Bernaditi

Melkiador's page

Organized Play Member. 10,283 posts (10,285 including aliases). No reviews. 1 list. 1 wishlist. 4 Organized Play characters. 1 alias.


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I didn’t even see the link. But I’m also wondering what the purpose of such a subtle link would be. Maybe improve their results in search engines?


Glad you found what you were looking for. Always feel free to start your own thread if you are needing ideas. Many of us have more character ideas than we could ever get around to playing.


Bloodrager into dragon disciple PRC is a little more dragon-like and not a bad combination. Really, sorcerer into dragon disciple isn’t bad, but comes with a near requirement to take all of the prestigious spellcaster feats.

The dragon companions are typically underpowered for combat, though the dragon familiars are good little helpers.


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“Fun” is hard to judge. MT is not particularly optimal. But if it matches the class fantasy you want, that can make it fun.

Personally, I’d probably use a human lore shaman for this kind of class fantasy. The lore shaman can cherry pick from the wizard spell list. And the human shaman can cherry pick from the cleric spell list. It’s pretty much everything you want in one convenient place.


If willing to homebrew a bit, you could declare it to be a phantom instead of a ghost. The phantom is an outsider instead of an undead, but is otherwise very ghost-like


I believe healing is untyped unless it references its type. Though there are few such sources of untyped healing.


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Listing Bluesky and not X/Twitter is really weird. Bluesky is a niche little nothing thing like Truth Social. X isn’t as important as Facebook and Instagram, but it still has a meaningful share of social media and reaches a younger demographic.


Quote:
If the weapon is wielded by a creature whose size matches that of the weapon’s intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons.

But the penalties for two weapon fighting aren’t any of those things. They are described in the combat chapter. They are the opposite of special abilities. They are “regular abilities”.

The feat for two weapon fighting doesn’t care what you are wielding but just lowers the penalties from the combat chapter, regardless of if the weapon is light or not


I’m not even sure if effortless lace was intended to apply to two weapon fighting. And there are readings where it would not.


It’s an old thread so there are a couple more ways to reduce the penalties.

Hand’s Automomy reduces the penalties by up to 2.

Advanced Weapon Training: Effortless Dual-Wielding allows you to treat the off hand as light.


The light shield for weapon switch casting isn’t that controversial. The klar counting as a light shield for this purpose may be.

To be clear, weapon switch casting is where you use the light shield hand to hold your weapon as a free action, then cast with free hand, then swap weapon back to free hand as a feee action.


Nature fang is a good archetype but it still has the usual cleric issue: Where you start off being like a martial, but you have the slow slide into being a full caster. As your spells per day build up you find that you aren’t spending nearly as much time using your old martial abilities you invested so much in, because spells are so effective.

I’m not saying to not do it, but if you haven’t experienced this before it can be a little jarring when you notice it happening. Typically happens around level 5 or 7


I’m not sure how you got the proficiency in earth breaker and klar since those are martial weapons and you are a druid. A druid also doesn’t have the +1 BAB to take weapon focus at level 1.

You might consider taking a 1st level dip in something like ranger to make that work out better for you.


3.5 isn’t really homebrew. It’s more like 0th party. But the homebrew board is probably the closest thing to a place to support that.


Human warrior skeleton is just a fairly basic skeleton in 3.5. Pathfinder Skeletons are similar but different. The direct parallel is the regular “human skeleton” in Pathfinder, but it carries clear version differences.

https://www.d20srd.org/srd/monsters/skeleton.htm

The human warrior zombie doesn’t seem to be a default zombie in 3.5.

But again, this is based off a warrior, which is an NPC class. It’s not a fighter which is a PC class


By default, it would only gain racial hit dice, which is a lot closer to gaining an NPC class like warrior than a PC class like fighter. You could always ask your GM for it anyway, but I’d expect a negative answer.


I’ve seen it interpreted more often that the 1st and second sentence are not linked. They are independent statements. Your table may vary

The confusion is from the abridging that happened from 3.5 to Pathfinder.

Quote:

Share Spells

At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).


It may partly rely on how much you value channel. A double-life spirit guide oracle could dish out some significant damage while also making his party nearly immortal.

