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Jewrrick's page
Organized Play Member. 19 posts. No reviews. No lists. No wishlists.
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Scrapper wrote: I wouldn't call it fire each round, but Acid Arrow does extra damage over a duration. Some of the area effect entangle spells have damage effects for their duration, then Wall of Fire would do damage every round a target is in it's effect. I was thinking of something I can put on a wand and "activate" it then hand it off and it goes off each round. Might not work, just a stray thought I had.
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I'm looking for a spell that once it is cast, it fires each round automatically. Is there anything like that?
I'm looking at my items and I'm curious what ya'll think.
I can only have 2 rings, and I want at least one of them to be Ring of Wizardry so that I can cast more spells per day. Is this worth 70-100k gp?
Ring of Wizardry
A fantastic collection of adventures, magic, monsters, new rules, and more for fey and forest-themed campaigns using Pathfinder and 5E!
Aura moderate (no school); CL 11th
Slot ring; Price 20,000 gp (Type I), 40,000 gp (Type II), 70,000 gp (Type III), 100,000 gp (Type IV); Weight —
Description
This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Darksol the Painbringer wrote: Give this a look over. I missed this on my first pass somehow. I like this idea, and I can get +1 to damage on fire spells per die rolled 4 times per spell so I REALLY dig that.
pad300 wrote: James Risner wrote: pad300 wrote: Try Mithril Celestial Breastplate +5 ... 0% ASF, 0 ACP +11 effective armor bonus. And cheaper if you do the math for cost of celestial. Celestial is a material (a special one only used on one item) so you can't have mithril celestial item.
If you disagree, take it to any of the existing threads discussion mithril celestial items. What part of "it looks like the DM is being liberal" did you not get?
As you have noted, there is a significant discussion of this point. I like the mithril celestial breastplate idea we will see what happens there.

Chromantic Durgon <3 wrote: for a 9th level spell to replace Wish I'm putting a vote for Gate. Yes it has a material component but its like more than twice as cheap as Wish. Also for fun if you get prayer beads of karma +Cl with gate you can summon and control 24HD creatures.
Pleroma have 24 HD are level 20 clerics that prep gate :P and they have wish as a spell like ability. Also they get a 20D8 touch attack which is nice.
You can also summon and control Solar's which also have wish as a spell like ability and permanency which is handy its cheaper to gate in a solar to permenancy your buffs that to do it yourself xD They also get mass heal and are decent archers xD
Time Stop
Gate in a Solar
Gate in a Pleroma
lay down delayed blast fireballs whilst they summon more stuff and ready actions to full attack or stuff
Profit
and after thats done get the solar to give you his bow and sell it for more than the gate spell cost. It isn't summoned so it won't pop out of existence when they leave.
If you're conducting this trick its best to keep mind blank up for a while afterwards so they can't come back and smack the s@## out of you xD
We were also warned that summoning spells would make us equally sad.

pad300 wrote: Strongly suspect you can do better with equipment choices, especially as it looks like the DM is being liberal
Shield Cloak = 5% ASF! That s*~! can kill you! Instead try a Mithril buckler (ps. this frees your cloak slot...). Also, Volcanic is an awesome shield enchantment.
Bracers of Armor +8
Try Mithril Celestial Breastplate +5 ... 0% ASF, 0 ACP +11 effective armor bonus. And cheaper if you do the math for cost of celestial.
The ring of blinking is a pretty poor choice- it's effectively a 20% chance of spell failure...
I think your body slot is empty. So a robe of arcane heritage would allow 4 prestige class levels (assuming full caster), say veiled illusionist or Stargazer
Also, your spell list is a bit odd, IMO, to many blasting spells, vs utility, especially at the lower levels. Eg you have no teleport effects of your own, and very few save or lose effects - at least grab icy prison, no planar binding, no protection from evil. Some of this could be mitigated by one or more staves...
Finally, there are contradictions in the build. People have already commented on the archetypes, but what about your bloodline mutations and things like your familiar (where does it come from, if you've mutated away your 1st level power?).
We were warned that teleporting would be bad in the realm we will be playing in and would be sad if we wasted the spell on it.
I fixed the archetypes and I'm holding 2 25k diamonds in case we need to bring people back. What would you suggest in place of wish?
Not really looking for a different build, just ways to improve what I have here and figure out why my movement speed is screwed up.

