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![]() Dave Justus wrote:
Thank you for the detailed response! This really has me considering some alternatives that I was overseeing. My character concept is a crazed rogue'ish character that uses trickery, deception, and the ability to melt someone once they've ignored me as a threat. Considering Inquisitor, Investigator, and Bard now as they are all good skill monkey options. Can Bard or Investigator nova/burst damage decently or just Inquisitor? I'm definitely curious about these options and would love some build suggestions! :) ![]()
![]() nicholas storm wrote: If you want a backup dagger like weapon as a mage, you could do sorcerer and take divine fighting technique (desna's shooting star). You can do the seeker archetype for disable device. Desna's Shooting Star is unfortunately not legal for PFS. So I'm down to vanilla Magus or Blade Adept arcanist with 1 lvl dip Inspired Blade Swashbuckler and rest EK? Out of those two what are people's thoughts here? ![]()
![]() Dave Justus wrote:
Sword Binder - "Sword of the Mage": At 5th level you use Hand of the Apprentice but with all bonuses that apply to the weapon. I don't think a Dagger will qualify as a "Sword" so I'd be stuck picking a different weapon. But here's an example at 5th level +2BAB +5int +1weapon +1pbshot +1wfocus +2deific obedience:pharasma = +12 to touch based AC. At 11th level lets assume a +4 weapon, and 24int: +5BAB +7int +4weapon +1pbshot +1wfocus +2deific obedience:pharasma = +20 to touch based AC. At 8th level you could choose to make a ranged attack instead to apply weapon damage but that would be situational based on what you're fighting and if it's worth it. A +10 to touch AC at 5th level or +18 to touch AC at 11th level is plenty. Sword Binder would definitely be more of a ranged attack character though. At 11th level that would be 12 uses a day of HotA which is more than enough. Magus is definitely built more for melee. It just seems that the Sword Binder is really similar except it excels at range, and swaps the benefits of the Spell Recall with Arcane Pool for a better spell progression? The idea of the dagger was moreso for a "Rogue" feel and the Pharasma Deific Obedience bonus for +2atk, which would help either a Magus or Sword Binder land their attacks more easily. It's definitely one of the weakest weapons to use though, but would rather have the rogue flavor over the ultimate damage weapon.
Anyone have some thoughts on these two archetypes? There's also the Eldritch Scoundrel but it's spell progression isn't as good as the Sword Binder and it can't cast and attack in the same round. Whatever build is taken, I'd like to keep some Rogue-like flavor with high skill points and deception/infiltration spells. The needs of the character I'm trying to create are:
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![]() I'm playing in a West Marches style world using a 32pt buy system for character creation and Core races allowed only. Pretty much all official Paizo stuff is allowed but I've never made a Dragon Disciple and I'm wondering if this would be a good idea. For simplicity sake I'm thinking either full Sorcerer or maybe a dip into a melee class for proficiencies but I'd like to try and keep my spell level high so I still have some decent spells to use. I'm not sure of what bloodlines to take, if crossblooded is the way to go, or if I should be using Eldritch Heritage to pickup the Arcane bloodline or something else. I'm not too worried about being min/maxed as I don't want to break the world (if that's possible), but since I've never really played a sorcerer or a dragon disciple I could really use someone to cast guidance on this build for me. Appreciate any advice you guys could give! :) ![]()
![]() I'm working on a build for an Ancient Lorekeeper Oracle with the Ascetic Mystery that pumps AC up extremely high and uses the Ascetic SpellStrike at level 9+. Could I get some good ideas for Wizard/Sorcerer spells that would be great to deliver through melee attacks? The few I have in mind already in taking are Shocking Grasp, Scorching Ray (It's not melee but it gives me a ranged option), and Ghoul Touch. Not sure if there's better choices or what to take after 2nd level spells. ![]()
![]() Just a Mort wrote:
