Villamar Koth

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Bump? :(


Hello and thanks a lot for even reading this far!
So I have a quick question about the Summoner VMC and I was hoping someone could give me a clear answer since I can't find one on the internet. So a Summoner VMC gets this at 7th level:

Eidolon: At 7th level, he gains the ability to summon an eidolon, using the statistics of an eidolon for a summoner of his character level – 4, except with half as many evolution points. This eidolon can only be summoned using his summon monster spell-like ability.

Does that mean the Eidolon also stays for an X-amount of minutes? Because that would seem a rather weak ability, and the Eidolon got nerfed quite a lot already. Or does it mean you just have to give up a use of the SLA to summon the Eidolon for the whole day? Help would be greatly appreciated!


Bump?


LuniasM wrote:
Without the Broad Study Arcana you can't use Spellstrike with spells cast from another class, even if they are also on the magus spell list. The Magus Variant Multiclass (VMC) removes that restriction for spells on the Magus list, but ends up taking 5 feats rather than 2 levels.

Hmmm, this forum states otherwise.

http://paizo.com/threads/rzs2o9iw?Spellstrike-nonmagus-spells


Allright, so I was playing around with creating an Occultist which seemed like are really fun class, when it struck me most implement powers max out at level 18 (like Legacy Weapon for example).
So I thought, let's see if there are any classes viable for an early 2-level dip that might be worth something. That's when Magus caught my eye. It gets it's main asset (spell strike) as early as level 2. Now you may think: but you can only cast shocking grasp from the magus levels! Then I did some research and apparently it should be possible to cast touch spells, (for example shocking grasp) as an occultist with the Evocation school as well, since they both have the ability to cast the spell. So I started building around a little bit. I cared little for the magus spells so decided to go with Heavy Armor all the way since Psychic spells don't interfere with it. I chose Kensai for the free Weapon Focus, since I need it for the other feats I'm taking. This build allows me to get off 3 attacks in a standard action, and I thought it was pretty cool, not sure if anyone else has thought of it already (Shocking grasp + free attack + free intimidate + swift attack with hurtful). Please have a look at what I got so far, and feel free to comment it. Any help would be greatly appreciated!!

Half-Elf Magus (Kensai) 2 / Occultist 18

starting stats:
str 16, dex 12, con 14, int 18, wis 10, cha 9

traits: Bruising intellect / magical knack / magical heritage (shocking grasp) / any drawback

feats:
1 - Skill Focus, Weapon Focus, Intensified Spell
3 - Dazzling Display
5 - Heavy Armor Proficiency (Transmutation and Evocation implements)
7 - Hurtful (Divinination implement, love the resonant powers!)
9 - Cornugon Smash
11 - Shatter Defenses
13 - Furious Focus
15 - ???
17 - ???
19 - ???

Also worth noting is we have some custom rules that allow us to pass up power attack, so we don't need to take it and count as having it for prerequisites. That extra feat sure comes handy!


Bump.


Bump?


My Self wrote:

Also, what's your primary half and secondary half? Which one has the higher DCs?

Necromancy is going to be a tough sell. While both Clerics and Wizards have good Necromancy abilities, Necromancers prefer to be single-class Clerics, Wizards, or Juju/Bones Oracles. Splitting your list will be tough.

You'll want your Cleric and Wizard staples, to start.
0: Have Prestidigitation on the Wizard side, pick up Read Magic, Detect Magic, and Light or Dancing Lights. Fill the rest of your slots as you see fit, although I'd recommend Create Water, Disrupt Undead, Mage Hand, Guidance, and Stabilize.
1: Put Obscuring Mist on your secondary list. Put Restore Corpse on your Cleric list if you prefer zombies over skeletons. Hide From Undead is a handy trick if you lose control of your minions. Sculpt Corpse on your Wizard list is practically Disguise Other for undead. If you're focusing on Cleric, then include Sanctuary, since it benefits from high DCs. If you're focusing on Wizard, include Grease and Color Spray for low levels. Chill Touch is a necromancy option, but is frankly better for Magi, who actually use their touch attacks.
2: Put Remove Paralysis and Desecrate on your Cleric list. Silence is also a good addition for an anti-caster minion. Lesser Animate Dead is a possibility. Unliving Rage might also be an option. Command Undead on your Wizard list. If you're focusing on Cleric, Hold Person is amazing. If you're focusing on Wizard, Glitterdust will be your friend.
3: Put Haste on your Wizard list. Undead Anatomy might help if you can channel negative or mass-heal with negative. Animate Dead on the Cleric side. Prayer is a possibility for Clerics, while Nap Stack and Speak With Dead are also pretty cool. Contagion if you really, really want zombies who will multiply and spread out of control in your absence.

