Hunter Rogue multiclass with Boon Companion & Accomplished Sneak Attacker is a solid build.
I second this strongly, hunter can be absolutely brutal when combined with Unchained Rogue, but just remember that your sneak attack is going to suffer a bit. Pick up the teamwork feat for +1d6 precision damage, share it with your companion, and just wreck enemies.Bonus points for using Butterfly Sting to pass crits to a t-rex animal companion.
Unable to link it, phone is acting up, but here is Effortless Lace, which once applied to a weapon will allow you to treat it as a light weapon for most purposes, including feats. Just make sure to buy a spare in case someone destroys your weapon and you need to use a backup.
EDIT: Looking at your post again, I should stress that Effortless Lace isn't allowed in PFS, but is not third party or anything like that. Don't know if this is a PFS question or just wanting a RAW answer, so figured I'd clarify.
I've always had good luck with throwing axes and the Sliding Axe Throw feat for opening volleys or tripping melee combatants for allies. Another fun tactic involves the Equipment Trick feat and Lanterns, using the light to blind enemies quickly.
So looking at the Weapon Modification rules, a player asked if they can add Serrated Edge to their Egoistic Butchering Axe. While I have no problems with that, would Egoistic make them automatically proficient (as they have the Exotic Weapon Proficiency feat for Butchering Axe already) or would they still need to take the Weapon Adept feat?
To be fair, even if it screws the vigilante over that doesn't mean it's not RAW. Just from reading over the abilities in queation, it does indeed appear that if you choose to have a social identity with an alignment outside your deity's allowed range, when you switch into it you are shifting alignment and becoming an ex-cleric willingly.
I would honestly suggest trying out a swashbuckler build, as Opportune Parry and Reposte can be incredibly useful.
This is just a basic hodge-podge build based on using either a Rapier or a Scimitar for the greater crit range in order to help regain panache quickly. Using trip or disarm tactically can help to even the odds, and depending on your campaign you can adjust the build accordingly.
In a campaign I'm running, very much a sandbox style game, a local area of interest is a field of petrified warriors. In the center of this field is a large petrified beast of some kind, with a Khopesh lodged in it. Originally meant as one more area of curiosity, two of my players have become fascinated with it, and want to remove the blade from the petrified monster.
1) there is no mention of different creatures doing anything, simply that larger corpses count as two of the next smaller size.
Additionally, I'd doesn't state anywhere that you can't add more CP, just that it increases it's CR by 1 for every 2 CP added.
A basic build would look like this.
1st- Weapon Finesse (bonus), Weapon Focus (starknife), Starry Grace
This build would come online a lot faster with a few levels of fighter, but that's up to you. If you do go the fighter dip route, you could take Dodge, Mobility and Shot on the Run and take advantage of maneuverability.
Unfortunately, Precis Throw only allows you to use Precise Strike at range but doesn't remove the only attacking with one hand restriction.
It's possible, but not ideal. You'll lose out on one of your biggest damage boosters, and take a pretty decent penalty to attack rolls.
A human swashbuckler (Inspired Blade) gets both weapon focus and weapon finesse for free, and can than take Fencing Grace and Two-Weapon Fighting, and at 3rd level take Two-Weapon Grace. Build from there as normal for a two weapon fighter, and rock dual Rapiers.
At 5th level, your build would probably look like this.
You'll want to invest in an Effortless Lace, and other normal Dex-Boosting items and such as normal.
You'll have 4+dex to damage, and a net -2 to attack rolls.
Louise Bishop wrote:
I've played a character like this, and it can be pretty effective. Rock a high strength and use a pick or other high crit multiplier weapon, then take Dirty Fighter, Improved Grapple, Grabbing Style, Throat Slicer and Greater Grapple, Rapid Grappler when you can.
This lets you grapple with one hand with no penalty, pin them, swift do damage (with sneak attack) and then next round use Throat Slicer.
Long story short, our new GM has a hatred of Magus, and has banned them (along with Summoner and any Occult classes) leaving me with Eldritch Knight as my primary choice. The only problem I'm having is that we're limited to CRB only at 1st level, and that takes away some of my options. Should i just go wizard and then into Swashbuckler, or is Fighter into Arcanist a better option?
Not in unearthed arcana, but rather in a book called Weapons of Legacy.
An idea I once used was the idea that players could place weapon enchantments onto specially created gemstones, and incorporate those into a weapon to grant it the magic qualities. That way if they later found a really cool item, or had something given to them that they liked for roleplay reasons, they could make a craft check to place the gemstone into the new weapon.
So, are you looking for damage or debuff effects?
So after a suitably epic encounter, a player was awarded a single wish by a genie. I was expecting the typical bonus to stat or magic item, when my player instead asked to be able to make a composite metal of Adamantine and Cthonic Steel, something less than Adamantine as far as hardness, but more than Cthonic Steel and letting it count as both.
