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103 posts. Alias of Aerodin.


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Tarpool is AOE, Sr No, ref save against entangle, difficult terrain, even after leaving the pool enemies still take damage. The one issue land only. It might pair well with Sirocco.


+4 never fully makes adamantine redundant as hardness is still a thing. I buy silversheen, cold iron, adamantine.

A great purchase at low levels is a scabbard of vigor as you can get 3 round of +3 on any damage type.


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An echoing metamagic is actually decent value. 3 extra 3rd leel spells for 14000 is much better than one 18,000 gp rune stone if power. Even compared to the cheaper pearls of power it's still good value. Note that this is a really bad metamagic feat if taken as a feat.


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Seems clear to me it adds to the oracle list.

Quote:
At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.


For gust of wind:

"A Tiny or smaller creature on the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet."

It is specialized and limited but I thought I would throw it out there.

May I also recommend the ring of spell knowledge for a Gnome Sorcerer. I have 2 on mine. It makes you a much stronger utility caster. If I go into dwarven runes I thought on disable construct. If I see one undead I throw on command undead etc. These with a mnemonic vestment helps a lot.


A little out of the box have you considered gusting sphere (sylph only PFS) or gust of wind and blow them away while also doing damage.


I don't think everyone reads the banner the way Badbird does. Just a warning YMMV. The reason is that it says in two hands. Then the follow sentence says "In addition, when so wielded," saying the following ability require the the prior clause about wielding in two hands to be true.

The bard level boost is in a different paragraph but it still requires wielding it so it may be best to keep holding it firmly in two hands because as it is written you are not depending on a rule but the absence of one. To take out and use a different weapon. It is all very silly but that is how I have seen it ruled.


Chris Manning wrote:
its not just a +2 bonus to a couple of skill checks. I have seen players with up to a dozen masterwork tools, automatically adding that bonus in EVERY situation without ever discussing it with the GM. Especially in combat..

As it stands this is covered by the don't abuse it clause. Talk to the player look at the character and come to an agreement.

If some one is playing a Halfing with Well-Prepared and Brilliant Planner I'm inclined to let them have as many tools as they want.

If someone is playing a fully optimised teleportation wizards maybe 25 tools is over doing it a little.


I will repost this where it is relevant in the hopes that it helps.

This is all the passages in the CRB and bestiary related to Unarmed Strikes given with as much context as I thought was reasonable to fit in to a post to keep them as honest as possible.

Hope it helps.

Unarmed Strikes


For this build you are both right debuffing is the focus and damage is bonus. If I have the time to throw a rimed frostbite up I will but it's not the focus (or vine strike Baba). I will be keeping encouraging Heroism up a lot to help my to hit.

Thanks for the info. I did find those posts eventually. I settled on speaker for the past because the revelations are really great. I'm not taking Spirit Shield until seven when it is better than my wand of mage armour, as I have a decent UMD score.

I also specifically skipped slumber. Though powerful I just don't like it that much. I was going to go lore spirit and protector familiar but I have a caster shaman that does that already. Flight hex is OK but I can cast flight at the same level and spell slots should not be super tight for me because I will be in melee a lot and focusing on hexes. Eventually, I will have overland flight up all the time. It's a good suggestion just not my favourite option. I considered soothsayer so I can benefit from evil eye on a failed save. I may still try to slot that in. Shapeshift loses even more with a dex based character. There are some options Deinonychus is pretty good.

I'm pretty confident in combat after bane, weapon spec, and divine power come online.

Thanks for all the great advice!


I will only bump this, this one time with a broader question any hex striker advice at all. Other hexes shape shift, soothsayer.

Good spell combinations?


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I will leave this here

ChaosTicket wrote:
Ironically my threads are formulaic about people not showing their formulas. In other words few people are showing actual work to support their opinions. I have check all these suggestions to confirm any results.


Considering when to use it is the most important way to get value out of your breath weapon.

I would compare your full attack to your breath weapon damage. Assuming a reflex save of +10. Figure out how many people you will need to hit to exceed the damage of your attack.

