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Melkiador wrote:
JDawg75 wrote:
What about a Goliath Druid build?
It has a lot of potential, but starts off slow. Enlarge person is good for damage, but bad for AC. You might be able to get along having your companion help you tank, but I don’t think you’d feel like a regular tank until you get giant form 2. Having regeneration 5 is pretty major though, so I could see why that would be tempting to work towards.

I'd rather take DR 5 than Regen 5, but combining them would be great. Don't know how unless I can take Ice Domain somehow. I think I'd go Strength possibly, or take the Titanoboa. An enlarged Titanoboa would be very cool. Half-orc is nice because you can get great saves, esp w/ Fate's Favored. Use a club with Shillelagh or a Falchion. Not sure if Heavy Armor proficiency would be worth it.

J


What about a Goliath Druid build?

J


ZᴇɴN wrote:
JDawg75 wrote:
ZᴇɴN wrote:

Octoskald makes the best tank (Bloodrager 1/Serpent Herald Skald X).

1) Fast healing, DR, decent AC
2) 9 attacks, long reach, free grapples
3) Enemies often go after bards to stop the singing
4) Buffs the team
5) Eventually gives the team fast healing

I'm happy to go into more build details, if anybody is interested.

I'm not sure where the 9 attacks come from?

J

Octopuses have 9 attacks.

Is it octopuses though? ;)

J


ZᴇɴN wrote:

Octoskald makes the best tank (Bloodrager 1/Serpent Herald Skald X).

1) Fast healing, DR, decent AC
2) 9 attacks, long reach, free grapples
3) Enemies often go after bards to stop the singing
4) Buffs the team
5) Eventually gives the team fast healing

I'm happy to go into more build details, if anybody is interested.

I'm not sure where the 9 attacks come from?

J


It's hard to put a level range on what I am asking for, because I am planning on it for the next AP (War for the Crown). I'm not worried about optimization for the first 5 levels, so I'd say he needs to be getting going from lvl 5 on.

Lots of good ideas, not all of which are compatible. My favorites include:

Paladin: smite, high saves, immunities, mercies, self-healing, esp w/ Fey Foundling.
Downside is they are feat-starved, MAD, # of LoH is level-dependent and you have to live w/ the paladin code. Still, 3 levels with Extra LoH feat would be cool, 4 if I wanted a couple 1st level spells.

Bloodragers and Barbs get rage, but nothing past medium armor without giving up stuff. I could take 2 levels along with Extra Rage and a Rage Power/Uncanny Dodge and be good. The dwarf FCB is nice.

Fighters appeal because they have a ton of feats, armor training and warrior spirit. Terrible skills. I also love the idea of riding something for mobility, which is made easier in dungeons with Undersized Mount. I like the idea of reach weapon and shield (somehow), Mobile Bulwark to protect my ride, High Guardian gives Combat Reflexes and lets you use STR for it.

The downside to any build with multiple classes is a reduced FCB per level. I can mitigate this with half-elf of course, but I prefer the idea of human or dwarf.

Just doesn't seem like they'd all place nice together, and I don't know how to make it all work.

J


Two weapon fighting in 1e has always been complicated for me, rules-wise.

My understanding is that the only way a typical PC under normal conditions could use both melee weapons once as a standard action is to take the feat Weapon Trick: Dual Strike. Is this correct?

J


Two weapon fighting in 1e has always been complicated for me, rules-wise.

My understanding is that the only way a typical PC under normal conditions could use both melee weapons once as a standard action is to take the feat Weapon Trick: Dual Strike. Is this correct?

J


How would you build one?

To my mind, the ultimate tank should be able to do a few things.

I agree with RPG Wilikers, a good tank should be able to take a good 4 or more full attacks from an enemy of an approximate level before going down.

A tank should have good, layered defenses: lots of HP, significant AC, strong saves, a way to mitigate martial damage (such as DR or miss chances), resistances or immunities, etc.