If I were going to make any tweaks, I’d maybe translate 100% damage to holy instead of just 50% when burning a mythic point. Mythic points are expensive and extra math isn’t usually that fun


Unlimited AoO is functionally not much different than having 3 AoO per round. You just don’t get that many opportunities for AoO in a real game. How many times have you seen someone with combat reflexes run out?

The others are often also “patched” for mythic games because of their problem nature.


Mythic vital strike is the outlier here. And there are lot of “patches” that nerf mythic elements like that.


It generally happens that you buff up in the first encounter and then run wildly from room to room until the buffs run out. It’s not that unusual for enemies from one room to go and grab their buddies from the next room anyway.

We often don’t even loot the room right away but just come back and work on searching and such after burning down some combats.


With minute/level durations, both enlarge person and long arm are likely to have good uptimes in your adventuring day. Of course those don’t even become available until level 4, and don’t enjoy a lot of up time until around level 10, when you can cast them multiple times per adventuring day. At higher level you will probably substitute Monstrous Physique II for enlarge person.


Claxon wrote:

Starfinder androids are closer to replicants from Blade Runner meshed up with the Hosts from Westworld than they are to anything else.

While they do differ from Humans, such as need "to breath" (while still being affected by inhaled poison or smoke) they still need to eat and sleep. I would expect they need to eat similar sources of nutrition that humans do.

Pathfinder and Starfind androids are intended to be the same thing, though there was some crunch change from version to version. In Pathfinder androids don't need to sleep, but still need to breath. In Starfinder androids don't need to breath, but still need to sleep.

I'm not really sure why they have that difference.


I do think you are too worried about “broken”, especially when involving mythic. There are only a couple things in the game that approach broken, like the master summoner archetype or leadership shenanigans. And when adding mythic even those begin to become less significant.

You are going to want the full cleric spell list in the party to remove all of the conditions.

It sounds like you are more interested in building a new character class than filling a role. And that can be fine. Though you need to keep in mind that you may be holding back as this build and not giving a true representation of how it would play in the hands of a PC


Long arm and enlarge person are on the bloodrager spell list. So, using those as a crossblooded bloodrager with black blood and aberrant bloodlines you could have a natural reach of 25’. There are a few other options you could add in like lunge. And you could include a reach weapon, but the interaction with the extended natural reach isn’t well represented in the rules.

I’d personally never play a crossblooded bloodrager, but the super reach build is still a fun concept


Emberwraith wrote:

That's *really* good. You could slam anyone trying to get within range with an AoO, then fight them normally.

It would also make Cleaving Finish and Improved Cleaving Finish incredible.

It is good but there are a few ways to achieve this, like the longarm spell. You could even do crossblooded with the aberrant bloodline. It’s unclear if all of those are meant to be stackable. They technically do stack since they aren’t technically size bonuses, but expect table variation.


It’s believed that abilities like this change your natural reach as if you were a size larger.

CRB: Combat Chapter wrote:

Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up more than 1 square.

Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren't in adjacent squares.

Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. This attack of opportunity is not provoked if you take a 5-foot step.

Large or larger creatures using reach weapons can strike up to double their natural reach but can't strike at their natural reach or less.


Frillfill wrote:
Melkiador wrote:
My preference would be to stick to wisdom based classes. You shouldn’t need that much attack bonus, since you already have 5 levels of full BAB and mostly target touch AC. Inquisitor would be a natural pick
Inquisitor would give me just enough BAB to have 4 attacks like hunches with gunslinger 5/inquisitor 15. It could be pretty cool playing a god fearing gunslinger though? Any archetype suggestions or is normal inquisitor good?

I think even the base inquisitor would be a good fit for your needs. The only reason to not use inquisitor is because it gives you so many class abilities to keep track of.

Which makes me think, you may want to consider what you would enjoy playing at an actual table compared to what would be the most "optimal". Do you like to keep track of a lot of special abilties and dynamically decide when would be the best time to use them? Or would you prefer to be always-on in what you do, where you are mostly just incrementing numbers? Neither is really "right", but you need to figure out which would make you happy.

It's not like you'd suffer if you just went weapon master instead. Staying with wisdom was more about not branching out into other ability scores like intelligence or charisma, which you didn't previously need as a gunslinger. And the fighter's advanced weapon training gives you a few good options that you might enjoy.


