Samaritha Beldusk

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. 130 posts. 2 reviews. No lists. No wishlists.




Hello,

I have the following question about legendary items if anyone can help :)

1 - Upgradable: It says you can upgrade an existing version of a power, does that means you can NOT use it to add new power?
So for example let's say I have a ring of protection +1, I can upgrade it to +2, but I can't add Invisibility on it for example?
Or is it the same rules as crafting instead and you can add anything you want?

2 - Intelligent: It is very unclear (to me at least) what happens here when you select that ability. Is the item created following the rules of the corerule book as it is mentioned (Page 523) or is it only done following the rule on the mythic adventure book, or a mix of the two?

Meaning that the Legendary Ability "Intelligent" would actually be a weaker version of the normal one since you can't really choose the stats of your items as you wish (it would be only 10 for the three stats?) unless you take "intelligent" more than once?
Are you also restricted in the ability (using only the ability listed in mythic adventures)? Meaning you can't select spells for the item to cast itself, but only for you to cast through it?
If that's the case does it takes YOUR action or still uses the item action? Contrary to the core rule book rules where the item is the one casting the spells.

At the same time since the item can never be dominant I guess it would be overpowered since you could add any amount of ability to it without caring about how much ego it has.

Thanks!


I m trying to calculate the damage my mythic paladin would do once it reaches its maximum potential as level 20 tier 10 (wrath of the righteous) and I have a hard time doing it.

So, let's see what everyone else comes up with and if we can agree on it:

* She hits for 1D8 + 53 with a 2 hand Katana (Mythic Power Attack is ON)
* Her Smite Evil add 20 damage
* Her Smite Evil damages are doubled on the first succesful attack on an evil outsider
* She crits on 15-20 X 3 (Improved Critical and Mythic Improved Critical)
* If she crits, she auto-confirm and deals maximum damage (Critical Master path ability)
* She has Vital Strike, Improved Vital Strike, Greater Vital Strike and Mythic Vital Strike
* She has a Legendary weapon with the Foe Bitting abilities (double the damage done)
* She can cast Litany of Righteousness, multiplying by 2 the damage received by the target
* She crits on 15-20 X4 on Evil Outsider by spending a mythic power (Stolen Fury campaign trait)
* She has the Death or Glory Feat (adding +7 damage)
* She has the Devastating Strike Feat
* She has the shining beacong trait (adding her crit multiplier to damage on a crit against demon)

So now, she cast litany of righteousness successfully on an evil outsider, and attack him with her first successful smite evil attack, while using a Vital Strike, activating her foe bitting ability, Death or Glory and the X4 multiplier.

What damage does she inflict, if she crits? if she doesn't crits?


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I was wondering if anyone else feels that the big bad mythic NPC have waaaay too low HP and even AC. See Mythic Realms for a bunch of them.

Any decent mythic character can throw 300+ damages in a round, and that's far from the "optimal" ones that can do twice that amount if not more.

But still, the whispering tyrant has...392 HP and 40 AC, really? Any mythic paladin will just smite his ass and one shot him.

He doesn't even have a real mythical path, I was expecting Archmage 10.

It feels to me that the damage output of PC increase exponentially but that the HP and defensive abilities of the monsters increase linearly, simply because they have to "follow the rules"

Honestly to be any kind of challenge those mythic badass encounter should have 1500+ HP and certainly better AC, what's the point if the player can hit them on everything but a 1 and one shot them?

So as far as I'm concerned screw following the rules, The whispering tyrant would have 2k HP and like 55 AC.

Also stop the following the Wealth rules for those NPCs, the whispering Tyrant having a +4 natural armor amulet is just funny, really he never had the time and resources to upgrade it?

Some other NPC break the wealth rule at least like Azani or that mummy guy.

So please Paizo, stop "Following the rules" or create some mythic monster HP bonus ability or whatever to justify them having very high HP, because otherwise the legendary whispering tyrant will last half a round.


Alright, here is the question I have:

Let's say you are a Vampire (or any other undead monk), and then you reach level 20 and get perfect self.

So you are undead, and gain some outsiders thing, especially that part:

"She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects"

So what does that mean exactly? Are you not vulnerable to undead specific spells anymore?
Can you still be healed by Negative energy?
Does Paladin Smite good does double damage to you on its first attack?

What exactly change or doesn't?


Hi :)

I already posted quite a bit about the dawnflower dervish as I plan to play one really soon (AP start next Wednesday!)

That being said, I still haven't fully decided how I want to play it, so far I have three or four possible builds in minds.

So I am looking for a bit of help and advice if possible to help me choose :)

First a bit of context:

- The AP is Crimson Throne
- Only official paizo stuff (no 3.5 and no third party publishers)
- 20 Pts builds

What I want to achieve with my character:

- Be a classy badass dancing lady with a Scimitar
- Bring some spell casting to the party (ideally some buff and debuff)
- Have decent or even good damage output if possible
- I will need to take one crafting feat (probably Wondrous items) though that depends if there is sufficient downtime in Crimson throne to craft which I don't know, does anyone know this?

The three build I am considering are:

1) Full Dawnflower Dervish Aasimar (musetouched).
- Good support, even some healing with Soothing Performance and Meditative Whirl. High Charisma.

2a) Elf Dawnflower Dervish 1/Magus Kensai 19 (or as high as we get in the AP).
- More heavily melee oriented, less versatile, less support.

