Kefler's page

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An Archon /crane style , with broken wing gambit , might be fun !
Go for a high AC and let your teams mates do all the dmg with attacks of opportunity ! :)


Carrion wrote:
Is there a feat or trait that allows a character to start with a powerful patron? Such as a king, dragon, demon, or such?

i know there is a archetype that does that

Pact Wizard


Lookout with the body guard animal companion achetype is a pretty cool combo


defensively i like this combo

Stalwart
Cautious Fighter (Combat, Halfling)
Bolstered Resilience
crane style

1 level oracle (7 levels an other class)


MeanMutton wrote:
Lots of hostility in this thread. This isn't something to get worked up about.

the summoner can take care of that to :)

the Agathion, Vulpinal has Calm Emotions


Jaunt wrote:

OP was just asking a question. Nobody's said that summoners are categorically the best healers. And it's okay because even with 0 healing, Master Summoners are very good.

As for skilldolons, I'd only pull mine out when I needed their skills, but if the skill you need is perception/disable device, maybe that's not so great. Still, when I play Master Summoners, I leave the (fragile, ineffective) eidolons in their astral chill pad in case I want to drop 2 waves of Summons in one fight. With as deep an SLA pool as Master Summoner gets, that's almost every fight.

any knowledge skill check out the Agathion, Vulpinal +21 to any of them


I think I am going to change the title

crap can't figure out how :)


Melkiador wrote:
You don't have to dismiss a summon to summon something else. The previous summon automatically dismisses when the next is cast. It is a limitation of the eidolon unless you are a master summoner.

or just don't have your eilodon out in the first place , then you can have as many summon SLAs out as you want


LazarX wrote:
Said summoner also becomes a pretty lousy healer when he's in an area that's hedged against summoning spells.

true but all magic classes are also useless in and anti magic field to


you do not get to pick the type of outsider sent in planar ally, it is what ever gets sent to you


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Jaunt wrote:

To be fair, I think the intent of the question covers hp damage only. And you are right, a Summoner can't cover True Rez.

As far as action economy, yeah, summons are free past the first round they're summoned, that's why making them do damage or combat maneuevers is also very strong. Usually stronger than healing, in a standard party. The same "one action to last all combat" works either way.

As far as wands of CLW...dude. Have you calculated out how much 10 wands is (the same price as the ring)? It's 2750 hp cured on average. By the time you run out of those, another 750 for a new wand will be pocket change. I've played entire APs and not gone through 10 wands (though to be fair, we were using Infernal Healing when unbuffed)

but just think of the environmental impact of all those wands!!

i hope you reuse them!
the 4 Rs !
reduce
reuse
recycle
recharge!


Jaunt wrote:

I think all you're establishing is that a Master Summoner around level 5 or 6 can convert a good amount of his SLAs into substantial healing, but are we talking about in combat or out of combat? Out of combat, a wand of CLW heals a ton and you can buy 10 of them for a single Archon Ring. In combat? 3d8+6 healing is going to taper off in effectiveness quickly. Even clerics don't usually spend their combats healing, so I'm not sure why a summoner would.

So yeah, it's definitely a thing you can do, but I don't see it as changing the game for very many parties.

you do raise some valid points.

wands do run out , the ring doesn't
as a 4 th level spell you could summon 1d3 +1 harbingers , that's possibly 2d8=10-4d8+20 points of healing each round for 3 rounds. and after the first round it is a non action for you.

just pointing out that a versatile ability , is even more versatile than i thought
also i just wanted to make sure i wasn't missing something that would make it not work :)


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so a Master Summoner (Archetype) , with summon good monster, superior summons , and a ring of archon affinity can pump out more healing than any other healing class? and possibly way more efficiently?

harbinger arhcon can cast CLW 3x (1d8+5)
Agathion, Vulpinal lay of hands 6x a day 3d6

Azata, Bralani CSW 2 x a day (3d8+6)


it probably doesn't work , cause rogues are doomed to suck :)


just wondering what got changed when they updated the other day


12 people marked this as FAQ candidate. 1 person marked this as a favorite.

pummeling style
“Benefit: Whenever you use a full-attack action or
f lurry of blows to make multiple attacks against a single
opponent with unarmed strikes, total the damage from
all hits before applying damage reduction. This ability
works only with unarmed strikes, no matter what other
abilities you might possess.”

pummeling charge
“Benefit: You can charge and make a full
attack or f lurry of blows at the end of your charge as part
of the charge action. You can use Pummeling Charge
in this way only if all of your attacks qualify for using
Pummeling Style against a single target.”

and the rogue scout
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.


i think where the MT would shine , is if you got allot of pre buff spells for the party and immediate cast spells. you would have to focus on your only real strength , and that is how many spells you get.

you could pre buff the party , cast a ton of immediate spells and still have some for reg casting.