Well I thought the Flowing Monk route would be a stronger candidate since it gets bonus AC per each enemy adjacent and Monk of the Sacred Mountain's +2 AC bonus from stationary, +1 natural armor, and free toughness. Maneuver Master can't combine with MotSM unfortunately. Also figured the ability to trip after someone attacks me, then Vicious Stomp them which then causes them to be flat footed for my entire next round would be better. Plus Flowing Monk / MotSM doesn't give up Flurry of Blows, which Maneuver Master does. I get the benefits of MM but thinking Flowing Monk may be more fun and just all around stronger. Improved Ki Throw can go off the reactionary trip also, so when it's not even your turn you get a free Trip, Stomp, put them in another square and maybe into an adjacent enemy, and a free AoO from Greater Trip? Thinking that combo may be more powerful. EDIT: Regardless of whether the flatfooted reflex save is successful or not, if the reactionary trip is successful then I'm moving them to a different position and possibly into another enemy, then Vicious Stomping. That's what I'm getting at by saying it seems better, since it's all happening outside of my normal turn. ![]()
![]() Yeah, you're right, the Goliath druid does seem to work a lot better than what I was originally thinking. You got me thinking though of a Judo throwing character though after checking Rowena's build. What do you think of the two below? Martial Artists 8 / Lore Warden 3:
1) MM Monk 1: Bab +0, Ki Throw (lvl 1), Improved Trip (monk 1), Agile Maneuvers (human) 2) MM Monk 2: Bab +1, Improved Bull Rush (monk 2) 3) Lore Warden 1: Bab +2, Improved Ki Throw (lvl 3), Weapon Finesse (fighter 1) 4) Lore Warden 2: Bab +3, +1 Str, Combat Reflexes (fighter 2) 5) MM Monk 3: Bab +4, Vicious Stomp (5) 6) MM Monk 4: Bab +5 7) MM Monk 5: Bab +5, Improved Grapple (lvl 7) 8) MM Monk 6: Bab +6/+1, +1 Dex, Greater Trip (monk 6) 9) MM Monk 7: Bab +7/+2, Greater Grapple (lvl 9) 10) MM Monk 8: Bab +8/+3 11) Lore Warden 3: Bab +9/+4, FREE (lvl 11) or Flowing Monk & MotSM 8 / Lore Warden 3:
1) Flowing Monk 1: Bab +0, Ki Throw (lvl 1), Improved Trip (monk 1), Agile Maneuvers (human) 2) Lore Warden 1: Bab +1, Power Attack (fighter 1) 3) Lore Warden 2: Bab +2, Improved Ki Throw (lvl 3), Improved Bull Rush (fighter 2), Combat Expertise (lorewarden) 4) Monk 2: Bab +3, +1 Dex, Weapon Finesse (monk 2), Toughness (MotSM) 5) Monk 3: Bab +4, Combat Reflexes (lvl 5) 6) Monk 4: Bab +5 7) Monk 5: Bab +5, Vicious Stomp (lvl 7) 8) Monk 6: Bab +6/+1, +1 Dex, Improved Reposition (monk 6) 9) Monk 7: Bab +7/+2, Greater Trip (lvl 9) 10) Monk 8: Bab +8/+3 11) Lore Warden 3: Bab +9/+4, FREE (lvl 11) From my understanding the Flowing build wouldn't be too bad. When an opponent attacks me, I use Redirection to trip and with a successful trip use Improved Ki Throw and Vicious Stomp to throw them into an enemy or where I want them and then stomp on them. This all happens as an immediate action when an enemy attacks me (useable once per Monk level). PLUS, that AoO from Vicious Stomp or Greater Trip would activate Unbalancing Counter so next round FoB is hitting vs Flat-Footed. Either of those would have to be Human for the bonus feat to fit everything in early and for Ki Throw to work. Was also thinking of combining Improved Ki Throw with Goliath Druid but that wouldn't work too well till like level 9 or 10. Any thoughts / suggestions on the above builds? Would the regular Maneuver Master Judo build work better than the Flowing Monk Judo build? Would the Flowing Monk Judo build work better? It retains Flurry of Blows still and makes enemies Flat-Footed after Greater Trip / Vicious Stomp. ![]()
![]() Just a Mort wrote:
Ugh, well I appreciate the Escape Route + Valet familiar combo but it's not something I'm going to use as it'll only make my local PFS GM's frown at me whenever I use that. I also wouldn't even feel comfortable using that method. CMD wouldn't be as high as Half-Orc. It's not full bab and has -1 size penalty. How about Combat Patrol + Power Attack + Pushing Assault? Could patrol an area, Power attack with AoO and instead of extra PA dmg choose to push them back. Guess I could go with a medium race (if I went with Half-Orc I'd have to take "Almost Human" trait and "Pass for Human" feat. That's how much I dislike playing a character that's called a half-orc. :P ![]()
![]() Just a Mort wrote:
Sorry, the +19 to hit on AoO's was for level 11. +8 Bab, +1 from Weapon Master, +1 from trait, +4 from Str (14str at 4th level & a +4str belt), and a +5 weapon which would be the main focus of my money spent in PFS. Going higher than 13str as a halfling has pretty bad returns, 17dex is pretty easy to obtain by only spending 7 points and is pretty useful all-around (initiative, reflex save, # of AoO's, etc). Oh, I also forgot the size bonus to hit, so it should be +20 to hit on AoO's at level 11. Unbalancing Counter should be a DC 16 (10 + half my monk level, which is 3 + 3 wis mod using a +2wis headband). Enemies with high Reflex saves will pass that easy but others should have a decent chance of failure I'd think? ![]()
