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Chris Mortika wrote:

Enthilza, you suggested "Have your Wolf companion move into flank". There's a current thread discussing that option, and the general conclusion is that "flank" is not on the list of AC commands, and the ranger would need to push the wolf (Handle Animal DC 25) to get into a flanking position.

Otherwise, I suspect thatthe feat tax (or, ahem, feet tax) for all that will keep the ranger from being more effective against groups of enemies, flying enemies, creatures larger than Medium size ...

This is true except that at level 4 you can put +1 to the wolfs INT score and then its smart enough to not need animal commands. It can go flank itself at that point.


It still works as a tactic, just can't indefinitely trip is all. But its a pretty fun tactic. :) I did something similar with my inquisitor with the feather domain.


Just don't call it a monk. He's the DM so he can make it have monk powers without being a monk.


Personally I would pump dex a little more. You mostly buff and don't need 16 wisdom until much higher levels. The dex would serve better at lower levels imho.

Also I would go for the feather domain. You can get boon companion at level 5 with a wolf pet and start annoying the enemies with so many trip attempts. Plus the passive bonus to perception is really nice.

As for spells... You're not really a healer so wands for cure light wounds are better then using a slot. I would suggest buffs hands down.

As for feats you pretty much have to take all the archery feats. Point blank, precise, rapid, deadly aim, etc. Don't have much room for anything else. If you DO end up having a few feats extra, you can make great use of full round attacks by riding your wolf once it hits level 7 (and becomes large). Getting superior mobility while able to full attack every round. Can't beat that!

I honestly have to disagree with going too castery. Your buffs are strong enough you will be able to hit like a train, but if you are running around healing then that's time not killing.

I have a spreadsheet of my ranged inquisitor. If you're interested PM me.

EDIT: for typos.


Deadmanwalking wrote:
Ferio wrote:
A paladin that hunts undead with a Dhampir in the group?
Indeed. Dhampirs aren't undead, and indeed are mostly known specifically for hunting them...so I see no reason the two wouldn't get along.

Good thought. I guess a good Dhampir would be fine as they are only half-undead. Plus Paladins are usually more about killing evil. If a good full undead met an undead hunting Paladin, would you expect the Paladin to kill it?


Dabbler wrote:
RD has the nail on the head. A shocking grasp requires an unarmed melee touch attack. Unarmed attack, check. Melee touch attack, check. unarmed attack, check. It's deflected.

I agree but if holding the charge for shocking grasp, it wouldn't be used if it was deflected this way correct?


Austin Morgan wrote:
Ferio wrote:
By that you mean a free action to draw a non-weapon? Quick Draw feat should cover that.

Quick Draw covers weapons only.

Quick Draw

Ah read the part below about the scrolls and such but misread it.

Thanks!


By that you mean a free action to draw a non-weapon? Quick Draw feat should cover that.


Kydeem de'Morcaine wrote:

I would suggest the paladin with the archtype that hunts undead, cleric, or oracle (life or bones).

We haven't needed a bruiser as much as we've needed a tank.

And channeling vs. undead is very useful in CC.

A paladin that hunts undead with a Dhampir in the group?


You can always go Cleric and prestige into 'Holy Vidicator' Gives you nearly full range of spells with some melee flavor similar to a paladin.


I agree with Tarantula. It's not like if someone were to sneak on my roof then jump off quietly would make me instantly hear them. I guess it depends on who's doing the check, where you land in relation to any listeners/spotters and how soft the ground is where you land.


Ninja's are always fun. Vanish and all that.


Mergy wrote:

The minuses definitely stack. I also think you'll be suffering from a great deal of arcane buff withdrawal, as well as missing out on knowledge and disable device.

Clerics don't get many skill points. Make sure one of you knows how to unlock doors and disable devices (that's come up in at least one Cheliax mission); make sure that you have your knowledge skills covered (as that will come up as faction missions on occasion), and keep in mind that you guys will need alternate ways to fly.

Technically if he was a 1 oracle and 6 cleric (total level 7 character when he is getting boon companion) at level 7 his companion would be his cleric level (6) -2, then -2 for seperatist. So the effective druid level is 2. Boon gives +5 so it should add up to +7 again making it large like he thought.