Next compare a round where you move and attack vs move and breath weapon. How many people do you need to hit for the average damage to exceed a single attack.

The final situation to consider is if you have a knowledge person in you group did they identify ref as a week save. In this case it can be much lower than ten so it will sway the above situations in flavor of the breath weapon.


Thanks for your thoughts.

I can't believe I forgot some of that stuff. Battle spirit for bane weapon specialisation. I took one of the traits that give +1 to unarmed damage. So low levels I'm 1d4+5x2 with the option to frostbite, bone fist or vine strike. Later divine power + bane when I need to damage.

I was un-archetype. But speaker for the past has a lot going for it. Heroism, rolling twice on initiative and a scaling armour revelation. Which are the things I would use my wandering spirit for, but not at the same time obviously. I would love an unmonk archetype that helped but no luck finding one. After evil eye, shaken, and sickened throwing in a stunning fist seems great though.

I consider all damage from the build bonus because of the gained action economy.

I should find some gold for menacing. I may have to look into the body wraps of mighty strikes or an allying weapon to keep the cost down. As I need agile, and cruel as it is.


This is a PFS character I'm thinking of making. Hoping the community may have some extra ideas. Or thoughts on hex strikers in general.

Grippli 1 Unmonk, x Shaman

A few things to note I have an item that gives +5 to intimidate from a chronicle,

Spoiler for stats:
I have an extra +2 to a stat from eyes
, the grippli boon and finally will gm baby it to level 4.

Stats after all adjustments:

STR 6,
DEX 18,
CON 14,
INT 10,
WIS 18,
CHA 12

Feats:

Weapon Finesse (1), Hex Strike(3)- evil eye, Enforcer (5), Extra Hex (7) misfortune, Hex Strike(9)- misfortune.

The idea is to hit intimidate, evil eye, follow up hit cruel enchantment to sicken. 9+ next round hit for misfortune or a save or die spell.

Protector familiar with benevolent armour to help my defence (HP AC). I know I need an agile amulet. I was thinking a cruel cestus I would give up a lot of damage but it would save money over upgrading the amulet.

I will be garbing magic fang and greater magic fang from the druid list with my favoured class bonus.

Two biggest concerns are accuracy and DR/hardness/immunities. I can make room for pummeling style and or fall back on straight casting in and misfortune chant in those situations.

I have checked the weight of all the equipment and do to the small size and lack of armour encumbrance is no issue.


No one has a problem with you having that feat. What people are saying is it not mechanically available to a lot of character especially at low levels so you are asking for an exception from your GM or you should try to solve your problem, AOOs, a different way.

You are basically asking "Yo can I ignore this rule?". The answer is yes if your GM says you can, and no if they say you can't but "hey here are some other options". They may be imperfect but they should help you have a fun game. People a graciously offering you their time and providing you with other solutions to the problem. Be it tactics, spells, race traits, etc.

The forum is full of questions like "can I give this feat to my player?" or "can I let a play ignore this prereq?" the answer is normally ya that's a fine exception for a home game.


Chess Pwn wrote:
Garbage-Tier Waifu wrote:
Trolling or not, why the hell haven't you made a Warpriest archer already? You get combat feats, bonus feats, scaling damage, self-buffs out the wazoo, your deity's weapon AND martial weapon proficiencies...
He doesn't like warpriest because they don't get enough skill points to be a virtuoso at skills.

I think Skalds have been recommended many times as well and they get vetoed too. Despite filling every criteria but extra feats. Even when the case was made that rage powers are just as good. Now that the Battle Scion is out maybe that will strike a chord.


ChaosTicket examples on either extreme are not really relevant. Which is better being a neurosurgeon or knowing the first paragraph of every Wikipedia article. It depends am I in surgery or a trivia night.

This is a role playing game. There is a role for "ok at a lot of things" - classic bard - and there is a role for I hit stuff hard but can you help me spell my name - barbarian. Different builds help create interesting character interactions. But, you don't want to be ok at a lot of things you want 5ish very specific things.