![]() Just a Mort wrote:
Lorewarden is pretty decent but the Familiar with the Teamwork feat seems pretty cheese. I couldn't see a GM allowing that unless you had your familiar out and as a target to get 1 shotted by enemies. Any other ideas to accomplish Gliding Steps? The Lorewarden allows for way higher bonuses to Reposition. I guess the atk and damage output would be about the same? I guess you picked Half-Orc to make up for the lower Saves from not being a Halfling & Monk? ![]()
![]() Build so far:
Class – Flowing Monk / Monk of the Sacred Mountain 6 | Weapon Master 4 | Cleric 1 Race – Halfling Deity – Arqueros (domains: Cooperation & Tactics) Traits -
Stats -
1) Fighter 1: Bab +1, Weapon Focus: Longspear (lvl 1), Combat Reflexes (free fighter), +1hp
Has the following so far:
I switched from Polearm Master to Weapon Master for the Fighter archetype, seems more useful. Not sure what I should go with for my last couple of feats. Maybe Power Attack + Pushing Assault? Could forgo Power Attack dmg to push enemies back out of range? EDIT: Yeah, I noticed that also for Redirection. No Improved Trip or Improved Reposition.
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![]() Just a Mort wrote:
From my understanding the Redirection ability sickens if successful and also lets you use a reposition or trip attempt. Otherwise the 8th level improvement makes no sense in allowing you to make both attempts as 1 immediate action. This ability does replace Stunning Fist. ![]()
![]() Well here's what I was able to draft up that's kind of in the spirit of what I'm wanting the character to be. Any suggestions and any thoughts on the two free feats at 11th level? Class – Monk 6 (Flowing Monk/MotSM) | Fighter 4 (Polearm Master) | Cleric 1
Traits -
Stats -
1) Monk 1: Bab +0, Combat Reflexes (lvl 1), Nimble Moves (Monk)
Successful AoO's make enemies flat footed till end of my next turn, making it easier for my allies and myself to hit them. Also should let rogues get sneak attack I believe? I can reflex to halve melee damage, +AC for standing still, +1 natural, +1 per enemy flanking, +1 from Dodge, +1 monk bonus, + Wis mod, & + Dex mod my AC should be pretty good. Gliding steps lets me move and not get AoO'ed on 1st 5ft movement, or spend 2 ki and not provoke during entire movement when I need to retreat. I can also Gliding Steps away and circle around them to flank or get a better position. Crusader's Flurry lets me flurry with my longspear, making it more useful. It's less of the moving enemies around and more of moving myself around, making enemies flat footed, and re-positioning enemies sometimes. ![]()
![]() Honestly I think it would be fine to just be able to bull rush and reposition enemies of small and medium size. I mean 90% of what we encounter in PFS is medium humanoids. I appreciate the suggestion though. Small sized race with longspear and Pushing Assault? Flowing Monk's "Unbalancing Counter" ability and "Redirection" seem pretty useful. Maybe a 1 level dip into Cleric and pickup Crusader's Flurry with a deity that uses Longspear? Any builds or feats that I should make sure to have in a setup like this? ![]()
![]() Interesting archetype. I think I'm trying to go more towards the monks' "champion" in the past PFS scenario I played. I mean, the Goliath druid does give some great bonuses to grapple,trip,etc. but I'm thinking I'm not going to be able to squeeze most of the feats that I'd like to take into a class like that. ![]()
![]() How about a Flowing Monk or Hungry Ghost Monk? If it comes down to it, I'm open to playing a medium sized race but prefer small if we can make it work. A few feats I'm interested in are: Step up, Pushing Assault, Punishing Kick, Ki Throw, Spinning Throw, Sidestep, and Gliding Steps. I'm thinking of using a Longspear for reach while still being able to use unarmed strikes if necessary. I know the damage part will most likely be subpar, but I'm ok with that if someone can figure out a build that pushing enemies away and maintains reach or can dance around / follow enemies. The Ki Throw and Spinning Throw I'm not sure how effective / great they are but I found them interesting while reading the feats. Let me know any thoughts / builds you can come up with to create this type of character. ![]()
