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I would like to say that teamwork feats do not lend well to Lancer type builds. Not many of them do much to increase your damage you multiply on spirited charge.

When I did a Lancer in PFS I went with Beastmaster ranger. Skills and full druid mount list. I wanted to fully optimize a Gecko Rider but PFS is so strict on mount choices being RAW I was stuck choosing Beastermaster archetype. Was fine tho as I had plenty of feats and was 1 shotting everything at level 8 when I stopped playing him. That was just lancer damage 1 shots things...I was not trying to pull off a pounce mount build.

Best mounted feats:
Mounted Combat-> Ride by-> Spirited charge
Wheeling Charge
Power Attack
Risky Striker (Halfling Only)

I took boon companion but was planning to retrain at 12 when the ability kicked in. But Rarely was my mount targeted so being a few levels behind is not as big a deal as if it was a companion that was dedicated to standing ground and fighting.

When it comes to gear do not worry about the Mithral etc. Go straight for Rhino and Mammoth hides. Boost your charge damage every chance you get. Use enchants that will multiply on a spirited charge.


Mystic_Snowfang wrote:

Enhance Water.

Always useful, esp if you're worried someone's gonna poison you.

I usually have detect poison cantrip for that if I ever eat/drink from an unknown source, but extremely rare that I accept drinks from unknown sources... the major reason I buy my own Booze in large quantities and keep in my own bags or I use create water for myself. I remember playing the first few sessions of serpents skull and the DM having to Fiat that my character drinks/ eat food provided to him on the ship because I used Create water and could cast dream feast. That way the Story would go on.

So I am really not the player to fall for the poisoning. Much like a mad eye moody in that regards.


Darksol the Painbringer wrote:
I'd honestly consider spells with great synergy to your playstyle unavailable to your base list instead of expensive component spells, since several of them are uninteresting, and you already listed the two best material component spells for their levels.

Well, permanency would fit my Character's style quite well. I planned on getting Create Greater Demiplane at the end parts of the game. The ability to make it permanent would make me feel very God-like and I could make a plane with some real size to it without worry about wasting gold on it. 22,500 gp saved with each casting and I could have all the cool features instead of picking just a few.

The character is a Dragon Mystery Spirit Guide Oracle who mostly does Support with a side of control and blasting. Blasting is the least most important part of the character but access to Fire spirit and Heaven's spirit really do give me a few nice mid to late game blast spells that I can tag empower onto to try and soften groups for my team to kill faster/easier. Control in the form of Command, Greater command, Fear with the simple Persistent meta magic to keep them alive longer. It is mostly an RP character for a DM who likes heavier RP so getting insane DCs would just overkill since his combats are not optimized at all.

So the character can do a bit of everything. Melee in FotD3 late game but no real power attack or weapon so it is mostly a defensive spell and extra breath weapons for added damage.

But I think you may be right I could always just pick 1 other spell that suits the character because the savings from the one will already astronomical. Now I can look at Major Creation (use on a timeless plane sounds nifty, like a god of creation), Dominate Person (PC would love worshipers), or Magic Jar (Personal favorite spell).


Bump for some suggestions, please.


Talondreal wrote:
Please tell us how it works out

Dragon Mystery

Dragon Magic wrote:
Your draconic power grants you a limited form of access to arcane magic. Select one spell from the sorcerer/wizard spell list that is 2 levels lower than the highest-level spell you can cast, or two spells that are both at least 3 levels lower. You can cast each of the selected spells once per day as a spell-like ability. At 11th level, you can cast each selected spell twice per day.


Darksol the Painbringer wrote:
Raise Dead wouldn't be bad, but that's setting up for failure...

Your right it kind of is. I would be ok with it being 1 but it's not a Sorcerer/wizard spell.

Looking specifically for from that list.


Greetings,

I am making a Dragon Oracle and will be trying to get great use of Dragon Magic Revelation. The campaign will end at level 18 and I do not foresee the ability to retrain the revelation to Limited wish. So this leaves me with Level 6 and lower spells.

