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I have a level 6 Archaeologist Bard that's gestalted with 4 levels of Unchained Rogue and 2 levels of Fighter. ...and she's not keeping up.... Her damage output on a regular full attack is fine, but somehow my party members are doing AoOs from like 30 feet away if the enemy so much as BREATHES. By the time it's my turn, whoever I was headed over to fight is already dead. And all I can do is double move to try to get over to another guy or use my bow, usually with a -4 since I'm a melee character. What can I do to make my bard more able to keep up?
We've all heard about it or thought about it - the party of nothing but bards. But has anyone ever tried to make one? Would an all bard party actually be any good? If you wanted to play in an all bard party, what archetypes would you want there to be? Bard only, no skalds, no multiclassing. Let's go with a 5 person group.
Ok, so I think I'm pretty much done with the shaman and I know what I want to do with the rogue so I'm down to the last member of this family - the Fetchling Sorcerer. As I mentioned in the other post, I was originally going to have the shaman have Inscribe Magical Tattoo and a calligraphy wyrm familiar but then saw the Tattooed Sorcerer archetype. So I will be putting those onto this guy instead. Now sorcerers make great blasters but I already have one blaster in the family so I'm not sure if I need a second. I could probably go with a bloodline that gets some other creation feats and have this guy be the one that makes builds all the magic stuff for his family. Or just lean into blasting and take the Elemental Bloodline.
I'm basically finished with the skald and am moving on to the next sibling. This one is the Oread Shaman. I don't think I'm going to try anything out of the norm for this character like I did with my witch. Just going to have him hang back and toss some hexes and spells around. I'm liking the look of the Grasping Vine archetype, just because it seems cool. And it doesn't seem to change all that much of the base class. I kinda want to do the Nature Spirit, even if I don't use the archetype. It's thematic and the entangled hex looks handy for battlefield control. While the Life Spirit looks great for healing. Would probably be a good choice for the wandering spirit. If I'm understanding the class features right, I chose one spirit that gives a permanent ability, spells, and hexes. Then at level 4, I can choose a second spirit and gain its ability and spells, but I can change out this spirit every day if I want. And will get the hexes at level 6. Can I have the abilities of both spirits active at the same time?
I'm working on a character that is going to have a LOT of things that use swift actions. However a couple of those things start out as a standard or move before getting quicker. For a specific action that shortens the time needed to use as you go up in level, can you purposefully make it take longer? For example, let's use Inspired Courage. Starts as a standard, becomes a move, then becomes a swift. Would a bard capable of using Inspire Courage as a swift action be able to use it as a move action instead, freeing up his swift action for something else?
Well, I finally finished my witch and am ready to move on to the next sibling - the Suli Skald. I was looking through the archetypes and I like the look of the Belkzen War Drummer. It seems kinda fun. It loses bardic knowledge, but this is a character that mostly grew up in the woods so it fits. I like the Elemental Rage and Elemental Blood rage powers. Lesser Elemental Rage can only be used one a rage while Lesser Elemental Blood can be used 3 times a day. So I can use Lesser Rage first, then Lesser Blood, and have a nice amount of extra damage. Especially when combined with Elemental Rage and the racial Elemental Assault. Lesser Elemental Rage can't be taken until level 4 so I'll take Lesser Elemental Blood at level 3, then Lesser Elemental Rage at 6, and Elemental Rage at 9. And either of those two can be taken either with the Extra Rage feat.
Ok, still working on my family group of character. I want to have a magic blaster. And I kind of want it to be the Aasamar Witch. I tried to get the witch build together before but was never able to pull it all together. This time I plan to actually finish it. I'm torn between Invoker and Winter Witch (archetype, not PrC.) Both look like they could be pretty useful.
This is the next character in my family group that needs to be built - a Sylph Hunter. Now, I already have a vanilla Hunter that used Outflank and Paired Opportunists to generate a bunch of AoOs. So I'd like to do something different for this one. Both the Plant Master and the Divine Hunter archetypes look interesting. (And fit within the theme and backstory.) Plants might not be the best in terms of power, but still neat. And losing bonus feats is never great, but it's hardly crippling. Plus they can stack if I want, though it's not why I picked them. I originally thought of doing an archery build since Sylphs have a Con penalty. I might still do that for group balance as there are already 6 front-liners (3 PCs and 3 animal companions), 2 ranged attackers (not including this guy), and 3 focused on casting. I know I don't really have to balance stuff out like this since I'm not PLAYING them all at the same time, but it feels right to me. Anyone have any thoughts?