![]() From what I understand of the Underfoot Adept (halfling Monk archetype) the Underfoot Trip ability that increases the halfling's size over time only works for Trip attacks. The mouser is interesting but I'd rather have a way to move my opponent around. I'll keep Mouser in consideration though as it lets you create flanking for all adjacent allies and has some other nice features. I'm more-so looking to bull rush, reposition, and etc if possible to forcibly move my opponent around. ![]()
![]() Hey all, Was wondering if anyone had some ideas on how to build a small race that can either dance around enemies to get into position easily or move opponents (reposition, bull rush, drag, etc?) into a favorable position for myself and teammates. I really don't know what combos, builds, etc to merge to make this fly well. But got to thinking about this setup after playing a PFS scenario where we went to a monk temple and fought their prized "champion" who danced around us, pushed people off the pillar, and had made reach with a longspear. Any thoughts / suggestions would be great. Race probably not a big concern, but mostly feats and some suggestion builds would be great! Thanks. ![]()
![]() Kyoko Hitomu wrote:
Anyone able to advise on better stats than above? ![]()
![]() So at the moment, the best stats I can think of, for the Shelyn build, so far are 14str, 12dex, 12con, 12int, 19wis, 12cha. Between 13 and 14str is +2dmg also between 17 and 19wis is +1will save, +1atk, +1 4th lvl spell later on, +1social skills (conversion or heresy inquisition) & +1wis based skills. I don't really want to dump Charisma below 10 and same with Int due to Exalted requirements and wanting to put some points in social skills to be a bit versatile. Feel kind of forced to get a +2dex/+2con belt to offset the low dex and con as soon as possible though. Anyone have a better stat suggestion? ![]()
![]() Depends on how much the Domain Powers are worth to you. If you're wanting to be a social character you can trade your 2nd domain for Conversion or Heresy inquisition to use Wis for some social skills if your Charisma isn't that high. If the domains aren't offering enough incentive then go with Bones Oracle. Bones Oracle only channels to control from what I remember so no varient negative channeling or channeling to damage. ![]()
![]() I think you answered your own question there. Dump Str down from 13 to what you feel is tolerable and put that into Charisma. Swap Power Attack, Channel Smite, and Guided Hand with Channel feats or other feats that you'd like. You can make due with 14 charisma, just use Eagle's Splendor right before a fight and you'll have 18charisma to Selective Channel 4 of your teammates from getting hurt. ![]()
![]() blackbloodtroll wrote: Should it be a Channel/Debuff focus? Just go off my build on Here Adjust it accordingly on whether you want Scythe damage, to channel, or have high save DC's. Swap a few feats that you don't foresee using with Spell Focus: Necromancy and GSF: Necromancy. There you have it. ![]()
![]() Captain Netz wrote: Eh thought I had something but I forgot how few feats you have to play around with. What I was going to suggest falls into the old cleric problem of having a lot of things you can do but not a lot you can do together. Urgothan build is fine then but you have a 2-3 turn set up for single kills which ruins the concept atleast for me. I'm assuming the main deal of the build is to use reach cleric tactics and pre cast touch spells into your scythe and deliver them for free using an attack of opportunity? Yeah, start of day cast a touch spell into Scythe, after releasing the spell walk away and cast another spell into Scythe and let enemy provoke again by walking back into melee range. For Urgathoan build 1st round is standard: cast Divine Favor, move: draw Enlarge Person potion, swift: drink potion (Potion Glutton feat). 1 round should be enough prep time. Shelyn build is definitely 75% more geared towards surviving though. Deflection subdomain gives Barkskin and few other useful spells. Love subdomain gives around 10 "Will save or block 1 attack as Sanctuary" uses. Plus it has the summon 1 lillend azata for mins per HD and Perma Protection from Evil at later levels. If I took Channel Smite and Guided Hand on the Shelyn build I'd increase my attack bonus by +5....but that's 2 feats...maybe 2 feats isn't a bad price for +5atk though? ![]()
