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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.


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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.


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Yes it can be a khopesh, but you do not automatically gain proficiency. You would still need the appropriate weapon feta for that


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A Whip or Rapier, Spells & Skills - Magus fulfils all of those needs. You don't need the Beast bonded Magus archetype, you can get a familiar with an Arcana.

Half-Elfs have a great FCB they can get for Magus. No idea on how to make a gun work with the Magus however, sorry.


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Azothath wrote:
Minigiant wrote:
But you haven't given yourself any Martial abilities from taking Monk. Your CMB and BAB are exactly the same as if you hadn't multiclassed out of Wizard.
Patently false. Improved unarmed strike, flurry, proficiency with monk weapons, immediate action CM reposition, etc . BAB & CMB specifically are the same due to class progression and feats which is why you highlighted those and ignored the rest to try and bolster a false point.

I focused on CMB and BAB because the things I highlighted rely on those, and because the CMB and BAB are so low, they will never achieve anything, and therefore you traded away 5th level spells for things that will never do anything except be there on paper.

Azothath wrote:
True, there is that magical belt though... what metamagics are you thinking of (review scribed spells in spell books above).

You have Reach, and Persistent spell, which suggests you are trying to get enemy mages to fail saves, which is an entirely valid tactic; being a Monk hinders that. Get Higher Caster Level, Get Higher DC (Spell Foci etc). You don't have the actions in a turn to be punching people and casting spells; if you want that, play a Magus.

Azothath wrote:
Are you suggesting changing from Bonded Object amulet and Aegis of Recovery/Amulet of Spell Cunning/Spell Mastery for Ring of Evasion at $25000/2?

No (hence why I put it in brackets), I am saying Evasion is the only decent thing you are getting, and that does not outweigh 2 whole spell levels, therefore, getting it another way, such as with magical items, is better.

Azothath wrote:
My suggestion is to build a Org Play legal wizard with the same proficiencies and abilities costing it out and see how your build compares. Then present your findings if they are favourable.

Level 9 Divination Wizard.

I suggest you get some better system mastery before trying to defend an ill-advised multiclass that honestly stems from a cool concept.


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Azothath wrote:


The object here is to give the Wizard some martial abilities and minimize the impact of losing two high level spell slots(3-4 spells).

But you haven't given yourself any Martial abilities from taking Monk. Your CMB and BAB are exactly the same as if you hadn't multiclassed out of Wizard. A "muscle wizard" is a viable alternative, but your metamagic selections does not suggest a build where you plan on boosting your physical stats to compensate.

Azothath wrote:

It's a tough call as casting is what wizards do.

Being 'better' is a complicated topic as it depends on the build, the player, and the campaign. So there's the build AND the implementation of that build in play along with matters of taste & style (it IS a game after all).

It is not complicated. You traded away 5th level spells for nothing. Evasion can be got with a ring (Which could be crafted onto an Arcane Bond).

Azothath wrote:
The secondary object is that wizards are best against other spellcasters. Normally it's done at distance via spell exchanges and at high level spamming dazing metamagic. This build gives the character some close and adjacent options that the single classed characters do not have AND increases their saves and defenses against spells.

2 Caster Levels down is not going to make you better versus other spellcasters. Caster level matters, and as I said earlier, I do not see any combat ability in this build.

Azothath wrote:
This somewhat follows the theme of the Forgotten Realm prestige class that I linked to. Prestige classes are a general power loss in PF1.

It is certainly a cool inspiration for a character

Azothath wrote:
The benefit of CRB Monk is rather obvious and the class works with wizard well. 2 levels nets evasion and it's a common issue for caster-on-caster action and the +3 Rflx only makes it better.

Benefit - I am really not seeing any. Evasion is cool, but an Arcane Bond (Ring) can cover that, and better reflex save (by 2) can easily be picked up with Lightning Reflexes.

