Abra Lopati

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Beyond 'Favored Terrain: Underground' what other Favored Terrains are useful for a Ranger to pick up?


Any idea what they are referring to with 'Inspire Confidence' in the Lingering Leitmotif Masterpiece

AoN wrote:
Effect: You sing or chant simple phrases or a distinctive series of notes that you associate with a specific trade good or service. While you perform these jingles, allies within 30 feet are affected by this performance’s effects and are treated as being affected by your inspire confidence bardic performance. Furthermore, if an affected creature purchases the associated good or service, that creature immediately gains a number of temporary hit points equal to half your bard level.


I am about to start a Wrath of the Righteous campaign next week (Just had session 0 and am pumped).

With my mythic path abilities I will be picking up Enduring Blessing twice

AoN wrote:
Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell’s duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can’t be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.

My question is, what Cleric spells would benefit most from this ability?

My initial thoughts are

  • Angelic Aspect
  • Antilife Shell
  • True Seeing

What do you think?


Update

OUTLINE

Race: Human
Class: Cleric
Archetypes: Idealist + Separatist
Domain: Honor (Glory) & Liberation (-2)

Stats
Str: 10
Dex: 14
Cons: 14
Int: 13
Wis: 16+2
Cha: 12

ATTRIBUTE INCREASES - All Wisdom

TRAITS
1 - Magical Lineage (Magic)
2 - Force for Good (Faction)

FEATS

Level 1 - Cleric - Human - Spell Focus (Evocation)
Level 1 - Cleric - Level - Mage's Tattoo (Evocation)
Level 3 - Cleric - Level - Spell Specialization (Burst of Radiance - Holy Smite - Holy Word)
Level 5 - Cleric - Level - Intensify Spell (Metamagic)
Tier 1 - Hierophant - Mythic Spell Focus
Level 7 - Cleric - Level - Improved Initiative
Level 9 - Cleric - Level - Quick Channel
Tier 3 - Hierophant - Extra Mythic Power: Divine Metamastery
Level 11 - Cleric - Level - Empower Spell (Metamagic)
Level 13 - Cleric - Level - Quicken Spell (Metamagic)
Tier 5 - Hierophant - Mythic Paragon
Level 15 - Cleric - Level - Spell Perfection (Holy Word)
Tier 7 - Hierophant - Mythic Improved Initiative
Level 17 - Cleric - Level - Deific Obedience (Iomedae)
Level 19 - Cleric - Level - Greater Spell Focus (Evocation)
Tier 9 - Hierophant - TBD

MYTHIC PATH
Hierophant - Inspired Spell
1st - Faith's Reach
2nd - Mythic Spellcasting
3rd - Enduring Blessing (1)
4th - Divine Source (Good & Law)
5th - Enhanced Ability (WIS)
6th - Enduring Blessing (2)
7th - Divine Source (Magic - Divine & Rites)
8th -
9th -
10th - Extra Mythic Feat - Mythic Quicken Spell


Mysterious Stranger wrote:


The second domain is actually what is going to boost your combat ability. Ragathiel gives access to the rage domain which at 8th level gives you the barbarians rage.

So what is the first domain? Rage is a Subdomain of Destruction


Mysterious Stranger wrote:
I will look over the idea and see how well it works.

Thank you (again)

Mysterious Stranger wrote:
But if you really want a divine blaster in a mythic campaign an oracle of heavens with the blackened curse is hard to beat.

I am not interested in playing an Oracle. I am sure it is very powerful but I am looking for a HOLY blaster which mechanically means nothing but aesthetically feels different.


This will sound as if I am trolling but my original post on this topic was 'hand om heart' and genuinely for a friend. I am better at character building than he, and he will admit that, however Mythic is new to me, hence me asking for help.

Now, in that conversation, Taja stirred something

Taja the Barbarian wrote:

Clerics have some very good '[good]' offensive spells when fighting Evil Outsiders (which are typically rather resistant to the 'classical elements' generally used by Arcane casters):

Level 2: Burst of Radiance
Level 4: Holy Smite
Level 7: Holy Word

I was always looking for a Holy Blaster, and this struck me.

My concept for this is "simple". A combination of the Idealist and Divine Paragon archetypes and worshipping Iomedae. Idealist gives me some cool spontaneous spells, but the Invoke Realm (Heaven) seems very powerful, boosting my spells (See above) and rebuffing the demons I will inevitably face. Then Divine Paragon grabs me Deific Obedience with the 1st and 2nd Evangelist Boons being first useful, and secondly, help bypass resistances. Divine Metamastery helps get that going sooner too.

For my devoted domain, I was looking at Archon (Good) for the Aura of Menace ability, which further debuffs those pesky demons and allows my Smites and Words to really hit home. For the second domain, I chose Light (Sun), as it seems as if it has the best complementary spells, but I'm not really sold on that idea just yet. Enduring Blessing, I hope to use this to walk around with tonnes of buffs constantly.

