I want to make a kineticist that focuses on battlefield control....
What would you say is the best element, or combination of elements, wild talents to make this work? Dip, no dip? Feats, etc....
Atm we are lvl 7, close to 8.
(FYI, we are melee lite.... my current char is the main fighter type. We do have a occultist, a monk, a wizard, an oracle, a druid and a soon to be replacement of unknown type atm. So we have a lot of our bases covered.... If i go down and need a replacement, i think a battlefield controller will really help us out in combat)
So i have been thinking about playing a monk....
Pls and Thxs
So this went from asking for a way to make heavy armor light, in an attempt to play a vigilante with some fighter lvls so i could use heavy armor with skills like acro, stealth and disable device, and maybe splash of rogue for evasion.... all to suit a pic i have of plate wearing dwarf.... in a campaign where skills and roleplaying matter just as much as surviving in combat...
I only ask here cause im not as good with pathfinder as i was in 3.0-3.5, which i could just use the cloth enhancement on my fullplate, which would give me the protection of fullplate with the stats of padded armor. Also i dont really know how to link pics, i tried in a dif post and was semi succesful in do it then but cant now, or i would have posted the pic with my original post.
Pls, keep it to what i would like, and if thats not possible, just say so
I see alot of helpful ideas to get the acp down, but it also looking like alot of gp.... We are currently 7th lvl with standard WBL. So if i was to come in now at 7th, WBL is only 23,500 gp..
So thats : 9000gp for mithral ( plus armor cost )
While it is true i am looking for evasion in heavy armor, 9 lvls of ranger is way to long to wait for it....
I need so options on how to best optimize an Iron-Ring Striker Magus.....
This is a homebrew game, but only paizo material.
The main points need to be effective in AND out of combat, as we are trying for a more roleplaying factor in this adventure, so its not all hack and slash.
Feats, items, traits... pls suggest a workable build.
Thxs in advance
And this one for pali as well....
PFS Legal Faithful Wanderer
Wanderer’s Lore: A faithful wanderer quickly learns that everything in the wastes is evil, and she develops the skills she needs to survive. She gains Knowledge (nature), Knowledge (planes), Perception, Stealth, and Survival as class skills but doesn’t gain Diplomacy, Handle Animal, Knowledge (nobility), or Ride as class skills. A faithful wanderer gains a number of skill ranks equal to 4 + her Intelligence modifier at each level (instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier).
This alters the paladin’s class skills and replaces detect evil.
Hidden Aura (Su): A faithful wanderer doesn’t have an aura of good like other paladins do, as this would give her presence away to hostile denizens of the Abyssal wastelands. Her other auras likewise don’t reveal her presence. The benefits of her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her. At 3rd level, her alignment aura emulates the alignment planar traits (Pathfinder RPG GameMastery Guide 187) of her current location (chaotic evil in the Worldwound or the Abyss) for the purposes of alignment-detection effects, though this doesn’t change her actual alignment. At 8th level, she takes no penalties from the mildly chaos-aligned and mildly evil-aligned planar traits and treats all opposed strongly aligned planar traits as if they were only mildly aligned. At 11th level, she takes no penalties even in areas with strongly chaos- and evil-aligned planar traits. At 14th level, she leaves no trail in areas with chaos- and evil-aligned planar traits, can’t be tracked in such terrain, and can use Stealth to hide in such terrain, even if the terrain doesn’t grant cover or concealment. At 17th level, she can use Stealth to hide in areas with these planar traits even while being observed.
This replaces aura of good and aura of justice, and it alters aura of courage, aura of resolve, aura of faith, and aura of righteousness.
Stalk Evil (Su): A faithful wanderer isn’t interested in going out in a blaze of glory after exhausting a limited ability to smite evil. Instead, she has developed techniques to evade, stalk, and punish evil whenever necessary. She gains a +2 bonus on Knowledge, Perception, Sense Motive, Stealth, and Survival checks against evil outsiders, as well as a +2 bonus on weapon attack and damage rolls against them. These bonuses don’t stack with favored enemy bonuses. At 5th level and every 5 levels thereafter, these bonuses increase by 2 (to a maximum of +10 at 20th level). At 7th level, the faithful wanderer also gains these bonuses against undead, and at 13th level, she also gains these bonuses against evil dragons.