Azothath wrote:
Dipping inevitably delays what is already a 'late blooming' class (wizard 5th level). The 2 levels of monk can support the character through level 5 which is critical to having a character survive their 'slump'. With increasing levels the martial options remain vs full spellcasters(advancing at BAB/2 as this build) but diminish vs martials.

So early game you survive as a Monk, and then at level 3 when the monsters inevitably get harder you just suffer as you are a level 1 wizard or a level 2 Monk. Avoiding the early slump, to slump the rest of the game is not a plan.

Azothath wrote:
While the improved 'to hit' & flurry is nice, it's really about landing touches via weapons(with enhancements), CM (various moves, imposing penalties & immediate actions), countering spellcasters when adjacent to them and keeping them in your 'penalty zone'{Long arm, reposition, Call of the Void, ongoing touch spells, insight bonuses, high initiative, acting in the surprise round}.

Level 9 Chained Monks BAB is 7

Level 9 Wizard BAB is 4
Level 2 Monk + Wizard 7 BAB is 4

You are not getting any improvement to hit. People take Weapon Focus for a 'Bad Touch' build, I get it. Spellcasters won't attack you to trigger 'Reposition', they will step away and cast a spell. The only time 'Reposition' will trigger is a martial attacking you, and your CMB will unlikely beat their CMD.


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Malik Gyan Daumantas wrote:

The voice of the wild which has much more variety and due to having access to animal focus and planar focus could be something of a totemist type.

Flame Blade + Flame Blade Dervish Combat + CHA caster = Yes Please


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Minigiant wrote:


Crusader stacks nicely with Divine Paragon, which despite multiclassing gives a very powerful Evangelist capstone

They don't stack, my mistake


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Temperans wrote:
Minigiant wrote:
Temperans wrote:

The reason deadeye devotee doesn't show up along with the other alternate PrC is that they came out literally as PF1 ended in a blog spot as an extra thing that didn't quite make the chronicles of legends book.

Deadeye Devotee is something that I have forever (in its brief existence) wanted to get work.

I personally think a Cleric of Erastil is the best option, with the Growth domain (Feather domain would be great if you could get the Animal Companion to continue scaling), and also grabbing Deadeyes Blessing feat and prestigious spellcaster feat to get the supposed 'best of both worlds'

Crusader of erastil may work? Sure you lose 1 spell per spell level, but the bonus feats are very nice when dealing with archery.

Crusader is not a bad idea. With Deadeye’s Blessing Combat making you SAD, the spell lose will not be felt as much as it could. The bonus feats are good, but the options are limited really too; Weapon Focus and Heavy Armour Proficiency.

Crusader stacks nicely with Divine Paragon, which despite multiclassing gives a very powerful Evangelist capstone

D20 wrote:
3: Faithful Archer (Ex) You are particularly skilled at using Erastil’s favored weapon. When using a longbow, you add your Wisdom bonus on attack and damage rolls against targets within 30 feet.

Note: How Devoted Domain, Deific Obedience, and Multiclassing all interact may be up for some debate. I would say if you chose Evangelist at creation, every boon would be Evangelist, some may say that Evangelist can only be at level5, and then you gain Exalted Boons at HD 16 & 20.


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Temperans wrote:

The reason deadeye devotee doesn't show up along with the other alternate PrC is that they came out literally as PF1 ended in a blog spot as an extra thing that didn't quite make the chronicles of legends book.

Deadeye Devotee is something that I have forever (in its brief existence) wanted to get work.

I personally think a Cleric of Erastil is the best option, with the Growth domain (Feather domain would be great if you could get the Animal Companion to continue scaling), and also grabbing Deadeyes Blessing feat and prestigious spellcaster feat to get the supposed 'best of both worlds'

Another option would be to be a Waves Shaman with the Water Sight Hex to combo with Obscuring Mist


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VoodistMonk wrote:


Why not just use Starknives with Heart Piercing?

