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*Khan*'s page
Organized Play Member. 875 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.
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Try out the artist “Sail north”.
The songs “Bones”, “Against the tide”, “Tale of the Shadow” and “Row, Row, Row your boat”.
I have a slayer shield bash build (Vanguard archtype) lev 15.
- Trait (Religion Gorum): Shield trained (heavy shield is a light weapon for you)
Slayer Talents:
- Ranger combat style: weapon and shield: two weapon fighting, shield master & Bashing Finish
- Surprise attack, Evasion, Opportunitist, combat trick (improved Shield bash)
- is your GM permits put a Hooked Boss on your shield, which allows triple attempts which gives flat footed condition.
- Feats are: Dirty Fighting, Combat Reflexes, Outflank, Improved trip, Fury’s Fall, Greater trip, Critical Focus, Improved Critical (scimitar in my build), Improved two weapon fighting, Blinding critical
Use favored class for extra slayer talents (is included above).
Thank you all for the clarifications.
Perhaps is better to fuse with stances from multi classing or an archtype like marshal?
The monk feat “fuse stance” is now with remaster a level 16 feat and therefore more accessible.
I would like to hear your thoughts on good combos with this feat.
And exactly how does it work?
If you fuse a stance like Dragon stance. Do you fuse the difficult terrain movement feature or the dragon tail unarmed strike or both?
If you fuse dragon stance with fx. Clinging Shadows Stance, how does your “Clinging dragon shadow” stance look like in mechanic therms? Is it a d4 attack or a d10 attack? Does it get all the traits for both or can you just choose for each unarmed strike you make if it is the dragon tail attack og the clinging shadows attack?
Vital strike is a great choice.
If you would like some more flexibility out of it, you can check out Gorums Divine Fighting Technique: Greatsword Battler.
But it requires you downgrade your weapon to a great sword, but it frees up your feat on exotic weapon proffiency.
Well in pf1 most melee classes benefit from dipping in other frontloaded melee classes.
Fx. 4 levels of Blood Conduit black blood bloodrager gives you blood rage a swift action frost on your weapon after you get hit and 5 extra ft reach. And a free improved Trip feat without pre requests.
This will improve a reach build a lot and open up for bloodrager spells through wand and scrolls.
A Fortuitous weapon often gives 2 AOO…
Without moral the fleet battle takes quite a while with around 80 ships in the last battle.
But the biggest issue is the moral penalty to ALL squadrons every time one squadron is lost.
If you cancel that or only apply it to the Rout phase roll, then you should have a more fun battle.
And to the original question.
My reading is the admirals cha bonus only effects squadron limit.
It is the commanders cha bonus that affects his squadrons moral.
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The egg evolved millions of years long before chickens.
Juggler Archtype, but I think you already considered that judging from your other thread about juggler archtype.
Try a Bolt Ace Gunslinger build with a Heavy Pelletbow.
17-20/x4 is a nasty critical opportunity for a sniper. (With improved Critical feat)
Orc’s also have “Bloody Blows” which deals 1d4 persistant bleed damage on af crit with a unarmed lethal strike.
You need to know what kind of Arena Fighting your character will face.
Is it one vs. one or against multible opponents?
Are you Fighting as a team or individually?
What are your concepts weaknesses?
- flying opponents
- invisible ranged opponents
- swarms
- casters
- ….
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Summon the giant moray eel on the ground and follow up with a quickened slipstream on the Eel.
Now your moray eel can “swim” on land.
The Moray Eel will be submerged or almost submerged in the slipstream which makes ranged attacks less effective.
Perhaps follow up with the Hydrophobia spell next round to make enemies try to get away from your eel and possible provoking AOO.
Besmera is an awesome deity choice for this campaign.
My group has an sacred huntmaster Inqusitor of Besmera. They are quite versatile, powerful and very “piratish”.
Dex characters are much better than heavy armor in general in this Campaign as already mentioned.
Bard is now a 9th level caster! - they are awesome and versatile.
Playing an eccentric artist with his troupe of helping hands (the other players ;) is lots of fun.
Remember to use your large group’s action economy advantage, if your GM often use few, but strong enemies.