This replaces smite evil.
Champion’s Bond (Su): At 5th level, a faithful wanderer must choose the weapon option of her divine bond class feature. At 20th level, whenever her divine bond is active, she gains several additional benefits, as follows: Her DR improves to 5/—. Additionally, if she rolls a natural 20 on an attack roll against an evil outsider and confirms the critical hit, the outsider is also subject to banishment, using the faithful wanderer’s paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). Finally, whenever she uses lay on hands to heal herself, she heals the maximum possible amount of hit points.
This alters divine bond and replaces holy champion.
U asked how a paladin would work? well there is a pali archetype that focuses on stealth and the like....
PFS Legal Dusk Knight
Skills: A dusk knight adds Stealth to her list of class skills, instead of Sense Motive.
This alters the paladin’s class skills.
Shadow Smite (Su): A dusk knight gains concealment for 1 round per paladin level against the target of her smite evil ability in addition to its other effects. The dusk knight doesn’t deal additional damage with her smite evil ability.
This ability alters smite evil.
Illuminating Zeal (Su): At 4th level, a dusk knight gains the ability to grant darkvision to her allies. As a standard action, the dusk knight grants one target touched darkvision with a range of 60 feet for 1 hour. If the target already has darkvision, the range increases by 60 feet instead. If the dusk knight targets herself, using this ability is a swift action. Using this ability consumes two uses of her lay on hands ability.
This ability replaces channel positive energy.
Shadow’s Embrace (Su): At 5th level, a dusk knight learns to fight effectively in areas of darkness. She gains Blind- Fight as a bonus feat and darkvision with a range of 60 feet. If she already has darkvision, the range increases by 30 feet instead. At 10th level, a dusk knight gains Improved Blind- Fight as a bonus feat. At 15th level, a dusk knight gains the see in darkness ability.
This ability replaces divine bond.
Cloak of Shadow (Su): At 8th level, a dusk knight becomes adept at moving through darkness. She ignores her armor penalty when attempting Stealth checks and gains a bonus on Stealth checks equal to half her paladin level while in areas of dim light or darkness.
This ability replaces aura of resolve.
Clouding Smite (Su): At 11th level, a dusk knight’s smite impairs her foe’s abilities in the dark. When a dusk knight successfully smites a foe, she reduces the target’s darkvision by 60 feet for the duration of the smite. If the target has the see in darkness ability, it must succeed at a Fortitude save or lose this ability for the duration of the smite. The save DC is equal to 10 + 1/2 the dusk knight’s paladin level + her Charisma modifier.
This ability replaces aura of justice.
Iron-Ring Striker Magus, from the martial arts handbook. I think if u wanted an unarmed magus, this is the best route to go. The cons about it, u lose 1 spell per lvl (diminished spellcasting), u lose martial weapons (but u are going unarmed so...), and u lose med/hvy armor). The pros, ur unarmed damage lvls like a monk, u can enhance ur unarmed strikes with arcane pool, and u still have light armor, AND at 7th if u sacrifice spell u can act larger... all the way up to COLOSSAL!!!
Weapon Proficiency: An iron-ring striker is not proficient with martial weapons.
This alters the magus’s weapon proficiency.
Diminished Spellcasting: An iron-ring striker has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
This alters the magus’s spellcasting.
Arcane Pool (Su): An iron-ring striker can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use these bonuses to add any of the following weapon special abilities to his weapons or unarmed strikes: advancing, cruel, defending, guardian, impact, invigorating, mimetic, negating, speed, and vicious.
This alters arcane pool.
Unarmed Spellstrike (Su): An iron-ring striker gains the magus spellstrike class feature. However, an iron-ring striker can deliver spells with spellstrike with only unarmed strikes.
This alters spellstrike.
Unarmed Strike: An iron-ring striker gains Improved Unarmed Strike as a bonus feat. He deals unarmed strike damage as per a monk of his level. For the purpose of determining damage, these levels stack with levels from any other class that grants increased damage to unarmed strikes.
Bonus Feat: At 5th level, an iron-ring striker must select his bonus feat from this list: Improved Bull Rush, Improved Disarm, Improved Sunder, or Improved Trip. He doesn’t need to meet the prerequisites normally required for these feats.