I’m not sure what we are looking towards regarding “troublesome”. I think the main problem with flying is independent of class. Some encounters assume that something is out of the way or hard to reach. Flying trivializes those encounters. There are few classes that are generally considered troublesome though. The summoner comes to mind and summoning while flying is a decent strategy


Azothath wrote:
Plausibility is an issue in writing. If the reader can't swallow your "I said it so it must be True" statements you've lost him permanently.

An entire genre of fiction would seem to argue that’s not a major concern


You can’t travel faster than light speed either, but sci-fi lets you. I’m sure we could find dozens of Pathfinder things breaking the rules of real life physics if we somewhat tried. Off the top of my head, it’d take magic for land arthropods to be much more than a meter in size, much less the large and huge examples you can find while adventuring.

As for eating metal, the nanites simply generate a “field” that lowers the molecular cohesion of whatever metal they surround. Insert whatever technobabble you want really.


Nanites are sci-fi and could handwave a lot of things. Nanites “eating” metal objects is a common enough trope.


Maniacwyrm wrote:
Well if the vmc trick works this makes vmc void wizard summoner 20 really good combo if you have somewhat decent intelligence. Since you can inflict a -10 to AC so all you summons could have a high chance of hitting stuff lmao not as thematic but sounds pretty effective

It’s nice that it scales, but a level 20 summoner will have plenty of things to spend his standard action on every round. It’s probably more useful at lower level when you often have a shortage of ways to contribute.

And summoning is a pretty feat intensive focus. So losing half of them to VMC isn’t an easy choice. I’m not saying not to do it, but the trade offs are significant, so it’s not like you are getting some huge advantage here.


My preference would be to stick to wisdom based classes. You shouldn’t need that much attack bonus, since you already have 5 levels of full BAB and mostly target touch AC. Inquisitor would be a natural pick


The technical answer is no. You could always ask your DM anyway, as those racials were written before warpriest existed. The gain from it is so very small, so maybe you’d be able to talk him into it.


Ok. A solo or duo is basically the use case for the master summoner, so have fun. Sounds interesting.


I’ve never actually played the master summoner but based on my wide experience with summoning, that archetype is just insane. It even comes with a warning label. If your GM is letting you do that, then still beware of making the game unfun for everyone involved.


Summon eidolon is not a “summon monster” spell so wouldn’t trigger added summonings anyway.

Mighty summons should work just fine though, as that works on any summon spell. Summoning and summoners already lag behind in mythic, so it shouldn’t be a problem.

The basic rule of thumb is that a spell like ability counts as being the type or subtype of the spell it is based on, in this case “summoning”. What it doesn’t count as is spellcasting of its spell level.


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There’s also an issue that the “game” is constantly changing. If you spend a few sessions fighting undead then you may modify your choices for undead, but then suddenly you’re fighting a bunch of plants and your undead choices aren’t working very well, then you hear that fey are coming up, but surprise it’s undead again. That’s why a “theory” wizard is often complained about. You are limited in how much you can prepare for the unknown, because the unknown is so wide and keeps getting wider as the levels increase.


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We may want to specify what we mean by “offensive” too, as both damage and negative status effects count as offensive.

Damage is damage. It gives you a number to call out, which will end or not end an enemy depending on what point you are in the combat. Damage usually feels like you are doing “something”

Debuffs are immediate but hard to judge without a lot of complicated statistics. Some people can’t appreciate the value of something that is so hard to credit in the moment. But this hobby does attract a lot of statisticians who can appreciate the benefits.

Control spells tend to be very binary. They either work and end that enemy threat immediately or don’t work and are wasted. The feel of these can vary dramatically just based on how lucky you are. There are also almost no universal control options, for instance a surprising amount of enemies are immune to paralysis and a well known number of creatures are immune to mind effecting. So, control focused builds have days where they can’t contribute much helpful control.

Lastly, spell resistance or immunity can make most spells not work. That’s why spells that ignore spell resistance are so valued, but those often have their own weaknesses. Some days the caster just has to rely on his martial friends, and that’s ok. This is a team game. It’s fine if your character happens to not be the standout for a few sessions.