Tactics like creating obstacles and difficult terrain are really effective and especially against large enemies, where they stand in the way of each other, but tactics like that requires more team coordination to take advantage of.
A few fights where the GM’s 3 elite monsters only get 1-2 actions pr round, will perhaps make him use more minions instead - where your area attackspells can get to shine.
The most simpel solution is to let the players be 1 level behind the AP’s recommended party level.
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If you use an AP as written (typical 4 players) for a 6 person groupe of expirenced players - then no wonder they steamroll everything.
My advice is
1) more minions!!! Could come as reinforcements a few rounds in, so you can evaluate if there are needed or not. Could come from another direction to threaten bard and sorcerer.
2) make good use of terrain and hazzards. These makes combats memorable and fun as well as difficult.
3) Limit vision on the battlefield makes the players come up with new strategies. Could be smoke, Darkness, Fog, Illusions or muddy water if under water.
4) Rebuild NPC enemies, as they are much weaker than equal CR monsters.
5) check your players abilities. Cacophonous Call fx. is a mind effect.
Lots of monsters are immune to mind effects like; undeads, construct, vermin, plants, oozes and swarms.
*Khan* wrote: I’m not familiar with your Campaign which could affect your choice of bloodline a lot.
Another great option is the Arcane bloodline. You could go with wildblooded “Sage” and use Int as casting stat which will help with item creation as well.
Sage’s weak 1 level bloodline power will be replaced with your tatooed familiar, which is a significant improvement.
Sorry - I was a bit fast here.
Wildblooded is an archtype and “Sage” replace the first level bloodline power which tatooed sorcerer also replaces, so this will need GM bending of the rules to work.
I’m not familiar with your Campaign which could affect your choice of bloodline a lot.
Another great option is the Arcane bloodline. You could go with wildblooded “Sage” and use Int as casting stat which will help with item creation as well.
Sage’s weak 1 level bloodline power will be replaced with your tatooed familiar, which is a significant improvement.
SuperBidi wrote: What I don't understand is why does your GM doesn't nerf Trip? If my party is always using the same strategy to the point of even making it an issue for the players themselves, it's quite obvious that a nerf has to be done. Especially when you have no issue with houserules. Houserule idea (inspired from “Grab an edge”) - “Catch your balance”: You/enemies/npc can use a reaction to avoid falling prone if you are adjacent to a wall/door/pillar/table or similar stable structure to catch your balance.
Perhaps an Acrobatics check:
Crit succes: cant be trippede until start of your next turn.
Succes: avoid trip/falling prone.
Failure: fall prone
Narrow steep trails and wildlife encounter - fx. a agressive boar or muflon.
Rope bridges.
Wow - nice! I like your ending idea a lot. My group are at book 5, but encounters would be awesome.
Wow - sounds epic!!
I would like the details.
Lot of skills depending on how you use them.
Diplomacy, Intimidate, deception and Society can create a variety of potential accidents.
I would find a good book in the library and some icecream in the manor kitchen before lighting up the fireplace and move the big comfortable armchair in front.
Never skip a good opportunity for some cozy alone time…
Thanks for your answers.
I didn’t think it was 1 action total.
My idea was to use longjump or highjump to increase the distance of the leaps when I use Skyseeker.
It is a bit confusing when some feats only affects leaps and others only high jump or long jump (Both of which are leaps either horisontal or vertical but with a running start).
Cloud jump fx does not increase leap but only high jump or long jump.
Hi
Can anyone tell me if I can combine skyseeker with a Long jump or High jump (using quick jump to make it 1 action)?
Link to Skyseeker feat.
First - Talk with your fellow players and hear the gamemaster about the general story to figure out what would be a fun Character concept!!!
Second - Figure out which classes can fullfill that concept best. Do you play with free archtype or not is important as well.
Masalic wrote: Ok I made the modifications, now i just have one final question
Bastard sword vs Rhoka sword?(Higher base damage vs Higher crit chance)
On one hand Rhoka sword is probably mechanically superior, but the bastard sword would be more aesthetically pleasing, a 4 foot pronged sword just looks a bit too evil to me no matter how good the damage is.