A tank should have an ability to do enough damage to keep enemies' attention/aggression, perhaps multiple enemies. They should also have an ability to make it difficult for an enemy to escape them (such as Step Up, multiple AoOs, high mobility, possibly a reach weapon and lunge).

A tank would be benefited by being able to defend or mitigate dmg to nearby or adjacent allies.

Paladins (Sacred Shield, Stonelord), Fighters (Unbreakable, Phalanx Soldier), Barbarians (Invulnerable Rager, Armored Hulk), Cavaliers, Golden Legionnaires and Stalwart Defenders all come to mind. Races such as dwarves and half-orcs also come to mind, as they have nice racial traits.

What's the best build we can come up with?

J


I'm building an unchained rogue. I took Combat Trick at level 2. Am I unable to ever take it again in my career, or can I take it multiple times? I'm guessing I can't unless the specific talent says I can take it more than once.

J


Lots of good advice. I'm fine with trading out channel smite for extra channel. I'm also open to taking out selective channel. I didn't want to accidentally heal enemies, but when a lot of them will be undead I guess it doesn't matter. My thought is I'd be more of a general spell caster against living opponents, and get up closer in undead fights. If that's the case I wouldn't need selective channel as much.

I love the idea of Aasimar, it's just they have generally seemed cheesy to me. If we had less than a full party I'd probably do it for the extra edge.

The idea of a long spear seems like a good alternative as well. It would also entail a major rework of my character build and a significant loss of AC, which I'm not interested in. I don't have designs on being a tank, I wanted a high AC because survivability is really important. I know groups that were TPK'd playing this adventure.

As for spellcasting, I've decided I want to cast more supportively than offensively. It doesn't actually seem like there are many good offensive spells at my level anyway (searing light? burst of radiance?), so maybe I don't need my Wisdom so high after all. I can give myself a 16 in Wis and Cha and with improved channel my DC would be 20 and undead couldn't add channel resistance to their save.

So the final changes I'm making are swapping out two feats for extra channel and improved channel. I changed my shield to a darkwood shield, just to help with armor check penalties. Any advice on spell selection would be welcome.


My group is playing Carrion Hill in a few weeks, which is a 5th level adventure. I've never played it, but I'm guessing there will definitely be undead and probably some outsiders at some point. We have a 25-pt build. I've put together the following build:

Human
Cleric5
Deity: Sarenrae Domains: Glory, Sun

Initiative: +0
Speed: Walk 20 ft.
AC: 20 (touch 10, flatfooted 20)
+1 Scimitar, +1 Heavy Wooden Shield +1, Holy Water, Morningstar

Special Attacks:
Channel Positive Energy, Sun's Blessing
Special Qualities: Touch of Glory
Fortitude: +8, Reflex: +2, Will: +9
STR 14, DEX 10, CON 14, INT 12, WIS 18, CHA 14 (+2)

Traits: Cleansing Light, Resilient, Sacred Conduit (drawback, Family Ties)
Feats: Alignment Channel (Evil), Channel Smite, Saving Shield, Selective Channeling

Possessions: +1 Scimitar; +1 Heavy Wooden Shield; +1 Agile Breastplate (Defiant (Undead)); Cloak of Resistance +1; Scroll of Hide from Undead; Holy Water; Pearl of Power (1st)

Overall I'm pretty happy with him. His saves are good for his level, his AC is effectively 22 (and DR 2) against the undead, which is good also. The DC of my channel energy against undead is 17, the DC of my level 3 spells is 17 also. I'd like to edge both of those toward 18, if anyone has ideas. I know a headband would do it, but I'm not willing to return 4k of gold to buy it. With starting gold of 10,500 at lvl 5 I have about 336 left. Any good way to get my move to 30 would be great, but it's not the highest priority.

I took what feats seemed reasonable. I debated over Divine Protection, but I'm not sure it's any better than the feats I have.

Any thoughts are welcome, especially about his DC's or feat selection . I'm generally wanting a support build, but I also want to have my channel energy be effective, and be tough enough to last in a fight.