My players are rapidly approaching the point in our campaign where the head of the BBEG group reveals themself, and after a player made a comment in passing of "man, I have always wanted to fight a lich, but they're kinda weak.", I decided to make that wish come true.
While I can play casters pretty well, building a spell list of this level is pretty daunting, so I was hoping to crowd source it. Any ideas would be helpful, and appreciated.
Basically, I've been the GM of several homebrew adventures back to back, and with a new one starting I'm hitting creative road blocks. I'm in need of the help of the kind people of these forums to come up with a villainous group, leader, and magical McGuffin for the PCs to try and stop them from acquiring.
I humbly ask this of my fellow forumites- what does the evil McGuffin do?
So, due to one player no longer being available and another not having a vehicle anymore, our party of 4 is now a party of 2. The other player is playing a neutral cleric that's focused on channeling and casting (versatile channeling) with some combat ability, and my paladin died soloing the boss room at the end of Crypt of the Everflame. The GM is letting me come in at 3rd level, and with an extra 7,000 Gp to spend to help offset the lack of players (cleric got the extra cash too). Any ideas on what to make?
Edit: stats are rolled as 2d6+6, I got 18,18,16,15,12,11.
Summary: Party fights against an elemental that creates more elementals
CR of the encounter: mine was for a CR 7 encounter, but could be modified up or down
Typ of encounter: Boss fight/mini game
Background: had a party of 5th level characters that put out way too much damage per hit, but had little teamwork. This aimed to correct that.
Encounter: A group of elementals battle the party near a source of their material (works best with earth elemental, but I made it work with fire) from which a more powerful elemental conjures more of the smallest sized ones (1d4-1 per round). Once there are 4 of the same kind, they combine into one fully healed elemental of the next highest CR, and this continues until either all elementals are destroyed, the elemental lord is killed, or the resource is rendered useless (such as by extinguishing a forest fire).
Comment: my players had a really hard time with this fight, as none of them wanted to work together. Instead, they all tried to do their own thing (fighter kept trying to charge at the elemental lord, Druid kept trying to put out the fire, etc) until one of the dropped. Once that happened, they started working together more.
Drahliana Moonrunner wrote:
I would be extremely interested to know where you got that interpretation out of the spell. I read it as getting a new body and (possibly) keeping your old memories. If I woke up and had webbed feet and gills, or fates forbid all new limbs, I think it would feel quite unnatural considering that until just that minute I did not have those extra appendages.
And no where in the Druid code does it say that you have to let someone die, which is effectively what you're saying. Revere nature does not automatically mean you can't bring someone back to life, it just means that you revere nature - so no laying waste to forests and fields, or salting the earth, or exploiting creatures for the fur trade.
As it seems like you have the willingness to solve the problem, might I suggest just saying that you're not digging it (give the other players and the GM a patsy) and suggest that you guys try something else. Usually no one wants to be the one to end the campaign, but if someone else suggests it and says their not having fun, they will go along with it without feeling like their "killing the fun for everyone else".
Basically I have a player that's interested in crafting magic items, and we use the dynamic magic item creation system from Pathfinder Unchained. He asked if there was any way to influence the results of the rolls for perks or quirks, and I honestly have no idea.
Remember that you can enchant your bonded item without the relevant feat, as long as your caster level is high enough. This means that a Holy Symbol amulet could be enchanted as a wonderous item, and you could make your wizard bonded object a wand.
Does your group use third party materials?
Our group is starting up a round-robin style game where GMs switch off after each arc, and since everyone agreed to be good guys (as in good alignment) I'm taking a crack at paladin. I really want to go dual-wield build, as I have incredibly good stat rolls (15, 16, 16, 18, 18, 13) but I can't decide on archetypes for a two-weapon paladin. Any suggestions?
I am gming a god-killing campaign, and my players have reached level 22 now and the recurring bad guys aren't cutting it anymore. I need cross class suggestions for antipaladin, half fiend cleric, half dragon two weapon fighter, and sniper rogue, though I have their mystic theurge planned out to thirty easily (9th level divine and arcane yes please) up to thirty (which is our level cap)table rules only official pathfinder rulebooks.
I'd start having the npcs take levels in prestige classes, such as Holy Vindicator for the antipaladin or cleric, and maybe have the two-weapon fighter start taking levels in Unchained-Rogue and eventually start going into shadow dancer or assassin.Honestly, the sniper rogue is the hard part. If he uses a crossbow I'd say go into Bolt Ace gunslinger.
So after realizing how bored I am with core classes, I've branched out into other books. Upon reading the kineticist, I became intrigued - can a kineticist be the "Big Gun" of a party?
But having never played a kineticist or even seen one played, I'm looking to the good people of the forums for help - how do I build this character?