I wan't to see them like the technomancers from "Babaylon 5", I just loved that concept. Mortals from different races part of an order that use cybernetics and advanced technology "magic" that puts them beyond there individual races, but not to the level of the first ones "Gods".
How do you determine the Save DC for Ghoulish Claws Bloodline power? I ask because unlike other bloodlines this doesn't tell us to use 10 + 1/2 sorcerer lvl + CHA mod. It tells us to use "as the Ghoul ability (Fort Negates)." Which means we find the paralyzed monster ability and get 10 + 1/2 Racial HD + Con mod. We don't get CHA mod like a ghoul because we aren't undead and have a Con score. Am I correct or does it use the normal bloodline save DC?
Question? Are the Ghoulish Claws really that powerful? I ask because the save DC is really low. Unlike other blood lines this doesn't tell us to use 10 + 1/2 sorcerer lvl + CHA mod. It tells us to use "as the Ghoul ability (Fort Negates)." Which means we find the paralyzed monster ability and get 10 + 1/2 Racial HD + Con mod. We don't get CHA mod like a ghoul because we aren't undead and have a Con score. So on the character I was planning after DD con boost at 11th level my save DC would be 10 + 0 + 3 to 6 = 13 to 16 max. doesn't seem very good to me.
A comment and some questions. what about taking mystic orc for free endurance feat and luck to saves. grab fates "favored trait" and "berserker of the society"(if allowed?), then grab die-hard line of feats. lets assume RAW that both bloodlines increase with DD. What powers do you take, just Aberrant at 4, rest draconic. Also a RAW question. Could you gain almost both sets of powers because you are not gaining Draconic bloodline through Sorcerer thus gaining the abilities when you reach the right level of DD. I know this is good cheddar.
Is there any point to taking this option? Am I missing something? This option is 1/4 level advancement in brawler's Unarmed strike damage, However Brawler's damage increases every 4th level. So to get any benefit you need to take this for 16 Brawler levels to increase you damage 1 category to 20th level damage. The only other benefit is to take it 20 levels and get Level 20 damage to the close combat group. It looks to me like this option was written as if the damaged increased every 5th level instead of 4th. If this was the case then you would be getting a damage increase every 4th level. ie. 4th = 5th, 8th = 10th, 12th = 15th, 16th = 20th. Do you agree? Does this need to be house ruled or F.A.Q.ed to every 1/3 level.
Hogeyhead wrote: There is a trait you can take (it may not stack with the pre existing traits) that reduces the penalties for combat expertise by one more, a good reason to take additional traits Yeh I forgot about that. if you take extra traits feat get bonus to int as well. you should be close to +20 depending on enchantments.
In my above build you need to move MOMS to Level 7 and take crane style, Kirin Style, then kirin strike or crane wing at 9th. Here is what I would have at 20th. +5 furious, ghost touch, another +3 worth of abilities. +5 celestial chain. belt of +6 DEX/CON +6 headband of Intellect. book of dex +4 boots of speed cloak of protection +5 Ring of Protection +5 so DEX: 30, INT :30 ATTACK: 38/38/33/28/23 there are some situational bonuses as well. Damage: dice+dex+enchantment+level
AC: Base+canny defense+dodge+fight defensively+armor+dex+shield+enhancement+deflection= total
There are a couple more points in there that are situational.
Hogeyhead wrote: I do like it though I'd usse celestial armor instead. Also the feat you forgot was crane style i think. The build did use it an I noted that is what you would want once you got a DEX item. You Are right it is Crane style that I forgot. Hogeyhead wrote: Also what rage power should one take? I don't remember what I took, but some suggestions are "Guarded Life", "Roused Anger",or "superstitious" (maybe). Hogeyhead wrote: How do you not take a minus 1 for fighting defensively? here is how it works crane riposte makes fighting defensively -1. Then when you get Swordlord 4th level you get: Quote:
you now have penalty of -0 to fighting defensively of Total Defense. You might want to mix up the levels of duelist and Swordlord to maximize when you can get this and 7th level of Duelist. As a side note you can take a -4 to hit and add another +5 dodge to AC for Combat expertise.
Here is a character I made a while ago. No swift action madness here. He was built 25 point buy.