Fair enough. Would the trait Magical Knack help? I'm thinking taking the level in Monk would necessitate it to keep my caster level up. Between that and Prestigious Spellcaster I shouldn't be losing much.

J


Alright, I won't worry about the Will save then, I checked and you're right, they have fast Will progression. The only question is whether I can take WF Claws at first level when I don't actually have any claws yet. I don't think you can because he can't be proficient in something he doesn't have yet? I suppose I could take Sorcerer at level 1, UC Monk at 2nd.

J


That's a provocative build you've offered GW, I think I can see the potential of it. My problem is I've never played a DD before, so I don't know how they can best be played. For the monk level, does it matter if he is chained or unchained? Also, an 8 in Wisdom will further kill my Will save, and would almost necessitate Iron Will I'd think?

J


So I'm building a Dragon Disciple for WftC. I'm taking one level of bloodrager and the rest sorcerer levels to qualify, and am deciding which kind of dragon I want to have in my draconic bloodline. Each type grants different energy resistance.

For those who have played through it, does it seem like one type of energy resistance would be more useful than another for this AP?

J


I honestly don't plan on being up front that much, but being more of a spell-caster in the back. I can come up front if needed, but primarily I will be a spellcaster: buffing, controlling, and evocation-type spells. If martial opponents come after me, I fly and use spells and breath weapon to destroy them. If they come after me with spells, I charge in and tear them apart. That's why I want a high Charisma, and a decent strength, which will increase as I gain levels anyway.

J


Lot of dip possibilities here. I had no idea about Mad Magic, it sounds nice. So far I like the idea of 1 level of bloodrager, 4 levels of Sorc, and going into DD.

I'm looking at playing a human (heart of the fields), with the following stats at lvl 1:
Str 14, Dex 10, Con 15, Int 8, Wis 10, Cha 18 (racial bonus)

I wanted a Con of 15 to get Raging Vitality, but I'm also wanting the Extra Rage feat since I am only taking one level of Bloodrager. I also want Mad Magic. If I go that way, that means lvl 5 I'll have to take Favored Prestige Class so I can take Prestigious Spellcaster at lvl 7. That's a lot of feats. Maybe I could drop RV, I won't be up front all the time as a spell caster?

Not sure which breed of Dragon, but I'm thinking Copper since I get Spider Climb. Gold would also be good: they get a cone instead of a line of damage, resist fire.

Once I become a caster it looks like blasting and buffing are the ways to go?

J


Thanks, I had no idea about prestigious spellcaster!

How does cross-blooded sorcerer sound?

J


I'm reading Oterisk's guide, and he seems to favor what I would think it's a good build strategy: the beast caster.

I haven’t decided on the race yet (probably human or angel blooded aasimar or pitborn tiefling), I’m more focused on the class combination I’ll take. The straightforward route is 5 levels of sorcerer then DD, straight on til level 16.

There are also other options though, such as dipping a level of martial class, such as barbarian, fighter, blood ranger, etc.

Any thoughts on class combinations, or if it’s worth it at all?

J


Is it possible to put magical horseshoes on an obsidian steed figurine of wondrous power?


I posted this to James Jacobs, and he recommended I put it here, where we can request adventure paths:

"I wanted to put a plug in for a Darklands-based or a Darklands-involved AP. There's a lot of potential for a campaign, and it's one of the places that hasn't been visited since Second Darkness. SD had some problems and doesn't even use 1st edition rules.

I sure you've got lots of other great things planned, but I'm excited about the possibilities of the Darklands!"

I didn't even know you could suggest APs on this board, I thought it just a place to discuss the AP's that are already out. If we can suggest them, I think it's time for this. What do you guys think? I think it's an untapped resource.

J


I wanted to put a plug in for a Darklands-based or a Darklands-involved AP. There's a lot of potential for a campaign, and it's one of the places that hasn't been visited since Second Darkness. SD had some problems and doesn't even use 1st edition rules.

I sure you've got lots of other great things planned, but I'm excited about the possibilities of the Darklands!

