So, I'm rolling an Oracle full support with Bodyguard and Succor Mystery and Spirit Guide archetype.
I will use UMD and my WBL to buy scrolls/wands (PFS legal only spells) of spells I could use.
I need
- buffs that help hit ghosts/incorporeal things
- ANY good level 1 spell to cast from a scroll/wand.
- spells to buff allies! This is the important thing, I want them to be the target of the spells, not me.
I don't care about class, anything.
I have 13 WIS 16 CHA > this covers all Sorcerer/Bard spells, Wis covers Druid, ranger, all wisdom. Only ones out are Wizard only spells (if there are any)
Need suggestions on Druid/Ranger/other classes as well to buy scrolls!
The idea is to be the ultimate buffer using anything at my disposal.
If you know of a spell to SHARE spells with range of :YOU great!
Benefit: This small metal shield is worn strapped to your forearm. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn. You can’t make a shield bash with a buckler.
So, if during my turn I attack with my 2h weapon with reach and buckler, I get -1 to attack and lose the Shield AC.
What about if I'm using Aid Another? My questions are:
- Do I lose the Shield AC if I use Aid Another with Bodyguard? I think so.
- What if I cast spells? Nothing forbids me of switching weapon to offhand, cast with main hand, and get weapon to main hand again. I think not.
From what I can gather, Aid Another will always work, even with benevolent. The only difference is that I will take a -1 to attack rolls to perform the Aid Another Action.
If I use the Aid Another Action, since I made an attack roll, I will lose the Shield AC, but nothing forbids me to keep giving it to my allies.
Casting spells works exactly as using a Light Shield, so if I cast a spell I won't lose the Shield AC
So, I ask this because I could either take Weapon Trick polearm to accept a -2 to all attacks, but being able to use a Shield, or just take a Buckler and lose the AC, yes, I will be more vulnerable, but I'm not the one doing damage, and I'll be always behind allies (frontline). In this case I take -1 to attacks
This is the build I want to play. I have to take Constable at level 8 when I have BAB +6 to get Harrying Partners and use it as Bonus Feat from Tactician
At level 10 I can share this feat almost free with that Squad Commander ability.
Squad Commander (Ex):
At 3rd level, a constable can spend 1 minute laying out a plan to activate the tactician ability without having it count against his number of uses per day. The ability must be triggered within 1 hour of the plan being made, and the benefits last for 1 minute per cavalier level he has. The constable can have only one plan at a time, and if a new plan is made, any old plan is lost.
Meanwhile, up to level 10, I can use Bodyguard up to 3 times per turn for Aid Another, and my standard to assist allies with Aid Another or just cast a spell. Keep in mind from level 4 and on, my Aid Another provides a +6, because I have Helpful (from halfling), which grants +4 when I use Aid another.
- Is Shield Brace worth it? I need 2 feats to make my reach weapon work with Shield. The idea is to get more AC, and eventually Benevolent armor to provide its enhancement bonus to AC when using Aid Another. Keep in mind, I'll have 14 DEX and Heavy Armor, but that's it, and I'm in melee range, behind my allies.
- Should I focus in UMD for the best support options? With my Curse (that gives +4 UMD at level 5, and makes it class skill), I'll be rocking quite a lot. This will cost me the Bonus Feat to make it Skill Focus option.
- Does my STR matter? I'm planning to make it 10 STR, since I won't have any feats on combat, makes no sense to use a 14 when I just need to hit 10 attack for Aid Another.
Then we have archetypes. I REALLY wanted to take this one Divine Herbalist but I can't find a way, because it replaces 1st and 7th Revelations.
Are there any archetypes I can take without ruining my current build above? How could I arrange this build to be useful during leveling and get this Archetype.
I'm trying to find a way to get access to Remove conditions, and that archetype is perfect. Also, Dual-Cursed seems to broken, and I'm not sure how much my DM will like it, I'll have to ask though.
I could also use this:
Spirit Guide to get this Wandering Spirit Tribe and I wouldn't have to multiclass to Constable for 3 levels, but I still need 1 level of something else to get +1 BAB and as many feats as possible, so at level 7 Oracle I have at least 6 BAB and pick Harrying Partners, which is when I get the ability:
At 7th level, she gains the spirit ability of her current bonded spirit.
I know the first one allows me to keep the 1.5 STR bonus to damage, but it's something I'm not concerned with. But I know Buckler says I can use the hand to cast spells.
I'm confused about Shield Brace though, because Light Shield says my hand is free to use weapons.