They do stack, but the Saurian ability is only cleric level -2. So it should work.


Bonus

Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.

The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.

Sorry but they wouldn't stack.

EDIT: Also...

Bonus (Morale)

A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.


Thanks for the tips. I think I'll do a ranger for preferred enemy, infiltrator archtype. With a "magazine" type device so that he will only have to reload after say 10 shots. Should help balance it but still maintain the flavor. Then perhaps go with an urban ranger so he can mess with traps and what not. And a crow animal companion like the crow skill in D3.


Also in this campaign we are using character races from the playtest book for creating races with a 10 point buy.

My race is... Human subtype.
Stats +2 (physical), +2(mental), -2(any) (0 points)
Darkvision (2 points)
Light Sensitivity (-1 point)
Weapon Familiarity, Hand Crossbow, Falcata (1 point)
Bonus Feat x2 (8 points)

So the whole premise is to dual wield crossbows, and hunt down demons and hell spawns and such.

Any suggestions for classes and feats to make this really interesting and effective?

Keep in mind I have 2 bonus feats at level 1.

Please make suggestions for a level 3 character.

I was thinking Ranger or Ninja might be nice?


Not without multi-classing, although Rangers don't really need sneak attack to be effective. The closest you could get is Precise Strike teamwork feat.


WalterGM wrote:

Mechanically speaking, in terms of damage, the GS has you by ~1 damage per attack. However, you could grab quick draw and a quickdraw shield and enjoy the benefits of two handed damage with your bastard sword, then swap to your shield at the end of your turn for +2 AC. Each turn begin by pulling it out for extra damage, and swapping it back for extra AC.

Regarding Weapon Spec -- you can't grab it unfortunately. You do get some sweet feats though. Might I suggest power attack ASAP (amazing for 2 handers) and then great cleave at 6? Since you don't need to grab cleave to qualify for it ;)

Couldn't you do this with a greatsword anyway? Technically you would take a -4 to hit wielding a 2 hander in 1 hand correct? Then just use a quickdraw shield and you're good.


Cyberwolf2xs wrote:
Ahorsewithnoname wrote:
BigNorseWolf wrote:
You cannot ready a partial charge. Problem solved.

There is a feat that allows partial charges

** spoiler omitted **

Awesome.

Now all you have to do is take that feat an ready an attack for "when the opponent comes into my rhino charge reach" and you're good to go.

Just be careful they aren't across a chasm when you ready that action!


Maxximilius wrote:
Ferio wrote:
Maxximilius wrote:
Sean FitzSimon wrote:
Question wrote:
Edit : Oh btw whats the point of using intimidate in combat? As a move action, you give one target a -2 penalty. How is this better than simply...full attacking?

It's actually a standard action, excepting unusual circumstances (feats, class features, etc.). Generally speaking, the skill simply sets a base line to build upon with class features & spells.

A couple things to consider for you: That's a -2 to attack rolls, skill/ability checks, and saves. That's two feats to every spellcaster who chose your enemy as her target. Also, intimidate gives the Shaken condition, which is a fear effect. This is particularly important for characters who use fear stacking to achieve powerful states of fear like Panicked.

Just as a note, you can't use an Intimidation check to make a creature's fear go higher than Shaken, even by stacking it before or after to something else. Basically, Intimidation makes the target shaken, or has no effect if it already is.

Yes but if you look at a few good feats, there are ways to automatically get intimidates off for free. There is one where you power attack and make a free intimidate check, and one where when you kill an enemy you make a free check on all monsters within 30 feet.

I would say that's worth looking into.

Except the last one activating when you kill an enemy, these feats are broken, with the Gold Broken Goblin going to the horribly written Enforcer feat. Free intimidate lasting a number of rounds = to damage ? Really ? It would be balanced if based on the base damage dice of the weapon instead, activated on a crit or sneak attack against a flat-footed foe, and allowed a saving throw.

You make a good point good sir.


Ravingdork wrote:

*puts on devil's advocate hat*

Two medium creatures don't provoke from each other when they approach to do battle.

So why should two large creatures?

Why should a large creature be afraid of the medium fellow with the pike when he is USED to fighting big creatures with reach.

