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I can be helpful for building your character in general, or in the context of a specific adventure path if you guys are doing a paizo campaign.

I do have several questions to help narrow down what you want. I don't have pathbuilder 2e, sorry.

Which elements have you chosen so far, and which Wild Talents do you already have? Which oracle mystery did you take? What made you pick it?

Which feats have you picked up through level 5?

Are you committed to Earth and Wood as your primary elements for the whole campaign, or are you open to picking up a third element (like Fire or Air) at higher levels for versatility?

Is your character’s Charisma mainly for roleplay and skills, or do you want to use it in combat?

Do you want to maximize your tankiness, or focus more on battlefield control, or a balance of both?

How important is the double shield block/Bastion path to you? Is it a fun flavor, or do you want to be the toughest tank possible?

Are there any specific impulses you love or want to build around (besides Lava Leap and terrain control)?


Yes, metablade is not a thing in 1e, at least according to Paizo.


I have a build suggestion. I'm not an expert with Brawler but here goes:

Race: Half-Orc
Key Traits: Sacred Tattoo (+1 luck to saves), Toothy (optional, for bite attack)
Class: Brawler (Shield Champion)
Favored Class Bonus: +1/4 to AC when fighting defensively (optional)

Ability Scores (20-point buy, before racial bonuses)
STR: 16 (+2 racial) = 18; DEX: 14; CON: 14; INT: 10 WIS: 12; CHA: 8

Feats, pretty much in this order: power atk, improved shield bash, improved bull rush, shield slam, spiked destroyer, WF shield, Greater bull rush, then furious focus if you have any probs hitting but you probably won't.

So you'd open with shield bash, trying to trigger shield slam, then bull rush, pushing the enemy and triggering spiked destroyer. If you need to be defensive just fight defensively.

You can use situational feats like shield master, improved trip or even enforcer if you want to demoralize as non-lethal as needed. As you advance in level just take shield master anyway.

For gear, a heavy shield with the bashing enhancement and armor spikes.

Equipment recommendation would be a heavy shield with Bashing. You will have a lower AC, but you can take Shield Master at higher levels if you like.


I have some thoughts

STR 12 – You’re not a brute; Multiweapon builds rely more on Dex

DEX 18 – More AC, initiative, and attack bonus for light weapons

CON 14

INT 10

WIS 18 – Spellcasting + Perception

CHA 8 – Dump stat unless you're investing in social

Level 1: Multiweapon Fighting
Level 3: Weapon Finesse (Recommended Change)

Swap Weapon Proficiency (Martial) for Weapon Finesse to make full use of high Dex

Note: Kasatha Druid doesn’t automatically get martial weapons

Instead, grab Slayer Talent: Weapon Training (Martial) at level 4 via Nature Fang

Level 5: Blade Boot

Level 7+ Feat Ideas:

Slashing Grace / Fencing Grace – Dex to damage with a specific light weapon

Dervish Dance (if scimitar is your pick)

Accomplished Sneak Attacker – Boosts precision damage

Weapon Focus (Kukri/Blade Boot/other) – for attack bonus

Deadly Agility (Path of War) – If allowed, lets Dex replace Str for damage with all finesse weapons

Level 8: Rogue Talent: Finesse Rogue or Combat Trick (Two-Weapon Feint/Deadly Aim

Gear Suggestions:

+1 Agile Light Weapons (Kukris, Daggers, Blade Boot)

Mithral Chain Shirt +1 – Max Dex + mobility

Cloak of Resistance

Belt of Dex

Wand of Cure Light Wounds, Wand of Longstrider / Lead Blades / Aspect of the Falcon

Combat Flow:

Pre-buff with Barkskin, Lead Blades, Longstrider

Charge in with 3–4 light weapon attacks via Multiweapon Fighting

Use Slayer Talents to dish out Sneak Attack

Drop entangles or battlefield control while positioning

My thoughts

JC


Class: Fighter (Two-Handed Fighter archetype)

Drops armor training for pure damage boosts—perfect since you’re going heavy on offense.

