Obherak

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Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


Ok so... This dude is crazy without trying very hard. I mean.. Lvl1 summoning monsters as a standard action and they last for minutes per level instead of seconds AND you use your special class pool to do it so it doesn't take up spell slots? YES PLEASE AND THANK YOU!

Anyways my questions come in with the ability "Balanced summoning". It's an arcane discovery that the arcanist can get via taking "arcane exploit" that lets them get an arcane discovery. I believe all of those names are correct. Anyways. Balanced summoning says that when you summon a creature you may also summon another creature of oposite alignment. Summon a celestial wolf and then get a fiendish hyena. That sort of thing.

Here is the link to the srd https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arc ane-discoveries-paizo/balanced-summoning/

Now I also know that when you use say a 3rd lvl summon monster to summon a monster from the 1st lvl list you get 1d4+1 of those monsters. With superior summoning that becomes 1d4+2. So lets say I summon 1d4+2 celestial eagles does that mean I also get that many other fiendish lvl1 creature of my choice?


Ok so here is the situation. One of my players has made a gunslinger. Musket Master is the archetype. He is lvl7 atm. One of his goals for this character is to create a better gun for him to use and introduce it into the world. He has asked me what would be the benefits of a lever action rifle.

For the life of me I can't think of anything useful that this gun would be able to do that his class and especially with his archetype can't do anyways.

If anyone has any ideas as to what would be a good special ability I'd appreciate the feed back. The best thing I've come up with is being able to make an attack of opportunity on someone that moves through his occupied area. But that doesn't seem right some how.


So I'm making a Tengu Unchained rogue, Tiger trance, and scout archetype build so I can charge someone and get pounce and unload a bunch of attacks in a single round. Well don't ninjas kind of do this better? I mean they just go invisible and throw a ton of shurikens at someone and get Sneak attack on all of their attacks right? So is there a good reason to play this Tengu unchained rogue build instead of a ninja?


Ok so if you have scorching ray and you throw empower on the spell it now takes up a lvl4 spell slot instead of a lvl2. For the purposes of "Globe of Invulnerability, lesser" and it's ilk is empowered scorching ray considered a 4th level spell or a second level spell for getting through "Globe of Invulnerability, lesser"?


T = team mates
E = Enemies
R = Team mate with reach
Obviously T E T set up has the enemy flanked but lets assume you have a party member with a reach weapon and they position themselves like this.

RT E T

Does the reach party member still have the enemy flanked?


Ok so lets take the two handed fighter archetype and it's ability Over hand Chop.

"At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls."

Great, have a +5 from strength it becomes +10 awesome, fine. Now enters at level 6 Horn of the Criosphinx.

"Benefit(s): Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage roll."

Does this mean that if I'm using Overhand chop and I charge that I get +20 damage on my attack?


Ok so Color spray. Most of us are familiar with this spells. Players love it, dms suddenly start making all the encounters out of blind creatures because it's a pain in their rear ends. Color spray at all HD intervals stuns a creature. Are stunned creatures considered helpless?


Ok so the pre req to Sly Draw is Qucik Draw and quick draw lets you draw a weapon as a free action instead of a move action and Sly Draw says

"Benefit: When you draw a light weapon, you may make a Sleight of Hand check instead of a Bluff check to feint in combat. Other feats and abilities that affect a feint still apply to your feint."

Now does that mean because I draw as a free action that feinting is a free action as well?


Ok so I stumbled over this and I'd like the opinions of you fine people.

Halfling (jinx trait), Sorcerer (Arcane Bloodline), level 7

Stats: 7,14,13,12,11,20 (No gear atm)

Skills (no one cares)

Feats: Area Jinx, Persistent Spell, Jinxed Spell, Widen Spell, (Sorcerer blood line feat: Improved initiative.

Traits: Wayang spell Hunter and Magical Lineage (both for slow)

Ok so the plan is this.

Combat Turn 1/ Surprise round (if applicable): Cast Jinxed Auditory Halucination (lvl2 spell DC 16) on group of enemies to force them to make a will save and create a 10' burst that will cause the rest to take a -1 on future saving throws if they fail their save.

Turn 2/ or 1: Cast persistent slow spell (-2 adjustment due to traits) as a 3rd level spell so that any that do save have to roll again to save and -1 to their saving throw DC 18.

This seems very cool and as soon as I hit lvl8 I can throw jinxed on to the persisten slow spell to make it a lvl4 spell so that the dc goes from 18 to 19 I still have items to buy and other great things to do. Now with all of that information is this correctly executed math wise and rule wise? Also and this is the most important question, is it worth while? I normally don't debuff because it doesn't seem like a smart thing to do versus just buffing the party or playing a sorcerer that has +2dmg per damage die rolled. Any and all constructive criticism and advice welcome. :)


Ok so if I'm reading this correctly a dip into 1 lvl of cross blooded sorc would give any spell you cast you blood line bonuses right? So if you took the bloodlines of Orc and Draconic (fire) and was a lvl13 druid / lvl1 sorc and cast a firestorm you would have a fire storm that dealt 13d6+26 dmg from a one level dip right?