I couldn't find a FAQ/Errata, only a comment from James Jacob:
Perfect Aid (Ex): You can effortlessly give aid to your allies, whether that means providing them with help attacking or defending them in the heat of combat. You gain Bodyguard as a bonus feat, and whenever you use the aid another action to provide a bonus on attack rolls or to AC to one of your allies, the bonus you provide increases by 1. This bonus increases by 1 at 4th level and every 5 oracle levels thereafter (to a maximum of +5 at 19th level). It doesn’t stack with other feats or class features that improve the bonus you provide when using the aid another action. This revelation also counts as the Combat Expertise feat, but only for the purpose of meeting the prerequisites of the Swift Aid feat and any feat that lists Swift Aid as a prerequisite.
Helpful
You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
I'm wondering if they stack, I can't honestly tell
I went Evangelist Cleric with the following stats, which I can change
STR 14 + 2
DEX 14
CON 14
INT 10
WIS 14
CHA 10
For feats I took
- Lingering Performance (because only 10 CHA)
- I have 2 free feat, and I don't know what to take
Our party is:
Paladin melee
Fighter melee with falchion
Wizard conjurer
I want to be a support role. I notice we lack Stealth guy, or Disable device guy. I could potentially change class, but honestly I have no idea what to play.
I want to play a support class in a Carrion Crown campaign.
I'm playing a Evangelist Cleric with Freedom subdomain, Desna as deity. I don't want to change this for roleplaying reasons.
I can change my class, because the DM has allowed it before making it to level 2.
How can I support my party? I'm playing a reach Cleric with Lingering Performance, but in all honestly, I don't feel like playing a full caster class, they are too powerful.
I thought about going Rage Prophet, or multiclassing to fighter to have lesser spellcasting capabilities, but I'm not sure this helps in support the party.
We're playing online with Fantasy Grounds.
What options do I have, without using extremely complicated builds. I usually like doing damage, having options to buff allies and I know I need to be able to remove statuses and such.
My stats are 16 14 14 10 14 10
I need ideas on how to support allies, I'm not THAT much familiar with builds. I even considered going mystic theurge, as long as I don't get more than 6 level spells. But then I can only do spells to help the party and my STR and reach would be useless
So...
How useful is the Battle Scion Archetype? I mean, at level 7 I could be sharing some Combat feats, yeah, at most 2, but party needs to meet prerequisites.
My question is, are the rounds enough since it cost 2 rounds per turn to maintain the rage song that gives combat feats?
I wanted to give the party Outflank, but what else could I give? And having to pay 2 rounds per turn, I'm afraid they won't last much
I know most people will say combat last 4 rounds, but that for me is 8 rage rounds, and it won't leave much options for other combats
I wanted to play something to buff/heal/remove conditions from the party, but I don't want to play a full caster, they're broken and we already have a wizard.
We have 2 melees, so I was thinking about playing a ranged character, but then I noticed that if I'm away from melee guys, I'll have trouble buffing them.
So I thought about playing a Reach character.
Now, I need to play something that can buff the party. The only thing that comes to mind is Bard, but I'm not sure what other options there are.
I don't know which books I can use, but consider all of the non-campaign ones. Since my stats will be rolled, I have no idea what will happen.
Basically I want to play an arm character from https://docs.google.com/document/d/1i5hWkHXHOetRlpLOmxbpoEWod77psN0JcwFvxCl NrGc/edit
Can someone give me ideas on how to do that?
I know there's also that cheesy build about being a Halfling giving Aid to everyone, that could be fun as long as it's not really that cheesy, I don't know this DM, so not sure what I can play!
We're doing Rise of the Runelords. I do not know the other classes of the party members.
I'm guessing we're going 15 PB, that's the standard for APs, but could maybe be 20PB.
Is it even possible to have a reach build? I don't wanna dump any stats (roleplaying reasons).
I was thinking going
15 PB
STR 14
DEX 12
CON 12 + 2
INT 12
WIS 12 + 2
CHA 12 - 2
What can I do with this? I'm not really familiar with Reach stuff, was thinking of going Power Attack, and that's about it lol.
- Also, I get this benefit to Combat maneuver with my Sacred Weapon, and to my CMD when defending against disarm and sunder attempts made against the sacred weapon.
Questions:
- Do all weapons I have Weapon Focus with get the same benefit? So I could have a Dagger and Longbow, both of them getting +2/+2 at level 9?
- Do I gain New weapon groups?
- Advanced Weapon Training > I understand I would NOT get new weapon groups? Am I correct?
- Do I qualify for feats that have Weapon Training as pre-requisite?
I'd like to know everything on how this works! Thanks
I'm a bit confused about this. I'm not when and on what skills check I can take 10-20.
Lets say I'm climbing, why could I take 10 if I could fall or why couldn't I take 20 and just dont bother with it?
Your lack of regard for others proves a boon when you fire projectiles into melee.
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.
I'm gonna play a Warpriest Archer. Is this feat worth?
