Villamar Koth

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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!


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!


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 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!


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!


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!


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!


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


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

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Offense
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Speed 30 ft.
Melee MW Curve Blade, Elven ((1d10+4) 18, x2)
Ranged MV +1 Composite Longbow (+4) ((1d8+5) 20, x3)
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Statistics
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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)

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Deity
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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.