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Dragonborn3 wrote:
Granting arcana is either too weak or too strong depending on the bloodline taken. I would take that part out. Sorcerers should get to keep something after all.

Fair enough. Perhaps instead of the arcana, GEH gives the 9th level ability and also allows the character to treat their character levels as sorcerer levels for all abilities gained through EH? (essentially removing the -2 penalty for all three feats)

I'm also wondering if allowing Wildblooded bloodlines would be okay.


Hey, all!

I am a huge fan of EH, but I feel that often the pay-off is not so great considering the investment.

In my houserules, I'm looking to change the following about EH:

1. Skill Focus (X) is no longer required for EH. Instead, a character must have taken one of the listed bonus feats from the bloodline they wish to choose for EH. Ex, if someone wanted to take the Orc Bloodline, they would have to have one of the following feats to qualify: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, or Widen Spell.

2. Improved EH can be taken at level 5. This grants the player the 3rd level power of their chosen bloodline. That said, I'm also thinking about some other benefit they could gain. Perhaps they could instead choose one of the bonus feats given by the bloodline as well as Skill Focus (X), where X is the associated skill with the bloodline (so essentially a feat for two specific feats).

3. Greater EH can be taken at level 11. This grants the player the 9th level power of their bloodline OR the arcana of their bloodline.

Most of my games don't go past level 14, so this would allow my players to enjoy EH a bit more (and make it something worth going).

That said, what are your thoughts? Is this too powerful? Has anyone else done something similar?


SmiloDan wrote:

Sharp-card?

Jack-o-swords?

Ohh...something like "Jack of All Blades" :P

How does something like "Harrower" sound?

Lemmy wrote:
Cardblade sounds cool

This one sounds pretty good, too.


SmiloDan wrote:
Maybe a razor sharp insect wing? Ptera? Glasswing? Stinger? War-rose or war-thorn?

These are some pretty good ideas, but I think, after having taken yours and Pizza Lord's suggestions into account, I'd like to have the weapon be similar to a large, sharp-edged playing card (or harrow deck card) as I'm trying to go the 'Gambit' parody route.

With that in mind, what wonderfully punny names could be applied to such a weapon?


Pizza Lord wrote:


Being aerodynamic and having increased range makes me think they'd obviously look, well, aerodynamic like a disk or a dart and the improved crit range means it probably really sharp. So likely a disc, like a chakram, but with such low damage it it would probably be small, like a large coin or ring.

This is what I was thinking to: something that clearly can fly through the air and is meant to do so. So the shape is slightly limited to something small.

Pizza Lord wrote:


It's probably like a shuriken, easily palmed and concealed and meant to be flung out quickly. Maybe 'Knuckle discs' or 'Fling rings'... but then it's supposed to be a one-handed melee weapon, not even a light one, so that means the d2 damage has to be for some other reason, like it's made of leather or really light despite it's size.

And you've nailed the problem I've been having. I'm thinking that I'd like it made of metal, so perhaps something very thin like a chakram (but more...deadly?)

Pizza Lord wrote:
However, since one-handed weapons can be wielded with two hands for extra damage [so you have to] state that this particular weapon cannot be used two-handed

I think this would help the design (even if it lowers the power).

Pizza Lord wrote:
Why the improved crit threat range though... it would have to be from something that increases the potential damage, like a weight, maybe it's a weighted lead ball on the end... but if you want more damage... why the d2? It's just so teeny... Eventually it makes it seem like it's a weapon being min-maxed for some shady purpose.

I am a bit guilty here: I plan to do the majority of my damage via Deadly Aim and Weapon Spec (This Thing) as all damage is doubled on a crit and combining it with a Blinkbelt and Quick Draw to get multiple attacks with the weapon each round. Also, the increased crit range gives my spells an easier chance to crit.

Pizza Lord wrote:
Usually you would figure out what culture, race, or profession created the weapon and at least you could figure out something using the language or the implementation. If it was developed by people for the purpose of using spellstrike, then 'Strike-stick', or 'Booster-rod' since it's clearly made to double...

Ohh...I like 'strike-stick'. Something that incorporates the ability I am looking to focus on might not be a bad idea.

Also, the weapon can be a slashing, piercing, or bludgeoning: I'm not horribly picky.


Hey, all!

I'll be playing a Kensai/Card Caster Magus and am inventing a weapon that will allow me to take full advantage of the ranged spellstrike ability with thrown weapons as well as the bonuses for my selected weapon. Below are the stats for the weapon using the weapon creation options:

Exotic, One-Handed Melee Weapon That Can Be Thrown:
  • Aerodynamic (1 WP)
  • Expanded Range Increment (2 WP)
  • Improved Crit Threat Range (7 WP)
  • Lesser Damage (-1 WP)
  • Weapon Feature [Deadly] (1 WP)

This all results in a 1d2 (M), 18-20/x2, 30 ft. thrown range, deadly, piercing (or slashing or bludgeoning) weapon. And I have no idea what it looks like or what to call it.