My first thoughts where Permanency and/or Stoneskin communal. Both have costly Material components so getting them for free will be very nice, even if limited to 1-2/day.

So tell me guys what other spells would be amazing choices for Dragon magic revelation for 6th level and lower spells?


NPC#1 (For the Inquisitor)- Half-Elf Flagbearer Bard using a Long Spear and reach weapon. Will take 7 levels in Bard (for Haste and move action performance) and then 4 levels in dragon disciple (For d12 HD, Natural armor, feat, Claws and Bite, Breath weapon, and +4 STR). Will want a good Longspear and Banner of the Ancient Kings. This is the force multiplier and Buff Bot. He will pick up AoOs with the longspear and do melee damage (From Reach) after a round of buffing. Out of combat he sings and spreads the word of your group's adventures. Make sure to use mirror image liberally and keep him in the 2nd ranks and not rushing out ahead. Remember he is a cohort and not a PC. Even tho he is well built he is still a few levels behind the PCs.

NPC#2- (For the Wizard)- Human Arsenal Chaplain Warpriest with an archery Focus. He will bring the ranged pain as well as offer a few more buffs to himself and the party. Since he is a prepared caster he can pick up removal spells when needed. Also since he is a cohort keeping him in the back does help keep him alive.


I personally like the combo of:
Scaled Fist UnMonk 1/V. Bravo Paladin X (you can take up to 3 Monk levels before it is not worth it anymore)

Cha for Saves, CHA for AC, Stunning Fist DC, Flurry of Blows, Smite and Precision damage, Parry and riposte, Increased AC.

I take Dangerously CUrious trait for UMD as a skill

I use a +1 Answering Waveblade as my weapon. 18-20 weapon that can be used as part of a flurry.


Athaleon wrote:
ngc7293 wrote:


I'm not sure about the Critical Focus. feats.
Any ideas for feast at levels 13 and 15?
Extra LoH x2 or Greater Mercy & Ultimate Mercy. I've never liked the Critical Focus feats, or rider effects on crit in general: Chances are when you do confirm a crit it'll be against some mook, or deal enough damage to simply kill the target.

I completely agree. Most things are turned into pudding so fast that you never get to enjoy the critical feats in their full glory.


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As a Paladin, there are only 2 really important skills. UMD and Diplomacy, anything else is just gravy on your already awesome godly CHA based skills.


Also UMD is for wands like:

Mirror image
Defending Bone
Heightened Awareness
Longstrider
Featherstep
Enlarge person

It is also good for using scrolls.

You never know what you will find along the way that you can put to use and if a caster goes down then you havee answers

I prefer skipping Unsanctioned Knowledge because UMD is usually good enough.


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I STRONGLY recommend Dangerously Curious as your 1 noncampaign trait. This gives you Use magic device as a class skill. Make sure your human with a 10 INT and you can easily drop 1 skill point a level into this GODLY skill. Getting a wand of Mirror image You will greatly increase your odds of survival.

I recommend using a Scimitar 2 handed but you can use a falchion if you like. I like using a scimitar in 2 hands because you can just use 1 hand and full attack in a Grab/Grapple situation. the damage difference between the 2 weapons is 1.5 damage. This also lets you use a shield when needed. I recommend using a shield the first few levels till your health pool is nice and fat. Add a weapon cord and you can reduce the punishment for being disarmed as well. You can ignore this info if you are dead set on a falchion.

Human: Fey Foundling
1: Power Attack
3: Extra Lay on Hands
5: Greater Mercy
7: Lunge
9: Improved Critical
11: Big Game Hunter (Rise of the Runelord Feat)
13: Ultimate Mercy

Do NOT buy keen...Paladins will want Improved critical so they can use Bless weapon and autoconfirm criticals on evil creatures. (Which will be plenty in this campaign). Bless will not work with Keen but WILL work with Improved critical.

