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Quote: Spells that change your size have no effect on you while you are under the effects of a polymorph spell. Giant form, even if stated as "as per enlarge person", is a supernatural ability and not a spell. Pretty clear it's working as the rule only mention spells specifically. Unless there's a faq it's working. ![]()
Hello, Deletion of character seems to be bugged in my organized play section.
1. Created a new character, it was my 8th (<my paizo number>-8) and deleted it
Seems to me that my characters are still in the database and it's both increasing my numbers count for nothing and the previous names are locked. Is there anyway to clean what I deleted please? ![]()
countchocula wrote: your absolutely right it is usable mechanically but I would rather not use 3 actions to perform it. The other paladin players who play tested also used Lay On Hands only when not in combat due to the action requirements. To be honest depends the situation, face tanking a boss, using 2 actions and spending the third to attack at full bonus seems okay to me. I would not use it as often as my 1st paladin but I'm pretty sure I would if the situation is propice to it.![]()
countchocula wrote: I would like to echo Laik on this one on the playtest (dooms day Dawn prt1) I played it seem like I was being punished for trying to use this class ability in combat and when the competition for Warded Touch is Deity's Domain that grants an extra spell point I regretted taking Warded Touch almost immediately. I think the loss of an action is ok but the inability to use it with a two handed weapon or a shield (unless you are just using a shield) is rough. Using it as two hands weapon user use two actions and not three so it's still useable I would say. - Let go of a hand (free action)
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Colette Brunel wrote:
If we follow the above mentionned Mark's post : http://paizo.com/community/blog/v5748dyo5lkz1&page=7?Multiclassing-and- Archetypes#313 It would just take :
It feels clanky, we should have to spend an action to add a hand on a weapon tbh. For sword&board paladins RIP (I've no idea how it works but feel very sad for some reason). ![]()
I strongly feel like for retribution to be effective, and since it's a core feature of the class we want to, we have to use reach weapons like Malthraz said. Unlike OP quoted it's not adjacent but within reach : Quote: Trigger : A creature within your reach hits an ally or friendly creature. Here's the build I'm working on since yesterday. It's a paladin of Iomedae with a halberd. 1 : Deity's domain : Weapon surge
Design choices :
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There's been a hint about new playable races through a Wayfinder exclusive "Alien Allies" slotless boon (reference : http://paizo.com/paizo/blog/v5748dyo5ljyz?Faction-Overview-Wayfinders). Is there stil any plans about this or did I missed some informations about that?
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Hello guys, I guess I'm necro'ing this topic as nobody in my region as yet to play that tiny ball of feather/fur (at least my captain never heard of it). I've been interested in it since it's kinda challenging to build for a veteran player. So, iirc this build seems to need to be adapted a bit since the nerf of MoMS. To a lesser extent, some monster may not be able to use unarmed strike, but that seems to be cleared somewhat by the post above. All in all, from what I see the build seems to evolve a bit to two versions :
Now here's the thing, should the tiny ball of feather/fur should continue to fonus on unarmed attacks? Here's one thing that's again slowing the build feat's progression : Shashbuckler finesse and Agile
I'm gonna debrief a bit about the details of the 2 variations. First OP Build (need rework) Spoiler:
Halfling
Str: 6 Dex: 20 (boost Dex every 4 levels) Con: 12 Int: 7 Wis: 14 Cha: 14 Classes:
Feats:
Here's what I could come up with, it's incomplete and have quite some holes : Level 1: Swashbuckler (Mouser)/ Weapon Finesse
Below number section include no items other than Agile Amulet. Attack bonus 17 while raging + piranha strike + personnal trial + snake style :
Damage bonus 14 : 9 DEX + 4 PA + 1 Trial
CMB 15 : 7 BAB + 9 DEX + 1 Trial - 2 SIZE
AC 28 while raging + trial (no items at all) : 9 DEX + 2 CHA + 2 WIS + 1 DODGE + 2 SIZE + 1 Trial + 1 Nat. Saves :
Highlights of the hastly made revised version :
Kitsune fox natural attacks build Spoiler:
Starting stats:
Traits: That will save trait I can never remember, Berserker of the society(6) 1 Barbarian(urban rager)1: Weapon finesse
(Credits to Woodoodoo) *Note : there was a slight error in the feat selection, fighter do get combat feats if I'm right so extra power nor fox shape were elligible. Below number section include no items other than Agile Amulet. Attack bonus 19 while raging + mutagen + snake style :
Damage bonus 10 +1d6 (sneak attack) : 10 DEX
CMB 15 : 7 BAB + 10 DEX - 2 SIZE
AC 25 while raging + mutagen (no items at all) : 10 DEX + 2 SIZE + 3 Nat. Saves :
Highlights :