Basically what the title says. I want to make a character that collects dragons. I know there's a few dragon familiars in the Improved Familiar group. And the drake companion is dragon-like. How else would a character go about collecting dragons? I specifically want something that will effect the character in a mechanical way, like a familiar. Not just the character having a pet dragon back home that's never seen.
I have a character named Tamarie, who's a half-drow monk. She has an older brother named Rennyn, a full drow cleric. I'm thinking of giving them one more sibling, one that's a drow noble. Might as well use ALL the races, you know? But what class should I make her? A full caster? A martial? Something that's both? I know I want to make her a different class than her siblings, at least. Any suggestions?
I have a level 7 dwarf Forgepriest. It's a Warpriest archetype that can take Item Creation feats as their bonus feats if they want. She's going to be level 8 soon and I realized I have no idea what to give her. Her current feats are Toughness, Weapon Focus, Craft Magic Arms and Armor, Craft Wondrous Items, Torag's Patient Strikes, and Forge Rings. Thanks to a houserule, she also has Toolkit Training, Craftsman, Shield Sphere, Barroom Sphere, and took the Dual Wielding Sphere with Extra Combat Talent. We use EITR so she has access to the free feats from it like Power Attack. I don't know what I want to give her next. I don't want to give her anymore creation feats. Should I go into the two spheres more with Extra Combat Talent? Or something else?
I finished my Oracle and am moving on to the next character in the group. I wanted to do a witch that threw fireballs and the like. So I'm looking at the Havocker archetype. It gives up hexes to get a kinectist (I think I spelled that wrong.) blast and infusion talents. It's the closest thing I can see to what I was thinking of. Another option I was considering is the Winter Witch archetype, going into the Winter Witch PrC. Go all into the cold. Which is a more viable option? The race I'm using is Aasimaar.
I've pretty much finished the Barbarian and Ranger of my little group. Now I'm moving on to the next character. The Ranger is a ranged attacker, but I'd like to have one more. The remaining classes in my initial selection that haven't been made yet are Skald, Witch, Oracle, Rogue, Sorcerer, Shaman, and either Hunter or Druid. While Hunters do get Precise Shot at level 2, the teamwork feats really are best for melee. I was thinking of having the Rogue be a two-weapon fighter, being able to flank with the barbarian, the two pets, and at least one more front-liner. So which class left would be the best choice for another ranged attacker? A throwing build would be just as good as a bow build. I don't mind suggestions for another class that's not on the list, but I would prefer it still fit the theme of wild or uncivilized. So no Paladins or Bards, please. Thank you.
I just realized that I never actually finished this character. So I'm coming back to it. I originally tried to make a natural attacking ranger but it wasn't working out. So I'm going barbarian instead. The Beast Totem rage power line gives me claws at level 2 and pounce at level 10. I can get a bite from my race, and there are several items that give a gore attack. I don't want to do much in the way of multiclassing since that would delay pounce. But Dragonblood Shifter would give me Bite, Wings, and a Tail Slap. Should I go for a quick dip into that or stay pure barbarian until level 10 is done?
I'm putting my archery focused inquisitor into one of my group games. This group has a houserule that gives everyone a Martial Tradition from Spheres even if the character doesn't qualify for it or the player doesn't plan to use Spheres in any other part of the build. I have chose to take the base Barrage and Sniper as part of my tradition. This gives me Point-Blank Shot, Precise Shot, and Rapid Shot. So now I have 3 empty feat slots. And now I'm wondering what to put into those slots. I can't move up Clustered Shots or Manyshot due to BAB requirement. I'm also wondering what Equipment talents I should take as the rest of my tradition. I saw one that acts as Empty Quiver Style. I'm wondering if it would qualify as having Empty Quiver Style for the other style feats. (Probably an 'ask the GM' question.) I'm using a half-orc and the archetypes Ravener Hunter and Sanctified Slayer. This gives me an Oracle Mystery with 2 Revelations and some Slayer talents. I went with the Battle Mystery and the Weapon Mastery revelation to net Weapon Focus at level 1, Improved Critical at level 8, and Greater Weapon Focus at level 12. Any thoughts?
I'm coming back to this character. A half-elf investigator that uses a reach weapon. I really wanted to use an elven branch spear, but was suggested that I use a longspear instead. The two weapons have the same basic stats, but there are two differences with them. (Beyond Simple/Exotic.) The longspear can have the Inspired quality on it. The elven branch spear can be used on a dex build and have Agile. Now, as a reach build, I'll probably go dex and take Combat Reflexes. However I don't want to go the Improved/Greater Trip route. Are there other ways to shut an opponent down with AoOs for a reach build?
