Well I was toying with the fighter's archetype named siegebreaker and was wondering, shall I go basic bull rush, or shield based bull rushes etc...
And then thought about spells like hydraulic push and torrents.
So my question is: does the siegebreaker first level ability work with the spell? Will I do my strength as extra damage?
Breaker Rush (Ex)
At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic).
This ability replaces the feat gained at 1st level.
Breaker Momentum (Ex)
At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action.
This ability replaces the feat gained at 2nd level.
And what about painfull collision ? Merciless rush etc?
Ferocious action was meant for orcs because they has Ferocity racial trait or the ferocity ability which is same name anyway as requirement.
Half orcs have : orc ferocity racial trait, which is a less powerful trait.
But what you can do is as an Half orc get the Ferocious Resolve, and gain the ferocity universal monster ability. This one is meant for half orcs because it has Half orc orc ferocity racial trait and con 13.
Source Advanced Race Guide pg. 141
You ferocity is quick but shorter lived.
Prerequisites: Ferocity racial trait, orc.
Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
Source Advanced Race Guide pg. 57
Prerequisites: Con 13, half-orc, orc ferocity racial trait.
Benefit: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
Normal: A half-orc with the orc ferocity racial trait can fight for 1 more round after he is brought below 0 hit points.
So at this point I prefer having diehard which grants you the choice of being disabled (and auto stabilize) or not at least where ferocity forces you. This I can keep the sacred too and the fate's favored for +2 to all saves and diehard is also useful for other feat requirements.
And if you go Ferocious resolve, you can then go ferocious action but I prefer diehard + deathless initiate for the same effect but in way more powerfull version.
Nooo, I couldn't see it in the pathbuilder application, just a religion requirement :(. Man so sad, dunno if there is any other way to prevent non lethal damage to knock you out....
Are you sure it works this way? Once you choose the combat trick talent, you also chose the feat associated with, and I think that every allies including you, receive this one.But you might have a point, because RAW you grant a rogue talent. Combat trick is a talent, and that's it, but it seems way damn too good.
I am going to necro my own thread because I found a new awesome build for this mighty warrior :)
Same traits traits:
Racial traits: here we change quite much
Progression of the first 8 levels:
For skald archetype I took Undying Word and Red tongue, those both together are so damn cool, we are gonna build a damn mighty skald that can outlast anybody. Just grab a 2handed reach weapon for a little pressure in order to not be ignored
Global Level 1 : Bloodrager 1 :
Global Level 2 : Skald(Undying Word/Red Tongue) 1 | Bloodrager 1:
So now we can already fight until negatives, and maintain our rage too. So no need to powers like raging vitality or anything like that.
Global Level 3 : Skald(Undying Word/Red Tongue) 2 | Bloodrager 1:
Inspire Resilience (Su)
At 1st level, the undying word can grant his companions supernatural endurance. This functions as inspired rage, but it grants neither a bonus to his allies’ Strength nor a –1 penalty to their AC.
This raging song replaces inspired rage.
- FCB : +1 rage round
So now we get the fast healing 8 and can still regen at negatives. With 15+8con, we have a 23 constitution, so I guess we can go until -23Hp but not sure, maybe it still goes until -15 only.
Global Level 4 : Skald(Undying Word/Red Tongue) 3 | Bloodrager 1:
Global Level 5 : Skald(Undying Word/Red Tongue) 4 | Bloodrager 1:
Global Level 6 : Skald(Undying Word/Red Tongue) 5 | Bloodrager 1:
Global Level 7 : Skald(Undying Word/Red Tongue) 6 | Bloodrager 1:
Global Level 8 : Skald(Undying Word/Red Tongue) 7 | Bloodrager 1:
And it keeps going this way :)
What do you think? I have the feeling that I have found the best tanky / support skald you can do at this point :) Wanna play him so badly now !
Any suggestions on which rogue talent / ninja trick you would chose instead of the ones I suggested? Or any other idea?
Nature fangs get a limited kind of study target:
I think that you are right JiaYou for the +2 hit on the immediate study, it doesn't work, you only get the damage bonus.