For example, if you want to avoid AOOs mystic past grace is a perfect solution. It would come online way earlier. Finding ways to work with in the limitations is what makes the game fun for many. It also provides you fodder for role play. Why did this ability carry over from your past life and not another power? Why do you have a strong relationship to this life over others?

I should also say it's ok to want those things, but if the system does not allow it you have to either adapt and make the most fun character you can, find a new system, or ask your GM for a house rule. Do you have access to the latter two?


Calth wrote:
Malkin the Magician wrote:

Calth wins. That archetype is awesome. It is locked to catfolk which have a -2 to wisdom so the OP will have to rearrange the stats but it is worth it for what you get.

It is not actually locked to catfolk, its just listed under their section. The only requirement is a nonevil alignment.

I just looked back. Your right they are not labelled as racial archetypes and not have the Advanced Race Guild "these are available to language" I will be giving this book a closer read now.


Calth wins. That archetype is awesome. It is locked to catfolk which have a -2 to wisdom so the OP will have to rearrange the stats but it is worth it for what you get.


ChaosTicket wrote:
KingOfAnything wrote:
ChaosTicket wrote:
Why are your responding if you think what I am working for is impossible?
Some very generous people are trying to save you the frustration.

Honestly this could be cut down massively if anyone who thinks things arent possible just stop responding.

Actually Ill just show what I have now to see if anyone have suggestions of improvement.
------------------------
Half-Orc (Sanctified Slayer) Inquisitor of the Black Powder Inquisition

starting stats str 14, dex 16, con 14, int 12, wisdom 15, cha 7

Alternative racial ability: sacred Tattoos, Shaman's Apprentice

Traits: Fate's Favored, Focused mind

level 1 point blank shot
3 Precise Shot
5 Weapon Focus(rifle)
7 Rapid Reload(rifle)
8(bonus) Point Blank Master
9 Snap Shot
11 Rapid Shot
13 Iron Will
15 Improved Precise Shot

Question what level are you starting at?

Your accuracy is high but damage is likely on the low side (though I would have to sit down and actually check the numbers). Obviously, most of the damage will come from the static damage you add study, bane and divine favour. But you are giving up your first round which can suck. Sneak attack is hard to use with ranged attacks and if you are using your fist round to buff you wont get the jump with initiative to get it first round, so your losing a major benefit of the archetype. My guess is that deadly aim will dramatically increase the average damage of the build because you are hyper accurate. So will many shot either is a good substitute for Snapshot.

If you are starting at level 1 its going to be a long road be ready for fights where the fighter and barbarin have killed things before you take your first shot.

Other thoughts have you planned for Grapple? My experience is grapple is a killer for ranged characters.


I will try not to repeat thing listed above.

Level -1
- Longstrider, Cheetah's sprint (movement is under valued by some people.
- Faerie Fire basic but useful
- Frostbite solid damage boost with some limitations

Level -2
- Barkskin
- Animal Aspect flexible
- Burst of Radiance good for all who get it
- Vine strike (great with share spell - bad for enemy casters)

Level -3
- Aqueous orb this is a spell I have loved to make persistent
- Ice Spears scales well after the second spike
- Resinous Skin is good. Give it to an animal companion with InHarms way and it becomes gold

Level -4
- Air walk
- Echolocation
- Explosion of Rot
- Strong Jaw

Level 5 you get into the crazy stuff large air elemental call lightening storm, Wall of thorns, Transmute Rock to Mud, air walk communal, Animal growth etc.

Honourable mention basics like daylight, dispel magic, remove _____, and other utility spells.


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I have went through core and bestiary 1 trying to find the most relevant passages about unarmed strikes as fairly as I could. These are the ones I have found and how I read them. I'm make my best attempt to read them fairly and put minimal commentary in my post. Apologies for not grabbing page numbers I hope this helps the conversation.