OUTLINE

Race: Human
Class: Cleric
Archetypes: Crusader
Domain: Destruction

Stats
Str: 10
Dex: 14
Cons: 14
Int: 13
Wis: 16+2
Cha: 12

ATTRIBUTE INCREASES - All Wisdom

TRAITS
1 - Magical Lineage (Magic)
2 - Force for Good (Faction)

FEATS

Level 1 - Cleric - Human - Spell Focus (Evocation)
Level 1 - Cleric - Level - Mage's Tattoo (Evocation)
Level 3 - Cleric - Level - Spell Specialization (Burst of Radiance - Holy Smite - Holy Word)
Level 5 - Cleric - Level - Intensify Spell (Metamagic)
Level 7 - Cleric - Level - Improved Initiative
Level 9 - Cleric - Level - Quick Channel
Level 11 - Cleric - Level - Empower Spell (Metamagic)
Level 13 - Cleric - Level - Quicken Spell (Metamagic)
Level 15 - Cleric - Level - Spell Perfection (Holy Word)
Level 17 - Cleric - Level - Greater Spell Focus (Evocation)
Level 19 - Cleric - Level -

MYTHIC FEATS
Tier 1 - TBD
Tier 3 - TBD
Tier 5 - TBD
Tier 7 - TBD
Tier 9 - TBD

MYTHIC PATH
Hierophant - Inspired Spell
1st - Faith's Reach
2nd - Mythic Spellcasting
3rd - Enduring Blessing (1)
4th - Divine Metamastery
5th -
6th - Enduring Blessing (2)
7th -
8th -
9th -
10th -

QUESTIONS

1) What Mythic Feats could complement this Hierophant? Mythic Spell Focus?
2) Fleshing out the path ideas?
3) Any credit for getting Force for Good, Good domain, Good spells, and Heaven to all work together?


Mysterious Stranger wrote:


Human warpriest of Ragathiel 12/Hierophant 4 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)

Thanks for putting it together. Aren't you concerned with the action economy? I absolutely hated playing a Warpriest and the idea that they need more swift actions because of Mythic makes me nauseous.


Mysterious Stranger wrote:


I can do a sample build of what I would do, but I am not familiar with the elephant in the room rules and Hero Designer does not support it so you will have to modify it for your campaign.

Thank you


Taja the Barbarian wrote:

Clerics have some very good '[good]' offensive spells when fighting Evil Outsiders (which are typically rather resistant to the 'classical elements' generally used by Arcane casters):

Level 2: Burst of Radiance
Level 4: Holy Smite
Level 7: Holy Word*

You will need to worry about SR with an offensive list like this.**

*My WotR Aasimar Oracle had her Holy Word caster level boosted so high that I largely stopped using it because is was basically an 'I Win' button (Celestial Contact trait, Spell Specialization feat, Varisian Tattoo feat, Spell Perfection feat, and Orange Prism [Normal] Ioun Stone).

**In addition to her caster level boosts, my Oracle also had Desna's Obedience that added her +15 charisma mod to her caster level checks, so SR was a bit of a joke for her (If I had to actually roll, no one else would have had a chance of succeeding).

Would you be so kind as to share this character sheet, I would love to take a deeper dive into it. I originally wanted a divine blaster but only found the fire domain theologian which I dismissed with the amount of fire resistances/immunities


Taja the Barbarian wrote:
Please note that unless you are playing with a special house rule, Campaign traits are not bonuses: They take up one of your two 'normal' trait slots.

Yeah we take the story aspect without the bonus. It ties us into he story without restricting builds. It works for us


Mysterious Stranger wrote:

If you have not found any good mythic cleric spells, why are you playing a mythic spell caster? What spells did you plan on casting? Mythic spells are simply upgraded versions of the normal spells. Look at the spells you plan to cast and then look at the mythic versions.

Because I want to play a Battle Cleric. I like the feel and the RP of it.

Divine Favor/Power
Angelic Aspect
Holy Smite

Mysterious Stranger wrote:
ut if you are going to be using the bastard sword two handed you get very little out of mythic power attack.

With WISDOM I do, x1.5

Mysterious Stranger wrote:

If you are focusing on melee and using mostly buff spells you don’t need a high WIS. The reason you want a high WIS is to boost up the DC of your spells. If you are not going for an offensive caster, you only need a WIS high enough to cast your spells. You are burning 2 normal feats and a mythic feat to get WIS to hit and damage, but will still be encumbered.

For Mythic Guided Hand and becoming SAD which should give me more spells per day

You seem far more nuanced at Mythic than I, how would you make a Battle Cleric?


I have made a separate thread from my Mythic Cleric build advice one to ask this.

What are the "best/most powerful" mythic spells available to a Cleric?


