Please find my build below and try to top this Tankiest Tank to ever Tank!
Mutagenist Alchemist
** spoiler omitted **...
I'm back with more curious questions for you!
1) why half-orc instead of orc? I can't tell what you are using human for...all ancestry feats are orc feats for example.
2) what would you do with this build if you had free archetype?
Sorry I missed this post, I was away for a bit.
1) There is no reason now I think. An earlier version of the build used Ancestral Paragon to take Natural Ambition to take an additional Class Feat but as the build no longer has Natural Ambition, Orc works too.
2) I have never used this rule (I have only played in PFS) so I am going to only partially answer so I don't make myself look silly. My first thought was Psychic or Familiar Master to make room for more Alchemist feats but I believe that in Remastered there will be no limit on the number of Focus Points you can have. If this is the case, any class that has a lot of "Increase the number of Focus Points in your focus pool by 1" feats may be a good choice (to fuel more Amped Shields).
Indeed. Awesome familiar ability I had not seen mentioned before.
And despite the flavor text, it seems usable with Reach and ranged attacks.
Note though that it benefits an ally, not its master, since in PF2, you are not your own ally.
This is an interesting point that I had not considered. In the ability text, it is the familiar that performs the reaction to aid an ally. Is the master not the familiar's ally?
Lend a Hand:
Source Book of the Dead pg. 40
The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a minion, it gains 1 reaction at the start of its turns, which it can use only to Aid an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the Aid reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like partner in crime, it still gains only 1 reaction and can choose how to spend it.
I think this is a fun topic so I am going to attempt to keep it going. As discussed above, I understand that Tanking means more than just AC, but for purposes of theory crafting, I am going to propose what I think would be a very durable Tank. I currently play in games at a local gaming shop where the group composition is like a box of chocolates (you never know what you are going to get...) so this build will be self-sufficient without support from other characters.
In addition to the above mentioned Tonics, TV added a few more items (namely the Collar of the Shifting Spider and Troll Hide) that support the idea of an Alchemical Tank well. Please find my build below and try to top this Tankiest Tank to ever Tank!
Mutagenist Alchemist
** spoiler omitted **...
I love this build, but I have 2 questions about things I don't understand.
You mention shield blocking 6 times per round. Do you mean via casting amped shield twice? If so, I don't think you can cast it more than once per 10 minutes.
Also, you mention using your familiar to Aid you but that requires using a reaction that familiars don't get due to having the minion trait.
But maybe there's something to both of these that I'm not getting.
The good news is that neither issue really invalidates the build.
I'm glad you liked it!
I think the others have answered the question regarding 6 blocks better than I could have (thank you all!) and frankly I feel silly that I didn't realize there is a potential for 7 breaks in a combat (no reason to cancel early when on your last focus point). As this is already a familiar build, it may be worth looking into Familiar Focus for an extra focus point once per day.
In regards to the familiar using Aid, I was thinking of using a Crawling Hand for this build which allows the familiar to Aid an attack roll.
I think this is a fun topic so I am going to attempt to keep it going. As discussed above, I understand that Tanking means more than just AC, but for purposes of theory crafting, I am going to propose what I think would be a very durable Tank. I currently play in games at a local gaming shop where the group composition is like a box of chocolates (you never know what you are going to get...) so this build will be self-sufficient without support from other characters.
In addition to the above mentioned Tonics, TV added a few more items (namely the Collar of the Shifting Spider and Troll Hide) that support the idea of an Alchemical Tank well. Please find my build below and try to top this Tankiest Tank to ever Tank!
Mutagenist Alchemist
Spoiler:
Ancestry: Human, Half-Orc
Background: Field Medic
Level 1 Ability Scores: STR 16, DEX 12, CON 14, INT 16, WIS 10, CHA 10
Level 20 Ability Scores: STR 22 (Apex Item), DEX 18, CON 20, INT 20, WIS 14, CHA 10
Equipment: Greataxe, Collar of the Shifting Spider, Cassisian Helmet, Troll Hide, Apex STR Item, Weapon and Armor Runes
Build Progression Notes:
There may some table variation on this but I have been allowed by GMs to carry Elixirs in hand before combat (when other characters are carrying their items). If your GM is generous, he may also allow your Familiar to carry an Elixir. On the first turn of combat, consume carried Elixirs and draw a weapon. One the second and later turns of combat, Cast or Sustain an Amped Shield. In the early levels, 'buffing up' will cost you your first turn of combat but as the build progresses, there are increasing ways to mitigate the action cost. Despite their Item Bonus to Attack Rolls, Mutagenists notoriously suffer from accuracy issues. When the action economy allows, add Bless or Heroism to your buffing turn. In addition, the Familiar feats will eventually allow for a Crawling Hand with Independent for a free Aid to Attack Rolls. Together, these Bonuses will bring you closer to the accuracy of other Martials.