What would this thing look like to you? What would you call it? I need your help, fellow pathfinders! All suggestions are welcome. Also, if I made a mistake in my weapon-crafting, please let me know!


Joana:

This looks pretty good: I might bring this up to them and see what they think. Maybe I'll pick parts from both and make something. Either way, I appreciate your help!

sunbeam:

I would do that, save that all of them know that they are going to be shipwrecked so they are planning on playing classes around that (Monks, Druids, Souldknifes, Kineticists, etc.). I'm thinking of adding in bonuses gained for certain tasks completed kind of like the NPC rewards for building good inter-personal skills.

I'm also looking for any intrigue that I could add to the island, like doing more with the snake-god temple (perhaps having a cult of snake people still living and operating out of it?).


Hey, all!

My group is looking to do a new campaign and were quite enthralled with the idea of shipwreck-survival. We came across the first adventure path for Serpent's Skull, and it looks great...save they want to do characters starting from level 4 and on.

I'm looking at doing basic things like changing the final beast to a dragon of some sort and leveling up the denizens of the island, but what other suggestions would you have to keep the environment challenging?

Also, I have to keep in mind that they won't really have a chance to upgrade their gear with magic so easily (no shops to buy from, no places to properly craft), so normal power level encounters which take into account wealth will have to be downsized or reworked.

Any and all help is appreciated!


With only 15 points and the noted ability score increases/decreases, I think playing a Druid is a solid choice. You lose the full BAB that most martial classes enjoy, as well as better armor/weapons early on, but you gain helpful battlefield control spells (Obscuring Mist, Entangle, etc.) as well as a powerful companion that you can (DM permitting) freely swap out at different levels to ensure the most bang for your buck. Having that extra melee fighter on your team (albeit a bit weaker) will do wonders for your Rogue who loves flanking and for protecting your Wizard.

Keep in mind also that Druids have a (relatively) easy way to 'domesticate' almost any animal permanently. So long as you have time and extra food, you can pick up wild animals to add to your party in case you need the extra man power (well, animal power in this case, I suppose).


So taking into consideration all that has been said thus far, I'm looking at the following:

1. No mount. Secane makes a great point and I am inclined to agree: Hercules, though having a horse at times, never used a mount in combat (or, at least, not enough to make it part of his well-known lore).

2. That said, Barbarian is definitely a go. Reskinning the rage as a more controlled fury would work. Urban Barbarian isn't a horrible way to go with this, but losing the +10 MS isn't as cool thematically when you consider that Heracles was also a sprinting bad-ass (and the Halfling racial trait to bring the base to 30 would make him faster than most humanoids with it).

3. Taunt. ALL the way. I love this. However, to make it even better, would [url=http://www.d20pfsrd.com/feats/combat-feats/intimidating-prowess-combat---final]Intimidating Prowess] let me use STR for the Bluff with Taunt?

4. Monk dip is good. It works and makes sense: after all, Heracles often beat things to death with his fists. Not sure about 3 levels, but one would give me the IUS and Imp Grapple that fits the flavor. It also helps that I am a sucker for Monks and dip them when I can anyhow...

5. Eldritch Heritage. Amazing. It'll take a while to get the STR bonus, but wander's suggestion of reskinning Orc to be a 'Titan' (or even 'God') blood-line would fit well into his claim to 'divinity'. Flavor = check.

Other than all of this fantastic advice, I wanted to see if anyone has had experience with the Bloodrager Advanced Class. Would such a class (assuming it is printed by this summer) be effective for this build?


Deadmanwalking wrote:

Well...with 20 point-buy you could do something like this:

Str 14 Dex 16 Con 14 Int 10 Wis 10 Chr 12 (or Wis 8, Chr 14 if you like)

From there, you obviously make him a Barbarian, probably Mounted Fury as mentioned, grab the classic Barbarian rage powers (Beast Totem is great) and go to town. Nab him the Affable Trait and buy him plenty of Diplomacy and Kn: Local for out-of combat fun, and murder things with a Halfling-sized Greatsword or a lance once you go full-on Mounted Fury.

Feat wise, you want Power Attack first, then it depends on specific build.

This character isn't optimal, but is effective, with Str 18 while raging at 1st, probably 22-24 by 8th, and 30 by 16th...maybe 32 with a Courageous weapon. So...yeah, that's what I'd go with.

So that's two votes for Mounted Fury then.