Quote:
All characters are proficient with unarmed strikes and any natural weapons possessed by their race.
Quote:

Strike, Unarmed: A Medium character deals 1d3 points

of nonlethal damage with an unarmed strike. A Small
character deals 1d2 points of nonlethal damage. A monk
or any character with the Improved Unarmed Strike feat
can deal lethal or nonlethal damage with unarmed strikes,
at his discretion. The damage from an unarmed strike is
considered weapon damage for the purposes of effects that
give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon.
Therefore, you can use the Weapon Finesse feat to apply
your Dexterity modifier instead of your Strength modifier
to attack rolls with an unarmed strike. Unarmed strikes
do not count as natural weapons (see Chapter 8)

Improved unarmed strike has not prerequisite. How do you improve something you don't have. Any character can take it.

Quote:

“Armed” Unarmed Attacks: Sometimes a character’s or

creature’s unarmed attack counts as an armed attack. A
monk, a character with the Improved Unarmed Strike feat,
a spellcaster delivering a touch attack spell, and a creature
with natural physical weapons all count as being armed
(see natural attacks)

Natural attacks according to the core rule book are a sub set or special type of unarmed attack. All characters have unarmed attacks some have better unarmed attacks.

Quote:

You can make attacks with natural weapons in

combination with attacks made with a melee weapon
and unarmed strikes, so long as a different limb is used
for each attack. For example, you cannot make a claw
attack and also use that hand to make attacks with a
longsword.

Unarmed attacks can be used together with natural weapons so one does not preclude the other.

Bestiary one reference in full that has caused some confusion.

Quote:
Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands. See Table 3–1 for typical damage values for natural attacks by creature size. Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged.

In context the above passage says if you don't have natural weapons you can still attack. But says nothing of the contrary if you have natural weapons or are of some other race you cannot. Johnny, Susie and Jack don't live near a grocery store. They can however get their milk at the convenience store near by. This does not mean that no other people can buy milk at a convenience store. I know analogous sentences are lame


I have went through core and bestiary 1 trying to find the most relevant passages about unarmed strikes as fairly as I could. These are the ones I have found and how I read them. I'm make my best attempt to read them fairly and put minimal commentary in my post. Apologies for not grabbing page numbers I hope this helps the conversation.

Quote:
All characters are proficient with unarmed strikes and any natural weapons possessed by their race.
Quote:

Strike, Unarmed: A Medium character deals 1d3 points

of nonlethal damage with an unarmed strike. A Small
character deals 1d2 points of nonlethal damage. A monk
or any character with the Improved Unarmed Strike feat
can deal lethal or nonlethal damage with unarmed strikes,
at his discretion. The damage from an unarmed strike is
considered weapon damage for the purposes of effects that
give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon.
Therefore, you can use the Weapon Finesse feat to apply
your Dexterity modifier instead of your Strength modifier
to attack rolls with an unarmed strike. Unarmed strikes
do not count as natural weapons (see Chapter 8)

Improved unarmed strike has not prerequisite. How do you improve something you don't have. Any character can take it.

Quote:

“Armed” Unarmed Attacks: Sometimes a character’s or

creature’s unarmed attack counts as an armed attack. A
monk, a character with the Improved Unarmed Strike feat,
a spellcaster delivering a touch attack spell, and a creature
with natural physical weapons all count as being armed
(see natural attacks)

Natural attacks according to the core rule book are a sub set or special type of unarmed attack. All characters have unarmed attacks some have better unarmed attacks.

Quote:

You can make attacks with natural weapons in

combination with attacks made with a melee weapon
and unarmed strikes, so long as a different limb is used
for each attack. For example, you cannot make a claw
attack and also use that hand to make attacks with a
longsword.

Unarmed attacks can be used together with natural weapons so one does not preclude the other.

Bestiary one reference in full that has caused some confusion.

Quote:
Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands. See Table 3–1 for typical damage values for natural attacks by creature size. Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged.

In context the above passage says if you don't have natural weapons you can still attack. But says nothing of the contrary if you have natural weapons or are of some other race you cannot. Johnny, Susie and Jack don't live near a grocery store. They can however get their milk at the convenience store near by. This does not mean that no other people can buy milk at a convenience store. I know analogous sentences are lame but they help me sort out the intent of the sentence.