J


I guess it depends on how well I can hit, it the -5 for the extra attack would be worth it. I have a killer archer sanctified slayer build that has multiple attacks, and the last one is at a -5. I hit with it maybe half the time.

I don't know much about Brawlers, so I'll have to research that.


Found this post by Sean K Reynolds about keen weapons, crit ranges, and what it means. He points out it's not quite as great as we tend to think, even if keen and improved critical did stack. Sorry I don't know how to make the link live:

http://seankreynolds.com/rpgfiles/rants/keen_medium.html


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Well, you know where shield bashing came from? Tika, from Dragonlance!

J


MrCharisma wrote:

Ranger Style Feats can ignore prerequisites, and with the Weapon and Shield style they can choose Shield Master at level 6.

The dilemma is that this competes with ITWF, since you'd need to select that as a Ranger Style Feat to ignore the DEX prerequisites for that.

I want to make sure I understand your point here. The ranger style would either be two-weapon combat or weapon and shield. The first doesn't include Shield Mastery, and the second only includes two-weapon fighting.

So either I need to have improved dex to later take ITWF, or wait until level 11 and take shield bash, depending on the style I pick. Is this what you were saying?

J


Shield master comes at level 11, right? I mean you have to have a BAB of 11, so I don't think it can come any earlier than that. I think it's possible with both classes?


Brace yourself for the long description of the Elven Bladesinger kit:

"Of the roving elves, there are few as deadly as the Bladesinger. They are masters of their weapons and have spent their lives in the study of their chosen weapons. They have also learned to cast spells while engaged in combat, and thus they double their might.

To be a Bladesinger, a character needs at least a 13 Strength and Constitution, as well as a 15 Dexterity and Intelligence.

Role. While some characters may stay at home to defend the elven way, Bladesingers go out and actively promote it. They do this by seeking out their race's foes and eliminating them, either through words or actions. Acting as both diplomats and one-elf armies, they insure the safety of the elf race.

· Weapon Proficiencies. Bonus: None. Recommended: One-weapon style for use in combat and spells; two-handed style for use when spells run out.
· Bonus Nonweapon Proficiencies. Blind-Fighting, Dancing.
· Recommended Nonweapon Proficiencies. Etiquette, Juggling, Singing, Tumbling, Weaponsmithing.
· Equipment. The Bladesinger is always identifiable by his weapon of choice. Such an item is always ornate and beautiful, enhancing the Bladesinger's appearance in battle.

· Special Benefits. There are four special benefits to the Bladesinger kit, as follows:
1. The Bladesinger chooses one weapon and practices with it extensively, to the exclusion of most other weapons. If practice makes perfect, the Bladesingers are very well practiced in their weapon of choice-for they are virtually perfect.
The poised steps of the bladesong (the act of attack by a Bladesinger) not only reveals the Bladesinger to be a creature of beauty even during battle, but the steps also carry him into advantageous positions for either offense or defense. He can instinctively grasp the flow of the battle around him, and his feet will carry him through the intricate maneuvers necessary to optimize his attack.

Such is the intensive training of the Bladesinger that he gains an automatic +1 to attack rolls as well as a +1 for damage. This is in addition to the normal elven +1 for use of the long or short sword (if applicable). Despite any additional, further training, this is as high as the bonus can be.

2. Bladesingers receive a special bonus when they wish to try an unusual maneuver with their blade. This bonus is equal to +1 for every four levels the Bladesinger has attained. The bonus only serves to cancel the penalties normally applied for such a maneuver. All other penalties and bonuses still apply.