Urban Barbarian 3 / Lore Warden 2 / MOMS 1 / Swordlord 4 / Duelist 10 Traits: Sword Scion (+1 hit with Dueling Sword) , Berserker of the Society (+3 rounds of Rage) Str. 11
1)UB. Weapon finesse, Dodge
Here is what you have totally naked except with dueling sword and mithral chain shirt. And raging into DEX. Bab is 19/14/9/4 Total attack: (With this build you can fight defensively with no attack penalty)
Damage:
AC:
There are a couple more points in there that are situational.
There it is. Please remember this is only with 2 pieces of non-magical equipment. you would want +6 dex and int items and celestial armor. and you can have furious on your weapon :) Hope you enjoy.
Hogeyhead wrote:
Reread Deft Strike. if you wield armor spikes you lose deft strike. A swordlord cannot use this ability if he is wielding a shield or an off-hand weapon, including armor spikes, unarmed strikes, or natural weapons.
You never split your exp. If you are a level 1 fighter when you get enough exp to reach 2nd level you could become a level 2 fighter or add a level of Wizard for example. In this case you would be a 2nd level character that is fighter 1 / wizard 1. As to penalties, I haven't encountered a situation in Pathfinder where it has come up, so I don't know if they removed them from D&D 3.5 rules or not.
here is the one I'm working on. Not the best, but adds some out of combat utility. Note GM is allowing me to take Infiltrator and Urban Ranger. Ranger (infiltrator, Urban) 6 / Monk (MoMF) 2 / Fighter (Brawler) 12 Traits: Breed for War, Heavy Hitter STR 20 (22)
1)Ranger 1: Weapon Focus Unarmed strike, Dodge
Naked at level 12 w/ power attack
can do traps like a rogue + ranger stuff.
Aqueous Orb
These all worked better in 3.5 D&D because their duration's were longer. Easiest method is to beat down vampire till turns gaseous then cast Antimagic field next to gas. Gas turns to helpless physical body. carry to running water, or stake then cast Aqueous orb, or cut off head and use holy water. You can Forcecage then have Druid or cleric cast create water inside forcecage. Aqueous Orb is your only choice in combat, but the Vamp needs to fail 2 reflex saves, and then not escape for 2 more rounds.
Hi, I'm helping a friend optimize his new Magus for Skull and Shackles. the rules are no dump stats, 20 point build. The DM is known for punishing low Charisma, so he wants at least a 12 in it. Here is what I came up with just tweaking his original. Dual Talent human alt. racial trait INT & DEX Str 10
Traits: Magical lineage (shocking grasp), unhappy childhood +2 Concentration feats and arcana 1. Weapon finesse (Rapier)
So any thoughts or recommendations? what should 12 - 20 look like? Thanks.
Sorry if this derails the thread a little, but this has been driving me mad. Psion-Psycho wrote:
I have seen you Post this build on a couple of threads now, and I like it a lot. I do have a few questions about how you got your numbers. HP: with Max rolls HD + CON + Feat = Total
Eidolon: 150 + 45 + 0 = 195 caster + Eidolon = Total
Where do you get 320 HP naked From. Evolutions: I think you shortchanged yourself here LvL + Feat + 1/2 elf = Total
Bite = 0
total = 34 2 points short AC: Base + Armor + DEX + Nat + Dodge = total + Combat Expertise
Where are you getting the extra 5 AC from? Also you only get +4 dodge from Combat expertise because you only get to BAB 15. You need BAB 16 for +5. Please let me know what I'm missing. Thanks.
New Power Build Human
Traits: Goldfinger, ? STR 10
Feats/Abilities 1. Crane Style, Racial Heritage(Halfling), Crane Wing
At level 3 with no Magic equipment or Spells Saves:
AC = Base + Armor + Dex + Nat + Shield + Dodge
Attack:
Damage:
At level 20 with no Magic equipment or Spells Saves:
AC = Base + Armor + Dex + Nat + Shield + Dodge
Attack:
Damage:
Any Ideas to Optimize it better? Do I need some better feats or should I change when I get them? Need another Trait Idea. Thanks in advance.
Slacker2010 wrote:
I was looking at Turtle I might just do that for the shield bonus, Any Idea for a trait Threatening defender does not wot with fighting defensively only combat expertise.
Slacker2010 wrote:
This is a great Idea, I will change my power build up, however what is a second style besides dragon, I took dragon in the first build because it will be charging and moving as a fox. Uber thanks for the trait Idea I had no idea what it would be.
My DM rocks and is letting me combine Dawnflower Dervish and Archaeologist Archtypes. He is doing so, because I wanted to play a Dawnflower Dervish, but the party has no rogue, and he wants someone to be able to handle traps. I have two good Ideas one has more flavor, and needs a little help. The other is easier to implement, more flex less flavor. The rules:
Build 1 Flavor:
Race: Kitsune
STR 8
Feats/Abilites
Any Ideas to Optimize it better?