Two-handed use means +1.5x STR and great synergy with Power Attack and Overhand Chop.

(Recommended if not doing Intimidate build):

L1: Power Attack

F1: Weapon Focus (Falcata)

F2: Furious Focus

L3: Improved Critical (Falcata) or Critical Focus

F4: Weapon Specialization (Falcata)

L5: Critical Focus

F6: Greater Weapon Focus

L7: Improved Initiative

F8: Greater Weapon Specialization

If going Intimidate + fear route, sub in: Intimidating Prowess, Cornugon Smash, Shatter Defenses, and Dazzling Display

AC Base 10

+4 Natural Armor (Trox)

+8 Armor (Mithral Full Plate +2)

+2 Shield (if using a shield occasionally)

+2 Dex (DEX 14)

+1 Ring of Protection

= 27–29 AC, depending on shield

Gear

+2 Keen Falcata – 18,000 gp

Mithral Full Plate +2 – 13,500 gp

Belt of Giant Strength +2 – 4,000 gp

Ring of Protection +1 – 2,000 gp

Cloak of Resistance +1 – 1,000 gp

Amulet of Natural Armor +1 – 2,000 gp

Potion of Fly / Haste / Enlarge Person – situational buffs

Remaining: ~5k gp for scrolls, potions, backup gear

Optional upgrade: swap Cloak or Ring for Quick Runner’s Shirt or Boots of Striding and Springing for speed

Start with Overhand Chop and Power Attack—you’re smashing for 2d4 + 1.5x STR + PA + spec, with 15–20/x3 crit range

Use Cleaving Finish or Come and Get Me for AoOs and controlling battlefield (if you multiclass into Barbarian later)

If you go the Fear route, demoralize on-hit, make enemies flat-footed, destroy their action economy

JC


Just feats?

Traits

Shield Trained – Treat Heavy Shield as a light weapon for TWF

Armor Expert – Reduce armor check penalty for even better Acrobatics

Other options: Reactionary (initiative), Accelerated Drinker (potions), Adopted + Sword Scion (Trident) for flavor

Level 1:

Improved Shield Bash (required to keep shield bonus)

Two-Weapon Fighting (human bonus feat)

Shield Trained (trait – makes TWF viable with heavy shield)

Level 2 (Slayer Talent):

Rogue Talent: Combat Trick → Power Attack or Shield Focus depending on whether you want offense or defense

Level 3:

Weapon Focus (Trident) or Dodge for AC, or Step Up for mobility

Level 4 (Talent):

Acrobatic Steps (ignore 5 ft of difficult terrain) or Nimble if using Unchained Rogue Talents

Level 5:

Double Slice (adds full STR to off-hand shield)

Open with Studied Target and Acrobatics to move into flanking or advantageous position

Trident + Shield Bash with TWF

Use Slayer Talents to tailor combat/control options

Use Vanish, Potion of Blur, or Swift Alchemy to dip in and out of danger zones

Those are my thoughts.

JC


Yeah I'm confused by it too. My group uses Herolab and I think it's applying a Masterwork bonus to the ABP bonuses. RAW I think it could probably work because it's not a magic weapon, but there's an argument for the other side of it too.

It doesn't seem like there is a hard and fast rule as is applies to masterwork stuff?


Is it possible to have masterwork weapons or armor with ABP? MWK weapons give a +1 to hit for example, does that still happen?

J


1 person marked this as a favorite.

We are currently running the Ruins of Azlant, and I think we're about halfway through it. I've got a dwarven fighter with a Dorn-Dergar that I am having a lot of fun with. I'm going down the Dwarven hatred style, along with a few other tricks and he's a beast.

It's not the most exciting AP, but our group is having fun.

J


Reason I'm asking is I've created a character I'd like to try soloing, and have found a GM willing to work with me. If it's impossible then I'll try something else, suggestions are welcome. From 0-10 how hard is the superdungeon?


As above, I'm looking at the Caravan Bond ability of the Varisian Pilgrim archetype.

It reads: "...by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch."