If you do change your mind about using a reach weapon then I would pick up COmbat reflexes in place of Extra LoHs in the build above. Without getting too much into spoilers, at around level 8 in the campaign a majority of your enemies will have reach themselves due to size. Another reason I added Big Game Hunter to the feat list. Big Game Hunter is basically Weapon Focus and Weapon Specialization on ALL your weapons versus anything Large or Bigger. It will be like taking 2 feats.


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Kelemvor187 wrote:

I've looked at the warpriest and i found the following negative points:

- less access to domain advantages
- less bonus feats than a multi-class cleric/fighter
- sacred weapon is rather useless when using a reach weapon, which are normally two handed weapons with greater damage than the sacred weapon damage
- worse saves than multi-class cleric / fighter
- channel energy comes very late

So i'm not really convinced that this mix-class is an equal to the multiclass cleric/fighter.

Channels have to be built around and are pretty crappy even on a pure cleric. Leave channeling to CHA based classes like Oracle and Hospitialar paladin. Don't waste feats on it or even your point buy.

As for Cleric Domains, they are nice...but many abilities are hardly used after 10th level. It is more about that sweet spell list.

Sacred Weapon damage only comes online when the Scaling damage is better than the weapon...if not you use the highest damage dice. However, unless you are a vital strike build the base weapon damage is negligible. Most your damage will be the tag on damage via Buffs, STR, Power Attack, Weapon Specialization, ext.

A warpreist will have better saves than a Multiclass

A Warpriest gets a LOT of feats...more than the Cleric and only a few behind a pure fighter.

The only valid thing about your arguement is the Domain "Advantages" but this should not be your ONLY deciding factor.

Best Choices for you:

Hospitalier Paladin - Can have both good Combat abilities and healing/removal. Less spellcasting to have to deal with.

Straight Cleric with a Reach weapon- You only need Combat Reflexes and Power attack. Everything else is pretty open to you.

Warpriest- A good medium ground between fighter and Cleric. I think it is an amazing class...especially Levels 1-13 when Fervor gives you swift action buffs. A Pure Cleric has to wait till Quicken spell for this kind of action economy. This alone sets the class out ahead in the early game.

Battle Spirit Shaman- This is actually a really good class that the power is hidden. The battle hex Battlemaster is basically giving you 2.5 Feats over the course of the character. You can take Evil Eye as your first hex and give things -2 AC or -2 to hit you and as long as they are not immune, it will at least work for 1 round. Later this can be increased to -4 at level 8. Then just Chant to keep it up. But what really set this class apart is the Utility of picking a wandering hex and spirit every day. You can be the guy casting a Fireball and wading into battle grabbing AoOs with a reach weapon. You can pick up the Lore spirit and cherry pick arcane spells and cast them in medium/heavy armors. You can grab spirit abilities that really help out like the slum spirits Doors Everywhere or Heavens Stardust to outline invisible critters OR to cancel blur/displacement effects. The Cherry ontop of this awesome pie is you are a 9th level caster as well.


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I recommend Evangelist Cleric 10//Uncahined Monk 5

Use no armor and get that Wisdom to AC and after you get monk robes the +2 AC will be nice. You will use the Monk Levels for Defense mostly. Evasion and good saves are really nice. You will want a guided AoMF so your wisdom is added to damage. This gives you Stunning Fist if anything happens to get to you and you can just walk away.

How you build is Up to you. The most popular is Heroism domain for the Level 8 power. Taking Sacred Summoning you can: Standard- Summon, Move- Bardic Performance, and swift- Heroism buff. Your summon then can act while buffed up. Your entire team will be multiplied into doing more damage.

Another way to build is with Feather Domain, Evangelist PrC (Erastil) ((work in Pre-reqs)), and Sacred summoning feat again. You don't get the heroism but you do get an animal companion who will do plenty of damage after being buffed by you. You will be Performing to buff everything on the field.


Croc will work wonders for Skulls and Shackles.

Boosting his Strength via Bull Focus and getting things like coordinated maneuvers will help. Boosting the Crocs Int and picking up feats like Dirty Fighting and Improved Grapple.

You will want the spell Sky Swim ASAP so your gator can get onto the boats from the waters below. It will be difficult in the first few levels to get him onto other boats during raiding.