Build 2 Power:
Race: Aasimar(Azata-Blooded) Truespeaker
STR 10
Feats/Abilites 1. Dervish Dance, Lingering Preformance, Luck +1
Any Ideas to Optimize it better? Need some better feats I think or change when I get them.
Thanks in advance.
Tormad wrote:
I would be very interested in this build if you care to post it, It has been something I have been beating my head against.
ashern wrote: It seems like you forgot to read the rest of the text of the spell. The effects of the spell only last for one roll or effect, then it is discharged. So yeah, for one roll you can double the dex boost from rage, then the spell is gone. Useful, but by no means crazy for a level 1 spell. I hate when I do that I read it three times and never caught that.
Hi there. So back in January I was getting help making an Dex based Barbarian I had decided on an Urban Invulnerable Barbarian 3 / Dawnflower Dervish Bard 1. Well the game got pushed back and We are finally about to start. I was polishing off my character buying Equipment and such when I realized I hadn't selected my spells yet. I look through the books and saw "Moment of Greatness" 1st level from UC. Here is what my character will look like at 4th level with this spell active 1 min/level. Str 13
to hit Scimitar
Damage without power attack
is it just me or is this insane? get your wizard to cast this on your Regular barbarian as well .
Emmit Svenson wrote:
that is my stupid brain, I was confusing 3.5 shadow evocation to 3.75
Thorkull wrote:
Here is why. I built a wizard Shadowcaster archtype, specializes in Illusion(shadow). I have the feat shadowcaster from the freeport companion. It allows shadow spells that do fractional damage on a successful disbelief save to add +5%/int bonus to the fractional damage. the 10th level ability of shadowcaster gives +20% bonus to fractional damage. so if I cast a 7th level Shadow evocation fireball if they make their will save they will take 100% damage with no reflex allowed save with a +8 Int mod.
I am trying to optimize a character concept for an upcoming game. I want to play a Shadowcaster (Illusionist). I will be using 25 point buy, starting at 4th level. We get 2 traits. We get to use Core, AGP, UM, UC, everything Inner Sea, and Freeport.
Elf
2nd Question Traits: Magical Lineage (Greater Shadow Conjuration?), and ?
4th Question Feats: 1. Spell Focus (illusion)
The idea is to lower my save DC’s and let Enemies make their Disbelief saves against Shadow Conjuration and Shadow Evocation like spells and have them take full damage. As well as just being a versatile mage. Thanks for the help.
Maybe we can help each other out. I am going to be playing a similar character and posted on these boards here. I think loosing Enchantment and Evocation are the best Schools to oppose. the only spell that I loose that I want is Darkness.
OmegaZ wrote: If you really like the shadow/darkness flavor I wouldn't get rid of Evocation because it gives you the Darkness and Deeper Darkness. I will only loose Darkness because Deeper darkness is not a wizard spell, and I can still cast Darkness, it just uses 2 slots instead of one until shadow evocation. I can also just use it on a wand or such.
I am trying to optimize a character concept for an upcoming game. I want to play a Shadowcaster (Illusionist). I will be using 25 point buy, starting at 4th level. We get 2 traits. We get to use Core, AGP, UM, UC, everything Inner Sea, and Freeport.
The first question is of race. Human or Elf? Human Elf
2nd Question Traits: Magical Lineage (Greater Shadow Conjuration?), and ?
4th Question Feats: 1. Spell Focus (illusion), tenebrous spell(if human)
The idea is to lower my save DC’s and let Enemies make their Disbelief saves against Shadow Conjuration and Shadow Evocation like spells and have them take full damage. As well as just being a versatile mage. Thanks for the help.
Revised Oni-Spawn: Blade-Bound, Hexcrafter Traits: Magical Lineage, Heirloom weapon(Katana) Roll: Primary front line combatant 23 pt build STR: 16 +2 (18)
Feats/Arcana/Hexes 1. Infernal Heritage
As you can see I ran out of steam and had no idea what to take after 15th. Also I think I might want craft wondrous item early so I can save some cash and make what I want. GM doesn't give out a lot of goodies. All Ideas welcome!!!