Skipping a bunch of levels to (maybe) fill in later.

6: Put Harm on your Cleric list. Probably Heal, too, but definitely Harm. Antilife Shell on your Cleric side, perhaps? Antimagic Field on your...

That's a really good start, thanks for that! I'll definitely check out those spells.


So I'm looking to create an optimal list of spells for my character. I'm playing a Cleric1/Wizard5/Mystic Theurge10/Wizard1/Cleric3 character as a necromancer using Animate Dead as main spell. (Using a Dhampir to explain the early 5 levels in wizard (necromancer arcane school). I'm really lost as what spells to take as a Cleric and what as a Wizard since they seem to share a lot of spells but Cleric has them at a lower level and all. I took Persistent Spell, Quicken Spell and Dazing Spell at levels 11, 15 and 17. Please use the following format:

DIVINE SPELLS
Level 0 - 4 spells
Level 1 - 5 spells
Level 2 - 5 spells
Level 3 - 5 spells
Level 4 - 5 spells
Level 5 - 4 spells
Level 6 - 4 spells
Level 7 - 4 spells
Level 8 - 4 spells
Level 9 - 4 spells

ARCANE SPELLS
Level 0 - 4 spells
Level 1 - 5 spells
Level 2 - 5 spells
Level 3 - 5 spells
Level 4 - 5 spells
Level 5 - 4 spells
Level 6 - 4 spells
Level 7 - 4 spells
Level 8 - 4 spells
Level 9 - 4 spells

Thanks in advance for any helpful comments! It would be really appreciated.


So got this so far:

1. Mounted Combat (dodge the few attacks that would get through Roc's incredible AC)
3. ???
5. Natural Spell (obvious pick)
7. Planar Wildshape (so good)
9. Vital Strike (since attack after riding an animal companion can only be standard attack + adds some damage on most wild shapes
11. Vampiric Companion (yes)
13. Metamagic?
15. Metamagic?
17. Metamagic?
19. Metamagic?


Bump.


Deighton Thrane wrote:

Well, blasting and maneuvers aren't really the best combination, since both require a fair amount of investment to be great at. And blasting tends to favor domains, while maneuvers generally work better with a flank partner. But that being said, with stats like you rolled, you can probably do fairly well at both.

A key thing you're going to have to remember is that you're going to be fairly feat starved, considering you're likely going to need natural spell, and with vampiric companion, you're down to 8 feats. So you're going to need to divide your 8 feats between blasting and maneuvers.
One of the best feats for a maneuver druid is celestial obedience:Falayna, it's +4 to grapple, but requires you to be within one step of Lawful Good to worship Falayna. Combining it and powerful shape will do a lot for your maneuvers. And I'd also suggest a 1 level dip into monk at some point for the wisdom to AC and CMD, along with the chance to take improved grapple.
As for the blasting, you probably want the usual, spell focus, spell penetration + greater, things like dazing spell, persistent spell, possibly rime spell. Basically pick your favorite meta-magic feats, and apply as needed.

But personally I'd suggest maybe to focus on crowd control and maneuvers, or blasting exclusively. You'll get a lot better returns for your investment.

Allright, had an another awesome idea this evening! Truly hope you can help me out here. I'm picturing riding an undead animal companion (not set yet, probably Tiger or Roc) into battle while swinging around a scythe and casting awesome spells from my mount's back. Using Wildshape as backup for when my mount is unavailable like indoors, or in dungeons. So Mounted Combat will probably be my level 1 feat, Natural Spell level 5 and Vampiric Companion level 11. What else would u suggest? Combat casting for when I'm in melee with my mounts perhaps? Or not? Thanks in advance!


SheepishEidolon wrote:
How strong do your fellow players build? Druid is one of the strongest classes already, and optimizing it can result in a character which messes up a table. Especially with the rolled stats. If the druid overshadows the martial's damage output, the arcane caster's battlefield control and the skill monkey's flexibility, your fellow players might end up frustrated fast. And this can mean a soon end to the campaign.

