Abra Lopati

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The Ghost Rider has taken my interest recently, and while I have no game lined up (yet!) I am building it anyway for enjoyment.

The Phantom Mount is cool, but it is the Frightful Gaze ability that has my interest:

AoN wrote:

At 1st level, a ghost rider can use this ability on opponents within 30 feet as a standard action, which acts as a gaze attack until the ghost rider’s next turn. Creatures within range that meet the ghost rider’s gaze must succeed at a Will saving throw (DC = 10 + 1/2 the ghost rider’s class level + the ghost rider’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against that ghost rider’s frightful gaze are immune to it for 24 hours. At 9th level, this ability can affect creatures that are mindless or immune to mind-affecting effects, though it still counts as a fear effect. The ghost rider can use this ability a number of times each day equal to her Charisma modifier.

This ability replaces tactician, greater tactician, and master tactician.

I might be blasphemous to say but it reminds me of the Hangover Cleric in terms of shutting down fights. Hangover Cleric has some advantages of course, +1 DC (Sacred Conduit), being a full caster, and Variant Channel can effect enemies more than once.

Where I see this excelling is in leaning more toward the martial side as an Area Control Defender.

Thank you for reading my musings, I'm interested to hear your thoughts


The Ghost Rider archetype has recently become the focus of my attention, and inevitably, I now have some questions.


  • Does the Ghost Mount (Phantom) count as an animal companion? I ask because I am looking at Pack Flanking

  • Does Order of the Beasts (ACG) Wild Mount Shape affect the Ghost Mount?

    AoN wrote:

    At 8th level, an order of the beast cavalier gains the ability to turn his mount into a different Medium or Large animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions as beast shape II, except as noted here. The effect lasts for 1 hour per cavalier level, or until the cavalier chooses to change his mount back. Changing the mount's form (to a different animal or back to normal) requires the cavalier to touch his mount as a standard action that does not provoke an attack of opportunity. The form chosen must be that of an animal the cavalier is familiar with. The mount does not change size, but does receive the bonuses (not the penalty) presented in beast shape II for the Large animal.

    The cavalier can use this ability an additional time per day at 10th level and every 4 levels thereafter (to a maximum of four times per day at 18th level).

    At 15th level, the cavalier can use wild mount shape to change his mount into a Medium or Large dragon. When taking this form, the cavalier's wild mount shape now functions as form of the dragon I, except as above.

As always, thank you for your time and attention


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?


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?


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?


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?


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?


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?


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?


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


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?


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?


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?


How would you rule the Storm Kindlers Thunderstruck ability

Thunderstruck wrote:
At 5th level, a Storm Kindler becomes immune to the deafened condition.

on the Oracles Deaf Curse:

Deaf Curse wrote:
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.


I am looking at putting together a Storm Kindler build to add to my folder of want-to-play characters.

I need guidance on how to optimize it. I really want to focus on that Storm Shape. I like the idea of effectively causing damage with your move action, and casting spells out from it.

At the moment my idea is to start out as a Spirit Guide Oracle for two reasons; the first being that the curse continues to level with you, and the second, spirit guide continues to give you access to spirit magic spells (from my reading anyway).

Then I need to get Improved Eldritch Heritage Orc or Abyssal for the inherent Strength bonus, increasing my storm DC.I was also looking at Blood Frenzy Style and Blood Frenzy Strike to increase the DC further and increase my damage output.

Obviously I will need Storm-Lashed, but other feats include; Power Attack, Improved Initiative, Quicken Spell, and Favored Prestige Class < Prestigious Spellcaster.

The build I am in no way tied to so far is a Seascarred Skinwalker that uses Waves Spirit to see through Obscuring Mist and attack with Natural Attacks (Abyssal Bloodline). Then use the Storm power from the mid-game onwards.


Would a creature in the Blood Frenzy stance and with the Blood Frenzy Strike apply the Bleed effect to the Storm Kindlers Storm Shape damage?

Blood Frenzy Strike wrote:
While you are using Blood Frenzy Style, when you damage an opponent with your unarmed strikes or natural attacks, you deal an extra 1d6 points of bleed damage; this bleed damage does not stack with itself


Do Wereshark-Kin qualify for Blood Frenzy Style?