2b) Elf Dawnflower Dervish 1/Magus 19 (or as high as we get).
- More arcane offensive oriented, more versatile than the Kensai too.

3) Aasimar Musetouched Dawnflower Dervish X/Paladin X.
- Sounds like a good alternative, mixing the dawnflower dervish with a paladin of Sarenrae, taking advantage of the high charism in both classes etc. That being said I am hesitating what number of level to take in each class.
12 Bard and the rest in Paladin sounds good as it allows me to max Inspire Courage at +8 with the favored class bonus from Aasimar and to get soothing performance.
But when should I get the Paladin levels? How many of them?

I am really hesitant between the three, they all sounds nice...Anyone got some advices that would help me choose, especially about the Paladin/Dawnflower?

Thanks!


I already posted this in the Walter Magus guide, but there seems to be not much discussion going there anymore.

So my question to all Magus expert here, especially the Dext magus style, what about taking one level of Bard (Dawnflower Dervish) at level 1? On paper it seems very nice, but I just want to make sure I am not missing anything.

That being said I also very much like the flavor of bard/magus dancing lady elf that kick ass.

This gives:

* Dervish Dance for free, thus effectively saving two feats

* Battle Dance which gives +2 Atk and +2 Dmg on yourself only

* A massive amount of class skills (All knowledge etc) and skill points

* Level 0 spell bard, including Lulaby that reduce save by 2 against sleep effect, sounds like a sexy combo with Slumber Hex for an Hexcrafter magus

* 2 level 1 bard spell, Saving Finale is sexy to reroll a failed save, and Dazzling Blade is pretty flavorful not to mention a potential free action blind, or maybe touch of gracelesness for dext debuff with a spellstrike.

I am hesitating what feat to take at level 1 though, but I might go either for Arcane Strike or Improved Initiative.

Also I am seriously hesitating between taking Kensai or Hexcrafter as an archetype (sadly they can't be both selected).

I know, they are very different and the answer should just be: What do you want to do? Melee more, or Debuff more? But I just can't choose.

So what could make me choose one or the other is feedback from people who played those archetypes before and enjoyed or didn't enjoy them for some reasons?

Thanks!


Hi,

I am looking to build a Magus for the next AP I will be playing.

I read the magus guide from Walter, and it feels slightly outdated so I have a few questions:

* Is Dervish Dance still worth it now that Agile weapons exist?

* Is there any multiclassing particularly good for a Dext based magus?

* For example I m wondering about taking one level of Dawnflower Dervish?

http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-a rchetypes/dawnflower-dervish

That would give me dervish Dance for "free" thus saving two feats.


Hi :)

I am currently playing a Paladin Archer in Rise of the Runelords and was wondering what kind of gear I could aim for.

Anything "relatively" affordable, especially since we have crafters (arms, armors, and wondrous) in the group is welcome, basically around 20k bought /10k crafted max.

Right now in mind I have the obvious:

- Adaptative holy longbow
- Bracer of Falcon's Aim
- Quickrunner Shirt
- Boots of Speed or Featherstep Slippers

Bracer, there is also the avenging knight bracer or something that increase the level by +4 for Smite evil purpose, sound pretty sexy but would take the slot of Falcon's Aim which also very sexy.

Anyone played an Paladin Archer before and have some nice gear in mind to buy/craft ? Even consumable suggestions are welcome :)

Thanks!


I currently play an Aasimar (Musetouched) Rogue. And I noticed I could get some nice wings using the Angelic Blood and Angel Wings feats.

But I am wondering what would be the real advantage of this? Especially in Combat.

I am thinking not many, besides the fact that it looks cool.


Hi!

I am currently playing an Aasimar (Musetouched) rogue in the Kingmaker adventure path (currently level 3, soon to be 4)

Sadly the only rogue guide available is only using the core rulebook, so I read everything I could find here and there but I am still hesitating about what feats and talents I should choose.

I have 10 Str, 18 Dext, 13 Con (Level 4 point will go in Con), 8 Int, 12 Wis, 14 Cha

My current list would be as follow(I am only planning till level 16, since apparently Kingmaker ends around this):

Level 1 Feats: Two-Weapon Fighting
Level 2 Talent: Finesse Rogue
Level 3 Feats: Dodge
Level 4 Talents: Weapon Training
Level 5 Feats: Dazzling Display
Level 6 Talents: Combat Trick (Shatter Defenses)
Level 7 Feats: Outflank (The fighter in the group will take it too and I flank with him all the time)
Level 8 Talents: Resiliency
Level 9 Feats: Improved TWF
Level 10 Advanced Talents: Crippling Strike
Level 11 Feats: Combat Reflexes
Level 12 Advanced Talents: Opportunist
Level 13 Feats: Iron Will
Level 14 Advanced Talents: Another Day
Level 15 Feats: Greater TWF
Level 16 Advanced Talents: ?

I am hesitating quite a bit as I am considering the following talents and feats:

Talents: Offensive Defense, Slow Reaction, Beffudling Strike, Bleeding Attack, Entanglement of Blades

Feats: Improved Initiative, Fortitude, Toughness, disorienting maneuver

I am also hesitating about the Dazzling Display chain, as a Musetouched Aasimar I can cast Glitterdust once a day and I usually start my combat with it.
Dazzling Display though can be done way more often and in a wider area.

What are you thoughts? Any other feats or talents I should consider, or in the contrary not consider, take later, earlier etc?

Thanks! :)