Level 1 - Mutagenic Flashback as a Free Action to activate a Mutagen once per day
Level 2 - Shield Block as a Reaction 3 times per combat
Level 5 - Collar of the Shifting Spider as a Free Action to use a Mutagen
Level 6 - Shield Block 6 times per combat
Level 10 - Crawling Hand, depending on table variation regarding Independent, may be possible for Familiar to use two Actions over two turns to retrieve and hand you an Elixir without being Commanded
Level 13 - Greater Field Discovery, two Mutagens active at the same time
Level 15 - Troll Hide as a Single Action to gain 8 rounds of Regeneration
Level 16 - Persistent Mutagen, two Mutagens active at all times
Level 20 - Perfect Mutagen, removes the Penalties for Mutagens
Level 20 Damage Mitigation Summary:
Someone please correct me if Fast Healing and Regeneration can't be used at the same time.
- AC 47 (Drakeheart Mutagen, Potency Rune, Amped Shield, Cassisian Helmet)
- Master in all Saves, +3 Item Bonus (Resilient Rune), +1 Circumstance Bonus vs. Magic (Pervasive Superstition), +2 Status Bonus (Heroism)
- Resistance 5 to Physical Damage (Fury Cocktail, Double additive)
- 25 Temporary HPs per turn (Numbing Tonic)
- Fast Healing 10 (Soothing Tonic)
- Regeneration 19 (Troll Hide, Elixir of Life)
- Shield Block 25 Physical Damage 6 times per combat (Amped Shield)
As mentioned in other threads, TV has added a Common option to get a persistent Status bonus to AC (unlike the Protection spells which are Uncommon). The Cassisian Helmet grants a +1 status bonus to AC and saves against evil creatures and effects.
A 54 AC is awesome but, to expand on Red Griffyn's post, I have found in play that a character can also be made durable by stacking different types of damage mitigation; such as Resistances, Temporary Hit Points, and Fast Healing, in addition to AC and Saves.
TV adds a few new options in this regard. For example, the Numbing Tonic and Soothing Tonic provide Temporary Hit Points and Fast Healing, respectively. As these are Elixirs but not Mutagens, they can be combined with a Mutagen; such as a Fury Cocktail, an Energy Mutagen, or a Stonebody Mutagen. A single Alchemist, Multiclass Alchemist, or Alchemical Sciences Investigator could stack various Resistances, Temporary HPs, and Fast Healing, without needing to Sustain multiple spells like a Bard or Witch.
If your 'brewmaster' administers these options to your 54 AC Champion or Mountain Stance Monk before beginning a 'boss fight', you are going to have a happy tank I think.
I find the Psychic Dedication to be super strong, personally.
With Magus/Eldritch Archer, Psychic gives you a 2d6 per level spell attack roll focus spell with Distant Grasp (with extra range for Eldritch Archer) for a single feat.
And with 2 feats, you can grab Tangible Dream Imaginary Weapon at 6 for 2d8 per level damage (that can also be used with Spell Swipe for out of bounds damage).
Otherwise, amped Shield from Tangible Dream is an excellent competitor to Lay on Hands. The damage blocked is close (if you use all the layers at once) but it does it at 30ft. which is far nicer for casters.
Amped Message is excellent once cast at 4th level and will nicely complement any kind of Marshal or Bard character.
Amped Guidance is also absolutely excellent and way worth the feat.
Amped Warped Step is also way worth it on a character with mobility issues.
And Glimpse Weakness is also very nice if you want to buff your allies.
Overall, a super interesting Dedication to me.