And how does it work exactly?
Do I get a +2 to attack for taking -1 AC? It seems SUPER advantageous in my mind, I'm basically gaining something for free considering I'm a ranged character.
So, I couldn't find any errata, pls link me to them if there are any.
I know that you can't take +something of something you don't have, for example getting +X to Mistery if you don't have Mistery for Oracles.
Now, I couldn't find anything related to getting something new from FCB.
In the case of WP Human FCB you get 1/6 of a Combat Feat.
Does anyone know, for sure, if you get a WP Bonus Feat or just a Generic Bonus Feat?
This makes a huge difference because you could be getting Weapon Specialization and Greater Weapon Focus instead of 2 random Combat Feats.
And regarding Weapon training, does it stack in the case of Arsenal Chaplain with VMC?
If it's stack, what do I get exactly?
If it doesn't stack, what do I get exactly?
I'm considering if VMC Fighter is worth, not sure how it works exactly.
We're doing this campaign.
I'm going archer and WP because we need some healing and the best possible damage.
Also having access to Cleric Spell list can make a lot of things easier.
Party will be:
2H Paladin
Witch
Investigator ( I believe pure Int, almost zero damage)
Archer WP
Since they will be only 2 of us dealing damage, I need to be particularly good at it.
I can chose anything, from race to feats, traits (except those that belong to other campaigns) and spells.
25 PB
I'm ok with not going human, I was hoping for a +2STR/DEX Race (I believe Aasimars might be the only one) or something that is similarly good enough.
I'd like to start with 18 DEX so I don't overkill and 14 WIS
This was my main idea for feats:
Traits
Fate's Favored
Campaign +2 Ini +1 Reflex
FREE
I want to roll an Archer Warpriest.
Arsenal Chaplain is a really good one for Damage, but I lose a Blessing, scaling Sacred Weapon, Sacred Armor.
There are several Blessing that are quite good, for example Air for an Archer. Getting Fly at level 10 is really good, and no AoO too.
How does exactly VMC Figther works?
For example it says that at level 7 I gain Armor Training I, but there is not AT I, just Armor Training. What exactly do I gain?
Let's say I wanted to take Weapon specialization.
Could I only take it at level 6 or 9, but not as part of normal feats from advancement?
According to the rules it would seem I can only take fighter feats and full bab feats according to my Warpriest level when I'm taking a bonus feat at 3-6-9, etc. is that correct?
We're starting Strange Aeons Campaign. The idea is to go with several 4/6 level casters and maybe a witch. 3 out of 4 will have healing and/or Removals. My idea is to go with Scrolls to remove stuff and if it's Ability Damage just deal with rest to prepare stuff or buy Wands.
I'm planning on playing a WP Arsenal Chaplain Archer. This archetype is not only because of Weapon Training but also because I don't want to have Channel Energy. I looked at the other Archetypes that replace Channel Energy and I didn't like them.
I don't want Channel Energy because my ground relies too much on healing and if I have it I already know half my turns will be spend channeling instead of actually killing the threat.
If you find a better Archetype that also replaces Channel, please say so!
Half Orc 25 PB 2 Traits - 1 Campaign Trait
STR 14
DEX 18 or 19
CON 14
INT 10
WIS 14
CHA 7 or 10
Why 19 starting DEX?:
Why 19 starting DEX? Well, most APs end around level 15, so by taking 19 I get a the full benefit at level 4 and the second full benefit at level 12, while the other way around (starting at 18) I only see a benefit from level 8 to 12. But starting 19 makes me have a huge CHA dump with a 25 pb, which seems way too much optimizing.
There's not way I'm starting 20 DEX, too much dumping.
I could potentially start at DEX 17 too, with 16 STR, having more than average damage with my arrows.
Build:
Traits: Fate's Favored - Not chosen, suggestions appreciated
Racial Features
Sacred Tattoo
Shaman's Apprentice (Endurance Feat for free, have no use for Intimidating racial feature)
1- B Weapon Focus Longbow - Point Blank Shot
3- B Precise Shot - Rapid Shot
5- Deadly Aim
6- Manyshot - FCB Human Feat Weapon Specialization
7- Clustered Shot
9- B Greater Weapon Focus - Reckless Aim
9- Access to Adv Weapon Training, idea is to get Weapon Sacrifice to protect me from death, unless there's something better I'm not seeing.
11- Improved Precise Shot
12- Point Blank Master (?) -FCB Human Feat
I've basically run out of ideas at this point. I'm not sure what else to take besides Precise - Rapid and Manyshot.
The idea is the classic Divine Favor. I don't think I will be using Divine Power at all. Unless I'm like level 12 I don't get that many benefits and we can probably afford a wand of Haste for the extra attack.