For your Hunter, a reach weapon will do wonders. A boarding Pike would be very flavorful, to begin with.


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If you want to melee and have some healing...I suggest a battle shaman. Wandering Spirit+Hex offers great utility as you need it. You will have access to some healing abilities as well as the Slumber Hex which is very strong in this campaign.


Too much in 1 character in my opinion.

If you are a Lancer, you will usually kill in a single hit and Ride by so you are not next to the target IF it is still alive.

If you are a mounted archer you are keeping away from the target usually with amounts superior movement. So needing a shield for defense will be just wasted feats and actions. Most your feats will need to be dedicated to archery.

If you are using a Sword and Board from horseback I recommend the Horselord archetype so you can spirited charge with a scimitar (15-20 critical x3 charges...YES PLEASE). which will still give you some feats to use off the mount. (Power attack and challenge should be decent)

But trying to squeeze Everything in and being good all around I think you are asking for too much from a single build.

I think you could do well as a horselord, using a scimitar and shield. You can carry a bow and IF you can fit deadly aim into the build you can use the bow as sort of an opening volley or a way to choose to disrupt a backline wizard before you can set up your deadly charge. But I would just free action drop the bow and draw the scimitar as part of the move action.

drawing a weapon wrote:


you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement

To me, that would probably be the best route which will make you somewhat of a generalist but still have a good strong focus on using a scimitar. You will just be REALLY good with it on your mount.


weathermancer wrote:
StreamOfTheSky wrote:

It was a lot easier to make a good blaster in 3E. PF nerfed Energy Substitution (which NO ONE thought was broken) to cost +1 spell level in its PF update. As of now, there still is nothing like Searing Spell to simply cut through resistances and most immunities like a hot knife through butter. There are no prestige classes like Force Missile Mage to make certain types of blast spells do more damage, either.

The other side of the coin is just how ridiculously non-blasters have been buffed. Look at Persistent Spell and Bouncing Spell. Why did save or lose spells need the help? Look at the Teleportation Conjuror school or the divination ones. It seems like blasters are the only types of casters PF DIDN'T buff up.

If I were to make a blaster in PF, I would probably base it around the Dazing Spell metamagic feat. It wouldn't be about doing damage, it'd be about debilitating lots of foes with reflex saves, with the fact that the spells used are "blasty" merely seeming like a coincidence in the end.

In 3E, blasters could be easily broken by experienced players. You could do sorcerer-->incantatrix, get rapid metamagic and some other crap, and end up at ~1000/round damage. I played a deliberately nerfed version of one of these mailman-like builds once.

You can't do that in pathfinder, but the general principle is similar: gearing the build to stack damage and/or save DCs over the course of it (persistent spell can be good for blasts), and doing most blasting by metamagic-ing the hell out of mid level blast spells. Dazing spell is helpful but optional. Personally I find it a bit flavorless and unconvincing (rime spell seems a more convincing & flavorful option for combining a control aspect in blasts).

Regarding save-or-suck, I honestly suspect that while also very viable, it's actually the most difficult one to do correctly. Upping DCs is probably even more critical than for blasters.

My sense from the controller-favoring folks so far is that they prefer...

They were talking back in 2012 about Evocation, and you are demonstrating powerful necromancy magic.

But this thread was dead for a reason. Best to just start new threads after it has been dead for a few months.


Ferious Thune wrote:
Louise Bishop wrote:
A dusty rose Prism inside a Wayfinder gives you an Untyped +2 bonus to both CMB and CMD.
That depends on if your GM allows the old version or not. The reprinted version from Adventurer’s Guide is just a +1 CMB.

WHere is this list on Archives or D20? Cause I do not have the source and do not play PFS anymore. Is there a new online list like the old one here

Cause without the Source book I have not seen these changes via the online sources.


A dusty rose Prism inside a Wayfinder gives you an Untyped +2 bonus to both CMB and CMD.


Slayer as it can bypass Dex requirements and does not solely depend on sneak attack damage.

