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![]() Magda Luckbender wrote:
Eh, we just roll with it. He's been playing since first edition, so he's pretty set in his ways by now. We work on showing him and changing his mind gradually rather than just throwing him more things to read. :) ![]()
![]() _Ozy_ wrote:
Indeed, although I'd be ok with potions if he doesn't take the infusion discovery. I don't know what his plans are with discoveries, and a potion I can keep on hand just in case. :) ![]()
![]() Life link only takes a standard action to initiate, not to maintain. So I can have life link active before the fight even starts and have it basically running in the background on the most vulnerable party member. (That's one of the main features of life link, that it's passive background healing. Switching the link around in combat is not a very efficient use of it, considering it only heals five points at a time. That'd be the equivalent of doing nothing but casting CL1 cure light wounds your entire campaign.) It'll mostly be for switching from person to person after the fight, taking their damage and using fast healing to top myself off, then putting it back on the most vulnerable. Channeling in combat's the main reason I'm worrying about having channeling - we have a skald who will be making liberal use of cure spells and wands, so he'll be doing a lot of the in-combat healing if we need it, but having in-combat channeling available is good for that moment of "oh $*!%, there was a dragon around the corner and we were stacked up for the fire breath". (It's also due a fair amount to a group member VERY attached to the highly traditional fighter/rogue/wizard/cleric paradigm. We're straying far enough from his comfort zone splitting divine and arcane duties between a paladin, a skald, and an alchemist. I think going without channeling might make him cry.) ![]()
![]() lemeres wrote: It is more immediately important for classes like fighter whose main gimmick is getting hits in and using tricks. You have lay on hands and such as tricks to make yourself a tank, so you have enough going on to make up for the delay. Yeah, I've got channeling, out of combat healing, and limited resurrections too - maybe I can get away with being a good enough reach fighter rather than the perfect reach fighter. :) Thanks y'all! ![]()
![]() Artoo wrote: Instead of, or in addition to, Lunge you could invest some skill ranks into UMD and pick up a wand of Long Arm. Hadn't thought of that - I think our skald's actually going into some UMD. I may have to throw one his way if I can't spare the skill points. Edit: we have an alchemist. Yay free Brew Potion feat! :D ![]()
![]() claudekennilol wrote:
I'm thinking - 1: Combat Reflexes3: Power Attack 5: Selective Channeling 7: Greater Mercy 9: Ultimate Mercy 11: Lunge 13: Pushing Assault ... I want to do as much as I can with reach, but I do need to keep the level 5-9 feats. So it's not a "pure reach" build. Is it going to be too hindering to not get Lunge until 11? We will have a couple of other melees to make trouble as well. ![]()
![]() 1) Ok, perfect.
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![]() Thanks! :) Couple of things: 1) Am I going to suffer too much for not being able to end up with Lunge and Pushing Assault until level 13? 2) How important is it to have some way to threaten the area immediately around me? I know that if I'm doing my job right no one will end up there, but how much trouble should I put into that contingency? 2a) If it's worth it, I was considering Catch Off-Guard if I could find room for it to be able to use the butt/pole of the glaive as an improvised weapon in order to threaten adjacent. My GM is fairly open to personalizing things as long as it's not game-breaking, so I was thinking of including that feat as part of a custom archetype. 3) How worth it will it be to attempt to include trips/disarms/other maneuvers as AoOs given the right foes? I know it's only useful against the right enemies, which is why I don't want to try to feat into not provoking, but is it even worth the trouble at all or should I just stick to damage? This is only my second campaign and my first campaign was as a life oracle heal-bot/buffer, so I'm still figuring out the physical stuff. Thanks! ![]()
![]() I'm working on a half-orc oracle 1/paladin x for my next campaign. I have three feats set aside for Selective Channeling (5th), Greater Mercy (7th), and Ultimate Mercy (9th) because of group needs, but the rest of my feats are fairly open. We already have a couple of front-liners, so I'm looking at setting up for reach combat (flavorfully appropriate as well since I'm a paladin of Shelyn fighting with a glaive or possibly glaive-guisarme). I've seen a few threads concerning tactics (and quite excellent ones; tip of the hat to you, Magda), but none that discuss feat selection much. The only one I know for sure is Power Attack, which I'm planning on taking at 3rd level (I don't have +1 BAB at first level). What are the 3-4 best feats besides Power Attack to take when looking at reach combat? Is there anything else I can get (traits, weapon enhancements, etc.) that will be highly useful? ![]()
![]() Chengar Qordath wrote: Sometimes multi-classing is more about flavor than mechanics; even with all the work Pathfinder's put into new classes and archetypes, there are some concepts you really can't cover by single-classing. Thorazeen wrote: IMO milti classing just seems like number crunching for the sake of having that godly character. For my next character, it's really kind of both. Story-wise, she's been rescued from a past that, while not her fault, she's pretty guilty about, so she'll use the ability she was born with and the training she's received to do everything she can to save people now. Optimization-wise, a character with all the martial goodness of a reach paladin, while being able to use a level of life oracle and a pair of boots that give fast healing to heal the party to full in between every combat, as well as paladin channeling and lay on hands in combat if necessary, is going to be very, very helpful to the party. :) |