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I've been reading up on the Elemental Shifter trying to figure out if I want to make a build out of it, but I can't figure out if you're able to wield a weapon while in your major form. For example, if I have a dex-built shifter who wields a scimitar, will I still be able to use the scimitar if shift into the major form of an air elemental?


I have a lvl 2 Kasathas Soldier and am wondering since the Kasathas have 4 arms to carry items with, is it possible to carry 2 two-handed weapons with the unwieldy trait such as the tactical doshko and make a full attack with the -4 penalty on each attack?

The description for the unwieldy property states, 'You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.'

So if I had just 1 doshko I would not be able to make a full attack,etc. But since the Kasathas can carry equipment with all 4 hands, I would think they could make a full attack if they were carrying 2 doshkos since each doshko would only be used once, but they would still be unable to attack with either weapon more than once per round or make an AoO with them.


I'm trying to build a character that uses dual waveblades and the outslug feat chain. I'm looking to be able to use full attacks against enemies w/in 15-20 ft of me. The only class I can't use for this build is a monk. It seems that either a Brawler (probably winding path renegade) or a Fighter would be my best option, I just can't quite figure out how to maximize either build. It would be a level 15 character with 240k gold starting out. I'm thinking human might be the best race just for the extra feat as this build seems like it becomes feat heavy especially if I try to use weapon focus/specialization chains, TWF chains, and outslug chains. The starting ability values I have to work with are 18,18,9,14,11,13. Any help I can get would be greatly appreciated!


I know there have been many discussions regarding this issue and I have read a number of them, so I'm not looking to create a new discussion regarding this topic. All I'm simply wondering is 1) if there is any official response or ruling on being able to use the Dervish Dance ability while a buckler is equipped, and 2) if it is allowed, do I still retain my AC bonus granted by the buckler?


I have a Lvl 15 Human Whirling Dervish Swashbuckler that I pretty much have built up to my liking, and now I'm not sure what I should take for my last few feats. I currently have 1 available feat, and then I'll get another one at 16 then again at 17. Ideally I'm looking for a chain of feats because the most of the feats I have available to me right now are a little underwhelming. Here's the build for a better idea of what I'm currently working with.

Swashbuckler build:

Basic Stats

Strength- 10 (+0)
Dexterity- 28 (+9)
Constitution- 14 (+2)
Intelligence- 12 (+1)
Wisdom- 14 (+2)
Charisma- 24 (+7)

HP- 149
AC- 43
Saves- Fort +12, Ref +23, Will +12
Initiative- +16

Swashbuckler Skills, Abilities, Etc
Dawnflower's Mercy, Panache, Swashbuckler Finesse, Charmed Life +7 (6/day), Nimble +4, Dervish Dance, Swashbuckler Weapon Training +3, Evasion, Uncanny Dodge,

Deeds
Derring-Do, Dodging Panache, Opportune Parry and Riposte, Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative, Swashbuckler's Grace, Whirlwind Dance, Dance of Dawn, Evasive, Subtle Blade, Dizzying Defense, Perfect Thrust, Swashbuckler's Edge

Feats
Armor Proficiency (light), Buckler Proficiency, Combat Expertise, Combat Reflexes, Improved Initiative, Lunge, Martial Weapon Prociency- all, Outslug Style, Outslug Sprint, Outslug Weave, Shield Focus, Simple Weapon Proficiency, Twist Away, Unhindering Shield, Weapon Focus

Traits
Bloody-Minded
Dangerously Curious

Weapons
+5 horacalcum scimitar- +33/+28/+23 1d6+17+15 precision, 15-20/x2

Armor
+5 buckler, Celestial Armor

Magic Items
Amulet of natural armor +1, Belt of incredible dexterity +6, Cload of resistance +5, Headband of alluring charisma +6, Ring of Protection +2, Swordmaster/s flair (blue scarf), wand of cure moderate wounds, wand of haste (cl 7th)

So with this build I can in essence make a full attack action against any enemy within 20 feet of me via lunge, outslug sprint, and swordmaster's flair. Twist away takes care of my low fortitude save, and with 6 uses of charmed life a day at +7 to saves, that pretty much covers my will saves.

Also, I'm not sure if I even need the Unhindering Shield feat, but I'm unclear if having a buckler equipped interferes with the Dervish Finesse ability, so I may be able to drop that feat and could also potentially drop shield focus if it's for a feat that's worthwhile.


