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Hey!
Ah yes, my bad for the extra 1pt.
Handwraps are available so that will be important to get!

Narcage


That's the French wrïtïng. Not that ït matters much.


Hey!
It's a 25 points buy. Usually we roll dice, that was more for having an idea of the important stats.

The wording doesn't really leave space for misunderstanding for perfect clarity and glorious challenge!

My DM is pretty cruel ahah. We usually lose A LOT of characters in our campaigns, that's what I meant by competitive setting. Hence why I wanted a lot of those Unconquerable resolves!

Any take on the human versus dwarf and other feats/ gear needed?

Narcage


Hey everyone!
I'm planning a character build as much for theorycrafting than for efficiency and I need some advice on things that I may be missing or whatnot. I'm only doing Paizo stuff, so no 3pp. The campaign is Hell's Vengeance and this would be a backup character if my necromancer dies.

So, the basics, I was drawn by the Unconquerable feat (when you use of resolve, grants you temporary hp equal to [number of times you took the feat]x[your number of HD]), the Brawling Blademaster archetype(TWF without dexterity requirement and other cool features) and the Order of the Flame as Samuraïs can take Cavalier's orders.

The idea is a character TWF-ing a Katana and its body (unarmed strikes scaling in damage like monk with archetype), stacking up the challenges to re-gain uses of resolves and whenever needed using resolve to gain temporary hp (which disappear first if wounded).

I don't want to change classes, I have considered the Kinetic knight archetype for kineticist but I want more from the Samuraï aspect that just a big scaling blade of energy or matter.

The build would be something like that:
Human (+2STR) / FCB: hp
Stats: 18+2/14/15/7/14/7

Feats:
human bonus: Unconquerable resolve(1)
lvl.1 : Unconquerable resolve(2)
lvl.3 : Unconquerable resolve(3)
Brawling Blademaster bonus lvl.3: TWF
lvl.4 : +1CONS
lvl.5 : Unconquerable resolve(4)
Samuraï bonus feat lvl.6 : Improved TWF

With a Katana and unarmed strike (from level 3), I think that issuing challenges on challenges will rapidly remove the need for Power attack and spike very fast if I can survive.

At 6th level without specific gear, we get:
Offensive (assuming constant glorious challenge)
Katana +11/+6, d8+11+2X(STR+glorious challenge(X)+challenge)
Unarmed +11/+6, d8+8+2X(same but with only half strength on off-hand attack)

Defensive:
HP: 54 (if average instead of rolling)
AC: 18 (dex+light armor+nimble) (which goes down very fast after a few challenges)
Unconquerable resolve: 3+glorious challenge/day for 24 temporary hp each time. That means about 24 hp per killed enemy.

The trick here is that you can't chain-challenge and resolve in the same turn as they're both (at best) immediate actions and you have to be in critical situation (fort or will save, or reduced to few hps).

So here are my doubts and questions:
-As I bet on challenge damages, changing the human race for dwarf (fcb is scaling challenge damage, +2CON and +2WIS helping with the saves and starting hp, alternate racial trait for Toughness and will saves improvements)?
A dwarf would have:

'At 6th level without specific gear, we get:
Offensive (assuming constant glorious challenge)
Katana +10/+5, d8+13+2X(STR+glorious challenge(X)+challenge+dwarf fcb)
Unarmed +10/+5, d8+11+2X(same but with only half strength on off-hand attack)

Defensive:
HP: 60 (if average instead of rolling)
AC: 18 (dex+light armor+nimble) (which goes down very fast after a few challenges)
Unconquerable resolve: 3+glorious challenge/day for 18 temporary hp each time. That means about 18 hp per killed enemy.
Better FORT and WILL saves.'

-How many Unconquerable resolves will I need in a competitive setting?
-One of my party mate is very good at making very strong characters (DPR and strategy wise), I need to keep my damages up (hence the Order of the Flame), but maybe there's a better order?
-What feats to take instead of some of the unconquerable resolves if any?
-The Brawling blademaster has a 5th level feature, "Perfect clarity", that removes the AC penalty for the challenges. Does it apply for the Order of the Flame's challenge penalty or just the regular -2? (I'd vote for the -2 only)
-If no, with light armor, 14 dex and Nimble class feature (from archetype), is that any worth to invest in AC? The Order of the Flame is gonna let me be very reachable.

Thanks for reading me and your help!
Narcage.


Hey again!
Avr, Ok ahah, no worries. Indeed, no leadership for that game. For the options you mentionned, I was thinking of giving some goz(?) masks to my party members, so the smokestorm would only benefit us.
Ryan Freire, not sure what you mean, magma blast is a physical blast, so using eruption and magma blast would only deal lvl/4 fire and lvl/4 bludgeonning.

I have to admit that the full fire attracts me more than the mixed fire earth. I guess I'll see if I need more tankiness or more damage when we hit level 7. Need to keep those hp high ahah, a dead PC doesn't deal much damage!

:)


Hey!
I guess I can send a message to avr to have ideas from his build, thanks for the tip! Oh! he is there!

Firebug: I like the amulet, the burst would be on a tough creature I guess, even though spending an action on it is quite sad!

