of friends. Tell him to try to not augment more his bow attacks, and retrain his cleric level to inquisitor, because he already is good enought and doesn't need that boost. Just the recon that he is creating a monster character will be enough award in a friends group.

Amen to that.

When I'm about to create a monster or exploit a rule or a combo, what I do is I explain it right before the game start out loud and describe it and what it would do. And then add: "even I wouldn't actually use that." But they just know I could. And that alone makes me happy, and I can go back to playing an optimised but enjoyable dude.

Oh btw i'm playing a Zen archer right now in Kingmaker. And i'm head and shoulders above all the rest of the team's DPS. So I agreed with my GM to not go the Improved Snap Shot line. And we'll probably skip the Clustered shots line too. I'm fine with that.


Prethen wrote:
Imbicatus, I sent you a PM regarding Qinggong. I'm going for that build. I'm concerned about legality though. Are there Qinggong or Zen Archer abilities now that I have to juggle between?

Here's a link that will make you feel better about it:

http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9qnl

I'd swap out Slow fall for Barkskin asap.
And possibly High jump or wholeness of body for Ki stand, unless you plan to grab the Monkey style feat.
Later on Ki leech is a must-have. Gaseous form might be a good "get out of trouble" card.


daryl patino wrote:

Hello! I would like some advice. I've never played a prepared caster before and the task seems daunting.

How do you keep track of the bajillion spells known and prepared (especially divine?)?

Is there some sort of document of summon monster cards that I can print and keep on me for when the spell is cast?

I'm starting with 3000 gold. Any must have magical items? Ultimate Equipment is not an option.

If you start at level 1 with that much money, a level one pearl of power might be your best option.

Other than that, cards are the best way to keep track of spells known and description.
And you probably should download alternate player sheet, using one with a very developped spell part.

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