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Weird question i know but I've been scratching my head with this build thinking it might be a bit too powerful at least in the early stages of a campaign.(I mentioned this build in a post a while back. Grenadier Traits:Enduring Mutagen
2.Annointing:Mercurial Oil
1.Steadfast Slayer
Weapon of Choice(Greatsword, Earthbreaker, Glaive or Scythe)
The general idea is to pump up on mutagen, load up a hybridized Artokus's Fire/Mineral Acid combo, and just leap in and tear up anybody that gets in your way with powerful single strike blows and point blank Bombs. Am i overthinking it thinking it might be a bit much?
I honestly haven't the foggiest why one would use a fragile weapon over something else.
I know there are some builds centered around the fragile aspect of these weapons, but would they really be worth having to constantly repair your weapon all the time?
I'll try to break it down for you
Example build 3d6+7(from Weapon and strength mod from mutagen and +1 magic enchantment)
To a total of 9d6+10...at level 3. What I'm trying to say it as long as you have the ammo for it, if you hit anything, its gonna die. In a very brutal and painful way i might add, and im not sure most DM's would be cool with you one shotting everything while being 4'8 Oh yeah btw this build was intended for a small race. So just imagine this little halfling just tearing through everybody with a sword secreting volatile chemicals. Awesome but kinda busted.
I think i might have found one of the few cases where a familiar is stronger than its animal companion counterpart. and this is for the simple fact that due to evolved familiar it can get more natural attacks to use. There's also an argument to be had about the shimmerwing dragonfly technically getting 2 feats, because its technically a vermin creature getting an intelligence score and by extension a free feat, but even if it doesn't have fly by attack while getting multiple natural attacks alongside its boosted strength means it will eventually even out if not outperform whatever the giant dragonfly could pump out even with power attack.
I was just wondering how powerful this could potentially be on a negotiator bard as call truce does quote... "Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful. At the start of your next turn, attempt a single Diplomacy check (DC = 30 + the Charisma modifier of the creature with the highest Charisma modifier in the opposing group). If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked." Now 30+the leaders charisma modifier is a high bar to hit. But the negotiator has the master of rhetoric you can take 20 once per day. This means once per day you can in theory just...stop a fight. Now on paper this sounds absolutely ridiculous, but i wonder how often you could do this in practice?
I'll keep this quick. Symbol of storms, have it on your hand, set the condition to have people look at it, cover the symbol up, when you're ready to whip it out, show it to your opponents who unless blind will likely see it, and basically turn into the center of a hurricane. Have this coupled with some sort of fly speed with perfect manuverability like wind oracles wings of air and have wind flyer so said hurricane also increases your fly speed. Can this work?
For Context "The vigilante’s wild attacks allow him to block his foes’ counterattacks. He gains Power Attack as a bonus feat. If he already has the Power Attack feat, he can immediately swap it for another feat for which he qualified at the level he chose Power Attack. When he takes an attack or full attack action, if he uses Power Attack on every attack to make melee attacks that use his Strength bonus on attack rolls, he gains a shield bonus to his AC until his next turn equal to his penalty on attack rolls from Power Attack. This bonus applies only if he actually takes that penalty on at least one of the attack rolls." I'm Leaning on yes, but I just want to make sure.
So let me explain Lethal grace has the line that goes "He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse." However Noble scion strictly states that I can only get it at level one, which i would have been if i had chosen noble scion as my first level feat instead of weapon finesse. I have a feeling this is gonna be a resounding no, but i just wanna make sure.
Ok so a little bit of back story. I was working on making a kensai magus that would eventually build into Maximized spell strike And while doing so I in advertently stumbled upon something that made me wonder if I even needed to anymore.
Traits:Clever Wordplay(Intimidate)
3.Obtain Blackblade
Weapon Focus(Aldori Dueling Sword)
Doubling as a high damage dealer along with controller aspects, this build can be used in a wide variety of ways, but because of how many things are immune to fear effects, i was wondering if i even need it and if so how can i alter the build? Extra Arcana close range is staying(Cosmic ray) but quick draw, maximized spellstrike and maximize spell by extention are on the table.
Cause the more I look at the kensai the more it becomes clear it was meant to be a magic quick drawing SA-MU-RAI. But to do this You either need to be really reliant on spells such as greater invisibility or something(Which while it can work is counter intuitive since you wanna hard focus on touch spells, or find a way to use it in combo with your attacks I.E Dirty trick or feinting. I decided to go with feinting cause while dirty trick can work I got something else in mind for that. So I basically boiled it down to two route. The first one the wave strike route, More proactive but can only do it once per fight. Ok but if you're not close enough to someone when the combat starts its kind of dead weight. The other option is swordplay upset, while while seemingly more reactive, you can force it out by intentionally triggering an AoO and then whipping it out. Personally this is the one I'm leaning towards but I wanna know if others think the first is better or there's another option I'm not thinking about.
