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Lady-J wrote: would the twin eidolon not be the same type as the normal one?b A Twinned Summoner is an archetype that grants a specific eidolon with the "Twinned" subtype. It's an archetype that works for both Unchained and Chained, but they work differently since Unchained uses different rules for eidolons. ![]()
Trying to give a wizard the Greater Magic Fang spell into his spellbook. Faith Magic discovery is one way, is there any other way? I'm aware of samsaran and magaambyan arcanist, but samsaran and prcs aren't allowed. I'd rather be human if possible anyway. Is there a way to get it through another spell? Item? Feat? Something else? ![]()
Reuhne wrote: If there was a way to enhance four or five specific creatures, that'd be awesome. Go Wizard and take Balanced Summoning (Arcane Discovery) and use that along with Summon Guardian Spirit. That'll give you two distinct monsters right there. They can be your utility summons (make them cast Grease, or blind things, or fascinate or whatever). Then you can use the Rod of Giant Summoning for your glass cannon and/or tank, and modify them with Evolved Summons, possibly using Balanced Summoning with these summons too. Lastly you have your own familiar that can take archetypes, and perhaps later on you can upgrade them with Improved Familiar and it can be a wand wielder casting buffs for you. That's 4-5 specific creatures for you. Use Acadamae Graduate feat to cast Summons as standard action so your summons can go right away. ![]()
You okay with natural attacks? Or wanting TWF with manufactured weapons specifically? I can't imagine anything beating a Vivisectionist using Feral discovery. Alchemical Allocation with Magic Fang +5 can be had by now and it'll last all day. Get a Tumor Familiar discovery and have it inject you with Bull's Strength or Cat's Grace extract (depends on your build) on the first round of combat, drink your Mutagen in the same round, move in and you're set. Even without sneak attacks you'll probably be doing significantly more damage than a barbarian or ranger or whatever. If you're a ratfolk, sneak attack is pretty much guaranteed so long as you're not the only melee in the group. ![]()
I've read and re-read the Crafting Magic Items text, and I really just can't understand how crafting works when it comes to their interaction with extracts. I'm playing an alchemist//bard gestalt, so the character qualifies for Craft Wondrous Items. I've got the necessary Craft and Spellcraft skills maxed, as well as UMD if needed. Question is, if a required spell for an item is not on my bard's spell list, but my alchemist has it as a formula, can that be used to make the item? And what about if the spell is on neither of their lists, am I allowed to make a UMD check to cast it from a scroll with a DC of 20+CL required to cast the spell? ![]()
Philo Pharynx wrote:
Decided to go Soulknife. Will probably dip for 2 levels into Meditant, but not really sure when to do it. I do also like the idea of a Jedi now, curse you for bringing it up >_< ![]()
Philo Pharynx wrote:
What I meant to ask was, how many levels of each class were you looking at, since you mentioned combining all 3 classes, monk with meditant and deadly fist? Quote: Another option is to go War Soul archetype (from Path of War), and get nice unarmed martial maneuvers, but that precludes Gifted Blade. Path of War not allowed in the game. ![]()
Air0r wrote: Otherwise yes, psywarrior may be a potentially better option. in the past I ran into an issue with the time it takes to 'power up' (all the really fun combat-buffing powers take time to manifest and the higher your level the more of them you want to have up at once). The easy work around is grabbing quicken power as soon as it becomes usable to you and a way to get focus back quickly. That is just one route though. I figured that I would just use the long-lasting buffs (Metaphysical Claws, Inertial Armor, etc.), and then use swift buffs (offensive prescience most likely, so I can get better accuracy). I know people like to enlarge and do other crazy stuff, but I usually just go for simple tactics. Soulknife can pull off the exact same things, and doesn't even need Metaphysical Claws, so that would save PP, which is good since they get less. Aaack, I can't decide, lol. Quote:
If you were to multiclass, what would the build look like at, say, level 10? I was thinking that if I went Soulknife, I would just go Monk2/SoulknifeX. ![]()
Air0r wrote: between those two option, I'd pick psychic warrior UNLESS your soulknife (deadly fist) is taking gifted blade; without gifted blade archetype, soulknife's main draw is saving money on a shiny weapon. in fact, if your DM allows for the High Psionic Variant of soulknife (gifted blade for free, without trading anything away for it), definitely take soulknife. No high psionic, but yes, I'd go Gifted Blade if I went the Soulknife route. My main concern is that Soulknife AC won't be as good (since I want to be unarmored). I guess I can dip Monk. It also means I have to suffer a low power lvl 1 since I'd go Wis for atk/dmg. PsyWar can also punce much sooner, and more often. Hmmmmm.......... ![]()