Here is an updated version. I will address your comments at the end. I have moved away from the Dancing Enchantment and instead focusing in on 24 hour pre-buffs thanks to Enduring Blessing(s). Ultimately I am trying to play a Battle Cleric

OUTLINE

Race: Human
Class: Cleric
Archetypes: Crusader
Domain: Destruction

Stats
Str: 12
Dex: 14
Cons: 14
Int: 10
Wis: 18+2
Cha: 7

ATTRIBUTE INCREASES - All Wisdom

TRAITS
1- Campaign
2 - Arcane Temper (Magic)
3 - Fate's Favored (Religion)

FEATS

Level 1 - Cleric - Human - Channel Smite
Level 1 - Cleric - Level - Guided Hand
Level 1 - Cleric - Crusader - Weapon Focus (Bastard Sword)
Level 3 - Cleric - Level - Toughness
Level 5 - Cleric - Level - Improved Initiative
Level 5 - Cleric - Crusader - Heavy Armour Proficiency
Level 7 - Cleric - Level -
Level 9 - Cleric - Level - Quicken Magic
Level 10 - Cleric - Crusader - Improved Critical
Level 11 - Cleric - Level - Celestial Obedience
Level 13 - Cleric - Level -
Level 15 - Cleric - Level -
Level 15 - Cleric - Crusader - Greater Weapon Focus
Level 17 - Cleric - Level -
Level 19 - Cleric - Level -
Level 20 - Cleric - Crusader - Weapon Specialization

MYTHIC FEATS
Tier 1 - Dual Path
Tier 3 - Mythic Guided Hand
Tier 5 - Mythic Power Attack
Tier 7 - TBD
Tier 9 - TBD

MYTHIC PATH
Hierophant - Inspired Spell
Champion - Fleet Warrior
1st -
2nd - Faith's Reach
3rd - Precision (1)
4th - Enduring Blessing (1)
5th - Precision (2)
6th - Enduring Blessing (2)
7th -
8th -
9th -
10th -

Mysterious Stranger wrote:
Your build is based using a dancing sword which is an incredibly expensive weapon. A +1 dancing bastard sword costs 50,335 gold. The earliest you could possibly afford that according to the WBL chart is 10th level and then it would take up most of your gold. Realistically you should not be getting anything like this till at least 13th level if not higher.

Yep I have dumped the Dancing Enchantment Plan now

Mysterious Stranger wrote:
Besides that, there are some problems with the build. In order to take a mythic feat, you need the base feat. Your build does not include power attack and you do not meet the prerequisite for it anyways. Your low STR score is also going to be a problem when it comes to encumbrance. With a 12 STR your heavy encumbrance is 86 lbs (maximum of 130), medium encumbrance is anything over 43 lb. You took heavy armor proficiency, but just a suit of full plate puts you at medium encumbrance. When you add in weapons and other gear you will probably be at heavy encumbrance.

Good point on the encumbrance. As for Power Attack, that is my fault, we use Elephant in the Room feat tax so is not required

Mysterious Stranger wrote:
You took divine you took divine metamagic but other than piercing spell and one undecided metamagic feat you have nothing to use it on.

Dumped it

Mysterious Stranger wrote:
You are a mythic spell caster that is obviously focusing on spells yet you have no mythic spells.

What are "Good" Mythic Cleric Spells? I haven't found any per say, I think the best are now 24 hour buffs because of Enduring Blessing(s)

Mysterious Stranger wrote:
You obviously want to martial cleric which is fine, but a warpriest does that much better.

I am not a fan of the Warpriest to be honest, I have tried it (non-Mythic) and it didn't gel

Azothath wrote:
The PC class is a spellcaster with some martial utility. You have to focus your feats one way or the other and the middle ground is never gonna be a powerful choice.

The updated version, I have pushed full Battle Cleric

Azothath wrote:
Reach metamagic added (Reach is essential for ranged curing).

Faith's Reach is for that entire reason

Azothath wrote:
Weapon: a +1 cold iron bane(outsider-demon) or holy weapon is going to be your basic weapon of choice.

That is now the aim

Azothath wrote:
Deity: Gorum(CN), Ashukharma(CN), Smiad(LG), Zusvaater(LE), Szuriel(nE), Mrtyu(nN), Rovagug(CE), Angradd(LG), Damerrich(LG), Themyr(CE), Narakaas(nN) have better weapons. Yamatsumi(nN), Feronia(nN), Ragathiel(LG), Olheon(LG), Keltheald(CG), Groetus(CN), Geryon(LE), Shivaska(CE), Vale(nN) are next.

Perhaps but Ragathiel and a Bastard Sword are cooler


Do Weapons with the Dancing Enchantment get 1.5x STR on damage if they are two-handed weapons?

D20 wrote:
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons.

Would that still apply if using a Bastard Sword?

D20 wrote:
A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Additionally if yes, would they then get 1.5x WIS to damage if using the Guided Hand &

Mythic Guided Hand?


I am currently working on mapping out a Crusader Cleric of Ragathiel for an upcoming Wrath of the Righteous game. This is the 3rd campaign with this group, and we have gone to completion everytime so the probability is that we will finish this one too.

I am this level guide to know roughly when I will receive Mythic Tiers etc

My idea for this character is a Dancing Bastard Sword and Mythic Guided Hand to wade into combat and cast spells and melee at the same time.

