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Neils Bohr's page

Organized Play Member. 236 posts (271 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.


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I'm excited that universalist school is getting some incentive.
I'm also really liking the versatility in choosing how many actions to apply to certain spells


Thanks all, full paladin it is


A rogue is the only other melee combatant, so I help my party best by being a strong front liner,I think.


I'm front line melee, I went oradin to passively heal my party, and get access to shield other early. I don't cast many spells as it is, so I'm not real worried about that.

It seems like retraining my Oracle levels to paladin is the way to go.


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Sorry, I didn't explain appropriately. I'm already Oracle 4/paladin 4. I'm thinking of retraining my Oracle levels to paladin, so I'm paladin 8.

I have a pretty standard oradin build. Mythic gives lots of options to heal very well and the amounts of damage taken make life link pretty paltry. I'm just wondering if I'm going to miss out on anything if I drop the 4 levels of Oracle.


We're at level 8 mythic tier 2 in wrath of the righteous. I have four levels of Oracle that I'm thinking of retaining, since life link seems to be becoming very under whelming.

Is there any reason I should keep these levels?


I haven't decided on a class yet, but I think it might be best for envoy. I'm planning on making an icon who is a hugely famous writer. The problem is he's famously stolen other peoples adventures. So now he is trying to live some adventures of his own, and there are good odds he'll run into fans or those who mean him harm.


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Still and silent spell never made magic not obvious in pathfinder, it just avoided components.

Also, just because they're unfriendly doesn't mean they attack on site. Charm person always took some creativity. My bard used it on servants to get an escort through areas that you would have been shot for going into without one. Also on a sentry on a wall to get information about their defenses, since asking him to let us in went a bit beyond the spells scope.


Sir BoomBoom wrote:
Neils Bohr wrote:
Off the top of my head,I believe shield slam requires two weapon fighting. The straight bull rush build would not.

Would you have a light shield? What kind of weapon?

Or would you have a reach 2h weapon?

Depends on your goal, I personally tend to lean towards a heavy shield with a light weapon, I like the kukri, gkadius, or spiked gauntlet for this, again depending on what you're looking for. These aren't the most optimal choices, and by RAW your weapon would be your off hand, to avoid penalties, which may cause your gm to argue you have to use iterative attacks with your shield.


Sir BoomBoom wrote:
Neils Bohr wrote:
What I would do for his build is grab combat reflexes and stand still at first level so you can pin the enemies in place, then build toward shield slam, or straight bull rush, so you can push them back on your turn. I'd prefer spells slam, since you could full attack with your main hand before hitting them with the shield to bull rush.
Would that require Two Weapon Fighting feats to do?

Off the top of my head,I believe shield slam requires two weapon fighting. The straight bull rush build would not.


Seems reasonable to me, I don't typically play that kind of character, so I don't think I can give any advice


What I would do for his build is grab combat reflexes and stand still at first level so you can pin the enemies in place, then build toward shield slam, or straight bull rush, so you can push them back on your turn. I'd prefer spells slam, since you could full attack with your main hand before hitting them with the shield to bull rush.


Other than mythic weapon finesse I think your build looks like it could stay the same.

What mythic path are you planning to take? There might be some more comments I can make based on that


Louise Bishop wrote:
Legendary Item x3

I'm already using radiance, so that's a no go. I'm kind of glad, despite how powerful this may be, I'm not big on the flavor of it


GM Rednal wrote:

Does your GM allow the mythic content from Legendary Games? If so, that could open up a lot of options for you - and affects the advice I'd give. (Mythic class abilities, for example.)

A great many of those options are available online right here.

Other than that, though... WotR isn't a particularly difficult Adventure Path. I'd aim less for straight bonuses to powers, and more to choices that improve your flexibility and help you overcome other kinds of problems.

I don't think we'll be allowed third party material, even if we were I'd prefer to stick to paizo material anyway.

Of the directions I'm looking at your advice would seem to lean toward stand still and/or eldritch heritage for some extra versatility.

Is there anything else you'd recommend?


dharkus wrote:
mythic alignment channel to affect all evil creatures not just the subtype, mythic armour prof look good, mythic channel smite - you probably just wanna peruse this page to get some ideas

I'm aware of what mythic feats exist, I'm looking for advice on the direction to take my character, because I have a few ideas and I'm having trouble deciding between them.


I'm playing an oradin in wrath of the righteous, and I need some advice on where to go with my feats.

I'm currently spirit guide Oracle 4/ hospitaler, oath against fiends paladin 3. I'm dex based with regular and mythic weapon finesse for dex to attack and damage, fey foundling, combat reflexes, bodyguard and in harms way. From here I'm going to grab power attack and it's mythic version, but I'm not sure where to go from there. I'm thinking two weapon fighting to hit with my shield also, potentially stand still, or celestial eldritch heritage and it's mythic version. Then fill in spare feats with more survivability from dodge, toughness, and shield focus.