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Oli Ironbar wrote:

Yes, to the point, for all different campaigns, what is the range of effectiveness of a caster on offense when they dedicate their midrange to high range resources to fight.

Do they speed the combat by a quarter, cut it in half? What is everyone’s range of experiences?

There are just too many variables to answer that question.

How many enemies are there?
How are they arranged?
What are their level differences?
What are their resistances and immunities ?
What are the other characters contributing?
What is the party itemization like?

But I can’t imagine how the caster could make combat worse, unless they are indiscriminately hitting allies with AoE


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Azothath wrote:

hmmm, I'm gonna use a spoiler as it's more general Advice

Northern Spotted Owl and I run wizards a bit differently. There are many paths to success.
** spoiler omitted **

While you are “right”, you also make assumptions that may not be true in every game. You don’t always have access to enough spells to add to your spellbook. And you don’t always have enough gold or downtime to have a lot of what you suggest either. I’ve played “starved” wizards before and it’s tough.


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That’s really too complex to calculate, without being given a hyper specific example. A lot of the strongest controls have enemy types they simply don’t work against, but are binary in effect when they do work. Damage-wise, casters do good damage, but they mostly stand out in area of effect damage, as martials have a general advantage in single target damage.


Mysterious Stranger wrote:
A character does not need to be fully optimized to be useful.

Hence, why I put "optimal" in quotes.

Quote:
In first situation you propose a low strength small bard is probably not going to be a good choice. In that situation very few bards would be a good addition to the party. An archeologist bard might fit, but they give up all performances for a luck bonus on nearly everything. But a small race like halfling is a poor choice for an archeologist in that situation.

I'm not sure if you are still addressing me, as that doesn't seem to be in line with what I said. Archeologist halfling bard can be fine going for either dexterity or charisma to damage, but archeologist doesn't sound like what the poster wants, as it gives up on party buffing except for some spells. I recommended skald because it can get charisma to attack and damage at first level, and it still buffs allies with songs, while having the same spells.


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What's "optimal" will depend a bit on your party size and composition. If you're a party of three with one member being non-damage focused, your bard's damage will matter a lot more. If you're a party of 6+ with some big blenders, your bard's damage will be inconsequential.

If you want to have more to do outside of buffing, you should consider the skald. If you want to be a halfling or gnome while doing this, then use Desna's divine fighting technique to get charisma to your attack and damage with starknives. If you want all your allies to benefit without affecting their spellcasting, then use the spell warrior archetype. You may instead consider the court poet if using charisma for attack and damage, but that is unlikely to benefit your teammates much.


Goliath is mostly if you want to utilize weapons instead of natural attacks. You could be a dwarf with a battleaxe or a half-orc with a falchion, or even just rely on the druid scimitar. It’s hard to say if you will miss elemental or plant forms. That will depend on the individual.


Of course the house rules that give you free feats gives you more feats. But those are far from universally accepted, so it was worth bringing up that you can access maneuvers fairly easily without them.


Liliyashanina wrote:

Grappling, dirty ticking and feinting can all be potent secondary options.

If Elephant in the room is on, its even a fairly affordable one, featwise.

The dirty fighting feat makes it all pretty obtainable. It’s not even a real feat tax as it’s a pretty good feat on its own. This is a very early feat pick for my eidolon builds.

Dirty Fighting


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We’ve listed some fairly accurate martial options and really any of them could be fun to play. But I have to wonder if accuracy is even still your main goal. It sounds like your boss fight was a bit of a fluke. You may want to consider if you’d like a second option other than damage for niche creatures like this. For instance, grappling isn’t great as a primary strategy in combat, but it can be a great secondary option when your damage isn’t getting through.


Instant enemy is great but you will likely spend most of your time as a ranger without it.

A level 11, a fighter would have 11 BAB, +1 from greater weapon focus, +2 from weapon training, and likely a +2 from gloves of dueling. So that’s +16 all of the time. Then you could use warrior spirit for bane and some extra enhancement bonus on your weapon, giving you +2 to +5 more attack bonus depending on what kind of magic weapon you use. A total of +18 to +21 on round 2. And the fighter can do this multiple times per day for a minute at a time. Those bonuses were just the fighter specific things, since we can assume that every martial has weapon focus and a suitable magic weapon, along with the regular stat items.