It may well be the INTENT that they don't provoke in the ascribed situation as well as the RAW.

Personally I think that the AOO system is a little farfetched to realism. Would the Ape honestly attack an approaching man as soon as he stepped closer then 10 feet? Likely not. Also a Giant dragon with say 30 foot reach, with combat expertise would look pretty silly flailing all of his limbs getting off 5 AOOs a turn on everyone charging him, all in a 6 second window...


Maxximilius wrote:
Sean FitzSimon wrote:
Question wrote:
Edit : Oh btw whats the point of using intimidate in combat? As a move action, you give one target a -2 penalty. How is this better than simply...full attacking?

It's actually a standard action, excepting unusual circumstances (feats, class features, etc.). Generally speaking, the skill simply sets a base line to build upon with class features & spells.

A couple things to consider for you: That's a -2 to attack rolls, skill/ability checks, and saves. That's two feats to every spellcaster who chose your enemy as her target. Also, intimidate gives the Shaken condition, which is a fear effect. This is particularly important for characters who use fear stacking to achieve powerful states of fear like Panicked.

Just as a note, you can't use an Intimidation check to make a creature's fear go higher than Shaken, even by stacking it before or after to something else. Basically, Intimidation makes the target shaken, or has no effect if it already is.

Yes but if you look at a few good feats, there are ways to automatically get intimidates off for free. There is one where you power attack and make a free intimidate check, and one where when you kill an enemy you make a free check on all monsters within 30 feet.

I would say that's worth looking into.


One of my players wants to speak Treant is why I ask. I'm trying to find some way of rewarding him for knowing a unique language but can't find ANY other race that speaks it?

Would it be broken to say plants know Treant so he can talk with plants?


Other then the obvious, Treants, is there any other race that commonly speaks Treant?


Deadmanwalking wrote:
Ferio wrote:

Ah I see, so that table that the other poster put up there, but with enemies. So CR 1/8, give it +1 level goes to cr 1/6, +1 Level to 1/4, to 1/3, to 1/2, to 1, to 2, to 3... Etc. Am I understanding that right?

So a level 2 ranger is CR 1, a level 3 ranger is CR 2, level 4 is CR 3... Etc. Right?

Yes, that's all correct.

Awesome! Thanks for the tips Deadmanwalking! This will GREATLY help me in the future!


Deadmanwalking wrote:
Ferio wrote:
I guess I'm just confused how to level them. I thought I read somewhere that each level in a class raises the CR by 1. For instance in the book it says the gobling ranger level 1 is CR 1. So wouldn't making him level 2 raise the CR?

Characters in Pathfinder are of a CR equal to their level -1. So a Ranger 1 would be CR 1/2.

However, Rise of the Rune Lords is in D&D 3.5, not Pathfinder, and some things are done differently...like calculating NPC CRs.

You should probably check the SRD for conversions of various things to Pathfinder if you wish to save some work converting things.

Ferio wrote:
Also isn't average party level based on an assumed 4 PC party? So by having 5 shouldn't that raise the CR by some amount?

It is. But 5 isn't considered a big enough change to matter that much. If you had 6 or more they actualy have reccomendations for accomadating the party.

Ferio wrote:
As far as your advice thanks for the tip on building the encounter! I'm fairly new to DMing and while my improv skills and rules are well developed, (I'm know as the rules lawyer in the games I don't DM) my DM skill definately need work. Especially in the encounter building department!

I know the feeling, I've actually just been going through a similar process (I've GMed Pathfinder previously, but only in an AP, so making encounters from scratch is still a bit new).

Ferio wrote:
For instance, I'm curious how a level 1 goblin (CR 1/3) raised by 1 level makes them CR 1/2. I just don't know where that increase comes from?
The jumps from 1/3 to 1/2 or 1/2 to 1 are considered the equivalent of +1 or -1 CR for such calculations.

Ah I see, so that table that the other poster put up there, but with enemies. So CR 1/8, give it +1 level goes to cr 1/6, +1 Level to 1/4, to 1/3, to 1/2, to 1, to 2, to 3... Etc. Am I understanding that right?