![]() Captain Netz wrote: To be honest the urgothan build hurts itself going with the scythe instead of just touch attacks and you don't get much out of the weapon to make it that interesting. Shelyn build is nice and more appealing with the glaive and a few other tricks it gets out of the deity. I'd look into adding some channeling if it fits te concept well enough and would allow you to justify a higher charisma score. For the Urgathoa build, the thought was to store a Persistent Ghoul Touch into the Spell-Storing Scythe earlier in the day. Combat breaks out, 1st round retrieve Enlarge Potion and swift drink with Potion Glutton. Enemy approaches and provokes AoO, I hit and release spell on them, next round Coup de Grace. That was mainly the idea with the build, x4 crit weapon & cdg auto-crits. What 20pt stat array would you suggest for the Shelyn build? ![]()
![]() Just realized for the Shelyn build that I could take "Focused Study" which would later give me 2 free Skill Focuses. Anyone care to add some suggestions? Should I just skip the Channel Smite -> Guided Hand route for having a high atk bonus and threatening 10ft & dealing damage to instead just dump Str, increase Dex, and take Weapon Finesse to touch vs AC? Even though I like the Urgathoa build with Ghoul Touch and protection from Negative Energy, I'm thinking the Shelyn build offers a lot more defense and in return being a better option. Should I dump str on the Shelyn build or change any of the feats? ![]()
![]() Renegadeshepherd wrote: Is your goal to be THE ultimate bad touch or one that is great with your style(s) presented? I'm not sure to discuss what you have or debate the "best". Well, I'm asking which one seems better and if there's any minor changes that could help one or both of the builds. I'm obviously trying to employ reach tactics here & a spell storing weapon to deliver a debilitating or damaging spell to my opponent. I could focus on "touch" tactics but "reach" tactics are a better use of action economy and touching would put me in a spot to be full attacked possibly. Secret Wizard suggested an option to make reach more viable but I think it'd end up turning more into a build geared towards channeling with a required 15 charisma (probably 7str, 14dex, 14con, 10int, 17wis, 15cha). It would cost 3 feats and wouldn't start being helpful till 11th level when Improved Eldritch Heritage is available to pick. Really just wanting to know what people think of the two builds I listed and what they'd personally change / adjust to make it better. ![]()
![]() Secret Wizard wrote: Actually aberrant increases by 5 at level 11th, by 10 at level 13th, and if you get a Robe of Eldritch Heritage you'd get the full extra 15 feet right there, which stacks with size increases and Lunge or Lunging Spell Touch. Interesting, but I don't think I could fit this into either of my builds without losing Power Attack, dumping Int completely, or something else suffering severely. Also, for either I'd have a really difficult time to fit 3 feats in for the +15ft non-threatening reach. The Shelyn build requires 2 feats to qualify for Exalted to get the Permanent Protection from Evil & all spells from 1 domain (Defense) as 1/day spell like abilities. ![]()
![]() DinosaursOnIce wrote:
The "Shift" ability works as if using Dimension Door, so after you use it your turn ends. ![]()
![]() Trekkie90909 wrote: The Chalice + Potion Gluttony combo is pretty hard on the action economy. It'd be a move action to retrieve the chalice, standard to charge it, and swift to consume then either a move action to store the chalice or drop it the next round. Unfortunately short of playing a Dhampir it seems to be the best healing work around for a negative energy channeling cleric. I'd just make sure you have a few spare chalices. Actually you can charge it prior in the day as the Negative Energy has full effect for 24 hours in the water within the Chalice. You could even buy multiple Chalices (like 3-4) and Channel into each of them, store them in a Handy Haversack, and when you really need healing just use a move to retrieve and swift to consume. This would work a LOT better with Fey Foundling, but either way it's like having free Cure Wounds potions that scale with level. You're right though, the Hallowed Chalices from Adventure's Armory & Death's Kiss ability from the Undead subdomain are the two best ways....unless your a Cleric of Urgathoa and have the Pallid Crystal necklace on which converts healing & inflict spells to heal the wearer, so long as the wearer is a worshiper of Urgathoa. ![]()
