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Thus, use Reduce Person is a better option to get Small only if you want +2 Dex / -2 STR


And does a Small Vanara can be affected by Reduce Person ?


Chanze Size
One vanara in every 500 is gifted with limited shapeshifting ability. Such a creature can adjust her size at will. She gains the change shape ability and the shapeshifter subtype. Instead of changing appearance, she can use change shape to reduce her size category to Small. Her ability scores don’t change, only her size (and thus her weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to her true size is a fullround action. This racial trait alters the vanara’s type and replaces nimble.

Does the stuff size adapt to the new vanara size ?


Belafon wrote:

I would end up pushing everything later and eventually deleting Critical Focus.

When you dig into the math Critical Focus is usually not a great choice unless you are going deep into the feats that rely on it as a prerequisite. Even for a grit user. While it increases your chance to confirm a critical hit by about 20%, it doesn't increase your chance to hit in the first place. Weapon Focus and Greater Weapon Focus each increase the chance to confirm a crit by 5% and the chance to hit at all by 5%.

The other one I might consider losing is Improved Precise Shot, and relying on Shooter's Resolve when you need it. But only if you have a significantly large Grit pool to start with.
[/ooc]

I'm ok with Greater Weapon Focus above Critical Focus.

But, I prefer Improved Precise Shot because Shooter's Resolve let only you attack with a standard action.


Thus, my first feat have to be Exotic Weapon Proficiency.

So, I have to delete one feat.
Clustered Shot ? We want to max damage with crit ?
Rapid Shot ? Already penlaties from Pelletbow in one hand + Two-weapon Fighting
Deadly Aim ? Less damage but with Rapid Shot, one more shot for one more try to make a crit ?


Belafon wrote:

There are a couple of rules interactions you will need to clear with your GM regarding the Pelletbow. Other than that, looks fine and is very powerful.

Quote:
Feats and special abilities that don’t involve proficiency (that don’t depend on dealing piercing damage or firing bolts) that apply to a heavy crossbow also apply to a dwarven heavy pelletbow, and those that apply to a light crossbow also apply to a dwarven light pelletbow.
Is a pelletbow a crossbow? You might need to spend a feat on Exotic Weapon Proficiency since the last paragraph of the item description says that special abilities that don't involve proficiency apply, so Crossbow Maven wouldn't directly apply. On the other hand the pelletbow is "crossbowlike" and is in the crossbow fighter group. Seems like it would be legal for Crossbow Training. Make sure you and the GM are on the same page.

Yes, I'm agree with you, Crossbow Maven doesn't give Pelletbow proficiency. Thus, I have to get the proficiency and I don't see another way than with a feat.


Dragofr wrote:

13 Advanced Weapon Training (Armed Bravery)

13c Advanced Weapon Training (Focused Weapon)

A Mistake, I can't take 2 Advanced Weapon Training at level 11 (1 every 5 fighter level)

So
13 Advanced Weapon Training (Armed Bravery)
13c Critical Focus (BBA+9)
15 Advanced Weapon Training (Focused Weapon)
15c Weapon Focus (BBA+1)


Sorry for my english, I'm French.

I want some advice on my build : Bolt Ace 5 / Fighter 6-20 maybe Mutation Warrior ?

I play a Vanara : Dex bonus, can be Small (bonus to hit, AC), have a tail -> 10/19/12/14/16/8

Build is around : Two-Weapon Fighting with 2 Pelletbow, Dwarven Light and reload with the tail via 2 feat (Grasping Tail, Mischievious Tail)

Trait : bonus to confirm crit, INT to CHA skill, increase range increment... no choice made

Feat (Xc for level-combat feat)
1 Point-Blank Shot
3 Precise Shot
4c Deadly-Aim
5 Grasping Tail
6c Rapid Shot
7 Mischievious Tail
7c Two-weapon fighting
9 Improved Critical
9c Improved Two-Weapon Fighting
11 Improved Precise Shot (Dex 19, Point-Blank Shot, Precise Shot, BBA+11)
11c Clustered Shots (Point-Blank Shot, Precise Shot, BBA+6)
13 Advanced Weapon Training (Armed Bravery)
13c Advanced Weapon Training (Focused Weapon)
15 Critical Focus (BBA+9)
15c Weapon Focus (BBA+1)
17 Greater Two-Weapon Fighting (Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, BBA+11)
19
19c

