I am working on an Animal companion, but got a bit confused on some topics. I would appreciate some input.
Q: Can I drop handle animal when I get a more intelligent animal?
I’m thinking eye for talent into int for the first three levels of an Ape, a new Ape at 4th with eye for talent in str and an ability raise to get int to 3. So can I just command it without ever needing handle animal? Or do I still need to put skill points into it?
Q: Can I give my large Ape the exotic weapon proficiency (Flying Blade)?
How does a weapon work for an Animal Companion? Does it gain iterative attacks at bab +6?
It’s an Ape, I think it can hold a chain and throw it around.
Q: How does the damage of a Flying blade scale?
I’m thinking bigger is better. So using a flying blade one size category larger than the Animal Companion (even after Animal growth, so at lvl10 that would be gargantuan). Also adding lead blades as a touch spell. In the end it would be like hurling a sharpened lead anchor around. I’m thinking:
Flying blade: 1d12 -large-> 3d6 –huge->4d6 -gargantuan-> 6d6 –lead blades-> 9d6
Q: Does lunge stack with natural reach and reach weapon? Does it increase the threatened squares with 5’ for AoO too?
Q: How many AoO’s can you get from a single move action?
I wonder what happens if an enemy tries to come closer to a huge creature with a reach weapon. Is it square by square getting one for every threatened square it moves out of? Or only one time?
I think a huge creature with reach weapon looks like this:
X= out of reach, R=threatened by reach weapon (flying blade), N=threatened by natural reach (Ape, bite), C= creature
XRRRNNNCCNNNRRRX
So if an enemy moves from x up to a square adjacent to the creature, is that
A: 5 AoO (3 Reach weapon and 2 Natural weapon)
B: 1 AoO per movement, even though it passes more threatened squares
C: 0 AoO since it started on a square that was not threatened.
I’m designing a few character options for the Skulls & Schakles AP. Which means I want to incorporate some important skills in the design. Mainly Profession (Sailor) and Diplomacy. As a base comparison, I’ve designed a pretty straight forward Cleric of Erastil with Feather and Conversion (inquisition) as domains. Adding boon companion to the animal companion gained at lvl4. Pro’s of this build are high perception, high Sailor, high Diplomacy, summoning tactics and an animal companion as a hammer. The low skill points are a drawback though, especially since I’m counting on the Heart of the Fields alternative race option.
Now I’m trying to see if I can get better results with a Divine Hunter or a Sacred Huntsmaster inquisitor. Dropping the summoning, but going all out on creating a devastating hammer animal companion and being a skill monkey myself. Gaining the conversion inquisition as a domain at 3rd lvl. Why a skill monkey? Because I like to roleplay, and will leave the combat part to those who are build for it: Regular monkeys ;-)
I had some questions about mechanics too. Feel free to critique and suggest alternatives, but this is what I started to work with:
Human Divine hunter, Ape companion, Conversion domain Skills:
Spoiler:
Sailor: 3+wis+1.5/lvl
Diplomacy: wis+lvl
Perception: 3+wis+lvl
Spellcraft: 3+int+lvl (I intend to do some crafting to help the party out)
Knowledge nature: 3+int+lvl
Dividing the rest to get class bonus on: geography, climb, swim, survival,
Stats:
Wisdom-con-dex-int-str-cha
Q: Can I drop handle animal when I get a more intelligent animal?
I’m thinking eye for talent into int for the first three levels of an Ape, a new Ape at 4th with eye for talent in str and an ability raise to get int to 3. So can I just command it without ever needing handle animal? Or do I still need to put skill points into it?
Q: Can I give my large Ape the exotic weapon proficiency (Flying Blade)?
How does a weapon work for an Animal Companion? Does it gain iterative attacks at bab +6? It’s an Ape, I think it can hold a chain and throw it around.
Q: How does the damage of a Flying blade scale?
I’m thinking bigger is better. So using a flying blade one size category larger than the Animal Companion (even after Animal growth, so at lvl10 that would be gargantuan). Also adding lead blades as a touch spell. In the end it would be like hurling a sharpened lead anchor around. I’m thinking:
Flying blade: 1d12 -large-> 3d6 –huge->4d6 -gargantuan-> 6d6 –lead blades-> 9d6
Q: Does lunge stack with natural reach and reach weapon? Does it increase the threatened squares with 5’ for AoO too?
Q: How many AoO’s can you get from a single move action?
I wonder what happens if an enemy tries to come closer to a huge creature with a reach weapon. Is it square by square getting one for every threatened square it moves out of? Or only one time?