I recommend Slayer 7 for the swift study target.

Hardly do campaigns go to 20 and you have so many requests here and on FB page for different character builds that it seems you are not finishing campaigns. Is this for a High-level campaign already or a 1 shot? Or do you plan to play from Level 1?

I would avoid Wakazashis which require a feat on an already feat-intensive build. I would use Kukris which have the same critical rating.

Here is a build to Gleen off if you see something you like.

Slayer 7/Horizon Walker 3/Evangelist 10

Half-Orc 20 point buy:

Str: 17, Dex: 13, Con: 14, Int: 10, Wis: 14, Cha: 10
(Level 4 +1 Str, Level 8 +1 Dex, Everything else is +1 STR)

Alternative Racial traits:
Sacred Tattoo- +1 Luck to all 3 saves
Shaman's Apprentice- Endurance as a Feat (Pre-req for HW)

Traits:
Reactionary
Fate's Favored

Feats:
1: Power Attack
3: Weapon Focus
5: Iron Will
7: Deific Obedience - Iomedae
Horizon Walker 3
9: Improved Critical
Evangelist 10
11: Dimensional Agility
13: Dimensional Assault
15: Dimensional Dervish
17: Dimensional Savant
19: Accomplished Sneak Attacker

Talents:
2: (Ranger Feat): TWF
4: Trapfinding
6: (Ranger Feat): Improved TWF
11:(counts as Level 8 Slayer) Slowing Strike* (Ex)
13:(counts as Level 10 Slayer) Ranger bonus Feat: Two-Weapon Rend
15: Assassinate (Ex)
17: Advanced Rogue Talent Opportunist (Ex)
20: Deadly Sneak (Ex)

What does evangelist give you?
1/Day Heroism
3/Day Protection from Evil/Chaos
3/Day 1 minute increment of Holy Weapon

It is not an overly optimized build but will get the job done of getting in, shredding up a target, and getting out. Bonus if the target is an evil git.


My party just was rewarded a tome of +1 for each stat and the party has divided them to the appropriate people.

Now many of the wonderous items are upgradeable with the right craft feats. Like the headbands and such.

My question is:

Are the tomes upgradable prior to reading them. Say I had the gold to do so and the craft feat. Is this allowed? I was wanting to buff it up prior to reading mine to atleast a +2.

What would be the spellcraft DC?


I have had a lot of Success with Scaled Fist UnMonk 1/Bravado Paladin with dangerously Curious Trait. Using Dex and Cha as the main stats.

Using a wave blade and hacking people to pieces with it. Great AC, Saves, Parry/Ripo, Good HD, nice amount of skill to pick from, and Flurry of Smite is a lot of fun.

Level 9 and has a 32 AC with just Mage Armor and Shield. Has a wand of Mirror image for a miss chance. Defenses are great.


Dragonborn3 wrote:

Maybe this blog post will help a bit?

Louise Bishop wrote:

Well, to be honest, I like the idea of a Necromancer. After both sides have some losses you raise your next battalion and march your undead back into battle.

You can even speed up some enemy troop deaths with some blasting.

Outside of Words of Power or cheesing in Blood Money, this gets expensive really fast.

easy with the words cheesing in. Blood Money is a Viable spell. ANy campaign that takes place after RotRL I would think it is much easier to get your hands on the spell. Because the TImeline assumes someone succeeded in defeating Karzoug. THus I would believe the opening up of Xin Shalast and the spoils of victory released into the market and then Wizards being the traders they are made so scrolls.

Another method is researching the spell off rumors circulating from the defeat of a Runelord trying to come back and all the juicy magical knowledge being brought back to the world.

I would not call either of those methods as cheezy. Also If I was a military or even a mercenary army I would definitely work the cost of this into my budget just so my entire army is not defeated in a battle. An emergency button to be used to swing the tides of battle to ensure victory.


Well, to be honest, I like the idea of a Necromancer. After both sides have some losses you raise your next battalion and march your undead back into battle.

You can even speed up some enemy troop deaths with some blasting.