If we went the Barb route, what do you think about dipping Oracle for a level to pick up the Lame curse (to rage cycle at level 7+) and maybe go Nature Mystery to grab a wolf mount from level 1 (with Boon Companion)?


@Secane:

You know what, you are right: my title was misleading and perhaps I need to be completely fair to the base race. Editing my original thread to repose the question.

That said, how would YOU build a base, STR-focused Halfling?

@Glutton:

Beautiful. This is precisely something he needs!


(Name still pending)

I admit it: I have a soft spot for the underdog. The idea of playing a short, scruffy adventurer just sings to me. It's no wonder, then, that I enjoy making pint-sized Pathfinders with titanic hearts. And no race profile fits my liking better than the Halfling.

However, I am often at ends with how to make them play on the same level with the 'big' kids. I feel that Halflings are often (unfairly) thrown into the 'sneaky, sneaky thief' category, and I wonder if they can do so much more.

So I got to thinking: how can I make this half-sized humanoid larger than life? Well, so far the only thing I know I want are the following things:

1. He must be a Halfling. No cutting corners, and no prancing about the issue ('cause Hestvon doesn't have time for that). I originally put Aasimar here, but I feel we owe Halflings a bit more respect than just a 'reskinning'.

2. Big sword and UNREASONABLE Strength. I want this guy to be out-armwrestling the burliest of Half-Orcs and bringing down a sword that defies realistic effectiveness in combat. So far, I'm looking at Ex Wpn Prof (Bastard Sword) for two-handing a Medium-sized BS in battle, but perhaps there is something better.

3. Out of combat usefulness/fun. Fighting is great (and Hestvon will be amazing at it), but roleplaying is the heart of the game for me. We have a +2 CHA from Angel-blooded, so let's use it! Also open to any suggestions for non-CHA related, non-combat fun (we have feats, skills, and traits to burn, after all!)

So what do you guys think? Let's assume only Paizo material, 20 pt. buy, two starting traits, and up to level 14 play (my group doesn't tend to go any higher than this)

EDIT: Race changed to ONLY Halfling in response to Secane's post below


Alright, after looking it over, I think I am going to go with the Half-Elf.

Here is a basic look at what the character will look like at level 4:

Half-Elf Mystic Theurge:

Sohei Monk (1) - Wizard [Void] (1) - Separitist Cleric [Travel/Fated Inq] (1) - MT (1)
Half-Elf (Drow Magic; Thinblood Resilience)

(15 pt)
STR 7 -2
DEX 11 +0
CON 12 +1
INT 16 +3 | 17 +3 [4th lvl]
WIS 16 +3 | 18 +4 [Racial]
CHA 7 -2

FORT - +5 / REF - +2 / WILL - +11

1st - Sohei Monk (1)
*IUS
Monk Feat - Dodge
1st Feat - Spell Focus (Conjuration)*
\Devoted Guardian
\Drow Magic - darkness, faerie fire, dancing lights; 1/day [arcane SLA]
\Keen Senses - +2 Perception
\Thinblood Resilience - +2 FORT vs. poison/diseases; poison use
2nd - Separitist Cleric [Travel/Fated Inq] (1)
\Channel Energy (1d6)
\Cast augury 1/day [divine SLA]
\+10 base speed
3rd - Wizard [Void] (1)
3rd Feat - Augment Summon*
\+2 vs. spells/SLA
4th - Mystic Theurge (1)

Spells/Skills (TBD)

Not solid on my feat choices at 1st and 3rd, nor am I sold on the Travel Domain choice. The Void arcane school choice is due to the powerful +2 to all saves vs. spells and SLAs, but I am happy to change it if there are better options.

Any suggestions are welcome and appreciated!


@Joe M.: Roger. Well, then it comes down to the GM, then. Good to know!

For the moment, though, let's assume that I can use any of those options to get to MT by 4th level. If we do so, I have a couple of questions regarding race and want to hear what you (and anyone else!) have to say about them:

Aasimar (Archon-blooded):

-+2 WIS, +2 CON
-Gets continual flame which can be used as a Wiz/Sorc spell (as per the FAQ. Fulfills the arcane prereq
-Grab Fate Inquisition for augury to fulfill divine prereq

Half-Elf:

-+2 WIS (or +2 INT if Wizard)
-Take Drow Magic for darkness to fulfill arcane prereq
-Grab Fate Inquisition for augury to fulfill divine prereq

Samsaran:

-+2 WIS, +2 INT
-Redacted (any idea how to get arcane prereq if this route?)
-Grab Fate Inquisition for augury to fulfill divine prereq
*Take racial ability to add 1 + X number of spells from non Wiz/Clr spell lists to own list

These seem like the three best options for my character. Wizard can be taken instead of Sorc as the only two stats I would then need are INT and WIS (and it also keeps their progression the same if I go Monk).