OUTLINE

Race: Human
Class: Cleric
Archetypes: Crusader
Domain: Destruction

Stats
Str: 12
Dex: 14
Cons: 14
Int: 10
Wis: 18+2
Cha: 7

ATTRIBUTE INCREASES - All Wisdom

TRAITS
1- Campaign
2 - Arcane Temper (Magic)
3 - Eyes and Ears of the City (Religion)

FEATS

Level 1 - Cleric - Human - Channel Smite
Level 1 - Cleric - Level - Guided Hand
Level 1 - Cleric - Crusader - Weapon Focus (Bastard Sword)
Level 3 - Cleric - Level - Spell Focus (TBD)
Level 5 - Cleric - Level - Improved Initiative
Level 5 - Cleric - Crusader - Heavy Armour Proficiency
Level 7 - Cleric - Level - METAMAGIC TBD
Level 9 - Cleric - Level - Quicken Magic
Level 10 - Cleric - Crusader - Improved Critical
Level 11 - Cleric - Level - Piercing Spell
Level 13 - Cleric - Level - TBD
Level 15 - Cleric - Level - Spell Perfection
Level 15 - Cleric - Crusader - Greater Weapon Focus
Level 17 - Cleric - Level -
Level 19 - Cleric - Level -
Level 20 - Cleric - Crusader - Shield Focus

MYTHIC FEATS
Tier 1 - Dual Path
Tier 3 - Mythic Guided Hand
Tier 5 - Mythic Power Attack
Tier 7 - TBD
Tier 9 - TBD

MYTHIC PATH
Hierophant - Inspired Spell
Champion - Fleet Warrior
1st - Legendary Item (Dancing - Holy - TBD)
2nd - Faith's Reach
3rd - Precision (1)
4th - Enduring Blessing
5th - Divine Metamastery
6th - Precision (2)
7th -
8th -
9th -
10th -

A very rough first draft.

1) What spell (and spell school) should I work towards with Spell Perfection? Should it be a Mythic Spell?
2) What other Mythic Path Abilities and Feats should I grab?
3) What are your overall thoughts?


As the title goes, what is the "strongest" spell school (Enchantment, Necromancy, Conjuration etc) when playing in a Mythic game such as Wrath of the Righteous?


Mysterious Stranger wrote:

How big is the party? Your bard has no real combat ability besides buffing the party.

We have a Barbarian, Warpriest, Lunar Oracle with Animal Companion, and said Bard.

The build is based on the Buffer Bard. Master and Grand Master Performer is not an option so focused on Encouraging Spell with Good Hope instead.


I am trying to help a friend with a Bard build and am looking for feedback on this. It is intended for the Giantslayer AP

OUTLINE

Race: Human
Class: Bard
Archetypes: Archivist

Stats
Str: 10
Dex: 14
Cons: 14
Int: 14+2
Wis: 10
Cha: 16

ATTRIBUTE INCREASES
4,8 - INT
12,16 - CHA

TRAITS
Curator of Mystic Secrets
Arcane Temper*
Magical Lineage (Good Hope)*

FEATS

Level 1 - Bard - Human (Focused Study) - Skill Focus (KN: Arcana)
Level 1 - Bard - Level - Additional Traits
Level 3 - Bard - Level - Eldritch Heritage (Arcane): Arcane Bond
Level 5 - Bard - Level - Encouraging Spell
Level 7 - Bard - Level - Improved Initiative
Level 8 - Bard - Human (Focused Study) - Skill Focus (KN: Nature)
Level 9 - Bard - Level - Improved Familiar
Level 11 - Bard - Level - Discordant Voice
Level 13 - Bard - Level -
Level 15 - Bard - Level -
Level 16 - Bard - Human (Focused Study) - Skill Focus (KN: Religion)


I am interested in trying to map out a optimized Dwarven Scholar Bard

D20 wrote:
War Chant (Su): At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit.

The Dwarven Scholar in addition to regular feats gets a bonus feat at

2nd -
6th -
10th -
14th -
18th -

What feats would you take?

- Outflank
- Paired Opportunist
- Seize the Moment
- Coordinated Charge

Trying to tie it all together is proving a challenge.


I am seeking constructive feedback on a Gnome Voice of the Wild Bard I plan to run in a Broken Chains module that potentially be be expanded into a homebrew game set in Katapesh

It draws inspiration from Arabian falconers, I aim to channel the harmonious bond between man and bird, while utilizing the power of a Flame Blade.

I am undecided as to whether the gain the avian creature through a Mauler Familiar and the Eldrtch Heritage line of feats or the Animal Ally feat.

OUTLINE

Race: Gnome
Class: Bard
Archetypes: Voice of the Wild

Stats
Str: 17-2
Dex: 14
Cons: 14+2
Int: 11
Wis: 8
Cha: 13+2

ATTRIBUTE INCREASES
4 - STR
8,12,16 - CHA
20 - INT

TRAITS
Reactionary (Combat)
TBD

FEATS

Level 1 - Bard - Level - Skill Focus (KN: Nature)
Level 3 - Bard - Level - Eldritch Heritage (Arcane): Arcane Bond
Level 5 - Bard - Level - Mauler’s Endurance
Level 7 - Bard - Level - Mounted Combat
Level 9 - Bard - Level - Flame Blade Dervish Combat
Level 11 - Bard - Level - Ride By Attack
Level 13 - Bard - Level - Trick Riding
Level 15 - Bard - Level - Mounted Skirmisher


I need desperate help, not for the life of me can I figure a way of making a Harpoon wielding martial character reasonably effective.