This modifies the bonus feat gained at 5th level.
Empower Combat (Su): At 7th level, an iron-ring striker learns to use magic to grant himself the power of a larger creature. As a standard action, he can expend one non-cantrip prepared magus spell to treat his size as if it were larger for the purposes of determining the size modifier to his CMB and CMD, as well as which creatures he can affect with combat maneuvers. For every level of the spell he sacrifices, his effective size increases by one step, up to a maximum of Colossal. For every two effective size increments he increases, he gains a +2 size bonus to Strength, to a maximum of +6. This does not change the iron-ring striker’s actual size. This effect lasts for 1 minute per level of the spell sacrificed.
This replaces medium armor and heavy armor.
Spell Maneuvers (Su): At 7th level, as long as an iron-ring striker is wearing light armor or no armor, he can use his unarmed spellstrike ability as part of a combat maneuver check to bull rush, disarm, sunder, or trip an opponent.
This replaces knowledge pool.
Reflexive Spell Maneuver (Ex): At 16th level, when an iron-ring striker is the target of a combat maneuver check to bull rush, disarm, sunder, or trip, as an immediate action he can target his attacker with a magus spell he has prepared with a range of touch. If the spell would normally require a touch attack, an iron-ring striker can attempt a combat maneuver check for this attack instead. The iron-ring striker must be wearing light armor or no armor to use reflexive spell maneuver.
This replaces counterstrike.
Weables has a good idea that i will expand on. This is going with a fighter with a barbarian splash. With the gloomblade fighter archetype, u can create any weapon u are proficent with, which includes greataxes, greatswords, polearms... all martial and simple weapons. Take the 2 lvl dip into Raging Hurler and the feat selections Weables suggested and go rest gloomblade fighter. U never have to worry about carrying extra weapons, u always have the weapon u want, and with the gloomblade as long as u are only summoning 1 weapon at a time, u can add enhancements as u lvl up. At 3rd, its a +1 weapon, gaining a +1 per 4 lvls after 2nd. at 7th u can start adding weapon enhancements using those +s.
And the Clocksmith Wizard should be right up his alley. You get Craft Construct at first lvl without meeting pre-reqs!
Clockwork Bond (Ex): A clocksmith forms a bond with one of his clockwork creations and begins play with a constructed familiar. He must select this familiar as his arcane bond. The constructed familiar functions as a typical familiar of its type except as noted here. The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master.
This alters arcane bond.
Clockwork Expertise (Ex): A clocksmith is especially adept at dealing with clockworks. He gains a +2 bonus on saving throws against effects created by creatures of the clockwork subtype. This bonus increases to +4 at 8th level. Additionally, he treats his caster level as 1 higher when casting a spell that affects or targets only creatures of the clockwork subtype. At 8th level, he treats his caster level as 2 higher when casting such a spell.
This replaces the school powers granted by the wizard’s arcane school.
Craft Construct: A clocksmith gains Craft Construct as a bonus feat, even if he does not meet the prerequisites. He can create any construct, but he increases the cost required to create constructs without the clockwork subtype by 50%.
This replaces Scribe Scroll.
Familiar Tinkering (Ex): At 5th level, a clocksmith learns to improve upon his clockwork familiar. A clocksmith can grant his familiar 1 evolution point worth of eidolon evolutions for every 5 wizard levels he has, though he can’t select any evolutions that require a specific base form. Each time the clocksmith gains a level, he can change his familiar’s evolutions. These evolutions stack with those from the Evolved Familiar feat.
This replaces the bonus feats gained at 5th, 10th, 15th, and 20th levels.
There is also a new book out, "Construct Handbook". Has loads of options for characters creating and battling constructs.
This is a list of all the classes/archetypes available in this book...
There is also a whole list of constructs, rules for crafting, and augments that can be added to them. I would really suggest looking this whole book over if that is what he really wants to do.
Im not planning on being a Paladin, was just using that as an example... i was just wondering ways to acquire good dragon armor as a good character. I was going to do mithral if i couldnt come up with a good idea/story...... One idea i had....
Two Dragons are waging war thru-out the countryside. The black dragon Kallifuran was mustering the lizardman tribes and laying waste to the region of (insert name here). The armies of the region were being pushed to the brink when the bronze dragon Makareek joined the fray. Loses were high on both sides but the war raged on until it was just the dragons remaining, endlessly fighting, ravaging the land till nothing remained.
