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Hello guys,

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?

Spoiler:
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?


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.
* But I am trying to study targets with immediate actions instead of move action, and sneaking targets allows this. At level 5, this grants +2 to hit/dmg/Dc of spells and skills.

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?)
- I am acting last because I rolled by initiative.
- I study one target with a move action and get +2 att/dmg/DC of spells + I cast a spell with a standard action (Here help me find which spell can deny them their Ac, something like frost floor? So they spend Accrobatics skills to stay on feet? something that can pin them? Paralyze?Making them flee or run, which denies dex to AC without run feat etc?)
- At my next turn, I do a full attack and I shoot 2 arrows. The first arrow with sneak kills it's target, and now I continue on another target at range, but I want it to be denied too in order to study him with an immediate action by sneaking attacking him. This way he will also have more chances to stay denied thanks to the +2DC of the study.
(- and If I can not study 2 targets in the same round because of immediate actions working like swift actions and we have only 1 per round, I still want to be able to full attack next round and study again with immediate thanks to a sneak attacking condition).

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:
1:Point Blank Shot
1:Half elf exotic proficiency: horn bow
3:Precise Shot
4:slayer talent: ranger style: archery: rapid shot
5:Weapon Focus long bow (if we find a good strategy, I might take accomplished sneak attacker) Any useful improving study target feats? There might be one, but a nature fang can only study 1 target unlike the slayer that can study more target at the same time.
(then at 6: slayer talent: ranger style: improve precise shot or many shot not decied yet)

Any idea is welcome, thanks!


Hello there :)

I am working on many builds right now and one of them implies a sorcerer dip && full level witch.

Bloodline familiar
Patron familiars

So what happens when I go this way:

- Cross-blooded Orc-Draconic Sorcerer 1
I can replace the first level bloodline power by a bloodline familiar.
Let's say go Draconic one, to grant my familiar Dragon's Flight (Ex)

- Invoker Medium Witch
Choosing the Element patron, thus getting an Element patron base familiar getting it a new power called Elemental Touch (Su), but delaying by one level the patron spells.

So at this point what happens?

Do I have 2 seperate familiars?
=> Sorcerer one stay at lv 1 and Witch one raises with Witch level?
=> Sorcerer and Witch levels up together?
=> Do I choose 2 familiar bonus? (eg +4init and +2 will save)

Do I have 1 familiar only?
=> Let's say the first acquired one, thus raising at stacked level, do the familiar get both powers (draconic + elemental) ?
=> If I keep the first one, will it then being used as spellbook for the witch spellcasting?

What about Familiar archetypes on top of those questions?

I am so lost here, any help will be really appreciated :)

Thanks


Hello guys,

I come with a new kind of idea.
As other builds I ll try to do an optimized archer build, but this thread is a kind of brainstorm.

So I have a proposition for the first 3 levels:

Bard 1 / Medium 1 / Unchained Monk 1

Archetypes:
Bard - Archaeologist , to get +2 luck bonus to attacks / damage etc...
To get +2 we need fate's favoured.

Medium - (No idea if there is one best suited for what we want).
We want the Champion in order to get + 1 attack and +3 damage.

Unchained Monk - Zen archer?
This way we grab a second attack at 0 cost (better than rapid shot because of -2/-2) with flurry of blow. We can get an extra feat for archery and we can threat at melee with unarmed in addition of a free perfect strike.

At level 3, with 14strengh and 18 dex(nothing amazing there), we can do :
Lets say we pick Lingering performance at first(to triple the duration of the Archaeologist) and Point blank shot at 3rd.
For the extra Monk feat we can get precise shot for example or deflect arrow.

We have :
- Attack: +1(BBA) + 2(luck) + 1(Medium/Untryped?)+1 (PBS)+4 (Dex)= +9
- Damage: +2(luck) + 3(Medium/Untyped?) +1(PBS)+2(str mod) = +8

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.
The Character is quite Charisma based with the bard and medium. Shall we grab 1 level of Paladin to get that smite? Shall we go Guide(ranger) to get an extra +2/+2 and other bonuses once per day?