Which direction would you go? Any other ideas are welcome.


One thing to note, in case you missed it, the number of spells you get with the spirit guide Oracle would be based on your wisdom.


Alchemist is a solid choice, that's what I would pick. They have talents to increase the DC of poisons as you allude to.

I would probably take vivesectionist to add some sneak attack onto your stealthy poison attacks as well. Sticky poisons can make poison more practical in combat by sticking around for most of it, depending on your intelligence.


To build this kind of character you have the basic options:

Use a standard finesse weapon, rapier or kukri are your best bet, and not do much damage without spells. You would have an easy time fishing for crits, just keep a decent strength and get an agile weapon when you have the cash.

Use a scimitar and set yourself up to get yourself set up for dervish dance at level 3, which costs two skill points.

Dip three levels of unchained rogue for dex to damage. This would cost a bunch of spell casting progression, but might fit for your character.

Personally I'm not a huge fan of the dervish dance fluff, unless it really fits the character. So, even though it's not ideal is probably go the full magus standard finesse weapon route, even though it's not the best damage wise.


It would take a while to get really interesting, but sohei monk could be fun, you would get a mount who gets your wisdom to it's ac, and eventually be able to flurry with your crossbow


I want my animal companion to be my weapon, my plan is to buff my companion and let it do the fighting. So which ones do you think would be better?


Sadly I don't have the book for totem beast either, I'll have to consider picking it up


andreww wrote:
Evolved Companion is not PFS legal.

Good to know,I must have missed that, thanks. Is there anything to replace it with that will make my companion better?


I'm going to be starting a new PFS character soon, and I was thinking of building a character focused on making my animal companion a real combat machine while my character would be built for casting.

At first I figured it was a given that this character would be a druid, but now I'm thinking a nature Oracle might be viable, I don't have the book for lunar, which would be better. It seems the trade off is a very limited animal choice for far better buffs on the spell list, do you think this trade could be worth it?

I'm currently looking at putting several of my characters feats into evolved companion. If you have any other advice on this kind of character I'd love to hear it.


Kensai gives you weapon focus as a bonus feat, so you get it and can use it.


One thing to keep in mind is that slashing grace doesn't work with spell combat. That doesn't make it a bad idea to take it, you will get dex to damage when not using spells. I'd consider 15ft reach on touch spells a fair trade though.


The lazy and indolent part would work really well for a buffer, though you wouldn't get to flip it on it's head. "I can't be bothered to fight you do it for me, and this spell will make you better."


That makes sense, thanks a lot. I was getting tripped up on the vagueness of it


If I cast a spell with a casting time longer than one standard action, and had somatic components, in armor when does the spell fail?
For example, if I cast a spell that takes a full round and fail due to arcane spell failure, can I take my move action, or am I locked into a failed spell for a full round?


Thanks everyone for the help


I'm hoping to make a PFS cleric of Ra, but if rather not have to buy a single book of an adventure path to do it, are the ancient osirion gods in any other sources?


There is all kinds of information on this in the down time rules in ultimate campaign. specifically in the managers section.

It appears manager salaries range from 2 to 5gp per day. A steward is only listed at 2gp, but I think that is more along the lines of the head servant rather than in charge while you're away. A master smith is listed as 4gp/day, so maybe bump him up to 5 or 6 to entice him to take on more responsibilities.


An archetype to consider would be Lore Warden fighter.
As an archer you won't miss heavy armor as much, or shields at all.
He wouldn't be as strong as archery based archetypes, but he'll be plenty strong enough, and it will give him a couple extra skill points to do some useful stuff out of combat.

Edit: Missed that he's sticking with ranger, hope he likes it!


A cold stone used to keep food fresh in the inn.

A feast table that purifies any food or drink set upon it.


avr wrote:
Since Arcane Trickster would be plain better as a caster with sneak attack if you'd started as a rogue/wizard it'd feel bad to me to use it to advance Eldritch Scoundrel. YMMV.

Is the higher level spell casting the only reason for this?


Claxon wrote:

If you wanted to focus more on being a melee combatant than a caster who sneak attacks.

When I played an Eldritch Scoundrel I used the casting mostly to buff my character and give me versatility. I could also cast a spell (can't remember the name) that effectively gave me full sneak attack progression (with the sneak attack dice I already had).

So, if you want to be a caster who sneak attacks with spells go Arcane Trickster.

If you want to be more of a classic rogue, who now has magic to augment your abilities I think straight eldritch scoundrel works better.

Is the loss of the three rogue talents the real loss for melee efficiency? Admittedly I haven't gotten above level 8, but I can't imagine BAB reduced by three being make or break.


I third the bard, I may be remembering incorrectly, but wasn't the red mage based on the bard class from D&D?


