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Exemplar brawler, evangelist cleric, sensei monk, martyr paladin, oath of the people's council paladin, storyteller medium, ocean's echo oracle, steel falcon prestige class


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Take a peek at Pain Psychic with VMC Paladin. A Pain Psychic gets Live On, which is Lay on Hands at your psychic level -3. It explicitly stacks with lay on hands abilities gained from other sources. A VMC Paladin gains the ability to lay on hands a number of times per day equal to 1/2 her character level, healing as much as a paladin of her character level – 4.

A level 20 pain psychic with VMC paladin has 18+cha uses of lay on hands that heal 16d6. That's even more healing than the typical Paladin + VMC Cavalier of the Star build. And you're a full caster.


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Sir Thugsalot wrote:
It frankly bothers me that the game rules might actually permit this without magic while in the presence of a guard who really does give a crap about doing his job (and that job is keeping bows out).

Guy at the Gym fallacy spotted.

It's fantasy and a game. Why does it bother you so much that a fantasy character who's specialized in skullduggery and takes a specific trait is able to do something cool without magic?


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Power of Suggestion trait

"You wouldn't deprive a young man of his dapper cane, would you?"


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1: Technically no, because the trigger is reducing an enemy to 0 or fewer hp. Nonlethal damage doesn't actually reduce an enemy's HP. "Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage." Ask your GM if they'll allow it to work. If they're already allowing 3pp stuff, they should reasonably allow that.

2: Yes. The prerequisite for higher level maneuvers is to simply know a certain number of that discipline's maneuvers. It doesn't say anything about them having to be known as the same class.

3: Discipline Blade Shapes wouldn't form Empowered Strikes. It shapes an actual weapon. Empowered Strikes is a class feature from a specific class that's used as a weapon, not an actual weapon. If you get Fool's Errand, then yes, you can make any weapon. You can even make firearms!


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No need for bard levels. Just go straight paladin with Oath of the People's Council and Warrior of the Holy Light. Now you have full progression bardic performance, a buffing aura instead of spells, all paladin auras minus Aura of Faith, and can wear full plate.


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Use Enter the Vortex (Elemental Flux 5) as your stance. It lets you use ranged touch attacks which count as ranged weapons from the thrown weapon group, so you can use strike maneuvers with them. The range increment is 30 feet, but you can throw the blasts further than that, just like a regular ranged weapon.


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Air0r, nothing prevents you from learning the same discipline in two different classes. Just remember you can't ready the same particular maneuver more than once at a time regardless of anything.

David knott 242, you have an IL for each initiator class you have, just like you have a CL for each caster class you have.


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Wracking Rod if you're allowed to use stuff Paizo made in 3.5e.


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Guide Update Notes:
(PoW & Expanded feats) Added Elemental Current
(PoW & Expanded feats) Added Elemental Focus
(PoW & Expanded feats) Added Elemental Sun
(PoW & Expanded feats) Added Flowing Mithral Fist
(PoW & Expanded feats) Added Molten Silver Strike
(PoW & Expanded feats) Added Quicksilver Grip
(PoW & Expanded feats) Added Silver Fang Initiate
(PoW & Expanded feats) Added Vortex Rush
(Paizo Feats) Now in alphabetical order!
(Traits) Added Battlefield Disciple
(Traits) Now in alphabetical order!
(Base Class Dips) Now in alphabetical order!
(Prestige Classes) Added Mage Hunter
(Sample Builds) Added The Bronze Boar, who focuses on multi-attack strikes to maximize the use of Golden Lion Command!


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Guide Update Notes:
(Disciplines & Maneuvers) Fool's Errand (playtest) complete!
(Style Feats) Added Fool's Errand Style
(Prestige Classes) Added a paragraph at the beginning warning players of the unclear maneuver swapping progression. Also changed "Maneuvers" ratings under the prestige classes for the various interpretations.


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If you're fine with universally acclaimed 3pp, try the Medic from Dreamscarred Press. It's a nonmagical Path of War initiator that can do everything an in-combat healer needs to do, quickly and efficiently. Here are the playtest documents if you want to read it before you buy the pdf.


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Guide Update Notes:
(Discplines & Maneuvers) Unquiet Grave, the discipline from Lords of the Night, complete!
(Prestige Classes) Added Phoenix Champion
Adjusted ratings throughout the guide.


