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![]() RainyDayNinja wrote:
Ah, thanks. I forgot about the extra skills from my race. I wanted to take River Rat for the background and the extra point of damage. And we only get 1 trait plus a campaign trait. It effectively balances out (except I miss the attack bonus). I didn't roll well on HP, but d8s are d8s. I'll think about toughness, but I was planning to take Weapon Specialization at level 5. ![]()
![]() Saldiven wrote: For what it's worth, all the DPR calculators I've played with show that Power Attacking while TWF results in a reduction in overall damage output. The extra -1 (and eventually larger) to hit on top of the -2 from TWF isn't compensated sufficiently by the damage increase. Maybe in most builds, but that's the entire purpose of Deific Obedience. I already have a +7/+7 to hit at level 3 with power attack on. ![]()
![]() Hey, everyone. Looking for some critique on my build. Basically, I'm building a Warpriest of Pharasma for a Kingmaker game. The general idea is to capitalize on the Warpriest's sacred weapon damage with two-weapon fighting using daggers and the Deific Obedience feat. I'm building on a 25 point buy. I'm not set on the blessings. Pharasma doesn't have the best ones . Any advice is appreciated. Here's a little of the math:
Pharasman Warpriest
OFFENSE
STATISTICS
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![]() Eltacolibre wrote: frankly would just go for a menhir savant druid...because it is simple, convenient and useful in most situations. With wild shape serving as support for everything else, as a wereshark-kin, I don't need to worry about swimming or drowning, when I get wild shape, can even just take the form of a shark for the theme. I'll still use an aquatic related domain, like Oceans...and that's all. I considered Menhir Savant, but it's just so out of place in a pirate campaign. ![]()
![]() Eltacolibre wrote:
Hmm, what's the range on the Oceans ability? It seems unlimited... ![]()
![]() Seems like the Skulls and Shackles forum is pretty dead, so I'll ask here. I'm planning a wereshark-kin druid in an upcoming campaign, and I just can't settle on an archetype or domain. So, I want your help/opinions (no spoilers, please!) I'm thinking either a Storm Druid with the Weather domain or a World Walker Druid with the Monkey Domain (but I'm open to suggestions). Both seem piratey enough, but I just can't settle on which I like more. ![]()
![]() I'm planning a wereshark-kin druid in an upcoming campaign, and I just can't settle on an archetype or domain. So, I want your help/opinions (no spoilers, please!) I'm thinking either a Storm Druid with the Weather domain or a World Walker Druid with the Monkey Domain. Both seem piratey enough, but I just can't settle on which I like more. ![]()
![]() Sample Builds Elf Shaman:
Elf Shaman 1
DEFENSE AC 15, touch 10, flat-footed 15 (+5 armor)
OFFENSE Speed 20 ft.
Shaman Spells Prepared (CL 1st; concentration +3) 1st—entangle, cure light wounds, detect undead (S)
SPIRIT ABILITY
STATISTICS STR: 14 DEX: 10 CON: 10 INT: 14 WIS: 17 CHA: 14
Changeling Shaman: Changeling Shaman 1
DEFENSE AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural armor)
OFFENSE Speed 30 ft.
Shaman Spells Prepared (CL 1st; concentration +3) 1st—entangle, cure light wounds, detect undead (S)
SPIRIT ABILITY
STATISTICS STR: 14 DEX: 10 CON: 11 INT: 14 WIS: 18 CHA: 14
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![]() I've wanted to play a shaman since the ACG came out, and I may have an opportunity to play one in Carrion Crown. However, I'm not sure what to play, so I'm looking for some guidance. For roleplay reasons, I'm most interested in the Lore or Bones Spirits. I'm also considering the Speaker for the Past or Spirit Warden archetypes. Any advice is appreciated. Edit: Actually, I guess I could take both the Speaker for the Past and Spirit Warden archetypes. ![]()
![]() Bigdaddyjug wrote:
Just run it as a Life Oracle with higher CHA. More diplomacy plus channeling to heal. Goodberry+Cure spells are pretty great at healing. ![]()
![]() Sammy T wrote:
Expanding on this idea, Half-Elf Shaman Animist with Skill Focus (Diplomacy), a Thrush familiar, Creed of Humility (Virtue Feat), follow Sarenrae for the Illuminator trait. At level 1, your Diplomacy skill is +17, assuming you have 18 WIS and 14 CHA. ![]()
![]() Magda Luckbender wrote:
The links are great (and thanks for the correction). It might help to mention my party's setup. We'll have a fighter, rogue, barbarian, monk, and sorcerer (blaster), so an Evangelist would probably be perfect for this group. But, obviously, they'll need support. I'm stuck with Shelyn now (we're not allowed to change backgrounds), but a cleric of Shelyn that sings makes sense to me. Would Luck be the better domain option over Wind, even as a Sylph? ![]()