Lord Foul II wrote:

And mythic vital strike is crazy good with heritor knight

The mythic Vital strike is so strong it does not matter what class you are really. It will end up being broken anyways. Especially when paired with a foe-biting weapon from Legendary Item.

SmiloDan wrote:
Don't forget enlarge person to make that 1d10 glaive into a 2d8 glaive and +2 Str.

I thought it would go without saying and just saying extracts. But YES Enlarge person, Monsterous Phy, and Giant Form 1 all will be nice boosts on top of all the STR you are getting from the build. You can easily adapt by buying an amulet of mighty fist if you want to go the route of natural attacks. But I prefer the reach methods and tend to not build natural attacks myself. But either way getting +14 (or more) to your strength is always nice. Add in some more mythic options you can be at 40+ STR really quick. THo to note the build I suggested would be a pretty strong Natural attacker due to all that precision damage on each strike with the massive STR and full BaB bonus and later in the build Greater beast totem for Pounce. All this while still being the king of skills and trapfinding.


Quote:
I need to fill the Niche of a Melee / Sneaky (with the ability to locate and remove traps)

Investigator does that perfectly and is better than a rogue. Brings more to the table too.

The issue I see with PrC as a 3rd class is you will not qualify for many of them.

Primalist Bloodrager (Draconic)//Investigator//Dragon Disciple
With a Point buy of: (Pre-racials)
Str: 16, Dex: 13, Con: 15, INt: 14, wis: 10, Cha: 14

Because you have a cha of 14 you can cast all your bloodrager spells. You will need a headband of INT which brings more skills and allows you to do all 6 levels of Extracts.

The Rage + Mutagen + DD levels will greatly increase your STR. All the while you boost damage with the Investigator's studied Combat. This monstrosity will have damage just oozing out from him.

Use a Reach weapon with Combat Reflexes and Power attack. You will have Claws and a Bite if they get close.

Later pick up through primalist Greater Beast totem line and Come and Get me. Enjoy Layered defenses and Polymorph spells via the Extracts.


IDK how you can be a Chaotic Good Paladin other than Grey paladin which gives up some of the more juicy options for downgraded versions.


Atalius wrote:
Which AP of all these is the most challenging?

You want a real meat grinder I hear Iron Gods likes to grind them up. But I avoid Tech and Occult stuff so I never played it. Only have heard from a few others that it can be brutal.


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Atalius wrote:

Starting a new campaign in two weeks, looking for opinions on which one to start. We have already played CotCT and RotRL. Our GM has suggested one of the following: carrion crown, skulls and shackles, shattered star, giantslayer, ruins of azlant.

Of these which one would you recommend most? If not one of these, then please could you suggest another. Thanks all.

Since you have played RotRL...you can keep the feeling of Runelords and such by doing.

Shattered Star-> Ruins of Azlant.


666bender wrote:
Grandlounge wrote:

Grabbing the trait with enforcer is the easiest. If you want to switch weapons and use bludgeoner that could work as well, but will delay feat progression.

Blades of mercy, fate's favored is a good combo but you're less of a face so I would go with blades of mercy and one of the diplomacy traits so you get wis to all diplomacy checks.

Armor expert is not needed for a heavy armor build.

Why the falchion? Character reasons? I like reach weapons for d8 character as if deterrent to enemies approaching. But don't change if it's important to the character.

The trait is nice indeed.

Falchion? Only for the fact i love criticals. I can use bardiche...
Weird weapons / exotic are a bit more problamtic as buying magical gear is rare.
Bastered sword might also be a good one, and a popular one.

Reaxch weapon i will have as well - the long spear.

I'm more of a fan of the Scimitar or the Falaca than I am of the Falchion. The main reason is them being a 1 handed weapon. You can use a shield in the first few levels till your heavy armor...or you can just 2 hand the weapon. I tend to use a shield for first 3 levels for the AC, then I throw it by the wayside and just 2 hand my weapons. The benefit of still using a 1 handed weapon is that if you are Grabbed or Grappled you can still swing the weapon and continue to do damage as a means of trying to escape. (Your teammates should also be hitting it to bring it down faster.) With a falchion, you can not swing it and swap weapons take actions and if you have weapon specific feats (Weapon focus, Improved critical) then those feats become dead when you use those punching daggers or whatever else you have on you.

just something to consider. I personally do not mind giving up that on average 1.5 damage from the dice difference to have a more usable weapon under common situations. (Grab is on lots of creatures.)