Well, we DO have a fully optimized Synthesist Summoner and a Investigator/Inspired Blade, so I'm definetely not gonna jump out anytime soon. :p


Deighton Thrane wrote:

First thing first, what kind of druid do you want to build? I know you said Menhir Savant and Nosferatu heritage Dhampir, but that still leaves a lot of options open. With a bonus to strength and wisdom, both a caster focused and wild shape focused druid are possible. And both can use either a domain or animal companion effectively. So do you want a blaster caster? Crowd Control? Maneuver based wild shape? Or do you just want to focus on pouncing with a large number of natural attacks, or even vital striking for a large amount of damage dice?

A druid can do all of these pretty well, but the more you focus on one or two roles, the better you're going to be.

Hm, if I can choose to combine any of two above, I'd say my preferences lay with Blaster Caster and Maneuver wild shape. After racials I've got a STR of 19 and a WIS of 18. Stats I rolled were a stunning 17-16-16-15-11-10. If possible I'd really love an animal companion with the "Vampiric Companion" as 1evel 11 feat. Perhaps the animal can focus on maneuvers and me on damage or the other way around.


So I'm looking to create an optimal Druid (probably Menhir Savant) build. Help would be greatly appreciated.

Race is already set on Dhampir (Nosferatu heritage), so this can't be changed. Please give a overview with the best LV. 1-20 feats and traits. I'd love an animal companion but if you think that messes up a lot in the build you're gonna suggest, feel free to suggest a domain instead. Was hoping to get a good balance between casting and fighting in wildshape. I already know level 5 feat is gonna be Natural Spell. :p

Thanks in advance for any helpful comments!


Kobold Commando wrote:
Falcatae wrote:

1. Spell Focus (conjuration)

3. Augment Summoning

These are good feats, but when I see people taking them I always have to ask how big your group is. If you're at 3 or less players? go for it. Otherwise? You might want to reconsider in the interests of speeding your combat turn.

If you are in a large group you might want to consider as an alternative
1.Improved Unarmed Strike
3.Dragon Style

Along with the save benefit, these two allow you to charge through party members and difficult terrain, which can be a big benefit to a huge pouncer as you otherwise can find your very very large charge lanes blocked a fair bit of the time. It also provides a potential damage benefit if you later go down the feral combat training route.

That's a very good hint. I'll certainly replace those two (we're 4 players, me included). It's just these two have never been missing on any build I have seen so far, so I guessed they were mandatory. Definitely not planning on going the summoning way.


Azten wrote:
Vital Strike is a beast if you build for one attack that's a lot of dice and use Strong Jaw or Improved Natural Attack. That 8d6 from a great sword doesn't look so bad next to 24d6. It looks so terrible.

So it's practically useless if you don't focus completely one one attack or when pouncing most of the time?


Nobody wanting to help me? :(


So, I'm building a Dhampir Druid (might consider Menhir Savant) because of story reasons. At first this looked pretty useless but then I discovered the "Vampiric Companion" feat and I suddenly felt much better about the choice.

I've already gotten some of the feats that I think look best but I'm kinda stuck on the rest. I've browsed some forums and am torn on whether or not to take Vital Strike coz there are people saying it's terrible and people saying it's beast. Same goes for Heavy Armor Proficiency. Without further ado, here's what I have already:

0. Power Attack (We get this as a start feat from our GM)
1. Spell Focus (conjuration)
3. Augment Summoning
5. Natural Spell
7. Planar Wildshape
9. Vital Strike?
11. Vampiric Companion
13. Heavy Armor Proficiency?
15. Improved Vital Strike?
17. ???
19. ???

Thanks for any help!


Getting some great ideas here! The Earth Elemental using guerilla tactics going underground is pretty epic. Any more ideas anyone?


So while googling around about some of the coolest Druid features, I stumbled upon someone explaining the cool combo of turning into an Air Elemental and then using Call Lightning for 3d10 damage a turn. I was wondering if there were other of these awesome plays using any of the Druid's features. Perhaps utilizing Animal Companions or such? Kudos for cool and original wombo-combo's!


GM Bold Strider wrote:
Falcatae wrote:
Well, I'm sorry for making this thread, but I can't undo that now. Part of the fun for me is creating good characters together with fellow players. My apologies if this offends you in any way.

First, apologies myself if you thought I was attacking you. I was not.

Second, I was honestly curious why you think you need the 'perfect' character. This is mostly because I find characters that aren't perfect to be the more fun and enjoyable characters. Playing a 'perfect' character like a tricked out Zen Archer (the Beast mass one comes to mind) just seems so boring. Sure, you are unkillable and can deal with any combat in one round, but where is the fun in that? I just honestly don't see the desire in having a 'perfect' character.