I'm trying to build an unarmed attacker, and I was wondering which one is better between Psychic Warrior (Meditant) or Soulknife (Deadly Fist). I'm looking for an unarmed attacker that can compete against fighters/barbarian/etc. in the damage department. I also want the character to be unarmored. The game starts at level 1. Meditant is good, but accuracy might be an issue down the line. It has better powers, and gets Wis to AC. Deadly Fist has better accuracy, can be SAD (though it means waiting until level 2 before my attacks are any good) because Wis can be used for atk/dmg, and can get powers by going Gifted Blade. Perhaps I could dip into monk later on for the Wis to AC. If you guys have any experience with either of these classes, let me know. ![]()
Secret Wizard wrote: Level? Point buy? Wealth? Level 13, 20-point, 140k gold. Highest I got:
That's using a +4 belt and +3 weapon. If using fists are better, I'm open to that. ![]()
Secret Wizard wrote:
What are some ways I can get the attack bonus to be higher? Using Ascetic Style means I'm no longer fighting defensively, which bumps that up to +26. Was hoping I can pump it up a bit more. Right now I'd be hesitant to use Power Attack. ![]()
Secret Wizard wrote:
Would you mind showing how you're getting your AC, attack bonus, and damage from for both of these builds? Crane Style questions:
I'm not sure if that's a good number for lvl 13, but the damage is only 1d10 (sansetsukon) +10 (Str + Enhancement), which seems too low. Also, I saw the AC mentioned elsewhere that this Crane Style build gets +5 AC over the Dragon Style one, but I can only get +3 using Crane Style (+2 for fighting defensively +1 for Crane Style), though it's +7 vs melee since there's the additional +4 from Crane Wing. Here's what I cooked up: AC: 36 [40] = 10 base +4 Bracers +3 Dex +5 Wis +3 Monk +3 Deflection (Ring), +3 Natural Armor Enhancement (Amulet) +1 Haste (Dodge) +1 Dodge +3 Dodge (Crane Style) [+4 Dodge vs melee (Crane Wing)] Attacks: +25/+25 (Flurry)/+25 (Flurry)/+20/+15 = +13 BAB +7 Str +3 Enhancement +1 Weapon Focus +1 Competence (Ioun) +1 Haste (Boots) -1 Fighting Defensively (Crane Riposte) Damage: 1d10 +7 Str +3 Enhancement Dragon Style questions:
And how's the attack bonus here? I assume you're using an Amulet of Mighty Fist, which means the AC drops even more for this build compared to the Crane Style build? ![]()
Secret Wizard wrote: I'd probably go with Tatami-do if you have 17 DEX, and if you get 18 DEX, I'd use a mithral O-yoroi. Awesome! Never saw these before!!! Charon's Little Helper wrote: And - if it's allowed - eventually get Celestial Plate. Are you talking about this? http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/celest ial-plate-armor ![]()
Alex Mack wrote: I wouldn't concern myself too much with AC as you want to be wearing heavy armor. Another reason to play a Dwarf as they are faster in heavy armor than humans. Since I need a minimum of Dex 17 for ITWF, is there a reason why I should go fullplate instead of just breastplate? Fullplate would come out to be +1 AC higher, so it's definitely better, but I'm just wondering if I'm forgetting something more than just that +1? ![]()
So many great advice here, thanks. I'm tweaking around my stats to see how I can improve it. I don't care for GTWF, but I do want ITWF, which means I need 17 dex at some point. I feel like I should go with a Str build due to this. The AC will suffer a bit, but oh well. For items, I figure just a couple of +3 wakizashis would do. A Champion's Banner would also be good so that my Challenge is treated as 4 levels higher (boosting both my atk and dmg). I went with Order of the Dragon because of the attack bonus. Still tweaking it, but looking much better now. ![]()
I'm still looking into things, but I'm struggling with the straight up Samurai build thus far. I guess I'm running into the issue that everyone other than Fighters eventually run into, which is that TWF is very feat intensive. Not giving up yet, but might just switch to going back to boring old 2H weapon (katana, I guess), and see if I can make a deadly Samurai. ![]()
My Self wrote: I'd be careful about the mounted combat options. Full attacking on a move is awesome if you have a bit of open space, but if you're squeezing through 5-foot corridors and narrow alleyways, you might have to dismount or invest in a skinnier mount. In general, I'm not a fan of mounted builds, but this is actually the first time where I wouldn't mind mounted builds, as long as it's a small creature riding a medium creature as a mount. So if I were doing a mount-focused build, I'd go with a small sized character. In any case, I'm still fleshing out the character a bit :) ![]()
