I couldn't find any mention of it elsewhere, so I figured that I would ask here:
For example, I know that if I had a Valet familiar I could make a bag of holding at double speed, but what if I were to hire a mage with Cooperative Crafting and Craft Wondrous Item? Would I then be crafting at triple speed (assuming that it follows the usual rules for stacking "doubled" effects)?
Ultimately decided to simplify things and go with 1 level of Unchained Scaled Fist and the rest in Dervish Dancer Bard. The build:
Between these, spells, and equipment, her AC is sitting in the mid 30s by default, and I can pump it up to the mid 50s with adequate time to buff. I'm at a loss for what feats to take next, though. Master/Grand Master Performer seem ideal, but I don't know what to shoot for besides those.
I'm using a piece of art I found as inspiration for a character for a "Living World" Discord server, with the art in question giving off very strong vibes of a tiefling dancer (hesitant to post the image itself here since I'm not sure if it would be considered "inappropriate", sadly).
So, basically, I'm looking to make her as un-freaking-touchable as humanly possible. My first thought was to go with Water Dancer due to it seeming to apply Charisma to AC twice (dodge bonus up to your level from the archetype, then the base unarmored AC since it isn't removed by Water Dancer and the archetype explicitly says "He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features."), as well as going into Crane Style for a defensive fighting build, but I'm wondering if there are any possibilities that I'm missing.
Any advice or pointers would be greatly appreciated! Some caveats:
Running a game where the players are being thrown into a high-security prison (they let themselves get captured in order to infiltrate the place, knowing mostly what sort of thing they'd be dealing with once inside), but I'm not sure how to handle part of it. As part of the facility's method of keeping its inmates under control, every prisoner is put into a straitjacket, which applies the Grappled condition to the wearer with an Escape Artist DC 28 to get out. One of the players in the party had taken Still Spell as a throwaway bonus feat earlier on, which I know would allow him to still attempt to cast spells while in the straitjacket...
Any help on this matter would be greatly appreciated!
I'll probably drop Words of Hope and Extra Mythic Feat for Enhanced Ability (Dex/Wis). Somehow I completely forgot that existed. I'm surprised they never made a Mythic Piranha Strike, to be honest. I'm on the fence about switching from human to aasimar, the feat progression is tight already and the only one I can realistically see being safe to drop without the build falling apart would be Toughness or Improved Critical.
Okay...
Starting stats:
Mythic Path: Marshal (Marshal's Order: Advance)
I ultimately decided not to worry about Dual Path, as nothing stood out too much aside from Heathen Slayer. The feat choices aren't set in stone, as I'm still on the fence about a couple of them and I may end up needing to shuffle them around a bit. I did take a look at Evangelist, though, and... I'm not sure I understand this correctly. Does their Aligned Class ability mean that if I were to go, say, Sacred Fist 10/Evangelist 10, I would have the spells and class features of a Sacred Fist 19/Evangelist 10?
Tom Sampson wrote:
I completely forgot to look for ways to get pseudo-pounce with mythic abilities... Pummeling Style isn't a necessity, then. The only thing it would give me is some DR penetration, which shouldn't be an issue anyway.Would another Style chain be a good fit? Thinking either Dragon or Outslug, but if there isn't one then I can tweak my feats a bit.
Azothath wrote:
I'm aware. Heathen Slayer is basically "Favored Enemy (That Specific Cult)". Saying that I'd pick Iomedae was a joke.
The DM was iffy on Dual Path with my kineticist because he wasn't super familiar with Mythic so it might be off the table. I'll ask again, maybe now that he's played with it a bit he'll be more confident in deciding one way or the other. The build is slowly coming together. Once I've narrowed down some feat selecrions I'll share what I've come up with!
I'm currently in an online Wrath of the Righteous campaign that has made it to Drezen (finally... after five years...). We're Level 6/Tier 1, and haven't fought Soltengrebbe or attempted to breach the citadel itself yet. My current character is a half-orc geokineticist, but... frankly I've lost interest in the character due to several factors. How long the game's dragged on, issues with my character's input largely being ignored or shot down with extreme prejudice by one of the other party members...
As a result, I've been toying around with ideas for a backup character (considered a Good-leaning Hellknight but I don't think the DM would appreciate that kind of drama), and a piece of art I stumbled across while looking up unrelated topics gave me one I wanted to try: the Sacred Fist Warpriest. Specifically, a worshiper of Irori who's picked up Jabbing Style and Pummeling Style for some good old-fashioned Rapid-Fire Fisticuffs. I'm not looking to make the character into an utter game-breaker, but I do want her to be good at what she does, namely buffing and punching. Right now I'm looking at doing a Human Master of Many Styles 2/Sacred Fist X (not usually a fan of multiclassing but this is one of the situations where I'm fine with doing so), but I'm kinda at a loss for specifics outside of the feats required for the Jabbing/Pummeling Style chains. The rules I'd be working with are:
While the boosts to Alchemist that we did get are nice, I'd still greatly appreciate it if they actually got decent proficiencies with bombs... It's extremely aggravating that they're the class most heavily focused on them and yet they can't get above Expert... while Champions, Barbarians, Investigators, Swashbucklers, and especially Fighters not only get Expert proficiency with bombs earlier, but they get Master (or Legendary for Fighters) as well. As it stands, Alchemists are the only class that doesn't get any attack proficiencies above Expert; every other class gets at least Master with either spell attack rolls or with weapons. Even if Master+ proficiency with bombs was something specific to the Bomber research field, that would be fine (maybe do something similar with weapon/unarmed attacks for the Mutagenist as well?).