Don't get hung up on all the particulars of the animals. There are other resources for that.

If it helps here are somethings I look for.

- 15 starting strength and +8 at level seven if I want to hit things
- Con of 14
- For a bodyguard, I like 15-17 with +4 at level advancement.
- One big attack (DR) or 3 or more attacks (more damage overall)
- Minimum 40 move. 50 is better. 80 is amazing
- Special abilities 2x strength on an attack, trample for getting flank, pounce for aggressive damage, trip for battle field control, grapple.

What abilities help which characters? grapple helps archers but trip does not. Trample works will with outflank, but maybe pack flanking is better.

Decide what feats, spells and builds you like and the animal companions with start to sort themselves out.


Eagle animal focus correct. Sorry about not being clear.


I like alternate uses for animal companions. May I suggest one of my own. I like your idea but it will be hard to keep the ACs abilities high enough to be relevant.

Bodyguard, In harms ways, menacing amulet, and benevolent armour make your AC a little combat helper buddy. It has a similar appeal of support animal companion but is much more useful IMO.

An extra +2 when flanking, standard to aid +2, +3 to ac a couple times around and absorb a few attacks.


Hey,

Good start and nicely laid out. A few thoughts.

For eagle consider that is is only good a low and high levels. You wont want to use it at low levels because you want to save your focuses for fights. It does not stack with eyes of the eagle +5 competence bonus so you wont burn it mid levels. High level it becomes worth it but, knowing when to use your 1 min buff is hard. If you know your in the right room or area you can use it but running through forest or dungeon when do you turn it on?

Are you considering how few tricks vermin AC can learn. You need to take attack twice so until level 3 they can only attack nothing else. Then maybe flank. Level 4 you have to put a point in to int to get a few more. And, without some extra work they can't take any feats the way moat animals can with 3 int by level 4.

Small cats are best with they don't grow at level 4. Weapon finesse and agile amulet. Animal focus tiger means they are among the most accurate ACs. Combat reflexes lets them trip things running at archers. Tripping no larger than medium sucks but you can do it reliably.


Lyrakien Azata 20 CHA base with extra item slot (head) and extra item slot (headband) as feats. Circlet of Persuasion Headband of Alluring Charisma. If you just need it for one in combat spell wand key ring gives +10 to UMD for one wand.

If you want you can make it a sage and have it have its own ranks. I have bone UMD and diplomacy.

I use my familiar for bless, ill omen, or haste. Yes the wand of haste is expensive but if you think a fight is going tough a "quickened haste" and your top level save or die spell is very powerful.


I have found that once I have expanded inspiration I would rather use inspiration on saves. I have I find making it good in combat to costly.


Quote:
quick study isn't as big a deal with parry and riposte though. Use the action to study, reap the benefits on your parry/riposte.

I agree it's less important but I would still say it's pretty important to action economy.

You can't repose until you have acted because you can't use an immediate action while flatfooted. This means you always have a swift action on your first round.

So Quick Study allows you to study and move, study partial charge or study and attack in the surprise round.

It also, if there is no surprise round lets you study + charge, study + move + attack, study + drink extract + move etc.

You may also need to study mid-combat every time losing either a move or a standard (if you use your move to move). This adds up to quite the lose over a single fight. Study also helps you parry better so you want it up to reap the rewards.


Letric wrote:
Fourshadow wrote:

Lyrakien Azata is my favorite. Among those benefits already mentioned, can remove fatigue once per day...Starlight burst is cool, though not reliable with only a Reflex DC of 12.

And it is guaranteed for a Wizard or Sorcerer to always have a beautiful woman at their side! :P"

Well, if you can potentially RP the Familiar, through rank sharing you can have a great diplomacy familiar :P

7 Ranks + 3 Class Skill + 5 CHA at level is nothing to ignore.

You can use the Sage Archetype to do it on a character without investing in diplomacy on your PC.