Needless to say, the slayer defeats both dragons and creates the finest suits of Dragonhide even seen, past down in his family for the ages where it would come to my character wearing the Bronze suit... yada yada yada.
Could also add that the black suit maybe was cursed or something, where the dragons soul? Mind? remained attached to the armor, eventually possessing whoever wore it over time and would hunt down the wearer of the bronze to claim revenge....
So i want to have a character wearing Dragon armor......
Like i said, didnt have a plan other than the pic, which is why i was asking for help. As to what i want to do with it....
As for what the party needs atm.... i am currently an archer ranger, just planning ahead. We have:
Druid 6 (Reincarnated Druid) (was a human, now is a ratfolk)
We r lacking a true divine, but i dislike prepared casters..... and if i go down we will lose a full ranged character.
As for the shocking and flying around, thats why i was thinking kineticist (air) with a martial dip, that way i dont lose blasts, and i can buff my weapon with energize weapon.
So thxs to those who helped me figure out how to link stuff!!
We are currently lvl 6, 20 point buy, paizo only material.
The main weapon to me just looks like an ornate spear, so that what i want to use (unless u can make a convincing reason its not). To me the armor looks like Full plate but can make it anything reasonable... (like reskinned Mountain pattern, or lamellar, Steel. I will be making it mithral or dragonhide)
So a build that uses hvy/med armor and makes good use of the spear. I had some ideas but cant seem to nail down a concept yet..... Heres a couple that i was thinking of....
Kineticist 5 (air, for flyness)/Martial 1....
So as u can see.... im all over the board, but cant get a solid picture in my head for this..... any help would be great!! Thxs
Well...... a magus cant use a gun without a dip..... so i dont know how you can get around this. 1 suggestion i have if you take only 1 lvl dip is the Dragoon pistol and musket. They have a 3 shot capacity, so thats 3 shots before a reload. Its a full round reload, but its a clip so its full round reload for 3 more shots.
I also would suggest two other classes...
#1. Alchemist with the gun chemist archetype.
PFS Legal Gun Chemist
Weapon and Armor Proficiency: Gun chemists are proficient with all simple weapons, firearms, and light armor.
This replaces the gun chemist’s weapon and armor proficiencies.
Alchemical Ordnance (Su): A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.
Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).
The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.
Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery. A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.
This replaces bombs.
Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.
This replaces Brew Potion and Throw Anything.
Discoveries: A gun chemist selects alchemist discoveries as normal. He can also select from the discoveries below, which are unique to the gun chemist. Discoveries marked with an asterisk (*) do not stack, including with other alchemist discoveries marked by an asterisk that modify bombs. Only one such discovery can be applied to an individual alchemical ordnance.
Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.
Exploding Bullet*: The gun chemist’s alchemical ordnance splashes adjacent targets as though it were a splash weapon, dealing the alchemical ordnance’s minimum additional damage to other creatures caught in the splash (Reflex half). A gun chemist must be at least 4th level before selecting this discovery.
Fast Ordnance: A gun chemist with this discovery can fire more than one piece of alchemical ordnance as part of a full attack. A gun chemist must be at least 8th level before selecting this discovery.
Cartridge Savant (Ex): At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.
This replaces poison resistance.
Repeat Fire (Ex): At 6th level, a gun chemist gains Rapid Reload as a bonus feat and must select a type of firearm. If he already has this feat, he can instead gain one combat feat for which he qualifies.
This replaces swift poisoning.
Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond.
Gunsmith: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.
Mage Bullets (Su): A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
School of the Gun: The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.
Well, there was an item a DM created a long time ago in a game i was playing. A kind of semi sentient orb of liquid metal (looked like a glob of iron suspended in a display jar when we first encountered it). Now this was not a fully sentient item, it would not try and dominate its wielder, had no goals of its own.... it just worked of the wielders abilities.
Heres how it worked in a sense.
