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It only says "if your size is less than medium", so since 17str clearly includes small and smaller all the way to diminutive, I think it's fairly clear that 19 should apply to medium and up. But that's just me. And you could just drop power attack and furious focus to pick up iron will and something else. Dodge, maybe, to help a little with the admittedly not so good AC. That way you'd have 10+4+1+2+1-4=14 AC when wearing a chain shirt, increasing to 15 when attacked by something medium or larger. You could also just drop reckless abandon, although your to hit score won't be so good for level 4. It's already a little iffy at +8, to be honest. ![]()
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So no giant boomstick. That said, a Butchering Axe would be a good place to start. Start off with that 18 in str, add +1 for level 4, along with a +2 belt, and you qualify for the 19 requirement. On the other side of the gestalt, go Ranger 4, getting you Lead Blades once per day or so. Alternatively, the Titan Mauler barbarian archetype's Massive Weapons ability should stack with the Titan Fighter's Giant Weapon Wielder. The combined penalty clocks in at a massive -4(for two size categories too large)-2(Giant Weapon Wielder penalty)-4(Massive Weapons penalty)+1(Massive Weapons bonus)+1(Incredible Heft bonus)=-8. But by then you're swinging a large Butchering Axe for a grand total of 4d6 damage per hit, which is of course amazing. You can achieve a pretty decent to hit with the thing too. Presupposing our 19 str(which is neccesary to not take penalties for having too puny a strength score when wielding the butchering axe) You can hit at +4BAB+4Str+1Size+1Enh-8Oversize=+2. But we're a fighter, so we probably have weapon focus, and Big Game Hunter means we get +1 to hit against anything that's medium or bigger, so it's really +4 to hit. But we can also Rage for +4 str, so it's really more like +6. And since we aren't complete and utter retards, we also take Reckless Abandon for our level 4 rage power, so now we hit at +8. That's respectable enough, considering we're doing 4d6+10 damage on each whack. That's a completely respectable average of 24 damage. Point buy would be something like Str 19=18-2+1+2E (17pts)
Min/max to taste, of course. Feats could be: 1 - Exotic Weapon Proficiency
That lands 6 more points of damage, which is nice. ![]()
Well, it doesn't exactly say it doesn't, and one might take the Myrmidarch ruling to be a general rule about weapon training, instead of a specific rule about the archetype. It's arguable either way, I grant you that. Unrelated, the Sanguine Angel PRC is freaking awesome, and allows you to choose to progress Weapon Training twice, but only for the heavy blades group. Notably, it also allows strength to hit with bows, and you can use the new weapon modifications to make your bow and shield fit in that weapon group. It's super cheesy, but cool. ![]()
Alexandros Satorum wrote:
I saw this one guy who'd applied a bunch of houserules to make standard action attacks more interesting. Among those were the fact that a heavy crossbow did 2d8 damage, and Vital Strike was an automatic option that scaled with level, all the way to *5 at level 20. Longbows were still better than that, of course, but it made crossbows interesting. I've once seen someone allow the Ogre 23rp race from the Advanced Race Guide with a minotaur double crossbow. It was straight up insane damage, although it relied upon the interpretation that since it says this: Quote: , although critical hits and precision-based damage are only applied to one of the bolts. Anything that isn't precision damage and critical hits apply to both bolts. This means Deadly Aim, Point Blank Shot, Enhancement Bonus, Dexterity, yadda yadda. The guy had trouble hitting for the first couple levels, but it was weighed against the occasional touch attack, and the fact that when he actually hit something, he dealt 4d8+2 damage. Still, he wound up spending the first couple levels mostly hitting stuff with an ogre hook. When he finally got around to getting all his base feats, (point blank, rapid reload, crossbow master, precise, rapid shot) it stopped being funny. The guy would occasionally take Enlarge Person, and took to carrying around a small stock of huge sized bolts for when it happened, dealing 6d8 base damage per shot. And that was before doubling any applicable non precision bonus damage. The minotaur double crossbow outperforms longbows in the long run, I'm entirely certain. ![]()
DeathlessOne wrote:
You were just saying that sneak attack would only apply because it is specifically mentioned. Now you're saying that all abilities that rely on flanking apply to the damage roll? But somehow not to the attack? You're not flanking "for this damage" - there's no rules text that says that. You're only flanking "for the purpose of using Strangle." ![]()
Strangle is not sneak attack, though. Quote:
That's interesting. So what about this ability, which relies on flanking? Quote:
That seems to contradict your assessment. ![]()
The Strangler Brawler archetype gets this ability: Strangle (Ex) wrote:
The bolded part is important. My question is this: Does a Strangler Brawler get to add the +2 bonus for flanking to his CMB roll, which is per definition also an attack roll? Does the character get to add other abilities that rely on flanking to the attack? This includes, but is of course not limited to sneak attack from other sources, such as the snakebite brawler archetype. ![]()