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.
So let's try to not stack many swift action buffs.
1 more seems good, 2 more is the max, otherwise we won't be able to cycle performance rounds.

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 !


Hello Guys,

I'm back with a new idea of a build.
After the mighty half orc skald and the undead slayer dhampir cleric, here is my little genious ratfolk :

So, first of all, we are creating a genious ratfolk:
With a 25 pts buy: 10 / 18 / 14 / 18 / 12 / 7
Racial traits:
- tinker : huge boosts to every important skills in this build
- darkvision :Well, it's a must have for a rogue!
- cornered fury :Way better than swarming if you have no ratfolk ally, also helps if you get cought while scouting or doing some solo work...
- Unnatural :Some defensive bonus against animals, if you don't have anything to do with handle animal just swap it. Extra 2CA against animal is good.
We'll also have something around 12 / 13 skills per level which is huge. I told you, this little rat has nothing to envy the brain in 'Pinky & The Brain' ^^.

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.
Teaser: This genious will have the potentiel to do more than 100+ damage at 6th level without any magical item included,and with good improvements per level, so stay tuned!

Unchained Rogue, Underground Chemsist, Scout, Poisoner 1:
Feat(lv1) Sharpclaws, to grab 2 primary claws that adds to our bite attack which becomes a secondary attack on full attack.
Class: Finesse Training (Ex)
Class: Poison use
Class: Sneak attack 1D6+1

Attach a ratfolk tailblade to your tail so you got a 4th natural attack (also a secondary on full attack).
This tailblade will be poisoned before each fight to make sure we grant ourselves some extra options / threat.

At first level, if we are in a flanking position we already got a nice burst:
Claw +7 1D4+1D6+1,Claw +7 1D4+1D6+1, bite+2 1D3+1d6+1, tail +2 1D2+1d6+1

Unchained Rogue, Underground Chemsist, Scout, Poisoner 2:
- Rogue talent(Bomber) : Gives you 4bombs/day at the damage of your sneak damage: 1D6+1
- Chemical Weapons (Ex): You can draw alchemical items like weapons(this is really good), and grants +int as extra damage for bombs and alchemichal items. So bombs become 1D6+5 with a splash of 5. If you fight undead, your holy water actually do 2D6+5 with a splash of 5.

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:
- Feat(lv3): extra talent(ninjaTrick: Pressure points): We can start to do some good debuffs with 4 nat attacks
- Class : Finesse Training (Claws) Our primary claws now get our DEX to damage too.
- Class : Master Poisoner (Ex): This ability is awesome, you can swap the type of poisons, usually ingested and inhaled poisons are strong and cheap, so convert them to contact poison ! (+Craft bonus)
- Class : Sneak attack: 2D6+1 / bomb 2D6+5

Unchained Rogue, Underground Chemsist, Scout, Poisoner 4:
- Precise Splash Weapons (Ex): We can now sneak attack with Bombs and alchemical items, for a total of 4D6+6.
- Scout’s Charge (Ex) : A charge grants a sneak attack => synergizes well with charging hurler but costs 2 feats...
- Debilitating Injury (Ex) : Debuff like hell, if your first Sneak attack hit, you can choose your ennemy to get -4 AC versus all your next attack and stack rounds! The malus can be increased by debuffing dex too with pressure points. Or you can add some strengh malus if you think the target is gonna survive and would be able to retaliate.
- +1 Ability: Prolly dex.