Wereshark-Kin Bestial Features wrote:


  • Amphibious
  • Bite attack that deals 1d6 points of damage
  • Ferocity
  • Swim speed of 30 feet

Blood Frenzy Style Prerequisites wrote:
Str 13, Improved Unarmed Strike, base attack bonus +1, aquatic subtype.
Amphibious wrote:
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.

The Wereshark-Kin can only gain Amphibious when they use Change Shape


QUESTION ONE

I am looking for clarity on what Evangelist spontaneous spells work with Peacemaker and Mediator

I made a google sheet to make it easier, but here is a breakdown anyway:

Peacemaker wrote:
The DC to resist spells you cast to ensure peace or force aggressive creatures to become peaceful increases by +2. This affects spells that dissuade creatures from aggressive actions without exerting long-term or absolute control over them, and without leaving them defenseless. These spells include, but are not limited to, calm animals, calm emotions, command, compassionate ally, enthrall, euphoric tranquility, sanctuary, and serenity.

Mediator wrote:
You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

QUESTION TWO

What other notable spells work with Peacemaker and/or Mediator?


Do these two Cleric Archetypes stack

Now usually I find these questions pretty cut and dry, but in this instance I have doubts.

Scroll Scholar

Diligent Student wrote:

At 1st level, a scroll scholar chooses one Knowledge skill. This becomes a class skill if it is not already one. The scroll scholar adds half her class level to all Knowledge checks of this type (minimum 1).

At 5th level and every five levels thereafter, a scroll scholar chooses 1 additional Knowledge skill to receive this bonus.

This ability replaces one of the 1st-level granted powers from her domains—the character gets to choose which of her two 1st-level granted powers it replaces.

Effects the powers, whereas the Evangelist Single-Minded effects the Domain. I am not sure if there is enough of a distinction for them to be counted as separate things


I recently came up with the idea of pairing the Peacemaker + Mediator combo, with the Evangelist Cleric archetype.

It seems like a really strong foundation to build a cleric on. I have a few ideas on which to expand on it.

  • Eldritch Heritage Imperious for Student of Humanity, Heroic Echo, Heroic Legends, and then add the Heroism subdomain.

  • Spell Perfection, with Heightened Spell, Selective Spell, and Quicken Spell. Then use Calm Emotions for area control

Still in the preliminary stages of putting this together, what do you think?

You end up being a fantastic buffer with Heroic Echo+Heroism, Inspire Courage, and Heroic Legends (Inspire Heroics), as well as fantastic at area control with the spontaneous Evangelist spells buffed by Peacemaker and Mediator.

That is the idea anyway


What are some of the most optimal choices when it comes to crafting magical items onto your Ecclesitheurge holy symbol/divine focus?

AoN wrote:
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.


What archetypes barring all the Oracle ones, gain an Oracle curse?

The Pact Wizard gets one; I know that.

Any others?


The Wishcrafter has a unique arcana

Wishbound Arcana wrote:
At 1st level, the wishcrafter can use the wishes of non-genie creatures other than herself in place of the normal verbal components of her spells. A creature can make a wish as a free action at any time, even during the wishcrafter’s turn. The wishcrafter must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn’t normally have a verbal component gains one when cast using this ability. A wish doesn’t need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell the wishcrafter knows (for example, wishing to be bigger could supply the verbal component for enlarge person). A wishcrafter gains a +1 bonus to her caster level when using a creature’s wish as a verbal component in this manner, but cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than a target or targets. A wishcrafter is under no compulsion to grant a creature’s wish. Once the wishcrafter grants a creature’s wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours.

But you cannot make a wish yourself, and allies are limited to one wish per day.

Is there any way of getting around this so that your allies have unlimited wishes, or you are able to wish yourself?


I reread Magical Lineage, and I could have sworn that you could update the spell it affects every couple of levels, but I am not seeing any mention of that. Was I imagining it? or is that rule written somewhere else?

D20 wrote:
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.


I need the collective brain trust to help optimize a Hateful Rager for killing Giants

I have never played a regular Barbarian and am entirely unfamiliar with Rage Powers. Can the Greater Beast Totem allow me to pounce with weapons other than the claws?

Feats beyond Power Attack, and Extra Rage, what else is there?


I am looking at selecting the Chelish Noble Campaign Trait, and that got me wondering, what do you think is the best Chelish Noble Title to bestow upon a PC?