Zwordsman wrote:

I woudln't say nasty..

but it is solid. I did that (well not rapid shot).

Note.. last i read it. Mighty Pebble and rock throwing are together. So if you have rock throwing and you use mighty pebbel to hit someone rather than just aiming for splash effect. it should still set off your rock throwing damage too.

Honestly I freaking love stone oracle's stuff.. even if its not the best.

I had a fun one made out of (well i never got to it, but was building towards) that Barbarian + Oracle prestige class

oracle 1

barbarian 1-2 ( hurler for range or wild rager for x-tra attack
then ranger for the TWF feats with out the dex?

what kind of str/ dex would you use?


Zwordsman wrote:

That is sadly one of the illdefined corner cases..

basically you should ask your GM. It is pretty reasonable to assume they are though.. because twice your size reduction is pretty damn small and should weigh around a daggers weight depending..

but no official designation as far as i'm aware. Last time I proper looked was 2013 though

i was thinking it could be really nasty with rapid shot and all the TWF feats , 1.5 str on all of them is pretty good


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I was wondering if you could use TWF with the oracle stone ability?

Rock Throwing (Ex): You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1-1/2 your Strength bonus.


Mutation Warrior , vestigial arm , tower shield , 2-h weapon :)


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Empyreal sorcerer will let you one stat for arcane and divine


So with this new FAQ
Dragon Disciple and Bloodrager: The dragon disciple’s blood of dragons ability increases draconic sorcerer bloodline powers. What about draconic bloodragers?
Yes, dragon disciple's blood of dragons ability should also increase draconic bloodragers’ bloodline powers.

if i took level in bloodrager , and levels in socr then DD , would both draconic bloodlines advance?


Fruian Thistlefoot wrote:

Xblooded orc/dragon sorc/then Dragon disciple

Give up wings for the Inherent Str boost of the orc line.

With a robe of arcane heritage you can accomplish +10 str by level 13.

But your spell casting/spells known will be rather low. I'd skip the wizard level.

I've been theory crafting this kind of build:

1 Inspired blade swash/4 Emp. investigator/2 drunken brute, urban barbarian

Basically at level 7 you have:
Mutagen: +4 alchemical bonus to dex
Controlled rage: +4 to dex
Alter self: Go small: +2 dex, +1 AC
Cat's grace: +4 enhancement to dex
Reduce person: +2 more for tiny

It's +16 to dex while getting dex to hit and damage at level 1.

You also get parry and ripose which is hilarious when your getting so much bonuses to hit.

And because your doing a controlled rage your still doing amazing skills.

I also work in potion glutton by being human so you can chug booze or potions while fighting to extend your rage or buff further.

in the DD build could you not take eldritch heritage abysal at level 11 for +2-6 more str?


Fruian Thistlefoot wrote:

I feel the Power of the Brown Fur is putting those sweet buffs on other people.

Giving a Barbarian Form of the Dragon to go to rage town with is pretty freaking strong.

Hitting the rogue with a Transformation is pretty boss sauce too.

I think you are right, i think i would be better off going xblooded sorc / dragon disciple , and taking eldritch heritage for the other str boost

it would be like a +12 str boost by lv 11


Just wondering if this would work.
1) sorc 1 x-blodded abysal/orc
2) wizard 1 transmutation
3) arcanist brown fur the rest.

the plan is to take blood line development , and school understanding to get the full benefit of the school and bloodline.

with a robe of arcane heritage , by 12th level i could have +11 str and an other 8 from beast shape


claudekennilol wrote:
Kefler wrote:

Did i miss a faq or rule somewhere? i was aware of this

Multiple magical effects that increase size do not stack.

but neither of those are magical

Yes, you can find it HERE

fairly new faq

well i guess you could do animal growth and strong jaw , or that dire collar item thing


If you are going for a wild type hunter you could take 1 level barbarian and a badger pet and

Amplified Rage (Teamwork)

Prerequisites: Half-orc or orc, rage class feature.

Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

or no levels barbarian , a badger pet and

Sympathetic Rage (Combat)
Seeing an ally rage fills you with your own fury.
Prerequisites: Half-orc or orc, nonlawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued. You cannot use this feat if you are fatigued.


claudekennilol wrote:
Kefler wrote:

just an idea for the wolf , since it is a one big attack animal.