Ryan freire, good to know for the VMC. My team will carry some objects to throw on enemies or debuff spells to help me burst. Regarding the elements, I'm hesitating between fire/fire/earth and fire/earth/fire. That DR does look appealing, but I'm sad about the eruption which would only be half damage! I guess I can survive that.

Avr,I realise now that if something takes 3 blasts to take down, it's better to blast three turns rather than curse then blast two times? I mean, should depend on how I manage my burns and all. I don't want an energize weapon build, I'm all in on the regular pyro. Although, I'm quite reluctant to take the cinderlands adept as it's full fire.

My previous character just died yesterday, so the kineticist will come in line in two weeks. My party is a swashbuckler and a shifter.
As I don't need many feats, I though I'd go for a VMC enhancment wizard and grab the medium armor proficiency.
My block stat is 16/16/11/11/9/8!

Thanks for your advice!


Hi everyone!
I was doing some theorycrafting on a fire-based kineticist and trying to maximize its damages. Keeping the regular blast (not based on the kinetic whip or blade).
I have been looking for VMC such as mesmerist (even though I can't find anything on it rn), wizard, fighter or others. I need to stay PFS legal and my dm is pretty strict on interpretations. :)
I recently stumbled upon the "vulnerability curse" in afflictions: mainly boosting fire damage by 50% on someone with a fire vulnerability.

Do you know if it is possible and then how to get enemies cursed? The only source I know would be "bestow curse" spell. I was thinking of a wand or having a curse item myself and throwing it at the enemy, cursing them?

Any idea is welcome!


Hey again! I've been directed by Cavall to the blossoming light cleric archetype which solves so many problems in this build. Also, you're right, it's my call ahah. And now I'm looking forward playing this channeling cleric!

Thanks to all to your time and ideas! :)


Hey Philippe Lam!
The envoy of balance is already in the list of prestige classes used/ to use ahah
But thanks anyway. :)


Hey people!
Thanks Gray Warden for the tip ahah, the number of channeling per day is now solved :)
Doc Roc, I know channeling is hard to make a whole operative thing but I'm willing to look into it as much for theorycrafting as for my next character!
The goal is to have an operational healer/damage dealer against both living and undead ennemies, so as Melkiador put it, fey founding and other shield other are on the list :)
I found alternative capstones such as "Soul channel" which gives 6 more daily channel use and increase the channel by one step.
So it's 15d6 base at level 20 now!


Hey! Thanks for your suggestions. I really like the purifying channel feat. I was thinking that maybe if there's a way of denying ennemies their AC, taking kobold for the fbc but I'm gonna look into channel outside of my own turn.
Thanks :)


Hey everyone, I spent the last few days looking for a damage channeling build and I could use some advice or help with that. I'm only looking for Paizo stuff, no 3pp.
I'm mostly looking for :
-increasing the number of d6
-getting raw added damage (damage per die, or just final damage)
-more channeling
-higher DC;
The best would be channeling both positive and negative energy.
After some research, here is what I get:
Starting with a neutral cleric (to be able to channel both positive and negative energy) the number of d6 for channeling goes from 1 to 10 at level 19.

More d6:
-Ritual of possession (+2d6 and DC+4)
-phylactery of positive/negative channeling (+2d6)
-channeling on armor or shield (1d6, 3/day)
-greater channeling (feat)(+2d6, but costs one more use of channeling)
-channel surge (feat)(channeling bonus +50%, full-round action and costs one more use of channeling)
-channeler's aspergillum(wondrous item) (1d6 but needs holy/cursed water reload as move action)
-soul channel (alternative capstone)(1d6, 6 more use of channeling a day)
-holy vindicator (prestige class)(at 9th level gets d6 + d6 bleeding damage on channeling)

Flat damage:
-favored class bonus (fcb) half-elf (1/3), wayang (1/2), kobold(1 on ennemies whose AC is denied), aasimar and an other one only on good channeling.
-sun domain : adds cleric level against undead while channeling (1 to 20 damages)
-death warden bandolier (wondrous item) (3/day, adds 2 damage per die of channeling against undead).
-cleansing light (trait) re-roll 1's for damage on channeling positive against undead.
-there's a mythic object that adds mythic tier to damage too but I can't find its name!

The dcs and use per day are somehow slightly les important here.
There are, as far as I know, 3 prestige classes which are interesting:
-holy vindicator for the damage increase at lvl.9 and some side buffs; (9 levels)
-soul warden for channel damage and harvest (re-gain uses of channel when killing undeads) (4 levels)
-envoy of balance for channeling good and bad energy without maluses; (2 levels)

I've read about VMC cavalier with order of the star but my GM and I disagree with what we read online. If there is an errata on that, saying that it works, I'd be very happy, otherwise, can't use it!

To do a recap: at level 20, it would be 14d6 (or 16 for 2 uses with greater channel) and some daily bonuses with up to 10 flat damage (fcb) and some more damage against undead (20 to 2*number of d6 with the bandolier).
Even though it can be cast 2 times (or 3 with the ring of protected life 1/day ability) for 3 times the amount above, it still consumes a lot of uses per day and doesn't seem like good damage output for a level 20. I know it's unlikely the campaign goes that far but I'd like my character to do something in battle before reaching that point.

Thanks for your help!