Okay, so Keeg has his sorcerer, Dodekatheon was rolling up a martial, and Jereru is also interested. Monkeygod sounds like he's rolling an inquisitor, but is willing to give up the spot for someone else if they want. It sounds like it'd be appropriate for Jereru to do a divine caster? That way we'd be looking at a classic group of arcane + martial + divine + skilled. ![]()
Since you're using the guild boosts, you'll be fine with the build you're using. You could squeeze more power from it by reducing the number of nonMT levels you're taking, but that's not what this is about. Beware when you pick spells that there's a good bit of overlap between the shaman and sorc/wizard lists. Taking a sorcerer spell that's also a shaman spell is kind of a waste, when you could be expanding your capabilities instead. Let's get down to spending. Lesser Metamagic rods, probably one of extend and selective spell, if you ever feel like blasting. Empower maybe, too. Beyond that, they're too expensive for your level. You should have at least a +4 wisdom booster. I'd personally also go for a +2 con belt, but you might well prefer dexterity instead. It looks like that from your stat spread, at least. If you do go for dexterity, you should compound that with more armor class spending. Extended Mage Armor is good enough, but should be combined with a +2 or +3 mithral buckler, for instance. Speaking of armor, while animal companion AC scales with your level, and a small cat will have appropriate AC all by itself, it still benefits greatly from picking up something like chain shirt barding. No need to get too fancy with the enhancements here. Your casting can do a lot of heavy lifting for lack of gear, but you'll still need a cloak of resistance, +3 at least. ![]()
Hp is max at first level, then average rounded up for subsequent levels. You can pick a variant heritage for tieflings, aasimar, skinwalkers and dhampir, but you can't use the variant abilities d100 table for any of them. Dodekatheon wrote: Also will one player having the crafting feats increase WBL for the entire group? No. Only for themselves. Alternatively, if you like, you can grant a portion of the WBL increase to another party member. They still have to spend it on the appropriate sort of items. Say you're a wizard 20 with Scribe Scroll and Craft Magic Arms and Armor. Scribe Scroll gives you 880'000*20%=176000 gp worth of scrolls. You buy this amount of scrolls, at full price. You decide that you want a +5 heavy fortification mithral buckler, and a +5 armored kilt for your wizard. Since you can't create the nonmagical part of the item, you pay for those bits out of your normal WBL, and use the WBL increase from your crafting feat to pay for the +5 armor and +10 shield. This comes to (10^2)*1000+(5^2)*1000=125000, leaving you with 51000 extra gp to spend on enchanting arms and armor. You donate this to the party fighter, seeing as you have little use for a magically enhanced pointy stick. ![]()
Isabelle Lee wrote:
Oooh, you wrote that thing? Great job! It has super interesting mechanics. It's almost a shame that it's locked to that fluff - not that the fluff is bad, it's just that it's not very appropriate to most adventures, so eh. Edit: to actually answer the question here, I'd do something like Fighter(no archetype) 5/Sanguine Angel 10. Since she wants to do sword and board, she'll want to obtain a steel shield with the Versatile Weapon Modification, so the shield bash counts as a heavy blade. http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Versa tile%20design - here is the URL for that thing. Stats would be something like STR>CON>CHA=13>WIS=DEX>INT. You'll obviously want to delay picking up Two-Weapon Fighting until you start in on the Sanguine Angel levels, because of the heavy dexterity requirements, which are bypassed by the Maiden's Shield class feature. Assuming you're human, you'd be looking at something like this for feat progression: 1 - Weapon Focus: Longsword
Honestly, we're a little feat starved after we get into Sanguine Angel. Ideally, we'd want Improved Two-weapon Fighting, Two-weapon Rend, Power Attack, Double Slice, Shield Slam, Shield Master and a second teamwork feat for use with Sisterhood Dedication. That's more than we get though, so choices will have to be made. ![]()
Can'tFindthePath wrote:
Personally, I think that, since max level is the one you'll spend most of your time playing at, raise dead becomes way too easy to get access to under E8 rules. But then again, I use E6 mainly to be able to avoid long-distance teleportation myself, so I guess YMMV. ![]()
Dodekatheon wrote: Is this a monster we would never have known about? Or would we have had information about it beforehand, and been able to make Knowledge rolls to determine potential strengths and weaknesses? You won't know it's there 'till you meet it. Knowledge checks will be available when you encounter it, though. ![]()
Monkeygod wrote:
Then we need 3 more players. Although I will warn you, in my experience when it comes to successfully executing tactics, one head is usually better than four. As an addendum to the character creation rules, buffs lasting an hour or longer can be cast before the fight. Leadership is banned. Magic item creation feats add +20% of wealth by level worth of items of the specified type to your character per feat taken. I believe these rules reflect "standard pathfinder" pretty well, and since we're playtesting a badass monster here, that's what I think is wise to shoot for. Monkeygod, could you post (or maybe rather pm me, since half the fun of rare monsters is the uncertainty) the stats of this thing? Andostre wrote: Are there level 20 iconics stats you can use? The premade NPCs I've been able to find are built to almost ridiculously low levels of optimization. I don't think running the monster against them will be a very good test, to be honest. ![]()