I've been theory crafting how to build this character. So obviously the intent of this archetype was to go into two weapon fighting to compensate for the loss of spellstrike, and because you don't have to worry about spellstrike you can focus heavily on spells like bladed dash but aside from that, im drawing a complete blank.
So a while back i talked about making a paladin of arshea but that didn't work out due to a wide variety of factors, but then i remembered that Much like how you can be a full strength based twf with ranger, you can also be a full dex based twf since you dont need a high strength score to use the two handed combat style tree. So i went back to the dandy ranger, played around and i actually like the direction its going, but i need some help finalizing it. Traits:Magical Knack
1.Weapon Finesse
Ok so uh....i'm not gonna dive too deep into this concept or why im doing this. You all know arshea, what their followers are like, what this would imply and why you will likely never see this character in an actual game. That said, I was kind of thinking of a character that is something of a "Temple Guardian" or Bouncer of the various places of worship that arshean's would reside keeping things orderly while their fellow worshipers did their thing and would be there just in case outsiders got a bit too..."Rowdy" if you catch my drift. So. Which one of these would be better suited for this?
So i mentioned a couple days ago that i was considering making a feint based dandy ranger, and i asked if it just wasn't worth the trouble if the character had no access to sneak attack. And most people said no it wasnt. However. The dandy has access to the bards spell list and bard has access to sense vitals, but since it takes a standard action and lasts only one round per level, im wondering if it's too clunky to be worth the hassle?
Much like the Child of A&A this is a class archetype where something is there, but i can't for the life of me figure out where to go with it, Right now I'm floating around the menacing style since the dandy ranger is charisma based, i thought deceptive would work but with no reliable access to sneak attack it falls painfully flat. So what would be the best route for a dandy ranger?
This is more of a thought experiment then anything else. I know the answer is somewhere in the bard archtypes but I have no idea which would be best suited for it. But sandman never fit what i was going for, and archeologist is a little too good for what i have in mind. I basically want a charisma based character that can act as a general/all purpose character with an emphasis on smooth talking. Is there an archtype that fits this?
The general idea would be to have a tribalite use magical tattoos as a sort of conduit for their spellcasting. I have been scratching my head thinking which bloodline would be the best, but i can't decide. Right now my choices seem to boil down to Arcane, Martyred, Orc and MAYBE Phoenix, orc seems to stand out specifically just because i want this characters magic to be more...raw and unrefined which would fit well And since im going into tattooed mystic the bloodline arcana is frankly the most important piece of this whole puzzle.
There are benefits for both Arcanist has more options for which metamagic they can get to qualify. But a sage sorcerer can go all in on intelligence and thus have much higher knowledge checks, fitting for the class. So which would be better (And don't just say "Neither, go wizard". You know who you are)
So i mentioned the other day about making a character thats suppose to be a sort of tribal potion maker(And people got pedantic about it btw) centered around alchemical allocation and primarily used alchemical splash weapons. And I asked if the inspired chemist qualified for inspired alchemy. Right now I'm using an investigator(Natural philosopher) base to make it and I'm currently wondering if the inspired chemist base would be better since i would get access to throw anything as well as alchemical strike. (Natural Philosopher/Cartographer)
3.Infusion
1.Point Blank Shot
Start with Alchemical sling bullets in the form of paintballs
So going back to the topic i made earlier, I'm tinkering with a build i worked on in the hopes of refining it. The general idea is that you are a tribal potion maker that primarily utilizes a sling using alchemical sling bullets to carry Alchemist fire and acid at a farther distance then normal. This would be further augmented by upgrading to Artokus's Fire and mineral acid as wel as liberal use of focusing flasks and hybridization funnels, while also utilizing typical tribal weapons such as clubs, daggers and spears should they get too close. Now i know i probably should get quick study, but something about that just didnt fit the theme i felt so i wanted to get others take on it, this is what i got so far. Natural Philosopher/Cartographer 3.Infusion
1.Point Blank Shot
Start with Alchemical sling bullets
Everything I'm seeing leans towards yes but i just wanna make sure. For context
Benefit: You can recreate an extract that you consumed during the past hour. You must spend 10 minutes and expend a number of uses of inspiration equal to the level of the extract’s formula to do so. When you recreate an extract in this way, it does not count toward the number of extracts you can prepare in a day." Basically you become an actual potion maker. |