Going to start a 20th level campaign in the coming weeks and I've built this guy to blow up everything that needs it. I'm open to suggestions on things to change to make him better. There are some custom things in here so if it looks odd (doubled the normal known spells for 0-6th) just go with it.
Edit: Can anyone figure out what is causing me to have a movement speed of 20?
20_Sorcerer
Male venerable half-orc sorcerer (crossblooded, tattooed sorcerer) 20 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 69)
LN Medium humanoid (human, orc)
Init +9; Senses arcane sight, darkvision 120 ft.; Perception +38
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Defense
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AC 41, touch 22, flat-footed 36 (+8 armor, +5 deflection, +5 Dex, +1 insight, +1 luck, +5 natural, +6 shield)
hp 222 (20d6+140)
Fort +18, Ref +17, Will +22
Defensive Abilities fortification 50%, sacred tattoo[APG]; DR 5/—; Immune fear, fire, paralysis, sleep; Resist acid 20, cold 20, electricity 20
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Offense
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Speed 20 ft., fly 60 ft. (average)
Melee metamagician's apprentice +11/+6 (1d6+1)
Spell-Like Abilities (CL 20th; concentration +33)
3/day—dancing lights
Sorcerer Spell-Like Abilities (CL 20th; concentration +33)
1/day—enhanced varisian tattoo
Sorcerer (Crossblooded, Tattooed Sorcerer) Spells Known (CL 21st; concentration +34)
9th (8/day)—mage's disjunction (DC 32), time stop, wish
8th (8/day)—iron body, meteorite (DC 33), polymorph any object (DC 31), prismatic wall, pure sight, veil of fiery meteors
7th (8/day)—greater age resistance[UM], delayed blast fireball (DC 32), firebrand[APG] (DC 30), insanity (DC 30), limited wish, reverse gravity, waves of exhaustion
6th (8/day)—greater heroism, lightning pyre, mobile pit trap (DC 29), teleport tracer, transformation, true seeing, veil of streaking meteors
5th (9/day)—damnation stride[ARG] (DC 28), fire snake[APG] (DC 30), hungry pit[APG] (DC 28), permanency, roaming pit (DC 28), spell resistance, wall of force
4th (9/day)—acid pit[APG] (DC 27), black tentacles, dimension door, greater invisibility, communal nondetection[UC], steam jet (DC 29), wall of fire
3rd (15/day)—fireball (DC 30), fly, haste, invisibility sphere, slow (DC 26), spiked pit[APG] (DC 26), troll arms
2nd (9/day)—create pit[APG] (DC 25), create treasure map[APG], dimension hop (DC 25), fiery runes, flaming sphere (DC 27), invisibility, mirror image, resist energy, scorching ray
1st (10/day)—arcane pocket, burning hands (DC 26), color (DC 24), liberating command[UC], mage armor, magic missile, overcompensation, shield, torchbearer, unseen servant
0 (at will)—clandestine conversation, dancing lights, detect charm, detect fiendish presence, detect magic, detect poison, dim, gnome's gold, iounic transportation, light, message, pants (DC 23), parry shot, parry strike, read magic, trifling image (DC 23)
Bloodline Draconic, Orc
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Statistics
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Str 11, Dex 20, Con 22, Int 16, Wis 22, Cha 36
Base Atk +10; CMB +10; CMD 32
Feats:
Alertness, Craft Wondrous Item, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Maximize Spell, Quick Draw, Quicken Spell, Spell Focus (evocation), Spell Perfection (fireball)[APG], Spell Specialization[UM], Spontaneous Metafocus[UM], Varisian Tattoo[ISWG], Widen Spell
Traits: finding haleen, gifted adept, wayang spell hunter
Skills:
Acrobatics +5 (+9 to jump), Appraise +15, Bluff +20, Fly +28, Intimidate +20, Knowledge (arcana) +26, Perception +38, Profession (barkeep) +10, Sense Motive +8, Spellcraft +26, Stealth +25 (+45 when immobile), Survival +11, Use Magic Device +36
Languages: Abyssal, Celestial, Common, Gnome, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, create spell tattoo, familiar tattoo, half-orc sorcerer, hedonistic, manifestation points, ability scores, orc blood, power of giants, wings
Combat Gear:
cold elemental metamagic rod[APG]
electricity elemental metamagic rod[APG]
greater ectoplasmic metamagic rod[APG]
greater focused metamagic rod[APG]
greater lingering metamagic rod[APG]
greater selective metamagic rod[APG]
jingasa of the fortunate soldier[UE]
lesser acid elemental metamagic rod[APG]
lesser quicken metamagic rod
ring of blinking
metamagician's apprentice[UE]
+5 improved acid resistance improved cold resistance improved electricity resistance moderate fortification shield cloak[UE]
belt of physical might +6 (Dex, Con)
boots of striding and springing
bracers of armor +8
dusty rose prism ioun stone
efficient quiver
eyes of the eagle
glove of storing
headband of mental superiority +6
orange prism ioun stone
perfect amulet of protection
portable hole
ring of wizardry iii
tome of leadership and influence +4
diamond (worth 1,000 gp)
diamond (worth 1,000 gp)
diamond (worth 1,500 gp)
diamond (worth 1,500 gp)
diamond (worth 25,000 gp)
diamond (worth 25,000 gp)
diamond dust (worth 1,000 gp)
eye ointment (worth 250 gp)
metoric ore (worth 1,000 gp)
miniature shovel (worth 10 gp)
760 gp
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Special Abilities
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+5 Fire Spell Damage Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Blood Intensity +13 (Sorcerer Bloodline Power [3rd], 5/day) Add listed bonus to maximum dice of damage (doesn't stack with intensify spell).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Create Spell Tattoo (3/day) (Su) As a standard action, create a spell tattoo on yourself or a willing recipient.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Acid (20) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (20) You have the specified Energy Resistance against Electricity attacks.
Enhanced Varisian Tattoo (Fireball, 1/day) (Sp) At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Fly (60 feet, Average) You can fly!
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Manifestation Points, Ability Scores ([none], 44/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power of Giants (20 minutes/day) (Sp) At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sacred Tattoo +1 to all saves.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Fireball) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Spontaneous Metafocus (Fireball) Apply metamagic to one spell and keep the standard casting time
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.
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I am playing in a RotRL game and it's rough. My character just hit 4th level and is finally going to start to shine a little bit. I'm looking for ideas on a direction to go from here.
He is: Human Fighter(Weapon Master)2 Magus(Eldritch Archer)2.
Feats: Point Blank Shot, Deadly Aim, Precise Shot, Focused shot and Reach Spell.
The idea is to fire shocking grasps at enemies.
All Paizo material is open, 3.5 and other OGL is open on a case by case basis. No mythic, no Words of Power.
Thanks, that plus some inherent bonuses I forgot to add got me to a reasonable 25 ac before spells.