Otherwise the hornbow I have is an Adaptive horn bow +2 so better than those spell expect snowball that I already use against big armored guys (really easy to hit especially once studied as a move action + hawkeye as a swift action, point blank shot : +13 hit and 5D6+3 snowball vs touch Ac is awesome ^^).
You also have a point for study before combat, I just couldn't do it because of a dungeon with many doors (have any idea how to do that? with a mirror? does it count) and no reliable way to see through at the moment, but definitively doing study on every npc I check just in case I need a skill check against him.
What immediate action study on sneak attacks trully allows me is to set a full attack with the study bonus (sneak is less relevant at this moment) on the second round with the possibility to use my switft action to get a +2 hit on first arrow with hawkeye (and +3 hit on the many shot double's arrow attack next level).
I was looking to a way to deny dex to AC, like with ashen path + sleet storm style,in order to take targets down 1 per 1 (while also slowing them and I need the DC bonus because I only have 16 wisdom) by keeping the study target bonus as much as I can (the attack bonus is really critical in my game because the ennemies are kinda more beefy than usual).
I am the main source of damage in my team and I cannot do only control because I have invested 0 ressources to improve it (not my role, I got teammates than can help there) otherwise I totally agree again with you of the fact that 1 action can enable others to allies and remove to ennemies and the whole battle is just about action numbers and quality of those actions. That's the reason why I focus them down 1 per 1 but also in mind that if I can control a few at the same time, it's the cherry on top of the cake ^^.
@Scott and JiaYou
My druid is a pure archer with a horn bow and every ranger's ranged style feats and 9levels of druid spells, so nothing to be shy about. Sneak is not only +3.5dmg , it's +2att and +5.5 because of study target + 0 to X dex to AC denied.
I have an ally that is lv 4 shaman and lv 1 inqusitor, and realised we can do this combo in one turn together, I cast daylight and he casts fear of the sun = voilà, anyone failing it's DC is blinded for 1 round. It's quite effective as a way to control to get 1 'safe' turn for the team, but it doesn't last long for me to sneak/study because for next turns they are just dazzled. Still a good combo I guess.
Looking for other stuff like that :). We also have a wizard in the team but he's really focused on fire evocation spells.
Hmm you are right ice slick is too tiny with its 5 feet radius to maintain someone inside even if they fall prone at initial save, but the sleet storm with a 40-ft. radius and 20 ft. high should be more than enough to keep many opponents inside since they would need a a base movespeed of 80ft to get out in one round if starting at the center.
So in this case where they will finish their turn in the area after using their acrobatic skills to move half speed, will they stay denied their dex to AC?
If they go out of the area it's not relevant because they are still denied their Dex to CA since they used this acrobatics skill to get out, so I will have 1 round opportunity to sneak/study them right?
Any hold spell (animal for druid, or persons for others) can also do the trick. Not sure though it's worth it to hit an already disabled opponent... (expect if it's a great threat that can recover quickly)
Thanks guys for some of your ideas. I do not intend to multiclass. Neither rely on one shot trick like invisibility (greater invisibility is another debate)
The mudball is a good idea but the ennemy can wash it off by either suceeding a reflex saving of 16 for free (11+3(wis)+2(study)) or use a standard action. I need an ally to do that and act before the target to guarantee a sneak attack I guess.
I looked at the spell lv 2 : Winter Grasp:
Winter Grasp spell:
[PFS Legal] Winter Grasp
Source Ultimate Wilderness pg. 237, People of the North pg. 26
School conjuration (creation) [cold, water]; Level druid 2, hunter 2, shaman 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (ground glass)
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 round/level
Saving Throw none; Spell Resistance no
Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a –2 penalty on saving throws against spells with the cold descriptor for 1 round.
Acrobatics / Cross uneven ground wrote:
This should allow me to sneak attack everybody that tries to move until their next turn right?Caveat: Doesn't work if they don't move I guess, and -4 to hit if they fail their check. The DC won't be that high so I hope they will succeed.
But even if they go out of the icy floor, they are still denied until their next turn right?
edit: I am not sure if WinterGrasp is enough when I read Sleet Storms description:
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details)The sleet extinguishes torches and small fires.