The Harpoon needs Exotic Weapon Proficiency so there is that tax, but beyond that I am drawing a blank.

What ideas do you have?


Temperans wrote:
Quick draw for the 1-h and 2-h throwing. As the feat you have says with Quick Draw you can full attack with 2-h thrown weapon. Also is your goal not to be a good switch hitter? That allows you to pull up a back up if your weapon gets stuck/caught for some reason.

Mind Arsenal lets you full attack anyway, I dont think Quick Draw is needed.


Temperans wrote:
The weapon thing was about the fact that depending on the weapon you choose it becomes easier. Mind Sword does not make it so melee feats apply at range and vice versa. This means some weapons (ex: Starknife) are better supported for this. While yes weapon focus will apply and you will have power attack/deadly aim cause of the house rule, neither swordplay style or improved feint will apply for range (both are melee). Also you will want Quick Draw for sort of obvious reasons.

I never said melee feats apply at distance. I was saying that by focusing on one weapon feats can work doubly so as they apply themselves regardless of the situation; Weapon Focus and Improved Critical being my two examples.

Swordplay does work because at level 12 you can Mind Arsenal melee and ranged attacks. It is also synergistic. Stay away and I will fight from there. Come close and I will tank with a High AC and Mental Barrier Spells

Why do you need Quick Draw? You are not doing Blinkback Belt shenanigans.

Wonderstell wrote:


If Mind Sword fulfills your criteria for a switch hitter, then any ranged build that can fire/reload without AoO is also a switch hitter, no? If switch hitting doesn't involve switching weapon then that seems pretty easy to manage.
Temperans wrote:
Also yes, if switch hitting doesn't require changing weapon it can be accomplished with Empty Quiver Style, any thrown weapon, sharding weapon quality, telekinetic blast, etc. Mind Arsenal is a way to do it with a non-standard weapon and no money expent, in this case scimitar.

Yes that is very true, and never liked them. Empty Quiver feels cringey (Legolas much?) Returning Weapons always require some drawing weapon shenanigans, and the Star Knife I find difficult to get my head around playing with.


OUTLINE

Race: Human
Class: Paladin
Archetypes: Mind Sword

Stats
Str: 17
Dex: 12
Cons: 12
Int: 13
Wis: 8
Cha: 17

ATTRIBUTE INCREASES
4,12, 16 - STR
8 - CHA
20 - INT

TRAITS

Reckless (Combat)
Extremely Fashionable

FEATS

Level 1 - Paladin - Level - Weapon Focus (Scimitar)
Level 1 - Human - Bonus - Improved Feint
Level 3 - Paladin - Level - Swordplay Style
Level 5 - Paladin - Level - Two-Handed Thrower
Level 7 - Paladin - Level - Swordplay Upset
Level 9 - Paladin - Level - Swordplay Deflection
Level 11 - Paladin - Level - Improved Critical
Level 13 - Paladin - Level - Unsanctioned Knowledge

*With Elephant in the Room, Deadly Aim, Power Attack, and Combat Expertise are not needed


Temperans wrote:
You need a specific allowance to do that, mainly that the ability can be modified as normal. For example the Eldritch Scion Magus explicitly states that its Eldritch Pool can be modified as if it were Arcane Pool.

I honestly do not know what Mind Sword thing you think can benefit from Lay ob Hands/Channel Energy/Spellcasting feats

Temperans wrote:


As for making it work. First think about what kind of weapon you want to use, that will help to greatly narrow down your choices.

As stated in my opening post:

Minigiant wrote:
My first thought regarding what weapon to select was to play as a Paladin of Sarenrae and use her Scimitar (Improved Critical becoming another feat).
Temperans wrote:
Second, grab Opening Volley that makes it so you can make a ranged attack, then 5-step into a melee attack and only suffer -1 MAP.

The Mind Sword can do that anyway:

Minigiant wrote:


D20 wrote:
At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma. At 6th level, a mind sword can expend two uses of this ability as a full-round action to attack the same opponent multiple times, as if using the full-attack action. At 12th level, a mind sword can expend one use of this ability as a full-round action to combine melee attacks and ranged attacks aimed at different targets within 60 feet as part of a single full-attack action.
Temperans wrote:


Most importantly 4th, accept that there is always a trade off. The best most balanced switch hitter requires very specific feats (Starknife, Throw Anything, Elven Battle, etc) or a very specific class (Kineticist, Warlock Vigilante, etc.).