Apologies if this has already been answered somewhere, but I searched and couldn't find anything mentioning it. I'm looking into making an alchemist that focuses on using the touch injection spell with the Tainted Infusions of detonate in combat. However, there's something that isn't quite clear in the spell's wording... Touch Injection says wrote: "If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance." ...Which is seemingly contradicted by the very next sentence: Touch Injection also says wrote: "In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance." I'm assuming that "personal" here means a range of "Personal". Does this mean that an infusion of detonate would allow the injected person a Fortitude save to negate it, even though the spell normally doesn't allow a save for the person who's exploding? Or does it mean that the target only gets a save and spell resistance if the extract being injected would normally allow for them?
Meirril wrote: Most people wouldn't even try to make a character with all of these abilities. One level of Magus to get Soul Forger, five levels of Wizard to get an arcane discovery, and five levels of cleric to get the bonus from Master Forger. You'd be an 11th level caster with the casting power of a 5th level character and a trash BAB. I was looking at using only one of Forgemaster or Soul Forger (Soul Forger requires level 7 to get the crafting speed bonus), and one level of Wizard for Arcane Builder.
Meirril wrote:
Jeez... and that's without even counting in the Valet familiar I was thinking of using @.@
I'm curious as to how exactly the accelerated crafting would stack between the wizard's Arcane Builder discovery (25% less time) and the Master Smith ability of the Soul Forger/Forgemaster archetypes (Soul Forger says "requires only half the normal amount of time to enchant magical arms and armor" and Forgemaster says "can craft magical metal items in half the normal amount of time", so 50% less time). Would it be "reduce the base crafting time by 50%, then reduce that result by 25%"?
Scott Wilhelm wrote: Do you really need to be a single class Fighter, and if you can budge at all, what do you think is most important about being a Fighter? "Need to", no. But I have a long-standing bias against multiclassing due to how it was pretty much mandatory in 3.5 and how most builds seem to dip more than a tobacco-chewing redneck tied to a fishing line. Scott Wilhelm wrote:
I picked Longbow and Longsword specifically because they fit the thematic design of the bow and sword used in the Shadowshot and Daybreak skills. None of those other weapons fit the design very well (maybe greatsword). For clarification, I'm not looking to optimize to Powergamer/PFS levels. I just want to be able to invest in the standard power-boosting feats while still having plenty left over to invest in feats that are more interesting than powerful, like the Weapon Mastery feats.
I'm currently working on a Fighter who's going to be using a longbow and a longsword, focusing on both so that they can reliably perform with either of them at a moment's notice (the specific weapons function similarly to the Shadowshot and Daybreak Super abilities from Destiny 2). However, I'm running into an issue with managing the number of feats necessary to pull it off... At first I was looking at the Martial Mastery feat as a late-game solution, but I didn't notice until just now that it only applies to a specific weapon group. I can't use the Weapon Specialist advanced weapon training option for the same reason. Is there a way, through either a fighter archetype or a feat, that would allow someone to apply feats like Weapon Focus to both a longsword and a longbow?
For Book 2 (Trial of the Beast), I would recommend altering the Aberrant Promethean's role in the mansion. Instead of having it just be a surprise final encounter that jumps the PCs after they've already fought their way through everything else, have it chase the PCs through the place.
Those are some devious ideas ._.
His end goal would be establishing himself as some kind of supreme overlord, likely out of spite that "a mere mortal" would dare use his kind as menial servants.
Grailknight wrote: I thought the created mimic was loyal to the key's possessor? They're supposed to be, yes, and the mage had tested the key several times before (on empty containers) with no apparent drawbacks. The thing is, a typical mimic only has 10 Intelligence, whereas the mage's killer ended up with a significantly higher Intelligence because of the items that were inside the container used to make it. Basically, its enhanced mind allowed it to think through the compulsion it was under and break free of the control.
