Slim Jim wrote:
It's actually a AAT feat for RPing a bit, our DM highly encouraged doing characters with a little versatility. I did this one and felt okay with it. Now I have a 7 INT Orc fighter with maxed Bluff, Perception and Intimidate- plus Natural Born Leader trait. On my very rare bowshots, it also helps a teensy bit. Cavall wrote:
I am 2Hing my scimitar mostly. I do bring my shield just in case. Often hold it until battle is joined. 2HF with a 1 hander is a lot more versatile than going Falchion for only slightly less damage. AWT makes Fighters more interesting. Focus Weapon, Defensive Weapon and not to forget that Spirit Weapon thingy. Thanks so far, folks, lot's of good stuff.
Turgan wrote:
It's with PA activated, yeah. Sorry about that. With only a +2 enhancement to STR and a +2 weapon it has quite some way to go. Bard often opens up with Haste, Inspire Courage and good hope, which gives +6 to hit. I love that guy. If enemies are not immune to Fear, Hurtful gives me a swift action attack at Full AB. ElterAgo wrote:
I have only bothered with the Will Save. Indomitable Faith, Iron Will and Armed Bravery gives me +6 added up, the last one even scales. Not much more to do. Good hope also helps, and Protection from Evil is usually up. Hells Rebels can also grant bonus feats and Great Fort is among them. For other defenses I have Secured armour, Armor Spec. I really need better gear. Soon we'll get an opportunity to buy a little gear hopefully, but my share will only be around 35k. Dueling gloves cost 15, and I need mayb better weapon and Cloak of resist.
Dasrak wrote: Increasing your scimitar to 2d6 damage with advanced weapon training would be a solid move. However, making your scimitar oversized will probably reduce your damage, not increase it. Going from 2d6 to 3d6 damage is only going to average an extra 3.5 points of damage, but you will take an attack penalty for doing this. Missing even a single attack you would have otherwise hit will completely negate the damage bonus. Got blinded by the extra damage and the fact I'm usually hitting. With the third attack, however.... Dasrak wrote: Vital Strike feat chain isn't really worth it. More intimidation feats would be a very solid pick, though. Noted, thanks. Dasrak wrote: Equipment-wise, the fact that you're still stuck with only a +1 cloak of resistance is a huge problem. You should have a +5 cloak by this point in your career, and your saving throws are much lower than they should be as a result. While I can understand that this may be out of your control, anything you can do to get a better cloak would be huge. Your AC is largely going to waste because of the massive defensive shortfall you have in that department. Not much I can do so far. Meirril wrote:
I had forgotten this feat, it's good! I am gonna buy dueling gloves. So +2 extra makes it 4 times, which mostly covers it. Good! Turgan wrote:
I am 2Handing. Most times at least. How can accuracy be mediocre?
Thanks for all advice so far!
TheJoeShow wrote:
Who knows, seven years ago he might've been helped by your reply. :-D
Spoiler:
Brawn
Male orc fighter 11 CG Medium humanoid (orc) --------------------
Feats - Cornugon Smash, Hurtful, Advanced Armor Training, Advanced Weapon Training, Advanced Weapon Training, Alertness(bonus), Greater Weapon Focus (scimitar), Improved Critical (scimitar), Intimidating Prowess, Iron Will, Lunge, Power Attack, Secured Armor, Weapon Focus (scimitar)
Benefit:
Wondering about evolving his intimidate skills further, for Dazzling Display, Dazzling intimidation and Shatter defenses. That makes it a move action to intimidate everyone within 30' radius. I am hitting regularly tho, so not sure it's necessary. I also have an idea now, to take Focus Weapon (scimitar) on lvl 13 (Advanced Wep Train) to get 2d6 dmg on it, then upgrade my scimitar to Large(oversized) for a 3d6 damage. It works, right? I am undergeared although I used the Manual for +1 STR, we haven't been able to shop yet. I'm hoping to buy dueling gloves and a wand of Enlarge for the Wizards familiar to use. Thus I am at 4d6 with the scimmy, so maybe think of Vital Strike. I also think about Defensive Weapon Training at 15. Aside from that just do, Specializationx2, Toughness or something? We are playing Hells Rebels, gonna end around lvl 18.
Anyone got some pointers?
