SPACEBALL12345, thanks for the feedback. Stats: I am going to add in stats for humans and change the stats some for others. Mercy's: your right on sickened versus fatigued but with high saves there is a lot chance of getting sickened to land on you and fatigued will likely be on him every game while not a massive problem not being able to rage if needed may be an issue, for that reason I prefer the ability t clear it and for only a handful of rage rounds a day I don’t want to recommend lame curse, its ok but it would slow it too much. Paladin spells: on my to do list for today. Oracle: did not realize that they changed this. Fixed on sheet, thanks. Oracle Spells: I will add in Infernal healing as an option, the CLW is a free spell. After the first adventure they will likely have a wand of CLW for 2 PP except in a pinch I would not recommend using Oracle Spells to heal with. Gunslinger: I have to disagree with you here, one of the key things is taking the Mysterious Stranger archetype that changes Grit to Cha so 7 grit with one level of Gunslinger. Your first gun is free as part of the class granted (pistol or musket). The gun’s are not too expensive 3000 gp for a Peppebox & 2500 gp for a double musket. With a dumped Dex total bonus to hit is Dex –2, BAB 11, +1 weapon (likely?) = +10 to hit, many of the creatures you will be attacking will be 25+ ac meaning a 30% chance or less of hitting with regular AC, With touch many of the things later in the game have a touch AC that is 6-13 so 95-85% chance to hit is likely. And with mysterious stranger you can add you Cha to damage for a round for 1 Grit. The best reason to go Gunslinger is you get a reasonable amount of damage with no feats for the few times you can not melee. Traits: I wanted Magical Knack but I was concerned with grapple. now that I need to change the oracle Revelation I am less concerned. I will recommend both of those items. Feats: I agree with you here, it was not clear so I will go back and mod it I think the cleave line is a waste as the tax is too high. I am also not so excited with Vital strike line it is too modest on a D10 and with a lot of the damage he will do being straight damage bonus care of smite Str & power attack it ends up being a bunch of feats for 10-20% extra damage. I think I am going to change the 2 level dip of Bloodrager to 1 level dip of Ulfen Guard (did not know it existed). With the loss of the Bloodrager spell list for wands Unsanctioned Knowledge makes sense. Furious focus I group with vital strike since it only helps on the easy to hit with attack. I am not so interested in the familiar options but I will look at them with the gear. Thanks again for the suggestions I am going to add in some of those now.
Thaago, thanks for the feedback. Spell trigger items do not require you to have a caster level only access to the spell. The point is moot though as he has a +19 to UMD so auto succeeds on wand UMD uses. PFSRD: Spell Trigger & Spell Completion:
PFSRD wrote: Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. PFSRD wrote: Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does. A paladin is explicitly stated to not have a caster level. To my knowledge no such statement has been made for Bloodragers, from the sources I have seen they have a caster level = to there level though they have no spell slots to cast with meaning they can use scrolls (unless I am mistaken).
Core pg. 63 wrote: Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. Oracle nets a lot of power and utility granted it reduces BAB 1 but he still has 11 BAB by level 12. The Oracle level gives +2 Will (equal to a feat), Cha to Ref and AC (equal to a few feats) the high AC that makes the light armor tank viable, with a Cha of 25 he is sporting +7 to AC / Ref not major but nice. His CMD is low but where Oracle lets him use Liberating Command 5 times a day with a +2 on others or himself, I am not so concerned with it. Having low bonus for Dex skills does suck though. For most classes it is silly to dump will but those points help him get to a +18 (+20 in rage) so I think I can make due with a little lower Perception. I want to use Sacred Servant Archetype but I can not get past loss of his divine bond. If not for that I would be all over it. Point taken on grammar, it was completed late and I was more then a bit foggy when I was going through proof reading it last night.
Jugger-Not (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 60) Comes in 2 flavours Tank and DPS the tank is more Takish and the DPS is built for damage. Tank Base Stats 20 point Buy:
Classes:
Level 1 - Paladin 1 (Vengeance)
Traits: Vagabond Child (escape artist a class skill) & Defender of the Society Feats:
Saves Reg/Rage
PALADIN: Archetype: Oath against Vengeance, Divine Bond: Weapon, Mercy’s: Fatigued +3 more
Weapon +2 Keen Nodachi (Crit 15+) +1D6 on evil outsiders bypasses good DR from bloodline
Lay on Hands 11/day as swift:
LG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +14 Aura courage (10 ft.), resolve (10 ft.) AC 27, (31 if under wand of shield, 38 with Smite (-2 if Rage)) hp 100 (12 HD; 1d8+11d10+25) (124 hp when rageing) Defensive Abilities uncanny dodge;
Skill Points (50): Acrobatics - 4 Point, Climb - 1 point, Diplomacy - 12 Points, Escape Artist - 12 Points, Perception - 12 Points, Spellcraft - 1 Point, Swim - 1 Points, Use Magic Device - 7 points (should be +19 making wands auto success) Skills Acrobatics +4 (+8 to jump), Climb +10, Diplomacy +22, Escape Artist +13, Heal +0, Perception +14, Spellcraft +5, Swim +9, Use Magic Device +19 Gear:+3 mithral agile breastplate, +2 keen nodachi, flawed pink and green sphere ioun stone, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked pink and green sphere ioun stone, headband of alluring charisma +4 & 26,340 gp left over. Resistant: This character is very resistant immune to charm, disease & fear and large bonuses to save versus others & resist acid 5, cold 5, electricity 5, Uncanny Dodge to prevent getting wrecked while flat footed. Mobil: This character is very mobile able to move at 40-50 in most cases and wearing a Mithral BP meaning can sleep in his armor. Slippery: Ability to use immediate actions to cast level oracle spell Liberating Command (up to 5x/day) giving ally chance to escape artist +2 out of a grapple. Attacks: Smite 3x per day & change 2 LoH into a smite. Bloodrage 8 per day, LoH mercy that cures Fatigued if needed. litany of righteousness (double damage to an evil for one round), Divine bond weapon for +2 weapon 2x per day lasting 9 minutes each. Heals:
Wand & Scroll Use:
If your still intersted in a melee built paladin my Jugger-Not concept may be of interst. The Tank version is very hard to kill the DPS version is hard to kill and hits like a truck, does as much damage as 194 (w/ rage & power attack) in a round, Saves of 16/13/15, move of 50, immune to fear, disease and All at level 7. If you have any questions post them in the following thread: Jugger-Not
I have built a guide for a character I would like some feedback on for PFS and non-PFS. The Build concept is shown to level 20 but gear and skills and stat blocks are to level 12. The concept is designed to be a light armoured melee warrior with very high saves and a move of 40-50 and tons of other goodies to make him fun and interesting to play. Oracle 1/ Bloodrager 2/Paladin 17 with an option to pick up a Dip of Gunslinger to compete with ranged attacks. Link to the build: https://docs.google.com/document/d/1ctJGlg2MABJ62zvHEy0mG-d7IWwCHyTGICsjAw6 2XfM Thanks in advance for any feedback.