![]() Ok, I've been messing around with a few different builds on the forums and on spreadsheets and I'm down to 2 final builds that I'm almost convinced are about the most interesting & fun Reach Bad Touch cleric builds. This is for PFS and I'm starting at 6th level. I've lined out levels 1-12 but I'll be playing this character is PFS modules/arcs past 12th level though so I've added some consideration for levels beyond 12th. Cleric of Shelyn:
Cleric 5 / Exalted 7 of Shelyn Race – Human Alignment – Neutral Good Deity – Shelyn (NG) Traits:
Domains:
Exalted Domain:
1st Level Stats:
1) Cleric 1: Bab +0, Combat Reflexes (lvl 1), Skill Focus: Know Religion (human)
Advantages:
BAB: +10 at 15th level (Full attack with Divine Power & +3 weapon +21/+21/+16) (If PA: minus -3atk)
Cleric of Urgathoa:
Cleric 12 of Urgathoa Race – Human Alignment - Neutral Deity – Urgathoa (NE) Traits:
Domains:
1st Level Stats:
1) Cleric 1: Bab +0, Channel Smite (lvl 1), Potion Glutton (human)
Advantages:
BAB: +11/+6/+1 (Full attack with Divine Power & +3 weapon +28/+28/+23/+18) (If PA: -3atk)
Note: Tempted to NOT take Channel Smite -> Guided Hand but with Potion Glutton I can use a move action to take a potion of Enlarge Person out and swift action drink it. I’m not sure if I can make Attacks of Opportunity with only a held spell charge, plus after discharging it I’d not be threatening. When enlarged 2 AoO’s per round. Unlike Shelyn build, Can Persistent Ghoul Touch enemy then next turn full round Coup de Grace enemy. Damage to kill enemy would most likely have to come from Channel Smite, or an Inflict or better spell in a Spell Storing Weapon.
The one thing I cringe about with the stat builds is dumping Charisma below 10 as our local PFS group likes to use Charisma to go off looks and I'm not fond of playing an ugly person lol. These may not be the "typical" bad touch build ideas seen on the forums without Madness or Protean domains but I'm going for a +1 Spell Storing Weapon (starting at 6th lvl, I can get this now.) and using spells such as Hold Person, Persistent Ghoul Touch, Inflict, Slay Living, Harm, Bestow Curse, Enervation, or etc touch spells through the weapon. Both builds have reach starting at 1st level (Urgathoa has Potion Glutton, swift Enlarge Person). Could really use some advice and suggestions Magda, Malag, Fruian, and/or anyone else. :) UPDATE: Adjusted Urgathoa build to 13st and swapped Weapon Finesse out for Power Attack. Damage is much better and Coup de Grace with x4 Scythe would probably now kill even without a dmg spell stored in it. ![]()
![]() Trekkie90909 wrote: To the best of my knowledge the Druid Animal and Terrain Domains are a Druid class feature unavailable to clerics (Separatist or not). Madness is definitely hit harder than the other two by the level penalty (are there any feats/traits to increase effective cleric level?) that said it's also stronger than tactics and I don't think the penalties are large enough to swing it in tactic's favor. Wolf would be strong if it were an option. Yeah, Wolf was mainly what I was looking at. The free Improved Trip and the 3rd level trip as a swift action + other buffs made it look like a strong pick. If it is legal, a +7 or so flank bonus would be really great also. From the wording I don't really see anything that restricts it as Separatist says any domain that's not on the deity's list. The Separatist is supposed to be "different" or "heretical" anyways by having a domain that their deity wouldn't normally have. Anyways, after messing with the build in favor of the Wolf domain I realized I was getting further away from my original concept and that Separatist is slightly hurting that also. I think I'm going to stick with the Undead and Blood domain. Blood domain offers some pretty useful domain spell choices (1 Magic Weapon, 2 Spiritual Weapon, 3 Vampiric Touch, 4 Divine Power, 5 Wall of Thorns, 6 Blade Barrier, 7 Mass Inflict Serious Wounds, 8 Power Word Stun, and 9 Power Word Kill). The domain abilities really suck but I kinda of feel like the 5th and 6th wall spells are worth it for the battlefield control. My Feat Plan atm is:
Since I plan on playing this character in PFS arcs past 12th level I'm kind of tempted to pick 3 metamagic feats by 13th level so I could qualify for Spell Perfection at 15th. It would probably cost me my Spell Focus and Greater Spell Focus feats though. Any suggestions with the Feats? ![]()
![]() It seems legal, but if the Wolf domain is able to be chosen as a Separatist then free Improved Trip feat & Pack Tactics would be incredible since the Scythe has the Trip feature and Pack Tactics would allow you to use your Wis mod instead of a +2 bonus when flanking, that's somewhere around a +6 to +7 attack bonus when flanking. With a Spell Storing scythe I should be able to Trip & deliver the stored spell once I confirm a hit also. Maybe the Wolf domain is the best option? ![]()
