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If a creature contracts a disease through poison (e.g. Radiation -> Radiation sickness) does she:

1. continues on the poison track, keeps all the poison penalties and starts adding penalties from the disease track
2. stops the poison track, keeps all the poison penalties and starts adding penalties from the disease track
3. stops the poison track, loses all the poison penalties and starts getting penalties from the disease track


MrCharisma wrote:
Just gonna put it out there, we had an Archaeologist in our Iron Gods game for a little bit and he was pretty easily out-damaging my Bloodrager (at level ~6 i think).

I'm suprised to hear that. The main concern I have about my build is the lack of damage, which would only be 1d6+dex+piranha strike.


Minigiant wrote:
Do you really want to use a Scimitar? I always thought some sort of AoO focused build will be good for them, to get even more benefit from their performance

The free Dervish Dance feat is what got me interested in the archetype so I need to used a scimitar


Minigiant wrote:

I don't see what real benefit you get out of Scaled Fist when armour will suffice.

A pure Dervish of Dawn Bard is probably stronger.

You're probably right, I tend to dip 1 lvl of monk in every widsom/charisma build I make without thinking. I'm open to suggestions for a pure dervish of dawn (armored) build.

Ryze Kuja wrote:
Since you're going Scaled Fist1, you could consider the Crane Style feats. You'll be wanting to fight with an empty hand so you can cast anyway, so this is a big boost to defense for small investment.

I considered it, but i'm not a fan of the fact that you can't get the AC bonus unless you've attacked someone this round.

Also, what school would you recommend for this kind of build? From what I've seen the bard's strongest schools are enchantement and conjuration, but I dont know what to focus on...


I'm looking into building a dervish of dawn that is both good at casting and melee. I know it's not optimal, but I really like gish builds. Here's the idea:

- DEX/CHA as high as possible
- +DEX/+CHA Race (Dual talented human or Ifrit for example)
- Scaled Fist 1/Dervish of Dawn X to profit from the high CHA
- Piranha Strike, Spell Focus(?), Greater Spell Focus(?), [...], Improved Critical.
- Might be played in a lvl 3 to ~15ish campaign

What I would like to know is: How flawed is that build? Do you have any suggestions regarding feats/traits or anything else to make it better ?


Wonderstell wrote:
A mounted Mobile Bulwark Style build that grants Total Cover to allies while shuffling them to safety with Friendly Switch. Since you're sharing your mount's space you'd protect yourself, your mount, and any allies adjacent to your mount with Mobile Fortress. The atypical gameplay would be how to best position yourself while flipping allies all over the battlefield.

I didn't know about the Friendly Switch feat, that's exactly the kind of stuff i'm looking for. I feel like these kind of feats have the potential for some really fun shenanigans, just like the ki-throw/ascetic style/reach weapon stuff i was talking about.


VoodistMonk wrote:

Does the Vexing Mouser count as atypical?

Grippli, so you're Small, with a CLIMB SPEED.

1. Mouser Swashbuckler
2-9. Vexing Dodger UnRogue
10-15. Mouser Swashbuckler
15-X. Who cares, more UnRogue?

You just climb are over people, stabbing their vital organs in alphabetical order. Once you are climbing on them, they take penalties for trying to attack you, AND penalties for attacking anyone other than you. You have Limb Climber, Underfoot Assault, Debilitating Injury, Hamstring, and Distracting Climber... plus, SO MANY Dirty Tricks... all the Dirty Tricks. And some Sneak Attack, I guess.

I really like the idea but I have some questions:

-The build mixes rogue and swashbuckler, so what stat are you supposed to prioritize? DEX/INT or DEX/CHA?
-How do you cope with DEX being your only source of AC? Light armors don't really help so i feel like the build needs a dip in an AC scaling class like monk
-What feats are necessary/in what order? Do you have room for dirty trick feats?


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My party and I finished a long-term campain last week where i was playing a Battle dancer focusing on Ki-throw/Ascetic style, with a double chained kama that allowed me to trip opponents from a distance and replace them somewhere else (preferably in front of the heavy hitters for juicy AOOs). At higher level, i invested in dirty tricks to deal with ennemies that were too hard to trip or just immune.

I really liked how versatile and atypical the gameplay was in combat, and i was wondering if other uncommon builds like that were possible.

Do you guys know any innovative builds that have fun/atypical gameplay?


Someone in our upcoming evil campaign wants to make a debuffer bad touch ecclesitheurge of Urgathoa, so I initially suggested a UMonk 1/Ecclesitheurge X spring attack build to be able to survive in battle, but i didn't know spring attack doesn't include touch spells.

A strix with the Fly-by feat is a good alternative but i'd be insterested in other suggestions.

How would you build a bad touch ecclesitheurge that can actually survive in battle?