![]() Wiggz wrote: I would seriously consider making an Evangelist Cleric, taking the Heroism Domain and then build the cleric as a summoner who focuses on air and lightning elementals. Lots of buffs, cool thematic summoned creatures - what could be better? Is losing Channel worth it? That seems dangerous, especially in RotRL. I love the idea of summoning air and lightning creatures, but losing Channel and the spontaneous healing worries me. Are there other routes? Edit: Also, none of the deities that grant the Heroism subdomain make sense for a Sylph (in my opinion). ![]()
![]() Gilarius wrote: I think you should first decide if you will be combat or casting focused. Then planning out a full set of feats will be easier. My plan is to be a controller/buffer cleric - using Wind Blast/spells to control, Bit of Luck/spells to buff, Channel for most of my healing, and my reach weapon plus Combat Reflexes to also control (getting AoOs). I don't expect to do a lot of physical combat, but I'm going to set myself up strategically to be able to cast or use a domain ability every round plus get AoOs. Which is why I thought a 40ft base speed would be helpful, especially since I don't have medium armor proficiency. Edit: Also, upping my Con as a Sylph is tough. I have a natural -2 and Middle-aged makes it -3. Edit 2: With 14 Con, these would be my stats - STR: 12 DEX: 14 CON: 14 INT: 9 WIS: 16 CHA: 14 ![]()
![]() I'm looking for some help or a critique with my cleric build for RotRL. I've decided to create a Sylph with the Varisian Pilgrim archetype. I'm having the most trouble picking a 1st level feat. I'm thinking Fleet to get a 40ft base speed, but I'm also tempted to take Combat Reflexes. Character Build: Rydia Windbourne Sylph cleric 1 NG Medium native outsider Middle-aged Init +2; Senses Perception +3 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity) hp 10 (1d8+1, favored class bonus) Fort +3, Ref +2, Will +5 OFFENSE Speed 40ft. Melee glaive +2 (1d10+2) Special Attacks channel positive energy 5/day (DC 13, 1d6+1) Domain Spell-Like Abilities (CL 1st; concentration +3) 6/day—wind blast, bit of luck Domains Luck, Wind STATISTICS Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 15 Base Atk +0; CMB +2; CMD 14 Feats Fleet Skills Diplomacy +6, Heal +3, Knowledge (religion) +4, Sense Motive +3 Languages Common, Auran Combat Gear Glaive, chainshirt Varisian Piglrim: Fortunate Road, Caravan Bond Sylph: Like the Wind (+5ft speed) Traits: +1 heals and channel
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![]() Kaeru, Grippli Cleric of Gozreh. Born in Mushfens of Varisia, his tribe was wiped out by boggards. He moved to Magnimar And was a servant on a merchant vessel, typically for their Cleric who taught him about Gozreh. He was shipwrecked and his faith held him together until a fishing vessel took him to Sandpoint where he settled in. STR 12
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![]() Imbicatus wrote:
Hmm, interesting point. I wonder if I could use it for feats or other abilities. ![]()
![]() @Imbicatus, I love the spells with the Swamp Domain, but the first ability is almost entirely useless for a Cleric, especially since none of my other players will have a companion. @Victor, Javaed, and Castarr4, I like the Animal subdomains better than the domain itself, but my DM was a little weird when I suggested it. He didn't like the idea of me having both a familiar and an animal companion. For a little background on the character, he grew up in the Mushfens, tribe was wiped out by boggards, left for Magnimar where he was a servant on a few ships, met a Cleric of Gozreh on a few voyages and learned about the faith from him, then was shipwrecked near the Eye of Abednego. He was eventually rescued by a merchant ship and ended up in Sandpoint. He lives just south of the town now, and spends most of his time fishing. I was thinking Oceans or Wind might make sense, but I've never played a Cleric before. ![]()
![]() Falcar wrote:
Ok, that makes sense. This seems to make certain Patrons incredibly pointless (Portents, I'm looking at you). Thanks, guys. ![]()
![]() I'm a little confused on the wording of the spells a Witch gains from her Patron. Here is the wording: At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. So, are Witch's Patron spells automatically prepared everyday (effectively adding a spell slot like a wizard's arcane school), or are they just added to the spells stored by your familiar that you could prepare (taking up a normal spell slot)? ![]()
![]() I'm sorry, but maybe I'm still not understanding this. I thought Poison Steep functioned as the spell. If so, how are you allowed to increase the DC as if it were a mundane poison? If I'm not mistaken, the DC should increase as you gain levels, like any other witch hex, but it just doesn't seem to work the way you're saying it does. I wish it did, but it doesn't seem to. I'm beginning to consider a Vishkanya Vivisectionist Alchemist with the Sleep Venom feat (basically a scaling Drow poison with easy daily access) and a ton of poison-related feats/discoveries. Maybe even a viper tumor familiar? Has anyone tried the Daggermark Poisoner? ![]()
![]() Mathwei ap Niall wrote:
I'm a little confused. Can you explain how the DC stacks in this case? Since Poison Steep functions as the spell and not a traditional poison, wouldn't the save DC default to the witch's standard hex save DC? |