Hmmm, you make some fair points. First, to answer your question about why I do this. Main reason is the fact that I am both a very perfectionistic person and one who is very uncertain about himself. So creating a character completely from zero up to something cool and good just seems far out of my reach. Secondly part of the fun is of course not to die. My GM won't let any of us buy any magical items, so there is no other way to "optimize" then right from the start at the build (I see lots of people say "buy X" or "get a couple of Y", but this simple is not possible for me). Then again you might be right about flawed characters being more fun. I'll definitely try to create one myself next time! Most fun for me is in the roleplaying aspect and the backstory you make. And I can assure you, I gave that everything I got. ;)


avr wrote:

With your first spells at L5 even with WIS maxed your save DCs won't be the best. As levels go on from there that'll get worse since inquisitor is a 2/3 caster and your feats will aim at archery.

Therefore you want to avoid anything with saves. Since errata that includes the litanies. For healing you'll generally be better to use a wand than a spell known, until inquisitor level 16/character level 20 anyway.

Some highlights:
L1: divine favor (efficient buff), protection from evil (keep away summons & some mind control)
L2: invisibility & see invisibility, surmount affliction (mainly for use on your mount.)
L3: heroism (longer term buff), magic vestment (ditto), communal resist energy (always good to have)
L4: freedom of movement, death ward, named bullet, divine power
L5: true seeing, communal stoneskin
L6: harm, hero's feast

This looks really good. Some of the spells I knew and some are new. Will definitely check them out and give them a shot. Thanks a bunch!


GM Bold Strider wrote:
First the Perfect Zen Archer thread and now this. Why do you need the "perfect" character? Just pick and choose things that look fun.

Well, I'm sorry for making this thread, but I can't undo that now. Part of the fun for me is creating good characters together with fellow players. My apologies if this offends you in any way.


My Self wrote:

Also, what deity?

If you were a Cleric, I'd say to stock up on Infernal Healings, but seems like you can't.

One of your level 6-ers is probably going to be Harm, unless you want to get positive energy healing.

Probably Sarenrae, but I'm open for other suggestions.


avr wrote:
Optimal at L20, or at lower levels? If the latter, when will you be taking the zen archer levels?

Lower levels for now, but I like to prepare for later too. And the Zen Archer levels will taken from level 1-4.


So I'm looking to create an optimal list of spells for my character. Help would be greatly appreciated. Please use the following format:

Level 0 - 6 spells
Level 1 - 6 spells
Level 2 - 6 spells
Level 3 - 5 spells
Level 4 - 5 spells
Level 5 - 4 spells
Level 6 - 2 spells

My character is a Dhampir (Nosferatu-born) Inquisitor (Sacred Huntsmaster) with 4 levels in Zen Archer to get things really going with his bow. He mainly fights with his bow (duh) and his Roc animal companion by his side, our mounted. Inflict wounds might be kinda good, since I use those to heal myself instead of the normal cure spells.

Thanks in advance for any helpful comments!


Gwen Smith wrote:
Captain Morgan wrote:

Are you using a variant heritage for the race? The default stat array is a little meh for you.

You may want to consider using the Additional Traits feat to pick up Magical Knack later in your career. The other two you mentioned seem like fine picks to start.

I'll post a potential feat breakdown in a second.

LV1. Deadly Aim
LV1. Precise Shot (Monk)
LV1. Perfect Strike
LV2. Point Blank Shot (Monk)
LV2. Weapon Focus

Minor adjustment: a Zen Archer can't pick up Deadly Aim as a level 1 character feat: it requires BAB 1, which the monk doesn't get until level 2.

Since Deadly Aim isn't on the bonus feat list, you'd have to wait until level 3 to get it. (You might be able to convince your GM that since you have full BAB when flurrying, you should be able to take the feat but only use it when flurrying until level 2. Alternatively, ask your GM to add Deadly Aim to the bonus feat list and take it at level 2.)

On traits:
Since you won't be getting Improved Precise Shot until really late (requires BAB 11, and monk and inquisitor are both 3/4 BAB), I would highly recommend Deadeye Bowman as a trait.

Wow, that's some incredible eye for detail and an unbelievable vast knowledge of the rules. Color me impressed. Thanks a lot for helping with my build by scratching the last mistakes!