OR! Would it still be better to forgo Monk to get one of those two classes a boost in power? And, if so, which one?


@Zahmahkibo: I see. So Agathion-blooded would work for the divine SLA, but, assuming I go with the Fate Inq for the divine, would the continual flame provided by the Archon-blooded variant suffice for the arcane requirement (as it's a wizard/sorc 2, but a cleric/druid 3)? If so, I could go with that (and still get the +2 WIS)

The Monk is primarily for the AC and saves, yes. It does also give me IUS as well as a 'free' feat, but really it's for the early AC and saves. Would you then suggest maybe taking two levels of sorc to even out my divine/arcane and ensure having at least 2nd-level spells in both arcane and divine by 5? There is also the option of going Wizard instead of Sorc, but that makes me a little more MAD. However, as I don't really have any other stat to worry about other than WIS at the moment, it may not be too much of a task to have INT and WIS up.


Joe M. wrote:
Is bear's endurance granted by that Tiefling variant?

Yessir!

Joe M. wrote:
It'll count as arcane but not as divine, because sorc/wiz takes precedence when determining classification of SLA granted by race (see FAQ immediately below one linked).

D'OH! And this is why we read ALL the errata!

Joe M. wrote:
But fear not! Grab the Trickery domain (via Separatist archetype if necessary) and the copycat ability will qualify as 2nd-lvl divine because granted by divine class (same FAQ) and because "based on" a 2nd-level spell (hashed out in FAQ thread, with designer confirmation, can dig up later when not on phone if you're curious)

HURRAY! And this is also the reason I am glad I come to you guys with my questions. I'll go ahead and use this (I wasn't set on a deity or domain anyhow).

Joe M. wrote:
What sort of theme/approach/flavor are you going for?

To be honest, I just want to make sure it works first before I go for flavor. I suppose the Tiefling option could allow me the redemption/temptation angle, but, seeing as how I picked Tiefling to help me circumvent the prereq, I could just as well go with a Half-Elf with Drow Magic (getting, among other spells, darkness) and the +2 WIS (which I may need).

BUT! I am looking at possibly using this character to find the Divine Average: basically, how good do you have to be to be JUST good enough to make it into heaven? With a background in divine and arcane, I want to mesh the logical with the spiritual, and this kind of does it.

Or maybe I will try and be an actual Santa Claus using my power to accomplish what all St. Nick is said to be able to do while spreading my religion (or, at least, the 'goodness' aspect of it) to all!

Or I could just be a raging badass who wields the power of gods and nature. Not really sure!


So, looking to stat out a 4th-level Mystic Theurge. Currently looking at a Halfling Demondand-Spawn Tiefling (+2 CON, +2 WIS, -2 CHA, bear's endurance, and small size due to Halfling being the base race) with one level of Cleric, one level of Sorceror (Empyreal), one level of Monk, and then entering the Mystic Theurge class at 4th level (though the three base classes will not be taken necessarily in that order).

Now, for this to work, I am under the assumption that bear's endurance counts as both a 2nd-level arcane AND divine spell due to the errata regarding SLAs qualifying as PrC prereqs (found here), and therefore meets the Mystic Theurge PrC entrance prereqs (assuming I take Kn[Arcane] and Kn[Religion]). If I am incorrect, please let me know (and perhaps suggest a way for this to work).

If everything is good, then any suggestions on stats (point-buy, 20 pts) and class choices would be helpful.

NOTE: Also, I don't think the campaign I will play this character in will go longer than level 14, but, should it, any suggestions on what to go into after Mystic Theurge is up would be appreciated.


With the errata stating SLAs can stand in for PrC prereqs (like the one for EK), do you plan to update this guide with a section devoted to races/classes that can get around the five levels of caster class requirement?


garvdart wrote:

Discomancer the whole twf thing, well, just for fun and shenanigans if you leave one hand open you could theory wise use your off hand for grapples/ dirty tricks...or main hand your empty hand, and off hand attack with your weapon.

Something someone pointed out too me not too long ago, a secondary attack does not have too be right hand/ left hand....it could be right hand and a left boot blade....etx....just my two cents...

With the possibility of dipping Maneuver Master Monk, I will be looking at TWF (in a sense). Dirty Tricks sound like they might be the best way to go as well, so a free hand to poke their eyes out might be warranted.


Anonymous Visitor 163 576 wrote:

I'd go to Alchemist 2 for sure, possibly 4. No further.

The marvelous throw anything feat is always good, and you'll also get INT to splash weapons + bombs. That's amazing right there.

But you also get extracts, and even with two of them, Enlarge Person and Shield, you can really add a bit to the usual fighter thing.