I am liking the Psi Cantrip as part of the Psychic Dedication feat also. Some of the AMPs are pretty good for other classes. Using your example of the stacking Shield spell, a Fighter with Tangible Dream Psychic Dedication can cast an Amped Shield spell and Shield Block (and shield break) multiple times in a fight. This is pretty good with feats that don't have "Requirements You are wielding a shield.", such as Aggressive Block.
At later levels. when you have more focus points, it *appears* you may be able to cast the Amped Shield multiple times in the same fight by ceasing to Sustain it before the 3rd shield break ("You can keep using the spell until the final layer breaks; once it does, the spell ends and you can’t cast shield or amped shield again for 10 minutes."). If this works, you could use 7 Shield Blocks (or more if a block doesn't break a layer) in single fight and be ready to do again by the next fight.
NOTE: This question is for PFS Organized Play so I am hoping for replies to mostly be a consensus as opposed to the answer being mostly subject to table variance.
DISCUSSION:
Adopted Ancestry states that, "You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM."
Is a character with access to the Dragon's Rage Breath and Breath of the Dragon Feats not lacking the required physiological feature for the Kobold feats? Please note that the Kobold Breath and Dragon's Breath Feats do not require a specific Kobold Heritage.
The Shadowcaster archetype has the Prerequisite "ability to cast spells".
- Would a feat providing the ability to cast an innate spell, such as the Fetchling's Shrouded Magic feat, meet this requirement?
- Would a feat providing ability to cast a focus spell, such as the Monk's Ki Rush feat, meet this requirement?
This is for PFS so I want to be sure before I spend the Achievement Points on the required Boons to create the character. Thank you in advance for your help.
My son started a Dragon Summoner during GenCon. He just informed me that he can't wait to get the level 8 Miniaturize feat so he can "carry his tiny dragon around and use it like a gun".
When I asked him what he meant, he replied that his character will hold his dragon and alternate using the Eidolon's Breath Weapon and the Ranged Combatant feat. Are there any rules (or penalties) for being carried while attacking? For example, could he Act Together to move his character while his Eidolon uses it's Breath Weapon and ranged attacks?
If not, I can think of a few other potential builds such as holding a Tiny Plant Eidolon while it uses its Tendril Strike attack.
Thanks in advance for any rules references or other comments.
Is Weapon Specialisation a bonus though? CRB pg. 444 makes it clear that there is no such thing as a untyped bonus anymore. Weapon specialisation is never called a "bonus". It calls out things like item bonuses, status bonuses and conditional bonuses. In fact CRB pg. 450 talks about weapon specialization in a separate section after the bonus section, grouping it with other things that are not bonuses (like additional dice).
If its not a bonus, then its not adjusting a special statistic. Using Animal Form as an example (CRB pg. 317) under the statistics and abilities you gain it lists:
"One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you an use. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1."
If weapon specialisation is not a bonus, its not modifying that statistic. Its just something that is added after.
This may or may not be relevant, but if the additional damage from a Barbarians weapon specialisation is a "bonus", then it wont stack with their additional damage from Rage, as that uses the exact same wording and bonuses of the same type don't stack. I am pretty sure those two things stack, and are not "bonuses" as they are defined in the rules.
This is an interesting point. As there are no Untyped Bonuses (CRB, pgs. 344-345), then what are Rage and Weapon Specialization? They both use the phrase "you deal additional damage". How does "additional damage" interact with battle forms?
The last syngery in the build I will point out is:
Greater Weapon Specialization and Wild Morph - So the build will not be totally dependent on Animal Forms that may not fit into tight spaces, I will take Order Spell [Wild Morph] as early as I can. With Greater Weapon Specialization and Handwraps of Mighty Blows, this combination will eventually provide reasonable damage when not using Wild Shape.
Later in the build, Wild Morph could also provide additional advantages (such as Reach and Fly Speed), based on what other Wild Shape feats I take.
Does Weapon Specialization add damage to the Unarmed Attacks gained from Battle Forms when using Wild Shape? Thank you in advance for replies.
Weapon Specialization (CRB, Druid, pg. 133), "You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary."
Polymorph (CRB, Other Spell Traits, pg. 301), "If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties."
Increasing Damage (CRB, Damage, pg. 451), "In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the striking rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."