Captain Morgan wrote:
Falcatae wrote:

Allright so we're having a Dhampir Zen Archer 4/Sacred Huntsmaster 16 taking all the Zen Archer's levels first thanks to Captain Morgan's comment about how important Flurry of Blows is. This gives us the following Feat Progression:

LV1. Feat
LV1. Feat (Monk)
LV1. Perfect Strike
LV2. Feat (Monk)
LV2. Weapon Focus
LV3. Feat
LV3. Point Blank Master
LV5. Feat => Probably Boon Companion
LV7. Feat
LV7. Teamwork Feat
LV9. Feat
LV10. Teamwork Feat
LV11. Feat
LV13. Feat
LV13. Teamwork Feat
LV15. Feat
LV16. Teamwork Feat
LV17. Feat
LV19. Feat
LV19. Teamwork Feat

Remember Rapid Shot and Manyshot aren't necessary. Also what about the Traits? I've had a couple of good comments but I can only have two. I've also heard good things about Magical Knack and Fate's Favored for Inquisitor, but Deadeye Bowman looks great too, sparing me another fhttps://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Pr oduct_Code=CPB-WTNV-BUMPERSTICKERS&Category_Code=CPBeet to deal with the cover.

Are you using a variant heritage for the race? The default stat array is a little meh for you.

You may want to consider using the Additional Traits feat to pick up Magical Knack later in your career. The other two you mentioned seem like fine picks to start.

I'll post a potential feat breakdown in a second.

LV1. Deadly Aim
LV1. Precise Shot (Monk)
LV1. Perfect Strike
LV2. Point Blank Shot (Monk)
LV2. Weapon Focus
LV3. Mounted Combat?
LV3. Point Blank Master
LV5. Boon Companion
LV7. Feat (Rapid Shot?)
LV7. Coordinated Shot (TW)
LV9. Clustered Shot (Snap Shot?)
LV10. Teamwork Feat (Enfilidating Fire)
LV11. Extended Bane (Clustered Shot?)
LV13. Feat (Improved Snap Shot?)
LV13. Teamwork Improved Spellsharing
LV15. Improved Precise Shot (assuming you can get a belt to meet the Dex requirement.)
LV16. Teamwork Feat Broken Wing Gambit
LV17. Feat (Greater Snap Shot?)
LV19. Feat
LV19. Teamwork Feat Wounded Paw Gambit
Things to consider in the blank...

Finally someone with a direct answer towards the feat question! This is exactly what I needed to get a good overview over the must-have feats. Thank you so very much! And yes, I am taking the Nosferatu heritage.


Allright so we're having a Dhampir Zen Archer 4/Sacred Huntsmaster 16 taking all the Zen Archer's levels first thanks to Captain Morgan's comment about how important Flurry of Blows is. This gives us the following Feat Progression:

LV1. Feat
LV1. Feat (Monk)
LV1. Perfect Strike
LV2. Feat (Monk)
LV2. Weapon Focus
LV3. Feat
LV3. Point Blank Master
LV5. Feat => Probably Boon Companion
LV7. Feat
LV7. Teamwork Feat
LV9. Feat
LV10. Teamwork Feat
LV11. Feat
LV13. Feat
LV13. Teamwork Feat
LV15. Feat
LV16. Teamwork Feat
LV17. Feat
LV19. Feat
LV19. Teamwork Feat

Remember Rapid Shot and Manyshot aren't necessary. Also what about the Traits? I've had a couple of good comments but I can only have two. I've also heard good things about Magical Knack and Fate's Favored for Inquisitor, but Deadeye Bowman looks great too, sparing me another feet to deal with the cover.


dwilhelmi wrote:

Note that this advice is coming from someone who has yet to play this character (or any character above level 2), but I have been brainstorming a similar character and have come up with a few ideas.

First off, from what I have heard, Bane is pretty much the most awesomest ever, so you want that ASAP. However, you also want some of the nice early level feats provided by Zen. So a good plan would be to take Zen at level 1, taking PBS as the normal feat and Precise Shot as the bonus feat. Note that this also gives you flurry of blows which is basically a rapid shot equivalent, and unarmed strike which is basically a snap shot equivalent. Then levels 2-6 should be Inquisitor, to get to Bane ASAP. 7-9 could then be Zen, and 10+ back to Inquisitor.