Darksol the Painbringer wrote:
Fourshadow wrote:
The spell Battering Blast makes for a good one-two punch to get foes into Pits... Force damage and Bullrush right into (Fill-in-the-blank) Pit.
It is also the best single-target damaging spell in the game, beating out spells like Wail of the Banshee, Disintegrate, and so on.

I just re-read the spell thanks to the tread I did not realise how similar it is to Ice Spears. Force damage has huge advantages over cold and piercing. Tripping can be more debilitating then a bull rush but many things can't be tripped. The damage advantage bounces back and forth as a new spear or ball is gained.


Fruian Thistlefoot wrote:
Letric wrote:
Malkin the Magician wrote:


I keep a pit spell around but at high levels the use gets rare for me. So many things are either too large or have access to fly. Glitterdust can be used proactively when a knowledge check identifies a invis spell like ability hit'em with glitter dust. I have both on my high level sorcerer and both still see play at level 12.

You make a good point, I was still thinking of the spell around Dungeons areas.

Since OP is a Sorcerer, I assumed he wouldn't have Knowledges, but it's still a useful spell for those invi ones.

Yes it is a decent spell.

If your going to go the Create Pit route you may want to look into a few other things:

1. See if your Melee guy is willing to use bullrush to push things into the pit. Helps both players get more use out of their abilities.

2. Look at spells later that can push enemies into the pits. Hydrualic push, Telekinesis, Pushing hand...

I prefer the latter. I play mostly PFS so finding someone that can bullrush well is rare and often less valuable than a full attack, as they will be taking an aoo. Spells are a good option if the enemy is pinned near the pit.

My favourite option is one used by my battle oracle, inheritors smite. No Aoo and +5 to the check.


Letric wrote:
Malkin the Magician wrote:


I keep a pit spell around but at high levels the use gets rare for me. So many things are either too large or have access to fly. Glitterdust can be used proactively when a knowledge check identifies a invis spell like ability hit'em with glitter dust. I have both on my high level sorcerer and both still see play at level 12.

You make a good point, I was still thinking of the spell around Dungeons areas.

Since OP is a Sorcerer, I assumed he wouldn't have Knowledges, but it's still a useful spell for those invi ones.

This is why I like sage familiars for sorcerers. Knowledge is power for casters.

You know what is better then 4 feats to increase dcs, knowing the weakest save 90% of the time it's the most effective way to make a spell stick.


Letric wrote:

Glitterdust unless Metamagic eventually will run out because it uses Will save, which harder to bypass at higher level.

Also, once saved it didn't do much except avoid invisibility. Also it's hard to land if you don't go first in initiative order.

Create Pit modifies terrain, it works whether enemies save or not, allows for future saves albeit at +2. On certain dungeons can avoid overrun by enemies and give time to set up strategies.

If you usually go first, I'd go Glitterdust, classic save or suck, and then retrain spell to Create Pit, which it will be still useful at higher level

I keep a pit spell around but at high levels the use gets rare for me. So many things are either too large or have access to fly. Glitterdust can be used proactively when a knowledge check identifies a invis spell like ability hit'em with glitter dust. I have both on my high level sorcerer and both still see play at level 12.


This is how I deal with this stuff.

During a game GM is king. If they let it go so do I. I will talk to them about it after the session. Maybe they did not know or maybe they had something else in mind. Now, if they ask "is this how insert rule works?" or a rule question I will try and answer.

If it is PFS and it will kill a character or drastically change the scenario I will ask if I can check the rule before someone dies. Any time I have asked can I check the rule on that GMs have said yes.

As a gm I'm ok with rules checks as long as someone has a book and does not just sight it from memory.


I would only use furious with a dip otherwise take a hard pass. You will burn through too many actions and extracts buffing with it and the rage extract. Stylish riposte is OK. One warning. Certain ability in pathfinder lose value in difficult fights. This is one of them. Your hardest encounters will be the ones where this power has the least effect because of high attack bonuses. What it does do, is get you to that encounter with more resources. I would not take it but it's fun, thematic and not bad.