The original item was what a DM did for me. The other stuff i throwing out there for ideas
For me, the whole thing with playing a gloomblade is the weapon diversity. Being able to have any type of weapon needed for any situation.... need to smash a skelli? Bam! Earthbreaker. Need to cut down that zombie? Bam! Greatsword. Need to get that cat down from the tree? Bam! throw a spear at it!!!!! Being able to switch weapons with ease to whatever you need/want at the time, cant have weapon focus/spec scimitar.... I was looking for something i could use with ALL my shadow weapons
Ok, i REALLY wanted to make a gloomblade but everyone is saying you cant apply weapon focus/spec to shadow weapons.... and since you dont actually get weapon groups, you cant apply AWT feat that need apply to weapon groups to shadow weapons either........
So..... what can i do? what kind of builds can i do here?
Pls and Thxs
Well, if you cant play a caster of any sort.... i am currently playing a "Ilsurian Archer" archetype for the ranger which gives up spellcasting in exchange for getting some of your favored enemy damage vs all! Bullseye shot combined with deadly aim means at low lvl you are gaining a bonus to hit with deadly aim instead of a negative, as long as your taking a move action to activate it.
So at first lvl being the Akiperian female and getting weapon focus free, you would have point blank shot and deadly aim. 2nd lvl your would take precise shot from your combat style. Being a ranger give you decent skill points. Also the extra stat boosts sound awesome!! Personally i would put the +2 for human into STR, then with the extra i would go +2 DEX and -2 CHA.
Traits im not so go with.... but getting 4? Bonus! Not to sure if getting the extra feats for taking drawbacks/flaws is worth it, in my opinion as 15 point buys hurt you enough as it is....
Hope this helps some
PFS Legal Ilsurian Archer
Bullseye Shot (Ex): At 1st level, an Ilsurian archer gains the Bullseye ShotISG feat as a bonus feat. He need not meet its prerequisites. This ability replaces track and wild empathy.
Archery Style (Ex): At 2nd level, an Ilsurian archer must select the archery combat style. This modifies the ranger’s combat style feat class feature.
Vicious Aim (Ex): At 4th level, an Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.
Iomedae’s Influence (Ex): At 8th level, an Ilsurian archer gains Weapon Focus with the longsword as a bonus feat, due to the inf luence the church of Iomedae has over Ilsurian causes. This ability replaces swift tracking.
Pinpoint Targeting (Ex): At 11th level, an Ilsurian ranger gains Pinpoint Targeting as a bonus feat, even if he does not meet its prerequisites. This replaces quarry.
Quarry (Ex): At 19th level, an Ilsurian ranger gains the quarry class feature. This ability replaces improved quarry.
Well it depends on which part of Cable you want to focus on.... cause he has a lot of things going for him. But here is a couple of suggestions for some of his aspects.
Metal arm: Constructed Pugilist (Brawler)[(plus you can take the mutant template with limitations if the dm so allows]) This will give you the arm, let you enchant it/make it out of special materials. I would only take 1 lvl of this though.
Guns: Well you said it, Techslinger Gunslinger, Trenchfighter Fighter, are probably the best options for guns.
Psychic abilities: Well this is harder.... Yes either the aether kineticist or the psychic class will best get you what you need there, but both will take a long time......
So.... if it was me building Cable from lvl 1 up, i would would start as....
Lvl 1: Constructed Pugilist Brawler
That gets you started with the basics of being Cable.... the rest needs to be fleshed out from there. My opinion anyways
So new planar adventures book brings use the Gloomblade archetype for the fighter. Don't know about you, but i am really liking this and looking for build suggestions.
Points to note:
Wealth by lvl is standard so i can buy whatever gear needed with starting wealth.
I don't get armor training... so looking for mithral armor to keep it lite.
Also need to work in (AWT) weapon specialist feat into the mix... tho i suppose it can wait till closer to 9th.
So im looking at the new Gloomblade archetype for the fighter and was wondering how feats like weapon focus and such work in conjunction with your shadow weapons.
Student of Darkness (Ex): A gloomblade gains Acrobatics, Knowledge (planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills.
This alters the fighter’s class skills.
Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).
Shadow Weapon Training (Ex): At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.
At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.
This alters weapon training.
So you can create any weapon you are proficent with.... would i be able to take weapon focus (shadow weapon) or would i have to take say weapon focus (longsword) and create a longsword each time...