Is a 1 level scaled fist dip out of the question? You seem to focus on CHA.


The campaign will actually start from level 3, so i think i'll go DEX. Regarding kensai, i realized it removes too many interesting stuff from the magus just for INT to AC (that was the only thing i cared about), so i'll just be a bladebound.

Magi don't get mage armor, but i can cast it with a wand with no UMD check thanks to the arcane training half-elf alternate trait.

Here's the stats i'm going for (20pts, +2DEX):

STR: 10, DEX: 19, CON: 14, INT: 14, WIS: 10, CHA: 7.

I originally wanted to put more INT, but not having INT to AC made me lose interest in INT. I'm also dumping CHA because i'll take the student of philosophy trait.

Regarding feats, i don't know what to take outside of weapon finesse, dervish dance & intensifies spell so if you have any advice i'm all ear!


The character isn't crazy, it's just that the sword only talks to him so the others will think i hear/obey inexistant voices.


Melkiador wrote:
If that doesn’t help, you might want to consider your party’s diversity. Do you already have a strength or dexterity based party member?

You're right, i'm not sure about what i want, the only thing i know is the flavor of the PC: I want other PCs to think my PC is mad/dumb because he obeys voices only he can hear (the sword). I think this is what our party is going for:

- A reach human hunter that plays around teamwork feats with his companion
- A natural attack dwarf alchemist that might be able to heal us a bit
- A gobelin (no class/build yet)

avr wrote:

Concentration is a problem which can be more or less solved by items. If your evil party is likely to get rich quick then don't worry about it. Personally I'd hate to spend a feat on combat casting ever.

Kensai is a slow starting archetype. Low AC at first, not enough spells for a long time. If you're starting at level 1 I'd avoid it.

We're starting a lvl 2, but i fell like the AC/spells problems can be solved with an 18 DEX start and some pearls of power.


I'd like to make a bladebound magus for our upcoming homebrewed evil campaign, but i'm not sure which way to go with it.

From what i understand, it's best to go either STR bladebound or DEX bladebound kensai. The problem is that i feel like the STR magus is too frail/buff dependant and the DEX is too penalized by obligatory feats (so no combat casting & whatnot for a long time)

I've never played a magus, do any of you have experience with the bladebound or kensai magus?


My PC usually carries the gnome of our party on his shoulder/back for RP/Lore purposes, but i was wondering if we could do the same during a fight?

Say the gnome becomes tiny with reduce person and stays on my shoulder during fights...Are there any rules for that? Could i provide her with some protection or does it change nothing?


JiaYou wrote:

Ecclesithurge changes your weapon proficiencies (and it doesn't say you keep proficiency with your deity's weapons) and scythes aren't Monk weapons so you'd have to blow a feat on proficiency, no? So then you can't ever use Crusader's Flurry with it...

Getting the bonded item is great but if you want an even bigger AC bonus you could go with the Sacred Attendant Cleric and get I think an extra +3 dodge bonus for level 9. Ecclesithurge is arguably best if you're going to brew potions or scribe scrolls of spells you ordinarily wouldn't get on your class list.

The heirloom weapon trait gives you proficiency with one weapon so it's ok. Also, yes, i plan on casting a lot of spells from my primary domain (preferably the deception domain for mirror image).

Going back to spells, what would be some good ones for such a build?


Artofregicide wrote:
My big question is: what are you getting out of Umonk that is worth losing a level of spellcasting? Don't get me wrong, it's a cool idea, but I'm just trying to understand what you're building too.

It's mostly about the armorless WIS scaling AC + Dodge. I really want to stick to the melee ecclesitheurge.

Artofregicide wrote:
Also: why the focus on vital strike? What weapon are you planning on using?

I'll be using a scythe, i know it's not a good weapon but it's for flavor, and we have a fey bloodline sorcerer in our group that'll focus on enchantment, who will probably give me a lot of occasions to coup de grace with hold person/monster. Also, way of hunger is a thing :)

I chose vital strike because i don't really know what to take to increase my damage


I'm building a level 10 Deception domain melee cleric whose goal is to be decent both in casting & melee, and spam mirror image with the deception domain.

What spell would you prioritize for this sort of build?

I have some feat slots available so i was wondering if taking Spell focus and Greater Spell Focus (Enchantement) to concentrate on hold person/confusion was a good idea.

Build:

lvl 10 Dual talent Human (Umonk 1/Ecclesitheurge 9)

STATS
STR: 18+2, DEX: 14, CON: 12, INT: 10, WIS: 18+2, CHA: 8.

FEATS
1: Weapon Focus, Dodge (Monk)
3: Power Attack
5: ?
7: ?
9: Vital Strike
11: Improved Critical
13: ?
15: Improved Vital Strike
17: ?
19: ?


Wonderstell wrote:


Urban Blood Conduit Bloodrager 1

Is it allowed to combine both archetypes?