My question is about the duration of this ability. I'm looking at a cleric with the Travel domain. Does this mean the ability to use the power (e.g. Agile Feet or Dimensional Hop) continues for my party or animal companion until the next time I say another group prayer, or they use it up?

J


Quote:
I’m a big fan of the Sensei Monk for higher level abilities from Qingong Monk. Granting the whole party CL 12 barkskin or deadly juggernaut is fun, but putting battlemind link between every party member breaks the combat system.

Those are terrific abilities, and Barkskin obviates the need for Amulets of Natural Armor too, freeing the slot up for other things. I didn't even know about Battlemind Link which is very cool. I think it'd be even better on a Sacred Huntmaster Inquisitor, who can be come nigh-unstoppable when sharing it with their animal companion. My general issue is I don't think the regular chained Monk is a particularly good class, same with the chained Rogue. I feel the unchained versions are straight upgrades. That's just my opinion.

Thanks for the comments JJ, and you do make good points. Poaching Mysteries/Revelations is very powerful, particularly those two. That's why they're on my list of powerful abilities. I didn't even know about Animal Servant, that's hilarious. A useful place to use that would be the Witchwar Legacy adventure module. If you have played it I'd be interested in what you think.

Quote:
As someone who like to make up builds, while some things can be taken by any class if you invest the above resources some are just extremely hard to come by. for example a familiar (and improved familiar) or animal companion, can be taken up with feats and with the right amount even rank up to be as effective as the same level class ability.

I agree completely. In fact yesterday I was thinking about this, and I think druid-type animal companions can really be game changers, and they are hard to level without taking an associated class. Eidolons are definitely up there as well. You can take the feat Horse Master I guess, but you definitely have to jump through some hoops to do it. I'm definitely adding that to the list. Familiars are along the same lines, especially improved familiars. They can even get cheesy, for example taking a Faerie Dragon is just bonkers OP depending on how they rule they increase levels as a sorcerer.

J


Quote:
Spell Keening from the Skald.

That's true, it is a great ability only limited by its number of uses. Still, paired with Inspired Rage half or more of the party can benefit from Rage without fatigue as well. Skalds are pretty awesome.

Arcane Apotheosis is great, but so are a lot of level 20 abilities. Most of us don't play at level 20.

J


My responses based on some posts:

Quote:

Rogues (chained and unchained) have access to the Rogue Talent "Stalker Talent" which let's them take Vigilante talents.

Overall though, I don't think that Paizo saw the things you listed as "too powerful" and that it's more likely that they wanted classes to feel different. (But I could be wrong; I really have no idea)

Un-Rogues get 1 Stalker talent the way I read it. Only 1. "A rogue cannot select an individual talent more than once." There are some archetypes and other things out there that give you 1 Vig talent, which is what I'd said. I didn't mean to imply they were 'too powerful', simply on the list of some of the most powerful ablities in the game.

Quote:
Speaker for the Past Shamans get revelations. Other class features that meet your criteria are Eidolons and Major and Grand Hexes.

I did miss this. They do get access to two mysteries and their revelations. As for Eidolons, I've never had an interest in the Summoner class but I do know the Unchained Summoner was an attempt to nerf the class a bit because the spell list of the original class was unbalanced.

As far as Hexes: Restless Slumber is certainly OP, but you can't get Grand Hexes until level 18 (when a lot of crazy abilities kick in for several classes). The weakness of witches to me is most of their hexes just don't work well on the undead. I'm on the fence about it, to be honest.

I also totally spaced the Extra Revelation feat.

Quote:
I care that the lv 11 oracle who replaced two revelations through an archetype will still have all 4-5 good revelations, when the game ends at lv 12.

It's neither here nor there but I'd say it's level 14, and after that it becomes more and more Rocket Tag.

Quote:
While ranger style feats allow a character to take the feat without meeting the prerequisite, the feats themselves can be taken by anyone meeting the prerequisite.

