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I am going to necro my own thread because I found a new awesome build for this mighty warrior :)

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So let's begin with the stat Array (lets assume a 20pts buy):
str 14+2 (+1 lv 8 +1 lv20)
dex 14
con 15 (+1 lv4)
int 10
wis 8
cha 14 (+1 lv 12/16 in order to be able to cast 5th/6th spell level)

Same traits traits:
- fate's favored
- Tusked Such hero is never unarmed! and stacks well with a normal attack and a lesser spirit attack).
- Community minded Such hero cares about his community and his word echoes in minds even when he stops talking.
- + 1 drawback (Vain prolly)

Racial traits: here we change quite much
- Sacred tatoo : yeah, still badass and op as f&*& with the trait
- Shaman's apprentice: get endurance feat, crucial for the build
- Dusksight: granting low light vision and reroll on miss chance on dim light.
- Dark vision : You can't fool such hero even in darkness !

Progression of the first 8 levels:
So here, we go bloodrager at first level again, but with blood conduit, to grab improve unarmed strike feat, with a bloodline familiar with valet archetype, and the basic rage (all are necessary). Let's get a hedhehog for the +2will and let in a pocket to never get it at risk

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 :
HP:12, Saves : +6(+8)/+4/+3(+5), BBA+1, Rage:6r
- Amplified rage (not activable yet)
- Improved unarmed strike
- Bloodline Celestial familiar archetype valet
- Rage +4/+4/+2/-2

Global Level 2 : Skald(Undying Word/Red Tongue) 1 | Bloodrager 1:
HP:19, Saves : +8(+10)/+4/+5(+7) BBA+1, Rage:6r, Performance: 6(FCB included)
- Inspire resilience: grants +1 will +2 con and thats it for anybody, be we going to replace it for ourselves with the bloodragers bonuses, so we still get our basic +4str/+4con/+2will/-2AC.
- Inspire resilience still grants the hero +8 Str & +8 Con +2 will -2AC to the hero thanks to amplified rage and the +1 will, +2 con for others
- Rile instead of bardic knowledge, more bluff to deceive or conceal his motive and intimidate to improve relationship instead of knowledge. Really nice for having some social impact.
- access to some non class list spells even if we got low DC ( doom (1st), castigate (2nd), charm monster (3rd), denounce (4th), greater command (5th), mass eagle’s splendor (6th)).
- Diehard feat (undying word archetype replacing scribe scroll by bonus feats at lv 1, 7 and 13 for any feat with endurance requirement that we meet prerequisites)
- FCB : +1 rage round

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.
It will allow us to keep getting fast healing starting from next level

Global Level 3 : Skald(Undying Word/Red Tongue) 2 | Bloodrager 1:
HP:26, Saves : +9(+11)/+4/+6(+8), BBA+2, Rage:7r, Performance: 9(FCB included)
- Well versed
- Perform oratory mandatory, but that's good because we were going this way
- Skald's Vigor: Grants Fast Healing 8 to the hero (Cause the source of the +8strength is the raging song, btw inspire resilience works as raging song, they mention it)

Spoiler:
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:
HP:37(con raise included), Saves : +10(+12)/+5/+6(+8), BBA+3, Rage:6r, Performance: 12(FCB included)
- Rage Power : Celestial totem lesser, so every healing is amplified for everybody accepting the inspire rage.
- +1 Con granting more hp and negative threshold
- FCB : +1 rage round
- Song of Marching

Global Level 5 : Skald(Undying Word/Red Tongue) 4 | Bloodrager 1:
HP:46, Saves : 11(+13)/+5/+7(+9) BBA+4, Rage:7r, Performance: 15(FCB included)
- Something like Quillbreaker defense (with mending and a masterwork spike you can apply 2 RD 10/- per fight) and keep mending it afterward, or you can go power attack if you feel ignored my creeps. You can also go foritied armor feat to deny a critical by breaking an armor or shield.
- Uncanny dodge, man that this is usefull as a defensive layer.
- Spells lv 2
- +1 will save to the shared inspire resilience song.
- FCB : +1 level 1 spell known