I've looked into battle dancer, it looks fun but the lack of AC and will save seems to be quite a problem (CHA based instead of WIS).


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Sounds nice, where does the rolling flurry ability come from? I can't find it anywhere


Wonderstell wrote:

Oh, so you're starting at level 8?

We are starting from level 1 but i was sure i wanted pummeling charge so i tried to build until that level.

Following your suggestion, i would replace combat reflexes with improved dirty tricks


You're right, but using a weapon wouldn't allow me to use pummeling style/charge and ki throw.


I'd like to build a brawler that plays around flurry of maneuvers & pummeling charge, but i've read a lot of negative things about it : Having low AC, maneuvers getting difficult the more you level up, having to specialize in one type of maneuver...

Here's what the build could look like:

Human Brawler
STR:16 DEX:14 CON:14 INT:10 WIS:14 CHA:10

Using unarmed strikes, light armor & shield.

Feats (Human= H Brawler = B):
H1 : Dirty Fighting or Combat Expertise
H1 : Improved Trip
B2 : Improved Disarm
H3 : Power Attack
B3 : Maneuver Training (Trip)
H5 : Combat Reflexes or something else
B5 : Ki Throw (or something else if flexing it is better)
H7 : Pummeling Style
B8 : Pummeling Charge

Depending on the situation, i'd flex Greater Trip or Greater Disarm when i need to do a combat maneuver.

The build could potentially reach lvl 15 and would be used in a heavily melee-focused party.

I'd like to be versatile regarding maneuvers (e.g. trip AND disarm) but i don't know if that's viable. What do you think about it?


Is that what you're looking for?

A lot of people do these kinds of lists, you just have to read a bunch of them and pick what you'd like for YOUR type of wizard.


Meirril wrote:


Though..if you plan on wearing armor you might want to go 4 levels of paladin. Since you need to deal with the arcane spell failure somehow you probably shouldn't depend on spells.

I think wearing a robe of arcane heritage is better than wearing armor as a DD


How about Kingmaker? It fulfills all your points except the 4th (the GM needs to read quite a bit beforehand)


Anecdote from my last homebrewed campaign where something similar happened :

We found a Deck of many things that the GM had modified to add non existing cards. We never never pulled anything too bad but in one of the last sessions our very naive and simple minded swashbuckler pulled the "You permanently break the 4th wall" homemade card.

His change of personality was so brutal we considered his character dead inside, so it was a pretty bad idea.


avr wrote:
Style feats can be pretty good. Boar style, dragon style, octopus style - and the successor feats to whichever of those you might take - are worth the feats IMO.

Aren't they feat-expensive? Dragon Ferocity requires 4 feats for non-monks to have the STR bonus on all attacks.

It's doable on a lvl 1->20 campaign though


In Kingmaker you are asked to "Pacify" an open-world area, but you can actually help/befriend most of its inhabitants, even those you'd normally consider enemies.


I suggest increasing the number of ennemies instead of buffing them. If they play smart or use SoS spells the lack of ennemies will be a problem (especially with that summoner).

In the kingmaker campaign i'm playing we have 5 PC instead of 4, so the GM increases the number of ennemies and it works nicely : they're not stronger so we're not frustrated because we actually hit our attacks/spells, but we still have to play smart or else they take us down quickly.


You'll have WIS to attack and AC, but not to damage. What do you plan to do about your low STR?

Past a certain level you'll be forced to always use deadly aim to do decent damage


Ok thanks

Do you think it's possible to force the activation of sudden shift by having an ally miss me on purpose?


What i'm interested in is getting behind enemy lines / joining an ally / flanking with an ally that's next to me...etc.

If i can get behind an enemy with one teleport instead of two it makes the ability much better


Sudden shift lets you teleport up to 10ft to a space you can see, so RAW you can't teleport behind an enemy, but i'm wondering if that's always the case.

Let's say i'm against a regular, M sized humanoid in position A while i'm in B:

.
O O O
O A O
O B O

Am i not able to see the floor behind him? Is it impossible for me to see any of the 3 squares behind him?


So i've been looking into it but there's something that bothers me.

The free stunning fist feat has a lot of potential and i wanted to use it in my build because my WIS is high, but the fact that i don't level in monk reduces the uses/day to a ridiculous amount like 1 or 2.

Is there anything else useful for my build that i can use it for? Like a feat that has is as a prerequisite?


If i go monk 1 / cleric x am i forced to go unchained monk, as in core monk's flurry of blows only scale with monk levels?


Well i like both. I'd like to focus more on casting but i'm afraid that will force me to abandon the scythe.


No i focused on wis and con only.

I forgot to mention something important : To celebrate the end of the first kingmaker book, our DM allowed all of us to change or redo completely our builds.