The INT bonus damage is good, but I don't plan on having my INT higher than 10-12 (though if I had a 25 pt buy, I would certainly consider boosting it more).

But the feat Throw Anything itself is something to consider for sure!


williamoak wrote:
Discomancer wrote:


Felicity looks pretty cool, and she does her job well (zipping about and taking down enemies). I definitely hope you get a chance to play her.

Seems unlikely now (the DM I was talking with knows few of the classes I wanted to include, and seems to think I'm trying to min-max). I hope you find something somewhat functional.

I'm sorry to hear that. Hopefully you can come to some kind of deal with your DM.


blackbloodtroll wrote:

Trapper rids you of spells, and makes you able to do all the neat stuff Rogues do, without the crippling penalty of being a Rogue.

Also, it allows you to go Rambo, and make yourself a bunch traps.

It stacks with Guide, or Freebooter.

Cool. Though I do worry about traps: I've heard from a number of people (both on this forum and off) that traps tend to be near worthless. Do you find this to be true?

Artanthos wrote:


Go human and take two or three human specific feats. Fast Leaner, Improvisation, Improved Improvisation.

4 skill points/level with your 10 int, all skills can be used untrained with a +4 bonus (plus any other mods).

That's quite cool, actually. And with the Quick Learner that BBT suggested, I could use virtually any weapon. Now that's neat.


williamoak wrote:

I would reccomend lore warden, maybe student of war as well. It would give you an excuse to take Focused study (if human) and get some awesome skills.

Still, you're going to have to sacrifice something. I dont think it's possible to be EVERYTHING effectively. I've got my "dimensional whirlwind" build I tried to make, and it came out with a surprising amount of skill points/battle power:

Felicity

But she will never be a face. She'll be a bookish warrior, but never a face. (Might actually get to play her! Yippy!)
I would see those as the 3 cornerstones of a polivalent character:

1) Battle
2) Intelligence (skills)
3) Socializing (cha+skills)

I would look into rogue archetypes/bard archetypes.

Felicity looks pretty cool, and she does her job well (zipping about and taking down enemies). I definitely hope you get a chance to play her.

As for this character: yeah, he won't do many things horribly effectively, but that's how I would like to play him (strange as that sounds). Being able to negotiate on his own without having to rely on a CHA monkey, or being able to use that Wand of Cure Mod to bring back the downed healer...that's the kind of resourceful, fun character I have in mind. With near full BAB (Monk/Alch/whatever dip will make the +20 unattainable), he'll still be a good combatant, too: he just won't be one-shot'ing enemies like a Barbarian.


blackbloodtroll wrote:

Yes.

The Magic-less Jack of all trades could be done well with a Guide/Trapper Ranger.

I was considering Freebooter/Skirmisher. Do you prefer the Guide/Trapper for any specific reasons?


Vivianne Laflamme wrote:
Play a ranger.
Quote:
Currently working on a 20-pt buy character that would be akin to a properly trained soldier. In essence, this character would be relatively self-sufficient and very well-rounded in battlefield capabilities (as well as some social).

This is well within the fluff for ranger. Your 7 skill points per level and decent class skill list gives you a fair amount of versatility. Your versatility is further expanded by the spells you get. You don't need to meet the prerequisites to get your bonus feats which can really help. I'm a fan of the weapon and shield combat style. You can get early access to shield slam and shield master which gives you a way to bullrush and makes using TWF with shields much cheaper and gives you higher attack.

Also, if you go human and are planning on picking up eldritch heritage, there's an alternate racial trait to replace the bonus feat with a few skill focus feats. Since you'll have to pick it up anyway, it's free feats.

I honestly hadn't considered a Ranger. I tend to not care for the circumstantial bonuses that seem to flood the class, but with archetypes like Freebooter, I could mitigate some of it. It's definitely an idea, though I do lose out on a bunch of feats that I could otherwise use to diversify myself. Also, the combat mastery is akin to what I tend to dislike about most martial classes: pick a weapon/style and stick with it all game. Though the merit here is that the weapons themselves can be swapped out and it isn't like I can't be good with other weapons.

I'll definitely have to mull this one over, but thank you for mentioning it. Also, the three SF feats is an awesome suggestion. I will be taking that option for sure!


Vazt wrote:
If you are human, you can try Martial Versatility, Critical Vesatility, Martial Mastery to be good with all weapons. If you like the tactician/battler leader role, maybe look at the Golden Legionaire prestige class. Maybe dip into a few feat chains, power attack, saving shield, combat reflexes, improved initiative are a good base.

Those human feats look pretty awesome, though they only apply to weapon groups. I envision this character using polearms, sword/board, hand-to-hand, and ranged items (bows, javelins, etc.), so I'm not sure this feat chain would best.