This may get a little convoluted but please bear with me.

A traditional party of 4 consists of

  • Fighter
  • Rogue
  • Cleric
  • Wizard

I am asking this question because I saw a 'Best 5th member' question that got me thinking, what if that 5th member for a Skald Court Poet only boosts Charisma. Can an entire stereotypical party benefit from it?

  • Desna Fighting Style Melee
  • Unknown Charisma Rogue?
  • Oracle
  • Sorcerer

Are there any Charisma SAD Rogue-like characters that can fit that party role?


Having read Garah's guide and the comments on his forum post regarding the Arcane Archer, I was reminded that this Prestige Class archetype exists: The Deadeye Devotee. There is something about it that makes me want to play it.

Using the Elephant in the Room rules, I have put this together in the hope that one day I can print it out and get to experience it.

OUTLINE

Race: Human
Class: Cleric 10/Arcane Archer 10
Archetypes: Divine Paragon/Deadeye Devotee

Stats
Str: 10
Dex: 14
Cons: 14
Int: 10
Wis: 18+2:20
Cha: 8

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

TRAITS

(______) (Campaign)
Reactionary (Combat)

FEATS

Level 1 - Cleric - Level - Precise Shot
Level 1 - Cleric - Human - Deadeye's Blessing
Level 3 - Cleric - Level - Rapid Shot
Level 5 - Cleric - Level - Weapon Focus (Longbow)
Level 7 - Cleric - Level - Favored Prestige Class (Deadeye Devotee & Perception)
Level 9 - Deadeye Devotee - Level - Prestigious Spellcaster
Level 11 - Deadeye Devotee - Level - Manyshot
Level 13 - Deadeye Devotee - Level - Prestigious Spellcaster
Level 15 - Deadeye Devotee - Level - Quicken Magic
Level 17 - Deadeye Devotee - Level - Prestigious Spellcaster
Level 19 - Cleric - Level - Diverse Obedience

DIVINE BOONS

Level 5 - Sureshot (Sentinel)
Level 16 - Tough Hide (Sentinel)
Level 20 - Faithful Archer (Evangelist)

DOMAINS

Devoted Domain - Growth
Secondary Domain - Feather


I am currently looking into writing a character sheet for a Divine Paragon of Erastil going into the Deadeye Devotee Arcane Archer Prestige Archetype.

I am looking for some clarity as to have the 'Devoted Domain' works with multiclassing

D20 wrote:

A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Deific Obedience feat).

When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity.

At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.

In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).

What I am interested in hearing is your thoughts on Deific Obedience.

  • Divine Paragon gets to choose from Evangelist/Exalted/Sentinel Boons
  • Divine Paragon gets these at levels 5/11/14
  • Example: Divine Paragon multiclasses into Deadeye Devottee between levels 5 & 11
  • The character then gets the 2nd and 3rd benefit at HD16 and HD20 instead
  • Would these two remaining boons be exalted even if the character chose Evangelist at creation?


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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


The Okayo Corsair has recently taken my fancy, but I am a little bit confused by its Okayo Panache ability (specifically the bit in bold)

AoN wrote:
An Okayo corsair regains panache only when she confirms a critical hit or makes a killing blow with a light or one-handed weapon from the monk weapon group. Additionally, the Okayo corsair gains the ability to use a light or one-handed monk weapon for her swashbuckler class features, deeds, and feats, even if the weapon is not a piercing weapon, but she can’t use other light or one-handed weapons with her class features or deeds.

Presuming I have the Improved Unarmed Strike, does that mean any of the Dex to Damage feats would now apply to my Unarmed Combat

*I want to use Unarmed Combat, so I can also pick up Pummeling Charge at 8 for pseudo pounce


I am going to be briefly playing The Gauntlet module with my group, and immediately the premise made me want to play a Darechaser

But beyond that, I don't have much idea on how to optimize this suboptimal Prestige class for a level 8 character

Do any of you wise beards have any feelings on this issue?


The Two-weapon Warriors 17th level class feature:

Deft Doublestrike wrote:
At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity.

Lets you trip "if the weapon can be used for tripping", all weapons can be used to trip as far as I am aware, could I trip with two daggers?


I am interested in playing (another) Windstep Master Unchained Monk. This archetype trades away Stunning Fist for Hurricane Punch.