I am planning on playing a Shifter-like Fighter Druid for my first character. I think I understand how Wild Shape works but I have a question about part of my build (please see below). I am looking for your thoughts on whether this will be a good combination and what other synergies between the Fighter Class and Wild Shape there may be. Thank you in advance for your help.
Basic Build:
Fighter with Druid Dedication at level 2 and Basic Wilding [Wild Shape] at level 4
Synergies:
Legendary +2 Attack Bonus - Fighters can have up to Legendary Proficiency in Unarmed Attacks and when a character uses there own Attack Bonus in Wild Shape they get a +2 Status bonus on Attack Rolls (Wild Shape, CRB pg. 401).
Reach and Attacks of Opportunity - Wild Shape includes Animal Forms at level 2, Large Animal Forms (10-foot Reach) at level 4, and Huge Animal Forms (15-foot Reach) at level 5. I Plan on taking Combat Reflexes and Distracting Stance at later levels to expand AoO opportunities (pun intended).
For late game action, at level 16 I plan to take Advanced Wilding [Ferocious Shape] to gain access to Gargantuan (20-foot Reach) Dinosaur Forms.
Multiple Attacks - My experience in PF1 is that Reach and good battlefield position can often equate to more rounds using the Full Attack Action. In PF2, I am hoping this means I won't be spending as many rounds using the Move action. Some of the Animal Form attacks include the Agile trait. To minimize the Multiple Attack Penalty, I plan on taking the Exacting Strike and Agile Grace feats when they can be fit into the build.
Question:
Weapon Specialization and Wild Shape - When in a battle form, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties (Polymorph, CRB, pg. 301). Does this mean that Wild Shape forms cannot benefit from the (Untyped?) damage bonus provided by Weapon Specialization?
I think we may need a FAQ for polymorphing into an ooze. No rules were needed for this before because it used to be impossible to polymorph into an ooze, but now we have such a spell (as well as a Shifter archetype that introduces an oozy form as a character's natural form).
The archetype mentions the loss of item slots, but the Ooze Form spells do not. Nothing was done to give a creature in the shape of an ooze the ability to merge magic items into its form, as is done with nearly all other non-humanoid shaped forms that one can polymorph into.
It's a late game ability but Wildshaping into an Ooze has been around for awhile, and some of the form are tons of fun (like a Tyrant Jelly with the Rapid Grappler feat).
Spoiler:
Wild Shape (Su): A cave druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level – 2. She cannot use wild shape to adopt a plant form. At 10th level, the cave druid can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy and is immune to poison, sneak attacks, and critical hits.
@ Houngan: Bonus points if you VMC Cavalier instead, so you can get more Brawler features.
Big thing with this is that it only refers to Bard levels stacking, and not anything else that grants Performance. So, Evangelist Cleric and Exemplar Brawler would technically be out, per RAW.
The stacking language is in the Exemplar description.
Martial Arts Master lets you apply Fighter Feats to your Unarmed Strike. Martial Versatility is not applied to Weapons: it is applied to Feats that apply to weapons. That is not the same thing.
There's probably a way to do what you want, but that's not quite it.
Thank you all for your replies.
To be honest I even confused myself when I was trying to formulate a way to ask how the Martial Artist archetype might interact with these two feats.
If you think of a PFS legal way to do this, aside from a 4 level dip into Fighter, I would be grateful.
Ultimate Combat, Martial Artist (Archetype) wrote:
Martial Arts Master (Ex): At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.
Advanced Race Guide wrote:
Martial Versatility (Combat)
You further broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Fighter level 4th, human.
Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
Special: You may take this feat more than once. Each time it applies to a different feat.
Ultimate Combat wrote:
Feral Combat Training (Combat)
You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Prerequisites: Improved Unarmed Strike, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
Pathfinder RPG Ultimate Combat FAQ wrote:
Feral Combat Training: What does “with” in the Special line for this feat mean for monks making a flurry of blows?
Normally a monk who has natural attacks (such as a lizardfolk monk with claw attacks) cannot use those natural attacks as part of a flurry of blows (Core Rulebook 57). Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon—you can use it as one of your flurry of blows attacks, use it to deploy special attacks that require you to use a monk weapon, apply the effects of the natural weapon (such as a poisonous bite) for each flurry of blows attack, and so on.