If I've made errors or if you see a clearn substitution that could help the build please do so. Note : after some research about the rework of OP build Mutagenic Mauler can be considered to swap for the free feat slot and giving up the Unarmed Fighter level to get Dex Mutagen (oh god what have I done). It's also possible to give up Dodge to get Improved Unarmed Strike ofc (but if you don't like AoO that could be criticals...). The order of the class is also not extremely optimal but it's swapable (swashbuckler level should come after the songbird ring has been bought). ![]()
Hello there, I usually see a lot of people and guides advice to take elemental fury monk ki power, however, when I see the RAW I don't understand how it can be applied to unarmed attacks. Here's the raw about elemental fury : Quote: Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power. It clearly says that it can only imbues natural attacks and not unarmed attacks. Most threads and guides I've seen do not event talk about that, it's however a big point there as natural attacks are in no mean similar to unarmed attacks for a monks, needing to take feats such as feral combat training to be used with a flurry of blows.Is there a faq I missed about elemental fury being usable on unarmed attacks? ![]()
Malkin the Magician wrote:
You're right about the first point, however I've not encountered so many packs of flying creatures in PFS. Most of the time it's either humans or undead, depends the scenario tho. I find myself needing less and less feats on that character (giving up rime for a rod) and I wonder if I shouldn't just move from storm druid to menhir savant and take the summoning chain feats and also do some blasting (thanks to menhir savant ability) to get nice explosion of rot (maybe empowered since I'll cap out at level 12 anyway). ![]()
Malkin the Magician wrote: You can't rime spell until you have the second level spell slot to cast it with the level increase. So rime i a burned feat until level 3. winter's grasp is ok but it does not seem worth dedicating a trait to it. It's a level 2 entangle you can place anywhere which is ok but not stellar and it will get out classed You should note that : - no saves, no spell resist, only thing that stop it is cold resistance.- force to use 10ft of movement to enter one square, stack with entangle for 3/4 reduction speed of an group of ennemies - 1d6 of cold damage if you stay in the area which is likely to happen for a couple of rounds - debuff save for other cold spells Now indeed I could just take a rod which would give me a feat and a trait, you might be right about that. Malkin the Magician wrote: I would figure out which meta magic rods you want to buy before deciding on feats. I have found that lesser rime is usually enough for me. That's an excellent point I was in fact planning my rods and come to realize that rime rods are kinda cheap. I was planning on getting a reach and an extend rods in fact.![]()
I'm currently building a caster druid.
I find that blasting as a spellcaster druid is only a lesser version of what a sorcerer/wizard can do and building specially for that (spell specialization/empower/maximize) is a bit of a waste as our powers granted from domain, as opposed to bloodlines for exemple, doesn't grant us the edge on that role. I don't mean that druid is a bad blaster, its spell list sure is better blaster oriented than say, a cleric. However I feel like caster druid is extremely polyvalent. We got some decent buffs, we got some blast (some are even move action and great for metamagic) and some of the best ground control spells (stone call, entangle, ...). I've chosen to go for this polyvalent role as I feel it's the best route to go for a non summoner build :
In the guide we got a pur blaster storm druid, however I just feel like going pure blast is a bit of a waste knowing how amazingly polyvalent can be this archetype. ![]()
Yea that unprepared slot trick is nice. The wizard in my home campain is doing that a lot, it's really awesome to get that extra teleport to move faster from cities to cities. Another thing, I just noticed that I have a non assigned feat slot at level 3... I'm taking a human starting with rime spell (+ magic lineage on winter's grasp) and improved initiative. Thing is I don't know what to do with that feat. As a storm druid I'm not summonning anything so I was thinking about metamagic : extend spell (cause we got some nice durations) or reach spell (for more spell versatility). That or switching race to dwarf to get :
As a human, my feats are planned like that : Improved Initiative (+ rime spell)/???/Natural spells/???/Dazing Spell/Quicken Spell Candidates I see for ??? are :
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About armors of course I'm not planning to cheat. As of now I'm using Lamellar Leather armor made out of Darkleaf and I'm planning to use a Jungle armor later (for entangle shenanigans).
For blasting as you said I'll indeed mix elements but blasting is only my second role as I'll focus on controlling. Plenty of the druid control spells ignore SR like stone call and winter's grasp (my main metamagic spell with rime spells) so I should be ok on that regard.
Thanks for the advice regarding the stat array by the way, I didn't felt like dumping too much anyway. Tho I would like to bring the WIS to at least 17 before racial modifiers as I'll be only casting. ![]()
Hello there, I've been wondering about a new character I'm making for PFS.
Here's my options pre-racial (it'll be a human so +2 will go in wis) :
Should I go WIS min max to get 2 1st level spell bonus right off the bat?