One thing you need to think about is whether you plan on taking Manyshot eventually, or are planning to rely upon flurry of blows with a ki point for an extra attack. If you go flurry/ki, it frees up a couple of feats, but you are limited by the size of your ki pool in how often you get that extra attack, and your second bonus feat options for Zen level 2 are not all that exciting. If you don't mind burning the feats, then you can rely upon flurry until your 2nd level of Zen, at which point you can take Rapid Shot as your bonus feat and subsequently Manyshot as a normal feat when you get to BAB +6. This would also allow you to reduce to only 3 levels of Zen if you want, as other than the extra attack the ki pool doesn't give you a lot at that level.

I second the Sacred Huntsmaster suggestion as well if you want an animal companion; Feather domain + 4 levels in another class is just too much. That would also free up your domain for you to slot in something else, like Travel (untyped +10 to movement) or Conversion Inquisition (Wis instead of Cha for Bluff, Diplomacy, and Intimidate).

Wow, impressive suggestions from someone who says he lacks experience. I'm probably going the non Rapid Shot route, using Ki to get my extra attacks, sparing out 2 feats. Had totally forgotten about the Sacred Huntsmaster class, and will definitely take that one. Mind sharing a level-by-level feat setup, since I hope no idea where to start.


Avoron wrote:

As wonderful as the Feather domain is, I don't think it would work well for this build, because even with Boon Companion your animal companion would be 3 level behinds. The Sacred Huntsmaster archetype could work much better for your purposes.

In addition to all of the standard ranged combat feats, you can also help shore up your 3/4 BAB with some teamwork feats like Coordinated Shot and Enfilading Fire, which can work excellently with either Solo Tactics or the Sacred Huntsmaster archetype.

Did you have a deity chosen yet? Erastil could be nice, with a monk-compatible alignment, an archery theme, and some useful domains. The Deadeye Bowman trait could take the place of Friendly Fire Maneuvers for dealing with soft cover on the battlefield (and it works with all creatures, not just allies). At high levels, you could take Deific Obedience for the spectacular animal companion duplication and eventual ability to add your Wisdom to attack and damage rolls in addition to your normal modifier. In fact, these deific obedience boons are so good that you really should consider the Evangelist prestige class. I know you said your classes were set in stone, but after the first level Evangelist can give you all of your normal inquisitor class abilities plus early access these spectacular boons and some other assorted benefits.

Woa, thanks a lot for the help, I completely forgot about the Sacred Huntmaster archetype. Thanks a ton for reminding me about it! Mind giving me a level-by-level feat setup? Because I honestly have no idea where to start. And yeah, Erastil had a few steps ahead on the other gods. :p


Renegadeshepherd wrote:
Unfortunately there isn't much to offer here because of what is fixed and a zen archer is basically auto pilot on its feats. My advice is there is no advice that can be given.

Well... that's not the most useful comment around. Mind giving me the "auto pilot" on feats then?


So I'm looking to create an optimal Zen Archer 4/Inquisitor 16 build (this is set in stone). Help would be greatly appreciated.

Race is already set on Dhampir, so this can't be changed either. Please give a overview with the best LV. 1-20 feats and traits. I'd love an animal companion through the Feather Domain (probably with the "Boon Companion" feat but if you think that messes up a lot in the build, feel free not to include that.

Thanks in advance for any helpful comments!


So yeah... pretty much what the title says, please help me create an all-in level 20 build. :D
The rolls I have to work with are: 18, 15, 14, 11, 10, 8

Was thinking about taking Tengu as race since they have a nice Dex/Wis bonus altough the Con hurts a little. Undine was second choice, but please no human since I think that's kinda boring. :/

Probably going the Pistolero 1/Inquisitor 19 way, to not waste to much of the judgement and spells.
I really want to take the animal (feather?) domain for a nice flanking buddy for the rest of the party and perhaps even to use as a mount (how could would it be to fly into battle on a Roc, guns ablazing?)

So what would the recommandations be on feats (for both me and my animal companion)/traits/spells?

Anything would be greatly appreciated! :p


Rambear wrote:

1: Mage Armor*, Magic Missile, Shield, Burning Hands, Vanish, Ray of Enfeeblement

2: Resist Energy*, Glitterdust, Alter Self (for Troglodyte form), Mirror Image, False Life, Protection from Arrows
3: Fly*, Fireball, Dispel Magic, Vampiric touch, Haste
4: Fear*, Enervation, Black Tentacles, Dimensional Anchor, Monstrous Physique II (GMW is actually level 3 and not worth it, if you attack mostly with Natural Attacks). Notable mention to Stoneskin.
5: Spell Resistance*, Wall of Stone/Force, Cloud Kill, Teleport, Stoneskin (communal), Monstrous Physique III
6: FotD I*, Greater Heroism, Sirocco (awesome spell), Transformation (Stacks with FotD, if Transformation is cast last)
7: Fotd II*, Limited Wish, Spell Turning, Reverse Gravity
8: FotD III*, Maze, Protection from Spells, Summon monster 8
9: Wish*, Time Stop, Mage's Disjunction, Shapechange

Dayum, this is exactly what I was looking for, it has a perfect balance in buffing and damage. Thanks so much, I'm really grateful!