Spoiler:
A huge reach weapon creature looks like this:
X= out of reach, R=threatened by reach weapon, N=threatened by natural reach, C= creature
XRRRNNNCCNNNRRRX
So if an enemy moves from x up to a square adjacent to the creature, is that
A: 5 AoO (3 Reach weapon and 2 Natural weapon)
B: 1 AoO per movement, even though it passes more threatened squares
C: 0 AoO since it started on a square that was not threatened.
Q:How would you defend the main character? (Apart from hiding behind the Ape)
Animal companion concept: Str based Ape, flying blade AoO
Spoiler:
Str:
Lvl4: 28(+9) 13 base/+1 bonus/+8 large/+2 eye for talent/+2 Animal focus/+2 belt
12 to hit
Lvl8: 33(+11) 13 base/+2 bonus/+8 large/+2 eye for talent/+4 Animal focus/+4 belt
16 to hit
Lvl10 45(+17) 13 base/+3 bonus/+1 Ability/+8 large/+2 eye for talent/+4 Animal focus/+6 belt/+8 Animal growth
To hit 24/19
Average damage per attack
Lvl4: 37 (6d6+13) (19-49)
Lvl8: 40 (6D6+16) (22-52)
Lvl10: 61 (9d6+25) (34-79)
Pro
- I think the Ape is a pretty decent hammer. Even if he only gets a mw weapon he gets a 21 to hit at lvl 10 (25 on movement AoO) doing average 61 dmg per attack. 1 iterative (16 to hit), and up to 4 AoO. That could go up to 366 dpr (204-711). All delivered at a Huge sized with reach. Biting at closer range.
- It has a very large radius for attacks
- My skill monkey can pull off a lot out of combat and frees those resources up for the other party members. They can focus on the cooler roles of Arm and Anvil.
- The Str stat scales nicely
- The fiendish template adds some survivability
Con
- I don’t see how my skill monkey can contribute in combat.
- The cleric gets higher perception
- The cleric can summon
- The Animal Companion has pretty low HP and saves.
I'm glad to see this thread. I was working on a similar concept. I would go for the crusader 1/, the free weapon focus with your deity weapon is just the best overal choice. What domain are you taking? I was thinking defense to add shield to my spell list. Another option was the conversion inquisition because I usually end up being the face in my group. Adds some out of combat versatility if you can use diplomacy with your wis score and still keep char as a dump stat.
As for the monk, I think martial artist is a solid choice. I wouldn't go Weapon Adept since it's focus lies on monk weapons, and even though you'll be able to flurry with the glaive, it won't become a monk weapon. Personally, I love the hungry ghost, although I know not many agree on this. But from lvl 6 (5th monk) on you get to spend a ki point for an extra attack and get it back when you are the one defeating an opponent. Good for fighting hordes since you'll reach a large area and can hit multiple enemies in that area scoring ki for each kill. And I like the punishing kick.
As for flurry at lower lvls, it is only a -1 penalty to gain an extra attack, since the BAB of the monk is lower but becomes full BAB with flurry. I would still let it depend on the moment. If I can use the glaive at lower lvls, that is the better choice because of weapon damage and 1,5 str. If I'm pinned, I'll flurry.
I think the half races have different archetypes and can't take the ones from a full blooded race. Facial heritage does allow it, as mentioned in the faq. Based this on what blackbloodtrol said here: http://paizo.com/threads/rzs2p9iw?Barbarian-Scarred-Witch-Doctor-Build
Houseruling is always an option.
The lowered casting with two dips is a concern indeed. Same goes for wearing armor, adding to that the need for more str to carry the armor. In case of immune to mind affecting, I was planning to boost or summon instead. Also magic jar is my backup at higher lvls for slumber immune creatures.
The coup de coiffure is a backup. I prefer the melee PC to go for the kill while I stay back or above in the air.
Crossblooded is interesting, but doesn't give a con boost. Also orc bloodline comes from a book we haven't used yet, and because of my low char, it wouldn't add spells, only spell list for wand use.
Now drawbacks:
Limited rages: unless I counter it with a drunken brute, I'm quite limited with rounds.
Limited hair: even with combat encounters that take less than ten rounds, I still only get to use it for one encounter per witch level.
Limited mutagen: ten minutes after one hour intervals to brew a new one
Immune to mind affecting: everytime I cross one of these, I'll have a big problem. At lvl 10 I can start using magic jar with DC 24 (10, +5 spell level, +5 stat, +1 abil incr, +3 belt) or from lvl 11 with the alchemist dip for DC 26 (10, +5 spell level, +5 stat, +1 abil incr, +3 belt, +2 mutagen), and from lvl 13 DC 27 (10, +5 spell level, +5 stat, +1 abil incr, +3 belt, +3 elelental body III) or lvl 14 with alchemist dip for DC 29 (10, +5 spell level, +5 stat, +1 abil incr, +3 belt, +2 mutagen, +3 elelental body III)
Low AC: I pan on staying clear of the fray and taking the hits instead of blocking them.