Your build gets you to your goal a little quicker so it a good plan. I found that at level 8 I had to start planing for buying celestial armor or my ac would stall out. So have a plan to keep that AC as competitive as possible which is not that hard on this build but want to plan a head. Getting bosses to miss by more than 5 reliably can be pretty hard.


Here are a few of my thought on some of the points your brought up. The extra dip is defiantly not for everybody.

I only use the ability to drink as a move action for potions (never extracts) but getting a potion of reduce person (carried in hand) and an extract first round helps a lot.

There are a lot of enchantments for weapons for this build it is hard to decide which is best. Here was my rationale it may help or in may not. Ultimately, I moves away form Inspired because it was two few rounds a day for me. I also skipped answering because with heroism, reduce person, mutagen, rage and furious I was parrying on 3s most of the time. I think, though I don't have the character with me, I had a max of +27 to hit at level 8.

Remember for combat reflexes you can only get the parry part multiple times per round as the attack is an immediate action. It's not worth the panache to parry without the attack as you lose the chance to replenish the panache. It is great if you have long arm up regularly because you get extra attacks.

Get quick study at level 5 and use alchemical allocation + heroism liberally.

If you want to skip deific obedience a nice combination of Clear Ears, Heighten Awareness, and Pathfinder Chronicles will keep you knowledge skills competitive.

Consider Versatile Weapon (feat), and late game Bane Baldric (equipment). Bane Baldric it's limited rounds which I don't like but it can get through DR and really bring the hurt.


If you want to be a better dip for a more combat oriented build. I have taken a one level dip in drunken brute unchained barbarian. Consume potions as a move action, more damage and temp HP. You also get access to furious weapons which helps damage and over coming DR. It's no better then skipping it and you burn a feat on extra rage but it is a pretty fun alternative to the classic swashgator.

You do have levels when you wish you have higher level extracts but that is how lose aversion biases us.


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ekibus wrote:
I like the idea of going straight investigator from here on out...plan to kinda plan out a bit. But honestly last adventure I kinda hit a bit of a wall. How would you play a character with 7 cha but a +9 diplomacy? The gm was asking "what does your character say" honestly I've realized I'm not a roleplayer in that regard...not that I'm antisocial...I spend all day at work talking... but just not sure how much I want to go that route... (almost to the point of starting over or if the retraining might be worth it

I have a similar character pretend he/she is in debate club. If you start with the phrases:

"Here is my opening argument...your rebuttal?"
"Let's keep this simple..."
"Let's go over the facts..."
"I'm going to explain why this is in your best interest..."
"Let's me lay out the argument for you helping us/ us helping you..."
"Here is my theory..."

I have found writing a few opening phrases of a character reminds me how they interact with the world.


Melkiador wrote:
Selvaxri wrote:
You can also go Martial Master archetype and start swapping out Feats left and right, for your Wasp to take advantage of.
It's a good archetype, but not as tempting as it used to be, since Weapon Training has been improved so much

This is defiantly true. I would also say some of the new feats recently have helped the Martial Master a lot. Rat catcher, Ghost Slayer, Soul Blade, Soul Wrecker, and Dedicated Adversary make a fighter so much more versatile letting them cover things that in the past required a lot of monetary investment.

If situational feats like these, with simple prerequisites keep coming out I think these two class features will balance out.


Pathfinder chronicles and Heightened Awareness.


I hate summoning in PFS. I find, though powerful, it is slow and boring. Even with pre-rolling my attacks it still takes a while for my turn finish and I'm not really engaged during other peoples turns. I do like the idea of summoning a bunch of cyclopes when needed, for a swarm of crit threats.

Play the controller if you like, crank the DCs how ever you can make sure you ask about the type of stone/dirt/undergrowth you are on before you pick your spells. The best part about prepared casters is test out spells if they don't work for you don't prep them anymore. Ask your party about fog spells or by a goz mask and give it to the archer.


Problems with the spell:

- At some point almost everything flies.
- Cold resistance in really common.
- You will have better spells thus a better use of your action.

For example are you going to cast this first over wall of thorns or slowing mud (baring SR for the second one). In general meta-magic spells end up being out classed by higher level spells. It is why I don't like investing in one spell.