Unchained Rogue, Underground Chemsist, Scout, Poisoner 4 / SnakeBiter 1:
- Feat(free): Unarmed strikes (1D4)
- Feat(lv5): Two weapon fighting
- Sneak attack: +1D6 => 3D6+1 / bombs 3D6+5
- Brawler's Cunning (Ex) : useless for us
- Martial training: also useless for us
- Dip : +2ref +2con +1bba

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:
- Sneak attack: 4D6+1 / Bombs 4D6+5
- Rogue edge's : dunno which skill to choose

At this point at range throw bombs that can deal 8D6+6 on sneak attack as ranged tuch and splashes for 5 damage.
And a full attack while flaking does:
Claw +11 1D4+4+4d6+1, Claw +11 1D4+4+4d6+1, Bite +6 1D3+4d6+1, Tail +6 1D2+4d6+1, Kick +6 1D4+4D6+1, Kick+6 1D4+4D6+1
If your first attack is made while invisible (+2 att and ennemy denied his dex), you debiliate really easily your ennemy for -4CA for all other attacks and you can at the end stack up to 6 pressure points debuff and increase the debiliate length, and your tail can also poison the ennemy.

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.
The SnakeBiter dip, is good because of the extra hp, bba, saves, and accelerates the sneak attack damage by 1 level (we got 4D6 at 6, instead of 7).
Actually any class that grants unmared strike can do the trick to add 2 extra attacks with two weapon fightning taken at the regular lv 5 feat).
For example A far Strike Monk can grant quick draw (Alchemical items can be drawn like weaponz in this build), an extra free feat, unarmed strike.
Warpriest can grant weapon focus, some minor blessing and castings, and unarmed strike feat with the right deity.

So what to you think about this little genious' build? Have any idea of improvements?


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.
Ok now, read carefully
The Skald now casts moment of greatness: While I might understand that the spell itself doesn't grant moral bonuses, it doubles the moral bonuses of the raging song let's say from a +2str to +4str (or +1will to +2 will, w/e bonus you have) for one roll only.

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)

Thanks...


Hey guys, I know the title may be poor worded, so here is the case:

With the classical bloodrager dip to get a rage ability, can the Skald use those bonus instead of the inspired song. My question is about the "if an ally":

Inspired Rage wrote:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

I saw this in faq which clarifies the "your allies" and not "an ally".

faq wrote:

Ally: Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

But in the inspired rage description we can see:

Inspired Rage wrote:
If an ally has her own rage class ability

So does it mean that a bloodrager 1 skald 1, can't replace his own inspired rage bonuses by the bloodragers rage bonuses for himself? But his allies can?

Because if we extend this case to any teamwork feats, if you count for your own ally, you won't need anybody else to get the teamwork feat right?

But there is a part in the faq answer that tells me that it might be possible:

faq wrote:

Ally: Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

It's non sense for a teamwork feat to work alone (without any special ability to bypass this), but it makes sense for the skald to activate his own rage ability as can his allies.

What do you think?


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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 !!


Hello everbody, I would like to create a mighty warrior, which can inspire his mates.
At first I was tring to build a powerful and long lasting Melee Fighter but some rules with fast healer and fast healing made me change my mind.

So now, i wanna make an epic Half Orc Skald (with the dip in bloodrager) but i need some help to choose between archetypes and some traits / spells combo.

------------------------------------------------------------------------
So let's begin with the stat Array (lets assume a 20pts buy):
16/12/14/10/8/14+2
or
16+2/12/14/10/8/14 (prolly this because I wont't pick power attack in the 5 first levels I guess)

Traits:
- fate's favored
- toothy ?
- One Synergizing wth moral bonuses? (+drawback)

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

Progression of the first 5 levels:
1) Skald(arch?) 1 : Skald's vigor(lv1 feat) + endurance feat(racial)+ scribe scrolls(free)
- Inspire give +2Str & +2 Con, and Fast Healing 2 to the hero

2) Bloodrager: with a Bloodline Familiars(celestial? destined?), get a valet one for future requirement of Amplified rage teamwork feat.
- Now Inspire give +4 / +4, Fast Healing 4 and we also get improved movespeed from the dip.
Awesome, can you feel this great hero rushing in fights?

3) Skald 2/ Bloodrager(1):
- Die hard to regen / fight like a boss even at negatives and get huge amount of life because with a con raised to 18 for example, you can fight from 31(average) to -18 with a fast healing 4 healing each round. Not bad for a lv3, but this Hero Shall be Epic

4) Skald 3 / bloodrager 1: Rage power? so many to pick from...