3. Bladesingers have been taught from an early age to grasp the flow of magic around them and to turn it to their advantage. They can cast spells even while in the front lines. Although they cannot actually attack while casting their spells, they may defend themselves against
incoming melee attacks.
Their defense is equal to their level divided by 2, plus 1. All fractions are rounded down. Thus, a 6th-level Bladesinger gains a +4 to AC (6th level/2=3+1=+4 AC). The same goes for 7th-level Bladesingers (7/2=3.5 -.5=3+1=+4 AC). This does not apply to rear or missile attacks, for it is nearly impossible to defend against those while casting a spell.
Bladesingers have practiced the somatic portion of their spells well enough that they may cast their spells one-handed, suffering only a slight penalty. It adds +2 to their casting times, making it easier to disrupt their spells. Like any other spellcaster, if they are hit they
lose the concentration necessary for maintaining their spells; they lose the spell. Their spells are, therefore, usually of an offensive nature with very short casting times.
4. The training is hard enough that only a 3rd-level Bladesinger can begin to teach even the rudiments of the bladesong. If another elf wishes to learn the bladesong, he must seek one of the masters of the blade. Bladesingers charge a high price for sharing their skills.
· Special Hindrances. To offset their abilities, Bladesingers suffer some severe penalties. Not only must they attempt to advance the cause of elvendom somehow at all times,they must also lend aid to any elf in need. Unless the elf is proven to be an enemy of the elven way of life, the Bladesinger must sacrifice life and limb to save that elf's life.
Of course, the Bladesinger is free to determine whether there is, in fact, an elf in danger. Too many times other races have tried to eliminate the Bladesinger menace through illusion and trickery. The Bladesingers have grown wary and have, unfortunately, allowed fellow elves to perish while trying to determine the truth of the threat. Thus, most Bladesingers carry at least one detect magic spell in order to avoid possible errors.
Bladesingers are so devoted to their chosen weapon that they can never learn another one. Unlike other elves, they do not gain a +1 to attack rolls with a bow. With all other weapons, they suffer a -1 penalty to attack rolls, even if they have taken it as a proficiency. If they have not devoted the slot to learn the weapon, the Bladesinger suffers the ordinary nonproficiency in addition to the -1 penalty.
If the player is using The Complete Fighter's Handbook, he may not allow his character to specialize in weapon groups. The Bladesinger focuses on a single weapon only.
Bladesingers may wear no armor heavier than elven chain or studded leather. Bulkier armor restricts the Bladesingers' movement enough that they have at least a -2 penalty to attacks if they try to use their bladesinging ability while wearing such armor. The penalty is greater for heavier armor, although this is at the DM's discretion.
Bladesingers rarely use weapons other than swords. With only rare exceptions, they never learn two-handed fighting styles. They may not use shields or two-handed weapons, for these interfere with the bladesong. Even when they have run out of spells, Bladesingers will fight one-handed or with both hands on their single-handed weapon. To do otherwise negates all bladesinging bonuses."


I find myself liking Grandlounge's idea:

Slayer high crit weapon +shield + twf + itwf + bashing finish + shield master, along with opportunist

The nice thing about slayers is they get studied target and sneak attack, and can take heavy armor prof; nice thing about rangers is they get spell casting, which is pretty great. Neither has to worry about dex to qualify for feats, leaving me free to go with a two weapon build with a sword and shield set up.

I think I'm pretty close to a decision about whether it's better to do some more damage up close as a slayer, and hit somewhat more often due to studied target, or more versatility for my party as a spell caster. Also not sure whether combat style feats or slayer talents end up being more awesome?

J


The Elven Bladesinger was perhaps the most famously overpowered kit from 2e. I have two related questions:

Which archetype/PC comes the closest to being broken/OP in Pathfinder? My guess is the Exploiter Wizard.

Which archetype/PC comes closest to emulating the bladesinger? My guess is the Bladebound Magus, wielding a Thornblade. I considered bladebound/spell singer too.

J


I'm doing my best to keep up with all the points mentioned, and there are quite a few. So far it seems my best options are:

Natural attack build
Unchained Rogue dex build
Slayer STR build (I prefer slayers to rangers, I enjoy rogue talents)
Weapon and shield build, possibly using a Fighter chassis.

I would try to avoid a build where I need to have a high Str and Dex, make him as SAD as possible.