Fruian Thistlefoot wrote:
As a Player I prefer to get a Manufactured weapon I find along the way and use it combined with my Claws/bite. I'd pick up a amulet of mighty fists as your main "Weapon" so when you use Form of the dragon you have enhanced Attacks. Just use what you find for your manufactured weapon. I also like providing the buff to party mates. Too often do I see people going TWF and needing the boost to cover the split in gold for 2 weapons. It also is a great buff cause it's duration and letting a group use it also allows them to make Kick ass Weapons like: +1 Adamantine Spell storing Which you can fill with a Empowered Rod + Vampiric Touch spell. Doing that the night before will net you back the spell the following adventuring day. A team that works together Wins together.

Hahaha, I totally agree with you. I recently found an enchanted longsword (GM won't allow us to buy magic stuff) and I'm totally planning on keeping it. Roleplay wise I also enjoy having a weapon by my side. It's awesome to hear you talk about teams working together like that, I hope my party does that in the future too. Thanks a lot for your help, I really appreciate it!


Rambear wrote:

I am playing a (Copper) Draconic Sorcerer in a campaign made by a friend.

We used rolled stats and I got all 14s and one 17, so my Strength score is somewhat lacking, hence I will not be going the mad Strength route, focusing more on spells: I basically got three plans:

Plan A: Cast enchantment spells and be dragony

Plan B: Cast damaging acidic spells

Plan C: Polymorph and eat people

The list I have decided on looks something like this, but includes some flavour options. Most notably, it is lacking Imp. Invis (cheesy and lame), Fireball (Acid rules), all necromancy (yucky for a good Dragon, enervation is awesome though). Since I am playing a "Paragon of Multiple Heritages"(Elf, Human, Wizard and Dragon), I can nick most anything with Paragon Surge once a day, so that also influenced my choices.

In your case I'd swap in most Monstrous Physique spells, Bull's Strength and probably some more defensive spells (Displacement, but possibly also shield at low level, as Mage Armour does not come online till 3rd level). I am having massive fun running around with 12 AC at level 1-2 so far :)

1:

Color Spray (1st level, DC 15)
Vanish (1st level)
Mage Armour (3rd level Draconic Spell)
Grease (3rd level)
Enlarge Person (4th level bonus)
Charm Person (5thth level bonus)
Corrosive Touch (5th level)
Touch of Gracelessness (7th level)

2:

Levitate (4th level) (change to Hideous Laughter at 8th level)
Acid Arrow (5th level)
Resist Energy (5th level Draconic Spell)
Alter Self (6th level bonus)
Protection from Arrows (7th level bonus)
Mirror Image (7th level)
Eagle's Splendor (9th level)
Glitterdust(11th level)

3:

Paragon Surge (6th)
Suggestion (7th)
Fly (7th level Draconic)
Stinking Cloud (8th level bonus)
Dispel Magic (9th)
Haste (9th level bonus)
Slow (11th)
Magic Weapon, Greater (13th)

4: 8-9- 9 (draconic) – 10 (FC) 11 - 11 (FC)- 13

Black Tentacles (8th level)
Monstrous Physique II (9th level)
Fear (9th level Draconic)
Dimension Door (10th level Bonus)...

Damn, very nice. That's a really cool list and explanation. But I'm afraid I can't change my dragon type or race anymore since we're already kinda deep in the story. I was kind of hoping for a list personalized for my situation. Still, thanks a lot for taking the time to respond!


Sazzle Verona II wrote:

Not a complete list, just my suggestions:

1: Shield, Mage Armor, Magic Missile (1)
2: Glitterdust, See Invisibility, Mirror Image, False Life
3: Fireball, Dispel Magic, Vampiric touch
4: Incsibility, Greater
9: Mage's Disjunction

(1) While Magic Missile is not a very good damage spell at your level, it is useful for probing spell resistance and the Shield spell.

