Daeion's page

29 posts. No reviews. No lists. No wishlists.


RSS


Heather 540 wrote:

Link

Just scroll down and you'll see the build.

What race, weapon, and animal companion did you use for this build?


Ryze Kuja wrote:
Barbarian + Battle Oracle, Witch (any archetype) or Shaman (any archetype) would be pretty sick.

Wouldn't I want to do Bloodrager over Barbarian for the Charisma stack?


Meirril wrote:
Use an animal companion with pounce, and an animal shape with pounce. Pick up Paired Opportunist and have some double pouncing fun.

Can you explain this to me? I'm not seeing how pounce is tied to triggering Paired Opportunist?


VoodistMonk wrote:

Paladin Warpriest:
You said Paladin, I will try help you with that.

Your skills suck, your spells are lacking, and so is your Reflex save.

Let's fix that.

Bard is a natural choice, but you already have one and don't seem interested in including it in your character... although it fixes your skills, your magic, and your Reflex save. Plus the Arcane Duelist archetype gives you a bunch of worthwhile bonus feats, and the ability to cast in medium/ heavy armor.

Rogue works, and with the right stuff with your Mount, you can be flanking all the time for all the Sneak Attack ever. But does nothing for your spells.

Urban Bloodrager with the Arcane Bloodline does very little for your skills, something useful for your spells, nothing for your Reflex save, but adds Controlled Bloodrage.

Magical Child Vigilante fixes your skills, your spells, and your Reflex save. And gets you a Familiar.

Medium, maybe? Helps fix your skills, and helps your spells, but doesn't help your Reflex save at all. The added stuff you can use is potentially very beneficial, though.

Mesmerist would also help your skills, fix your spells, and help your Reflex save. But you already have two in the party.

Clearly I am focused too much on matching Charisma, let's expand our search and focus more on the holy warrior idea of the Paladin and go with Warpriest...

Doesn't do much for your skills, fixes your spells, nothing for the Reflex save. Not ideal, thusfar. But when you look at the bonus feats and Sacred Weapon damage and Sacred Armor bonuses and the Domain Blessings and Fervor... you should be able to piece together something useful.

By the levels (you said @~8):
Paladin/
Warpriest

1P. Aura of Good
1P. Detect Evil
1P. Smite Evil 1/day
1W. Aura of Lawful
1W. Minor Blessings
1W. Orisons
1W. Focus Weapon
1W. Sacred Weapon

2P. Divine Grace
2P. Lay on Hands
2W. Fervor 1D6

3P. Aura of Courage
3P. Divine Health
3P. Mercy
3W. Bonus Feat

4P. Channel Positive Energy
4P. Smite Evil 2/day
4W. Channel Energy
4W. Sacred Weapon +1

5P. Divine Bond
5W. Fervor 2D6

6P. Mercy
6W. Bonus Feat
6W(FCB). Bonus Feat

7P. Smite Evil 3/day
7W. Sacred Armor +1

8P. Aura of Resolve
8W. Fervor 3D6
8W. Sacred Weapon +2

Essentially a full BAB Warpriest, with access to Warpriest channels and Paladin channels, and Divine Grace, and Smite Evil... I would favor Wisdom over Charisma to take advantage of the Warpriest's higher spellcasting. But definitely keep Charisma as high as possible for obvious reasons.

You can get 1/6 extra bonus feats from Warpriest favored class bonuses to make up for the lack of feats available to a Paladin.

These are both vanilla classes, no archetypes... you can still trade out what you don't want from both for other archetype features. Depending on your character's preference, the Hospitater or Oath of Vengeance Paladin archetype may be worth looking into. I would still stay generic Warpriest for full effect, though.

You can have a mount as a Paladin and a companion from your Domain if you want.

The "one step within Lawful Good" deity of your choice compels you to be freaking awesome. All the damage. All the self buffs. All the healing for you and everyone.

If you want to be a stalwart melee character in a gestalt party with few healers, this is THE route to take.

I don't think I said Paladin, I think someone else brought it up because I had said my other idea was to play a mounted character, and I'm not anti-bard, or anti anything really, my goal with the melee person is to be able to stand in the thick of things and keep myself up so that I'm the one that keeps getting attacked instead of the rest of the party. The warpriest paladin seems interesting, especially as with automatic bonus progression I could apply the weapon enhancement to getting weapon abilities, though it does seem a little MAD, but then again I've never really tried to min/max a pathfinder character.


Heather 540 wrote:
I actually made a Hunter/Unchained Rogue gestalt build for a gestalt guide here in the forums. It's definitely melee focused and can deal a lot of damage. And Hunter has the basic Cure spells so you'd be able to heal damage fairly well.

Do you have a link? I seem to be having a hard time finding it.