I see you have not gotten into the Archetypes too much.

A reminder of the recent change that Tumor familiars cannot take the Protector Archetype anymore.


gmachamer wrote:
Louise Bishop wrote:

If they are new you can pick a more flavorful Animal companion...instead of the optimizer damage dealers like the tiger/Lion ext.

There are a few teamwork feats I personally think a group of new players will like. Escape Route, Shake it Off and Vital Strike.

Escape ROute will help them overcome bad positioning. Having the ability to move and not provoke can help them escape from bad engages.

Shake it Off will help boost the entire group's collective saves. This helps because a lot of new players like to stack on top of each other or stay very close to one another while walking into rooms. This will help them make better saves versus AoE spells and area control spells.

Vital strike will help anyone who swings a weapon out. It is added to each attack. This also is typical on a hunter anyways.

I'm a Feral Hunter, so I don't get teamwork feats for free and don't have an animal companion. Plus, most if not all of those feats require both players to have them, so they would not be very useful for other party members unless they also picked up these feats, with I'm sure isn't going to happen.

That is why you can talk to them about picking up some teamwork feats. Sometimes you would be surprised that people might actually want to play a group game together and play as part of a team.


Val'bryn2 wrote:
I think you mean Precise Strike. Vital Strike is something completely different.

I did and fixed it.


If they are new you can pick a more flavorful Animal companion...instead of the optimizer damage dealers like the tiger/Lion ext.

There are a few teamwork feats I personally think a group of new players will like. Escape Route, Shake it Off and Vital Strike.

Escape ROute will help them overcome bad positioning. Having the ability to move and not provoke can help them escape from bad engages.

Shake it Off will help boost the entire group's collective saves. This helps because a lot of new players like to stack on top of each other or stay very close to one another while walking into rooms. This will help them make better saves versus AoE spells and area control spells.

Precise strike will help anyone who swings a weapon out. It is added to each attack. This also is typical on a hunter anyways.


A Feather Domain Inquisitor who rides a Giant Gecko is strong.

Geckos have natural spider climb so they can go down into dungeons and run along the ceilings and walls. Helps in scouting and such. The Inquisitor comes with a nice package of SKills, SPells, and Abilities. You can buy a war-trained Gecko for the first bit of your career for cheap then make it your animal companion once it would be medium and you can ride it.

There is also the Beastmaster Ranger which would be a good class to do this style of character with.


Perfect Tommy wrote:

Again I suggest magic missile.

How often are you really going to catch 5 enemies in an AoE. And even if so, magic missile allows you to target the bbeg even if separated in distance from mooks. Ie, choice of target.

No miss chance, affected by mirror image, no elemental resistance.

And completely Hosed by Shield spell


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Blood Money, Magic Jar, EFS, Limited Wish, And Pick one (DOminate Monster, Mage's Disjunction, Gate, or Wish)

I personally like Magic Jar->Blood Money-> Limited Wish. Very good Combination as you kill the possessed creature while impacting the fight with your limited wish spell.

EFS is still a decent defensive option even in the higher levels.


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Dazing Acid Pit seems like a LoL Situation for the PC who casts it.

But really it all depends on what level you're going too and what level you want the build to come online.

If you are going to 15+ you have to consider Spell Perfection and higher level spells but if you are only going to say Level 12. You're looking more at Level 1-4 spells.

What is the Level range?

Also do not look down on Rime spells. Snowball, Flurry of Snowballs, Ice Spears are all nice control spells when Rime is factored in. A lesser RIme rod is 3k and is a very nice investment. Heck, I usually find myself LOading Rime Frigid Touch into my Spellstoring armors and weapons just because Entangled + Staggered is Brutal.