Winter grasp increases Acrobatics DC's by 5 but it doesn't say which ones... While Sleet storm is more precise. Is Sleet Storm just more severe than default by saying they do not move if they fail ?What happens if someone fails it's accrobatics save on WinterGrasp, nothing because it says nothing? IS the text in Sleet storm the default rule : 'while failure by 5 or more means it falls (see the Acrobatics skill for details)' Because I can not see this in Acrobatics skill details.
I saw once if I remember a spell being able to 'pin' opponents as per the grab rules. This would work lovely.
I wonder if I shouldn't take persistant spell metamagic at lv 7 for those strategies.
Hello everybody :)
I am actually playing a nature fang druid archer (eagle domain) and really having a blast playing it ^^. I do 0 summoning, since it's banned in our game (for pnj's too, so instead I can convert my spells like a cleric to healings, still an upgrade for a basic druid having healing spells slower than cleric)
So he's actually level 5 and I need ways to sneak attack for 2 reasons:
* Well having extra damage is always good.
So I was looking for some help to find ways to deny dex to Ac to ennemies with area control spells in order to do some stuff like that: lets consider this case : 3 ennemies close to each others:
- No surprise round (btw can we use an immediate action to study in the surprise round if we sneak? I guess not because you do not have a swift action in surprise round by default right?)
So with having acces to lv 1,2,3 druid spells, do you see anything that can fit this strategy? Is magic items needed? Or specific feats? My druid is half elf so no darkvision only LowLightVision btw just in case and he has acces to fly as 3rd domain spell.
His feats are:
Any idea is welcome, thanks!
This is the feat for dhampirs you are looking for :
You gain unusual resiliency from your mortal heritage.
Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.
what you want is the Undead Master archetype for wizard :)
You get command undead feat without the need to pick Necromancer as your arcane school, you just can't choose necromancy as opposed school but it uses more charges to be fueled.
Otherwise you go necromancy school and get a free Improved Channel feat with the undead master
Another question, if I take the wizard VMC (evocation) in order to get extra spell damage and admixture at lv 7. WHat happens with he familiar I get at 3rd level?
Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.
Des my familiar now get 2levels every time I get 1lv after 3rd?
All of those options stack into one familiar. And the familiar has both added abilities. None of the options take away a familiar ability, so the familiar can have an archetype too.
Thank you so much !
It s really fine that it works like that and way easier for the RP and the technical mechenics to just keep the same familiar.
Hello there :)
I am working on many builds right now and one of them implies a sorcerer dip && full level witch.
So what happens when I go this way:
- Cross-blooded Orc-Draconic Sorcerer 1
- Invoker Medium Witch
So at this point what happens?
Do I have 2 seperate familiars?
Do I have 1 familiar only?
What about Familiar archetypes on top of those questions?
I am so lost here, any help will be really appreciated :)
If some people play Magic the gathering card game, for me immediate actions are like instant spells equivalent of this game.
You can you use them while it's ennemies turn, before he took an action or after he took an action to stack the effect on the 'pile' and resolve the last played effect first.
Which means that in your example, the lich could also use an immediate action to do something to respond to the EFS.
Lich casts ennervation-> players uses immediate for EFS -> Lich responds with power X as immediate, this resolves as:
X is cast/used -> if X doesn't impact the ability for the player to cast EFS, then EFS is cast -> then Lich casts enervation on he player.
If X removes the players ability to play an immediate action:
Lich casts X in respond to EFS-> player wanted to response ennervation with EFS but is no more allowed to use immediate actions, so nothing happens -> Lich casts ennervation on the player.
Personnaly I would play those effects this way.
Claxon: talking about this ability from the 'divine marksman' archetype?
Vicious Aim (Ex)
At 4th level, a divine marksman adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy.
This ability replaces all spellcasting, and the marksman is not considered to have a caster level.
its +1D6 at lv 6, +2D6 at lv 11, and +3D6 at lv 16.
At level 6(even at 5) Energy channel grants +6 damage for 3 attacks (or +12 damage for a manyshot that counts for only 1 charge) vs 3.5 average extra damage.