Magda Luckbender wrote:

@OP: Playing a Small creature on a Medium mount works really well. One exotic mount I've seen used very effectively is the Giant Gecko Lizard. Wallwalking lets your PC get into places where the GM won't expect anyone to go. Wallwalking allows your PC to reliably land charges where they would otherwise be impossible. Ceiling charges are even a thing!

A Paladin or Cavalier might be a really good option. Teamwork feats might greatly benefit the team you describe. Pity you're starting at high level, as you won't have time and experience to learn how your team works in order to have the perfect teamwork feats. It's been my experience that parties together since first level are usually much more effective than parties built at higher level, despite being the same on paper.

Yeah I was looking at the Giant Gecko specifically for that reason.

Do you have any thoughts on a good cavalier/paladin gestalt using a small race?

As for the party piece, we did start at lvl 1, so I've seen how they work with their characters and I really feel like teamwork feats would be wasted, my inquisitor pretty much never had the opportunity to use it's teamwork feats so I wouldn't expect my melee character to be able to either.


DeathlessOne wrote:

Fighter (Viking) / Unchained Summoner (Agathion eidolon)

Half-Elf: For the two favored classes
Half-elf lets you get +1/4 evolution point each level
Racial Heritage (Orc) - count as Orc to get the +2 to effective Con score to determine when you die, each level of fighter
Agathion Eidolon for the free lay on hands at level 8 (self healing is good healing)

Fighter (Viking) for Barbarian Rage, rage powers, and bonus combat feats.
Unchained summoner for the Eidolon (of course) and personal buffs.

I suggest you invest in teamwork feats between yourself and the Eidolon (paired opportunist, outflank, etc), one of you use reach weapons, and get diehard (or ferocity) from some source. Perhaps squeeze in a familiar and take the protector archetype for a substancial bonus to your effective HP.

It's an interesting concept, I'm not sure I want to rely upon an outside source for my healing, though maybe I'm imagining the eidolon being more fragile then it is or that the healing would be harder due to flanking then it really would be.


Playing a gestalt campaign and my gunslinger inquisitor will probably be exiting the campaign in a few sessions so I'm looking for a new build. The current group consists of two mesmerist combos, a vigilante kineticist, another vigilante combo, a bard combo, and a cleric summoner, none of whom are built around taking a hit so I'm thinking I might go the melee route. I'm not looking to do the most damage, but need to do enough so that I'm a big enough threat to warrant being the focus of attention, and would like the ability to keep myself up since really the cleric summoner is the only healer in the group.

My other thought was to play a mounted character as I've always wanted to but I'm not sure how to make a mount work when you're not fighting in open fields but instead in more urban settings with lots of fights happening in sewers, warehouses, mansions, and rooftops. Does playing as a small creature with a medium sized mount hurt viability?

General rules stuff, 1st party and 3rd party is allowed, we roll stats instead of buying, 2 extra feats due to homebrew shenanigans, starting lvl of 6-8, and we are using automatic bonus progression.

Thanks.


My group is running a gestalt campaign and I'm the only ranged class in the group at this point, rest are all melee and casters. This to me seems to make teamwork feats pointless, was planning for Target of Opportunity but now that won't work. I'm wondering if there are any teamwork feats that might still be worth taking, or if i should look at respecing into an archetype that that doesn't have solo tactics and teamwork feats? As it is I'm the only person with ranks in stealth so no point in stealth synergy either.


Does anyone have any thoughts on going straight summoner vs say master summoner? I'm thinking straight summoner with a full forced Eidolon plus the summons might be more effective but maybe I'm missing something.


How do summoners break the game? Is it just that a summoner's turn can take longer or is there something I'm missing? From my experience every class has the ability to break the game and when you add mythic into it, stuff just gets stupid broken. The group I’m playing with consists of a bloodrager with a ton of DR, an archer pali who can just about one shot anything, an Oracle who doesn’t really do much when it comes to combat, a bard, a ninja that is undetectable and spends every round fleet charging around, and myself. I’ve played summoning Wizards before and I’m always the fastest at the table.

We use roll 20 for all of our battles so I place the tokens, add their health bars, and then subtract from them if they get hit. Typically though the DM tends to focus on the players and not the summons.


Hello,

Looking at replacing a character that was recently retired in a mythic campaign and I was leaning towards summoner; the summoner would be level 12 and mythic rank 5. I was looking at going straight summoner, and using speedy summons To get my Eidolon out round 2 after using summon monster round 1. I'm wondering what people's thoughts are on this, does this work or would people go a different route with a mythic summoner?

Thanks.


sunderedhero wrote:
How's this for an answer?

Well it's a pretty crappy answer but the Ninja will be excited to hear it. I understand it not working if a non mythic creature/person was trying to detect the mythic ninja, or if the non detection ended once you attacked, but this essentially means he can attack anyone or anything without the worry of being attacked back because there's no way to find him other then to get lucky.