A while back while playing Hearthstone, I was messing around with the Kobolds & Catacombs board and, out of habit, I activated the board's secret feature of revealing a key in the board's bottom-left corner that, when clicked, will turn the treasure chest in the top-right corner into a Mimic. It gave me an idea. A paranoid mage wants to protect all of his secrets, so he creates a magical key that will turn anything you use it on into a mimic that is loyal to the key's bearer, and the mimic absorbs the properties of the container it was made from (i.e., an adamantine lockbox would make a mimic that's hard to injure with physical damage). Unbeknownst to the mage, the absorption also applies to whatever is inside the container. So when he uses the key on the lockbox he keeps one of his spellbooks and various Intelligence-boosting items in, he inadvertently creates a highly intelligent mimic with knowledge of many of his spells. The mimic kills him in his sleep, takes the key for itself, and starts creating an army of mimics under its service. I'm looking for suggestions on what could feasibly be turned into mimics using this key. Chests and doorways are obvious candidates, but that doesn't leave much variety. Or should I simply have the mimic king alter the key so that it can be used on any object?
Pretty well, honestly. Not accounting for the fact that half the time I can't roll above a 5, at least; if it weren't for that I'd be pulling it off regularly. I'd recommend a belt of tumbling, and seeing if the DM will let you use a different item slot for your Belt of Dex. Like Boots/Gloves of Dex, maybe.
The new Totem Channeler Skald from Disciple's Doctrine gave me a gestalt idea I'm eager to try out: Primalist Spell Eater Bloodrager/Totem Channeler Skald. I'm fully aware that bloodrage and raging song don't stack, which is why I'm digging around to find out if there are any items, feats, or additional class features that would allow the character to spend rounds of bloodrage on other abilities, since they're probably only going to use their inspired rage in combat.
If you want raw power, I'd recommend Kineticist/Barbarian or Kineticist/Bloodrager. Extra use out of your Con, you can take Raging Vitality to get even more Con, perfect BAB, lots of HP... If your DM allows Mad Magic to work on SLAs, you're golden. Add in a conductive weapon for extra fun if you choose an energy blast. In Strange Aeons I was using a Bloodrager (Sovereign Draconic bloodline)/Elemental Annihilator and she was the hardest-hitting member of the party by far.
Tough call... you can make some damn scary things happen with Dirty Trick if you build it right, but you're right about Feint being much easier to pull off consistently. If you have room to spare in your build, I'd actually suggest getting both and using whichever one's more advantageous for the situation. Of course, I'm also the kind of guy who jumps at the chance to use Up Close and Personal...
Your interpretation of Dead Shot is correct, you only get the damage dice you'd normally have from making an extra attack. I agree that Clustered Shots is almost a straight upgrade over Dead Shot. The only downsides are that Dead Shot will do more damage if you successfully crit the target, and that you need Point-Blank Shot and Precise Shot to take Clustered Shots (although considering those are considered mandatory feats for a ranged character, that's not really a drawback).
I'm considering building a Dex-based Fighter who takes advantage of Bladed Brush Combat, Slashing Grace, and Spear Dancing Style all at once, but I'm not entirely sure how they'd interact together. On one hand, Spear Dancing Style says that you treat the polearm/spear weapon in question as a double weapon, meaning that it would involve two-weapon fighting and thus negate the "can't have anything in your off-hand" clause of Slashing Grace. On the other hand:
Bladed Brush Combat wrote: When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon Does Bladed Brush Combat overcome the fact that using a double weapon wouldn't allow you to use abilities that require a free off-hand? Or would Spear Dancing Style negate the benefits of using Slashing Grace? In either case, I'm assuming that the "light mace" part of the glaive wouldn't benefit from Slashing Grace despite technically being part of a weapon being modified by the feat. Apologies if this has already been answered; I searched but didn't spot any threads that looked like they answered this particular question.
My issue with the "This is weak because wizards exist" argument is that the people who use that argument will use it to invalidate anything that isn't a Wizard. The biggest thing I see from them is "Damage is useless because a Wizard can just cast X and remove the problem immediately."
Even Clerics and Druids aren't entirely safe. The only thing they can do that Wizards can't is heal, and that can easily be solved with Use Magic Device and wands/scrolls.
Chess Pwn wrote: Why do direct damage when I can throw them to another plane, or in a pit, or mind control them, or insta kill them, or have a horde of summons/necromancy/gated creatures to kill for you? Because some people aren't stupid enough to think that save-or-die/save-or-suck spells are foolproof. Those spells can fail, and when they eventually do fail you just blew a spell to have exactly 0 effect on the encounter. "Hordes of minions" isn't any better than doing direct damage, either. You're still killing them with damage; literally the only difference is that the wizard isn't the one dealing damage in that situation.
Kineticist would be my recommendation. Even without an archetype they can easily be built for melee combat.
Another good option would be Warpriest. They can self-buff quickly and have strong melee attacks, as well as access to a lot of the same magic that clerics would use in combat at lower levels.
The standard rule is maximum HP at level 1, then rolled or average each level after. Average would be your Con modifier plus the average of your die roll (3.5 for d6, 4.5 for d8, 5.5 for d10, and 6.5 for d12). While you're rounding the number down when averaging, you do keep the extra 0.5 HP each level, effectively giving you an extra HP at each odd level.
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