Now that is an interesting concept


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Claxon wrote:
Minigiant wrote:
But fun, and that is ultimately what we play for
But it's not actually fun, in my opinion,

I will rephrase my initial statement then, 'It is fun to me', and I am the one asking for advice


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VoodistMonk wrote:
What is the reason you want to use the Vorpal enchantment with an Oracle? What's the connection? What is your goal?

I want to use Cyclopean Seer to choose when I crit. I don't really need to have CHA to Hit to make the build work but I thought it would help

Claxon wrote:
It's honestly a pretty terrible enchant.

But fun, and that is ultimately what we play for


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I don't think this is possible, but here I go anyway.

Is there a way to get CHA to Hit for an Oracle with a Slashing Weapon? I want to use Vorpal on an Oracle.

Desna Divine Fighting Style, unfortunately, does not work because Starknives are Piercing Weapons


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Morale Bonus

Calm Emotions
Good Hope
Heroes' Feast
Heroism
Heroism, Greater
Rage
Remove Fear
Swallow Your Fear
Blood Rage
Unbreakable Heart
Boiling Blood
Dance of a Hundred Cuts
Delusional Pride
Miserable Pity
Vengeful Outrage
Adoration
Moment of Greatness
Contagious Zeal
Unshakable Zeal
Coward's Cowl
Enticing Adulation
Pessimism
Suppress Charms And Compulsions
Alpha Instinct
Fiendish Wrath

Competence Bonus

Gallant Inspiration
Hidden Speech
Honeyed Tongue
Innocence
Timely Inspiration
Dazzling Blade
Aram Zey's Focus
Liberating Command
Aspect of the Nightingale
Fearsome Duplicate
Heightened Awareness
Heightened Reflexes
Probe History
Grand Destiny
Penumbral Disguise
True Appraisal
Cloak Of Shadows
Intensify Psyche


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Kurald Galain wrote:
Minigiant wrote:
This is what first made me start looking at/considering the Razmiran Priest, the desire for an Arcane Healer. I played a Wizard version once and had a lot of fun, so started to look at other options.
That's a nice combo; and funny because lore-wise I wouldn't expect followers of Razmir to be overly concerned with healing others. A witch, or bard, or samsaran wizard could also do that.

Yes I played a Samasaran Pact Wizard with the Healing Patron


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Arkham Joker wrote:

Here's a Sorceror question for you experts...

A Celestial/Empyreal Sorceror wants to buy an arcane scroll - being that they are WIS based, how does this work?!

They buy an Arcane Scroll. They are still arcane casters and still use the Sorcerer/Wizard spell list. Their UMD will be lower, but it works just the same.


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IluzryMage wrote:

https://docs.google.com/document/d/1QNlMsNANJtFLIAAVUUzZS1UKz6eb2dkMbTGYDil Mw_M/edit#heading=h.fc65bivujegw - Shadow Spell Guide

And the item would be your scrolls yeah, hopefully carried in like a spellbook or binder or something.

I cannot get the link to work unfortunately

MrCharisma wrote:

Well the Heal spell is another obvious choice.

It's not quite arcane, but someone made a list of all the healing and condition removal options available to the Occultist that was better than I thought. Though that might have been you, Minigiant, which would obviously make this a less useful suggestion =P

This might be the Thread you are referring too (But I was looking at just general healing spells rather than a specific classes spells


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Mark Hoover 330 wrote:
Kurald Galain wrote:
The issue with Razmiran Priest is that in theory it's great that you can draw spells from so many lists, but in practice almost all the best spells are already on the sorcerer list. What would really help this thread is examples of cleric spells that are actually better than one-level-higher sorcerer spells.

OMG yes, this! The single biggest diff between Arcane full caster lists and Divine is healing and restorative spells, along with some of the undead creation/controls.

This is what first made me start looking at/considering the Razmiran Priest, the desire for an Arcane Healer. I played a Wizard version once and had a lot of fun, so started to look at other options.