Concerns:
Not being able to fly. Giving up 1 blessing is a hard choice, but gaining Weapon Training is excellent. I can't see how I will be able to fly though and though I don't really need it, it kinda bothers me.
Items:
+2 STR-DEX
+1 Longbow STR +3/+4 Depending on starting STR
Cape of Resistance
Armor -> Should I go for Medium for more AC or just Mithral? I can potentially go Medium+Kilt sacrificing movement.
Buckler -> How can I use one and not get -1 to attack and lose it's AC while shooting?
What other items should I get, besides Cold Iron/Silver Arrows?
I have a player in my group playing a ninja (not unchained) with around 16 in DEX and CHA and 14 in CON.
He's gone 2WF, at level 3 making 3 attacks at +11 and +6 I think.
He has 10 STR and 4d6 Sneak Attack. Problem is unless he's doing SA he does barely any damage, also 2WF lower his chances to hit a lot, and unless he's flanking making more attack have no benefits whatsoever.
I'm a Wizard and even if I could cast Heroism/Improved Invisibility, I'm always more inclined to do so on our 2WF+Shield Master Slayer with 20 STR, who already does 2d6 of Sneak Attack, has Studied Target, PA and ends up doing a lot more damage.
I know that strategically I should just ignore the Ninja, because it ends up being much more efficient to buff the Slayer, who for some reason refuses to be Enlarged, but is there some way I could help this Ninja?
Both of them have around 95 HP, and we're starting to notice that monsters are doing around 20-35 HP of damage, sometimes even more.
I'm an Evoker anyway, I usually load up utility spells and buffs as a Wizard and then start replacing them with Fireballs because that's what the team lacks, damage.
How can I help both in build and spells our ninja?
We have an Oracle of Life too, but doesn't flank and mostly casts Prayer and Cure X Wounds
In an upcoming campaign I'd like to be an archer. Since I'm usually the Divine guy, I'd also need to run something that is divine.
Usually our group is not really experienced and many times our players take mechanical decisions than from the outside world, suck. Like being a life oracle who only heals, doesn't buff and doesn't use weapons or summons. Or a 2WF Ninja with 10 STR and a 2WF Slayer.
This is not the subject of the thread though, but since I've never experienced hybrid classes I was wondering if Warpriest, Inquisitor and the like are classes that can be used, played and the party can still get all the perks of Breath of Life, Removal and the such.
So, in the case of playing APs, does not having a full spellcaster is a hindrance or one can just ignore it?
My experience on the matter is limited, but getting access to Breath of Life at level 13 seems horrible when you consider a normal Cleric.
Does that mean that the same bonus to the same thing (ie Saves) does not stack, but several bonuses to different thing work and the all benefit from Fates Favored?
For example Divine Favor and Half Orc´s bonus to Saves all benefit from Fate´s Favored, right?
So Divine Favor becomes +2 to Attack and Damage and Saves become +2 too?
So, I'm face with this issue. Despite having knowledge my DM of course won't tell me Giants are weak against Will save, or this enemy has high Fort Save.
So, I'm left deciding on the spot what spell is best to affect an enemy.
Last session we fought a Lamia in Rise of the Runelords, with SR! Holy cow, I had to roll at least a 15 to make my spells work. I also suffer from the following:
Bad positioning between Slayer/Ninja. They don't flank often, and Slayer honestly is failing at least 50% of hits. (bot 2WFighting)
Oracle only healer > He's NOT support. He JUST HEALS. The only notable spell he used in combat was Prayer, and it took him at least 6 rounds to cast it because he wanted to affect everyone.
I'm a Wizard Evocation Admixture. I HAD to go damage because if I use Haste the party doesn't like it, and also they can't reliably hit the enemy.
Besides the fact that I lost half my spells trying to bypass SR, I had no idea what to target.
I had no idea whether the Lamia was susceptible to WILL or REF and I ended up wasting a of of spells.
The only Fireball I landed was Empowered and she even saved despite having a 21 DC.
Finally we got lucky and my Glitterdust ended up blinding her for 3 rounds and avoided her going invisible.
Unless I have Meta knowledge how am I supposed to know what Save is the best?
I know REF is always the best but that covers only damage, and if my party lacks damage I can't throw that many fireballs to cover that up.
I really like this spell, but I'm not sure how they work in combat.
Let's say I have an ally who is tripped and next to an enemy. Initiative order is Me>Ally>Enemy.
According to my understanding of the rules, once I cast Silence Image (let's say I cast a wall between them) no one gets a Saving throw unless:
- study it carefully > we can assumed Move Action, otherwise it would be OP
- walks through it or touches it and notices it's not real
- decides to attack through it > so, let's say this action is taken, because maybe the creature is strong enough and thinks it can break it. How do you rule this? Does the creature have blindness for 1 attack until the figment becomes transparent?