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Guide Update Notes:
(Prestige Classes) Added Landsknecht
(Equipment) Added Karyukai Tea Set
(Sample Builds) Added Dread Captain Alexandra! She's a durable firearms Zealot who focuses on debuffing enemies with ranged strikes and intimidation, and buffing allies with Golden Lion and bardic performance, while having a huge number of skill points and class skills!
(Sample Builds) Added Nelly Nephilim, written by upho! She's an EXTREMELY powerful AoO Zealot with peerless crowd control!


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Guide Update Notes:
Prestige Classes are now in the guide!
(Dipping) Added Mystic
(Dipping) Added Wilder
(Prestige Classes) Added Animus Adept
(Prestige Classes) Added Awakened Blade
(Equipment) Added nodachi to the Two Hander section


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Guide Update Notes:
(Disciplines & Maneuvers) Primal Fury complete!
(Disciplines & Maneuvers) Steel Serpent complete!
(Disciplines & Maneuvers) Thrashing Dragon complete!

All 20 disciplines ARE COMPLETE! Next on the chopping block is the sample builds, and I plan to take a look at Unquiet Grave from Lords of the Night, and Chimera Soul from Lords of the Wild.


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There are two disciplines that are exclusively for ranged combat, Solar Wind and Tempest Gale. The majority of the other disciplines have strikes that can be used either with melee or ranged weapons. A lot of archetypes of existing PoW classes are meant for ranged combat, like the Hawkguard Warder and Desperado Warlord. There's even a PoW archetype for the Marksman.

Out of combat, maneuvers are recovered for free every round. Christopher Bennet said so, and he's one of the developers of Path of War. So it would be pointless for your Scout's maneuver recovery to involve out-of-combat skill checks.

My advice to you is to try a Stalker, get the Sniper's Tools stalker art, and focus on Tempest Gale, Solar Wind, and maybe Veiled Moon and Steel Serpent. If you want to be less stealthy and more direct in combat, try a Warlord with Pinhole Gambit.


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Guide Update Notes:
(Disciplines & Maneuvers) Iron Tortoise complete!
(Disciplines & Maneuvers) Scarlet Throne complete!
(Table of Contents) Moved the How to Keep Track of Everything section up so that it wouldn't be drowned under the huge Disciplines & Maneuvers section.
(Path of War & Expanded Feats) Added Powerful Throw
(Paizo Feats) Added Dirty Fighting
(Paizo Feats) Added Shield Brace
(Paizo Feats) Added Unhindering Shield
(Equipment) Added Greater Transformative and Training weapon enhancements
(Equipment) Added Tempest Shield and Maelstrom Shield
(Equipment) Removed Irongrip Gauntlets. They didn't do what I thought they did.
(Disciplines & Maneuvers) Corrected alignment details of Black Seraph.


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Converting would be purely up to you and your GM. Use the archetypes for non-martial classes as inspiration for your conversion, likely the fighter because it has a lot of bonus feats. There's no precedent for giving something 9th level maneuver progression, so again that would be up to you and your GM.

You can join Martial Traditions to exchange disciplines. Note that the Allegiance Benefits are optional and only works if your GM allows it.


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Guide Update Notes:
(Disciplines & Maneuvers) Black Seraph complete!
(Disciplines & Maneuvers) Silver Crane complete!
(Paizo Feats) Added Pageant of the Peacock.


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Unbroken Stride, 1st level stance from Sleeping Goddess.

I also wrote a highly extensive guide for Zealots, if you're interested!


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Guide Update Notes:
(Disciplines & Maneuvers) Broken Blade complete!
(Equipment) Added a Discipline Weapon Group Cheat Sheet™.

♪♫ Tis the season to be busy, fa la la la la, la la, la, la~ ♪♫


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Guide Update Notes:
(Disciplines & Maneuvers) Shattered Mirror complete!
(Disciplines & Maneuvers) Veiled Moon complete!
(Path of War & Expanded Feats) Added Improved Quick Draw
(Psionic Feats) Added Psicrystal Reservoir
(Equipment) Added Amulet of the Blooded (Aberrant)


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Guide Update Notes:
(Disciplines & Maneuvers) Elemental Flux complete!
(Disciplines & Maneuvers) Shattered Mirror complete!
(Disciplines & Maneuvers) Added martial traditions.


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Guide Update Notes:
(Disciplines & Maneuvers) Riven Hourglass is complete!
(Disciplines & Maneuvers) Mithral Current is complete!
(Style Feats) Added Grabbing Style.
(Equipment) Added flailpole and tri-point double-edged sword, and clarified things about the scorpion whip.
(Equipment) Added Furious and Leveraging to weapon enhancements.
(Disciplines & Maneuvers) Minute Hand rating changed to purple.


