Kefler's page

Organized Play Member. 211 posts. No reviews. No lists. No wishlists. 1 alias.



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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!


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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)


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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.


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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.


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Empyreal sorcerer will let you one stat for arcane and divine


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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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Goddity wrote:

Sure ACG is game. I missed it on the first list. I just don't want any weird 3rd party stuff. If you want it rephrased slightly, lets say PFS legal.

You could wait for them too die of age, but you may have a hard time outrunning 60 goblins for the rest of your life.

Apart from that some of these are really interesting.

in that case , i say a pack lord druid with a boar companion.

spirits gift and evolved animal companion
boar has 24 ac and DR 5 adamantine.
druid is up to a mile away commanding the boar via emphatic link.
even a crit is doing avg 1 point of dmg with the bows.


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Cevah wrote:
Durngrun Stonebreaker wrote:
How is healing OP?

A 20th level witch healing about 800hp for the price of a 1st level spell. This could be considered OP.

Do you see it as OP?

/cevah

that first level spell only works on one character , what character has 800 hp?


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I would recommend 1 level druid the rest barbarian
take the growth domain, and SHILLELAGH
then take raging leaper and at 6 th level barbarian take

Bestial Leaper (Ex): While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move. A barbarian must have the raging leaper rage power and be at least 6th level before selecting this rage power.

you could even go a large one handed club in 2 hands .
it would be a 8 d6 vital strike


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paired opportunist , and broken wing gambit is a really cool combo


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DominusMegadeus wrote:
BretI wrote:

Re: Vital Strike

Alright, not that bad for my Natural Weapon Ranger then since:
* He often is the one that maneuvers for position in combat
* Spiked chain, so average of 5 damage (not terrible, better if enlarged)
* Knows to only use it when he is having trouble hitting
* Is thinking about picking up either Grasping Strike or Faerie's Strike next level. Leaning towards Faerie's Strike as a way to deal with invisible and concealed characters.
* Seldom charges opponents

Thanks everyone for all the answers so far!

If you're using a spiked chain, then how are you a natural weapon Ranger?

cause you don't actually have to fight with natural weapons for that combat style

you could take weapon focus spiked chain, vital strike, and improved vital strike


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Oh boy my summoner needs a wand of this spell for his eilodon!
claws 1d4 + INA + imrpoved dmg + elarge persone + strong jaw = good :)
is that 4d6 dmg claws attaks?