At level 16, it grants +16 damage for 3 attacks (or +32 for a manyshot that countrs for only 1 charge). vs 10.5 average extra damage.
Crocodile would have been good if we went melee I guess and not with a small grippli for the deathroll ability.
I prefer energy channel there. Plus sneak is precision based vs acid elemental damage. I don't know what's best : is there more acid resistant monster vs precision damage resistant monster ?
(by this way it can also be aquatic or arctic domain depending of the campagn context. we just need the cha pool).
Allright guys I have a new idea of Archer.
This one will be either a Full Nature Fang or a 1 level dip Cleric(archetype?) full Inquisitor(Heretic, sanctified slayer).
For both we gonna take those traits:
- Deadeye Bowman(religion) : deny 1 'creature' soft cover when using longbow
Yeah, I ll do a grippli for this build I guess (climb speed, small size 30feet move, +2dex and Wisdom).
So the core of the build is pretty easy get fast shot and many shot with slayer talents at 4th and 6th. But as 1st and 3rd level, we ll go with war blessing and energy channel (acid) feats.
We ll get a domain as nature bond, to grab a channel pool, the most suited one is the swamp domain. This will give us a 3+cha channel pool. And with the blessings, we ll get earth for sure, and another one like liberation or travel, or anything else you like (wind for sniping really far).
This build seems fun, this small little dude can climb anywhere, get high ground advantage, cast 9th level spells, and spam pretty powerfull arrows with the studied target and energy channel boosts. Funny thing is that studied target also boost the DC of spells, which is a good bonus actually.
Don't forget that manyshot counts for 1 attack (and energy channel is per attack) so even if 2 arrows are fired only on charge is used (same rule as deflect arrows that cancels both arrows because of only 1 attack)
The 5th feat can be dealy aim, so at lv 6 it becomes a -2/+4.
On the other side, we can do a 1 dip cleric to get the channel pool and earth domain. We can grab another domain or an archetype to get a free feat. And we get the energy channel feat. Earth domain is way better than earth blessing because of the extra usage of the power it can grant compared to only 2 minor blessing with the war blessing feat.
Then we go full heretic sanctified slayer, and take as 3rd level feat the one that allows to keep channel (damage) scale with inquisitor levels. We get wisdom mod to key skills and initiative and a bit later slayer talents.
This one doesn't rely on the proficienty trait because inquisitor has them. The cleric dip grants good saves and extra feat/domain depending of archetypes.
This build has another bonus compared to the nature fang on the sneak attacks: it has a scalable sneak attack, while nature fang is stuck at 1D6. And its studied target isn't nerfed (even if nature fang has really small limitations on it).
But this build loose 9th levels spells, slayer talents come so late... 8, 16, 17, 20. This is way to late...
edit: I forgot but this dude get bane...
For an Archer I prefer faster slayer talent(to get ranger ranged style and bypass preq's) than scalable sneak attack..
So any advice for one of those 2 builds :D ?
Ok I changed some plans and considered scurrying-swarmer at our lv 3 feat.
I have a paladin in my team as front liner, so I ll probably stick with him to be able to flank most of the ennemies.
I will also remove scout archetype for bandit to get more acton during surprise rounds. My GM allowed me to get the goblin favored class to get more sneak attack damage(thus increasing bombs damage twice) during surprise round and before any one acted on the first round.
So at 5TH level, a dip in wizard diviner/foresight seems pretty good for this build. This way we always act in surprise rounds(with +1 init) where we get more actions, we also grab a pretty good pre-roll power at least 7 times a day, and a familier (which can be a valet to help us for crafting poisons). We ll also be able to scribe 1st level scrolls.
A hedgehog can grant us, with the wizard dip, a flat +4 to will saves, which can be interesting, or we can get the scorpion to get +4 initiative and being able to always access its poison (but the DC is low...). If the valet familiar is a small one (not a tiny) scurrying-swarmer will also be activated.
We loose some skill points for this dip but we get every knowledge, fly and spellcraft as class skills which is really nice for our character and worths a lot of skill points.