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Guide Update Notes:
(Disciplines & Maneuvers) Golden Lion complete!
(Disciplines & Maneuvers) Solar Wind complete!
(Disciplines & Maneuvers) Tempest Gale complete!
(PoW & E feats) Fuse Styles fell in rating because of Combat Style Master.
(Style Feats) Added Combat Style Master at the top.
(Style Feats) Added the Wolf Style chain.
(Paizo Feats) Added Divine Protection.
(Traits) Added Deadeye Bowman.
(Traits) Added Blade of Mercy.
(Traits) Added Defensive Strategist.
(Dipping) Mentioned that Ordained Defender can be used with Fiendbound Marauder Warder.
(Dipping) Added Savage Technologist and Superstition as options for Primal Disciple Barbarian.
(Dipping) Noted that tentacles are awesome for Aberrant Aegis.
(Dipping) Corrected some flagrantly atrocious errors and recommendations in Master of Many Styles Monk.
(Equipment) Added Anaconda's Coils Belt.
(Disciplines & Maneuvers) Added Final Rulings to the end of each discipline.


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Guide update notes:
Piercing Thunder is complete!
(Disciplines & Maneuvers) Added a preface explaining why things are rated the way they are. I felt like this would be needed, since... I put quiiiite a lot of red and orange ratings in Piercing Thunder.
(Ability Scores & Fighting Style) Added the Reach & Shield style, and changed "maximum tankiness" in the Sword & Board entry to "maximum durability."
(Ability Scores & Fighting Style) Expanded on the options for the Unarmed fighting style.
(Ability Scores & Fighting Style) Expanded on the TL;DR summary.
(Feats) Added Polearm Dancer.
(Feats) Replaced Signature Skill (Intimidate) with Soulless Gaze.
(Dipping) Added a note about Discipline Blade Skills in the Soulknife dip.
(Dipping) Added Bushi Warlord.
(Dipping) Added Fiendbound Marauder Warder.
(Dipping) Added Primal Disciple Barbarian.
(Dipping) Added Master of Many Styles Monk.
(Equipment) Updated recommendations for Finesse Melee.
(Equipment) Abbreviated Cracked Opalescent White Pyramid Ioun Stone as COWPIS. Tee hee hee =P

Now I have completed the 3 disciplines new to PoW:E that Zealots have native access to. Next, I'll do the other two, Golden Lion and Solar Wind! After that, I'll do the rest of the PoW:E disciplines, and finally I'll do the original PoW disciplines. Hopefully they won't be as depressing to evaluate for Zealots as Piercing Thunder was!


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Guide update notes:
Eternal Guardian and Sleeping Goddess are complete!
Fixed mistake in Equipment and weapons section and updated recommendations. Flails are not a discipline weapon for Eternal Guardian. The estoc is the best finesse weapon.
Added a note about size-stacking in the Ability Scores and Fighting Style section.
Added a note about Gamlas in the race section under Aasimar, Tiefling, and Skinwalker.
Added Skin of Proteus and Dueling (PSFG) to Equipment section.
Made the headings in the outline look nicer.
Tidied up some language regarding swift and immediate actions.

It turns out that working through those disciplines takes several hours each, and I still have 18 left to go! I'll get to em eventually, don't worry!


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Unity and Determination: Castilonium’s guide to the Path of War Zealot

Welcome to my first guide! It covers the Zealot class made by Dreamscarred Press and released in Path of War: Expanded. The excellent guides by Path of War designer Elricaltovilla are unfortunately out of date and were written when PoW:E was in beta and undergoing revisions, so the Zealot is quite different from how it was back then.

I don't claim to know all the possible tricks a Zealot can pull, but I feel this guide is complete enough to spark discussion on the class. There's even a section that offers advice on how to keep track of the many resources a Zealot needs to handle. Hopefully the community will be able to offer new ideas, correct my embarrassing mistakes, and help in creating an awesome guide for an awesome class!

There are two WIP sections: The maneuvers & disciplines section, and the sample builds section. I'll add to them eventually. In the meantime, take a look at this guide by Shawshank for info on disciplines and maneuvers. It focuses on advice for non-initiator archetypes, and it only goes up to 6th level maneuvers, but it’s the most recent and complete guide for PoW:Expanded disciplines. Elricaltovilla has also written guides for all of the disciplines from the original Path of War book, linked above.


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Get Throat Slicer and change "tie up" to "coup de grace."


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Here's the Brewer's Guide to Undeath link. It'll explain the mechanics of your minion limits.