What I want to know is, how many uses per day do I get if I select Stunning Fist as a feat after I have a BAB of +8?


I have become smitten with building a character that specializes in using the Double-Chained Kama weapon. I am kind of stuck in knowing how best to optimize this, mainly because I am feat starved. I would love to be a Dwarf for how I envision the character, but I am pretty sure Human with their bonus feat is the only way forward.

  • Weapon Focus
  • Ascetic Style & Form
  • Combat Reflexes
  • Dirty Fighting
  • Improved Trip
  • Greater Trip
  • Vicious Stomp
  • Power Attack
  • Lunge

This is the best I have come up with so far, and I would really appreciate some advice on how to fit this all together

OUTLINE

Race: TBD
Class: Unchained Monk
Archetype: Windstep Master

Stats
Str:
Dex:
Cons:
Int:
Wis:
Cha:

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

TRAITS

Snowstride (Region)
(______)

FEATS

Level 1 - Monk - Human - Power Attack
Level 1 - Monk - Level - Weapon Focus (Double-Chained Kama)
Level 1 - Monk - Bonus - Dodge
Level 2 - Monk - Bonus - Combat Reflexes
Level 3 - Monk - Level - Ascetic Style
Level 5 - Monk - Level - Ascetic Form
Level 6 - Monk - Bonus - Improved Trip
Level 7 - Monk - Level - Dirty Fighting
Level 9 - Monk - Level - Greater Trip
Level 10 - Monk - Bonus -
Level 11 - Monk - Level - Vicious Stomp
Level 13 - Monk - Level -
Level 14 - Monk - Bonus -
Level 15 - Monk - Level -
Level 17 - Monk - Level -
Level 18 - Monk - Bonus -
Level 19 - Monk - Level -

Style Strikes

5 - Flying Kick
9 - Leg Sweep
13 -
17 -

Ki Powers

4 - Wind Step*
6 - Barkskin
8 - Elemental Fury: Cold
10 - Ki Leech
12 -
14 -
16 -
18 -


Please bear with me as I have a few questions about Brawlers and one about Ascetic Style

Question 1

Knockout wrote:
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Can knockout be part of a full attack or Brawlers Flurry? Or is it just a single attack

Question 2

What are the penalties for a Brawlers Flurry with a Double Chained Kama, and do those penalties change at reach?

Question 3

Can Ascetic Style apply Knockout, Brawler’s Strike, and Brawler Damage to the Double-Chained Kama?

Question 4

What is the Brawlers capstone? I would have said it was 'Improved Awesome Blow' but

Perfect Warrior wrote:
At 20th level, the brawler has reached the highest levels of her art. The brawler’s maneuver training increases by 2 and her dodge bonus to AC improves by 2. This replaces the 20th-level improvement to martial flexibility.

suggests otherwise. If I wanted to instead pick up 'Perfect Body, Flawless Mind' would I lose Improved Awesome Blow or the 20th level improvement of martial flexibility?


Hello everyone. I am trying to map out a Dwarven Stonelord Paladin and want to run things by the 'powers at be' on this site. My plan is to focus on reach and tripping. One to allow me to stay in my defensive position for the longest amount of time, and secondly to combine tripping with Halting Blow (Which I think works)

OUTLINE

Race: Dwarf
Class: Paladin
Archetype: Stonelord

Stats
Str: 16
Dex: 16
Cons: 14+2: 16
Int: 10
Wis: 8+2:10
Cha: 12-2:10

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

TRAITS

TBD
TBD

FEATS

Level 1 - Paladin - Level - Dirty Fighting
Level 3 - Paladin - Level - Improved Trip
Level 5 - Paladin - Level - Combat Reflexes
Level 7 - Paladin - Level - Greater Trip
Level 9 - Paladin - Level - Lunge
Level 11 - Paladin - Level -
Level 13 - Paladin - Level -
Level 15 - Paladin - Level -

DEFENSIVE POWERS

8 - Bulwark
12 - Halting Blow
16 - Unexpected Strike

MERCIES

6th - Fatigue
12th - TBD
18th - TBD

What do you think?


Does having Proficiency with a Martial weapon through the Heirloom Weapon Trait allow a Bard to get Weapon Focus with said weapon from Martial Performance?

D20 wrote:
Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).