2 people marked this as FAQ candidate.

I'm currently playing a mythic campaign where all the chars are level 12 and tier 5. We have a ninja who has a legendary piece of armor with the undetectable ability on it and the group cannot come to an agreement on how this interacts with See Invisibility and True Seeing. The ninja, who uses Vanishing Trick and Invisible Blade to gain the benefits of being undetectable, says that the use of the above two spells should not work because the ability reads "the bonded creature can't be detected or scryed by any method," which they take to include See Invis and True Seeing. The counter argument is that See Invis and True Seeing do not attempt to detect, nor do they scry, they simply allow you to see things as they are.

I know this is similar to the See Invis vs. Nondetection debate, which as far as I know Piazo has never addressed, so I'm looking for people's thoughts.

Thanks.


kestral287 wrote:
Key question: do either of them have Pounce or an equivalent?

Nope, neither of them have pounce. The Bloodrager stands in one place and hits stuff with it's ax or it'll throw the ax if it's at range. The Ninja tries to back stab as much as he can.


I can make the character any way I want as it's just for arena play. I currently have a wizard, I'd just prefer more of an actual fighter for arena play.


I’m building a character to play specifically for 1-2 arena matches during a sea voyage, my current character is a wizard, but I don’t feel like doing 1 on 1 fights vs melee characters with it. So I’m looking for a level 10 mythic rank 5 character that will be facing a Bloodrager and Ninja, both of which will also be lvl 10/tier 5. I don’t know exactly how the characters are built but here’s what I do know:
•bloodrager
-Has DR10
-Uses a battle axe
-Likes to cast enlarge person on himself
-The player doesn’t know the rules very well
-Does not have improved initiative
•ninja
-loves to use mirror dodge
-duel wields a wakizashi with a dagger
-the players knows the rules very well

Now originally I was thinking vital strike vs. the bloodrager, but I already built a char that utilizes that and gave it to the DM to use as an upcoming NPC, so I’d prefer not to use that trick. We can draw from all books, standard character wealth for that level, Paladins are allowed to pick what alignment they smite at creation and then cannot change it afterwards. Any advice is appreciated.


So yeah, I was forgetting power attack... and I hadn't included gear past a lance yet, though the gunslinger didn't have any equipment besides it's weapon either. So mythic power attack brings me up to 1d6+15x3 or 55.5 average before smite, which is certainly better. The reason I don't want to count smite is that the group I play in doesn't play any of the adventures/modules/scenarios that are out there where you can count on facing a lot of evil creatures, instead we tend to face more tragic figures, so good or neutral people being forced to do bad things or neutral creatures like elementals and the such. We still have big baddies, but as there's typically at least one evil character in our group, good guys come after us as well... I've always wanted to play a pali but have never tried because I don't feel it will mesh with the group I play with, even if it isn't lawful stupid or lawful dbag.


The question is, is it worth it? I’ve been putting together several different level 10/tier 5 characters in preparation for my return to the game after a 5 year hiatus and I had read a pali guide where they had suggested mounted combat for small palis and I thought I’d see what it looked like. The idea was that this way you could stay mounted in dungeons since your mount would only be a medium sized creature, but maybe I’m missing something but I’m underwhelmed right now. If I’m figuring correctly, on a charge I would deal 1d6+6 x3, with an average damage of 3.5 and I’m looking at (3.5+6) x3 = 28.5 damage. If I smite and I’m figuring this correctly, 10 x3 + 28.5 = 50.5 becomes the total.

Now maybe that is acceptable damage, I’m not sure, but previously I’d made a mythic vital strike warrior who was doing on average 75 (6d6+54) damage every round with a 17-20 crit range regardless of alignment. I also made a gunslinger that could do 141 (1d8+19 x6) damage a round if all shots hit, and I wasn’t even finished building it yet, and once again that was regardless of alignment. Now if this was a human, I’d have 1d8+8 (str back and +2) x3, or 37.5 damage for the charge.

I get that my damage is going to be less because I’m playing a small race, but it just feels like I’m missing something that makes mounted combat worth it before level 14 when you can have 14 ranks in ride and get Mounted Skirmisher.


A race change is possible as this character hasn't been introduced yet, my previous character recently bit the dust. I was looking at a Duergar for my race for the invis and enlarge person, but I'm open to other suggestions.


The only problem I'm seeing with Mythic Sight is "This ability doesn't apply to illusions and magical effects that were cast by other mythic creatures or that are affecting other mythic creatures." Which basically makes it useless as all party members are mythic and the DM uses mythic enemies. So Will saves it is I guess.


Yeah unfortunately it's best not to rely upon having money to spend as the DMs from this group, regardless of who it is, tend to be pretty stingy with the loot.