Be a cruoromancer wizard, cleric, juju spirit guide oracle, shaman with human FCB and lore wandering spirit, or gravewalker witch. Important spells are Animate Dead, Desecrate, and Command Undead. Buy a Voidstick. Boost the caster level of your Animate Dead as much as possible with things like the Gifted Adept trait and an orange prism ioun stone. Don't take the Undeath Master feat. Animate bloody skeletons out of large strong monsters, and animate a large (or bigger) fast zombie flying creature to be your mount. Don't cast Create Undead.


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Or VMC Cavalier (Order of the Star). It increases the strength of your lay on hands and channel energy by 50%.


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Undone wrote:
Castilonium wrote:

Let me guess, you guys are playing Way of the Wicked, book 4. I asked this very same question back in November, and answers were just as muddled as the ones in this thread. In order to beat a dragon with AMF, either you need a buffed up gunslinger (nonmagical ranged touch attacks) who doesn't get beelined in the first round by the dragon, or you need to kill the dragon with trickery outside of actual combat.

P.S. some math. It would take 18 5d6 snowballs, or 56 total full attacks from lantern archons on average to kill an ancient copper dragon.

May I just say it only takes 2 rounds from a raging barbarian when he crits with a great ax. If the characters are well built enough an AMF is merely a debuff. Archers also can easily kill it in 2 rounds especially with clustered shots.

Let's do some more math.

Ancient Copper Dragon's stats: DR 15/magic, 39 AC, 310 HP. A level 14 barbarian in an antimagic field would have, at most, 29 strength while raging. With their nonmagical pointy metal stick, they would have an attack bonus of 20 = 14 (BAB) + 9 (strength) + 1 (Weapon Focus) - 4 (Power Attack), and deal 1d12 + 13 (strength) + 12 (Power Attack). Using this online DPR calculator, we can see that he deals 6.93 damage per round, on average, on a full attack against a target with 39 AC. And that's assuming the dragon's DR doesn't function in the AMF. That's 45 rounds of full attacking for this barbarian to kill the dragon. Without using Power Attack, his DPR increases to 8.58, or 37 rounds to kill.

Am I missing something obvious?


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You can do this with Bushwhack and Throat Slicer.


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Death not being scary isn't a problem that can be solved by houserules, because it all depends on the attitude of the players. If there's a heavy penalty to dying, some players will just create a brand new character and effectively suffer no penalty at all, while players who care deeply about their characters will suffer. On the flip side, even if there's very little penalty at all, players who care about their characters will still try hard to avoid dying, while uncaring players will continue not caring. It's up to you to screen your players and decide whether or not their attitudes and gaming philosophies match up with your own so you all can have fun.

TL;DR: You can't change your players' attitudes.


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ToB and PoW disciplines play together well. But PoW strikes often do more damage than ToB strikes, probably because enemies in 3.5e had less HP compared to PF enemies. You could look at the damage numbers of the PoW strikes to get a ballpark of how much damage they generally do at each maneuver level, and raise the ToB strikes to match.


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Other people have already have answered your questions, so I'll just point you to this guide for Iroran Palains in case you're interested.


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The Myers-Briggs Type Indicator, the Big Five personality traits, and most other personality assessments don't cover morality and ethicality at all, which is what you're asking about. You could try basing something off of the Moral Foundations Theory, which has six axes.


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This popular list of houserules might be of interest to you. It gives everyone weapon finesse, in addition to a lot of other nice things that reduce the proliferation of tax feats.


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Brewer's Guide to Undeath link

TLDR: Be a cruoromancer wizard, cleric, juju spirit guide oracle, shaman with human FCB and lore wandering spirit, or gravewalker witch. Important spells are Animate Dead, Desecrate, and Command Undead. Buy a Voidstick. Boost the caster level of your Animate Dead as much as possible with things like the Gifted Adept trait and an orange prism ioun stone. Don't take the Undeath Master feat. Animate bloody skeletons out of large strong monsters, and animate a large (or bigger) fast zombie flying creature to be your mount. Don't cast Create Undead.


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Spirit Guide oracles are immensely flexible because they can get a new hex, spirit power, and list of spirit spells known every day. They're not compatible with the Dual Cursed archetype.


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They use general-purpose professional grade image editting software, not specialized map making programs. The maps look good because they're skilled professionals. They know how to create a unified art style and aesthetic.

Try this website to make your own maps. It's browser-based, so you don't even need to download any software. Also look at this thread for more info.


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Here is a guide.

