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![]() So seems like everything looks good then? I know that Spell Focus: Conjuration isn't needed for Augment Summoning for the Master Summoner, but it still seems like a solid feat, since there are several Conjuration Spells with a rider on them. (and honestly I can't really figure out what else to take.) Any Suggestion there? Coffee: I don't expect there to be much problem with the Summons, we are looking more at the role play aspect and the combat will be more free form and descriptive than mechanical. But that is a good suggestion and I definatly will do that. rkraus2: Definetly want UMD, and a spattering of languages. Diplomacy is one I hadn't considered, what about Spellcraft, and Knowledge skills? ![]()
![]() Putting together a Master Summoner for a game friend is running. And just wanted to run it by you guys: Starting at level 1. Human race is required (but I can use any of the alternate racial traits), and Stats were rolled in some way that I am unsure of but I have: 18, 17, 16, 14, 13, 12. Heres what I got: Izzacarr As'rael- NG Human Master Summoner 1 Str 13
Traits: Reactionary (+2 Iniative)
Feats: Improved Iniative
Skills: Some advice on skills would be great. I would assume UMD, Spellcraft, K:Arcana, maybe some languages. My Edilon is Tidbit: Small Biped (limbs x2, claws) Free. Skilled x3: UMD, Perception, Stealth We will be trying out some home brewed squad based combat rules so A master summoner won't take to much away the others, I would just be a squad to myself laff. And from what I have been told the other four players sats are equally outrageous so no worries there. I feel like I could pretty much take anything and be ok, but I would like to know what the board thinks. I picture Izzacarr as a battlefield stratigest, that can mix it up if he has too, but prefers to let his summons and spells handle it. I can picture him seeing a battlefield as a oversized game of Archon (loved that game back in the day.) Any advice would be greatly appreciated. ![]()
![]() StreamOfTheSky wrote:
Thanks Stream. Hadn't. Seen that, good to know. ![]()
![]() 8 Red Wizards wrote:
Ya was looking at it also. Don't see anything about being able to take more than one totem. (Checked my book, PRD, and pfSRD) was it addressed elsewhere because I admittedly rarely looked at the errata. ![]()
![]() Ok so I have put together a build through level 8. Take a look. Courynn Telstener LN Male Elf Duelist 1/Lorewarden 5/ Master of the Sacred Mountain Many Styles 2 (stacked Master of Many Styles and Monk of the Sacred Mountain Used the ARG option to trade Keen Sense and Weapon Familiarity for Fleet Footed (+2 Iniative and Run Feat)and thinking about trading Elven Magic for Envoy (not great, but does give me a couple of spell like abilities that might find use) Str 12
Traits: Threatening Defender, Warrior of Old 1st) Lorewarden 1: Dodge, Bonus Feat:Weapon Finesse 2nd) MoMS/MoSM 1:Fuse Style, Stunning Fist, Unarmed Strike (1d6) Wisdom to AC, Bouns Feat: Crane Style 3rd) MoMS/MoSM 2: Mobility, Bonus Feat: Crane Wing, Bonus Feat: Toughness, +1 Natrual AC 4th) LoreWarden 2: Bonus Feat: Combat Expertise, Bonus Feat: Piranna Strike 5th) LoreWarden 3: Manuver Mastery +2, Improved Trip 6th) LoreWarden 4: Bonus Feat: Two Weapon Fighting 7th) Lorewarden 5: Weapon Training (Light Blades) Snake Style 8th) Duelist 1: Canny Defense, Precise Strike +1 At 3rd Level (campaign starting point) I would have: +6 to hit, 1d6+1(18-20x2) damage (rapier)
Damage is a bit low, but GM has made it clear that an Agile Weapon will be in my forseeable future. When I enter Duelist at 8th level: +12/+7 to hit 1d6+11(18-20x2)damage (+1 agile rapier, -2/+4 Piranna Strike).