If you were interested int he kinetic blade idea, why not try a Kinetic Knight? Sure you lose out on the ranged blast aspect but get all the kinetic blade options including kinetic whip, and you can wear heavy armor and use a shield. You still get to use wild talents and such, just no ranged blasts.
PFS Legal Kinetic Knight
Courtly: The kinetic knight adds Diplomacy and Sense Motive to her list of class skills instead of Acrobatics and Stealth.
This ability alters the kineticist’s class skills.
Elemental Blade (Su): At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
At 3rd level, the kinetic knight gains the blade rush infusion. At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performanceUC, and trip weapon qualities. At 9th level, she gains the blade whirlwind infusion. At 11th level, she gains the whip hurricane infusion. At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.
Kinetic Warrior (Ex): The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.
Elemental Bastion (Ex): At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power. A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).
This ability alters elemental defense.
Knight’s Resolve (Ex): At 3rd level, the kinetic knight gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. At 11th level, she gains the samurai’s greater resolve ability (Pathfinder RPG Ultimate Combat 20). If she also has samurai levels, those levels stack with her kineticist levels to determine the benefits of this ability.
This ability replaces the kineticist infusion gained at 3rd level and supercharge.
Have you looked at the "Arcanist"? They have an archetype "Blade Adept"
PFS Legal Blade Adept
Sword Bond (Su): At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard’s arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon. This ability replaces the arcanist exploits gained at 1st and 9th levels.
Sentient Sword (Su): At 3rd level, the blade adept’s bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade (Ultimate Magic 47) using the blade adept’s class level in place of the magus’s class level and points from her arcane reservoir in place of the magus’s arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class. This ability replaces the arcanist exploit gained at 3rd level.
Adept Exploits: A blade adept can select from the following additional exploits.
Eldritch Blade: A blade adept with this exploit uses her caster level instead of her class level for the purpose of advancing her bonded sword’s powers.
Magus Arcana: A blade adept can select any of the following magus arcana, using her arcane reservoir in place of the magus’s arcane pool: arcane accuracy, close range, critical strike, dispelling strike, and hasted assault. The blade adept treats her arcanist level as her magus level when determining the effects of magus arcana and when specific arcana are available. A blade adept can take this exploit multiple times. Each time it is taken, it applies to a different magus arcana.
Spell Strike (Su): The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name.
Student of the Blade (Ex): A blade adept can choose from any of the following bonus feats: Arcane Strike, Weapon Finesse, and Weapon Focus (in the weapon she is bonded to). This exploit can be taken multiple times. Each time it is taken, it applies to a different feat.
Weapon Specialization (Ex): The arcanist gains Weapon Specialization with her chosen weapon as a bonus feat. The blade adept does not need to meet the prerequisites for this feat, but must have the Weapon Focus feat with her chosen weapon to select this exploit. The arcanist must be at least 5th level to select this exploit.
I know there is a book out there, might not be paizo.... but it has rules for playing animal characters. "The Noble Wild"
The Noble Wild
Features of this "Animal Player's Handbook" include:
Statistics for more than 60 playable species of noble animal;
It is 3rd party stuff, but does have rules for playing animal characters. maybe it helps, maybe it doesn't
Ok, for some odd reason, i thought of "Steel"....
He would be fairly easy to build in pathfinder since he had like no powers at the start, other than being an engineer/Weapons builder and building himself a suit of power-armor. Wielding a Greathammer/Maul/Earthbreaker and wearing fullplate is easy to pull off.... but how would some of you build him??
Any suggestions? We are currently lvl 3, any paizo material, and 20 point build.
Thxs in advance
OK, im turning to u all for advice.
I want to build a char around a tri-bladed katar. I want to try and get as much static damage as possible for when i do hit that x4 crit.
Looking for options, suggestions on classes to go with. I have a couple ideas of course, but need opinions/help. Another point is i plan on using 2 of them... but not sure if i want to two-weapon fight with them unless someone presents good build.
So my first couple ideas were...
Urogue/Rogue with the Knife master archetype.
Fighter, Vanilla or brawler archetype.
Brawler, just brawler.
Warpriest, Swashbuckler also came in there at some point.
So all together need ideas for a build with good options and crit options, as well as static damage for the multiplier.
I havent thought about racial options yet, so this is open atm.
Thxs for your input and suggestions all.