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You are absolutely right, I totally overlooked this little piece of crucial information. (Edit: that the other bloodlines are worded generally)

I interpreted the "sorcerer" part in the bloodline as within the design philosophy of the bloodline for sorcerers. The bloodline development feat is written for arcanist and exploiter wizard uses his wizard levels for determination of arcanist effects. Following this loop with bloodline development arcanist stacks his levels with sorc for the determination of stuff, it would result in:

exploiter wizard (ew) = arcanist, bloodline development (bld) effect = arcanist + sorc -> bld = ew + sorc for all purposes and intends and than the sorc gets substituted by ew + sorc in the bloodline arcana.

Well, sadly no prepared psychic caster. Thank you for your fast reply!


Sorc 1 with psychic bloodline / Exploiter Wizard with bloodline development

Psychic Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.

Bloodline Development: The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline’s 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1). She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the arcanist can only use that item to cast spells of a level equal to the level of spell that could be cast by her equivalent sorcerer level (limiting her to 1st level spells unless she spends a point from her arcane reservoir). If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.

And taking the following FAQ into consideration :

Quote:

Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?

The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.
General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)

I would say "Yes, my wizard spells become psychic in nature (so I can run around with ultra heavy armour and avoiding arcane spell failure")


I can get auto enlarge(DB) and haste or displacement(GAB) when I decide to rage for the duration of my rage.

This 10k on boots of speed are unnecessary for the sake of dishing out damage discussion (not to survive the aftermath).


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Interesting discussion going on!
I was more interested if I did everything right (in the calcs and didn't oversee something more serious) and I wanted to have this raging Barbarian who can self-sustain the buffs passively without preparation time and without having more stuff hanging on him then a classical dark alley seller from a movie in a trench coat ;)

Just imagine getting a large Character in the city getting stuck between the buildings! And if we would go for "realistic" then every encounter which wouldn't be in the open field wouldn't be possible at all, simple no space to swing huge sized weapons in "closed space".

But I like to imagine to be the "pyramid head" from the silent hill movie, just with an axe for moar dices!

EDIT: Anyway there is nothing that would prevent me from using standard power attack full round with haste to get the same amount of attacks, granted my hits would be more awful without further aid but for the sake of argument that is not thaaaaaaaaaaaaaaat important to dish out higher theoretical numbers.


i'm curious if i'm doing everything right or if i'm doing something wrong

Level 9 (8 CB BR, 1 TF)
Bloodlines: Abyssal, Arcane

Quote:

Cost 65 gp Weight 25 lbs.

Damage 1d12 (small), 3d6 (medium) Critical ×3 Type slashing
Category two-handed Proficiency exotic Weapon Group axes

A creation of orc smiths, this axe has an oversized head bristling with spikes and a long, thick haft that only barely counterbalances its weight.

If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a –2 penalty on attacks with it, as you’re unable to maneuver its daunting size and weight.

Is it logically to assume that I would need 21 str for a Large sized BA, which I can wield with -4 on attack rolls with the giant weapon feat of TF? Or do I follow the "small or smaller" logic with 19 for bigger than small and 17 for small or smaller?

Thanks to crossblooded I can select at 4th Level of BR from the abyssal Demonic Bulk (Su) and at 8th level Greater Arcane Bloodrage (Sp) even though I don’t have Arcana Bloodrage and I can just use Displacement or Haste on myself?

If everything is okay so far and I simple assume that that I have 26 Str and BAB +9/+4 with Weapon focus and EWP on (Impact large) butchering axe + being enlarged (Demonic Bulk), attack roll is the following:
Hit = 9 BAB, +8 Str, 1+ WP, +1 (Impact) Enchantment -2 improper sized two-handed weapon, -2 Giant weapon feat = 15 Base Hit
Damage = 3d6 base, large 4d6, huge (because of me enlarged) 6d6, impact 8d6 + 13 (1,5 str mod rounded up) = 40 average damage on hit.

What is my threat range, 5ft or 10ft because I’m undefined large or bigger with a huge sized weapon or is there even a dead zone?

How many dices to I get on a vital strike 16d6? (I’m assuming that I didn’t overlook anything)

Thanks for the help in advance!