Thanks for all the responses so far. I'll try out some of the builds, especially the ones Alex Mack and Secret Wizard gave (using them as a basic guide more than anything), and will most likely post follow-up questions :) I'll check out Slayer and the Sohei as well. I saw Gloves of Dueling mentioned. Does a Samurai benefit from it the way a Fighter does...? ![]()
Cavall wrote: Well order of the flame is a poor choice if you want that AC still up. I should clarify. I just meant that the AC should be good enough to protect him if the majority of opponent rolls, say, a 10 or lower. Certainly I'd like it as high as possible, but I'm not looking for him to be unhittable by any means. I didn't mind the AC penalties from Order of the Flame since I assume that most encounters only has one or two big bad brutes type that can hit. ![]()
Nargemn wrote: From what I understand, Slayer is the undisputed TWF master now, thanks to their ability to gain the Ranger Combat Style on top of gaining Sneak Attack - meaning they can drop their Dex pretty low and boost their Strength. Lots of dice rolling and lots of modifiers equals lots of damage. How does it fare if it can't rely on Sneak Attack? I'm just really biased against SA because so many things can be immune to them, not to mention you have to find a way to be able to perform the SA in the first place. ![]()
Just doing some theorycrafting builds for TWF, and my search results basically noted that samurais make for great TWFers. I couldn't find any detailed builds, but I did find a couple possible gems (Chain Challenge feat, Order of the Flame). Does anyone have a good specific build (level 13ish) that can be used as a starting point? While I definitely want as much damage as possible, I definitely don't want to make his AC completely crap. Decent saves is also always nice to have. I am looking for the extra damage to be applicable to all/most things, so I don't want to rely on things like Sneak Attack. Aside from that, I'm really open to anything. I'm really just looking for stat allocations (let's say 20 point buy), must-have feats, items, etc. that are unique for a TWF samurai build. Also, if you think another class is better suited for TWF, do chime in. ![]()
Displacement is great, no doubt about it. I'd prefer it over a +5 to AC for sure, but the reason I prefer Destined doesn't really just come from that one thing. First, Displacement doesn't protect against spells that doesn't require an attack roll. Another reason is that, as you mentioned it's easier to get Rage Powers using Destined. So if you want the Beast Totem line you'd have to wait longer, or possibly give up CAGM or Superstition to get it if you're Arcane. No Beast Totem means another -4 or so to AC, and a major delay to pounce. ![]()
How does the Bloodrager's level 11 ability Greater Bloodrage interact with its Arcane bloodline lvl 8 ability Greater Arcane Bloodrage? Do you get the benefits of both? Do you also get the benefit of the Arcane bloodline's lvl 4 ability Arcane Bloodrage? Greater Bloodrage (Bloodrager lvl 11 ability):
Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects. Arcane Bloodrage (Arcane bloodline lvl 4 ability):
Greater Arcane Bloodrage (Arcane bloodline lvl 8 ability):
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Ah, was just comparing Destined vs Arcane bloodline, and I forgot that the Destined bloodline's Fated Bloodrager ability grants a Luck bonus not only to AC, but also to all saves. This works really well with Fate's Favored. If it was just AC bonus against Blur/Displacement/Haste, then I'd have switched to Arcane for sure, but having higher saves seems a better route. Although... perhaps if I use Blur + Displacement, I can get rid of some of those AC items and somehow find ways to boost my saves a bit more... ![]()
Fruian Thistlefoot wrote: Yes it says it is in addition to. It says it's in addition to "Arcane Bloodrage". What I'm asking is if Arcane Bloodrage/Greater Arcane Bloodrage works in addition to the Greater Bloodrage. Greater Bloodrage (Bloodrager lvl 11 ability):
Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects. Arcane Bloodrage (Arcane bloodline lvl 4 ability):
Greater Arcane Bloodrage (Arcane bloodline lvl 8 ability):
EDIT: actually, this is completely a rules question, so I'll just ask it in the Rules forum. ![]()
Fruian Thistlefoot wrote:
That's awesome to know. I didn't realize it doesn't require casting a spell. I'll use either Shield or Mirror Image as I planned. I really do like Displacement, and I agree with you, but I never looked deeply into it because I didn't think I could use it that often. Quick question for you. Is the ability to cast Displacement IN ADDITION to the free spell you get for Greater Bloodrage? As in, are you able to use Displacement AND Shield for the duration of your rage?
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