This may seem like a silly question but I’m just coming back after about a 5 year hiatus from roleplaying. I’m making a 10th level fighter who will have 5 mythic tiers and I’m wondering what the best way to shut down illusions is. We are playing in a campaign with a lot of illusions, generated both by the DM and another player who is playing some sort of Bard Illusionist. They both like to cast Hydrophobia and then use an illusion to make people think they are in water and thus start suffering the effects. So with this many illusions being thrown around, I want to make sure I never fall for them if possible. Or am I stuck with just trying to increase my will save?


Also, how would Foe-Biting affect this? With +20 to hit and 8d6+56 would using foe-biting mean that I now dealt 16d6+112 damage as foe-biting doubles your damage?


So if I wanted to attack two targets I'd have to vital, move (possibly opening myself to an AoO, then Amazing Initiative for the standard action, and then I could vital again?


kestral287 wrote:

Vital Strike -> Fleet Charge -> Vital Strike is legal if you used Amazing Initiative for the extra standard action, yes.

You can also just use your move action to get between the two targets to save the mythic power.

Why would I need Amazing Initiative? Vital Strike first target as a standard attack, not full round attack, fleet charge, and use vital strike on my fleet charge attack?

If I used my normal movement I wouldn't get an attack if it came after I already used vital strike, so then I'd have to use amazing initiative?


So I want to know if I'm figuring this correctly

Race Duergar
Strength 18 +1 for lvl 4, +1 for lvl 8, +2 for tier 2, +2 for tier 4 for a total of 24.
Level 10 BAB 10 +7 from STR gives me a +17 to hit before feats or class features.
Greatsword = 2d6+10(str and a half) damage

So +17 to hit and 2d6+10 damage before any mods.

Weapon training x2 = +19 to hit and 2d6+12
Weapon focus + greater weapon focus = +22 to hit and 2d6+12
Weapon specialization = +22 to hit and 2d6+14
Mythic Power attack = +19 to hit and 2d6+26
Mythic Vital Strike = +19 to hit and 4d6+52
+1 Impacting great sword = +20 to hit and 6d6+54
Enlarge person = +20 to hit and 8d6+56

If I wanted to have furious focus, my +hit would go back up to +22 granted I only made one attack per round.

Question, can I do a vital strike and then fleet charge to another target and then vital strike again?


lemeres wrote:


Well, I would personally grab the first two beast totem feats, just so you can have more natural armor. Dragon seems acceptable too though, since it boosts DR.

There are advantages and disadvantages to vital strike compared to fleet warrior. Sure, it goes through DR, but it also doesn't allow for things like haste or TWF style builds. If you are focused on getting a lot of hits in (or one big hit with pummeling style), then fleet warrior is probably better for you.

On that note- yeah, pummeling style rocks. It has a lot of the advantages of a vital strike build, some better criticals surprisingly, and you can use fleet warrior to get in a lot of hits. Given your level, I think something like this could be fun:

brawler or monk (preferably sohei, for a ton of advantages) with a piece of intelligent mythic equipment that can give out greater magical fangs (lets you skip AoMF). I like brawling armor for this, since it gives you a nice extra +2 to attack/damage.

I'm not trying to focus on anything other then consistent damage. So if that means a lot of hits vs. one hit or vice versa, it doesn't really matter to me. As I mentioned earlier, I just don't want to have be in a situation where say I do 150 damage the first round and then every round after that I'm doing 50, I'd rather do 75-100 every round.

What is pummeling style?


Hello,

I don’t have a lot of experience with pathfinder, only played a handful of times, and I'm coming back from a 5 year hiatus to playing with the same group I used to play 3.5 with and I’m looking for some advice. I used to play summoning wizards a lot but I’m looking to change it up this time I think. In my research I seem to find a lot of discussions that seem to focus on single round or single target damage, but I’m looking for more consistent damage, I don’t really want to blow my load in 1 round and then hit like a wet noodle for the rest of the fight. I’m looking at this as fighting from a less then optimal position, we aren't typically fighting in big open plains where one could be charging down enemies on horseback, we usually end up fighting indoors.

Currently the group consists of a Bard/Illusionist, Ninja, Oracle, Bloodrager, and Magus, with the possibility of another person joining playing a druid. Outside of myself, most of the players in this group tend to play characters that are in it for the profit and fall somewhere on the neutral or evil spectrum, which always makes it hard for me to play good characters which is what I’m naturally drawn to, I play them anyways, but it’s never the experience I’m looking for, so not sure a Paladin would mesh well.

This would be a 9th level 5th tier character and we pick one of 3 lines of rolled stats and can then place the results where we want. So not as consistent as a point buy system, but you never know, you might end up with 6 18’s… If it comes from a paizo source it is allowed and 3rd party sources are allowed on a case by case basis, so things are pretty wide open.

Thanks for any advice.