Allright, they will be taken in account. No scorching ray? It seems like a solid spell for raw damage. Thanks for replying!


cavernshark wrote:
Falcatae wrote:

So I'm looking to create an optimal list of spells for my character. Help would be greatly appreciated. Please use the following format:

Level 1 - 5 spells
Level 2 - 5 spells
Level 3 - 4 spells
Level 4 - 4 spells
Level 5 - 4 spells
Level 6 - 3 spells
Level 7 - 3 spells
Level 8 - 3 spells
Level 9 - 3 spells

My character is a Human Sorcerer with the (Gold) Draconic bloodline and 4 levels in Dragon Disciple to get an incredible amount of Strength. He mainly fights with his claws and bite attacks. So some Strength/Damage buffing spells are mandatory, but I would like some offensive (probably fire spells) too. I'm thinking about Bull's Strength for low levels, as well as Monstrous Physique and Haste to pull off an extra natural attack each turn. I rolled poorly for my HP so False Life might be good as well. Scorching Ray and Fire Ball for damage from a distance?

Thanks in advance for any helpful comments!

This is a hard question because a perfect spell list is relative to your level, especially for a spontaneous caster. For example, what's strong at level 4-5 won't necessarily be as strong or something you'll want on your spell list by 10-11. You'll probably end up swapping things on and off.

We also need to know more about two things: your feats and your party composition. What spells are useful to you are going to depend a lot on what you're doing to augment them with your feats (metamagic or not, focusing on a school or not, packing spell penetration or not... ) and how many other party members can you impact while buffing yourself.

My feats so far are mainly melee oriented: Power Attack, the Cleave chain, Furious Focus and Eldritch Heritage to get the Strength bonus from the Abyssal bloodline. The party outside of me consists of a Fighter, a Summoner Synthesist, a Ninja and an Investigator. Thanks for even reading this far!


So I'm looking to create an optimal list of spells for my character. Help would be greatly appreciated. Please use the following format:

Level 1 - 5 spells
Level 2 - 5 spells
Level 3 - 4 spells
Level 4 - 4 spells
Level 5 - 4 spells
Level 6 - 3 spells
Level 7 - 3 spells
Level 8 - 3 spells
Level 9 - 3 spells

My character is a Human Sorcerer with the (Gold) Draconic bloodline and 4 levels in Dragon Disciple to get an incredible amount of Strength. He mainly fights with his claws and bite attacks. So some Strength/Damage buffing spells are mandatory, but I would like some offensive (probably fire spells) too. I'm thinking about Bull's Strength for low levels, as well as Monstrous Physique and Haste to pull off an extra natural attack each turn. I rolled poorly for my HP so False Life might be good as well. Scorching Ray and Fire Ball for damage from a distance?

Thanks in advance for any helpful comments!


Greetings everyone! I am still very new to the Pathfinder community altough I have tried to do as much research as possible. I started out as a Cleric on my first character, only to have it changed to Herald Caller when that class came out (with permission of my GM) since my build was already pretty much focused on summoning. Reading other forums I tried to come up with a versatile, and fun build combining Herald Caller with the Cleric Archer, which I understand from other forums used to be a very popular choice. Of course I don't have any ideas yet from personal experience, only what I've been reading. I was hoping there would be some very experienced players on these forums that would help me out, optimizing this character, possibly offering options that I didn't consider or even knew about. Thanks in advance!

Build:

Eredhion Ancrath
male elf cleric (herald caller) 6
LG medium humanoid (Human, Elf)
Init +3; Senses Low-Light Vision, Perception +2
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor)
hp 74
Fort +11, Ref +6, Will +8
Immune none

--------------------
Offense
--------------------
Speed 30 ft.
Melee MW Curve Blade, Elven ((1d10+4) 18, x2)
Ranged MV +1 Composite Longbow (+4) ((1d8+5) 20, x3)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 20, Int 16, Wis 15, Cha 6 (The high Con and low Wis is because my character sold his soul for RP purposes, and we used a third party template for that)
Base Atk +4; CMB +8; CMD 21
Feats: Point-Black Shot, Sacred Summons, Augment Summoning (class feat), Precise Shot
Languages Common, elven, draconic, gnome, orc, dwarven, halfling, infernal
SQ channel energy (1/day)

--------------------
Deity
--------------------
Asmodeus (yes, again for RP purposes. And I play a neutral evil cleric, altough I know they are pretty much looked down on).
On the plus side, his summons are pretty good.
Ash Domain for a pretty neat AOE spell and the cool Ash Wall in 2 levels.