![]() Trekkie90909 wrote: Madness is probably stronger, but Tactics is nice if there's a particular ally who needs to go early in the initiative (i.e. the rogue). Madness has more of a 'bad touch' theme. But is Madness better at a -2 Cleric level penalty? That's -1 from the madness touch penalty (Example: Level 10 Cleric uses "Vision of Madness" on an enemy and they receive a -4 penalty to 2 options and +4 bonus to 1 option instead of -5 and +5 due to the -2 cleric level penalty from Seperatist.) The Tactics domain's ability "Seize the Initiative" really isn't affected by the -2 Cleric level penalty. Tactics would allow me to go first a LOT more....but starting out at 6th level here with the saved PFS credit I have my Vision of Madness touch ability will do a -2/+2 debuff/buff. I guess Vision of Madness is also effective to buff one's self in combat (Atk or Saves, RISKY though) or even out of combat (Bonus to skill checks like knowledge & etc). They both seem pretty good. Anyone else care to advise? ![]()
![]() If taking the Separatist archetype for a Cleric of Urgathoa, what secondary domain would be best? It would cost me a feat to regain proficiency with a Scythe but I wouldn't be stuck with Blood domain, which appears to be 2nd best domain associated to Urgathoa. The domain would be at -2 Cleric levels but I'm thinking maybe Tactics and Madness are the two best options? Which is better? Primary Domain: Undead
Also, are there any better domains for a build like this (bad touch cleric)? Being able to pick almost any 2nd domain with Separatist what would you pick? ![]()
![]() Fruian Thistlefoot wrote: These where just suggestions based on what I take. I tend to play NG and do the worship a Ideal when I play as pleasing a God is just so boring. Plus this line: PFS requires clerics to worship a deity so the ideals part would be nice but not possible here. Maybe a Separatist cleric of Urgathoa may be best? Primary domain: Undead & Secondary domain: Madness (effectively level -2 progression). I'd have to spend a feat to get Weapon Proficiency: Scythe but it seems like a decent trade. Few reasons why I like Urgathoa.
I've thought about going with Fumeiyoshi or Shelyn (especially Shelyn since you can take Exalted prestige class with her. Can't with evil deities because requirements say your alignment must match deity's alignment.) Fumeiyoshi comes with a reach weapon already and Tactics domain. Lose out on Ghoul Touch though, also Inflicts spells and Negative Channels won't heal me which is a negative compared to Urgathoa. Shelyn has Love domain, pretty strong sanctuary effect, and some comes equipped with a reach weapon. Could do Separatist with her but Tactics or Madness domain seems pretty iffy as how someone combines that with Shelyn and her Love domain. I keep thinking about Magical Lineage: Ghoul Touch & Persistent Spell Ghoul Touch being a 3rd level spell for a save twice or be paralyzed for 3+ rounds. That's 2+ rounds of coup de graces on an enemy. Hold Person is decent but Persistent Spell doesn't work on consecutive saves and allows for a save every round so IMO it's not as good as Ghoul Touch. This is ultimately my thought process for a bad touch Cleric down to a few selections and they all seem good. I just can't tell which is BEST. 1) Shelyn - Lvl5 Separatist Cleric / Rest Exalted (domains: Love + X)
An Evil deity would give DR 5/Good with a 5th lvl Righteous Might spell. Advancing to DR 10/Good at 15th level which I plan to play PFS arcs past 12th level. Taking Exalted with Shelyn gets Permanent "Protection from" my choice of 1 of the following: evil, chaos, or law. Can summon a lillend azata to aid for 1min per HD. Choice of 2 Calm Emotions or 1 Good Hope SLA a day. 1 domain and all domain spells are 1/day SLA's. At 12th level access to Plumed Blade (add Holy & Shock weapon abilities) for 4 rounds a day. That's a free +3 weapon enchantment for 4 rounds. It's been difficult for me to weigh in on these as both Urgathoa and Shelyn come out near the top personally. Both have pages of lore to help add extra RP to my character. Fumeiyoshi has a tiny bit of lore but he's got Tactics, Reach, and x4 crit weapon. I could really use some suggestions and some thoughts on the above. I'm adding 4 levels worth of credit onto my just turning lvl 2 character.
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