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IluzryMage wrote:


As the person who wrote the shadow spell guide and the sorc guide

I would love a link to the Shadow guide (I already have the Sorcerer one)

IluzryMage wrote:


The False Priest Sorc is imo the strongest caster in the game if built correctly, because it can potentially access the wizard, cleric, druid, and shaman lists all at once, and ALWAYS has them prepared so long as you have the item

Which item would that be? I assume you mean the right Scroll rather than an item to swap your spells


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I have always been told that in a vacuum and a theoretical world, that Wizards and their fellow peer fully prepared casters are Tier 1, and Sorcerers and their compatriot full spontaneous casters are Tier 1.5.

I have also seen that there are ways to bring Sorcerers etc up to be on this esoteric level.

How do you do that?

What follows is my thoughts and ramblings and ultimately I would love to hear your thoughts on this.

Race: Half-Elf
I think this is the best choice for 2 reasons. The first being Elf Blood which lets you grab the Human Sorcerer FCB for more spells known, and the second is PARAGON SURGE.

Paragon Surge
A combination of Shapechanger Bloodline, Emergency Attunement , and Expanded Arcana should give the Sorcerer access to EVERY Arcane Spell as needed

False Priest
Being able to use Divine items without expending them gives you even MORE spells

Shadow Spells
A high risk high reward strategy but, boosting their DC boosts the DC of the spells they are imitating, and gives you even more spells on demand.

Bloodline: Arcane
Archetype: False Priest

FEATS
1 - Skill Focus (Disguise) *Free Feat Tax
1 - Spell Focus (Illusion)
3 - Eldritch Heritage (Shapechanger) *Feat Tax
5 - Solid Shadows
7 - Emergency Attunement
9 - Improved Eldritch Heritage (Shapechanger)
11 - *Metamagic*
13 - Quicken Magic
15 - Spell Perfection

It is all just theorycrafting, would love to hear what you think


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I suppose though a Mounted character could have their Animal Companion perform the Combat Patrol to intercept the enemy, and then when they move past trigger the Riders stand still


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Ironbound Samurai and Fighter gets to stack so that is even more feats


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Minigiant wrote:


Tsukiyos 2nd evangelist boon 'Collective Vision' (Gained at level 11) is one of the most powerful abilities in the game, and most importantly it scales off of HD. Mystic Theurge's genuinely seem to struggle in the DC department, but by pairing that with Collective Visions and treating it as a one-two punch similar to Witches, in theory should resolve that. In addition it should allow some of the lower level Sorcerer spells to stay relevant.

This doesn't actually work so you can ignore my build entirely


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A Free Action reload still requires a free hand, does a no action reload still require a hand?

A Bolt Ace after Rapid Reload can make a hand crossbow be reloaded as 'not an action'

D20 wrote:
Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. As long as she has at least 1 grit point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action.

Could a Bolt Ace at level 11 dual wield hand crossbows and not need any 3rd hand/prehensile tail shenanigans to reload?


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UnArcaneElection wrote:


And yes, since Sense Vitals gives you Sneak Attack, you need a Flank or something else that qualifies for Sneak Attack (making the enemy Flat-Footed will also work). But as a Magus, you are more capable than the average combatant at getting into a flanking position, even if your allies aren't so smart about such things.

I am just thinking about my Horse Archer again, Sense Vitals and Prescient Attack (Su) looks interesting


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I have a crazy idea

'A Magi for every occasion'

We (As a community) attempt to come up with 24 unique Magus builds, one for every AP?


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UnArcaneElection wrote:
If you are regularly doing archery, you probably won't be charging, and you won't need the fixed feats for those, so using Mount and later Phantom Steed (or a Mauler Familiar if you are Small) are actually viable. For making an Arcane Horse Archer, an Eldritch Archer Magus becomes attractive Archery itself is pretty feat-intensive, so again be careful about spending too many feats for flexibility or upgrades before you have the basics online.

