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![]() Honestly, roll Dwarf with a warhammer in combination with the Blessed Hammer feat + Shocking Grasp + standard Magnus tricks. :-) I've been waiting for the Lightning Subdomain for a very long time in order to fulfil this build. ![]()
![]() I love the archetype but I am also kinda confused. - Does the vigilante actually take the form of an animal? - At which point does the Vigilante "become" an animal? - Is he stuck with the original animal of choice at lvl 1 or can it be changed at a later point? - Would a Agathiel vigilante with Many Guises possibly be able to change into different animals? - Does the vigilante always gain the -10 to disguise? ![]()
![]() @Skeld, thanks for all the spoilers, you are the best. :-) Can someone shed some light on: Warlord (Skald)
Also I would love a general feel for the combat potential for the Vigilante. Are there pretty clear trap options? How flexible is it? What Tier would you put it? Are the non-casting options as strong as the casting archetypes? Could you imagine a party made entirely of Vigilantes? ![]()
![]() Cool then I think we will go with that. Unless you think the no-roll deflection is too strong. The other option would be to grant Cut from the Air at 7th with Air Shield then allowing it to improve to Smash from the Air at 12th. This is possibly more balanced and would be very rewarding for a AoO focused Air Shaman given they are already dex based. ![]()
![]() Thanks What's in the Box for info! I also prefer the non-casting one but in a couple of my playtests I ran into lacking in versatility (was grouped with an Inquisitor, Wizard, Ranger, and Alchemist) so I added the limited spell casting to ease that up a bit. He is actually somewhat unique having Arcanist style spell casting but with a very restricted spell list. I found having some spell access added to the versatility and made me REALLY question which totem I would select first and second since you only gain access to the Elementalist Wizard spells corresponding to your elemental totem. That being said, I love my water and earth shamans.... sooooo much. That really sucks that Air Shield didnt work out for your. I agree that looking at the other shields, it is probably the oddman out and increasing to 50% miss chance is possibly OP...
Air Shield:
An air shaman is treated as if he possessed the Deflect Arrows feat and can use this feat without having a free hand. At 12th level he can deflect rays and massive projectiles, such as boulders, using this feat. You lose out on the general miss chance but in exchange gain 1 auto deflect a round. Hope you save it for Disentigrate. ![]()
![]() Hey What's in the Box, Thanks for the review and playtest! Sucks that so many of your powers ended up being situational. Do you have any recommendations for alterations for Wind to make you feel less useless. Here is the most recent version of the Totem Shaman I have built. It is more spell-casting focused and incorporates Maelstorm but is not overly involved. --- Totem Shaman + Casting --- And here is the updated original Totem Shaman ![]()
![]() I am going to recommend the Farstrike Monk. That way you dont fall behind on attacks behind an archer. It gives tons of Bonus Feats and the slingstaff falls under the Thrown Fighter group so every farstrike Monk is proficent. Not only that but you would be able to flurry in both melee and ranged with it. ![]()
![]() My DM is pretty skeptical about being able to apply potentially 10 debuffs to a single standard action. Could you possibly provide a link to the developers saying there is no limit? I am hoping they give a reasoning for this. I would love to play my cryptic as a debuffer but as it stands I am stuck as a damage dealer (however he is allowing me to use brutal disruptor with ranged bow attacks so that's pretty cool). I think his fear is that while he can adjust for PCs that can do tons of damage. Adjusting for someone that can in 1 round reduce his monsters to puddles of penalties & conditions, could prove unbalancing. He says that Rogues, Investigators, Alchemists are all limited with how many effects they can tack onto a sneak attack / studied strike / bomb and he doesnt see any reason the same shouldn't apply to Cryptics. ![]()
![]() Quintain wrote:
Where does one find Gloves of Disruption? Also is a cryptic supposed to be limited to 1 insight applied to his DP at a time like rogues and alchemists? Or can he have Entangling, bleeding, disabling, shining, and explosive up all at the same time basically reducing his opponent to a pile of negatives? ![]()
![]() cartmanbeck wrote:
Can you pretty please elaborate on this? Ratfolk are one of my favorite races but I never seem to get a second one in my party to utilize swarming. ![]()
![]() Does Accomplished Sneak Attacker bump the Sandman Bard to #1 entry for Arcane Trickster or is Snakebite Striker 1 / Wizard 3 still the better option (along with Magical Knack)?
edit: I just noticed the post saying that monks get SA at lvl 2 and has a FoB rider attached. Boo ![]()
![]() I hadn't thought of an Aid another build but that could be alot of fun! What do you think of going Halfling Jinxer? I know that it would be very feat intensive but it covers all the bases. Ability scores- CHECK
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![]() What is the best way to build a Luckbringer? There doesnt seem to be any direct melee/ranged bonuses making me think that I should just build one as a buffer/debuffer with maxed Charisma to boost DCs. Outside of the Fate's Favored trait (which I think is manditory for this class) is there any feat or trait that lends itself to the Luckbringer? ![]()
![]() I find the Luckbringer from Rite Publishing a mechanically tantilizing class but I am struggling to bring one into fruition. The main questions that I have are: -Whats the best race? Thoughts:
I would think it would be H/Orc with Sacred Tattoo and Fate's Favored but with the amount of Luck bonuses I could get to my saves, it seems somewhat wasted -Str or Dex? Thoughts:
I am leaning towards Str since luckbringers are proficent with medium armor. And it needs less feats (something the Luckbringer is seriously lacking) -How much Charisma? Thoughts:
So much of the class utilizes Charisma that it seems like a good idea to invest in however, most of those options are avoidable if I wanted to skimp on it. Would I be ok with a 14 to start or do I really want to start with a 16 or higher? -What exotic weapon would you choose? Thoughts:
I was thinking, Elven Branched Spear (combined with opportunist), Fauchard (for crit fishing reach shinanigans), or Falcata (for heavy criticals). -What are the top 3 abilities you would recommend from Improbable, Nothing Is Written, Long Shot, and Highly Improbable? -Any feats you can recommend? Finally
Edit: As a follow up question does is the Improbable: Improved Weal or Woe limited to once per round? It says that it does not use moments of chance? Does that mean that it has unlimited usage? ![]()
![]() So I am a big fan of the Stamina system from PF:Unchained and wanted to utilize it to improve the fighter. While I was at it I beefed up his magical defenses. Let me know what you think. Is it overpowered? Would you play this class? Can it hold it's own against the likes of Beast Totem Superstitious Invulnerable Ragers?
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