5) Skald 4 / bloodrager 1: Amplified rage, let the rage Flow! You get extra +4 str and con, wich means extra +2hd/level and +4hp at negatives too, and fast healing reaches 8.

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 shits!
- 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 : those 2 can give a lot of spontaneous awesome feeling
- 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:
- Allegro : Fight like a man from the begin to the end !but require standard action to cast, and you also need a standard action to start rage, so 2 round buffing might be too much...
Such hero does not waste too much time buffing

- 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 !

------------------------------------------------------------------------
So which favored class bonus should I take? Extra rage round? Extra known spell at max lv-1, etra hp, etra skill?

For archetypes, I don't know what to get, any particular advice for such a hero? And I am also lost with rage powers...

This character should get voice as perform skill right?


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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


I have some basics questions about adding damage bonuses:

When you have a trait like +1 damage to undead with this trait for example:

Subject of study (carrion crown)
Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.

Lets say we use a dagger 1D4 19-20/x2 with 10 strengh and a positive channel of 1D6.

1) When you do a weapon attack, you do 1D4+1 and if you crit you add 1D4+1 (because they dont say it doesnt)? or its (1D4) +1 and when you crit (1D4+1D4)+1 ?

2) If you channel to harm undead, do you do 1D6+1? (then halve the result if they resist).

3) When you do a weapon attack combined with a channel smite, what do you do? 1D4+1 +1D6+1 ? or (1D4+1D6)+1 or 1D4+1 +1D6?

4)What happens if you use a shocking grasp for example? and with spell strike?

Thanks !


Here is the modified Flurry of this archetype:

Flurry of Blows (Ex)

A far strike monk can make a flurry of blows as a full-attack action as long as he's attacking with thrown weapons. He can't make a flurry of blows with his unarmed attacks or any other weapons.

A far strike monk's flurry of blows otherwise functions as the standard monk class feature.

A far strike monk can't use Rapid Shot when making a flurry of blows with a thrown weapon.

This ability alters flurry of blows.
---------------------------------------------------------
So considering, this flurry only works with thrown weapons, does this mean that a far strike monk, can flurry with Daggers or Shakrams? They are thrown weapon, but the flurry doesn't say it must be a ranged attack.

But it says that you can't flurry with your unarmed attacks or other weapons, so basically, everything that does not have a Range increment (and that is not a ranged weapon like bows/crossbows...)?

Also, when you flurry, is your damage halved on the 2nd attack at range? at melee?


Hello,

I have a question about this combo I ve gathered for this character (you can see the build here.

So there is the facts, with a dhampir that took positive channel:
Dhampir cleric getting FCB each level:
Favored class bonus :
Cleric Add +1 to the caster level of any channeling feat used to affect undead.

Channel smite:
link here

Bless equipement
The intersted part for the question:

Quote:
This blessing lasts for a number of rounds equal to the number of damage dice you are capable of dealing or healing with your channel energy ability (for example, the blessing of a cleric capable of channeling 3d6 points of damage would last for 3 rounds), during which time the item is treated as though it possessed the selected special ability. If the piece of equipment belongs to an unwilling creature, that creature may attempt a Will save to prevent the blessing, as if attempting a saving throw against your channel energy ability (so bonuses from channel resistance and similar effects apply); if the creature succeeds at its save, the channeled energy is expended to no effect.

So at level 3:

Your effective level for channel energy is 3.
Your effective level for channel smite with this channel energy is 3+3(fcb)
So at lv 3 you smite like a lv 6 = 3D6 vs undead and channel like a lv 3: 2D6

Would this allow the bless equipment to last 3 rounds instead of 2 at lv 3?
Channel smite is still channel energy but used differently, but that's where i am not sure if this works or not by the rules?

Thanks.


1 person marked this as a favorite.

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.
------------------------------------------------------------
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