Advanced Weapon Training
14 Warrior Spirit
18Trained Initiative

Gear
Pelletbow, Dwarven Light
Vambraces, Duelist’s
Gloves of Dueling
Vest of Stable Mutation if Mutation Warrior


MrCharisma wrote:

Ah, the main thing I can think of is that I would take 1 level of Master Chymist (MC) as soon as possible. You get a lot from your Mutagens, so having the ability to use them more often is pretty powerful, powerful enough to push back your other abilities by 1 level in my opinion. So it'd be A-7/MC-1/A-3/MC-9. Of course by the time you get to level 8 you'll have a pretty good idea of how much you might need the extra Mutagenic transformations to get through an adventuring day, if you've been managing without them then getting to Beastmorph-10 is the priority.

Just a note: the Bone-Spike Mutagen giving better Natural Armour is great, but the "Armour Spikes" it provides won't mesh well with your Natural Attack build. If you make a full attack and include both Manufactured weapons (which the Armour Spikes count as) and Natural Attacks then ALL of your Natural Attacks will count as Secondary Natural Attacks. You've taken Multiattack whoch reduces the Penalty to hit, but Natural Attacks also only deal 1/2 STR damage (and Power Attack), so it'll likely reduce your damage output if you use them. If you just want them for the AC bonus and because they're "cool" then absolutely, go for it. But if you're planning to attack with them then they won't mesh with the rest of the build.

You've taken the Wings Discovery at level 6, but the Beastform Mutagen acts like BEAST SHAPE I at level 6, and gives you a fly speed of 30. Later at level 10 your Mutagens act as Beast Form II which grants a fly speed of 60 with Good maneuverability (+4 to Fly checks). Now there IS a reason you might want both, the Wings discovery grants a 60 foot fly speed at level 6 (instead of 10), they're an Extraordinary Ability (instead of a Supernatural Ability), they don't "take up" your Mutagenic Form abilities [ooc(meaning you could add a Swim speed or Pounce or whatever more...

I will think about 1 MC at level 7.

Concerning Bone-Spike Mutagen, it's just for AC bonus and RP impact.

Splitting Mutagen, I can take it, "An alchemist must be at least 12th level before he can select this discovery". I take it at level 14 = 2 MC + 12 Alchemist. So it's OK ? No ?


Hello,

I'm a french player thus sorry for my errors in english.

I want your help / advice for my build of Beastmorph alchemist, maybe with Reanimator or Vivisectionist archetype for the background / RP.

The goal is to have a build with a lot of natural attack and be a STR character.

Race : Skinwalker ragebreed for Gore and Hoof attacks and +2 STR / +2 CON (-2 CHA)

Traits : 1 or 2 traits with Will boost and/or Pragmatic activator for UMD with INT

Level : Alchemist 1-10 / Master Chymist 11-12 / Alchemist 13-14 / Master Chymist 15-16 / Alchemist 17-20

Feat
1 Extra Feature (for Gore and Hoofs attacks at the same time)
3 Multiattack
5 Power Attack
7 Extra Discovery (Bone-Spike Mutagen)
9 Extra Discovery (Perserv Organs)
11 Die for your Master (protection and help with the dangerous Splitting Mutagen)
13 Skill Focus (Fly)
15 Powerfeul Wings
17 Extra Discovery (Spontaneous Healing)
19 ?

Discovery
2 Feral Mutagen
4 Vestigial Arm (wand or shield)
6 Wings
8 Tumor Familiar (archetype Decoy or Sage and maybe Parasite for RP)
10 Mummification
12 Master Chymist : Greater Mutagen
14 Splitting Mutagen
16 Master Chymist : Grand Mutagen
18 ?
20 ?

Equipment
Obviously INT headband, STR belt, amulet of mighty fists...
1 Fleshwarped Scorpion's Tail (more is possible but I think it's a abuse, and I'm sure that my GM will forbid more than one)
Elven chain (https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Elven%20Chain)

So, do you have some advice ? Do you think a melee beastmorph alchemist have to keep bombs but in my build I don't have the place for early Fast Bombs ?