The feat does not allow you to make your normal flurry of blows attack sequence plus one or more natural attacks with the natural weapon. In other words, if you can flurry for four attacks per round, with this feat you still only make four attacks per round... but any number of those attacks may be with the selected natural weapon.
Does "Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon—you can use it as one of your flurry of blows attacks, use it to deploy special attacks that require you to use a monk weapon, apply the effects of the natural weapon (such as a poisonous bite) for each flurry of blows attack, and so on." mean that the a natural weapon selected with Feral Combat Training counts as a monk weapon for purposes of "a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality"?
The character in question is planned to be a multiclass Druid/ Monk with early access to a natural weapon. Please note that this is for Pathfinder Society play. Thank you in advance for replies.
P.S. If the answer is no, is it safe to assume Feral Combat Training can be applied to unarmed strike? Thank you again.
Core Rulebook wrote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Ultimate Magic says "druids with [a specific list of domains] now add [some more stuff] to that list".
Does it say that? The quote above references "new domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature's bond ability can choose an animal domain or terrain domain."
A Wolf Shaman is a druid whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A Wolf Shaman is a druid with the nature's bond ability. Wolf Shamans can take the Animal domain. Wolf Domain is a (variant) Animal domain.
Jeff Morse wrote:
Animal and Terrain Domains
Presented in the section below are new rules for animal and terrain domains
this to me means that yes they can, because wolf is an animal domain.
Thank you both for your replies. You have given me more to consider.
Wouldn't the Ultimate Magic rule be the more specific rule (not to mention being the most chronologically recent) as it dives deeper than the general character class and refers to the more specific Nature Bond class ability? The Wolf domain is not on the Wolf Shaman domain list, but it is also not on the Druid domain list. Ultimate Magic expands the Nature Bond class ability, which the Druid core class and Wolf Shaman Druid archetype share, to include animal and terrain domains.
When Ultimate Magic rules that "A druid with the nature's bond ability can choose an animal domain or terrain domain", are the Shaman archetypes not Druid's that possess the Nature Bond class ability?
The Advanced Player's Guide basically says "forget your earlier list of domains, this is your new list of domains".
Ultimate Magic says "druids with [a specific list of domains] now add [some more stuff] to that list".
Either order of application, you don't get wolf domain. If you apply APG first, then your list of options is no longer the list that UM would add to. If you apply UM first, then APG just resets the expanded list to the list for shamans in the APG.
I see your point and, without an official ruling, am forced to agree. Thank you.
You've got the citations already, but it's a matter of figuring out the correct order in which to apply them.
1) Basic rule: specific rules trump general rules. The Core Rulebook provides us the most general rules.
2) Ultimate Magic expands the general rules for druids using the set of domains from the Core Rulebook (i.e. Animal, Plant, Weather, or elemental). If your druid archetype doesn't choose from that set, this rule doesn't apply to you.
3) The Wolf Shaman archetype replaces the set of domains that this archetype uses. It is no longer the "pattern" from the CRB that Ultimate Magic would expand.
Conclusion: sadly, the Wolf Shaman can't take the Wolf domain (unless Paizo provides a fix for what looks like a design error). You'd expect such a fix in the FAQs for Ultimate Magic or Advanced Player's Guide, but they're not there.
Thank you for your reply.
I am not committed to the idea as I have not yet played the character but I would like to challenge your conclusion for the sake of discussion.
Wouldn't the Ultimate Magic rule be the more specific rule (not to mention being the most chronologically recent) as it dives deeper than the general character class and refers to the more specific Nature Bond class ability? The Wolf domain is not on the Wolf Shaman domain list, but it is also not on the Druid domain list. Ultimate Magic expands the Nature Bond class ability, which the Druid core class and Wolf Shaman Druid archetype share, to include animal and terrain domains.
When Ultimate Magic rules that "A druid with the nature's bond ability can choose an animal domain or terrain domain", are the Shaman archetypes not Druid's that possess the Nature Bond class ability?
Because this is for PFS, I am more concerned with RAW over RAI, but if one were to insert RAI into the discussion, it does not seem sensible that "Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain" while Druids with access to the Animal domain cannot.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather.
Advanced Player's Guide wrote:
Nature Bond: A wolf shaman who chooses an animal companion must select a wolf. If choosing a domain, the wolf shaman must choose from the Animal, Community, Liberation, and Travel domains.