Slim Jim wrote: Take Magical Lineage with an instance of Additional Traits rather than as your two "locked in" freebies at character creation. --Why? ...because feats, but not traits, can be retrained. So pay some small coin every now and then to upgrade your Magical Linneage to a better associated spell. If I take the additional traits feat, then retrain that feat to Additional Traits, I can change the traits?
Ryze Kuja wrote:
I always read that it is a weaker wizard? I'll follow your advice and talk to my GM, of course. Preferred spell is a good tip, and comes into play earlier, I think, than Greater Spell Spec. Thansk for all the good feedback! This will be blast to play. :-D
I have some questions regarding this build:
Blaster Wizard:
Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init) Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities. If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power. Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization. End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist. Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration). Magical Lineage Trait allows Intensify for free on chosen spell. Spell Perfection allows free Quicken at higher levels. Play Hints:
Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell. Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7. At level 12 or higher, change it to Fire Snake. Use Admixture specializing to change the element on the fly. Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken. Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells. Feats
Empower Spell: Increase dmg by 50%. Quicken Spell: Hit enemy with two spells/rd. Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster. Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level. Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely. Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting 'Your spell' at 5 levels higher then your own. Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot. Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165. = 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage. Base level 5 spell slot is 20d6+40 dmg, 165 dmg. By Level
At level 2, its unchanged. At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it. At 4th, 6d4+12 (27), Intensified BH. At 5th, Intensified BH, 7d4+14 (31.5). At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced. At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60). 8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max) 9th - Intensified, Specialized Fireball is 11d6+22 (51). 10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots. 12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray. 14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg) 15th level - Spell Perfection. You can now add a Meta for Free. This will be Quicken or Empower. Intensified might be free if Magical Lineage applies to it. Caster level buffs for spec spell exceed +5, so top out at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against CR appropriate enemies on a 1. Assuming Firesnake, you can now cast a Quickened Intensified Firesnake for 20d6+40 (110) damage out of a 5th level slot, and an Empowered Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th level slot, you can Empower both. 16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells. Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus. If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies. Quote:
As lvl 1 with Spell Specialization, wouldn't damage be 3d4+6? Also, Since at Character lvl 3 you will be Wiz2/Sorc1. What about the Magical Knack trait? Will that let you be caster level 6 with
I'm gonna build myself one, and either I am missing something, or the one calculating the build above misses out a little. Anything newer that will help me btw? All advice and clarification appreciated.
Thanks for the help. I think Pure Anti-Paladin Tyrant is the way to go, with 2H a single weapon. Touch of Corruption will help a lot after a few lvls. For feats I'm thinking along:
How does this look? WF is missing from the build, but not sure it's needed? Channel Smite might burn through Touch of Corruption too fast? Not sure how to continue either, maybe take even more Extra ToC, so Channel Smite can be used more. Maybe put in Lunge somewhere, but I think I will wait and see how accessible Enlarge is. ImpCrit seems unecessary considering Boon Weapon. For traits, at least Magical Knack. Spell list does have debuffers, so maybe Spell Storing weapon to deliver them? *EDIT* Unsanctioned Knowledge should be availible to me, if so I am gonna take that. It says Paladin for prereq tho. I will ask.
We started this campaign some time ago, but only got through creation and maybe an hour or two into. We will restart completely, with the same chars. I have worked out my background and personality quite good, but need some build advice. I first thought to play an Eldritch Knight melee, but not sure how good that is, or how to make it work. Pure Anti Paladin? Some other advice? Anyhow, this is Asmodeus:
STR 18
We rolled for scores. We rolled 3 sets. Despite the low CON I went with this one because of 3 high rolls. The stats scream for archery, I just ran through Runelords with a Eldritch Knight Archer, so.... They(stats) also want dual wield, but it's feat heavy for a Paladin. Is it doable to go Eldritch Knight melee, or perhaps just 2H a scimmy or something and use shield when needed? I am not that familiar with the game, Pathfinder is huge!
Alignment LE, Corrupting touch can be used as swift action on self, which can compensate somewhat for low CON. For stats I think +1 CON at 4, then CHA. OR just go CHA all the way, or split to improve, CON, CHA and DEX in that order? *EDIT* Fey Foundling is okay for my GM. |