Very feat intensive. I quickly put this together, and immediately had to switch to Human for the Bonus Feat

FEATS

Level 1 - Magus - Level - Point-Black Shot
Level 1 - Magus - Human - Precise Shot
Level 3 - Magus - Level - Weapon Focus
Level 5 - Magus - Level - Deadly Aim
Level 5 - Magus - Bonus - Rapid Shot
Level 7 - Monk - Level - Mounted Combat
Level 9 - Magus - Level - Mounted Archery
Level 11 - Magus - Level - Manyshot
Level 11 - Magus - Bonus - Clustered Shot

ARCANA

Level 3 - Familiar
Level 6 - Empowered Magic
Level 9 - Reach Spellstrike
Level 12 - Hasted Assault

It is built around Phantom Steed which does not need to be cast in tight spaces. The need for that extra early feat hurts a lot, as it stops Paragon Surge as well as not being able to get the Elf FCB for extra Arcana


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Are Rapiers light weapons for the purpose of Two-weapon Fighting?

They are in the 'Light Blades' group but in the one-handed category


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I have put a pin in (Given up on) coming up with a Rogue build I like.

Instead I turn my attention to the Ninja.

What are some good tricks & combinations to use with a Ninja?


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I recently shared a Rogue build concept I came up with on Reddit (The build can also be seen towards the bottom of this thread). One of the comments I received was

Reddit wrote:
Saves matter but you may have invested more than you need in those, a feat, two talents, a trait and an alternate racial trait (~4.5 feats worth total) seems like overinvestment to me.

My question to you is, how much should you invest in saves? I have never neglected them and am always relieved to pass saving throws at higher levels. My biggest fear is murdering my party.

That comes to my topic of conversation, how much should we invest in propping up our saving throws?


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OUTLINE

Race: Half-Orc (Sacred Tattoos)
Class: Rogue
Archetype: Sylvan Trickster

Stats – 25 Points
Str: 13
Dex: 16+2=18
Cons: 14
Int: 14
Wis: 10
Cha: 10

TRAITS

____________ (Campaign)
Fate's Favored (Faith)

FEATS

1 – Rogue – Level – Iron Will
3 – Rogue – Level – Step Up
5 – Rogue – Level – Press to the Wall
7 – Rogue – Level – Power Attack
9 - Rogue - Level - Rhino Charge

ROGUE TALENTS/HEXES

2 – Rogue – Level – Nails (Hex)
4 – Rogue – Level – Flight (Hex)
6 – Rogue – Level – Gift of Consumption (Hex)
6 - Rogue - Favored Class Bonus - Greater Gift of Consumption (Hex)
8 – Rogue – Level – Combat Trick: Improved Bull Rush (Talent)
10 - Rogue - Level - Animal Skin (Lynx) (Hex)

What do you think? How can I improve this build

The idea is a Natural Attack build that can give themselves Flanking. Then at level 11, with a Lynx in Beast Shape, and always Pouncing. That should be 5 Primary Attacks all with Sneak Attack and all adding Dex to Damage. Theoretically I could take Bludgeoner to then go into the Sap Master line for even more damage


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Minigiant wrote:


If that is a no, is there any other way to dismiss Animal Skin faster than a Standard action

I have a solution; Major Magic & a level 1 Polymorph spell (False Face or Youthfu/Wizened Appearance), and Quicken Spell-like Ability Feat.

Polymorph spells can overwrite one another


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Derklord wrote:
It lets you outright ignore the effects of failed fortitude saves, as long as you have an enemy (or maybe even another creature, like a rat or something) within 30 ft. On a class with a weak Fort save, especially a melee, this is a godsent. That you can potentially even take out enemies with it (they have to save against it at the original DC, and if you made your save even take a -4 penalty) is just the cherry on top of it.

That is good, and you need both Gift of Consumption and Greater Gift for this to work, right?