Ultimate Magic wrote:
Presented in the section below are new rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature's bond ability can choose an animal domain or terrain domain.
Which rule carries weight,"the wolf shaman must choose from the Animal, Community, Liberation, and Travel domains." or "A druid with the nature's bond ability can choose an animal domain or terrain domain."?
This is for a PFS character. Please include citations if you have them.
Each legend grants you more of its power in return for greater influence.
Prerequisite(s): Lesser spirit power class feature.
Benefit(s): Immediately select one feat (other than an item creation feat) for each spirit you can channel. Whenever you perform a seance to channel a spirit, you can allow the spirit to gain 1 point of influence over you to gain access to that spirit's Legendary Influence feat for as long as you channel that spirit. You can use this bonus feat as a prerequisite for any feats granted by a spirit power (such as the champion's legendary champion ability), but not for any other feats.
Improved Legendary Influence:
Each legend grants you more of its power in return for greater influence.
Prerequisite(s): Legendary Influence, lesser spirit power and propitiation class features.
Benefit(s): For each spirit you can channel, choose a second feat other than an item creation feat. Whenever you allow a spirit to gain 1 point of influence over you to gain that spirit's associated feat via Legendary Influence, you can allow that spirit to gain 1 additional point of influence over you to gain the second feat.
Can the feat from Legendary Influence be used to meet a prerequisite for the feat granted by Improved Legendary Influence? By RAW I think it is clear the answer is no but I can't help but feel it would make more sense if Legendary Influence read as follows, "You can use this bonus feat as a prerequisite for any feats granted by a spirit power (such as the champion's legendary champion ability), but not for any other feats."
Hi all,
I was hoping you could help me with a small list I am compiling. Any help would be appreciated.
Even though it has been around for awhile, my group recently got around to reading Ultimate Intrigue and the Vigilante. It resulted in a discussion on ways to get full Base Attack Bonus (Base Attack Bonus = Character Level) on characters with classes that do not naturally have this, such as the Fighter.
The list is for actual Attack Bonus, not just Attack Bonus for specific uses such as calculating CMB or meeting feat requirements. Here is what I have so far:
Kineticist (class) > Elemental Annihilator (archetype)
Monk (class) > Flurry of Blows (class ability) *including other classes with archetypes that grant Flurry of Blows*
Oracle (class) > Ancestor (mystery) > Spirit of the Warrior (revelation)
Shaman (class) > Speaker for the Past (archetype) > Ancestor (mystery) > Spirit of the Warrior (revelation)
Transformation (spell)
Vigilante (class) > Avenger (vigilante specialization)
Vigilante (class) > Brute (archetype)
Warpriest (class) > Aspect of War (class ability)
"At 4th level, the ectoplasmatist can use her lashes as reach weapons or use them to manipulate objects from a distance."
"Using the lashes to manipulate items always provokes attacks of opportunity, even if the action the ectoplasmatist is taking normally wouldn’t."
"Using the lashes to manipulate objects from a distance still provokes attacks of opportunity, but only if the action the ectoplasmatist is taking would normally provoke such attacks (instead of always provoking)."
Can the Ectoplasmic Lashes be used to wield weapons? Thanks in advance!
From the Eldritch Scion archetype (emphasis mine):
"As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits of drawbacks of bloodraging."
From the Bloodrager class (respective of your chosen Bloodline):
- "Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made."
- "Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage."
- "Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear."
Does this mean these abilities can be used every other round without penalty, while you spend eldritch energy points, sort of like mini rage cycling? Thanks in advance!
I'm having a good time reading Occult Adventures and noticed that the Spiritualist archetype, Ectoplasmatist, has abilities similar to the Magus's Spell Combat and Spell Strike. What other classes possess the equivalent of these abilities? Thanks in advance.
If it is for a long term campaign, I vote for a Warpriest with the Animal and Travel Blessings.
- Full plate (or comparable)- check
- TWF: Large One-handed weapon (equivalent of a greatsword) and Large Steel Shield - A Longsword or Bastard Sword will do the trick I think
- Travels through shadow/Fights the Abyss on it's own plane - Travel Blessing at level 10
- Companions a rather large wolf (imagine ogre sized. I don't need to have the wolf though. it's too op. Ends up wielding its fallen master's greatsword...because...dark souls) - Animal Blessing at level 10
As the title says I'm joining a game on sunday and i want to play an orc bloodrager (do not try to convince me of another race please)
I'm still trying to get the premise of the bloodrager, but it seems like I should be a primalist and I'm thinking crossblooded with elemental and draconic.