So a level 2 ranger is CR 1, a level 3 ranger is CR 2, level 4 is CR 3... Etc. Right?


Marten Fawkes wrote:

What.

I mean. What.

That is a hilariously dangerous miscalculation of challenge ratings. First of all, the Average Group Level, that appropriates the group's might is exactly that: averaged. So your group would have an APL of 2.

Now, you might want to brush up on how to build an encounter, you can do that conveniently here:
http://www.d20pfsrd.com/gamemastering#TOC-Step-3-Build-the-Encounter

But in general an encounter is par for the course if CR=APL, challenging if it's CR=APL+1, hard if CR=APL+2 and downright epic if CR=APL+3. Anything more and your are venturing deep into TPK country. For your situation you are probably looking at a "hard" CR of 4 maximum. Although if your players are new or the class composition is somewhat odd you might want to scale this down to CR 3

At this point in the adventure, the goblins are still partly comedic relief intented to be little packages of mindless mayhem, just as dangerous to themselves as they are to their surroundings. You could add a squad of pyromaniac goblins carrying flasks of alchemist's fire and have them "accidentally" suicide bomb the PCs as they attempt to throw them. Stuff like that.

[edit]ah, ninja'd.[/edit]

Thanks for the tips! My party is a heroic 25 point buy and while there is no healer, the group is well aware of their classes abilities (save 1 person who it's there first time. But they are a monk so mostly just flurries and punches and flanking at this point)

The reason I wanted to raise CR, is the last 2 encounters went off with minimal damage. Most of the party (save the summoner) has decent AC (18-20) at this level goblins with just +1 to hit just can't handle that and get slaughtered effortlessly.

With level 2 goblins (and giving them +1 str) they have bab +2 and +2 to hit for STR and do 1d4 +2. Much more dangerous and still pretty easy to kill (at 12 hp)

Any Advice on this is appreciated!


Deadmanwalking wrote:

Uh...5 level 2 PCs are maybe a weak CR 7, not CR 10 (and that only if properly equipped). A CR 5 or 6 threat is really as high as you should go, unless you want a 50/50 shot at a TPK.

A level 2 Ranger is CR 1, his dog shouldn't probably get levels, but if it does, 2 levels make it CR 3, and Level 2 Goblin Warriors are CR 1/2 each.

So, for a CR 6, you could have the Ranger, enhanced dog, and 6 Goblin Warriors 2 (or 9 standard Goblins).

For CR 5, you could drop the dog to normal and scrap two warriors, leaving the Ranger, Dog, and 4 Warriors 2 (or 6 standard Goblins).

I'd probably go with the second, and have a few reinforcements show up if it's too easy. It's always easier to adjust the difficulty up on the fly than it is down.

I guess I'm just confused how to level them. I thought I read somewhere that each level in a class raises the CR by 1. For instance in the book it says the gobling ranger level 1 is CR 1. So wouldn't making him level 2 raise the CR?

Also isn't average party level based on an assumed 4 PC party? So by having 5 shouldn't that raise the CR by some amount?

As far as your advice thanks for the tip on building the encounter! I'm fairly new to DMing and while my improv skills and rules are well developed, (I'm know as the rules lawyer in the games I don't DM) my DM skill definately need work. Especially in the encounter building department!

For instance, I'm curious how a level 1 goblin (CR 1/3) raised by 1 level makes them CR 1/2. I just don't know where that increase comes from?


So I'm doing the burnt offerings: Rise of the Runelords. They are at the first "Boss" Goblin commando.

I made them all start at level 2 since I hate level 1.

The CR for this encounter is supposed to be 3 and 1/3. With 4 players at level 1 I can see how that would be good. But I have 5 characters at level 2.

I'm going to make the Goblin commando a CR 2 (level 2 ranger) his dog a level 2 dog (CR4) and then possibly add some level 2 warrior goblins. (cr 2 each) with a few of the standard level 1 CR 1/3 Goblins.

So what CR am I aiming for? 5 level 2 PCs would be CR 10 (if they were monsters of normal races)

Do I want to aim for like CR 8? CR 7? What would make it fun yet still challenging for their first boss fight?