_________________________________________________________________

Second & Third question;

Can Hexes be augmented with metamagic?

*I want to make Animal Skin a Fleeting Spell to be able to quickly change from a Lynx to my humanoid form the round after a pounce

If that is a no, is there any other way to dismiss Animal Skin faster than a Standard action


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Derklord wrote:


Sylvan Trickster is easily the second best Rogue archetype in the game regardlessly (both Flight or GGoC alone would each ensure that!), and the best one that doesn't trade away half their skill ranks and SA dice (which are probably the two things that draw people to the class in the first place, if it's not (just) the name).

This is probably a better question for a Witch focused guide but, is Greater Gift of Consumption really that go


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Derklord wrote:


Standout options:
- Sylvan Trickster Rogue with the Flight hex, and Press to the Wall. Can also get pounce and natural attacks at 10th level via Animal Skin, and Greater Gift of Consumption to shrug of fortitude saves. Requires investment into the will save.

What animal (with pounce) allows you to still use your weapons (because of the appearance condition).


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Derklord wrote:
Yes, with Flickering Step. That's five feats though, and without retraining unaviable before 15th level. And only usuable four times per day.

Yeah that's what I thought. Too late for me. I will keep thinking. Shadow Walker looks promising


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Is there a way of getting Dimensional Savant feat line to work with a Rogue?


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I just want to get sneak attack with every attack (excluding immune creatures)


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Are there any other alternative options for gaining pounce that doesn't take until super high levels? e.g Raging initiate feat line.


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I enjoyed my foray with a Rogue and its skills, so many skills, so much in a recent one shot that I'm planning another Rogue in the hope that I can one day run tem in a longer campaign.

I am currently in that phase of reading a lot of archetypes and talents and seeing what I can piece together into something cool.

One combo I have not seen mentioned on the internet of wisdom is comboing Swordmaster (Tengu with Scout to "pounce" (Tiger Trance) and get sneak attack (Scout’s Charge) on all your attacks. That sounds like fun. Of course the problem you run into (along with the problems of sneak attack not always working versus certain enemies) is being unable to charge every turn.

So I am turning to you, is there a way of charging an enemy that is adjacent to you?


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When do I check out: Maze

I absolutely hate that spell


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I had a game cancelled because of the pandemic.

In the 5 or 6 sessions that I got to run I lent into the whole quest thing by creating a Skyrim style quest manager.

The quest giver could give the quest in whatever style best fit that NPC, then I as a DM handed them a laminated quest. That they got to put onto their magnetic board under main or side quest.

It helped the newer players visualise what options they had available to them, prioritise what they thought was important, helped me see what they as players wanted it, and helped that out of game DM-Player communication.

It was a promising system


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I'm not sure if this is the right place to share this but here we go

A few months ago I decided I wanted to try and think up a character concept for every Paizo Adventure Path as a fun mental exercise.

I ended up making this. Admittedly it has had a few updates since then but I was thinking someone else may appreciate it.

It was really interesting to see what types of characters I like to play.

If you want to use it, all you will have to do is make a copy, clear it, and fill it in with your own characters

I hope you enjoy


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As I am researching building a decent Battlefield control wizard I have noticed something.

Often spells are suggested, and then metamagic feats are suggested

But what spells to use metamagic with is severly lacking.

I thought it would be good if we started a list of combinations that we like or we think are good. This sort of means Quicken Spell won't be on this list but it should be noted that it is really good

My list

  • Ball Lightning + Dazing Spell
  • Persistant Spell + Forbid Action, Greater


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avr wrote:
What's IUS for in that build? You could just take weapon focus (tentacle) at level 7, when you can cast beast shape 1. It'd save you two feats, you might get dirty fighting and improved grapple instead of IUS and the weapon focus at L3.