Thanks for the feedback. I thought about Urban barbarian too, but I couldn't see it fit that well flavor wise, and it wouldn't allow casting. I hadn't considered using wands though, thats a good point.
Rage powers are out because I don't want more than a dip.
Half-orc makes perfect sense, but is not allowed ruleswise. So it would require the DM to houserule an Orc archetype for a half-orc class, or the human feat Racial heritage for the half-orc race.
Now Alchemist... That is a class I didn't take into account. Ten minutes +4 con & +2 ac at a -2 char cost is sweet. Also it would boost de coup de grace DC by 1d6 sneak.
So to really break the game, I could add both dips. That would give +4 alchemiczl and +6 morale bonus while raging, and the mutagen fits nicely with the drunken brute. But I'm already close, or beyond, powergaming as is.
I'm working on a scarred witch doctor design and could use some clarification and pointers.
Abilities:
Maxing Con, dumping char and possibly str and/or wis
Racial heritage: Orc
I have seen people take this and start a Scarred Witch Doctor at first lvl, but I think you choose your class before your feats, so I'll lvl dip first. If I understand correct, this enables me to pick a human +2 Con and still become a Scarred Witch doctor.
Barbarian lvl dip:
I am taking the barbarian for the con boost while raging and add Raging Vitality as a second feat to give a total +6 con while raging. I am thinking of the sea reaver or drunken brute archetypes. That last one would enable me to resort to drinking near the end of combat to preserve my limited raging rounds.
Raging Hexes:
I personally interpret the rules so that a Witch can use hexes while raging, as long as they are (Su). This would allow me to slumber (I call it faint for flavor) with a +3 DC bonus, since I think the temp boost adds to the hex DC. At lvl 3 that means DC 16 (19 while raging). At lvl 8 DC 21(24 while raging)
Prehensile hair:
Since it uses Con, it gives a raging +8 str at character lvl 3 (con stat +5, rage +3).
At lvl 8 this would be 11 (con +5, ability raise +1, belt +2, rage +3)
Since it is her only natural attack, it is treated as a primary with 1&1/2 str.
Coup de Coiffure
Using Prehensile Hair to coup de grace. Looks like you can coup de grace with natural attacks with crit x2:
At lvl 3 with 2d3+ 2x(8+2/8)= min 26 dmg meaning For dc 36 or die
At lvl 8 that would be 2d3+ 2x(11+2/11)= min 34 dmg meaning For dc 44 or die
Massive HP
Can you pick a different favorite class then the one you have at lvl 1?
Scarred Witch doctor fav class:
1d12 + (1d6+1)x(char lvl-1) + con bonus x char lvl +(3xchar lvl while raging)
Lvl 3: 37 hp or rage 46 hp: 1d12 + 3d6+3 +15 (+9 while raging)
Lvl 8: 106 hp or rage 130 hp: 1d12 + 7d6 +7 +64 (+24 while raging)
Can't cast spells while raging, so can't add the +6 to Con. I have seen some people suggest taking urban barbarian for the controlled rage. But I don't see how this could allow for casting while raging.
Patron: water
This gives me elemental body III at char lvl 13 for another +6 size boost to con.
Background: I was thinking of using this character for skulls & shackles. Background would be that she was used as a slave on a ship leaving her mutilated and traumatized. This made her extremely resilient, but also borderline insane. Drinking through the self inflicted pain during battle. Her grotesque and furious self mutilation causing even hardened seamen to faint at the very sight. Strangling passed out sailors with her hair as she moves like a nightmare around the ship.
Great stuff, very nice combo of the crusader and monk. I am thinking of building one for Skulls & Shackles, but the Dervish Dance is from a book we don't use atour table. Did you give any thought to a strength based version?
On the other hand I am even tempted to flurry with a crossbow with Adabar as deity and the rapid reload feat. That would mean stealing ki at 80 ft. Just for rp, because crossbows have such low damage.
Thanks for the replies, that clears up a lot. I always find it a fine line between optimising and abusing rules, so it helps to get some different views. So 375 gp it is, at a rate of 1 per day. 1 every two days when out adventuring and taking another +5 DC to cut time. If I got that right at least: 2 hours net/day, 2000gp/8 hours, or 250/hour, or 3 hours/wand.