23 AC (27 when fighting defensively, 29 if I want to tack on Combatexpertise) with out any magic items. (+1 dodge, +1 Natural Armor, +5 Dex, +3 Wis, +3 Int) Saves will be +8 Fort/ +10 Reflex/ +7 Will (+9 vs Enchantments). Again before any magic items. We roll two dice and keep the highest for HP's but the average would be around 60 (+1 hp from favored class for the 5 Fighter levels. All in all looks pretty solid to me. Any comments, or suggestions would be greatly appreciated. Still unsure about the two weapon fighting route and improved trip. ![]()
![]() Your right about the combat feats, but with two levels of master of many styles/monk of the sacred mountains I get: Improved Unarmed Strike (with a higher base damage)
That's 4 feats (all really good) and all the other monk goodies vs 1 combat feats and +1 attack bonus from fighter. ![]()
![]() After reading Oterisk's Duelist guide I really want to give one a try and would like to get some help from these forums. We have a favorable Stat Set (17, 16, 15, 14, 12, 10) and can expect a lot ofntough encounters. I was thinking two levels of Master of many Styles and Six levels of Lore Warden fighter. Followed out with all of duelist and finished with fighter if we make it that high. Leaning towards Elf or Half-elf and using a raipier or dagger (dervish dance has been overdone in my group and just as a manner of taste I want to avoid it. GM already said an agile weapon wont be to hard to find.) I figured the levels of MoMS would be used to pick up Crane Style and Snake Style and would come at levels 2 and 3. So basically any advice or even builds would be great. I always run into trouble when I start laying stuff out on paper. This will be a Skull and Shackles game but we are starting at level 3. And all Pazio books are allowed, third party stuff has to be run by the GM. Thanks in advance. ![]()
![]() Started a new campaign last night and am looking for advice on my Inquisitor. It is a home brew world and the rest of the group consists of a Wilder, Wizard, Titan Mauler Barbarian, Magus, and my Inquisitor. Will go ahead and warn ya now stats are high, some crazy system of rolling was used where the average comes out to 14 or so, and my stats will be on par with the rest of the group. I want to play a melee build, with skill monkey thrown in, and am afraid that I will turn into the healer. Nothing is set in stone yet and we are starting from level 1. Inquisitor 1 Domain:Investigation (Exploration renamed) Human (kinda non negotiable) Str 17
Diety's weapon is Longsword (this is still negotiable, home brew world, Monotheists, Human saints are the patrons of the different orders and where the favored weapon come from.) Feats:
Like I said nothing is set yet and I would love recommendations on feats, skills and stat placement. Thanks ![]()
![]() Cheapy wrote:
+1 Listen to Cheapy don't let anyone try to convince you that a Bard is a second class character. You can outshine all the rest of the group and make them love you for it, because you are buffing them at the same time. ![]()
![]() morethanadream wrote:
Not sure that matters. The animal companion is listed as a 1st level bloodline power (which eldritch heritage grants). I don't see why that wouldn't work. ![]()
![]() Mike Schneider wrote:
Exactly, but just can't get them past rolling. I did say we were an older group, not that we had the most mature people. *grandpa voice* "Bah back in my day we didn't have any of this point stuff. We rolled 3d6 in order and liked it mister!" *end grandpa voice* Ya every so often someone in the group will still sugest we do that. ![]()
![]() Mike Schneider wrote:
I like to roll, but the dice are usually good to me. That said we have one guy (the DM now) that the dice tend to hate. And he does usually end up moping around till he dies and tries again. I don't really care for point buys, though I don't hate them. I have begun to lean more towards a standard stat block, and let the players arrange them as they wish. Maybe with a bit of tweaking here and there (dropping a couple points out of one stat to add to another type thing). But anytime I mention anything besides rolling to the group (most of the time after they complain about my openly rolled stats) they all protest and start telling how rolling is a tradition and nessacary to give character. We are an older group that started gaming together pretty much weekly since '96. All of us have been gaming since the early 90's and a few of us even longer. We have recently turned to Pathfinder while we have set aside our 16+ year campaign for a time. ![]()
![]() moon glum wrote:
Ya was trying to choose between Reactionary or Indomitable Faith (+1 will save. Though that may be overkill.) Skillwise I was think Preception, Acrobatics, Survival, Stealth. I just wouldn't feel right being a Barbarian without Survival. Will probably split Survival with Climb and Swim. ![]()
![]() W E Ray wrote:
Yep that is exactly the reaction that I am looking for right before I rage and rip off thier face! Do y'all think the Titan Mauler is worth it over Invulnerable Rager? I really hate to give up that DR. I now the LANCERAGEPOUNCE is awesome, but I really don't want to give my DM a heartattack. The last time I drove him to tears he wouldn't run a game for two years. ![]()
![]() Working on a back up character for my current campaign and I have decided on a Barbarian. Everyone in the group (7-9 people depending on how many show up) are Human or Half-Elf and I want to play something different. Thus the Halfling. (plus I really just like the thought of a little kid hulking out and throwing everything around) So Halfling is pretty much non-negotiable though I may be convinced of Gnome. I can see the campaign going well in to the teens or even beyond (we tend to play long ones) Stats were rolled: 18, 15, 14, 12, 10, 9 Mongo Halfling Invulnerable Rager Barbarian 5 Str 16 (-2 racial)
Feats/ *Rage Powers
I plan on taking the beast totem line as I progress and Spell Sunder as my level 6 rage power. Do I need to take Improved Sunder and Greater Sunder to go with? What about Trait Sugestions? Highlander I think for Stealth, but else. I am leaning towards Great Axe or Great Sword as weapons. My DM is also currently contemplating allowing Big Game Hunter to work on anything at least one size catagory larger than you. So for the halfling pretty much everything. (Big Game Hunter gives +1 to hit and +2 to damage to creatures who are large or larger) Would you take this at 5th or at all? Yes I know Small races are not optimal for barbarians but it won't make that big a difference in this game since none of the others are really optimized. So what do you think paizo community? Any suggestions? ![]()