Cast Fly and invisibility on each caster and give each a item with silence on it. They fly to a roof top use a one use improved invisibility magic item (no sound and invis will not drop when casting fireball) Cast fireball a 3 times with a metamagic silent rod then drink a potion of invisibility and fly away.
RAW you get +20 to the check making it 35. Inability to see someone is +20 to your stealth, a better question is why a character that is not invisible but on the other side of a door not or just outside of vision range at +20 to stealth for effectively being invisible. At one point I was all about what is reasonable but the point of the rules is that they are made to give you an easy framework to do things in games. A LOT of things in any RPG don’t make sense like a giant hitting you with a hammer and the blow not killing you outright or a naked higher level character taking a few sword hits to kill or how can a level 18 monk with a high strength and a few feats with 100lbs of gear can run 106 meters in 6 seconds when the fastest Olympic record is 100 meters in 9.58 seconds carrying nothing, having rested and prepared the whole day and is then very tired as they gave 100% during the run. You can in the interest of more realistic game change it all around but then you get into the territory of rewriting the whole game and bogging it down in minutia. Stealth is already complex enough and does not need more.
Redneckdevil wrote: Can keen enchant trigger and proc when doing B type damage because the weapon does B along with S/P or through class abilities or feats? The weapon does all types of damage it can do for every point of damage it does. so if a weapon is B, S & P it will overcome all 3 and do any special effects (like keen) it does as it does them all at once, if it were not doing S & P damage then it could be ruled that if you want to use Keen you cannot use B but where weapons are ruled to do them all at once it is. Said another way if an ability applys to ANY damage type your doing then it applies to all damage your doing.
Here http://www.d20pfsrd.com/classes/core-classes/paladin At 4th level and higher, her caster level is equal to her paladin level – 3. Quoted from top of Core Rule Book page 63: Core Rule Book wrote:
Tom Sampson wrote: Lets say the gate was worded like this - "For any good person, the gate will let them pass. Otherwise, if they are evil, the gate will vaporize them when they try." A Rogue can UMD the gate so that it treats them as good, and walk right through. Well if you’re going to go with a twisted unreasonable item description designed to let UMD bypass it why not just make it if you’re good or you can succeed on a DC xx UMD check you can pass. As written you’re trying to write in a loop hole for UMD to validate your point. As written the gate does not require a UMD check so you cannot UMD past anything. The fact that you may have used UMD to let you pass an alignment restriction on an item that you should not be able to use UMD on does not give your argument “I got more experience so I am right” any more weight. If your evil and you pick up a holy avenger you get a -1 level, if you use UMD you can use the sword to its fill effect but you retain the -1 level. Below is the answer you seek even if you can UMD the spell knowledge page you cannot cast it unless it is on your spell list. Diego Rossi wrote:
you seem to like complex dice rolls, 1D12+1D5+12 to make it simpler or simpler still 3D6+11. Lifat wrote:
Core Rule Book - pg 144 wrote:
So if you have a weapon that is B/P and you attack with it each point of damage is from blunt and over comes blunt DR and from pierce and over comes pierce DR and if it has keen will be increased crit rate. not one or the other both at the same time.
It could be done that it only applies to correct damage type and let the player decide. If a weapon does B/P player could do blunt and no crit to a skeleton no DR
Or just let them increase the crit on both. Either works but is it worth the extra confusion? To me no.
Ditch the sword & shield and use a 2 hand weapon you add 3 points of damage for each -1 to hit (from power attack) and get 50% more damage from strength and the larger damage dice. LoH will counter HP loss and beatting things down is the best way to make mobs stick to you. In the event that they dont want to stick to you hitting them for 2D6+9 (average 16) at level 1 with power attack reduces the damage faster then hitting for 1D8+6 (average 10.5)and open the option of a reach weapon. EDIT: forgot to mention it is a free action to hold or release a 2hand weapon with one of your hands so you can always LoH. |