I've looked everywhere and it's a bit confusing. I see this rule:

"Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score."

and this one:

"Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane."

This would lead me to believe the Eidolon can fight as per normal when he goes negative hit points without falling unconscious until he reaches his negative con in HP. At THAT point, the summoner can give his hp to keep it up.

Am I seeing this wrong or can Eidolon's fight normally all the way to their negative con score?


TwilightKnight wrote:
james maissen wrote:
It sounds like you are already in an adversarial relationship with the person in question

Why would it be adversarial? The player has an extreme build that far surpasses the AC expectations of PFS encounters. This makes the character effectively unhittable. Combine that with the high CMB for tripping and the pervasive use of humanoid opponents, the OP is just trying to figure out a way to provide a reasonable challenge. The PC is likely to make most scenarios a cakewalk and less fun for the other players. The GM is just asking for assistance on how to challenge the player while still allowing him the play the character as built.

One thing I would ask the player to do is read Painlord's GET FOUND article and limit the frequency of the use of trips attacks. Not because the character is broken (even though it might be in some opinions), but because it steals the spotlight from the rest of the players and makes them feel somewhat useless.

We have to remember that within the scope of PFS, the GM is limited to what s/he can do to adapt the scenario to the skills of the player-characters. So unfortunately, Ferio's comments don't really work unless the scenario is written with auto-hit spells. Since his build is largely dodge-based AC, touch attacks are just as likely to fail and if he has most of his levels in monk, his saves are likely pretty good. It is also not legal to just add casters to each encounter.

By building a character well beyond the scope of the challenges can overshadow the other players at the table and influence them to not play in the future.

EDIT--sorry, I was redicted to this thread and thought it was within the scope of Pathfinder Society Organized Play. So yes, if this is a home-game environment, there are a plethora of creatures that even a trip build will find a challenge to trip, not to mention oozes, incorporeal, and flight. As far as hitting,...

While I agree most scenarios won't have auto hit spells, as the DM there is always the option to add more monsters WITH auto hit spells. I tweak encounters all the time as most of my players LOVE to min-max, unless otherwise agreed upon beforehand. There is a counter to everything.


Black Powder Chocobo wrote:
Ferio wrote:

You can hit through his AC easily. It's called add casters to every enemy party. Magic missile? Auto hit. Fireball? Reflex or damage.

There are plenty of spells that bypass AC.

Magic Missile will work, fireballs not so much (the guy probably has a +11 - +13 Reflex save and Evasion). True strike + Intensified Shocking grasp, though...

True, that's just the tip of the iceberg though. Don't forget rangers have LOW will saves. Hit him with a charm, or command or any other will save ability. Make him staggered so he can only take 1 action and he become extremely limited and has issues fighting defensively at that point.

Lots and lots of spells that can take out this guy. Like I said just add 2-3 caster per fight and you'll be fine.


You can hit through his AC easily. It's called add casters to every enemy party. Magic missile? Auto hit. Fireball? Reflex or damage.

There are plenty of spells that bypass AC.


So lets say you have 18 Wis, Weapon Focus, and nothing more.

Your + to hit would be...

+6/+6

+1/+1 for Flurry (+3/+3 BAB, then -2/-2 for "two" weapon fighting)
+4/+4 for WIS
+1/+1 for weapon focus.

Make sense?


I still think in this case the Paladin is out-played. The build is considering a level 2 paladin vs level 2 barbarian. Lay on hands will NOT scale with level. And will become all but worthless at higher levels. Smite Evil will be very similar to rage (slightly better at higher levels) yet only usable against ONE person in the fight and only ever once per day.

As for other considerations, look at the class skills of Paladin Vs Barbarian. AND the fact that the barbarian gets 4 more skill points then the paladin. Plus Barbarians give you more wiggle room as you just have to be non-lawful. Which doesn't mean you can't do some lawful things and be ok, but if the paladin every goes from lawful good... You lose everything.


Yeah I would probably go with Barbarian as well. As much as I love Paladins, the barb would probably work better with the Dragon Disciple.