I have a lvl 4 scythe wielding sacred fist in a Kingmaker campaign. My goal was to put everything in WIS/CON and take the guided hand (mythic) feat chain and crusader flurry feats, but me and my DM realized i can't take the mythic feat.

In the early level i focused on being a control caster (with murderous command etc...) thanks to my high WIS, while still not being trash in close combat thanks to my moderate CON.

The problem is that my scythe damage is starting to fall off and i have no idea how to keep the scythe flavor without having an unviable MAD build, or a build that can't controll anything due to low casting ability score...

Any ideas?


Correct me if i'm wrong, but i think you can do it with this combination of feats :

martial focus + weapon style mastery + ascetic style + pummeling style + pummeling charge

but it requires a lot of feats, i don't know if it's viable...


I abandoned the idea of becoming holy vindicator so i'd just like to concentrate on the scythe flurrying aspect, with spell casting if possible.

I found this post that represents pretty well what i'd like to do. The problem is that it seems pretty flawed (for example it ignores the fact flurry of blow will stay lvl 1).

Making a scythe flurrying trickery domain cleric sounds awesome but cleric and monk seem to not synergize too well : armor proficiency, spell casting, flurry of blows...If you dip one level of cleric then that level becomes useless and just taken for the sake of prerequisites, but if you do the opposite, flurry of blows will be useless and so will crusader's flurry.

Any solutions?


But if i don't level up in monk the flurry of blows won't level up, won't it?


Hello

I was reading the Holy vindicator prestige class that benefits a lot from x3/x4 weapons at 10th lvl, and it made me want to make a scythe flurrying holy vindicator. Unfortunately i couldn't come up with anything viable because of the crusader's flurry feat prerequisites, but i really like the idea. The sacred fist wapriest archetype is a possibility but i don't think it works.

Do you think it's possible to make a scythe flurrying holy vindicator build? And if not, if a scythe flurrying build is viable at all?


Do you think spell casting classes are enjoyable in a Kingmaker campain?

I wanted to play something like a medium or a draconic Shaman, but after realizing that i woud only cast one 1st lvl spell/day as a full spell casting class, it really put me off...Correct me if i'm wrong but it feels like you are basically an archer in the first levels, and the levels are really long in kingmaker...


Hello

My group and I finished our 2nd homemade pathfinder adventure and we are considering starting a kingmaker adventure this time.

I've had this gimmick through our adventures that my character is always the same person that for some plot reason dies and reincarnates into the new adventure's world with a new class. The new class is linked to what he used to be and why he died.

TLDR : In our 2nd adventure the end of the scenario made my dragon disciple become the new god of the world when we killed the one that was ruling, but i plan on coming up with some lore so that my character also gets killed by adventurers after having reigned for a few thousand years.

Long version:
1st adventure : I was your common tank/healer Pelor preaching priest, but in the final fight i let the druid of our group died. That druid was the guardian spirit of the forest so i went in the forest to look for forgiveness but i ended getting killed by the spirits that didn't forgive me. Pelor took pity on me and shared his power with me before sending me to another world (we represented Pelor as a gold dragon in our scenario)

2nd adventure : I was reincarnated as a sorcerer/dragon disciple and joined a group of adventurers. The group ended up having to kill the currently ruling god and replace him by one of us (me). I plan on coming up with some lore so that my character also gets killed by adventurers after having reigned for a few thousand years. That way he'll get reincarnated in the kingmaker scenario.

Do you have any idea of what class or build would fit him best when he gets reincarnated in the kingmaker world?


I'm not sure i understand the point of being able to cast permanency/prismatic sphere on an object, if the spell is immobile, then is it just a tool for GM to guard dungeons or can i actually use it on one of my items and make it move with me?


Hello

My team just reached lvl 19 and thanks to a time stop plot twist we have a more or less infinite budget to buy equipement (depends on GM) so i'm wondering what i could buy because it opened so much choice.

My character is a Sorcerer 9/Dragon Disciple 10 that focuses on natural attacks, form of the dragon and self-boosting spam.

Here's what i already have/plan on buying :

Amulet of Mighty Fists
Book, Manual of Bodily Health
Book, Manual of Gainful Exercise
Belt of Physical Perfection
Belt of Mighty Constitution
Belt of Giant Strength
Ring of Protection
Amulet of Natural Armor
Cloak of Resistance


Oh yeah I missed that thanks

I think I'll still take it, the fear aura could be better than FOTD in some situations.


Hello

I am currently playing a lvl 16 dragon disciple that focuses on Form of the Dragon.

The other sorcerer in my party just showed me the Frightful Aspect spell and I was wondering if its bonuses stack with the ones from Form of the Dragon, because if it does I plan on taking it on my next lvl up.

The only thing i'm sure is that the size enlargement from FOTD 3 overrides the one from frightful aspect.

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