Yes it does, and why I have never enjoyed them. My initial thought about the Mind Sword is that

Minigiant wrote:


With its Mind Arsenal ability AKA Telekinetic attack, I had hope it could work. By focusing solely on one weapon, selecting feats is a lot easier, as now for example Weapon Focus X works for both melee and ranged.


Ryze Kuja wrote:
Next thing, to what end are we going here? What weapon did you have in mind, and do you have a build concept and/or playstyle concept that you're specifically looking for? Is there a specific reason that you're choosing to do this rather than just building a fighter who has a ton of feats and class features who could do the same equal concept, if not better? The reason why I ask is because "switch-hitting" can be done with other classes that might be more beneficial to the concept/playstyle you're looking for. So gimme the deets, and we can help you accomplish what you're looking for.

I chose this solely for the Mind Sword ability. Fighting in melee and at range with the same weapon is the important part for me.

Switch between bow and sword doesn't work for me, it is always clunky.

This build does benefit greatly from Elephant in the Room Rules, so deadly Aim and Power Attack are not needed


I am trying to put together a Switch-Hitting Paladin build.

Now whenever I have looked into playing a Switch Hitting character, it has never worked; it always feels clunky. One side or another is significantly weaker.

That is why when I saw the Mind Sword

D20 wrote:
At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma. At 6th level, a mind sword can expend two uses of this ability as a full-round action to attack the same opponent multiple times, as if using the full-attack action. At 12th level, a mind sword can expend one use of this ability as a full-round action to combine melee attacks and ranged attacks aimed at different targets within 60 feet as part of a single full-attack action.

With its Mind Arsenal ability AKA Telekinetic attack, I had hope it could work. By focusing solely on one weapon, selecting feats is a lot easier, as now for example Weapon Focus X works for both melee and ranged.

My first conundrum is whether or not to stack Mind Sword with Tempered Champion? This provides Fighter feats that work in both melee and ranged attacks.

My first thought regarding what weapon to select was to play as a Paladin of Sarenrae and use her Scimitar (Improved Critical becoming another feat).

What do people think? Is this a crazy idea or does it have some merit?


As the title says, ae 'Mind Sword' & 'Tempered Champion' compatible archetypes?


I am interested to hear other peoples experiences with this.

How much reflavouring have you done to a race or class?

I have reflavoured a Catfolk; Felix Genus, to Panthera Genus. In my opinion, that isn't much. I have just written up a Lizardfolk for a Crucible of Chaos game that is reflavoured as a Triceratops Humanoid. Would that work for you?

What things have you done?


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Eldritch Scion Magus with the Shadow Bloodline and Sense Vitals for Sneak Attack is the best I can come up with, but the answer is Vanilla bard.


zza ni wrote:

do note that per this FAQ the bonus str damage from Barracuda slam doesn't use your dex even with the unchained finesse training:

(i'm talking about this bonus damage
"you can add twice your Strength bonus on the damage roll for your first unarmed strike on your turn.")

you'll get your normal dex to damage, but not double it.

Yeah that is fine, I checked in the rules section yesterday. It is a feat tax for Barracuda Dash for the two Charges aka 2 Double Sneak Attacks


I am putting together a Unchained Scout Rogue for Seven Swords of Sin (Levels 7 & 8), and have come up with this. It is a Rogue that can charge twice, and does double sneak damage with non lethal unarmed combat; going for the knock out rather than the kill. Slow Reactions allows me to hit the first charge and get away safely.

I dont have much experience with a Rogue so appreciate any advice

OUTLINE

Race: Human
Class: Unchained Rogue
Archetypes: Scout

Stats
Str: 10
Dex: 18
Cons: 16
Int: 10
Wis: 14
Cha: 10

ATTRIBUTE INCREASES
4,8,12,16,20 - DEX

TRAITS

Inspiring Rush (Combat)
Indomitable Faith (Faith)

FEATS

Level 1 - Rogue - Level - Sap Adept
Level 1 - Human - Bonus - Improved Unarmed Combat
Level 3 - Rogue - Level - Sap Master
Level 5 - Rogue - Level - Barracuda Slam
Level 7 - Rogue - Level - Barracuda Dash
Level 9 - Rogue - Level -

ROGUE TALENTS

Level 2 - Weapon Training
Level 4 - Ninja Trick-Style Master: Barracuda Style
Level 6 - Slow Reactions
Level 8 - Bleeding Attack

What do you think?


What is Kaer Maga's surface Architecture inspired by?

The only image we have of course is the cover art for Seven Swords of Sin, but I find this sort of information really helps me flesh out how I see a city


M question is the interaction between Barracuda Slam and the Unchained Rogues Finesse Training

AoN wrote:
With a successful Swim check, you can move half your speed as a move action or your full speed as a full-round action. You can run and charge underwater, though the maximum distance you can move while doing so is half the normal maximum distance. Further, while making a charge attack in water or on land, you can add twice your Strength bonus on the damage roll for your first unarmed strike on your turn.

Specifically the part highlighted in bold. When used with the Rogues Weapon Finesse, does that mean I add twice my Dexterity on the damage roll?