Atarlost wrote:
King Stag wrote:
arioreo wrote:
Ravingdork wrote:
Oozes are like jellyfish. All they do is move about, eat, and reproduce. They have no minds. Just instinct. I don't think an ooze would bother pursuing anything not within its sensory range.
Then it still has 50% chance to take the right direction during it's moving about and locate the party during their stay in the next cavern.

This is what I think I may do. There's a 50/50 chance it could follow them as there were 2 directions they could have gone.

If it heads in their direction they are screwed as they will be trapped between it and a Wight and 2 of it's resurrected victims.

It doesn't follow if doing so has a high probability of producing a TPK unless you're sick of running the module.

This ^ VERY MUCH this ^^^


I've of the opinion of many others here:

If I can get magic items for half price, (20k over 40k) and the crafter wants to charge me 22k vs 40k.

I'll let him "Steal" from me ALL campaign long!


Curious as to his reaction in the next session blackbloodtroll?


Minus all the crazy talk about what's good and not, I (PERSONALLY, game-aside) am on the side of everyone that says killing the goblin is an evil act. Any creature that is intelligent and bound at least deserves some sort of trial and not to be killed in cold blood in front of his father. That is a horrible act. I couldn't even imagine how someone would feel if their own son was killed in front of them because some character was frustrated things weren't going their way.

Personally, I would have (As a Paladin) Never captured him in the first place, but instead offered him another life. To serve Iomedae and repent of it's sins... Or be executed for it's evil actions.

However if my Paladin was in that situation, he would have first tried to stop the character from doing it. If the character DID then end up doing it, he would have bound THAT character and taken him back to town to be judged. Likely the city would congratulate him for his good deed in killing the goblin and my Paladin (while feeling morally horrible for the act) would repent to Iomedae that he could not stop the act of cruelty and move on with life.

Yes the greater good has been served. But at what cost to ones soul? (From the point of my Paladin)

Note that I put my personal opinion above and what my Paladin would do. This distinction must be made to form a consensus on what is the 'best' course of action. For it differs between each character.

I think we agree killing a defenseless enemy in real life is wrong. In the game world I can see where it is more gray that a Goblin is in question here. (AKA whether it's a race that deserves to live due to it's as a whole evil acts or not)


Mercurial wrote:
Ferio wrote:
EDIT: Actually, 15th - Dreadful Carnage looks good. :)
Now here's the real question: How do you plan on dealing with the occaisional pit trap, or worse yet... ladders?

For ladders... Hopefully its not more then 50 feet up and I can have my party members climb up, attach 2 ropes to me, and I'll shimmy my way up.

As for pit traps... Depending on the height, the cleric can use create water and fill the pit trap and I'll just swim out. :)

As for later, ring or horseshoes of levitate. Something to that effect.


Thanks for the Advice. How's this build:
Current Level: 3 (35 point buy)
STR 18 (+1 at 16 and 20, +2 at 11, +2 at 15, +2 at 17) = 26
DEX 14
CON 16
INT 11
WIS 10
CHA 17 (+1 at 4, 8, and 12) = 20

FEATS:
1 - Power Attack
3 - Furious Focus
5 - Extra Lay on Hands
7 - Skill Focus: Survival
9 - Eldritch Heritage (Orcish Bloodline)
11 - Improved Eldritch Heritage (Orcish Bloodline)
13 - Quicken SLA - Touch of Rage
15 - ?
17 - Greater Eldritch Heritage (Orcish Bloodline)
19 - Quicken SLA - Power of Giants OR Stunning Assault.

How's that look? Not sure what to use at 15 so up for suggestions.

EDIT: Actually, 15th - Dreadful Carnage looks good. :)


WerePox47 wrote:
In hindsight i would probably take stunning assault over quicken sla: power of giants at 19th even it was allowed, because the ability lasts for along time, so not as neccesary to quicken it and it would be very nice to stun stuff instead of just daze it...

Ok so talked to my GM and quicken SLA IS allowed! Yay.

I guess the main other question is: Would exotic prof: Falcata be worth a feat? With the x3 base crit and the damage modifiers from Smite evil... I can see doing TONS of damage with a Keen Falcata.

Thoughts?