I need help getting a bit more armor out of this build without bracers of armor or the amulet of natural armor.
Sumbarb
Aasimar barbarian (invulnerable rager) 3/summoner (synthesist) 4 (Pathfinder RPG Advanced Player's Guide 54, 79, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 80)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 11, flat-footed 17 (+1 deflection, +1 Dex, +1 dodge, +6 natural, +2 shield, -2 untyped penalty)
hp 76 (7 HD; 4d8+3d12+32)
Fort +10, Ref +8, Will +15
Defensive Abilities evasion; DR 1/—, 2/lethal; Resist acid 5, cold 5, electricity 5, extreme endurance
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +4 furious longsword +16/+11 (1d8+10/19-20) or
bite +12 (1d6+6), 2 claws +11 (1d6+3), 2 claws +13 (1d4+6), slam +12 (1d8+6)
Special Attacks rage (9 rounds/day), rage power (beast totem, lesser)
Spell-Like Abilities (CL 7th; concentration +12)
1/day—daylight
Summoner Spell-Like Abilities (CL 4th; concentration +9)
8/day—summon monster II
Summoner (Synthesist) Spells Known (CL 4th; concentration +9)
2nd (2/day)—barkskin, bear's endurance
1st (5/day)—enlarge person (DC 16), feather fall, life conduit[UC], lesser rejuvenate eidolon[APG]
0 (at will)—acid splash, detect magic, light, mage hand, mending, message
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Statistics
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Str 23, Dex 15, Con 17, Int 14, Wis 20, Cha 20
Base Atk +6; CMB +12; CMD 24
Feats Dodge, Multiattack, Power Attack, Reckless Rage[ACG], Weapon Focus (claw)
Traits deft dodger, finding haleen
Skills Diplomacy +7, Perception +7; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ fused eidolon, fused link, shielded meld
Other Gear +4 furious longsword, cloak of resistance +1, ring of protection +1, 23,500 gp
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Special Abilities
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Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.
At 12th level, whenever the synthesist is fused wit
Summon Monster II (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Sorry, didn't think about that. Don't know much about the GM, it's a Random Roll20 group. I am just wondering if, within the context of what I have here already, I could squeeze a bit more damage or a little better saves. I'm open to ideas about multiclassing but I want to stay with the idea of what I have here.