Global Level 6 : Skald(Undying Word/Red Tongue) 5 | Bloodrager 1:
HP:55, Saves : 11(+13)/+5/+7(+9) BBA+4, Rage:7r, Performance: 17(FCB included)
- Undying word power: guarded life, so now we share it to everybody too.
We can still go unconscious if non lethal > hp but just wait for next level :)
- FCB : +1 level 1 spell known

Global Level 7 : Skald(Undying Word/Red Tongue) 6 | Bloodrager 1:
HP:64, Saves : 12(+14)/+6/+8(+10) BBA+5, Rage:7r, Performance: 19(FCB included)
- Guarded life greater as a shared rage power
- Feat : Flagellant => now we do not go unconscious if non lethal damage is above HP. Now we can convert 12 damage to non lethal when going from positive to 0 or less. Even if we go negatives we are up and that non lethal we can keep raging and fast healing 8 heals 8 non lethal and 8 lethal damage. We doubling our regen at this point and stay way more often around 0 hp. If the hit it too hard, just pop the defensive feat of the lv 5 or a windy escape. (Uncanny dodge helps using windy escape more often)
- FCB : +1 level 1 spell known

Global Level 8 : Skald(Undying Word/Red Tongue) 7 | Bloodrager 1:
HP:73, Saves : 12(+14)/+6/+8(+10) BBA+6/+1, Rage:7r, Performance: 21(FCB included)
- Red tongue archetype: rogue talent => ninja trick => deflect arrows? And we can share it to anybody too! So everybody with improved unarmed strike can now deflect arrows once per round, dunno if there are more usefull talent or tricks but this is so cool.
- Undying Word feat: Deathless Initiate => no more staggered at negatives with Diehard, so can go full round attack with the new iterative attack and the tusked trait at base +6/+1/+1 if desired and we also get +2 attack and damage while in negatives.
- FCB : +1 level 1 spell known

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And from there we get improved uncanny dodge at next level, and then from lv 10 to 12 we can get 3 times increased damage reduction rage power thanks to the one granted by class (at our lv 10) + extra rage power (lv 11) + Undying Word: something like superstition or energy resistance that we can share or improved damage reduction(lv 12)
And at lv 13 we can get another rogue talent to share and a new rage power like celestial totem to purge invisibility around everybody accepting the rage. And the classical 13th feat open that can be stalwart, fast healer, another rage power for ourselves etc...

And it keeps going this way :)
So mainly at this point we share to others:
- Inspire resilience +4Con +4Will no malus
- Celestial totem lesser, celestial totem
- Guarded life, guarded life greater
- Deflect arrows (or swap to another talent that you find usefull, even standup can be cool)
- Damage reduction 4/-

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?


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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.


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Ok, we start again but with some modifications: round 3 !
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So let's begin with the stat Array (lets assume a 20pts buy):
14+2/14/14/10/8/15

Traits:
- fate's favored For a fated Champion? Obvious
- Tusked Such hero is never unarmed! and stacks well with a normal attack and a lesser spirit attack).
- Community minded Such hero cares about his community and his word echoes in minds even when he stops talking.
- + 1 drawback (Vain prolly)

Racial traits:
- Sacred tatoo : most bad ass looking you can get!
- Unflinching Valor: Badass Frostkin !
- City raised?
- Dark vision : You can't fool such hero even in darkness !

Progression of the first 5 levels:
I will probably choose Fated Champion for flavor and some mechanics. I do not want totemic because I want the first rage power to be lesser spirit totem.
For the scribe scroll free feat at lv 1: I would ask my GM to swap for the PFS extra rage rounds feat, because writing only swift and immediate action spell is useless since you need a standard action to activate them...