I wanted Weapon Focus Unarmed because Unarmed is in a lot of weapon groups (I particularly care about them being in the close and natural groups). Martial Versatility then lets that feat work for both groups simultaneously. Later on (Level 13) I can grab AWT Focused Weapon again for Spiked Armor. So rather than Weapon Focus Tentacle + Weapon Focus Spiked Armor + AWT + AWT, I get Weapon Focus on a few other natural attacks my beast shapes may go into.

avr wrote:

And as far as myrmidiarch being your only option, there's other ways of getting bonus damage to your tentacles. Myrmidiarch spell combat does work if (and only if) your GM OK's using a tentacle as your free hand.

The Myrmidarch is the only archetype that gets weapon training and therefore access to AdvancedWT AKA Focused Weapon AKA Sacred Weapon Damage.


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The Mymidarch is my only option available

Spell Combat with Polymoph and Natural Spell Combat is very confusing.

I don't even know if this works but here it goes:

Feats:
1 (Level) - Combat Reflexes
1 (Human) - Improved Unarmed Strike
3 (Level) - Weapon Focus (Unarmed)
5 (Level) - Eshew Materials
5 (Bonus) -
7 (Level) - Martial Versatility (Weapon Focus - Close&Natural)
9 (Level) - Advanced Weapon Training - Focused Weapon: Tentacles
11 (Bonus) - Multiattack
11 (Level) - Extra Arcana

Arcana

3 - Maneuver Mastery: Grapple
6 - Weapon Training: Natural
9 - Spell Blending - Bonefists & ____
11 - Natural Spell Combat: Tentacles
12 - Weapon Training: Close


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Name Violation wrote:
Scott Wilhelm wrote:

Alchemists get Beast Shape and lots of ability to Self-Buff.

Unchained Barbarian Rage Damage, with the Powerful Stance Rage Power, your Damage goes up every 4 levels. Barbarians don't turn into Octopi, but lots of Range Powers give lots of Natural Attacks: Bite and Gore or Claws, not both.

regular barbarian can become an octopus.

just another reason to never use unchained barbarian

Any other classes that get Beastshape/Wild shape NOT called Beast Shape or Wild shape?


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In the last week as part of a brain exercise and theory crafting, I have been trying to come up with a character that transforms into a Giant Octopus and have a Warpriests Sacred Damage on their tentacles. All with the caveat of NO MULTICLASSING (Sorry Scott Wilhem)

Now my misunderstanding of the Feral Champion has left me with only one other option, the near universally panned Magus Archetype; Myrmidarch.

Using Beast Shape II to transform and Advanced Weapon Training to get the Sacred Damage. Spell Blending Arcana can grab Bonefists for Armor Spikes. Maneuver Mastery makes grab comparatively better than the Druidzilla.

Being a Magi throws up other challenges though and I could use your help in solving that.

1) Casting Spells in the form of a Giant Octopus
2) Spell combat and tentacles

Can you help?


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avr wrote:
If seize the opportunity is actually the seize the moment teamwork feat, that requires improved critical as a feat (which you had in the last version but not now). If it's something else I dunno.

A mistake, I meant to delete it. I didn't realize seize the opportunity was a Path of War feat

Belafon wrote:

Gonna look at this build closer in a bit but three things lunge out at me (pun intended):

Lunge doesn't work with Petals on the Wind. You choose to lunge on your turn and it lasts until the end of your turn. (There are a few things that could trigger an AoO on your turn, but it doesn't look like you are focusing in on them.)

You Lunge to attack on your turn at 15ft, then they have to move 10ft on their turn to attack you, triggering an AoO, rather than attack at 10ft, and then they 5ft in.

Belafon wrote:


What the heck is Uncanny Guidance? Did you mean Jininsiel’s Guidance?

Yes, it is what it is called on D20

Belafon wrote:


If you're building for DPR, Unconquerable Resolve is not your best choice.

Okay, I'm just trying to build the most optimized Samurai and honestly have no idea on which way to take it hence why my builds are still unfocused and all over the place

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