At lv 5 we still have this feat slot open.
Ho and by this way, if you take a one level dip in mesmerist, you can get the painful stare :
Painful stare wrote:
Thus your Magic missile now deal +1D6 for each missile hitting the target. Thus an empowered Magic missile can deal (5D4+10)*1,5 + 5D6 = 22,5 *1,5 + 17.5 = 50,75 as average (for a first level slot) and you can also burst with a quickened as 3rd spell slot adding extra: 5D4+10+5d6 = 22,5+17,5 = 40 average damage.
You also get the hypnotic stare to reduce will save by 2, which can be usefull before using a SoS SoD spell.
Hello, if you want a pure magic missile, you can do something like that:
traits: wayang spellhunter (magic missile) (region)
Familiar instead of first level power (look at familiar archetypes, can be interested), can taken improved familiar later too.
Level 1: Spell focus(evocation)
level 3: Empowered Spell
At level 1: magic missile(CL4) do : 2D4+4 (as 1st level spell)
Every options available at lv X can be done with higher spell slots if necessary.
Dont forget to take the favored class bonus as a human to get extra spells known and thus being able to stay versatile. If someone has shield, just throw another blast, you still have +1/die at least or cast some control/summon spells.
It seems to me that it's two different pools.
It's like the life revelation of oracle and the channel of clerics.
For Channel Damage, you have a new ability, that's based upon a channel:
If you have cleric 7 and SW 1:
Cleric channel does not advance if you go Soul Warden, but if you go Cleric 8, the Channel Damage follows up:
Cleric 8 and SW 1:
A one level dip in Soul Warden is kind of awesome :).
And if you want a trick, there is a trait (Child of Wati), that allows to dip 1 level while still advancing your channel power (like the trait that allows to get back 2 caster level).
As cleric 7 and SW 1 you could have:
Chess Pwn wrote:
if you wear armor you can't flurry anymore.
Are you sure? Can you quote me this rule please?
Armor and Shield Proficiency wrote:
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Hmmm, yeah now it starts to become a little mad...
Ho I forgot that Zen archer, doesn't work with Unchained Monk.
I do not see any MAD character build here...
With a 20 points before, Without Race Bonus, we can do something like that:
Let's say we get a level of Zen archer with the normal monk:
Our base save become +2/+4/+6, becoming +8/+10/+9 with above stats (and the +1 to all saves as racial bonus of halflings), while fighting.
+9/+9 1D6+8, 1D6+8 ~23 damage
Wis for AC? Why bother, lets just wear an armor. Just pretend we don't have this bonus. Cha also allows some spells for bard and medium.We could even go ninja for KI, or Paladin for the smite. Lots of powerful features with CHA. Plus we have almost every skill of the game I guess as class skill.
By this way, this build will do a little better with the rule that allows incremental BBA, like 0.5+0.5+0.5 = 1,5 => +1BBA and even with a 4th +0BBA class, we can get +2 at lv 4.
The thing is that all those bonuses actually are not restricted to a weapon type, so actually we could even do a great switch hitter...
At level 4 or 5, we could choose to go something like Slayer for full progression to get Studied target to get another +1/+1 bonus.
There is the Spirit Focus feat that could grant us +1 att/damage/fortitude/strength based skills and checks..
We would at lv 3 do with a basic bow of strength +2:
I come with a new kind of idea.
So I have a proposition for the first 3 levels:
Bard 1 / Medium 1 / Unchained Monk 1
Medium - (No idea if there is one best suited for what we want).
Unchained Monk - Zen archer?
At level 3, with 14strengh and 18 dex(nothing amazing there), we can do :
We have :
We have one trait left, I like the trait that allows to deny 1 cover per attack and grant longbow proficiency, it allows to start with bard for example. And even without the proficiency, denying 1 target from cover is awesome from lv 1 to 20.
So, we have no race chosen, no level 0 knacks chosen, no level 0 and 1 spell chosen as bard (I would get windy escape as one of them for sure).
Base saving bonus are at +2/+4/+4. We got +2 to all while under Archaeologist's luck, +1 fort from Medium spirit bonus. Then you add every mod from stats. Seems pretty solid.