Next, my ally: since the enemy never got a Saving Throw, could he just get up and walk to a safe location without any repercussion?
Was there ever a clarification from Paizo that I could show to my DM?
I'm asking because against someone that could Full attack I could potentially trap them in a Maze and they would have to waste 1 move action to touch the Wall and notice it's not real disbelieving it automatically, but if I put a wall in between (at range for example) the only option they have is to waste a Move Action to get a Save and possibly fail at it.
Also, how can I shape it? It's the minimum 10 ft cube or I could make it smaller?
I'm rolling an Halfling Wizard Evocation Admixture with Divination/Abjuration as opposed schools.
Hafling
Sure-footed > Fleet of Foot I move 30 ft instead of 20
Fearless > Fey Thoughts I get Perception and something else as Class Skills for giving up +2 to fear.
What I'm undecided about is whether or not I should need AC items. I'm getting a +2 to INT which is a no brainer, but then I'm not sure what else to get.
I could get +2 CON or DEX but that's highly debatable.
My first idea was to get:
+2 INT 4k
Lesser Metamagic Rod of Empower 9k > if the 25% rule is real, I couldn't get this.
Cloak of Resistance +1 1k or +2
Ring of Deflection +1 2k
Amulet of Natural Armor +1 2k
Mithral Bucker +1 1100
Cap, Buffering 2k > Negates 1 Crit per day but it does so as Immediate Action and as a Wizard those might not be available always. I'm not even sure how much worth is the time as a Wizard.
I'm confused whether I should get the standard AC items and Cloak of Resistance or not. If I don't I can get things like Boots of Striding or Teleportation boots.
Also not sure whether I should go Mage Armor or Hamaraki with special properties. I can't find a way to justify the extremely high prices of Bracers of Armor. It all goes back to opportunity cost, what am I losing to get something that could potentially never be used.
Also if I'm following the rules I think I can only spend up to 25% on 1 single item? I couldn't find this rule, though I read about it on the forums.
Besides that if anyone knows some cool items that would be awesome. We have a dedicate healer in our party, so Aegis of Recovery though cool at level 7 it doesn't seem that important, unless there's something else that works similar but doesn't destroy itself.
Regarding Rods:
I'm also undecided whether I should get Selective as a feat or Rod. Right now I'd be throwing up to 3 Selective Empowered Fireballs x day as 3rd level slots, or I could be throwing Empowered Selective Fireballs as 4 level slots with Rod of selective, but the good thing is that the rod will be useful up to level 6, so I can keep using it a bit more, and even for other Crowd Control Spells with instantaneous duration.
I'm gonna roll a Wizard (Evocation Admixture Opposed Schools Abjuration and Divination) with Scrollmaster archetype. At level 10 I get to use Scrolls with my own casting stats. So I have a couple of questions:
- do scrolls use my feats as well? Like Spell Focus?. If no, is there a way to achieve this?
- can I craft scrolls with Metamagic on them?
Let's say I have Magical Lineage:
Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Can I craft a scroll of Selective Fireball as a 3rd level scroll? If no, how can I cast a Selective Fireball from my own scrolls?
- to what spells does selective spell applies? Can I use it with Lightning bolt for example? If no, how do I protect my allies during battlefield?
Could I just play an Arcanist with things like Improved Initiative, Touhgness, Skill Focus UMD/Bluff and still be effective?
I'd like to play an Arcanist with focus on Evocation School. Taking Spell Focus and Greater Spell Focus, even Spell Specialization. But I don't want to take 1 trait for exclusively Fireball for example.
I just want to be a generic Blaster who can blast with whatever spells.
I know I need School Savant for Admixture.
But back to my question, could I be of use even if I'm not dealing 10510+1510 fireball damage?
According to my own interpretation of the rules, yes, it does.
Is this broken or is it permitted even on PFS?
Empower doesn't change the Spell Level, only the slot required to cast such spell, and Metamagic Rods works according to Spell Level and not Spell Slot.
So I could use a 5th Level Slot to cast Empowered Fireball and a Rod of Maximized Lesser to get an Maximize Empowered Fireball
I need to make an Arcane Class.
We're lacking Knowledges and it's probably a good idea if it's full spellcaster, unless you can find a decent 6th level arcane class that is not a bard, I couldn't.
Party composition is:
-Oracle of Life > only buffs and heals
-2TWF Slayer
-Ninja
I need to be doing the following:
-Crowd Control
-Blasting
-Buffing. Oracle is kinda new to Casting class and it's kinda bad at knowing what to do.
