The Hunter becomes the hunted...but this time by 2 different groups (your PC's should have a boss that wants him alive). Have the BH separated from his gear. Maybe one group has the guy and the other group gets the gear. Maybe they get holed up in a keep/temple/tower and they have to defend it from waves of attacks.
Dervish Dancing Bard
At Level 9, your Battle Dancing Full Attack is +9/+9/+9/+4/+4. Your weapons crit on a 15-20.
Option 2...Butterfly Sting (using Kukri or Half Elf with Ancestral Arms Wakizashi)
At Level 9, your Battle Dancing Full Attack is +9/+9/+9/+4/+4. Your weapons crit on a 15-20. You pass your criticals off to your heavy hitting buddy.
The build is to wildshape into a Triceratops and to have a Triceratops animal companion. With everything that is out now, I felt a little overwhelmed with how to build this. Here's what I think I know... 6 levels Saurian Shaman Druid.
I know the feat Shaping Focus should be in there.
Thanks for your help!! (Assume this is for a PFS character!!)
There's no way you'll survive as a melee Oradin with 12 Con. No way. 14 if you're crazy, 16 is where my Oradin is at. Not kidding. 12 Con will kill you. And then your party will die. Because as an Oradin, I assume you'll be Life Linking at least 2 others, maybe 3. 3 Life Links is 15 points per round, assuming a GM is spreading around the damage. And if you're a melee, you're a viable target too. Is the Hospitaler Archtype in APG? I can't remember. If it is, that helps some with heals but lowers your smites. I certainly agree with the Tongues Curse. Actually, why 5 levels of Oracle? More oracle means less Paladin. Less Paladin means less melee. I'd suggest 3 levels at most, mine runs 2. My Oradin is also going Holy Vindicator. So my build is 4 Pal, 2 Oracle, rest HV. Look into it. It's melee goodness.
This is what I want..
A. 1 level of Cleric (Desna, Luck and Travel), rest in Barbarian
Building (A) is my wheelhouse for style of play. My question is...I could go option (B) and still be effective in melee, AND have a lot more spell casting ability. I would probably dump CHA either way and not worry so much about channeling.
Marcella said wrote: 1) What is most likely to kill me? Low hit points, low AC, or low saving throws? (If the latter, which one(s)?) Saving throws...What's that saying? Failed Fort saves somethings you, failed Dex saves kill you, failed Wis saves kills your friends. Marcella said wrote: 2) How often will I actually encounter traps or other situations that a rogue should specialize in? I seem to make Perception checks all the time. Should I thus get the "trap-spotting" talent that checks automatically? If you're set on Rogue, max your trap stuff. If you don't, they'll laugh at you. Marcella said wrote: 3) Should I focus on melee, archery, or skills? (TWF looks handy for the former, but it carries a -2 attack penalty, and I haven't had that many full-round attacks yet.) Getting close to do sneak attacks does more damage, but it also puts me at greater risk than if I stayed at a distance and fired into fights with Precise Shot if/when I get it. TWF for a rogue is a trap. You're already behind on BAB, and there's no way for you to self buff. sneak attack on ranged is impossible. i suggest a weapon that your race gives you access to and go to town with that. speaking of race...does dwarf or half orc offend you? dwarf rogue is pretty super for traps and such, darkvision, and a big ol hammer to sneak attack with. just sayin Marcella said wrote: 4) Rather than a longsword/rapier, is getting an elven curved blade worth spending two feats (Martial Proficiency and Weapons Finesse) for? No. not worth it. not even close. Marcella said wrote: 5) What is more important for a low-level rogue (melee or ranged): +1 to attack, or +1 to damage? I'll concur with +1 to attack.
chaoseffect wrote: What exactly are you going for here thematically? It is so awesome there's someone out there that still cares about theme. I thought I was the only one. That being said, for this dude I don't have one yet. Something will come up. Mostly...swift heal, then full attack...have lots of feats. chaoseffect wrote: Have you considered just skipping Believer's Hands and going two weapon fighting Paladin? Yes, I've considered it. Hell, I've even played it. chaoseffect wrote: TWF needs 15 dex to start... So you're suggesting Ranger or Slayer? I was leaning that way too...
Hi all. I'm looking for a build that includes both Believer's Hands (ACG, allows one to use Paladin's Lay on Hands) and some version of Two Weapon Fighting (the feat itself, Monk's FoB, Brawler, hell...even Dervish Dance Bard's inherent haste class ability...i forgot what its called...Rain of Blows maybe). My front runners so far are Ranger, Slayer, Monk, Brawler and aforementioned Dervish Dancing Bard. If you'd like to drop some suggestions, thanks!! I prefer to build using PFS rules, but whatever floats your boat.
Half Orc, use Orc Double Axe, also grab Toothy for a Bite attack
Feats:
That's another topic, TL. I'm talking about time spent together. Sure, multiple alignments can co-exist...but for how long? IMHO: Star Wars is never a bad example. Just by you saying its a bad example proves to me that you've seen the movies and we have a common knowledge. I could have used Wyatt Earp and Doc Holliday as examples. Have you seen Tombstone?
Han, Chewie, Luke and Leia are all GOOD aligned characters. They spent A LOT of time together adventuring. They are all fighting for the same, common goal. Lando is a NEUTRAL character. He joins the party when its convenient...he leaves whenever he wants. Darth Vader is an EVIL aligned character. How often does he go adventuring with the aforementioned party?
NPC's can have an evil, neutral, or good alignment. It's up to the PC's to figure out which. "Your weary party stumbles into a graveyard. It's after dusk, but you can make out 2 shadows about 80 feet away. One appears to have a shovel. What do you do?" "Roll initiative. And I'll make a stealth check." "Ok." Dice roll, dice roll, dice roll. "Good work, sneaky dude. You just killed a cleric of Iomedae and a gravedigger. You didn't need any healing, did you?"
Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power. 4th is slow fall, 5th is high jump, and 7th is wholeness of body
|