Malwing wrote:
So to whoever was involved; Why exactly is Spellstrike called out as an actual action? Wouldn't it function without a problem if it weren't called out? It also says that spellstrike casts a spell as part of it's action, does this mean that if you cast a multiple touch spell like frostbite you don't get three chances to spellstrike during your next turn?

I didn't read pathfinder unchained or anything related to it, but under the current rules:

You are not getting three chances for frostbite or any other spell with multiply charges while using spellstriek , simple because you are casting the spell once and that's the crucial part, since spellstrike gives you free melee attack when you cast spells and not for delivering a spell.

Regarding the first question, you have to declare that you want to use spellstrike because it gives you -2 on your attacks while using a full round action otherwise you it wouldn't make any sense to get a malus on hit chance without a reason.


Level progression is just an example and not well though through. It's just made for the Attacks per Round.
Level 1 MomS : WP (Bite), Dragon Style, stunning fist, Unarmed Strike
Level 2 MomS/Wild Rager 1 : Fast movement, Rage, Uncontrolled Rage
Level 3 MomS/Wild Rager 2 : FCT (Bite), Beast Totem, Lesser, WP (Claws), Wild Fighter
Level 4 MomS/Wild Rager 3 : Trap Sense +1, Dex + 1
Level 5 MomS/Wild Rager 4 : FCT (Claws), Elemental Rage, Lesser,
Level 6 MomS/Wild Rager 5 : Rage Conversion,
Level 7 MomS/Wild Rager 6 : Trap Sense +2, Two-Weapon Fighting, Beast Totem
Level 8 MomS/Wild Rager 7 : Str +1, DR 1/-
Level 9 MomS/Wild Rager 8 : Fiend Totem, Lesser, Dragon Ferocity
Level 10 MomS/Wild Rager 9 : Trap Sense 3,
Level 11 MomS/Wild Rager 10 : DR 2/-, Beast Totem, Greater, Improved Two-Weapon Fighting
Level 12 MomS/Wild Rager 11 : Str +1, Greater Rage
Level 13 MomS/Wild Rager 12 : Trap Sense +4, Elemental Rage, Greater Two-Weapon Fighting
Level 14 MomS/Wild Rager 13 : DR 3/-,
Level 15 MomS/Wild Rager 14 : Imdotibale Will, Reckless Abandon, Beiler's Bite
Level 16 MomS/Wild Rager 15 : Str +1, Trap Sense +5
Level 17 MomS/Wild Rager 16 : DR 4/-, Come and Get Me
Level 18 MomS/Wild Rager 17 : Tireless Rage,
Level 19 MomS/Wild Rager 18 : Trap Sense +6, FCT(Horns)
Level 20 MomS/Wild Rager 19 : DR 5/- Str+1

Start: Str 18 Dex 16 Con 14 Int 11 Wis 7 Cha 7
End : Str 22 Dex 19 Con 14 Int 11 Wis 7 Cha 7

Full-Attack-Action Claw/Claw/Wild Fighter/1st/TWF/Bite/Horn/2nd/ITWF/3rd/GTWF/4th 20/20/19/17/17/15/15/14/14/9/9/4
Damage
Claw 1d8+2str+1d6(Energy 1)+1d6(Energy 2)
Claw 1d8+1,5str+1d6(Energy 1)+1d6(Energy 2)
WF 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
1st 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
TWF 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
Bite 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)
Horn 1d6+1,5Str+1d6(Energy 1)+1d6(Energy 2)
2nd 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
ITWF 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
3rd 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
GTWF 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
4th 1d6+1,5str+1d6(Energy 1)+1d6(Energy 2)+1d4(Bleed)
------------------------------------------------------
Total 2d8+10d6+12d6(E1)+12d6(E2)+8d4(Bleed)+111

Or i'm somewhere serious mistaken?


Why not picking a normal Monk lvl 1 ?

You'll get FoB so won't need Brawler, Greater Brawler ( open to feats for something else) and then you can sacrifice Boar Style in favor for Beiler's Bite which grants you +1d4 Bleed Damage on every non natural successful hit.

This way you could still end up with 10-11 attacks (I'm not sure if you use FoB you can add your Wild Fighter attack as well)