I'm thinking about going base Arcanist, unless there's something better in the archetypes, but I couldn't find anything: > I'm not sure how many exploits you actually need to make a competent arcanist
-I only need to prepare spells, doesn't matter if I cast them or not
-I won't use Summons. No, I won't. I hate keeping track of Summons.
Should I go Arcanist? My party sometimes is REALLY bad at doing damage, so I need to be able to chip in and contribute with damage as well.
20 point buy
I have these 3 stat distributions in mind, can't honestly make up my mind on what to chose.
Point Distribution:
STR 16 -2
DEX 12 +2
CON 14
INT 8
WIS 14
CHA 10 +2
STR 17 -2
DEX 13 +2
CON 14
INT 8
WIS 14
CHA 7 +2
STR 18 -2
DEX 10 +2
CON 14
INT 8
WIS 12
CHA 8 +2
Racial Traits:
Caretaker - +2 Sense Motive +2 Racial Bonus to Animal Companion (Replaces halfling luck, sure-footed, and weapon familiarity)
Keen Senses +2 Perception
Fearless +2 vs Fear. Anything to good enough that justifies replacing it?
Skills Maxed:
Handle Animal, Perception, Ride, Sense Motive or Survival, Stealth
Ride at level 7 = 3 Classs Skill + 7 Ranks + 1/2 DEX = 11 - Armor Check Penalty (-1 if using Mithral Breastplate)
Levels:
L1 – Wild Child (Brawler Archetype) AC, Brawler's cunning, Martial flexibility, Martial training
L2 – Hunter Animal Focus, AC that stacks with Brawler
L3 – Hunter Track, TW Feat Outflank
L4 – Hunter +1 Stat, which one depends on Stat Distribution at level 1. TW Feat
L5 – Hunter Improved empathic link
L6 – Hunter Woodland stride
L7 – Hunter Teamwork feat. AC is Medium size, it can now be ridden.
L8 – Hunter Bonus trick
L9 – Hunter Second animal focus, swift tracker
L10 – Hunter Teamwork feat
L11 – Hunter Raise animal companion
L12 – Hunter Speak with master
L13 – Hunter Teamwork feat
Deinonychus or Small Cat if DM doesn't allow Dinos. I don't want to use Medium creatures for story reasons (I'm growing with my companion and eventually I can ride it) and also because if it goes Large I'd need to cast Reduce Animal every day wasting a Level 2 slot just to be able to move in dungeons if it were necessary.
1 - Armor Prof Light
2 - Iron Will
3 - Bonus Outflank
4 - Bonus Lookout. +1 INT
5 - Step Up
7 - Bonus Pack Flanking
8 - Combat Reflexes
10 - Body Guard
11 - Harrying Partners
13 - x
15 - Mounted Skirmisher
Starting STR of either Dino or Small Cat will be increased by +2 from Racial Trait and +2 from Animal Focus at level 2, which is permanent.
This way I can manage the low starting STR of both AC. I'd prefer to get the Dino because of its CON, which is 17 at level 1, compared to Cat which is 13 and could be risky.
I could use suggestions on:
Stats:
Personally I think the first Stat is the best because of how average is and it kinda takes advantage of my DEX, which needs to be high to reach certain levels of Armor Class. Unless I'm missing something.
The Second one will get 16 STR at level 4, and 16 DEX at level 8, but at the cost of having -1 in INT and CHA.
Third one it seems like a a waste of DEX, being so low and WIS as well. I'd need a lot of money into items to compensate for that.
Feats:
Power Attack is a necessity for more damage, and Risky Striker it's a -1 AC for +2 damage, though it's my understanding that it's not increased with a 2 handed weapon.
At level 5 I'm going to have 4 BAB, which means -2hit/+6 from PA and -2 AC/+4 to damage, for a total of +10.
I'm not even sure if I should take Mounted Combat because my Ride check is kinda low and Furious Focus sounds a MUCH better option. Mounted Skirmisher doesn't sound so attractive when my mount is having Step Up.
Animal Companion Feats:
I think it's well rounder option. I get Light Amor, +2 to Will Saves and Step Up. These 3 seem pretty good imo, unless Iron Will is not necessary.
Usually my DM doesn't target AC, but considering I will riding it, it could turn up as a possibility.
Combat Reflexes+Body Guard= I see it as a decent option, but I couldn't think of anything else. It's only +2 AC, eventually it could be more with Benevolent armor enchantment.
Story.
Lunos Shortfoot was a merchant's child. As such he used to travel a lot with his parents trading mostly trinkets and some ale/wine with gnomes. Occasionally they would do some trades with some human settlements.
On one of these long journeys his parent's caravan was attacked by goblins, some were mounted on goblins dogs.
Lunos was able to pass unnoticed and hide. Thankfully he wasn't able to watch much of what happened, but he hard the screams. Until these days he still has nightmares about that afternoon.