And I will keep Golden Legionaire in mind. It definitely has a lot of flavor (and this character is all about that!)


Anonymous Visitor 163 576 wrote:
I like the idea of a smarter fighter, who's always got the right weapon, the right tactic, for the situation. Less Conan, more Boba Fett.

Haha, hadn't quite thought of Boba Fett when I was making this character, but that's an almost perfect way to describe him.

Anonymous Visitor 163 576 wrote:


I'd go with lore warden, with a dip into alchemist. See the Witcher for a great example.

Lore Warden is definitely a consideration (though the restriction on skill point use is a bit disheartening). As for Alchemist, what archetypes/spells/etc. would you suggest? And how many levels for the dip?


Scott Williams 16 wrote:

I've a need to be up very early in the morn, some guys named Mumford are playing in town and everyone is in a great hissy fit, but I will give you some input on feats.

Power Attack, to make every hit hurt.
Dodge, to stay out of harms way.
Mobility, when you do something foolish, its that much harder to hit you.
Quick Draw, right weapon for the job, every time, all the time.
Combat reflex, Attacks of opp even if you are flat footed is the key here.
Shield focus, more ac less hits with a shield.
Cleave, Great Cleave, Cleaving Finish, Improved Cleaving Finish, If I hit or kill you, I get your little dog too!
Deadly Aim, power attack for ranged weapons(javelins are your friend here!)
Wear your heavy armor, the gauntlets count weapons, so no need to waste feats to punch things. Truly, with number of great things to stab and chop with, punching something should be a last resort.
Your traits should be used to add to your list of class skills, not make to make your normal skills better. The Curious trait is great for Umd, BUT really, your arcane caster should have this covered.
Just my humble thoughts.
I will try to post some more tomorrow, but, for now t bedtime!

Excellent suggestions. Quick Draw will probably be vital for this build, and I had completely overlooked it!

As for Dangerously Curious, I want to give non-caster, wand-wielding a try, so I'm probably sticking with it (even though it will be a little difficult to pull off reliably until later levels). As for the trait though: assuming I don't dip a class that grants Perception, I was thinking about picking that up. Thoughts or suggestions of other traits?


Jaatu Bronzescale wrote:

You might consider a Magus dip along with your fighter. Arcane pool is awfully handy for making the weapon at hand the best one for the job. I played from lvl 1-9 without picking up an actual magical weapon, because I could add that as combat started or drew near.

This seems interesting, but with my INT mod of +0, I would get only 1 point/day for a 1 level dip. But if I did do this, what spells would you suggest I pick up?


Mudfoot wrote:
By RAW, you have to be an elf or half-elf to be an Arcane Archer, and the various prereqs and abilities are all explicitly about bows and arrows. So by RAW, this is a non-starter. But I'm sure your GM is more understanding than that.

I believe they removed the race restriction for AA, so this shouldn't be a problem.


Haha, I realize that this pretty much seems like a Bard in everything but name, but I really want to make a non-traditional Fighter character.

The Lore Warden is interesting, but I'm gunning for the Tactician archetype (for the 4 skill points in any skill rather than INT). However, I will keep this in mind! And the MM Monk seems cool, too. Could I use the Flurry of Maneuvers while wearing armor/using a shield though?


Currently working on a 20-pt buy character that would be akin to a properly trained soldier. In essence, this character would be relatively self-sufficient and very well-rounded in battlefield capabilities (as well as some social).

The bare-bones build that I would like to build off is as follows:

Human, Fighter (Tactician)

STR - 14
DEX - 16 (+2 race bonus included here)
CON - 14
INT - 10
WIS - 12
CHA - 13

His stats are pretty average, but that's mainly because I want to avoid the stereotypical Fighter with min-maxed phys stats (not that there is anything wrong with that, I just don't want that for this character). I also want a 13 in CHA so I can pick up Eldritch Heritage later on.

What I am having issues with are questions like: what feats would be good for him? What traits would be fun (looking at Dangerously Curious for wand-using action later on)? I want to take a Monk dip for IUS and Imp Grapple (since I feel most properly trained soldiers can scrap with their fists if need be), but what archetypes and how many levels should I dip? What EH bloodlines do you suggest?

I want to avoid the TWF or THW Fighter who focuses everything on a single weapon or weapon group...let's shoot for variety for this guy! So throw me your fun/crazy ideas: any suggestion is welcome!


I'm actually looking at Eldritch Heritage feats for a character as well, and I really like the Infernal and Arcane bloodlines.

Infernal lets you pick up SF:Diplomacy (which is pretty good) and gives you a touch attack that shakens foes (with no save!). And if you get a Conductive weapon, you can use that touch attack through sword.