I'm looking for help with feats especially.
Here are the stats (we rolled)
18
17
16
15
15
13
I think an Orc will make a fine BR. Stat order isn't bad, though I may have put the 17 in CON. One negative, as Primalist and Crossblooded both alter your bloodline choices, I don't think they can be taken together.
As far as feats, what is your goal?
For example, for damage Power Attack and Arcane Strike are good feats. At later levels you may also wanna look at Raging Deathblow and Raging Brutality.
For defense, I like Endurance and Diehard or Raging Vitality so you can keep raging when you get in trouble. Combat Reflexes and the Stalwart feats may be a good follow up to Diehard.
For tanking, Combat Reflexes and Stand Still or Power Attack and Pushing Assault could be one way to go.
This is just my 2 cents as my experience with the class is limited to level 7 at the moment. I'm not sure how I feel about a potential Extra Fervor feat.
If it could be taken multiple times, for some builds it might be so good you would just take it for most of your feat slots (like some tanky Paladin builds). While powerful, that may be a bit boring.
Also, the class really seems to be based around the Fervor management mechanic. The feat would remove the decision as to whether you should burn a Fervor or not. At higher levels, the answer would always be "yes".
All that said, I think I would be in favor a feat that could be taken once, like Extra Channel. It would be a must have feat, but not eat up most of your feat slots.
I have to say, I don't think you're giving the 'spelleater' archetype enough credit. After all, fast healing is pretty much another form of damage reduction, and unlike a normal bloodrager, you gain access to fast healing earlier and you get more of it (6 as opposed to 5 DR, not counting any DR bonuses). Furthermore, its very easy for the bloodrager to get DR from other sources (spell list included).
Furthermore, raging vitality and blood of life make you very difficult to kill since you 'auto stabilize' due to fast healing always being active (provided you have enough rounds of rage).
And finally, while the spell eating ability isn't THAT powerful, it can keep the bloodrager alive for a heck of a lot longer (think of it almost like lay on hands...but for a BARBARIAN).
Personally, I think a spelleater is infinitely more powerful/useful then the steelblood archetype. After all, the steelblood archetype ONLY really gives you a little extra armor (which is kinda counterproductive since you lose fast movement, but can move normally in heavy armor). Furthermore, blood deflection is kinda pointless since the bonus doesn't stack with a ring of protection. Overall, the steelblood archetype is kinda lackluster compared to spelleater, which can REALLY go a long way to keeping you alive.
I agree here and would also like to throw this out.
I think there is a pretty good argument that the Fast Healer feat (+1/2 CON bonus to magical healing) doesn't work with non-magical fast healing. Blood of Life is listed as Su however. Using Fast Healer, Rage, and Raging Vitality I suspect it is possible to get equivalent fast healing rates above 15.
The prerequisite feats (Endurance and Diehard) appear on many of the Bloodline feat lists and Half-Orcs can start with Endurance as a racial option.
Kyton Spawn, +2 con, +2 cha, -2 wis, web, escape artist, intimidate
Maw, d6 bite lose spell like ability (web)
Fiendish Sprinter, +10’ speed on charge, lose skilled
Prehensile Tail, retrieve carry as swift, lose fiendish sorcery
Alignment True Neutral
Traits: Berserker of the Society (+3 rnds rage), Unscathed
Bloodrager, Crossblooded, Abyssal, Aberrant (CAN I ALSO TAKE THE BLOOD CONDUIT ARCHTYPE?)
Lv
1 Staggering Strike, Raging Vitality
3 Power Attack
4 Demonic Bulk (enlarged while raging)
5 Iron Will
6 bonus Combat Reflexes
7 Improved Iron Will
8 Abnormal Reach (+5’ reach)
9 Steadfast Personality, bonus Intimidating Prowess
11 Raging Absorption
Bardiche as primary weapon, 19-20x2 for staggering strike and reach for combat reflexes
Haven't picked any spells known or gear yet. Suggestions?