Roll up four level 20 characters and I'll run the creature for you in a combat, no worries. You control the adventurers, I control the beastie. Wealth by level
In my experience, CR +6 is roughly appropriate to make a tough combat against a single creature, so four level 20 characters sounds about right. Character building is annoying, I get it, so I could probably help build one or two of them. ![]()
Past level 10, Wealth By level is worth at least 2 character levels, I'd ballpark it. The lower level you're playing at, the less gear matters. Animal companions, summons and eidolons are designed to function effectively without gear, and casters with enough buff time can hoist themselves up to fight at comparable levels to what they'd be doing if they had their gear around. Fighters, of course, rely on armor and weapons for basic function, which means that without gear their challenge rating drops considerably. This applies to all non-casting classes. Monks are less hosed, but still rely heavily on gear to be numerically on par with the challenges they face. Expect a monk past level 5 or so to have outright pathethic armor class, for instance. It won't touch unarmored fighter levels of ridiculousness, but the difference is still noticeable. ![]()
I'm with Jurassic prat and John Murdock on this one. The RAW is very clear. I like this rule, as it prevents divine and psychic spellcasters who don't think they're going to make touch attacks from just suiting up in fullplate and tower shields without proficiency and not getting any penalties for it. Everyone cares about initiative. Interestingly, it also means that people with the Noble Scion of War feat can use circlets of persuasion to boost their initiatives, which is hella cool. ![]()
The wounds/vigor rules from unchained has several considerations for feats that interact with that stuff. DM Rostam might have changes to them, but here they are for convenience: Quote:
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To be honest, you have f%@@all for damage outside of smite evil, and even that doesn't happen before level 2 due to the Chosen One archetype. Personally, I'd try to help out with this a bit by dumping wisdom all the way to 7(+2 for dwarf) so you can start with 14 strength. That and starting out with a dwarven Longhammer will make sure you're not entirely useless through the first level. Which you probably would be with your current set-up, not gonna lie. In order to get proficiency with said longhammer, you'd have to give up shadow hunter, but that's not a huge deal anyway. You'll more or less have to forget about shooting stuff until level 5(where you get precise shot), and you won't actually get good at shooting stuff until level 9, where you can have Rapid Shot and Deadly Aim. ![]()
It'd make sense if this was indeed the case. The problem is that the Additional Resources document is already chok full of rules changes. What sort of money do you have? It's probably worth it to drop 40 k on this: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun- stones/lavender-and-green-ellipsoid-ioun-stone ![]()
Sir Thugsalot wrote:
Actually, the minimum cleric level is 1, for the purpose of the forbidden rites domain. So you'd still get blindfight at first level. ![]()
Spending two feats for manyshot and -1 to hit *absolutely* makes sense. It requires 17 dexterity though, so it's probably out for that reason. You'll probably want at least 13 dex to qualify for deadly aim. Zen archer 3/Empyreal Sorcerer 6/Fighter 1/Arcane Archer 10 for a 20 level build. Feats(half-elf)
You cast as a 16th level sorcerer, with a BAB of +16. Edit: just actually read the OP. Suppose you're an empyreal sorcerer 1/Zen Archer 8, is it worth going Arcane Archer? Probably. I'd say if you intend to go on all the way to level 20, Arcane Archer is probably the most powerful way to go. 5th level spells is nothing to sneeze at. That said, when you're level 9 or so, it'll be more powerful to take level 10 of zen archer than level 1 of arcane archer. If the temporary tradeoff is something you can live with, then go for it. ![]()
Rolls: 3d6 + 6 - 4 ⇒ (4, 5, 5) + 6 - 4 = 16
Huh. I think that's the worst results I've ever seen with this method of stat generation. No matter! I will create someone awesome regardless. ![]()
All right, you can't have everything all the time. Quote:
Emphasis mine, do you allow class options for normal classes from Occult Adventures, or related books? Specifically, I'm interested in the Psychic Bloodline for a Sorcerer//Paladin character. It has the advantage of using Psychic magic, so I can cast in armor and with my hands free. In a related question, which direction are the pre-approved characters leaning, morally? I wouldn't want to roll up with my paladin if the party expected this to be an evil, selfish or pragmatic mercenary style campaign. ![]()
Deighton Thrane wrote: Well, heavy armor proficiency seems like a good place to start. 1 feat to be able to wear full plate instead of breastplate is a fairly good trade, especially if AC seems to be an issue. Mind you, effects like blur or displacement are generally a better idea than AC eventually, unless you have an incredibly high AC to begin with. Displacement yes, blur not so much. But you're generally right. Also, mirror image is great. ![]()
So... Seeing everyone else's stats and the fact that the max number of times you can roll is 50, I'll try my luck again. Stats, take 2:
Set 11
3d6 ⇒ (5, 2, 2) = 9 3d6 ⇒ (1, 6, 2) = 9 3d6 ⇒ (1, 2, 4) = 7 3d6 ⇒ (6, 1, 1) = 8 3d6 ⇒ (6, 6, 4) = 16 Reroll 1s: 3d6 ⇒ (6, 1, 5) = 12 Reroll 1s: 2d6 ⇒ (6, 6) = 12 13, 18, 16, 18, 18 + 18 Okay, that was quick. 13/18/16/18/18+18. We will take that.
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