I'm not a really heavily dumping my stats usually as ability score damage is a thing and can really ruin your day but I feel like I'm kinda forced to dump on that character to improve the casting ability of the druid (Storm Druid bring me two domains by the way). DEX at 14 (I'm taking reactionnary as trait and improved initiative a bit later) is somewhat average for a caster, it's the first time I'm playing a caster druid and I'm wondering if playing first is as important as a cleric or a wizard : I noticed druid spell list is more focused on blasts and ground control spells.
I feel like getting 16 CON is a waste am I wrong? Feel free to give your own stat array but keep in mind I'll play a full caster. ![]()
I would rather not retrain that character as the setup is PFS.
I may settle with the #2 build as I got nice synergies and buff potential besides being an excellent damager. Supersitious + Community Minded is glorious. May even swap mindlessly cruel for reactionnary to have even more init (along with fated champion archetype) so I'll be sure to buff up my partners at the start of the turn (if RNG god doesn't hammer my dice). This way I would stay on the buffer side first to strike at the right time to turn the fight around. Overall I find #2 more appealing for not dipping and keeping a full spell/rage progression without any retrain. I think the character is decent from 1 to 12. Build #2 (revised): Skald X
Level 9 feat is open. Possible candidate extra rage power for Savage dirty trick, Clear mind, Ghost rager (for touch AC bonus and situationnal weapon property), Guarded life, Linnorm Death Curse (Tor). ![]()
Markov Spiked Chain wrote:
Oh I see ! You went for the rage cycling to be more effective past level 8. Are you actually playing that character? I would see something like that, tell me if I'm wrong : Build #1 (revised) : Bloodrager 1 / Fated Champion X
Now about the familiar, obviously goat and then earth elemental as you said.
My question is now, with hp this low did you managed to keep your familiar alive most of the time? 200GP per death isn't exactly cheap as your GP pool in PFS is limited (12*3 missions). I see your build being really powerfull starting level 10 when you get unexpected strike and being able to rage cycle for a move action. That is a plus. Build is taking a huge bump at level 7 thanks to improved familiar+2nd iterative+dirty tricks, at level 8 (haste), level 9 (+4/+4 on song and fast healing 4). Before 7, you have only one 2handers attack and a gore from goat (not magical weak to DR, unless mighty fist amulet).
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Markov Spiked Chain wrote: I would consider the first build but skipping Amplified Rage so you don't have to deal with the rules ambiguity, and get a Goat and then a Mauler familiar (w/Boon Companion) or Earth Elemental/Mephit (w/Improved Familiar.) The familiar provides another buff target for Raging Song and is actually quite effective. That's a lot of feats right there, Boon companion, Improved Companion without taking a human. Would you replace half orc by human to take power attack + boon companion at first level then? I feel the familiar would be a lot less usefull after level 5-6 if I don't give him more natural attacks. In that level range I feel like a combat trained tiger would be a lot better.Besides dipping, spell progression slowed by 1 plus rage powers slowed by 1 too, for a familiar that would be a lot less reliable after level 5-6 is worrying me. On another note, lesser beast totem open up the path for beast totem giving a nice AC buff at level 6. For pounce sadly it would be a 12 level, so pretty late for PFS. Last thing about improved familiar and archetypes, there's been discussions about it being problematic. Quote:
Improved familiar seems to have conflict with familiar archetypes since a lot are not animals. Markov Spiked Chain wrote: You could easily mix in the second by just by taking Lesser Beast Totem for yourself with an Extra Rage feat, while keeping your shared rage power for something more likely to get used by the party. That's what i tough when I've chosen lesser fiend totem, since extra rage doesn't get shared, I felt like an extra gore attack for two handers in the party would be efficient for a second attack. Markov Spiked Chain wrote:
Absolutely ! Since all my buffs are moral, that would help my buffs to be a lot better at low levels while also be kind of a mini raging vitality that would work on a skald. Markov Spiked Chain wrote: For either build, I'd be looking at Unexpected Strike as your 9th level power. I've taken a look at unexpected rage but since skalds under level 13 are not really rage cycling wise I gave up. I doubt I'll get level 13 in pfs anyway. Finally about lesser spirit totems I kinda agree, and there's a lot of undeads in PFS, especially at low level so I crossed it up on the #2. I also tough of Savage Dirty Tricks for the #2 in place of the bite attack, but sadly the build is crowded with rage powers and 3 natural attacks would make the build a lot less appealing since its core reside in stacking abyssal blood and fiend totem. I'll add up Community Minded in the #2 (first would be tricky because fate's favored is a must with sacred tatoo if half orc). ![]()