WerePox47 wrote:

Yea you wouldnt get darkvision, but u would get +6 to str, touch of rage "quickened hopefully!!", and giant form for another +8 to str... Thats a bummer about the mounted thing, so yea i would just be ass with a falchion or possibly falcata if u wanted to take ewp "which is btw worth it to me for 17/20 x3 weapon", and a huge str... If u dont like the crit focus stuff you could always opt for dazing assault and later stunning assault, both would work well while smiting and a huge str as u can afford to sac hit bonuses when ur swingin at over +40 lol

Hey WerePox47,

This this would be a decent progression:

1 - Power Attack
3 - Weapon Prof: Falcata
5 - ?
7 - Skill Focus: Survival
9 - Eldritch Heritage
11- Improved Eldritch Heritage
13 - ?
15 - ?
17 - Greater Eldritch Heritage
19 - ?

So 3 feats to work with. Can't do the Spirited Charge so... What other feats would be good for more damage with smite evil or power attack?


Gignere wrote:
Ferio wrote:
WerePox47 wrote:
SLA stands for Spell Like Ability and it was talked about "and pretty errated" for the orc's touch of rage to work with it... With that said you could as a swift action recieve an uptyped bonus to hit/damage that caps at +10 @20th level for 1 rd and if you took the optimistic gambler trait it could be as many as 5 rds i believe... The charger route would certainly work well if you were offered the chance to charge alot and ur dm would aloow u to be considerd mounted for purposes of the feat "i myself would allow it". With that said you could easily drop crit focus and the critical feats i suggested in favor of spirited charge and ride-by attack and it would still work very well with the eldritch heritage - orc line... And yes vital strike would be fine for an extra feat if u had one and you were just going for ride-by attacks... i personally would opt for full attacks unless u had ample room to get out of retaliation space...

Good Advice! Sadly I don't count as mounted per DM but the eldritch feats with orc would be nice as I could get bonuses to str/hp (grow size) and the flat +6 from the level 9 ability.

Plus then I get darkvision for free at level 5. Not too bad at all.

The darkvision is part of the arcana, with EH you only get the bloodline powers not arcana, so no darkvision.

Ah! Thanks for clearing that up for me.


WerePox47 wrote:
SLA stands for Spell Like Ability and it was talked about "and pretty errated" for the orc's touch of rage to work with it... With that said you could as a swift action recieve an uptyped bonus to hit/damage that caps at +10 @20th level for 1 rd and if you took the optimistic gambler trait it could be as many as 5 rds i believe... The charger route would certainly work well if you were offered the chance to charge alot and ur dm would aloow u to be considerd mounted for purposes of the feat "i myself would allow it". With that said you could easily drop crit focus and the critical feats i suggested in favor of spirited charge and ride-by attack and it would still work very well with the eldritch heritage - orc line... And yes vital strike would be fine for an extra feat if u had one and you were just going for ride-by attacks... i personally would opt for full attacks unless u had ample room to get out of retaliation space...

Good Advice! Sadly I don't count as mounted per DM but the eldritch feats with orc would be nice as I could get bonuses to str/hp (grow size) and the flat +6 from the level 9 ability.

Plus then I get darkvision for free at level 5. Not too bad at all.


kaisc006 wrote:
Build your centaur to charge. Pick up Dragon Style (UC) and you will be unstoppable. On a side note, a centaur would be every AM barbarian's dream race lol

Charge, so vital strike and such?

From what I hear multiple attacks is amazing due to smite evil as well.


Stats for Centaur are:

+2 STR, +2 CHA, -2 int.

So base stats were:

16 str
12 dex
17 con
12 int
8 wis
16 cha

Also what's SLA stand for?


Grick wrote:
Ferio wrote:
In the armor rules it says you can make barding out of any armor OR shields...

Does it?

"Barding can be made of any of the armor types found on Table: Armor and Shields."

You can make Hide Barding, or Banded mail Barding, but you cannot make Buckler Barding.

I would consider a shield a type of armor. But I see your point. Technically armor is body armor and shield is shield. :)


In the armor rules it says you can make barding out of any armor OR shields...

Does this mean I can make "armor" (giving me an AC bonus) barding AND a "shield" barding on top of that? (giving me the shield bonus to AC as well?)

Just curious as that would be awesome if it worked like that.

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