Global Level 1 : Bloodrager 1 :
HP:12, Saves : +6(+8)/+4/+1(+3) && +2vs fear, BBA+1, Rage:6r
- Amplified rage (not activable yet)
- Movespeed +10 feet
- Bloodline Celestial familiar : (depending to GM ruling for its nature)
- Rage +4/+4/+2/-2

Global Level 2 : Skald(Fated Champion) 1 | Bloodrager 1:
HP:19, Saves : +8(+10)/+4/+3(+5) && +2vs fear, BBA+1, Rage:6r, Performance: 12(feat && FCB included)
- scribe scroll or extra performance round.
- Inspire give +8 Str & +8 Con to the hero (+2/+2 others)
- Bardic Knowledge (Ex)
- FCB : +1 rage round or
Awesome, can you feel this great hero rushing in fights?

Global Level 3 : Skald(Fated Champion) 2 | Bloodrager 1:
HP:26, Saves : +9(+11)/+4/+4(+6) && +2vs fear, BBA+2, Rage:6r, Performance: 15(feat && FCB included)
- Watcher of the Weave (Ex)
- Versatile Performance (Ex)
- Skald's Vigor: Grants Fast Healing to the hero
- FCB : +1 rage round

Global Level 4 : Skald(Fated Champion) 3 | Bloodrager 1:
HP:33, Saves : +9(+11)/+5/+4(+6) && +2vs fear, BBA+3, Rage:6r, Performance: 18(feat && FCB included)
- Rage Power : Guarded Life
- +1 Cha
- FCB : +1 rage round
- Song of Marching

Global Level 5 : Skald(Fated Champion) 4 | Bloodrager 1:
HP:40, Saves : 10(+12)/+5/+5(+7) && +2vs fear, BBA+4, Rage:6r, Performance: 21(feat && FCB included)
- Free Feat (Craft wondrous Item to be sure to craft Torc of primal song? And since we have a valet Familiar we will be able to craft quicker)
- Spells lv 2
- FCB : +1 level 1 spell known (Saving finale, or swap with a level 1 spell known to get it from start)

So as spells i was thinking to get some cool ones like:
Level 0:
- Detect Magic : Such Hero should notice magic!
- Know Direction: Such Hero shall always now where is NORTH!
- Mending : Such Hero never fights with broken s$@*s!
- Read Magic: Such Hero is smart enough to read paper...
- Message: Such hero knows when to be silent and when to sing legends!
- Mage hand?: Such hero can get a female naked while... well you understood his great ^^.

Level 1:
- Call Weapon + Moment of Greatness : Spontaneous spike of awesomeness
- Swallow your fear : A mighty hero can't be frightened !
- Feather fall? : Such hero should die in an epic fight not from falling ...

Level 2:
- Mirror image: You can't tuch this ^^
- Bladed dash : I can already see this hero, grabing the weapon of his fallen blood brother with the call weapon spell, and dashing in for revenge !
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Ok so I think this Hero's build is kind of finished:)
Only small adjustments left to do.
We had lot's of good idea but sadly rules didn't match very well for masterpieces and the familiar being not able to benefit from amplified rage, etc...
But this hero should live epic adventures! Thanks you all for helping :)

Otherwise, What do you think about craft wondrous items? Seems good so we can be sure to get everything we need without depending of the GM?
And there is certainly other great items to craft


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Hey folks, I am actually creating a mighty Skald in this thread and i have some questions about this masterpiece:

1st, I saw a James Jacob answer that we can use a bardic performance(raging song for my skald) and a master piece.

James Jacobs wrote:
Soporific Lotus wrote:
Can a bardic masterpiece be used while maintaining a bardic performance such as inspire courage? Masterpieces obviously consume rounds of performance but its not clear to me if they actually count as bardic performances.

Yes.

So for Battle Song of the People's Revolt you need 1 std. action to activate, and it's the same for raging song.