Ok. I'm doing my very first Spheres character. I'm using a Rodelero Swashbuckler and am giving up some of my feats to get talents. And I can give up my proficiencies for a Martial Tradition. I have NEVER used Spheres completely before. One of my groups gives everyone a Martial Tradition for free as a houserule, but I have never gone beyond that. I plan to stab and demoralize opponents. What are good Spheres and talents for me to use? I know I need to use one Equipment talent to grab falcata proficiency again, but have no idea what to do with everything else. Any advice? I plan to be a dex based human.
I'm working on the next member of my group and I'm doing the Aasimar Witch. I'm looking at the Elements Patron. Yeah, Witches are better at buff/debuffs than blasting, but I think it might be fun. But pretty much all of the hexes are based on buffing or debuffing. Are there any hexes for a witch that would rather shoot a fireball than cast Charm?
Ok. I've selected every race/class combo for my family group. I've even already finished the Tiefling Barbarian. (Just gotta actually write down a sheet and pick some traits.) So now I'm moving on to the next one - the Undine Ranger. I'm going to go with the archery combat style (mostly because it's one of only two that don't suck). Now, I can get Precise Shot without needing Point-Blank Shot with the bonus feat. But I don't want to wait until level 6 to take Rapid Shot. And since that needs Point-Blank, I'll be going Point-Blank Shot at level 1, Precise Shot at level 2, and Rapid Shot at level 3. Manyshot and Shot on the Run can be the level 6 and 10 bonus feats. I can't get Clustered Shots until level 7. So I'm thinking of taking Exotic Weapon Proficiency at level 5 and get myself an Orc Hornbow. I can do a bit more damage with one. Or maybe take EWP at level 1 and move Point-Blank Shot and Rapid Shot back. (Leaving Precise Shot where it is at level 2.) There's also Empty Quiver Style in case he gets into melee and can't get out of it. That would put Weapon Focus at level 9 and the style feat at 11. Unless I don't go with an Orc Hornbow at all and drop EWP. Which means I can take Weapon Focus at 5 and Empty Quiver Style at 9. After that, I've pretty much got every basic archery feat already. So it's either go into ranged maneuvers or Spring-Heeled Style. Although I would still need to take Dodge and Mobility for them despite not needing them for Shot on the Run itself. Any thoughts?
So I'm stalled on my arcanist and investigator. So I'm going to go ahead and start working on the other family group. First off - the Ranger! I was originally thinking that the ranger would be the ranged attacker, but then I decided I didn't want to do that. Yeah, they get bonus feats which makes it easier, but I just don't want to do it. I want to do a ranger natural attacker. I'm going to go with the Tiefling since it's the only one of the planned races that gets a natural attack through a racial trait. I'm going with the Bite since I'll get claws at level 2 with Aspect of the Beast. The other Ranger bonus feats will be Eldritch Claws, Weapon Focus Claws, Improved Natural Attack Claws, and Rending Claws. Vital Strike isn't very useful on a natural attacker and Multiattack isn't really needed if most of the attacks are primary. Since Weapon Focus and Improved Natural Attack only apply to a single natural weapon, it's not really worth taking them outside of the bonus feats unless I take them over and over for each weapon. And do I really want to take Improved Natural Attack several times? Not entirely sure what other feats to take. There's Totemic Initiate which lets me take the Lesser Fiend Totem rage power to get gore. It needs Athletic though. Chaos Reigns does give a slam attack but it would remove one of my claw attacks so I don't want to do that. I suppose I could dip Shifter to grab another weapon. I'd either use Adaptive Shifter to grab a Tail Slap, or use the Alternate Natural Attack rules for base Shifter and take the Stag aspect for Gore and Hoof. That would save on not needing Totemic Initiate and its pre-req or getting Helm of the Mammoth Lord.
Has anyone done this? Played the same character in 2 different games? I don't mean two campaigns by the same group. I mean 2 separate groups altogether. I'm in 2 living world groups. And due to me working full time and how the two groups set up sessions, I'm getting a lot less playtime in my first group than I am in my second. I have a character in the first group that I really want to see advance and I'm thinking of putting her into my second group. But I'm worried that doing that will ruin the fun of playing her in the first group when I finally get a session. They have very different house rules that would make playing the character a very different experience. Has anyone ever done this? How did it work out?