Yuri Sarreth wrote: Well as this is for PFS and amplified rage is a teamwork feat that I foresee you having a very hard time getting use out of as the odds of one of the other random players at your table also having the feat, I feel you would be better off with build 2 and ignoring the bloodrager dip. @G-unit, Yuri : ekibus is right. The whole point of the build is to get a bloodline familiar, sacrifying the first bloodline power : http://www.d20pfsrd.com/classes/core-classes/wizard/familiar#TOC-Bloodline- Familiars . Then applying the Valet archetype to it. He automatically get all my TW Feats. When I'll use the raging song I'll use my bloodrager bonus (+4str/+4con) and since my familiar will accept the rage, we will both qualify for the feat to work. So +8/+8 for me and +6/+6 for the familiar.Then Skald Vigor will kick in giving me, supposedly, 6 fast regen. That's the whole point of the build. To resume for those not knowing the build (pretty known since a year or two) :
Tbh I've been tempted to go for the #2 for the following reasons :
Getting a lot of attacks for a mid level character is killer for PFS, by level 3 I'll have 4 natural attack and level 4 I'll have : http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/allegro.html for 5 natural attacks. Here's the routine for Build #2 at level 5, 20str (under allegro for haste, power attack):
I've been thinking adding a combat trained tiger(500GP), giving him rage and a gore attack for 4 more attacks for : gore +11(2d6+7) 2 claws +11 (1d8+7 plus grab), bite +10 (2d6+7 plus grab). At later levels, manufactured two handers may be a close call against 5 naturals attacks but by then I'll get a +2 from witch hunter on each attacks that may make the natural attacks pretty close to 3 attacks from, say, a lucern hammer (by the time the 3/4BAB get its second iterative, plus haste). Debate would be 5 natural attacks (full bab) boosted by diverse buffs (good hope, arcane strike, witch hunter) for every single attacks against 3 attacks of lucern (2*full bab and one albeit -5 penalty). Now I could swap arcane strike for skald's vigor at level 1 but that would mean : no way to go through magical DR before the +1 amulet of mighty fists (that's important in PFS), and a flat +4/+5 damage off of the build until level 7 (and +8/+10 when it gives +2 at level 5). I've been motivated by the fact that so many attacks in PFS is insanely strong.
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Hello there, Recently I've been making a character for a PFS con.
First would be the usual route I've seen on the forums, dipping one level of bloodrager for Amplified rage. Your usual stuff. Build #1 : Bloodrager 1 / Skald X
Build #2 : Skald X
Why am I hesitating? Build #1
Build #2
I'm open to tips to make build #1 less risky or build #2 less squishy of course, but idealy I would like some feedbacks from players that may have played the first or the second build. ![]()
The Morphling wrote:
Companion HD progression not being full (4/5) it's still pretty decent to me. The sour point of that build is that Form of the beast is an awfull version of Wild shape by comparison. I'm trying to overcome that by selecting Humanoid Form magical beats, I think DM wouldn't refuse that way of casting spells, but well most of them don't have that many attacks (bite and strangely not fangs...). I would need to spend two feats along with the deaf curse to be able to cast (still spell and eschew materials) as a better combat fit magical beast. Without spending any feat along with humanoid form magical beasts I would have to wear a manufactured weapon to add an attack : I noticed aranea and jackalwere don't have any fangs attacks, only bite. Still all that is pretty late since Magical Beast is a lot later than druid wild form (+ ability to cast) as it's level 11... ![]()
Thank you very much for your answer. 1. It's a home game but could you link me to that rule? My DM might just be considering PFS rules for his campain setting so I'm interested. I've looked around but didn't found it. 2. Well, I considered the Noble Scion feat indeed. However, some DM have trouble when it comes to accepting Divine Protection + Noble Scion + DEX dump. I've seen some plainly and simply refusing that combinaison (huge CHA makes both divine protection + prophetic armor + noble scion a freakin' war machine).
3. I'll at least be taking a weapon early along with the bite attack from wolf curse until I get enough natural attacks. Also one thing I forgot in the first post is Improved Initiative feat for obvious reasons. ![]()
Hello there, I'm looking for advice for this character. I've got a rough idea of this build, some leads for optimization and what I'm looking for is a good, solid character.
Ok then, first off with the race. I've got three ideas revolving around one idea.
Now the base stats would be in 20 pts : STR 15 DEX 13 CON 14 INT 10 WIS 10 CHA 14.
For the weapon I guess morgenstern as Oracle allow only common weapons, bastard sword if Half elf (ancestral arms). For the feats I would say the core is kinda light, not like reach, switch hitters martial builds.
Now a quick overview of the oracle features I'm considering.
For the animal companion I'm considering three options as I think my DM may object depending of the campain setting : Roc (for grab and fall shenanigans), Elephant (2d6 Gore 22 STR and trample), Tiger (pounce).
That's it, of course all choice are questionnable (I'm no genious), thank you for reading. |