So once I activate Raging song lets say in the surprise round, and Battle Song in the first round with another std action.
I ll be burning 2 round of performance per round to grant every allies in 30ft, raging song's effect + a teamwork effect (amplified rage in my case).

Now the question is:
If I take another Battle Song of the People's Revolt lets say Outflank:
Do I need now to activate the Battle Song(outflank) separtly of the Battle Song that grants amplified rage, or Once I activate Battle Song, it grants every feats i took with?

Will I pay then 2 rounds of performance/round or 3rounds of perf/round?
Will it cost 2 std action to start for 2 battle song? Or one is enough for every battle songs you know?

Thanks !!


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Hi so here is my question:

Does this trait stacks with all of those abilities:

Sandpoint Faithful
Source Varisia, Birthplace of Legends pg. 28 (Amazon)
As a faithful adherent of Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn, you’ve come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.

Animal focus (vermin archetype):
Worm: The creature gains fast healing 1 and a 25% chance to treat any critical hit or sneak attack as a normal hit (as the fortification armor special ability)

Fast Healer feat:
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Quite crazy if it works, you could get something like fast healing 4 with 18 con... or 3 with 10 con only. O_o


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Hey guys, i created a "great" build around channel smite, and i wanna share it with you. You guys might also know other ways to improve this build.
This character is really focused against undead and its part of his background and role.
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So here is the most important thing in this build:
Favored class bonus :
Cleric Add +1 to the caster level of any channeling feat used to affect undead.
You got 2 ways to get it AFAIK : being Dhampir or Racial heritage(Dhampir) from human.

Caracts:
We ll take the Moroi-born variant so we get +2 str / +2 cha / -2con:
It also allows to get rid of light sensibility by getting -1 save vs positive channel. And you swap 3 detect undeads per day with 3 obscuring mists(you can get detect undead at will with a dip in paladin or cast it as 1st level spellif you really want it back).
You also get Darkvision and low light vision!
Plus, you can get the alternative racial trait vampiric empathy to speak with bats, wolves, and rats: quite fluffy.

with 20 points buy i would go with something like that:
Str: 14+2
Dex: 12
Con: 14-2
Int: 8
Wis: 14
Cha: 14+2

Traits are also really important:
Cleansing light:Religion:Sarenrae : reroll every 1 on every channel dice to hurt undead
Child of wati : region : allows dipping in one class like paladin to get smite evil, heavy armor and detect undead with oath vs undead or more damage vs Undead Evil with Undead scourge archetype. (can also dip ranger to get favored enemy or inquisitor with kinslayer(dhampir) or other archetypes...
Sacred conduit : faith : +1 DC (you can also swap it for +1 channel/day)

Domains:

    Glory(heroism):
  • +2 DC for channel vs undead
  • 1st level power to increase Cha base skills and tests (works with channel if im right?)
  • 5th: heroism spell as 3rd level spell(which is not in cleric spell list).
  • 8th level : you got a swift action heroism aura.
    Sun
  • +1 damage per level when channeling to hurt undead
  • no bonus save vs channel for undead (ex :bloody template gives +4)
  • 30ft Aura : 1rd /level, 1dmg undead/level, +daylight effect

I took glory for the extra DC because you really don't want them to halve your channel smite damage, and for the extra buffs.
Channel at lv 1(Cleric)
So at lv 1 we got:
(i take +1 DC trait instead of +1 use/day)

Positive channel(effective lv 1): 6/day
1D6+1, reroll 1, DC = 10+0(lv)+3(cha)+2(domain)+1(trait)= 16

Channel smite(effective lv 1+1(fcb)): 6/day
1D6+2, reroll 1, DC= 10+1+3+2+1= 17.

At lv 1 its not great, but its only the first level, now every level taken in Cleric will add 1D6+1 additionnal damage:

Channel at lv 2(Cleric 2)
Channel positive raises normally...