Sebastian Hirsch wrote:
I like it a lot. Arcane Accuracy is one of the best Arcana I would take it. As was suggested to me take the flight hex instead of evil eye. also Prehensile hair for wands and rods. I like Retribution hex against melee enemies and Ice tomb against casters want to take both. I don't think Weapon Specialization is a trap always. The GM I play with uses lots of bad guys in an encounter and can have many encounters a day. He really pushes players resource management to the brink most sessions. Because of this I will be using Brand a lot and with WS that can be 3 extra damage. spell slots are for BBEG's and alpha strikes.
Mathwei ap Niall wrote:
It is a pathfinder feat I just never looked at where it came from because it is one my DM suggested if we wanted to play a tiefling. It is from Pathfinder 25. He Is Really pushing new PC's to be planar. http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage
Mathwei ap Niall wrote: As I said in the other thread use rods for your elemental spell. It's a waste of a feat if you are only taking it to affect one spell (shocking grasp) and as a hexcrafter you can use your beard as a third hand. Oh I agree and plan on using metamagic rods. Mathwei ap Niall wrote: Hexcrafters can get the grand hex (they did errata it) but I forget exactly when they get access to it (either 19 or 20). They get it at 20 there is nothing in the FAQ nor any Errata that I can Find. At 20 you get no feats or Arcana so you cannot get any Hexes. they need to errata it to 19th level you can get Grand Hex. Mathwei ap Niall wrote: Spell blending is awesome for you, pick any 2 4th level or less spells on the wizard list and make em Magus spells. I like Heroism and protection from energy but there are a dozen great buff spells in there that you don't get access to as a magus that would REALLY up your power and survivability. Agree completely just didn't have room until late levels. Mathwei ap Niall wrote: The issue with the enhancements are that most of them you can already add via your normal arcane pool ability or the cost is horrible in relation to what you are getting. If you really think you need any of those effects just buy/enchant your weapon to always do that and use your points for the situational needs. Can you get your intelligent weapon enhanced, and how much does it cost. Will it let you. Remember the Character is Bladebound. I belive my DM will only allow me to use my pool for enhancements. Mathwei ap Niall wrote: the answer to your arcane pool needs is to simply get your intelligence up. By 15th level it should really be sitting in the 20's and that should supply all your arcane pool needs. (15th level magus with a 22 int has 13 arcane pool points, you shouldn't need more than that in any given day) With this DM Unless I craft it myself I cannot guaranty an Intellect Item for this character, because we might not find a +6 one. Also remember My arcane pool is smaller because of Bladebound.
Uriel393 wrote:
Quick plot prophecy of worlds doom characters hired to find a artifact that can find a rift to some where else. The characters succeeded but not in time the first rift opened in the heart of the city. I was in this part of the campaign it was D&D 3.5 and I was a Druid. My son was then Born and I had to take a Hiatus(the campaign took some time off to). almost 1 year later and my wife has Sundays off from work and I can game again. The campaign switched from 3.5 to pathfinder, and the character have entered the rift to find a way to close it. My character did not accompany them because I didn't think I would be back.
Mergy wrote:
Character won't need a hand for rod, and as Bladebound cannot have a familiar or focus, sword would get jealous.
Mathwei ap Niall said:
Mathwei ap Niall wrote:
Great suggestions. I need Elemental spell or I need to change the focus of Magical Lineage to corrosive touch (d4 and no +3 to attack vs metal :( )because we will be fighting primarily Demons(immune to electricity) I don't think you can take a Grand Hex at 19th until there is an errata on Hexcrafter. Spell Blending for what? My DM is really good at not allowing us a 15 min day so the once per day arcana are not my favorite, and I like the more enhancements to my blade, thats why I took at least one extra arcane pool 1 point to just add the options hurt.
Nipin wrote:
NP, I know what you meant. Take a look at this post and tell me what you think.
I'm building a Magus for a Game I will be joining We can only use Core, AGP, UM, UC. Therefore the Dervish Dex build is out. We were encouraged to be one of the Planar races because the game will take place in the Abyss and Hell, and we will be fighting Demons, Devils and the like. I will start at level 6 or 7 So I decided on: Oni-Spawn: Blade-Bound, Hexcrafter Traits: Magical Lineage, Heirloom weapon(Katana) Roll: Primary front line combatant 23 pt build STR: 16 +2 (18)
Feats/Arcana/Hexes 1. Infernal Heritage
As you can see I ran out of steam and had no idea what to take after 15th. Also I think I might want craft wondrous item early so I can save some cash and make what I want. GM doesn't give out a lot of goodies. All Ideas welcome!!!
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