The Whirling Dervish Swashbuckler's Whirlwind Dance says At 7th level, a whirling dervish can sweep through her opponents’ lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she’s entitled to with a full attack. So if I'm hasted while using this deed, I assume that 1)I can move up to twice my normal speed and 2)that I'm able to attack 1 additional enemy (if possible) as haste grants an extra attack. Are these assumptions correct? I would imagine that being hasted for this deed would not grant me 2 attacks on each enemy that I'm entitled to attack.


If we're in combat with an enemy, how do I go about identifying if it has any DR, energy resistance, or energy immunities, and if so, what material/element to bypass DR of the kind of energy it has resistance or immunity to? I have a Geopyrokineticist and I'll be needing to know if creatures are immune to fire, or if they have DR if it can be overcome. If a knowledge check is required to identify, would the same type of knowledge check apply to all enemies encountered or would there possibly be different knowledge types required depending on type of enemy?


So I just finished building my first kineticst build and would like some feedback as far as any pros and cons of the current build, and any suggestions you might have. He's currently in my back pocket meaning he's not active yet, but if (when) my current character dies I plan on pulling out this guy.

Lvl 13 Half-Orc Pyrokineticist

Basic Stats

Ability Scores

  • Strength-12 (1)
  • Dexterity-17 (+3)
  • Constitution- 22/28 (+6/+9)
  • Intelligence- 12 (+1)
  • Wisdom- 15/17 (+2/+3)
  • Charisma- 9 (-1)

HP-184
AC- 34
Touch AC- 15
Saves- Fort +21, Ref +15, Will +11
Initiative- +9
Speed- 20
BAB- +9

Kineticist Skills, Abilities, Etc

Elemental Focus- Fire
Expanded Element- Fire (infusion)
Kinetic Blast- Fire Blast
Composite Blast- Blue Flame Blast
Infusions- Extended Range, Flurry of Blasts, Snake, Kinetic Blade (one-handed weapon), Burning Infusion (DC 25), Grappling +24, Wall (9 rounds)
Utility Wild Talents- Fire's Fury, Ride the Blast, Flame Jet, Flame Jet (Greater), Smoke Storm (6 rounds, DC 22), Firesight

Feats- Armor Proficiency Heavy, Armor Proficiency Medium, Improved Critical (Kineticist Blast), Improved Initiative, Kinetic Invocation, Shield Proficiency, Weapon Focus (Kineticist Blast)

Traits- Dangerously Curious, Reactionary, Sacred Tattoo (alternate racial trait)

Weapons
Blue Flame Blast- +13 Ranged Touch, 14d6+8 fire, 19-20/x2
Fire Blast0 +13 Ranged Touch, 7d6+8 fire, 19-20/x2

Armor
+3 mithral heavy steel shield, +5 mithral full plate

Magic Items
belt of might constitution +6, bracers of armor +3, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +2

There's a good chance that I'll reach at least level 14 before I begin using this kineticist, which will give me an additional 45k gold to start out with. I currently 28.5k gold unspent on the character as is. What would be the best way to use that gold?


In the description for the Kineticist's burn feature it says, 'This damage can't be healed by any means other than getting a full night's rest.' However, the spell Regenerate, 'rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken.' Since regenerate is not healing the nonlethal damage but instead just eliminates it, would the spell regenerate work on a Kineticist?


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We're running Crimson Throne and are currently a little over halfway through Castle Scarwall. We were all under leveled when starting this chapter, but myself more so than my teammates at only level 11, and I'm pretty sure my GM doesn't like me as I've died (i.e. obliterated beyond the point of resurrection) 4 times while only one other person has died once, and the other 4 have not died. I'm tired of rerolling new characters almost every week, and want to just build a super tank. If the only attack I can do is an unarmed attack and I just stand there buffing and healing myself then that is fine by me. Only limitations are no 3rd party content, no gunslinger, ninja, samurai, or summoner, and due to table rules. I am unable to run monk, paladin, ranger, or alchemist. I'm still level 11 and have 83k starting gold.


My group is in some 150+ room castle filled with all undead/incorporeal enemies. None of us are really prepared for this as I've already died twice and we're only about 10% clear. I've only been playing Pathfinder for about 2 months since I'm still learning about classes and builds. I'm looking for an optimized build for evil undead. I'm currently lvl 11 and will start out with 82k gold. Thanks for any help you're able to provide!