So any idea to upgrade that? Even small races can manage very well because those are static bonuses.
Ho by this way, we are actually using a swift action to buff ourself with the Archaeologist's luck. And then it's free to maintain. If we go lingering, we need to use one swift action per 3 rounds.
Medium's bonus is passive for 24hours.
There are some rage power and archetypes that can grant dex bonus, or +2 to ranged attacks, and they are all free action to start...
Let's brainstorm !
And what action is shadow of veil?
By expending 1 point from her arcane reservoir, an arcanist can pull a veil of shadows around her, making her more difficult to spot and strike. The arcanist gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the arcanist's Charisma bonus.
Well when you are this kind of time bomb, you need to secure yourself somehow, or to have a support that can do it for yourself.
For example, there is a trait that allows to re-roll a failed save once per day. This kind of thing can save your team if you are a nova type of character.
You also got good bards spells that can allow some re-rolls with an immediate action like saving finale.
Hight DPR isn't a bad thing, but you have to plan for the worst cases because it can be brutal...
"Power is nothing without mastery".
Non-lethal damage is so OP.
My half orc skald were going to take guarded life as his first rage power, but when I saw this corner case by doing some simulation, I took the lesser spirit totem because I didn't want to ask my GM some fixes...
In order to keep raging, thus fast healing 8 with skald's vigor, raging vitality is way better.
Did you try to use 'protection from good' or the one with the right alignement?
This first level spell can totally shut-down summons:
Protection from Evil/good/Whatever... wrote:
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
Ho and for a 2nd level spell, you have the communal version, shutting down every summoned monster for the whole team.Only creatures with SR can 'try' to reach the warded character.
There is also some anti magic zone that can stop but its pretty brutal.
edit : Found it:
Assume Control wrote:
Hey Markov :)
Thanks for the advices, and I tend to take lesser Spirit Totem yes, but I was sad about this case with guarded life that I wanted too...
I took a hedgehog as familiar, so cute and lovely bonus for Eyjolf.
If I take the lesser spirit totem, we agree that even Neira will be able to attack from the pocket of Eyjolf? It's like if Eyjolf had double the spirits everybody have around him, what a badass :)
Because actually a Hedgehog can only attack creatures in his square.
Lesser spirit Totem wrote:
These spirits make one slam attack each round against a living foe that is adjacent to the barbarian.
Plus, at 4th level Eyjolf is going to get 16 charisma, so it will be decent buff for everybody.
I might swap those guarded life line of feat with just extra DR. When we get the first DR (at lv 9 IIRC), we can get some extra bonus rage feat, to grant the whole team more DR.
I am actually playing this hero and having great fun !!
We ll soon be lv 4, and I wonder if I shall get guarded life.
Because I just noticed something, here is an example:
And even Die Hard can't prevent that, Die Hard allows us to stay conscious if we go to negative health, which is not our case.
Since we are no more raging, we don't get the benefits of our fast healing. The only way to continue raging(thus healing) is with the raging vitality feat.
I am wondering something:
Can you with scurrying swarmer, start a charge and finish at an ally's position, thus getting charge bonus and flanking bonus?
Is there a conflict with the "you can't charge trough allies" ?
If we go scurrying swarmer and this charge thing works, we should probably drop scout archetype actually.
@claudekennilol: Yes you are right, thats why I'm trying to find a good dip to get extra features. The white haired witch might be a good one. What do you think?(Did pro/cons in the 2nd post)
@shroudb: Actually I don't know if there will be another ratfolk in the party, that's why I chose cornered fury to get +2att & AC when injuried and 'alone'.
But if there is one more melee ratfolk in the team, it would be great to keep swarming!
The purpose of this char is his versatility and efficiency.
I really like the WHW dip at 5 actually...
Ok, I got some new ideas for this build:
Instead of going snakebter at 5th level, we go dip as a white haired witch, to grab a primary haired attack with a reach, allowing us to grapple an ennemy witha free action based on our INT instead for STR.