1) improved natural attack (2d6 at lv 7)
2) evolved animal companion - improved natural attack (3d6)
3) strong jaw (6D6)

at level 9 that is 2 attacks at 6d6 plus 1.5 x str and power attack, plus 6d6 every time you provoke and a AOO (broken wing gambit )

A few things wrong with this...

1 and 2 don't stack as they're both size-increasing effects. You'll get 2d6 and a wasted feat--your 1d8 will go to a 2d6 and that's it. Strong Jaw is also a size-increasing effect--it goes up by two. That supercedes and includes your plus one size increase from either 1) or 2). Strong Jaw will turn your 1d8 -> 2d6 -> 3d6 and that's it.

Also, animal companions can't get Improved Natural Attack until lvl 8 as that's the first time they get a feat where they have enough BAB. When they get enough BAB at lvl 7 they don't get their next feat until lvl 8. That's moot if your GM allows you to retrain your Animal Companion, but if he's just growing organically, he can't get it that early.

666bender wrote:

a single attacker has a good bonus for penetration DR easy.

after level 9 you gain a free attack any how.

a 3+ attacker pet - will gain TON from precise strike. add amulet of lighting elemental and your tiger is now 5*(+2d6).... on a charge .

..what amulet?

Did i miss a faq or rule somewhere? i was aware of this

Multiple magical effects that increase size do not stack.

but neither of those are magical


just an idea for the wolf , since it is a one big attack animal.
1) improved natural attack (2d6 at lv 7)
2) evolved animal companion - improved natural attack (3d6)
3) strong jaw (6D6)

at level 9 that is 2 attacks at 6d6 plus 1.5 x str and power attack, plus 6d6 every time you provoke and a AOO (broken wing gambit )


so i have a 8 th level arcanist , and was thinking of trying this combo .
rnd 1 cast Resilient Sphere
rnd 2 dimensional slide , cast a spell then shift back in the Resilient Sphere.

does this work?


ever thought of SHILLELAGH for the first couple levels anyway?


Blake's Tiger wrote:
Kefler wrote:
Goznaz wrote:
How do you gain the second as most feats and/or archetypes state stacking over a new acquisition.

are you asking how do i get the second animal companion?

if that is what you are asking this is how.
the Sacred Huntsmaster Inquisitor gets an animal companion at 1 st level.
2) he also gets a domain , witch you can take animal , witch at 4 th level you get and animal companion level - 3 ( then you take boon companion)

You don't get a second AC. See Divine Hunter archetypes for Hunters for the sidebar rule about Animal Domain.

that is for a different class , all together , it is deffinately nat RAW and i am not sure it is RAI the divine hunters pet would be level -5 , in that case i think the +2 to stats might be better

unless i missing something , going by the PRD at the moment


Goznaz wrote:
How do you gain the second as most feats and/or archetypes state stacking over a new acquisition.

are you asking how do i get the second animal companion?

if that is what you are asking this is how.
the Sacred Huntsmaster Inquisitor gets an animal companion at 1 st level.
2) he also gets a domain , witch you can take animal , witch at 4 th level you get and animal companion level - 3 ( then you take boon companion)


Kefler wrote:

So if I take the animal domain with Sacred Huntsmaster (inquis archetype ) , and get a second ANC does that ANC benefit from:

Hunter Tactics (Ex): At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

or

Improved Empathic Link (Su): At 8th level, the sacred huntsmaster gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the sacred huntsmaster can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The sacred huntsmaster is blinded while maintaining this connection. This ability replaces second judgment.

shameless bump


So if I take the animal domain with Sacred Huntsmaster (inquis archetype ) , and get a second ANC does that ANC benefit from:

Hunter Tactics (Ex): At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

or

Improved Empathic Link (Su): At 8th level, the sacred huntsmaster gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the sacred huntsmaster can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The sacred huntsmaster is blinded while maintaining this connection. This ability replaces second judgment.


Falcar wrote:
Yes, though the two imps are different in power. The Diabolist imp is going to be stronger and probably more powerful while the familiar will smarter than the other companion but have only half of your HP. Diabolist is pretty nice even with a one level dip for the companion because it scales with all of your casting levels (using your highest caster level)

cool stuff , was just planning on having them be wand monkeys , plus nice for the telepathy and 2 communes a week


so i was just wondering if i was Arcanist 9 diabolist 1 , and took the familar exploit and improved familar feat, would i have 1 imp familar and 1 imp ANC?


Gohaken wrote:

IF you choose to do this, Abyssal for added summons at 11 is awesome.