The whole point is they can take them without meeting prerequisites, and getting them earlier as well. Making a two-weapon build and completely ignoring Dexterity is amazing, as is getting feats like Trick Riding at level 2 instead of 9, or getting Shield Master 6 levels early!

Quote:
The only real class features of the vigilante are his talents. They do get some others, but for they are usually about the dual identity or about intimidation. For the most part the other class features pale in comparison to the class abilities of other classes

Saying the only good class feature of the vigilante are talents is like saying the only class good feature of a Cleric or a Wizard is they can cast spells. Casting spells is the point!

As for 'paling in comparison' we'll have to agree to disagree. Vigilantes are far, far more versatile than fighters and it's entirely due to their talents, both social and vigilante. Socially they make great faces (diplomacy and intimidate), and are the best infiltrators in the game. In combat Avengers make great two-handed, AoO, Sword and Board, Unarmed Strike, Natural Weapons, Dex/Finesse, reach, grapple and mounted warriors just like fighters can.

Meanwhile Stalkers (particularly Teisatsus) combine the best elements of rogues and ninjas, and can demoralize better than everyone else on top of it. I'll grant you that fighters make arguably the best magehunters in the game, but Vigis can be very good at that too. Again, because of their talents.

Vigilante talents are so effective at clearing away prerequisites, granting you bundles of feats, and gifting you bonuses found nowhere else in Pathfinder that you can essentially build whatever you want.

So it's not really up for debate whether vigilante talents, oracle revelations or ranger style feats are very powerful, it's what other class features can match them.


This has been on my mind lately. I've been thinking about class abilities that are really powerful, so much so that Paizo hardly lets any other archetypes or feats poach them.

First are Vigilante talents. There are no "extra vigilante talent" feats out there, and the only archetypes of other classes I know of that can access them can get one specific talent. Paizo really limits access to them, and for a reason: just one talent can contain the equivalent of 2-4 feats, and abilities that are found practically nowhere else in the game.

Second, Oracle Revelations. Similar to the above, many are much more powerful than feats and can let you do things some other classes just can't, which is probably why you can only get 6. Even the curses end up being useful. You need to be an Oracle, and unless you are a Ravener Hunter iIquisitor, you are pretty much out of luck.

Third, the Ranger Style feats along with some Monk archetypes. There is a reason why only Slayers get them, and again, unless you're a Nature Fang Druid you are pretty much out of luck. Monks can get several things without meeting prerequisites, and tHe Zen Archer and Master of Many Styles archetypes give out feats without meeting prerequisites like they're going out of style.

Is there something else I missed? Obviously any full spellcaster could be considered a hugely powerful ability, whether with the Cleric, Druid or Wiz spell list, but let's say aside from that.

J


Thanks for the feedback everyone, that's what I was thinking was the case.

As for my build: it's a Vigilante chassis, taking a level of Master of Many Styles Monk, taking the Ascetic Style, Snake Style and Snake Fang feats. My plan is to get a Longsword with the Versatile Design modification to make it a part of the Monk weapon group. Vigilantes get the Vital Punishment talent, so I'm combining it with Vital Strike.

This is really a modification of Allerseelen's Viper build from his guide to Vigilantes. To quote him: "This is the heart of the build: you’ll voluntarily trigger as many attacks of opportunity as possible in a round, usually by running blindly through the battlefield, taking an attack of opportunity yourself every time an opponent misses you."

He has it as a reach build with a Naginata, but that didnt make sense to me so I changed the weapon. I'm really writing to see if I'm right or not about the mechanics, that a reach weapon wouldn't be a good idea. My thought is if my enemies don't have reach, I wouldn't benefit from a reach weapon with my running around drawing AoO's--and if they do have reach I'll have Enlarge Person cast on me.

J


I've been building an AoO PC and had a question about reach. The play style will be me running around deliberately provoking AoO's, then attacking back as an immediate action.

I've thought about getting a reach weapon, but ran into an issue. I figure most enemies from lvl 1-10 won't have a lot of reach, so I'll need to get next to them and leave. When I am leaving a square and they AoO me, does it happen before or after I leave the square? In my mind I've thought it happens as I leave the square, but that's not specific enough now.