Stray and lost, he did the only thing he knew: he followed the road. Of course things didn't turn up as he thought. He walked and walked, but no buildings in his sight.
Eventually he reached some farms. After a while a family noticed him and took him in.
Mount pounces, gets full attack+rake according to rules.
-What does rider get? Normal attack action with +2 to hit?
Mount charges with pounce.
-What does the mount get if rider is using Lance (reach weapon 10 ft)?
Mount charges with pounce and rider has Ride by Attack.
-What does the mount get if rider is using Lance (reach weapon 10 ft)?
Mount charges with pounce, rider has Mounted Skirmisher.
-What does the mount get if rider is using Lance (reach weapon 10 ft)?
This all comes up because of Lance 10 ft reach and mounts having normal reach.
I could potentially guess that during Ride by Attack situation the mount and the rider attack at different moments. Rider at 10 ft distance, mount while passing next to enemy. But this theory doesn't hold well in full attack situations.
I'm trying to make a character with a flying mount from level 1 or as early as possible.
My idea is to make a character who grew up with his AC and they have a very tight relationship, which is why they always fight together and as a single unit.
A character that will tease you from afar while still doing the highest possible damage and taunting the enemy every time he pass through them.
I'm trying to focus more on the melee side and someone who is always ready, despite having spells (if it has). So something like straight druid doesn't sound so interesting because you usually need couple rounds for buffing.
I've been looking and so far the best choices seem either a Cavalier or a Hunter.
Thing is Cavalier doesn't have much of a choice for mounts, they're all boring.
Hunter has some options but I couldn't find any flying one.
On the flying side, I'm a bit concerned about weight. I'm not really proficient on the subject but it seems that with my weight alone most flying mounts wouldn't be able to fly?
Race has either to be Small or I will have to pick up Undersized mount. The character idea is always with a mount at her side, no matter what, which makes Large mounts a problem in most dungeons.
The only big advantage I saw was that Ranger gets Mounted Skirmisher at level 10, which is 4 levels before anyone else.
Depending on the speed of the mount this could either be a huge bonus or something that could be cancelled by enemies reach.
I'm a bit confused about Ride by Attack and Flyby Attack. Do I need both to charge if I'm flying? Can I even charge ala Ride by Attack if I'm flying or is it not possible?
The idea of getting a flying mount is mostly to get around my allies because until Wheeling Charge I won't be able to charge if someone is on my line.
I've also read Geckos are great climbers, that could be another possibility, but my main issue is what happens when flying enter the game. Unless I can cast the spell myself I'll be really complicated to reach enemies.
I always struggle with this. Besides some classes like Cleric where if we're going some sort of front line guy we can feel not about a 14 in WIS and a 16 ion STR, usually if we play martials/casters I always feel the need to have the maximum possible.
That 16 on INT wouldn't feel ok being a wizard, not only because of the amount of spells at level 1 (1 extra at 20 is a lot), but also because of DCs and skillpoints.
My current Wizard doesn't have a single rank in Perception. He has Knowledges (a lot of them), Linguistics (yeah), Spellcraft and going to get some into Craft Wood, because DM allowed me to use Amazing Tools for Wands/Staves.
Overall, I'm not sure whether I'm wanting an 18/20 because it's a requisite that I must follow or just because I feel I'm not maximizing the character.
Like playing an Halfling Barbarian. Wasting an 18 to become a 16 feels BAD, WRONG, and horrible! Not only I'm wasting points to buy that 18, but it's also not working, and that +2 DEX isn't going to be suddenly another 18, because buying a 16 is expensive.
So, I'm never sure how to deal with it. Sometimes I wish Skill Points shouldn't be tied to INT, so if I go 16 INT Wizard because I want more agile/dexterous/charming Wizard, will work. But then, you have so many things to avoid being hit, replacing CHA with INT, and downright not caring about it, that still feels wrong.
How do you forum people deal with this? Do you feel ok using an 16 on your main stat, does your GM have limitations on 20s, not being allowed?
I was reading some posts and people were saying that you can only Summon Earth, Fire Water Air.
Is there any place where this information is displayed?
I've prepared some sheets with my Summons and I put into it Cold Iron, Magma and the other Paizo's one, but I usually like to play RAW and I sorta limit myself when something is out of line.
My DM doesn't have that much time to read on rules, so unless something is obviously broken I'm the one using the banhammer on things.
I'd appreciate an official ruling or something if you guys have it!
I haven't included all the monsters, as I have no need of them. I will probably be updating this on the future, and let you guys know, as I level up my wizard.
All of the stats (unless I made a mistake) are regular and [augment summoning].