Now if you have also just obtained the ability to use arcane wands right? This seems like a pretty good idea considering you are only giving up 1 lvl of druid.

Any thoughts on this?


Ok so spirited charge gives lances x3 damage when you charge with them. As a magus if you use your spell strike ability to hit with shocking grasp on a charge will the damage from shocking grasp get the x3 damage as well? The reason I'm asking because I know the shocking grasp damage is multiplied on a critical hit.


Ok here is my build. I know that I want improved natural attack claws but once I get past that I'm not sure what to take. I guess Arcane strike and bloodied arcane strike.

Also this character is starting at lvl12 so that is why power attack and some of the other feats are being taken later.

Any ideas that would improve this build are welcome.

Name:
Race: Human
Class: Bloodrager (Abyssal,) 12
Archetypes: Rage Shaper, Primalist
HP: 97 = 13+9+9+9+9+9+9+9+9+9+12
Ac:
BAB: 12/7/2

Fort 10 = 8+2
Ref 5 = 4+1
Will 5 =4+1

Str: 15+2 racial+3lvls = 20 + rage of +8 + Enlarge person +2 = 30 str (+10 mod)
Dex: 13
Con: 14
Int: 10
Wis: 12
Cha: 13
Specials
Bloodline: Abyssal
Bloodline Power: Claws (1d8+1d6 fire damage and are magical),Demonic Bulk ,Acid/Cold/Fire Resistance 5 ,Abyssal Blood rage (+2 extra morale bonus to str while raging and -4 ac)
Greater Blood Rage: +6 str (+8 with abyssal blood rage) and +6 con
Uncanny Dodge
Bestial Aspect: Increase Natural attack damage by one step
Blood Casting
Eschew Materials
Furious Transformation
Bloodline feat: Power Attack,Cleave ,Toughness
Bloodline Spell: Ray of Enfeeblement, Bull's Strength
Damage Reduction 2/1

Feats
Human:
lvl 1:
lvl 3
lvl 5
Bloodline feat 6: Power Attack
lvl 7
lvl 9
Bloodline feat 9: Toughness
lvl 11
Bloodline feat 12: Cleave, Great Fortitude, Improved Bull Rush,Intimidating prowess???? I'm leaving towards Improved Bull rush.


Ok so I've allowed a player of mine to play a rogue 3 / Cleric 3 / Arcane trickster 4.He is a cleric of Calistra(sp?) and has the domains of Trickery and Magic. As the DM I don't see a problem with it and so of course it is fine and works in game because I allowed it.

However a friend of mine out side of the group is disputing a couple of things and I'd like some clarification on the read as written part of the rules and to know if their are any FAQ's that would make this build not work.

Questions.

1) Are spell like abilities spells for all intents and purposes of meeting the qualifications of a prerequisite? AKA a rogue that takes the minor magic rogue talent to get mage hand. Does that mage hand as a spell like ability count as having the spell mage hand / being able to cast the spell mage hand for the arcane trickster PRC or do you actually have to have it on a spell list?

2) The Domain Magic and Trickery both give you 2nd level Arcane spells. Trickery gives Invisibility and the magic domain gives the spell Magic mouth. Both of those spells are 2nd level Arcane spells. The Arcane trickster class states that you MUST be able to cast at least one 2nd level arcane spell to be able to play this PRC. Do arcane spells from your divine domains count towards this?

3) If your Domain spell that is listed as an arcane spell is in fact an arcane spell do you suffer arcane spell failure when you attempt to cast it?


Ok so the hurling rage power states that the thing you throw does falling damage. If you hurl something like a star knife does it deal weapon damage as well?

Another point is that the item thrown gets your strength mod, if you throw it two handed does it get the strength mod like a two handed sword does?

It also states that power attack can be added to the attack. Does that mean it is a melee attack? If it isn't a melee attack can you use deadly aim? If it isn't a ranged attack can you use the halflings feat risky striker with it?

Also can one get sneak attack damage with the object thrown?

If you are using one hand to throw an object can you use two weapon fighting to throw two objects?


Ok so this is the ability.

Rune of Fangs: These jagged runes cover the mystic's face, giving him a bestial expression. While polymorphed or otherwise transformed into a form with natural attacks, the mystic gains an enhancement bonus on his attack and damage rolls equal to 1/2 his level with one natural attack, chosen when he assumes that form. Each time he selects this tattoo, he can choose one additional natural attack to apply the bonus to.

The question is where it says "The mystic gains an enhancement bonus on his attack and damage rolls equal to 1/2 his level with one natural attack." Is it just your tattooed mystic levels or is it your entire character level?

Thanks for your help. Cheers.


Anyone else had a problem with super huge kingdom saves? For instance my players economy is a +81 to their roll. Blehk that is just to easy! If you have had this problem with kingdom saves and found a good solution please let me know.


Ok so I understand how multiclassing works. However does taking a prestige class work the same way? If your sorc takes a lvl in dragon desciple does he no longer get the +1hp or sp per lvl?