Crit 18-20/x2 every time!
But Estoc has a bit better base dm. 2d4 vs. 1d8. And it looks like a bastard sword.
But if you changed your stats for primary str, then a bastard sword gets better every time you two hand it and if you use power attack.
Had a fun problem with the Eels poisoning of the dinner.
All the players and all the piratelords made the DC: 20 fortitude save… so I ruled that a couple of retainers got ill, but they were just ignored as weeklings not able to hold their liquor. (And secretly got cured by neutralize poison).
Bullet dancer Monk.
Feint, shoot and leap high using the backlash from the gun.
Lots of cool stunts and plenty of opportunity for failure.
Focus spells if you want a bir of magic as well.
Thank you for sharing your adventure here. Much appreciated ᕙ(⦿‿⦿)ノ☠️
Farien wrote: *Khan* wrote: If you need to stow a weapon and draw another, better suited, one. It’s two separate interact actions. Not if you just drop the unsuitable weapon and collect it after the battle is over. Yep, but you better be sure you do not need to retreat fast or the terrain makes the retrieval difficult (battles on rooftops or flying fx.).
From a balance perspective. 2 actions sounds fair.
Drawing a weapon og entering a stance is 1 action for a Martial Character.
If you need to stow a weapon and draw another, better suited, one. It’s two separate interact actions.
It is really more your choice of gear and cloth that makes your character blend in or makes your Character stand out.
Skin and hair colour is often covered up anyway.
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The archtype is about disappearing in the shadows (which are gray/dark/gloomy so this transformation will help you.
But if you are trying to disappear in the mob of a spring festival, bright colours would properbly be better.
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Gas spells, swarms, underwater entrapment.
Or just stick some jerk to the back side of a giant and enjoy the show.
I have a dragonstance monk with a heavy shield. It has worked well up til now (level 7). Hasn’t used shield block much, since I’m not trained in crafting, so repairs is a problem.
But the +2 AC and now dex 18 at level 5 is worth it.
Giant Killer Is not worth it.
When you enlarge (as you should), it is only huge and bigger monsters you can cleave with this feat. They take up a lot of space and are therefore very difficult to cleave anyway.
And very Big monsters have a lot of HP, so using a full attack is better to bring them down, than cleave anyway.
Perhaps a shield slam build could be awesome.
Shield bash cleave your target, then use your free Bull rush from shieldslam to move after your target with movement from your move action and cleave the next target from your new position.
Squiggit wrote: *Khan* wrote: The power of free archtype is 10 more class feats.
Just give your players fewer class feats to restrict the power creep.
I would start with only a 2 level, a 6th level, a 10th level feat. If the players want more archtype feats, they can give up their class feats as normal. This sounds deeply unpleasant to play. Well I play without free archtype and I find it fun, and I like making choices with my feats.
I find it weird when all the players are running around with 2-4 archtypes, at higher levels.
But a few more feats could be fun and keeping the selection choices that I like.
The power of free archtype is 10 more class feats.
Just give your players fewer class feats to restrict the power creep.
I would start with only a 2 level, a 6th level, a 10th level feat. If the players want more archtype feats, they can give up their class feats as normal.
Did you ask your GM about what type of Campaign he is planning? It could make your choice easier.
Freebooter is cool and I like teamwork builds a lot.
But a move action every time you need to point out another enemy is a lot. Enemies fall fast.
You could end up never moving during an encounter or never activate your ability because you had more important stuff to do.
Makes sense.
I dont know Freeport and my players are in book 4 as well (but we are MUCH slower than your group).
Is it worth aquiring at this point do you think?
I’m reading your story.
What disease are you using?
I had my players spread “Bloody End” unwillingly to Slipcove on Bag Island - a farewell “present” from Bedu Hanji who they hate now.
They had to help the lokal piratelord contain the quickly spreading disease.
It was quite memerable.
I remaked a harpoon NPC once.
The core of the build was Hamatula strike and improved grapple.
He used a Conductive Harpoon to debuff or damage futher with his supernatural abilities.
Glamered weapon enchantment.
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