Wyvaran. Gestalt of Eldritch Scion Magus 5 on one side and Inspired Blade Swashbuckler 1 / Oath of the People's Council Paladin 4 on the other. EITR rules are in effect as is Mythic. We just reached Mythic and I am going to take Mythic Weapon Finesse as my Mythic Feat. So I no longer need Fencing Grace and need to retrain it. I also need his regular level 5 feat as we just leveled up and the bonus combat feat from Magus. His other feats are Weapon Focus, Dodge, Alertness, and Combat Reflexes. Any suggestions?
So I've been playing my drow cleric in my game for a little bit. And while he's still low level, it's getting to the point that he needs to start saving for magic items. And I'm wondering what to get him. He's pretty much focused on his spells and summoning animals and plants. He's gestalted with druid but I'm not going to have him use Wild Shape once he gets it except in emergencies. He has a longbow for when he needs to attack rather than use a spell. Obviously he'll be getting the stat boosters, especially the headband. But I'm not sure what to get for the other slots. I've played spellcasters before but they were all partial casters with a martial focus. This guy is my first pure spellcaster I've ever played so I have no idea what to buy. Any suggestions?
So I've decided to redo my character Tara. Her original build has one level of Falcata Swashbuckler, one level of Bard, and the rest Vigilante. The backstory was that she's nobility that disguises herself to adventure. Her parents force her to take music lessons but she sneaks out to take magic lessons. The level of Bard covered both music and magic, but I think that it really doesn't do much in the way of magic with just one level. I've started looking at the Vigilante archetypes and found Magical Child and Warlock. Both are spellcasters, though in different styles, and still have the dual identities. If I go with either of those, I can dump the level of Bard and just put a few skill ranks into Perform for any music. I do want to keep the level of Swash since I would either have to take Exotic Weapon Proficiency or switch weapons if I dump it. Although not going with Swash would mean I could go Str based and dump Slashing Grace. As for her feats, almost all of them are based around demoralizing foes through Dazzling Display. And I'm looking at her sheets and I don't think I actually wrote down what her traits were. Any thoughts on what I should do with her?
So my character Alester is in a gestalt game. He's 4 levels of Eldritch Scion Magus on one side, the other side is one level of IB Swash and 3 levels Oathbound Paladin. I'm using Oath of the People's Council which switches out Smite for Inspire Courage. I'm looking at further levels of Paladin and I'm not sure if I want to keep going in it. He has a fly speed of his own so all the Paladin mount options are kinda useless for him. And the Magus can enhance the weapon just fine. I was looking through the other classes and found 2 that I think could work. Champion of the Faith Warpriest and the PrC Battle Herald. Both fit the theme and have features that could work well with this guy. Though to get Battle Herald, I would have to dip a level of Cavalier to get Challenge. I'm looking at Saurian Champion for that since it can give me a Pteranodon mount. Right now, Cha is 18 and Wis is 14. Any feedback?
Once again, I'm putting one of my characters into my gestalt group. This time, I'm going with my very first ever character - Lini the Archaeologist Bard. She died at level 2 and I haven't had a chance to replay her. Lini focuses on tripping and disarming with a whip. She's also the skill monkey that knows all the languages. Think a short female Indiana Jones with pink hair. In her original build, I went with the trait Nimble Fingers Keen Mind to get Disable Device as a class skill. But in her gestalt build, she's taking 4 levels of Unchained Rogue before going Fighter. So she already has Disable Device as a class skill. I need a new trait. The other trait is Fate's Favored to increase her luck bonuses. She is also a Gnome with Gift of Tongues, Magical Linguist, and Academician. Is there a fun useful trait I could go with or should I grab good old Reactionary?
I'm playing in a gestalt game. My character is an Eldritch Scion Magus on one side and the other is a Paladin. He just reached level 3 and I realized something. The Divine Bond class feature is useless to this guy. First off, the weapon enhancing is identical to the one the Magus gets. And the mount is also useless because the list is SO SHORT and has no flying options. My guy is a Wyvaran and has a fly speed. He doesn't need a horse. He actually already has a familiar from a Magus arcana so he really doesn't need a second pet at all. I'm wondering if there are any Paladin archetypes that either give more options for a mount or changes out the class feature entirely. He's already using Oath of the People's Council, so any archetypes CAN NOT alter or replace Smite Evil or Aura of Justice. A feat that would change out a Paladin's mount would work as well.
