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579 posts. Organized Play character for Obsidian.


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Grand Lodge

London Duke wrote:
Can anyone please provide some information of the Opportunist fighter archetype as well as the what makes the Varana able to take Gruesome Shapeshift?

Rysky... any chance you could be awesome and provide some enlightenment?

Grand Lodge

Can anyone please provide some information of the Opportunist fighter archetype as well as the what makes the Varana able to take Gruesome Shapeshift?

Grand Lodge

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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.

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How do you handle natural attacks with this build? Are they included in the form or do they count as separate abilities?

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Which is stronger? Why?

-Both have prepared Wiz/Sorc 6th level casting.

-Warlock has Mystic Bolts / ES has stunted Sneak Attack.

-Warlock can cast in light armor.

I am leaning towards the Warlock due to the strength of Vigilante talents even if you receive fewer than normal.

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So Many questions and more about this beautiful wonderful archetype...

Grand Lodge

Howdy,

does a U.Rogue's Terrain Mastery increase from levels with Horizon Walker? I know that they nerfed the origional Rogue talent but what I haven't been able to determine is if the base +2 from Terrain Mastery would be increased via levels of Horizon Walker.

Grand Lodge

I also wonder if it makes sense to grab anything other than an eagle or lepord... I mean its really between Flight & Pounce,Rake,Grab.

I'm also quite curious about the NA situation, does the Agathiel get all the possible NAs at 1st? 4th? Ever?

Grand Lodge

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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?

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Would you say that Bellflower Harvester is one of the stronger Vigilante archetypes? Or is it second tier?

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Any chance for a break down of the Bellflower Harvester?

Grand Lodge

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@Skeld, thanks for all the spoilers, you are the best. :-)

Can someone shed some light on:

Warlord (Skald)
Instigator (Skald)
Velvet Blade (Slayer)

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?

Grand Lodge

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Skeld, you are normally pretty awesome with the spoilers.

Any chance you could fill me in on the Feyspeaker Druid and Dandy Ranger?

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What did you think of Ghost Wolf Form? Did you find that it increased your combat manuvablity?

Also do you think that it makes more sense to just give the TS general Martial Weapon Prof rather than the specialized version that we have atm?

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Well... a TS gets his affinity shield at lvl 7... so before lvl 7 you have other class features I suppose. :-P

I agree that they dont feel quite right for the air shaman. I think that we will go with the deflect arrows route with progression to deflecting massive/rays later.

Grand Lodge

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.

Grand Lodge

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...
What do you think of this:

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.

Grand Lodge

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

Grand Lodge

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.

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I get a page not found error when I go to the link... it happens often with DSP forum links. :-(

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I would also love a ruling on this I am starting a 10th level Cryptic and plan on grabbing Summoning Pattern when I hit 12th. I personally feel it operates as Quintain, that so long as the duration is set it can be reused.

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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.

Grand Lodge

Quintain wrote:


Get Gloves of Disruption as early as possible for that extra 2d6.

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?

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I would say feral hunter. I have found that having less moving pieces ends up being more enjoyable.

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I have never read that "and" but my god suddenly Nature Training DOES SOMETHING!

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I like swashbuckler to grab some cool deeds and the ability to switch-hit while remaining dex based.

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Kitsune style has the same description as Kobold style.

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Kitsune style sounds awesome!

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I am in love with that feat. Thank you whoever made it.

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London Duke wrote:
So that means that Scurrying Swarmer essentially grants Solo Tactics and is flanking AND the ability to combine Paired Opportunist & Outflank all at the same time?!

If so than Ratfolks just became one of the best melee races available.

Grand Lodge

So that means that Scurrying Swarmer essentially grants Solo Tactics and is flanking AND the ability to combine Paired Opportunist & Outflank all at the same time?!

Grand Lodge

cartmanbeck wrote:

Just got my PDF, and I think the most exciting thing in the book for me is the new Ratfolk feat that FINALLY lets you take advantage of the swarming racial trait without having to be surrounded by only other ratfolks!

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.

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Would anyone mind elaborating on what Impromptu SA does? Does it merely increase the uses?

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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)?

If the Monk archetype gains Sneak Attack at lvl 1, and works with Unchained Monk at lvl 1, would Unchained (dirty fighting archetype) Monk 1/ Empyreal Sorcerer 4 possibly be a stronger option?

edit: I just noticed the post saying that monks get SA at lvl 2 and has a FoB rider attached. Boo

Grand Lodge

Why not play a Evangelist Feather Domain Cleric?

You get a inspire courage which would help the melee sorts alot, you get an animal companion, and you can heal.

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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
Halfling Jinx (aka something to do offensively with standard action)- CHECK
Helpful Halfing trait (aka something nice to do for a friend with standard action)- CHECK

Grand Lodge

Thank you so much!

Follow up question, what can (should?) a Jinxer or Hazard Boomer do with his standard actions?

Grand Lodge

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Anybody have some input for me?

Grand Lodge

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?

Grand Lodge

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
What role does a Luckbringer best fill in a party and what is his Tier?

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?

Grand Lodge

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?

Not your mother's Fighter

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Yep Acid Splash for 0-level

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Doesnt seem very exciting... but I suppose its the most practical.

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My DM is allowing the Elf rogue FCB to grant +1/2 times per day for Major Magic. This means that with unchained I could end up being able to cast a particular 1st level Wiz spell 20x per day.... which spell is worth so many castings.

Grand Lodge

Why not go Slayer/Ranger 2 for Aspect of the Beast: (Claws) instead of Barbarian? Or would they disappear when in Fox Shape?

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I think atleast for the Monk, a new guide helping with Style strikes and Ki Powers could be useful but eh... I guess I could always just read it all a million times and try to come up with my own thoughts and ideas (novel I know).

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Is anyone working on guides to the Unchained Class Options? I know that someone already did a solid job on the Unchained Summoner but I am curious about Rogue, Barbarian, Monk, and Combat Stamina (aka Fighter Unchained).

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I am wanting to focus on the Javalin for flavor reasons but am having a hard time getting past not being able to effectively melee with it. If I were to take Catch Off Guard, would it eliminate the -4 penalty for using it in melee?

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You could also just pay for a combat trained/Riding trained Bison. They are strait up nasty not to mention cheap. Combined with the Sohei buffs, it would be unstoppable!

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I agree but I would only counter by saying that if I remained Neutral, I could add good and evil creatures to my list via Expanded Summons.

Or is it just worth it to have diehard buffed celestials

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