Use the Champion spirit for your everyday needs, and get Spirit Focus ASAP. You will be about as good as a fighter (pre Weapon Master's Guide, at least) at damage per round. None of the other spirits are really suited for everyday adventuring. Use Archmage and Heirophant during downtime for utility.

The archetypes have severe flaws that make them impractical. Kami Medium would be phenomenal if not for the fact that you need to be standing in a STORM each day to channel the Champion spirit. Relic Channeler would be nice if not for the fact that you give up all of your flexibility.

TLDR: You contribute to combat as well as a fighter, and are a flexible 6th level caster during downtime.


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Half orc skald? Here's what you do:

Dip 1 level of Bloodrager, any bloodline.
Use the Bloodline Familiar option to trade your 1st level bloodline power for a goat familiar with the Valet archetype. Goats are heavy metal. Give it leather barding, masterwork studded leather, or mithril kikko armor barding, because they have no armor check penalty.
Pick up the Amplified Rage feat.
Use Raging Song and stand next to or flank with your heavy metal goat familiar.
You now have +8 strength and constitution, and your goat has +6 strength and constitution.


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Worship Calistria and get a Wasp Familiar. Give it the Protector Archetype. For the cost of a single feat, you get +50% HP, +2 AC, +4 initiative, the ability to roll twice on all knowledge/sense motive/perception checks, and a flying scout, among other benefits.


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You.


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Anzyr wrote:


As mentioned below, Arkalion is using Magic Jar to possess a Harbringer Demon. For the record the Harbringer Demon is an actually a Drakainia Spawned Harbringer Demon not a simulacrum. The WBL is correct using the Ultimate Campaign rules which cap at a 50% increase for having two crafting feats (which Arkalaion does). This is actually disadvantage to me as the vast majority of his expenditures are in wondrous items, which under the normal rules I could get *all* of them half priced.

The first two rely on divinations. Though they are also cast whenever Arkalion leaves his plane using Astral Projection. I actually do have a way to have both theses up constantly, but this character is not using it.

Solar Simulacrums cast spells as a 20th level Cleric, which includes having access to Miracle and Invisibility Purge. Miracle can duplicate Magic Jar and allow the Solar Simulacrum to possess the Harbringer Daemon body and cast Invisibility Purge.

Simulacrums are half HD, but the vast majority of all abilities are not HD dependent. Simulacrums are generated via Blood Money + Wish (duplicating Simulacrum) mostly to save the incredibly long creation time for casting...

So as far as I understand, to accomplish this, you do the following:

Greater Create Demiplane, Bloody Money + Permanency
Create Greater Demiplane again for the Timeless trait
Blood Money + Wish to create all your simulacrums
Order Drakainia simulacrum to spawn a Harbinger Demon so that it's real and not a simulacrum
Sit in your Timeless demiplane and stack up buffs whose durations don't run out while inside
Use Spirit Jars to tag-out possessing the Harbinger with the Solar
The Solar uses personal range buffs while possessing the Harbinger
Possess Harbinger again and use divination spells (which ones?) to locate threats
Astral Projection out of demiplane, Plane Shift, Greater Teleport to adventuring location
???
Profit

Did I miss any important details or misunderstand something?

Also, as far as I can tell, your caster level should be 26 while buffing. 20 + 4 (karma bead) + 1 (orange prism ioun stone) + 1 (flawed orange prism ioun stone). The durations on Aroden's Spellbane and Magic Jar seem to suggest you have a CL of 28. Where do the last 2 caster levels come from?

Where do the Profane bonuses on your ability scores come from?

How do you bypass the -2 intelligence penalty the flawed orange prism ioun stone gives you?

Thank you for the info and explanations.


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Anzyr wrote:
Arkalion, Ruler of the Grand Cycle

This looks really neat, but I'm hoping people can explain some things to me about this build that I don't understand. Not trying to poke holes in it, I just want to know how it works.

How do you constantly have low duration spells active, like Unwilling Shield and Greater Angellic Aspect?

How does the Solar cast a personal range spell, Invisibility Purge, on you?

What do you use to get Solars, Tzitzimitls, and a Harbringer Daemon? Simulacrum, Greater Planar Binding, or something else? How do you solve the problem that Simulacrums only have half the HD of the real creature?

Can you use two Karma Prayer Beads at the same time to get +8 to your caster level? I figured that wouldn't stack because they're the same source.


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If you're a witch, a druid, or a Speaker for the Past shaman, pick Idealize to give yourself an extra +2 intelligence and wisdom when casting Threefold Aspect. Extra +4 at level 20.


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Turn that wisdom damage into a wisdom buff