Ok, now that I've finished picking out the classes for my next group of characters, I think it's time to finish off the CURRENT group of characters. The ones left are the elf arcanist and half-elf slayer. I'll do the Slayer first. I think I'll switch Multitalented with Blended View to get Darkvision. I don't think I'm going to do any multiclassing here so there's no need for 2 favored classes. I also think I might change out Adaptability for Weapon Familiarity and get proficiency with an Elven Branch Spear. For stats, putting the +2 into Str, 20 points can get 16 Str, 13 Dex, 14 Con, 12 Int, 14 Wis, and 10 Cha. I know I want to grab Trapfinding for the first slayer talent. After that, I'm not sure what to take. Combat Reflexes is a must, of course. Anyone have any thoughts on other talents and feats?
As some of you probably know, I have a group of characters that are all different races but are all siblings. I was thinking it might be fun to have another family group that are again all different races but all siblings. But instead of being one human parent, one non-human parent, I'm looking at all the races that are technically not human despite having completely human parents, like Tieflings, Aasimars, and Sylphs. (I say this having not completed 2 of those characters.) I was hoping for a couple of suggestions on some other of these types of races and some classes. I'd like to avoid class overlap with the other group so Arcanist, Bard, Cavalier, Cleric, Inquisitor, Monk, and Slayer are all out. I'm thinking that the easiest way to figure out classes is looking at what roles they can cover. Melee DPS, Ranged DPS, Divine Casting, Arcane Casting, Skill Monkey, and Face. Obviously a single class can cover multiples of these (my bard covers Ranged DPS, Arcane Casting, Skill Monkey, and Face) but it's a good guideline to go by. I already had a half-started Tiefling Rogue sheet so I figured that can just cover that character. And Aasimars have a boost to both Wis and Cha, so I at first thought Paladin but that might be too stereotypical.
One of my groups has adjusted the character creation rules and I need to adjust two of my characters to match. The characters now all get a martial tradition whether they normally would or not. Or whether we use Spheres in the rest of the build or not. I have no idea what would be good choices for my characters. The first character is a Human Gunchemist with 3 levels of Trench Fighter and will be later gaining 4 levels of Phantom Thief Rogue. He's a reformed thief that shoots ice with his gun and also owns a bar. The second character is a Dwarf Forgepriest. She mainly uses a warhammer but can also use improvised weapons and is a crafter. She owns a shop of where she sells unusual weapons. The original rules for the group said that if one forgoes a tradition, they can take an extra trait. Now the rule is 2 traits and can take a drawback for the third. If anyone could suggest decent drawbacks so I can have my characters keep their third trait, that would be helpful as well.
Are there any familiars that are plants? I got a leshy familiar on one of my characters by gestalting with a leshy warden druid. It seems so neat that I want to put it on his non-gestalt build. I already have the feat line for an animal companion there so I can just substitute them for the familiar bond ones instead.
I'm still working on my Arcanist, but I'm applying to put my Herald Caller Cleric into a gestalt game. I'm trying to figure out what a good class to use would be. I've managed to narrow it down to either Leshy Warden Druid or Beast Rider Cavalier. Both have good things going for them. Druid gives me more spells daily, plus archetype gives a Leshy familiar and the ability to summon them with Summon Nature's Ally. Though both classes are prepared so I'll have to really keep track of my spells. The loss of being able to wear metal is no big deal as I don't plan to have this guy anywhere near the front line. The Cavalier archetype lets me trade out my horse for another option like a tiger or T-Rex at level 4. (There's nothing in the rules that says I HAVE to ride it, just that it's big enough that I can.) And I still get all the bonus feats, including the sharable teamwork feat. And the Order of the Reins looks helpful. EVERY animal, animal companion, familiars, and mounts within 60 feat gain the bonuses of the Challenge. Can direct multiple animals, up to class level, with one Handle Animal roll as long as they are being directed to do the same trick. And can cause animals to stampede at level 15. Any thoughts? Stats are no problem as it's a 25 point game.
I've been having trouble with making my Seeker Sorcerer. So I've decided not to go that route. Since I'm already making a Slayer for the group, I'm going to let that character deal with trapfinding. It's a Slayer talent so I can give it to them at level 2. That means I can use any arcane caster for the elf, other than Bard as that's been taken already. If I don't go with Sorcerer after all, I'm sure I can figure out a stat spread for the Slayer that will let them have a decent Cha. So that leaves wizard, summoner, arcanist, witch, and magus. I assume Mediums and Occultists are divine but I could be wrong. Is bloodrager considered a caster? I know that alchemist technically isn't one despite having Brew Potion. I can probably pass on summoner as the cleric is focused on summoning. Don't want to crowd the battlefield too much. Magus does have a Cha based archetype, but I'm not sure if I want another person focused on direct combat, which is a fairly big part of the Magus. Wizards are very powerful once they level up, but are also complicated with the various schools and such. Anyone have any advice on what class would be good? The other characters are a human cavalier, drow cleric, half-drow monk, orc bard, half-orc inquisitor, and half-elf slayer. Both the orcs are archers and the cleric is focused on summoning.