I'm wondering if I've missed any trade offs I should be aware of.
The major points seem that Arcane trickster trades base attack bonus progression and three rogue talents for better will saves and better sneak attack progression.
What are your thoughts?


I'm not sure this is what you're looking for, but obscuring mist works just as well on darkvision, but I got the sense you want something different


A wizard with the conjuration school or teleportation focus school gets a spell like ability to use dimension door as well as the spell itself to move allies around the battle field, and there are lots of non-damaging extremely useful spells.

You could also take the spell with a sorcerer for the charisma based character, but you lose out on the teleportation hijinks a teleportation school wizard can pull.


I'm a big fan of the combination of lingering performance and saving finale. It lets you stop your performance to give your allies a new save, while they still get the benefits of your performance.

I also like to keep my intimidation up it's a great way to lower the saves of enemies to stick your spells, and it makes blistering invective better, I'm not sure what the versatile performance is for fiddle, so you may have that covered.

I'd also pick up a whip, at low levels you'll be able to land trips with it and that will help you debuff enemies with out using spells.


I'd take a bunch of metamagic feats with an arcanist. Using your exploits, metamixing I think, you can prepare and spontaneously add metamagic. That's where you'll really shine compared to a sorcerer or wizard.


Melkiador wrote:
I would say you aren't intended to be able to prepare it with reach. You could try to get overly pedantic with it though. "A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch." So, that doesn't list a duration or mention casting, so someone could argue that the spell is changed in your spell book forever. I don't think that's a probable interpretation though.

I also don't find this probable, especially considering this is essentially an arcane exploit. I'd consider spending the arcane reservoir point as exploiting a magical loophole in the spell, rather than altering the fundamentals of the spell.


SodiumTelluride wrote:
- A character whose highest stat is Con

I saw another post on here that made me want to build a drunken master qinggong monk with con as his highest stat


Melkiador wrote:
Tarantula wrote:
So exactly the same casting process, and then he touches to deliver the effect to someone else.
This reminds me, Arcanists can apply metamagic to a spell as it is being cast. So, you could also use reach spell to apply the spell at a further range than touch. This spell is already pretty high level, but it's a nice option for some of the lower level buffs, if you want to buff your melee while staying out of combat.

That's a really good point, just to clarify, since changing it to touch is on the spot preparing it with reach would not work, correct?


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Melkiador wrote:
My assumption is that you drink it as normal and the magic of share transmutation handles transferring the effects to the target. I doubt you'll find a hard rule for this though.

I doubt it also, but I wanted to to see what others thought, and the rules forum seemed the right place for it. I'm hoping someone knows some obscure passage somewhere.


Drahliana Moonrunner wrote:
Neils Bohr wrote:

Transformation has a material component of a potion of bulls strength, which you drink as part of the casting and it's effects are subsumed by the spell. This is all well and good when you are casting it on yourself as it was designed, but who has to drink the potion when a brownfur transmuter casts this on the fighter?

If the fighter has to drink it does one of you have to ready an action to drink the potion and cast at the same time?

Spell is personal only.

I know

Brown-Fur Transmuter wrote:
Share Transmutation (Su): At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch. Such a spell automatically fails on unwilling creatures. This ability replaces the arcanist exploit gained at 9th level.


Transformation has a material component of a potion of bulls strength, which you drink as part of the casting and it's effects are subsumed by the spell. This is all well and good when you are casting it on yourself as it was designed, but who has to drink the potion when a brownfur transmuter casts this on the fighter?

If the fighter has to drink it does one of you have to ready an action to drink the potion and cast at the same time?


Wind_Paladin wrote:

sorry for the VERY late relpy!

i have decided to try the Spellslinger 1/Eldritch Archer 19 build. though i have few questions about it.

1) which would be better. a Human or a Tiefling? i know humans give you that wonderful extra feats. but Tieflings have good scores and some neat alternate abilities.

2) what feats should i take? i know archery feats area must. do i need amateur gunslinger for quick clear, or would the jury-rig spell be okay? (shame i can't cast mending as a cantrip :( )

3) any good builds out there for this?

4)Pistol or Musket?

5) just double checking, but can i get a new gun when i take Eldritch Archer through range weapon bond if i already have a gun for spellslinger? think about getting a double barrel gun.

1)This is really up to you, Dragonchess player does have a good idea though.

2)I like amateur gunslinger because you can quick clear as many times per day as you like without using limited spell slots, if you really need to you can spend grit to clear it as a move action, but it could block you from using the deed again.

3)Probably, but I can't help on this one.

4)I lean towards pistol because you can reload it as a free action with alchemical cartriges.

5)I guess you can, seems like a plain old wizard can get a gun this way, since there is no restriction on the type of weapon. I probably wouldn't allow this if I were GMing, because getting two free guns seems over the top to me.

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