If it happens before I leave I won't want a reach weapon, because I can't threaten someone right next to me. If it happens after I leave the square I will want a reach weapon, other I'm too far away to attack back.

J


Great, that was my conclusion.

Here's what I want to do. I want to have a guy that can be up front with a reach weapon, and specializes in AoO's, doing area control. Originally I wanted to make a Fighter with a Fauchard and increase the crit range and lay down some smack, with some nice Style feats mixed in. I've thinking of changing the chassis a bit.

I'm now looking at getting a pet and going the Linnorm Hunter Style/Broken Wing Gambit route, Combat Reflexes, etc, and get a boatload of AoO's.

It seems that the best synergy is to take either the Hunter class or the Inquisitor/Sacred Huntsmaster, both of which are great for pets, and both offer the Snake Animal Focus, which pimps out AoO's and AoO defense. Not sure which class is better there, there are pros and cons. I might go Hunter as I get Outflank for free, Lead Blades, etc. I don't get Bane though, which would be awesome.

The problems are the BAB is lower and the HP's are d8's instead of d10's. Also, using a Fauchard means an exotic weapon proficiency, and between Human and Half-elf to mitigate this I like Half-elf. Getting the Elven Branched Spear for 'free' would be great (and I could take Elven Battle Training), but it has no crit range.

A half-elf is also good because I may decide to dip into another class because I want to increase my AoO's if possible. One dip into Shaman lets me get the Battle Spirit. This allows me to get an additional AoO, lets me cast Enlarge Person, and grants a +1 morale bonus to atk/dmg to me and my allies (making up for the loss of BAB).

There is one final option, and that is being a Vigilante. At level 6 I can take Vital Punishment, which gives me Vital Strike and lets me add it to my AoO's once per round.

Any thoughts on the optimal route to go?

J


Follow up question: I am thinking of taking a level of Brawler in my build, for a couple of reasons.

The martial training feature of Brawlers says: "... a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes."

Would this mean if I take Brawler at 2nd level, that I don't mess up my progression of taking Advanced Weapon Training at my 4th character level? My thinking is that I would still count as a 4th level fighter/weapon master.

One other question too: how far does this ability go? If I take a second Brawler level at character level 5 for the Brawler's bonus feat, when I go back to Fighter at level 6 would I get the bonus feat that Fighters get at level 6?

J


Thanks for the reinforcement guys, I kept thinking I must be getting that wrong, especially since Hero Lab wouldnt let me do it, but I can't think of another way to interpret it.


I was reading the Advanced Weapon Training combat feat, especially the part it says about taking the feat as a Weapon Master Fighter:

"Fighters that have the weapon master archetype can select this feat beginning at 4th level... A weapon master can select this feat as a bonus feat; if he does so, it doesn't count for the purpose of the requirement that it can be taken at most once per 5 fighter levels."

Here's how I interpret that: As a weapon master I can take this feat at fourth level as a bonus feat, and since it doesn't count against the 'per 5 fighter level' restriction, I can take it at 5th level as well as a normal feat. This is because the second Special overrides the first one for WM's, and is an exception to it. Then I can take it at 6th level and every even-numbered level as a bonus feat if I'd like, since none of them count toward the restriction. At 9th level I can take it as a regular feat again if I wish, as normal.

It might sounds nuts, but I'm not sure how else to interpret that.

J


Normally Hellfire Ray is a 6th level spell for arcane and divine classes, which means 11th is the earliest level it can be obtained. Is it possible to get it earlier? I haven't found a way yet.

Failing that, what are some great ways to bolster this spell so it will do the most damage possible when I cast it?

J


Alright, not sure if it's worth it then.

My plan is to make a Cave Druid, transforming into a carnivorous crystal at lvl 10, leveraging vital strike along with spells like Strong Jaw to do tons of damage.

I had thought of taking Shaping Focus/Magical Knack, then mixing in a level or two of Bloodrager or something else to shore up some weaknesses or add a couple bells or whistles since wild shape comes on late. Any thoughts on what might be helpful??