We loose compared to snakebiter:
And we ll probably abuse this as much as possible:
Can the witch use his hair at melee by this way? If we can't it won't be that good, because we won't be able to grapple while doing full attack.
So, first of all, we are creating a genious ratfolk:
As traits, we gonna grab tusked trait thanks to the adopted trait, and as second trait we want the one that gives +1 damage on sneak attaks (or the one which gives +1att on sneak attacks) and if you can get a drawback and no campaign trait, swap UMD to INT instead of CHA.
Like the Mighty great Half Orc, I ll start with the first 6lv.
Unchained Rogue, Underground Chemsist, Scout, Poisoner 1:
Attach a ratfolk tailblade to your tail so you got a 4th natural attack (also a secondary on full attack).
At first level, if we are in a flanking position we already got a nice burst:
Unchained Rogue, Underground Chemsist, Scout, Poisoner 2:
So at this level we got some nice ranged options, with bombs and alchemical items. We can't sneak attack with them, but they deal good damage thanks to the addition of the INT to damage. In surprise rounds, a flatflooted ranged tuched attack usually always aim for a CA of 10.
Unchained Rogue, Underground Chemsist, Scout, Poisoner 3:
Unchained Rogue, Underground Chemsist, Scout, Poisoner 4:
Unchained Rogue, Underground Chemsist, Scout, Poisoner 4 / SnakeBiter 1:
This dip now allows us to get 6 attack when doing a full attack, so more pressure points / Debiliatating injury stacks / damage.
Unchained Rogue, Underground Chemsist, Scout, Poisoner 5 / SnakeBiter 1:
At this point at range throw bombs that can deal 8D6+6 on sneak attack as ranged tuch and splashes for 5 damage.
I included any item in the build, but the Amulet of Mighty Fists is a must have. You can grant it agile for DEX to damage and improve all your attacks.
At this level we got a little genious monster with huge damage output, great debuff, some ranged options, and 68 skills points to invest to have fun outside of fights.
So what to you think about this little genious' build? Have any idea of improvements?
2) no rage no amplified. Just the rage bonus. That's why Rage powers don't work because not actually raging. But this could be debated.
Check this situation: (for clarity i ll use Raging vitality to compare)You are raging and your raging vitality grants +2 extra moral bonuses.
Then you stop raging, and moral bonuses of the rage, and the raging vitality feat persist 2 rounds.
It's obvious that you can't use rage powers because you are no longer in the raging state, and community minded doesn't extend that, it extends EVERY moral bonuses of the EFFECTS that granted them. Those effects were activated at a time, then deactivated a while after, and that should be enough to trigger community minded.
Why shouldn't the spell (or effect) that briefly granted a specifc moral bonuses (which ended because of the only one charge roll) last 2 more rounds? At a specifc time it granted a bonus, then stopped => community minded should trigger .
I'm starting to think that this is the cause of the global confusion: we somehow believe that in order to trigger community minded, the effect or spell must grant moral bonuses for X rounds to be extended. That's not what it says...
Hey guys, here is the situation:
I have a skald using raging Song on one( or many others, it doesn't change the situation) ally and the Skald himself.
So both actually are under an effect that grants Morale bonuses.
On the next round : the skald have all of his actions
The skald now attacks with his moral strength bonus doubled, questions:
1) Can he once he has the bonus doubled, stop raging, thus activating the community minded trait, while it was temporarly granting him double of his strength bonus, for 2 more turns?
2) If you dont use the bonus and stop raging, community minded kicks in and you get 2 extra round of moral bonuses. If you were also under amplified rage effect, the moral bonus is also extended by 2 more rounds because you no longer fill the conditions => you are no more raging, right?
3) Can we apply the previous example (2) to the spell moment of greatness because of this :
Community Minded wrote:
Benefit(s): Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Even if the 'morale bonuses you confer upon your allies trough your own spell' lasts for just 1 roll, it still matches the description of the comminty minded benefits, and thus the same base bonus that was doubled by the spell is also extended for 2 rounds?
4) If none of those situations work: Is there any f@+$ing way to get this work? (without optimistic gambler which is a campaign trait and usually banned)