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Bumpadie

LIke serious, this is worth an FAQ. Not just for Blood of Life. I have seen people trying to do Multiclassing with Skald's Vigor as well which would fall under the exact same ruling and interpretation.

Paizo...Can we get a FAQ...like serious this would take you guys all of a few days to conclude and make it official.


You might want to start with what Materials you have access too.

Honestly, with Advanced weapon training and a few of the newer options, there is nothing wrong with a vanilla fighter (no archetype). I personally am partial to the Mutagen Fighter archetype. I tend to pick a weapon (Focus, specialization, and Improved critical), power attack, Combat reflexes, Cut from the air and Iron will. Grabbing Armored Bravery asap. I take the Favored Class bonus for HP the First 3 Levels then pump it into the Human alternative for +1 to Grapple and Trip CMDs. Seems to work great for me.


Kobold Dragon Oracle into Dragon Disciple with the Scaled Disciple Feat.


If you go vital strike take the divine Fighting technique. It makes it more worth it.

But I tend to avoid the vital strike and Cleave feats.

I would shoot more for Power Attack, Toughness, Weapon Focus, and Weapon Specialization, Greater versions, Improved critical, Cut from the Air, COmbat reflexes, Lunge, and Iron Will.


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Redelia wrote:

There are different classes that would be good. Maybe it would be interesting to come up with an effective party in an undead heavy campaign.

martial: paladin
divine: cleric of Sarenrae, sun domain
skill monkey: either unchained rogue (if tomb crawling, because then probably lots of traps) or bard
arcane: ???

I don't think I'd try to mix a necromancer and a paladin in the same party.

That is if you believe every necromancer is evil.

It is very easy to make a Necromancer who does not Raise Undead but Commands undead already created to accomplish the greater good. The Paladin can easily be told, "What doesn't die in our Service you can put to rest. Let us just let them die helping us in our noble goals."

Command Undead both spell and feat are not evil in any way and many Necromancy spells can be used without evil. Magic Jar, Waves of Exhaustion/Fatigue, Ray of enfeeblement, Fear, Vampiric Touch, ext.

Most people hear necromancer and it brings up negative thoughts. Much like how you are conditioned to think negative of conspiracy theorist. It is a conditioning in most people's brains.


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Redelia wrote:
Paladin can be fun, since smite gets extra damage versus undead, and divine health is nice versus mummmies. I believe they also can get an anti-undead ability on their weapon from celestial spirit.

Like Athaleon said you can Take VMC Cav (Order of the star) and really drive home your Channel energy and LoH abilities.

But the casting abilities are extremely lacking...But for Melee and in combat with Undead a Paladin will rock.


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I personally love a good old fashioned Wizard Necromancer.

They get Command Undead as a free feat and access to the spell Command Undead very quickly. My necromancers usually start with a 19 (after racial) INT and a 13 Cha so I can with magical items/feat keep the Command Undead up to snuff. Also, makes for a charming Wizard able to talk his way around things.

There are classes that do perform better at controlling large amounts of Undead but I just feel the basic wizard necromancer hardly needs much investment to be a great character. Plus having access to the games strongest spell list also is a huge bonus.


Honestly I see her as a Pass for Human Tiefling that is a Twilight Sage Arcanist.

She does a lot of study in books and can get some of her basic abilities via the Powers. Her spells Like Overland flight, D. Door/Teleport, Telekinesis, Shadow Spells, ext. Really help to fluff her out.

That is how I built my rendition of Raven. Was fun too.


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I had a half orc bloodrager whose mother was a female Orc Shaman. The spirits told her to make a slave out of a human and conceive the half orc who will bring the races closer together. Turned out that the child became Pirate King of the shackles. (Killed everyone who stood in his way of the throne without mercy.)

So much is possible with a half orc.


If your playing at 20th Level just go Dex and Get the feats Weapon finesse and Fencing Grace. I would also Take Improved critical instead of Keen so you can save those enchants on BOTH weapons. Put that cash elsewhere.

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