In 3.5 there was an entire PrC dedicated to summoning multiple baddies at once, the Malconvoker, and it was quite potent.

You should immediately take Superior Summons if you don't have it already, at 11th level as well.

"I summon a demon, which means I get to summon two. Oh, right, that's more than 1, so that triggers superior summons... so... actually I summon three. As a standard action, for the next 10 minutes."

EDIT: And when you reach 15th level, take Spell Perfection: SM 7. You will start summoning 4 demons as a standard action instead of just 3. Retrain Spell Perfection every time you get access to a new level of SM spell.

so the imp companion or the ANC at +1 lv (-3 +4 cause of the robe) would not be worth it?

the diabolist would not loose a spell level but would loose a SP summons level, and the ANC would loose both


first bind a air elemental to make a vortex and maintain it on the earth elemental? :)


I don't know , mounted combat always seemed so limiting for me , looks good on paper but in practice you are less than optimal allot of times.

now if you took a badger companion with a hunter with one level barb this would work .

actually i would probably take a 2 level dip into wild rager .

and would take this feat for flavor :
Wild Flanking (Betrayal, Teamwork)

When flanking, you use your position to rain grievous blows upon a trapped foe, though you have little regard to the well-being of your flanking partner as you wildly hack away.

Prerequisite(s): Power Attack, base attack bonus +4.

Benefit(s): When you are flanking an opponent with an ally who also possesses this feat, you can throw yourself into your attacks in such a way that your opponent takes extra damage, at the risk of these attacks striking your ally as well. When you choose to use this feat, check the results of your attack roll against both your opponent's AC and your ally's AC. If you hit your opponent, you deal bonus damage as though you were using Power Attack. If you hit your ally, the ally takes no damage from your attack except this bonus damage. It is possible to hit both your enemy and your abettor with one attack. Extra damage from this feat stacks with Power Attack.

the inquisitor with the Sacred Huntsmaster (Archetype) would work prety good to


So i have an Arcanist (ocultist) and for my 9 th level i was thinking of taking one level of sorc and the extra exploit feat for blood line development. the party has a robe of arcane heritage that no one is using.
so my question is 4 fold.
1) should i take the level sorc at all?
2)level of abysal sorc for the added summons at lv 11?
3) level of sylvan sorc for the ANC?
4) a level of diabolist for the imp companion?


Markov Spiked Chain wrote:
Yeah, Vengeance strike is my go-to Hunter pet trick. And Broken Wing Gambit is crazy once you're set up for it.

depending on how you rule body guard it could be a really nasty combo . no mater who the bad guys hit they would be getting retaliating strikes from somewhere


Markov Spiked Chain wrote:
It's really not clear how tricks like Sic 'Em work with Hunter ANCs, unfortunately. The natural reading would be that the ANC counts as "the hunter" for Skirmisher tricks, and you can't use any tricks that rely on an animal companion.

well i guess there is there is

Vengeance Strike (Ex): The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

or

Broken Wing Gambit (Combat, Teamwork)
You feign weakness, making yourself a tempting and distracting target.

Prerequisite: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

with
Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.


Having a constrictor snake ANC might be cool:

attack , grab , constrict
then
Sic 'Em (Ex): The ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack.

grab and constrict.

with the snakes crazy good str would be a ton of dmg .

evolved companion with the sticky evolution would kick butt for this.


some have see invis

Demon, Babau


Cuàn wrote:

The Primal Companion Hunter errata basically says: You can ignore this archetype now.

Starting out with 2 Evolution points instead of 3 is fine as it was kinda crazy but moving to 4 at lvl 8 and then capping out at 6 at lvl 15 basically means you are trading in Animal Focus for a very crappy alternative.

Even if just looking at just ability score increases, you trade a constant +2/4/6 for a temporary +2/4/6. You gain options but trade in quite a bit of potency.

Spirits gift , got toned down allot, still really good .

and looks like they cleared up the skirmishers tricks up a bit


Josh-o-Lantern wrote:

Sooooooo... looking over that Errata.

Animal Soul just got a whole lot better: "You can choose not to allow spells and effects to effect you if they would not be capable of affecting both your original creature type and the animal creature type.” Being able to ignore bane and favored enemy is an interesting addition to a hunter.

Verminous Hunter took a hit by losing Fast Healing completely... why? I haven't a clue...

Couple other hunter updates to Feral, Primal and Divine than I didn't really read.

where is this errata ? i can seem to find it


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a divine hunter archetype could take the swamp domain , and the animal soul feat and get a channel that could heal himself and his pet , kinda neat

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