Lawrick Spunkmyer
Male svirfneblin gunslinger (musket master) 5 (Pathfinder RPG Advanced Race Guide 204, Pathfinder RPG Ultimate Combat 9, 50)
LG Small humanoid (gnome)
Init +9; Senses darkvision 120 ft., low-light vision; Perception +13
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Defense
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AC 24, touch 19, flat-footed 16 (+5 armor, +5 Dex, +3 dodge, +1 size)
hp 47 (5d10+15)
Fort +8, Ref +11, Will +7
Defensive Abilities nimble +1; SR 16
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Offense
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Speed 20 ft.
Ranged +1 musket +9/+9 (1d10+11/×4) or
musket +10 (1d10+10/×4)
Special Attacks deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (3), hatred
Spell-Like Abilities (CL 5th; concentration +3)
Constant—nondetection
1/day—blindness/deafness (DC 10), blur, disguise self
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Statistics
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Str 9, Dex 21, Con 14, Int 12, Wis 16, Cha 6
Base Atk +5; CMB +3; CMD 21
Feats Deadly Aim, Gunsmithing[UC], Point-blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Traits indomitable faith, reactionary
Skills Acrobatics +10 (+6 to jump), Craft (alchemy) +7, Escape Artist +6, Perception +13 (+15 to notice unusual stonework), Sense Motive +8, Sleight of Hand +10, Stealth +15 (+17 when underground), Swim +7; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Stealth, +2 Perception to notice unusual stonework
Languages Common, Gnome, Undercommon
SQ gnome magic, gunsmith, musket training
Other Gear +1 mithral chain shirt, +1 adamantine metal cartridge (50), +1 adamantine metal cartridge (50), +1 musket with 50 +1 adamantine metal cartridge, musket, handy haversack, alchemy crafting kit, backpack, bedroll, belt pouch, belt pouch, flint and steel, gunsmith's kit, hemp rope (50 ft.), ink, black, inkpen, mess kit, pot, soap, torch (10), waterskin, 3 pp, 4 gp, 1 sp, 7 cp
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Special Abilities
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Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hatred +1 Gain a bonus to attack vs Dwarves/Reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spell Resistance (16) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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pennywit wrote: Check out this guy. Yes, mechanically speaking that works but a monk doesn't fit the whole "Commander" thing from a story standpoint.
I will continue researching, but maybe we can work something out to make it fit with my idea.

pennywit wrote: Are you playing in a mythic campaign? If you're playing in mythic, look for the Marshal mythic path. IMC, the group's alchemist/marshal has asked to list the party barbarian as a weapon on his character sheet.
Without mythic, I don't think there's a way to give other characters the ability to attack or move on your turn. That said, there are some interesting things you can do in PF. I'm not familiar with the forthcoming advanced class guide, so I'm not pulling material from there.
Speaking from a mechanical (but not necessarily optimizing) stance, I think you ought to start by paging through the Teamwork feats. These feats allow you and others to gain bonuses in combat, provided that both you and your buddies have the teamwork feat.
Now, page over to the Cavalier, particularly the Strategist archetype. The Cavalier has the tactician feature, which allows him to share his teamwork feats with his friends. The strategist archetype builds on this.
You might also consider the fighter class, using the Tactician archetype. This archetype gets the tactician ability at 5th level.
If you want to leaven your martial character with an arcane theme, you might consider a bard/cavalier multiclass, with the goal of taking up the Battlefield Herald prestige class.
The Mythic Marshal is exactly what I am looking for. I am going to see if they will let me combine the mechanics of a monks Ki with the the abilities of the Marshal(modified a little bit to not be so overpowered). I'll call them Command Points.

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So a group I have jumped in with is going to start a new campaign in a few weeks and I need to get my character made. I have played in a 4E campaign for about 2-3 years and really LOVE the character I developed and would like to create something similar in Pathfinder.
With all of that said here is what I am looking for, I am hoping someone can point me in the right direction:
The character was a leadership role, he would not only buff members but also give them attacks on his turn instead of attacking and also allow the other players to rearrange themselves on the battlefield. He duel wielded waraxes and could hit like a truck if he needed to but preferred to enable his allies. Think of something like a tactician barking orders but was also very capable in hand to hand combat.
The group is open to a semi-custom class, but I don't want to push it to far with creating all new stuff to work from. Is there anything that can get me close to this.
Note: for those of you that are familiar with 4E it was a Warlord|Ranger Hybrid.
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