I'm looking at the Id Rager archetype, and am not positive how the whole phantom thing works.

If I take the Anger focus, does that mean I get an extra +2 Str while Bloodraging and a -2 to Dex, or do these replace the normal stat change for Bloodraging?

J


Okay, thank you, that explains it.


If I took the Cave Druid archetype and threw in a level of Bloodrager, then took the Shaping Focus feat, would that allow me to take the Ooze wild shape at level 8 instead of 10? I've heard two different opinions on this, one says yea, one says nay.

J


I'm not worried about it, because my animal companion--which I ride--will always be adjacent to me.


As above. I know most kinds of bonuses don't stack with each other, but the wording here is intended to convey that their morale bonuses do increase above and beyond the normal for rage. Do any combination of these feats' effects stack?

J


One more q: I don't need the mounted skrmisher feat in order to pounce, as long as I have the ability to pounce I can pounce mounted?


I'm glad I'm mostly correct about how that stuff works. I think I found the relevant rule: "If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack."

So if we both have pounce, that's the only way we could both full attack at the end of a charge.

J


I am familiar with how pounce works, and generally with mounted combat as well.

My understanding is if I am riding a Big Cat, the Cat can charge and pounce using its action, resulting in a full attack. At that point I could also full attack.

As a barbarian, I could use the Greater Ferocious Mount rage power: "While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging."

If I used the greater totem ability which gives me pounce, and shared it with my mount, couldn't I give the mount the pounce ability even if it did not have it, such as a horse?

J


As above, can anyone helpse me compile a list of archetypes whose levels count as fighter levels for the purposes of feat selection? The only one I know of is the Ironbound Samurai.

I'm interested in building a mage hunter but I don't necessarily want to play a straight fighter in order to get access to Spellcut, Smash from the Air, Shatterspell, Spellbreaker, and Teleport Tactician.

J


My thought was to make a Faultspawn Tiefling, give him a Grasping Tail (though Prehensile Tail might do the same thing?) and wield two pistols or pepperboxes. With Bane or Double Bane, Destruction Judgment I figure I'll be doing some good damage.

It never occurred to me I could change classes halfway through, for example from Gunslinger (Pistolero?) to Trench Fighter, while my other class stays Inquisitor.


I'm interested in creating my first gestalt PC. I'm thinking of a Gunslinger/inquisitor PC. Having bane, lots of attacks vs touch AC, a super-fast draw with Cunning Initiative and Gunslingers Initiative, spells, I think he'd have a lot of potential. I just haven't built a gestalt character before. Can anyone give some tips or a framework to help me put things together?

J


Specifically, is there any printed adventure or adventure path where Treerazor is involved or you fight him?

J


Right, the verbage is half-orcs and half-elves "count as human for all effects related to race" whereas Pass for Human and Mostly Human say they "count as humanoid (human)" for all purposes." For me they amount to the same thing.

In terms of Drow, they seem like a separate race even though they are sort of the same race as elves. I would rule that you'd need a trait or feat such as the half-elf options Drow Heritage or Half-Drow Paragon that explicitly states they count as drow for the purposes of any effect related to race. I'd also allow the cheesy Racial Heritage feat.

J


If I'm a Tiefling who takes the Pass for Human trait, one of the things that changes is my type/subtype: "count as humanoid (human) as well as outsider (native) for all purposes."

Does this mean I could hypothetically take the Defiant Luck feat, which requires me to be human?


I am very drawn to the archaeologist bard, it has a good mix. What about that in contrast to the Trap Breaker, Crypt Breaker or Vaultbreaker Alchemist, or possibly the Underground Chemist rogue? I was also reading through and missed that the PG suggested someone skilled in Bluff and Diplomacy.


I'm playing with a group where most of the players are new to the Pathfinder game, and it's Strange Aeons, which I understand can be a little tougher to survive. I'd like to live.