Channel smite(effective lv 4: 2+2(fcb)): 6/day
2D6+4, reroll 1, DC = 10+2+3+2+1= 18.

Channel at lv 2(Cleric 1 / Paladin 1)
This build also get you a level of 3 for channel thanks to Child of wati:
Channel smite(effective lv 3: 2+1(fcb)): 6/day
2D6+3, reroll 1, DC = 10+1+3+2+1= 18.
You then get also a smite eveil at +1 dmg / +3 hit against a BBEG so you wont miss your channel smites next rounds.
You can also get Ranger instead of paladin to get disable device with trapper to get disable device and favored ennemy Undead to always get +2/+2 but you won't get heavy armor profeciency and its not scalable like smite evil (the attack bonus increases with Cha). Disable device is good because you got darkvision and low light vision, and undeads are usually underground :). It makes quite a fluffy character to play!
There is also the possibility to dip with inquisitor so you dont lose anything (+1 channel via trait, and domain powers adds with inquisitors, the only lost is the level requires to get spell domains that doesnt add).

Channel at lv 3(Cleric 2 / AnDip 1)

Channel smite(effective lv 5: 3+2(fcb)): 6/day
3D6+4, reroll 1, DC = 10+1+3+2+1= 19.

Additionnal weapon damage at lv 3
With a 2 handed scimitar:
BB0 = +2( or +1 if the dip doesnt grant +1 bba)
With just 16 strength and without ANY BONUS (you ll plenty, you are a cleric!)
2-H Scimitar +5, 2D6+4 18/20, +3D6+4 vs undead.
If you go power attack with your 3rd lv feat: -1att +3 dmg
If you took smite evil :+3att +1dmg(+2dmg if Undead scourge).

And you stay also a full caster -1, but you can also stay full cleric and be effective too :).
The most efficiant build at higher level might be to go vital strike to maximize a single heavy blow i guess. W/e improves single attacks actually...

I don't know many ways to increase weapons size, but at lv 10 for example, if you manage to get something like 4D6 base damage, with vital strike and channel smite, you ll do 4D6+(lots of bonus at this level)+4D6(vital strike)+10D6+19(with channel smite).

We could also imagine specialized spirited chargers with channel smite :).
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This the positive channel version with channel smite feat, but you can also go with the command undead and abuse the favored class bonus (because the fcb is only against undead. You can create the most powerful necromancar i know so far :)
(I might post this build later).

The favored class bonus also applies to other channel feats used against undeads like turn undead for example(it raises the DC quickly).
Feel free to share any idea / advice to improve this character. He's really optimized against undead, and i especially created this character for a carrion crown game :).

Metux


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If you want PURE damage only, easy:

crossblooded, tattooed sorcerer (orc + draconic(cold)).
Get snow ball: 1D6/Caster level.

I ll give you the most powerfull lv 1 damage.

you get wayang spell hunter + gifted adept(snowball).

spell focus(Human) + spell spez(lv1)(snowball) + mage's tatoo(free) = 5D6+10 snowball.
All you need is dex, to hit and a mere 12 cha is enough to 4/day.
You can do crazy dips with that.

You can do the same with shoking grasp if you wanna go melee style (but more risky), expect if you only dip 1 lv sorcerer then go something like magus with crazy bursts.

It's not the best scalable build, but probably the most powerful lv 1 build. You can deal 15 to 40 dmg(~average 27,5) on hit.

You can do the same with magic missile : 3D4+6 = 9 to 18 (~average 13,5), auto hit and can hit mulitple creeps).

There is some tricks to get MagicMissile to deal cold damage to get another +1/die, but can't afford at lv 1 iirc.

There is also the burning hand version: 5D4+10 aoe.

Have fun :D

edit: you also get a super cool tatoo familier, that neats you a flat +4 init(if you pick it) and alertness, and some +2 if it helps you to attack for example (or to some skills).