OUTLINE

Race: Goblin
Class: Unchained Summoner
Archetypes: Soulbound Summoner

Stats
Str: 8
Dex: 14
Cons: 18
Int: 8
Wis: 10
Cha: 14

ATTRIBUTE INCREASES
4,8,12,16,20 - CON

TRAITS

Reckless (Combat)
Outlander - Exile (Campaign)

FEATS

Level 1 - Summoner - Level - Roll With It
Level 3 - Summoner - Level - Toughness
Level 5 - Summoner - Level - Improved Initiative
Level 7 - Summoner - Level - Extra Evolution
Level 9 - Summoner - Level - Extra Evolution
Level 11 - Summoner - Level -
Level 13 - Summoner - Level -
Level 15 - Summoner - Level -
Level 17 - Summoner - Level -
Level 19 - Summoner - Level -

Eidolon - Bipedal Devil Subtype
Evolutions @Level 10:

- Large
- Pounce
- Energy Attacks (Fire)
- Claws - Legs
- Bite
- Grab
- Swallow Whole

Feats @Level 10:

1 - Power Attack
2 - Toughness
3 - Combat Reflexes
4 - Improved Initiative

What do you think?


Using the Soulbound archetype, 2 Extra Evolution Feats, and the Goblin Favored Class Bonus. This is what I have come up with:

Base Form: Bidep
Subtype: Devil
- Biped (claws, limbs [arms], limbs [legs]).

14 Points of Evolutions (+2 Fire-Related Evolutions)

- Large (4)
- Pounce (3)
- Energy Attacks (2)
- Claws (1) - Legs
- Bite (1)
- Grab (2)
- Swallow Whole (3)

Feats - I haven't looked at those yet, but I know I will have 4 in total


I was putting together a Construct Caller Unchained Summoner for the Curse of the Riven Sky Module. That archetype wasn't working due to evolution limitations imposed by the Inevitable subtype, instead I am now making a Soulbound Summoner

I want my Eidolon to be inspired by the Linnorm Kingdoms Wicker Men

Wiki wrote:
The Wicker Man is a huge horrifying construction. It is an elaborated prison of wood, soaked in pitch and built in the shape of a huge humanoid. Its interior is actually a wooden cage containing a number of victims, usually bound. The wicker man stands amid a pyre of flammable material, and when the time is right, the entire structure is set aflame. Sometimes the wicker man stands for days or even weeks before it is burnt. The wicker man is one of the effigies used in the Lands of the Linnorm Kings.

How would you mechanically make this work? What Evolutions? I was thinking of trying to make Swallow Whole work but for a 3pt evolution, it seems very weak.

What about the characters theme? What can be added to create a more well rounded character? At the moment I am leaning towards Goblin and the Favored Class towards Flame related Evolutions


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Arcayenneist wrote:


Instant enemy isn't as convincing; I would get more damage output from being able to use Spellstrike through the bow plus added versatility. I would get two 3rd lvl spells, and getting +6 DMG each for my only 3rd lvl spell seems like a poor trade to me.

Instant Enemy is 2 levels away. By the time your caster level is high enough to gain versatility and the higher damaging spells you could have been doing +6 to anything for a long time.


Musket Master 5 / Virtuous Bravo X

It scales your Hero Pool, as well as a lot of your class features. You can gain a lot of deeds that all help as well


Surprise Maneuvers

A Slayer and an Inquisitor (With the right combination of archetypes) gets both Sneak Attack and Studied Target.

D20 wrote:

If you have sneak attack, when you attempt a combat maneuver check against a creature that you are flanking or that is denied its Dexterity bonus to AC against your attack, you gain a bonus on the combat maneuver check that’s equal to the number of sneak attack dice you roll.

If you have the studied combat class feature, you can use studied strike on a combat maneuver check. When you do so, you gain a bonus on the combat maneuver check equal to your number of studied strike dice.

Can either the Slayer or Inquisitor benefit from both bonuses at the same time when performing a combat maneuver?


TRAITS

Smoke Resistant (RACE)
Snowstride (Region)

FEATS

Level 1 - Rogue - Level - Combat Reflexes
Level 3 - Rogue - Level - Equipment Trick: Smokestick
Level 5 - Rogue - Level - Dirty Fighting
Level 7 - Rogue - Level - Improved Trip
Level 9 - Rogue - Level - Surprise Maneuvers
Level 11 - Rogue - Level - Extra Talent: Double Debilitating
Level 13 - Rogue - Level - Kobold Style
Level 15 - Rogue - Level - Twist Away
Level 17 - Rogue - Level -
Level 19 - Rogue - Level -

Rogue Talents

Level 2 - Combat Trick: Tail Terror
Level 4 - Minor Magic
Level 6 - Major Magic: Enlarge Tail
Level 8 - Weapon Training: Weapon Focus - Long Lash
Level 10 - Feat: Greater Trip
Level 12 - Improved Evasion
Level 14 - Ninja Trick: Style Master - Kobold Groundling
Level 16 -
Level 18 -
Level 20 -


Wonderstell wrote:


I recommend Phalanx Formation depending on party composition. Keep in mind that soft cover is not only a +4 to AC but it also blocks AoOs, which you absolutely want to avoid. Thrill of the Hunt is a good pick if you lack a bard in the party. Just release a caged pet (or familiar) and play hide-n-seek for a hour/level Heroism buff. Twist Away is also on the radar since you don't rely on full-attacks.