You can't rime spell until you have the second level spell slot to cast it with the level increase. So rime i a burned feat until level 3. winter's grasp is ok but it does not seem worth dedicating a trait to it. It's a level 2 entangle you can place anywhere which is ok but not stellar and it will get out classed quickly.

So for you stats 14 con, 14 int or dex, and 19 wis is good for a caster. Consider 18 in you casting stat put the points back into dex. Your DCs will be one low for levels 4-7 but if both points from level are put into wisdom catch back up at 8 and have a more balanced character.

If you want save or suck persistent is a very efficient way to increase the DC of spells rolling 2d20's and taking the lower 4.5ish to the dc. Persistent aqueous orb shuts down casters. I would figure out which meta magic rods you want to buy before deciding on feats. I have found that lesser rime is usually enough for me. Quicken I always take as a feat because the rod is so costly. The rods don't burn higher spell slots so you actually come out ahead when using them over a feat. Extend is an other great rod choice as you will likely be using it on spell under level 3 (barkskin).

Wild speech is not worth a feat just grab a ring of eloquence, and yes elementals can speak.

Look into planar wild shape because DR is great. Also smiting intensified rime snowballs are super funny.


Markov Spiked Chain wrote:

It's a trap! Wyrm singer gives out Morale bonuses to Attack and Damage, so this really hampers Heroism, Good Hope, Flagbearer, etc. I'd look at Spell Warrior instead if you're looking for a less composition dependency Skald (before about level 15, where they run into issues vs say and Urban Skald.)

Quote:
So skalds are better when they are more like bards.

...when they are more like bards who also give out awesome rage powers to the whole party.

Seriously, Inspired Rage is about on par with normal Inspire Courage, but Rage Powers just put skalds head and shoulders above non-archetyped bards.

I second this. Ranged characters actually gain a lot even from vanilla skalds. Hit points and a boost to two saves is nothing to turn your nose up at. Add to that it can be turned on and off easily, the morale bonues can be extended with a trait. 1000gp gets them adaptive on their bow so they can gain the benefit to damage. Fast healing is also worth mentioning as something ever one loves.

That said, wyrm singer is bad. Heroism and Good Hope received a recent boost from encouraging meta magic. So they can offer +3 now making their attack bonus equal to the Draconic Rage until level 16.

Other archetypes offer much more than this does.


Fourshadow wrote:
Grandlounge wrote:

Can a skald benefit from this item. It's on a chronicle and I'm hoping to use it.

"A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces."

I read this as counting as a bardic performance belonging to a bard, but it may be to literal a reading.

Thanks.

As a bard fan, I take issue with the skald getting bard masterpieces, but the bard cannot get sagas. Not that any sagas thus far have been 'must have', but if it goes one way, it should go the other as well.

As Melkiador said, it depends on your GM.

I always thought they should limit them by the type of performances skalds use. Skald should get access bardic masterpieces that have oratory, wind, string, sing and percussion. That seems like both thematic and fair.


John Compton wrote:

One of my main Pathfinder Society characters is a sylph druid using the storm druid archetype from Ultimate Magic, and it's been really fun. I think he's now 10th level, and I've endeavored to use only air, electricity, water, and weather spells as much as possible. Being able to drop fog cloud spontaneously, see through 30+ feet of it naturally, and then slap the enemy with faerie fire so the rest of the group isn't hindered too much is pretty fun those rare times I pull that off. More often I'm using wind wall and fickle winds to negate attacks, using wild shape, a high Stealth bonus, and gaseous form to scout out an area, and generally be a nuisance to dungeons and villains everywhere. Taking the sylph-only flight and fog-sight feats has also been great.

Go for it! It's fun!

Good advice but I didn't think faerie fire helped with fog effects.


I would use the rules for identifying feats and class abilities in one of the recent companions (I can't remember which one for the life of me). If the target identifies the fighting style he will not take the +2 because he knows it is a trap. If he does not identify it he will attempt the get the bonus once or twice.

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