Spirit Caterpillar

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Take Boat wrote:
You don't get racial skill bonuses from polymorphing.

That seems kind of silly to me in this case.

howstuffworks


If you have points in stealth, the only difference between a hawk and an owl (that I saw) is hawk has +8 perception and owl has +4 perception and stealth. Combined with the size bonuses, you can be near invisible in a forest.


If im reading correctly, dragon disciple only gets 4 strength? Even with dragon style, thats only 3 damage. The 11 monk levels missed would average 3.5 at the lowest level, 5.5 at the highest. So, straight up qinggong monk actually wins in melee and breath attacks.

If you want lots of castings,
Hungry ghost monk - regain ki on kills + crits, great if you are killing groups of weak enemies with dragon's breath
(qinggong can gain ki steal, but only vs living)

Master of many styles - dragon style merged with snake and crane for defense

Qinggong - breath weapons, and a good list of other options, including gaseous form, spit venom, shadow walk, and cold ice strike

Dragon (style) roar hits will saves and can stack for fear
Dragon's breath (qinggong) hits reflex for max 12d6
Spit venom (qinggong) blinds on touch (no save), hits fort for con damage (I love this with quickened spell like ability. About to get full attacked to shreds? Quickened blind!)


I actually like snake style more than crane, as it can work against ray spells and the like. Combining snake, deflect arrows, maybe wind stance, and spells like mirror image can give you an effective defense without points in dex or wis.

The biggest problem will be the DCs for not only casting but also dragon breath will be pitiful if you start dropping sorc levels, and your bab will be terrible if you do take them.

I would go ninja with dragon style and eldritch heritage: dragon, but that won't get very dragon-y until later levels


Too bad arcane archer doesn't work with bullets, adding grease to already flaming ammunition sounds nasty.


I don't know about PFS, but my last character carried a winged shield mostly to fly with. There are lots of good specific shields and shield enchantments. Being eaten by a dragon? Activate the battlement shield!


Dave Leach wrote:


Milking the most from the Rogue Scout would require 8 levels, granting Skirmisher. If the rest is pure Bard, is it viable?

Viable, but any bard casting will be utility use only (nothing will pass saves or spell resist), and you will be surpassed by full BAB classes and mages in combat by a long shot.

As Mergy said, urban ranger has made rogues obsolete. d6 sneak attacks my seem big, but remember that it adds up to 1.75 bonus damage / level average. d8s from knife master makes that a whole 2.25. Because rogues get nothing to boost their hit chance, have a middle BAB, and sneak attack is incredibly situational, their damage is almost never as good as an urban ranger playing like a rogue.

On top of that, the ranger can track, glide, burrow, breathe underwater, train an animal companion, qualify for feats early, stealth better than a rogue, heal, tree stride.... where as rogue talents generally range from mediocre to crap.


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Bard IS better than rogue in basically every way, archeologist and dervish are good, sandman can be an awesome sneak.

IMO, the best way to play a rogue is:
Scout archetype
Ninja trick: pressure points
Advanced talent: crippling strike

Grabbing shoot on the run and/or sniper goggles is good for ranged builds
Spring attack for melee

This grabs you 3 strength damage per sneak attack, for one normal and one advanced talent. Leaving plenty of room to prepare for the inevitable sneak attack immune enemies.


Anyone with 6th level spells: Spam sirocco on the big bad guy. A level in sorcerer or wizard can change this to different elements - good for utility or healing builds that want a combat presence and can sacrifice the druid level.

Menhir Savant:
Detect undead, fey, outsiders, and more. May be able to take the Sin Seer feat, and gain detect evil.
Free transport via plants at 9th
Etherial at 13th.

Plains druid:
Extra speed
Concealed when prone in natural areas
evasion

Monkey domian:
Familiar
Awesome sleight of hand skills

Frog domain:
Grappling hook tendril thing, I imagine it could be used to swing like Indie
free: climb speed, swim speed, water breathing

Reincarnated druid:
potential to negate a tpk
eventually get tongue of the sun and moon

Mountain druid:
Giant form is a massive upgrade from plant forms (with the current options)
casting statue at will: many enemies may be mysteriously crushed by solid stone birds

There is much more, but I am done


Lepermachaun's credit - to - team druid

Melee: Behemoth hippo form, improved natural attack, vital strike, growth domain, strong jaw. My current build - I took one level of unarmed fighter and grabbed janni rush as well.
Mountain druid is another option, they get giant form instead of plant.

Blasty Casty: Menhir Savant or storm druid are good choices for raw power / extra casting

Healer: If I ever end up playing the healer, druid is my first choice.

The crazy amount of utility and unique skills the druid can cram into any build, especially a healing build, means you always have something to contribute.

In a current campaign, we were off to find some bandits, and told their cave was next to the river. So, behemoth hippo form, enlarge, air bubble, everyone in the air bubble, and I snuck down that river. Turns out the bandit camp was a short ways off from the river; no problem, I always keep a casting of burrow prepared when I can. Dropped my comrades off inside the cave, and parked my massive hippo butt in the doorway. I believe we currently have the bandit leader tied up in a bag of holding with his head sticking out.

Some specific utility and generally awesome stuff next post.