I'm having trouble picking out some items to help out my archer bard. Right now, he has a Belt of Physical Perfection, Gauntlets of the Skilled Maneuver, Eyes of the Eagle, and a Tuned Bowstring. I need to pick out items for the rest of his slots. I was considering Greater Bracers of Archery. But that's a competence bonus which he already gets from Inspire Courage. So it's a useless item for me. Basically, he fights by buffing the party with Inspire and then shooting his bow. He had Ranged Trip and Ranged Disarm to debuff enemies. The only item I know I what to get is a headband to increase all of his mental stats. (He's an orc so they take a hit.) Got no ideas for the rest of the slots. Anyone have any thoughts?
One of my characters just leveled up and gained a mythic tier. It's a gestalt game where I'm a warpriest and a hunter. As such, I not only need to pick my regular level 9 feat, but also a bonus combat feat, a bonus teamwork feat, and a mythic feat. And I have NO IDEA what to pick. When I originally made this character, I was not using gestalt, mythic, or the EITR rules. So I'm now a little lost. My build is this: Fox Shape
I have Bite, Claws, Talons, and Tail Slap. I don't plan on getting any more natural weapons as I think 6 attacks in one round is enough. I know I want to get pounce and Vulpine Pounce can let me do that. But it needs a BAB of 10 which means I can't get it until my bonus feat at level 12. If there's a way to get pounce earlier, I'd be happy with that. So, any advice?
Can someone help me figure out exactly how this works? It's from the Race Builder. Paralytic Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save. Does it only work if the attack hits? Does the victim lose 1d2 dex every failed save for the next 6 rounds?
I am buying a Tuned Bowstring for my archer bard. It lets me maintain performance without spending uses as long as I'm shooting an arrow on my turn. So I no longer need Lingering Performance. But I'm not sure what to retrain it to. Level 6, gestalting with fighter, and using EITR rules. The current feats are Lingering Performance, Toughness, Arcane Strike, Precise Shot (class bonus), Rapid Shot, Improved Initiative, Weapon Focus Hornbow, Empty Quiver Style, Ranged Trip, and Ranged Disarm. Can't get Manyshot yet, need 1 more point of dex first. I'm looking at Trick Shooter, Clustered Shots, Extra Arcana, Ace Trip, or Ace Disarm. Possibly Dodge to start going into Spring-Heeled Style, or a meta-magic feat. Any thoughts?
I'm part of a living world group that uses gestalt and allows multiple characters. I need to adjust one of my characters to fit the gestalt. Originally the plan was a starting level of Inspired Blade Swashbuckler followed by 3 levels of Eldritch Scion Magus. Then two levels of Oathbound Paladin before finishing out with more Magus. I was also planning on using my first arcana to get a familiar. For the gestalt, I plan to go full-in on Magus on one side while using the single level of Swash on the other side going into Paladin for the rest. Since Paladin gives a mount, I don't think I need a familiar since I don't need two pets on a single character. Now this group uses EITR feat taxes so I get Weapon Finesse for free. Since Swash gets it as a bonus, I can take any combat feat I qualify for instead. So I can still get dex to damage immediately but I still have my level one feat open. This was my original feat/arcana plan:
Now I no longer need that first arcana so I can move Wand Wielder up. Accurate Strike still needs 9 levels of Magus so it'll have to stay the third arcana. I can move Battle Cry up as well since it needs 5 BAB and he'll have that then. Aerial Roll can't be moved since it needs 10 skill ranks. So the new plan would be structed as this: 1: Weapon Focus Rapier, Fencing Grace, Dodge
I know Dueling Cape Deed isn't all that mechanically good, but it's cool so I want to keep it. The race I'm using is Wyvaran so he can fly and I'm being allowed to apply to change the mount to a griffin. I know an animal companion is nothing like a familiar, but as I said, I don't need two pets and the archetypes that change out the mount alter Smite Evil so don't combine with the Oath I'm going with. Any thoughts?
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