Here are the hints from the players guide:

"while psychic casters tie in well thematically to this Adventure Path, they might also encounter more difficulties with this campaign than usual". So no psychic casters.

The reason why is the second hint: "there is a greater chance to run into fear effects and effects with the emotion descriptor."

A third hint: "any character classes that excel at removing negative conditions from themselves and other characters would be useful in this campaign."

Hint number four: "Since much of Strange Aeons takes place inside cluttered estates, mystical libraries, and haunted laboratories, characters with mounts are not suggested."

Hint 5: "learning Aklo might help"

Hint 6: "have at least one party member with access to a number of Knowledge skills. The most useful among these are Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (nobility), Knowledge (planes), and Knowledge (religion)"

Hint 7: "including a party member with ranks in Disable Device will prove useful for many challenges."

Our GM is letting us start with 2 traits plus a campaign trait, and I'll be taking a drawback for another trait. This is thematic as SA asks us "To heighten the horror elements in this Adventure Path, consider making a character that has an obvious weakness or vulnerability. "

I'm not looking to build a character that can necessarily do everything above, but bear it all in mind. I'm considering a slayer build but it's still preliminary. What would your approach be? Also FYI we are not don't point buy, but roll 4d6/drop lowest.

J


As above, I want a way to allow my fighter to fly by level 10 or 11. It's usually around that level it's important to start being able to fly anyway, and I'm trying to figure a way to do it.

I am aware of Celestial Armor but I probably won't be taking it. It's good armor (a little cheesy) but we will probably not encounter it or be able to buy it on our campaign.

J


Oh sure, I'm aware of that. Pulura has pretty crappy boons so I'm not saying it's worth it anyway, but it can be done.

J


The recipe seems simple:

1. Create a regular, vanilla cleric, worshiping Pulura
2. Give him access to 3 levels of Stargazer
3. Give him access to the Exalted Prestige Class

Wouldn't that do it?

J


I'm looking for advice on spells. What are some great level 1 - 3 spells that can be cast on a tank to help him tank?

I am specifically looking for spells without a save that inhibit movement, or debuff the enemy. For example Spike Growth affects anyone walking through it, and saving only prevents it from being even worse. Archon's Aura gives a good effect even on a failed save. Entangle, however, can avoid the entire effect if they save, so it's not one I would pick.

Divine or arcane spells are fine, it doesn't matter. Any ideas?

J


Sorry you're not feeling good, please take care of yourself! Just relax for a bit

J


Thanks for the comments. I've since changed my mind, am not going to build for cleave.


MR CRITICAL wrote:


You cannot be both a core monk and an unchained monnk??? aint they two different classes ?.

You can be one or the other, they can't be mixed and matched because they are two separate versions of the same class. It's the same for all of the unchained classes. A similar rule applies to alternate classes, e.g., if you take levels of rogue you may not take any levels in ninja and vice versa.

IMO the unchained monk is a straight upgrade from the original. The only reason I would take the chained monk is to take an archetype that isn't available for the unchained version.

J


AwesomenessDog wrote:

For all the fun that gestalt is, I think the OP may have actually been misinterpreting how PRC's were supposed to work without understanding how standard multiclassing works: i.e. when you "unlock a PRC, every level advances your original class and the PRC at the same time, sort of like an unlocked gestalt."

Obviously this is not the case, but since the OP's original comment seems to have been deleted, I can't think of any other interpretation that would exist for that much of a misunderstanding that wouldn't involve gestalt at least in mention.

Sorry about the deleted post, that was a mistake. My intent was to see if I could advance two PrC's simultaneously each level (similar to taking two or more archetypes for a particular class), which you guys addressed, and which was the conclusion I came to as well.

J


I'm playing a dwarven fighter, and we've just stared the AP--investigated and cleared out the abandoned village, just advanced to level 2. I have the option to take Aquatic Combatant now, but I am not sure if it needs to be a priority already or if I can wait a few levels before we are fighting in or under water.

J


Okay, that's the conclusion I came to also.


That's right, SLA's provoke just like casting spells, but supernatural abilities do not.

J

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