Thougts/Suggestions/Praises/Curses/Love/Hate???
While Crossblooded does not explicitly say that it alters the bloodline feat ability (as Blood Conduit does) I believe it will be FAQed to say so in the future making them incompatible.
I'm working on a similar build using Primalist (for Bestial Totem/ Pounce) instead of Crossblooded. I would love to take them both but I am assuming that Crossblooded will also eventually be FAQed to read that it alters the bloodline class ability (as Primalist does).
I went with bardiche too. Other reach exploiting feats I looked at were Lunge and Pushing Assault (because of your extended reach you can push multiple times per round). As I am the "tank" for my group, I took Stand Still but as it only effects adjacent foes it wasn't quite as useful as I thought.
Speaking of adjacent foes, I like the Arcane Strike feat for this build. Free damage when you have a swift action available and it makes your bite (adjacent AoO) attack magical.
I wonder if at level 11 you would get more rounds of rage from Raging Absorption or Raging Deathblow.
I think the rogue may be the only non-caster PF class that doesn't have a +1/ level base attack bonus. Monk flurry I think is the equivalent of full attack bonus plus two-weapon fighting.
I may be missing something on this build, but the ability bonus is the modifier: The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren't die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.
And Skalds Vigor says: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides,
So +9 strength = Fast Healing 4 by my reading.
Also, Fast Healer is broken(ie. doesn't really work well) so expect a lot of table variation if you go that route. By my reading Fast Healer does not work with fast healing, and many others agree with me. Unless it got clarified its not very good.
I would love to see a clarification on this. I thought it was fair game because Raging Song is the source and its a (Su).
Looking at what I wrote, I would probably lower Cha and put the racial bump in Str. Maybe buy Int 3 for Evolved Familiar at some point.
I don't see any advantage of Ferocious Resolve over Diehard, so I'd probably:
Take Sacred Tattoo and Shaman's Apprentice. (Personally, I'd probably take City-Raised too, but that's just preference.)
Swap Diehard and Ferocious Resolve above.
Fortune's Favored (another +1 to all saves) and Tusked for traits unless something else calls to me. With a Reach weapon, your Tusks threaten adjacent, and since it's your only primary natural attack, you still get 1-1/2 Str.
Furious weapon enchant (+1 Furious is a +3 Weapon while raging.)
I'd probably grab Blood Conduit for a cheap Improved Trip or one of the other Bonus feats. But I really like Reach and Trip.
Rage Powers, I like
Guarded Life (keep your allies alive, and lets you power out of Die Hard fast.)
Lesser Spirit Totem (one free d4+Ch damage attack per ally)
Lesser Celestial bloodline (good aligned and +1d6 vs outsiders in Year of the Demon is handy.) But I haven't looked them over too thoroughly.
I second Diehard for the following reason. Unless I read the feat wrong, I would head straight for Fast Healer which adds you CON bonus to healing. I bet you could pump your fast healing above 20 pretty quickly. Half-orcs can get Endurance (required for Fast Healer) via Shaman's Apprentice as a free feat.
Just a reminder that you cannot threaten with Claws on your hands if you're using both of those hands to hold a reach weapon.
Personally, I'd lower Cha and/or Int to get more Wis, because even though the Bloodrager is a Cha-caster, you really won't be able to get good saving throws with its damaging spells. So I'd just use its buff spells and get a Headband of Cha to give you access to higher level spells.
Since you're Crossblooded AND have a -2 Wis mod, that's a straight -4 to Will saves off the bat, and instead of being ahead of the game while Bloodraging, you're at the level of a normal character even after investing so much in shoring up that save. It pretty much SCREAMS "hey, magically compel me to murder my party members."
Other than those two things, though, it looks solid.
Thank you for the input. I will take a harder look at my Will save.
In regards to the claws, I assumed I could make Attacks of Opportunity with my claws per this FAQ entry.
Two-Handed Weapons:
Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?
Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).
For example, during my round I grab my weapon in two hands as a free action, make attacks, then release the weapon with one hand as a free action. In between rounds I am only grasping the weapon with one hand so I am free to make Attacks of Opportunity with my claws. Please let me know if I am mistaken. I do now realize, however, that I am losing 5 feet of reach in between rounds when I do this. Thank you again.