I tried using Player's Aid: Summon Monster Cards, but honestly, it was not accurate, many abilities didn't include +2 from CON enhancement, Slam natural attacks didn't include x1.5 STR and I didn't like the fact that every special quality was explained on each summon, taking up space that was completely unnecessary.
The idea is to have Summons on 1 side, and on the other side of the page, or at the end of the summons, their abilities.
I've also included things like Blindsight/Blindsense/Tremorsense because I sometimes forget what they do.
I know it's not much info, but maybe you can use it.
It's the same format as PFSRD but with some stats switched in places.
If you copy/past from PFSRD and copy format, you'll get the same result, except you'll have to rearrange some rows and their stats.
I was commenting on another thread and Cevah made an interesting argument in favor on why Bardic Knowledge doesn't let you bypass the DC10 on Knowledge Checks.
This was in clear contrast with others threads I read and people on the same post, so I went and started researching a little.
I started checking information, and because I didn't want any doubts, I went to the books themselves.
From the CRB, Page 87.
Trained Only : If this notation is included in the skill name
line, you must have at least 1 rank in the skill to use it. If this
notation is omitted, the skill can be used untrained (with a
rank of 0).
Skills that are marked as Trained, you cannot use them, unless you have 1 rank.
The very definition of Trained is having 1 rank, while Untrained means having no ranks at all.
If any special notes apply to trained or untrained
use, they are covered in the Untrained section (see below). Let's see below.
Untrained: This entry indicates what a character without
at least 1 rank in the skill can do with it. If this entry
doesn’t appear, it means that the skill functions normally
for untrained characters (if it can be used untrained) or
that an untrained character can’t attempt checks with this
skill (for skills that are designated “Trained Only”).
Basically, if Knowledge skill has the entry Untrained, it will say what a PC can do without having ranks on the skill. So, let's check that up
Untrained: You cannot make an untrained Knowledge
check with a DC higher than 10.
As long as we are Untrained on a Knowledge skill, our ceiling will be DC10.
Untrained is defined, as we said before, by not having any single ranks in the skill.
After seeing all this, let's check what Bardic Knowledge says:
Bardic Knowledge (Ex): A bard adds half his class
level (minimum 1) to all Knowledge skill checks and
may make all Knowledge skill checks untrained.
So, we're still doing Untrained checks, the only difference is that we have half our level added on the skill check.
So, no where it says we can bypass the DC10 limit. It's only a little help to be more well versed on everything, as bards usually are.
How do you people rule this on your tables? Was this always the consideration and I never noticed, or what?
RotR, constant wipes
Oracle healer only healing, not buffing. Refusing to do damage!
Conjuration Teleportation School
Opposed = Enchantment, Enchantment! - Divination
Feats = Imp Initiative, SF Conjuration, Augment Summoning, Superior Summoning
Feral Speech = fluff reasons. Wizard without feats are already OP, why need more power?
Focused Spell = +2 to the big guy on that Glitterdust? Doesn't sound bad, I guess, why don't take it as a rod, then?
Fast Study = how useful is this? In our campaign time for preparing spells hasn't been an issue. If you have 1 min to fill a slot, wouldn't you have 15 min?
Quicken = seems too early to take, I wouldn't even be able to use it until lvl 9, and there only for level 1 spells. Quickened shield? How useful can that be? Yeah, I screw action economy, but I'm wasting a 5th level slot for it.
Craft Wands = If I take this, it's only because I want to get Staff Like Wand. I honestly LOVE the idea behind that feat. But right now, I feel like I will only take it if Amazing Tools of Manufacture allow me to craft 2000 gold worth of Wands in 1 hour.
Why? Because I don't feel like taking Ring of Sustenance and isolate myself in a Rope Trick spell for 8 hours to craft wands.
A level 4 Wands is 21k, which means 10 days of work at 2k/day ratio
Metamagic in general = I can't find many reason to take them, unless I'm missing something? It seems a Rod would be more useful. I can even take Craft Rod and don't ever need the feat to get its power.
On a side note = do you consider that crafting items are broken? Is the tax you pay enough to balance them?
At 5th level, a decoy can speak any of its master's languages. At 7th level, it can mimic its master's voice and intonation perfectly.
Master's Guise (Sp)
At 11th level, a decoy can transform into a perfect likeness of its master, as the alter self spell. It can hold this form for up to 1 minute per caster level; upon changing back, the decoy must remain in its natural form for an equal amount of time before transforming again.
Extraordinary Abilities (Ex)
These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics.
From Polymorph
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form
-So, can this little Construct Speak if it has the Decoy Archetype?
-Can it speak if subject to an Alter Self Spell?
-It is a good idea to have it as a Familiar? Wouldn't a Bat be better because it can stay alive at negative HP?