Arcane is also a neat idea since you get a familiar. This is mainly for flavor, but you can later get Improved Familiar and pick up an imp, mephit, etc. and have them be a wand buddy.

Keep in mind, however, that according to RAW you CANNOT select any of the Wildblooded options (which is a shame, 'cause Sylvan looks fun).


Hmm, the extra AC from Dodge and Ironhide isn't a bad idea, and Scorpion Style might help out with control (especially on BBEGs).

As for the AF, my DM nixed the option (he doesn't like PCs taking Monstrous Feats). Also, Sensei gets his Wisdom to attack at second level, so SOON I shall be (more) useful.

Any other suggestions?


Looking toward the future with my level 1 Monk right now, and I'm kind of stuck on what feats I want to take from 5th level on. I'm playing a Dwarven Sensei/Ki Mystic/Qinggong Monk, and here are the stats I've got:

STR - 10
DEX - 14
CON - 16
INT - 10
WIS - 19
CHA - 10

I currently have Improved Grapple for my bonus Monk feat and Steel Soul for capping off my saves for my 1st level feat.

Because of the Sensei's Insightful Strike and Mystic Advice abilities, I lose all but my 1st and 10th level Monk, bonus feats (DM said to swap out the 14th level feat instead of the 10th due to a 12th bonus level feat not existing).

I'm going to be grabbing Mantis Style at 3rd level to boost my SF DC and am looking at Medusa's Wrath for my bonus 10th level feat (though that isn't set in stone...haha). But from 5th on, I'm not sure what to take or look at. Perhaps Combat Style Master? Try for the Dimensional Agility feat chain later? I am completely at a loss.

Note: due to having lost FoB and not having much of a STR to boost my damage, I'm not really focusing on a damage out-put build (I'll let the rest of my party handle that). In addition, the only books allowed are the CRB, APG, U Com, U Mag, and U Camp.

Does anyone have any suggestions?


6 people marked this as FAQ candidate.

Hey, all!

Sorry to bother the thread with this questions (since it has been asked many times), but I was wondering if the issue regarding the stacking of a Core Monk's Ki Pool and Ki Mystic's Ki Mystic ability ever got answered. According to this thread, it should appear in the FAQ. However, I can't seem to find it.

Anyone able to point me in the direction of an answer or a post where this is explained?

Many thanks!


This is less about the mechanic of how to go about doing this and more about the idea of doing it at all. Does anyone here happen to have experience running/fighting against a mythic monster with multiple templates? If so, what was the experience like (fun, annoying, etc.), and what did you do to help balance out the encounter?


We did a campaign a while ago where a buddy of mine played a Half-Celestial Anti-paladin. This isn't technically allowed RAW, but the issue wasn't the combo of having BOTH Smite Evil and Smite Good: it was the stats. Three +4s and three +2s in any stats as you please is quite powerful, especially for something as MAD as a Paladin.

Half-dragons are also a bit crazy, but if you are going epic then why not go all the way, right? Just be prepared to have your players stomp on your baddies for a bit until you are able to gauge their power correctly.


Just looking over the ARG and noticed the Fearless Curiosity feat and it's subsequent, save-stacking feats (Intimidating Confidence and Dauntless Destiny). They seem interesting and useful, but that would be dependent upon how many emotion-effecting spells you are subject to, I suppose.

Still the other benefits aren't horrible. What are your thoughts?

As an aside: What about your feelings on the Surge of Success feat?


Hex doesn't require concentration and would more or less be akin to using Vital Strike in terms of combat. So you CAN use it during rage rounds.


I'm guessing that, should you wear armor, you will lose your FoB/AC just like any other monk. In addition, reading it over, most of the abilities specifically state "unarmed strike". Sadly, I don't think this would be the class to play if you plan on wearing armor/want to flurry with a weapon.


Gignere wrote:
Arcane strike and enhancement bonuses to weapons stack.

Awesome. Many thanks!


@BBT: With all this claw action, I just might take the small template and just go Catfolk (considering I'm quickly running out of feats!).

@ubiquitous: Mainly to get something out of the Heavy Armor Prof I won't be using. Though I have considered switch-hitting with a sword-and-board tactic by utilizing the Sacred Shield archetype.

@Hawktitan: I'm not too worried about not having enough spells known. Arcane Strike isn't bad idea, though, and with two claws that could add up quickly. Do you know if the enchancement from Arcane Strike stacks with magical enhancements already on weapons?


I like the idea of the Ranger, but, unfortunately, I can't really take the 2 level dip hit. I'll probably go with BBT's advice on the Racial Heritage/Cat Exemplar combo. Many thanks, guys!

EDIT: And two claws are fine by me, but thanks for the note, Cheapy. I'm not looking to optimize too much as the campaign that this character may join is not one that needs such things (more of a fun, make-something-interesting campaign).