Those are some good suggestions. Twist Away is awesome, I had never heard of it.

Wonderstell wrote:


As for archetypes that don't change too much:

Yeah none of the archetypes are really doing it for me. Dark Lurker is the only one that was intriguing me, but it eats up too many Rogue Talents to make the build work

I grok do u wrote:
Combat stamina can be used to make your tail attack a primary attack;

With a Tail Attachment, my tail now gets Iteratives, and without a Tail Attachment it would be the only natural attack and therefore still primary.

I grok do u wrote:
works well with Agile Maneuvers , too.

Agile Maneuvers isn't needed. Weapon Finesse covers it, because I am tripping with the weapon.

I grok do u wrote:
Kobold Style is another boost to keep your CMB relevant for tripping at higher levels.

Kobold Style or more specifically Kobold Groundling is very useful, and continues to "pile on" the optimization


This build is shamelessly inspired by Wonderstell, and their comment about it can be found here

I wanted to build upon the idea to higher levels.

OUTLINE

Race: Kobold
Class: Unchained Rogue
Archetypes: N/A

Stats
Str: 8
Dex: 20
Cons: 14
Int: 8
Wis: 12
Cha: 7

ATTRIBUTE INCREASES
4,8,12,16,20 - DEX

TRAITS

Smoke Resistant (RACE)
Indomitable Faith (Faith)

FEATS

Level 1 - Rogue - Level - Combat Reflexes
Level 3 - Rogue - Level - Equipment Trick: Smokestick
Level 5 - Rogue - Level - Dirty Fighting
Level 7 - Rogue - Level - Improved Trip
Level 9 - Rogue - Level - Surprise Maneuvers
Level 11 - Rogue - Level -
Level 13 - Rogue - Level -
Level 15 - Rogue - Level -
Level 17 - Rogue - Level -
Level 19 - Rogue - Level -

Rogue Talents

Level 2 - Combat Trick: Tail Terror
Level 4 - Minor Magic
Level 6 - Major Magic: Enlarge Tail
Level 8 -
Level 10 - Feat: Greater Trip
Level 12 -
Level 14 -
Level 16 -
Level 18 -
Level 20 -

Conclusion

With a 15ft reach thanks to a Long Lash Tail Attachment, and Smoke for cover,you become an area control Rogue dealing Reliable sneak attack damage and hampering opponents no end.

That is the idea anyway, what are peoples thoughts? I have never "gotten" the Rogue, and this is the first one that I genuinely seem interested in.


Okay I have a few questions regarding Magus, Kobolds, and their interactions.

1. Can a Magus do a Spellstrike with a Tail Weapon?

2. Can a Magus do Spell Combat with a Tail Weapon?

3. Can a Blackblade be a Tail Weapon?

4. Do Tail Weapons get iteratives?


VoodistMonk wrote:

Divine Commander Warpriest.

What makes you say this?


I am trying to think of the best way to build a Kobold. Has anyone been able to make it work?

The Scaled Disciple intrigues me.

I was thinking perhaps a Vanilla Inquisitor with the Anger Inquisition, and going into Dragon Disciple at 7

What do people think?


So.....Wereshark-kin in an update lost the Amphibian beastial feature for an ability that is Amphibious in all but name only...meaning they don't qualify for Blood Frenzy Style

That means a small rework was in order. With DM fiat because of a monster feat. Martial Discipline and therefore Ascetic Mystery may not be needed now, so some reading of other mysteries is now in order

TRAITS

Reactionary (Combat)
Focused Mind (Magic)

FEATS

Level 1 - Oracle - Level - Skill Focus (KN: Planes)
Level 3 - Oracle - Level - Eldritch Heritage: Abyssal - Claws
Level 5 - Oracle - Level - Improved Initiative
Level 7 - Oracle - Level - Storm-Lashed
Level 9 - Storm Kindler - Level - Ability Focus (Storm Form)
Level 11 - Storm Kindler - Level - Improved Eldritch Heritage: Abyssal Strength
Level 13 - Storm Kindler - Level - Favored Prestige Class
Level 15 - Storm Kindler - Level - Prestigious Spellcaster
Level 17 - Storm Kindler - Level - Prestigious Spellcaster
Level 19 - Oracle - Level - Prestigious Spellcaster

Curse: Deaf

Mystery: Ascetic
Revelation
Level 1 - Martial Discipline


zza ni wrote:


Amphibious
Source Advanced Race Guide pg. 175
Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
"

I was needing a Race that has a Non-Claw Natural Attack and be Amphibious.


I just learned today, Wereshark-kin do not qualify because, in an update to their stats, they lost the Amphibian bestial feature

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