Adding additional effects with my attacks would be preferable I'd imagine, as long as he doesn't become more MAD. You know there was a thread for the 'best/strongest archery build' a year or two ago that had some great builds to compare DPS. Should we do something like that?

J


Seems to me everyone tends to say 'nope, it sucks, don't do it.'

If so, did Paizo do this intentionally? If not, what's a good way? Ranger? The fighter archetype? Slayer? Thunder and Fang fighting style?

J


I've just learned admit the rings of summoning affinity from the ACG. There are a dozen variations out there. If I'm a class that summons monsters, are any of the monsters I can add from the ring worth investing the money and taking up a slot?

J


Here's the description:

Powerless Prophecy (Inner Sea Monster Codex pg. 17): You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

My question is, at 10th level do I gain improved uncanny dodge without the crippled version of my original uncanny dodge, or do I keep them?

J


why do you say Halfling is the optimal race?

J


I was pretty sure DD's can wield two scimitars. Is this not the case?

J


I've never built a bard, let alone a dawnflower dervish.

Any ideas how to optimize a DD?

J


As above, what is the favorite support character you've played, or a favorite concept for a support character?

J


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Not too harp too much on the free will vs no free will issue, but I have a related question about Nirvana. My understanding is that most souls who go to Nirvana can return to a state of innocence, but "Nirvana also harbors the agathions and angels. These celestial martyrs pledge themselves to a higher purpose, sacrificing their own chance to taste a return to innocence in order to defend and uphold their plane’s principals of universal good, whatever the cost to themselves." From the Great Beyond book.

In such cases, do they lose their free will or retain it?

J


It'd be awesome if you could convert this to 2e, or even 1e!

J


That's cool. I figured there have to be some good adventures out there, and we actually have a Harrow deck, or GM bought one for Crimson Throne.

Any other favorites out there for people? We are generally drawn to a good compelling story, and a balanced mix of RP and combat.


What was the reaction to Wrath of the Righteous?


Douglas Muir 406 wrote:

Golarion is big enough that in ~25 APs they haven't reached everywhere. And that's fine.

Doug M.

They've also mad multiple APs in the same area or overlapping areas. I didn't say anything was wrong with it, just that I was surprised they hadn't had one, and implied it was disappointing to me. And that's fine too.

J


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My group are getting fairly close to finishing Kingmaker, and we might do some modules for a while before starting the next AP. I thought I'd ask the experts, what are your highest recommendations? Looking for 1e only.

J


I'd think it would be ripe for an AP! Oh well.


As above.

J


Rise of the Runelord and Curse of the Crimson Throne got pretty awesome updates to get out of 3.5 and into Pathfinder 1.0. But those aren't the only AP's Paizo did before the Pathfinder rules came out officially. A few were published in Dungeon magazine as well. The 3.0+ AP's include:

Shackled City
Age of Worms
Savage Tide
Expedition to the Ruins of Castle Greyhawk (sort of)
Scales of War
Second Darkness
Legacy of Fire

If copyrights and the willingness of Paizo wasn't an issue, which (if any) would you like to see converted to Pathfinder 1e, or 2e? This list could also include stand-alone adventures.

I'll put my vote to Age of Worms.

J


Appreciate your feedback and help James! I listened to your interview at Roll for Combat which took place a few months ago and enjoyed it. Maybe I'll even switch to 2e one of these days. In the meantime I've got some APs to play.

J


Alright, thanks for the feedback. I've played CoCT and really enjoyed it, and currently we're in the last third of Kingmaker.

When I've asked around it seems like Hell's Rebels, War for the Crown, Ironfang Invasion, and Mummy's Mask (except the last 2 chapters) are some of the favorites Paizo has ever published.

Not all of them involve a super-epic clash with demons or devils (or the Four Horsemen, hint hint), but at least one or two of them do. I think I've got a good direction for our next AP.


I really like the idea of several abilities the Hellknight gets, but the goal of a gish might be inappropriate. If I want to be a Hellknight I should build him on another chassis, such as a fighter.

If I want a gish, a Magus is a pretty awesome way to go.

J

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