Basically what the title says: I'm theory-crafting a possible future character that will be a Small-template Aasimar with Divine Hunter Paladin 2/Sorcerer 3, followed by the PrC Dragon Disciple. And this guy wants to wreck people with his claws.

My issue, however, are the limited rounds I get with my claws power (3 + CHA mod). I figure that if I go Cross-blooded with Dragon/Abyssal, this could help a bit by effectively doubling my uses per day, but that's still only 14 rounds per day (with an assumed 18 in CHA).

Essentially, what would you suggest to either give me more uses of claws per day or make such effects permanent? I have thought of just grabbing IUS to use when I am not clawing eyes out (since I'll have an AoMF anyhow), but maybe you've all seen something I haven't.

Also: in before recommendation of WF/Agile. I'm planning on using those bonuses to STR (mainly for the hilarity of being a super built small dude).


Huh. Well, if you are limited to those templates, ghost seems like the best one for hiding. And, to better make yourself unseen, how about the Infiltrator archetype for the Inquisitor class? This gives you misdirection (cast with your HD), but gives you the extra bonus of being divined as whatever alignment you please. In addition, you can throw your WIS mod on Bluff and Diplomacy. Considering you also only have 4 stats to now worry about (STR and CON don't count toward a ghost), there is a high chance you'll have pretty high mental scores. Also, with the 6 base skill points per level and the wide range of class skills, I'm thinking the Inquisitor might do the trick for you.

I'm not sure about the mechanics of covering up your aura, but you will give off an aura of evil equal to your HD regardless since you're undead (which will read as Strong, I believe). Therefore, I don't think the Anti-paladin class will make things any worse for you than they would be anyhow.

EDIT: Oh, and that WIS mod is in addition to your CHA mod. Also, you can cast spells of any alignment (win).


Is the vampire thing set in stone? 'Cause, if not, why not a Grave Knight Anti-paladin? For the same CR adjustment, you become an absolute horror on the battlefield (assuming your party needs a powerful and deadly tank). Not only do you get your CHA to saves, you also gain immunity to cold, elec, and either fire or acid. Any weapon you wield deals 1d6 extra energy damage per 4 HD you have, you can make Clerics and Paladin have to make concentration to channel/lay on hands if they are within 30 ft of you, you have a constant desecration spell cast on you (that you also gain the benefits of), and the stat gain is more-or-less comparable (you lose out on DEX...oh well). Oh, and 4 free feats.

But, as Billy Maes would say, that's not all. You also get rid of the pesky, exploitable weakness that vamps have.

And, though I mentioned battlefield horror earlier, an Anti-paladin relies heavily on CHA (like the sorc) so social skills aren't going to be much of an issue. Also keep in mind that an Anti-paladin's smite ability can be given to allies/cohorts in a small area.


Oreads, Hobgoblins, Oni-Spawn Tieflings, Duergar, Merfolk (with the Strong Tail racial trait), Strix, and Vanara all make fine choices. Of these, the Oread, Hobgoblin, Duergar, and Vanara all have racial archetypes (from the ARG), but I personally feel the only 2 worth your time would be those of the Hobgoblin and Duergar. I will mention that I personally do not like Strix as I feel they are a bit over-powered (having a 60 ft fly speed from level one), but the rest shouldn't case your DM any headaches.


BBT is correct, but may I throw in a possible build suggestion.

If you are worried about level and how to spread your abilities, then might I suggest the Eldritch Knight prestige class? You'll be able to simultaneously take care of both your BAB and spell-progression problem. There are, however, a few issues you may run into:

-Your hexes are dependent upon Witch level. Therefore you will want to pick hexes that don't rely on DCs. The Flight, Tongues, and Healing hexes are a few examples of decent, non-post-level-5 dependent hexes.
-Since you have to have level 3 spells and be proficient with martial weapons for this PrC, you really only want to take one level of Barbarian to make sure you start hitting your PrC levels ASAP. That being said, you will only be getting a limited number of rage rounds per day (though you can supplement this with the Extra Rage feat) and will only gain the class abilities from the first level of Barb. This shouldn't be much of an issue, though, since you look like you are going Urban Barbarian anyhow (which is a great one-level dip alternative class).
-You won't be hitting hard and strong until after you start up your prestige class, so I would only suggest this route if you plan on either a) joining an already high level campaign or b) expect to play until at least 10 or 12 (where it really starts to shine).

Again, this is all just speculation and the class will still be good and fun to play...you just won't be soloing the BBEG anytime soon (but eventually might).

Also, if you go with BBT's suggestion of Human with the Racial Heritage (Orc), might I also throw in the suggestion of Heart of the Fields instead of Skilled for rage-cycling purposes?

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