![]() Salarain wrote:
Hmm? You must be a very young player to the system. thinking that you can't have fun or be fair with a low point buy. Or you just can't handle not having higher stats in the game system. See how that works there? Sorry this just irked me for some reason. Honestly a low point buy game adds some challenge to the game that many experienced players and GM's really like. ![]()
![]() Actually if you take into account the Summoners spell list you can have Haste earlier can't you. It is a 2nd level spell on the summoner's list. Quite a few spells like that. If the group I am playing in wasn't so melee focused (in fact the only other caster's in the group of 8 are a summoner, an oracle and a magus) I would still seriously consider a Magician. But with a bunch of fighters, monks, and rangers running around Inspire Courage is much better. ![]()
![]() I meant the group is very melee focused. Inspire Courage would mean a lot to them. I intend to be a support character, that can step in and fight effectvly when it is needed. Is there any other ways to get arcane bond without Arcane Duelist. I have been thinking of staying straight Bard, and just taking Arcane Strike as a feat. The Arcane Bond isn't the best ability, but I like the idea of it. I could go straight Human Bard 4 1st Arcane Strike
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![]() Twigs wrote:
Good catch on the Dirge of Doom. I hadn't even noticed that. You are right unless I don't plan on making it past 7th level, Dazzling Display is a waste. (though weapon focus is nice but by no means nessacary) So instead back to Bard 4 At first level Lingering Performance and Toughness? Then take Power Attack at 3rd? ![]()
![]() Atarlost wrote: Magician isn't like other bards. He doesn't do damage that multiplies with the number of people making weapon attacks. He doesn't boost himself to nearly the accuracy of a full BAB character. He's a sorceror wannabe with d8 HD and the ability to wear light armor. If you want to be a caster and your GM targets casters he has potential. If you're doing a themed party (eg. all bards) he may fit in. Otherwise I think he's for NPCs. Ya I have decided on the Arcane Duelist, but I don't agree as much on the Magician only being for NPC's. Especially with acess to the summoner's spell list. But it is less than ideal with having to give up Inspire Courage. ![]()
![]() Dragonsong wrote: Are you looking to be a team Buffing bard if so both seem workable? If you just want to be a combatant why not look at battle dancer bard from UC? We are a large group (6 to 9 players depending on who shows up) so I was leaning more team buffing. I looked at the battle dancer, but it isn't really what I am looking for. Right now I am leaning towards either the Half-Orc intimidator with a Falchion, or a Human with a longsword (Two-handed or sword and board as the situation merits). I was kinda thinking this: Human Bard level 3/ Fighter 1 str 20 (+2 racial)
HB Weapon Focus (longsword)
Would pick up the magical knack trait, and one that adds to intimidate. I don't want to use a scimitar (mainly because two other members of the party are) I know the longsword isn't the most optimal choice, but it isn't bad and hardly anyone in my group ever uses it. I can go sword and board if I want or switch to two handed when I want to do some more damage. Any other weapon suggestions would be nice. Spell wise, I am still feeling them out. But will most likely pick as I go, and use treantmonk's sugestions. Though I am not sure if I want to give up any levels of Bard. ![]()
![]() I think sticking with the longsword so I can have my off hand free is a good idea, that way I could also pull out a shield if I really need it. I would also probably stay human, so what for the first level bonus feat. 1st Toughness
And I can switch out HP's and Extra spells known (favored class bonus) as needed. ![]()
![]() ProfPotts wrote:
Good point on the two weapon fighting. Something else I need to remember. If I went that route what weapons would you recomend? I could use daggers and the river rat trait. A pair of short swords, or rapier/ dagger. I would want to use finessable weapons wouldn't I? ![]()
![]() Very good breakdown of the class Sean, thank you. I really like the Arcane Duelist. After looking at the group composition as well I believe it is the better pick (very melee focused) Also forgot all about being able to cast even when duel wielding because of the arcane bond. Will most definetly go with the Arcane Duelist, I believe. Is it worth duel wielding or should I go with a long sword with two hands. I know Dual Wield is feat and stat intensive, but I did roll well. I could also go Half-Orc and use a greataxe or falchion. Starting at 4th level 18, 18, 15, 14, 12, 14 Human Dual Wield Str 14
1st Weapon Finesse, Two-Weapon Fighting
Then all the Arcane Duelist goodness. or Half-Orc Str 20 (+2 Racial)
1st ?Toughness?
Use a greataxe or falcion and be the world's prettiest Half Orc Any recomendations? ![]()
![]() After reading a certain book, I am really in the mood to play a bard. I have read Treantmonk's guide and looked around the boards a bit and have decided I want play a melee bard (really more support, but can get into melee if needed, really don't want to do an archer) I just really wanted to get everyone's thoughts on the Arcane Duelist (doesn't really give up anything I will miss) or the Magician (loses a few of the Bard's best music, but picking spells off other arcane lists is awesome) So what do the great minds here think? Arcane Duelist or Magician and why? ![]()
![]() InsaneFox wrote:
Not quite as effeciant when you remember that somebody is already taken out of action with the hold. Yes, that person can get back in the fight with a passed save. Anyway, like I said, it's your game. Run it how you want and screw what everyone else thinks. As long as you and your players are happy that is what matters right? Or do you really just need the anonymous members of a messageboard who will most likely never play in your game agree with you.
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