Wings of flying


On a point buy, for an orc bloodline fighter, you might as well start with Cha at 12, and only bump it up if it makes the point buy more efficient (since the higher stats are more expensive)

There isn't any benefit to having the score until the powers are available and worth using -

level 4 fighter
weapon focus, weapon spec, ...
always on +1/+2

level 4 fighter
skill focus, eldritch heritage: orc, quicken sla: touch of rage:
swift action for +2/+2, limited uses

And improved eldritch heritage isn't even available until level 11.


Tinalles wrote:


3) How do they reproduce?

ever play "The Witcher"?


Monk of the empty hand,

Improvise weapon the bomb and spend a ki point to make it do unarmed damage?


STR Ranger wrote:


Actually , he'd just STR Surge to beat it

wow, thats a nice immediate action lol. I guess 8 levels in order of the shield is about it to not get slaughtered on the charge.


STR Ranger wrote:
something that can take out AM BARBARIAN

\

reach weapon, lunge, enlarge, etc,
OR
Archer archetype with improved snap shot

AND

combat maneuver of your choice to stop him

STR Ranger wrote:


Again, also 1. Can you use touch of Rage on yourself?
Lepermachaun wrote:
if quickened spell like ability is allowed on touch of rage


Orc bloodline is the way to go for raw power, especially if quickened spell like ability is allowed on touch of rage. Otherwise, every bloodline has SOME kind of unique utility, though it may be small and / or at later levels.


Mergy wrote:
I would go gnome over halfling only because of the constitution instead of dexterity. If you're going to lose one primary stat, you may as well gain another. Also, if you're willing to let your charisma sit right at 11, you get access to a few semi-useful spell-like abilities.

on top of that, eldritch heritage at later levels. Check out the orc bloodline, you can quicken spell like ability touch of rage on yourself for a crazy boost.


Akeaka wrote:
The only hesitance toward bard is that we've got a few power gamers in the group, and they're filling most of the possible positions a bard would fill, Archer-gish, front line fighter/skirmisher, controller (telepath specifically).

Bard has crazy options, both from the core class and archetypes. An easy one to overlook is sea singer's 1/2 level to linguistics, letting you forge just about anything. And who grabs linguistics to counter check you?

King's edict declares you a buttface, etc.

Delivered by your "royal" parrot / monkey.


Rawr gnome:

Rogue thug 1 - cause frightened instead of shaken with a good enough check

feats:
taunt: bluff for intimidate checks, no size penalty
dazzling display: intimidate everyone around you
enforcer: intimidate for rounds = damage dealt (for enemies where your normal bluff isnt high enough to cause frightened)

Just keeping a high bluff means you can spook anything not immune to fear into dropping their weapons and running.

I'm a barbarian! Rawr!


For a high Cha rogue:

Oracle 1: sidestep secret or nature's whispers, add cha to armor class. Oddly, sidestep is supernatural and whispers is extraordinary, if antimagic is a problem

Paladin 2: cha to saves, hit on smites
sacred shield archetype: vs evil, you can protect your party and get a big ac bump


The goblin ranger favored class ability is extremely powerful if you are fighting a particular type of enemy or get to level 11 (instant enemy spell)


LazarX wrote:
If Ultimate Magic was available

Same deal, animal speaker bard with eldritch heritage: verdant


Level range?

The dervish dancer feat is about as good as it gets for low level rogues afaik


Empty hand monk probably has more damage than a "ninja" ninja, grabbing whatever weapon has the best effects, sticking more on it, then flurrying is crazy.

For the ninja class, I would look at taking 1 oracle level to get sidestep (cha instead of dex to dodge), going str / cha with con then dex secondary, and getting some eldritch heritage feats

http://www.pathfindersrd.com/classes/core-classes/sorcerer/bloodlines/blood lines-from-paizo/marid-bloodline

unlimited use water jet for a blind chance (sneak attack away)

http://www.pathfindersrd.com/classes/core-classes/sorcerer/bloodlines/blood lines-from-paizo/orc-bloodline

+ str, + str, and stick quicken spell like ability to touch of rage yourself if your gm allows it. If not, its still useful to slap on someone else if you are hampered.


klevis69 wrote:
Slippery mind or Hard to fool...which is better?

Hard to fool 100%, but they do stack

Something like all enchantment effects (slippery mind) are mind - affecting (hard to fool) anyway, so HtF covers all the effects and more, gives you multiple saves instead of one, and gives saves against things that normally allow no save.


Unless I am way off, by RAW, a rogue cannot actually sneak attack in the dark - dim light gives 20% concealment, and concealment ruins sneak attack (without the rogue taking extra feats).

That shadowy figure in the alley just poked you for 4 damage! OOOHHHH!


Grick wrote:


So, given that the trap deals less con damage than the Poison spell, I would probably rule that there's no save.

unfortunately, every trap seems to be a low save, low power version of another spell. I was even looking at a swarm trap spamming, eldritch heritage Pestilence build; flat 1d6 ever means even piddly monster dr kills it. I don't want to min / max, I just want some use that isn't spam and hope the bbeg rolls 1.

10 ranger trapper / 3 zen archer shouldn't be a requirement to have decent traps and shooting when you give up glide / freedom of movement / instant enemy / etc


SRD wrote:

Poison Trap (Ex or Su)

EFFECTS

The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. If it is an extraordinary trap, the ranger must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.

Is the poison supposed to allow a fort save at the spell dc? Or is trapper actually worth taking over urban ranger?

thanks