I like that twist Phrennzy. Would you say in that case that said wand is worth 70% of the normal half selling price, or even less? Because I would still sell it at the reduced price and make substitute items for good/neutral with the same reduction. But in a path with a tight timetable, that would become a problem. Which is why I was looking at ways to cut costs anyway. Not for the costs per se (I'm not looking for an off balance equipment list), but to cut the time. I want to keep my cohort with me instead of dropping it somewhere as a cheap magic item store. And I like the notion that you can't walk into any city and just find any specific item that fits your character just right. Makes more sense to me to have them custom made by someone in the party. But with little to no off time between sessions, it is quite an effort to get that robe of arcane heritage of the rare bloodline or that sunblade without them being handed on a silver platter in the next village just to keep it simple.
I expect to be redirected somewhere since this is probably clarified somewhere else already, but I couldn't find it.
I just created a Good Oracle Seer/Life cohort to go with my Paladin. She will have some Item creation feats, including Create Wand.
Now did I get this right that a wand of cure light wounds CL 1 costs 750 gp base? Then could I add Item requires a specific alignment: Good, cutting the price by 30% making it cost 525 gp? So since that's base, it costs me 262,5 gp to make a fully charged Wand CLW CL 1, or 5,25 gp per 1d8+1 charge?
Making one of these per party member either good or neutral depending on their alignment would give all of them a nifty happy stick at minimal costs.
As for difficulty I figure 5 DC to create +1 for the spell level, or did I miss the CL of wands? So cutting construction time in half for another 5, that means 2 (3 if the DM allows spreading work hours over different 4 hour blocks) wands per day when resting, or 1 every 2 days out adventuring at an easy 11 CL to make.
"He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you."
I used a straightforward cliché Paladin in the current campaign I'm in. The GM killed him with mosquito's, so I made this.
Story:
The keyword of the story behind this Character is struggle. Of the stern Golden Dragon awakening from the small and playful Gnome and of the taint of the abyss wearing on the Paladin. At first he indulges in his minor fire tricks and easily uses his powers purely for good. But as his power grows, so does the challenge of staying on the righteous path. The Acts of Iomedae are the only thing that can keep the fire from consuming himself and those around him. Directing his struggle against evil to keep it from lashing out against good. But one way or the other, the beast shall be unleashed...
Class lvls:
Sorcerer 1, 16-20 total 6
Paladin, 2-5 total 4
Dragon Disciple 6-15 total 10
Bloodline: Draconic Gold
Stats: 15 PB (In the campaign I was very lucky with high standard rolls, but I'll use point buy for reference)
Str:10 - Dex:12 - Con:14 - Int:12 - Wis:10 - Cha17
Feats:
Still spell, Create wondrous items, Skill focus planes, Leadership, Eldritch heritage Abyssal, Improved Eldritch heritage 9th lvl power, Intensify spell, Spell Perfection Burning hands, Greater Eldritch heritage
Bonus feats at hit dice: Toughness 7, Quicken Spell 10, Blind Fight 13, Skill focus Fly 20
Arcane strike instead of create wondrous if magic items are easily found or leadership if GM does not allow it.
Str evolution: 10 at lvl 1-6, 12 at lvl 7-8, 14 at lvl 9-10, 16 at lvl 11-14, 18 at lvl 15-16, 20 at lvl 17-20
Con evolution: 14 at lvl 1-10, 16 at lvl 11-20
Int evolution: 12 at lvl 1-12, 14 at lvl 15-20
Cha evolution: 17 at lvl 1-3, 18 at lvl 4-11, 20 at lvl 12-19, 22 at lvl 20
Items:
Silver smite bracelets
Robes of arcane heritage
Celestial armor
Belt of str (not counted in the previous numbers)
Headband of cha (not counted in the previous numbers)
Amulet of mighty fists
Role:
In the campaign I'm in, they needed a tank (although I disike the term), a face and an extra damage dealer. I'll be using a melee weapon & magic against most encounters and smite combined with claws against the main evil encounters so the smite and cha make up for the low starting str.
Pro's for me:
Up to 3 smites per day meaning +(3-6) on attacks & up to +8/16 damage & bypass DR
High cha bonus added to saves
Full draconic bloodline powers up to lvl 20
Up to CL 15 despite the Paladin lvls
Still burning hands at lvl 1 from the start, allowing armor and shield
8 Intensified burning hands as lvl 1 spells for up to 10D4+10 at HD 13
7 Still intensified burning hands as lvl 2 spells for up to 10D4+10 at HD 13
All previous mentioned Burning hands as swift actions at HD 15
Produce flame to blast for a few rounds at lower lvls
Lay on hands as a quick fix at lower lvls
2x 3+(3-6) rounds of Claws
Claw/bite natural attacks combined with smite instead of high BAB full round attacks
High HP
Natural armor up to +3 DD & +4 Bloodline
Creating most items myself, a bard cohort to buff and possibly create more
Con's for me:
Max spell lvl 6th
Low BAB
Low str start