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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


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 ?


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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?


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?


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: ?


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?


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?


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?


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


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.


I currently have a Sorc5/Dragon Disciple 4 that attacks with claws/bite (houseruled permanent) whose next 2 feats will be Eldritch heritage and Improved Eldritch Heritage (orc).

The problem is that i'm only taking Touch of Rage because i have to, so i'm not sure i'll ever use it.

Do you think there are other 2-feat options that could match the +6 str offered by improved eldritch heritage?


I've been looking into making a Dragon Disciple that only uses natural weapons (starting from DD lvl 2 and considering that draconic bloodline claws are permanent), but I realised how hard it was after understanding that natural attacks can't benefit from unarmed strike feats.

There's still the feral training feat, but it requires 2 feats per natural attack type, which is too much considering how many different types of natural weapon a DD has : claw + bite + head with mammoth lord helmet, but also wing and tail while in dragon form...

Do you think it's possible to make natural attacks viable as DD? If so, do you have to sacrifice sorcerer caster levels to do so?


Hello,

I have a lvl 7 Dragon Disciple(Paladin 2/Socr3/DD2) specialized in natural attacks that has trouble hitting his attacks.

Right now, my total attack bonus is only 10, which often means that I have to roll good dices to hit, and it won't get better while i level up because i plan on going back to sorcerer once i'm done with DD.

I was wondering if there were means to compensate this, other than permanently casting Bear's Endurance and spells like that...

I thought about continuing as eldritch knight instead of sorcerer after DD, but that would mean losing a lvl in sorcerer so i'm not sure.

Any advice on the matter?


Hello

I currently have a Sorcerer/Dragon Disciple, but i don't understand how the number of use per day for Form of the Dragon works.

If you have DD's dragon form (2/day) and also the sorcerer spell (spell/day), can you transform twice with with DD's power and then another time with sorcerer's spell?


Hello,

I'd like to start a Dragon Disciple build, but I'm lost when it comes to choosing equipement...

I'll be starting as a lvl 5 human (paladin2/sorc3), with 10500gp and the following stats (20points buy) :

STR16(or 18) DEX10 CON18(or16) INT10 WIS8 CHAR14

I want to be a melee dps that can tank decently, without neglecting spellcasting (buffing and stuff) but armors seem to increase arcane spell failure by a lot...

I've thought about a Studded Leather (Darkleaf Cloth) for a +3 AC bonus for 5% ASFC, but I'm lost when it comes to what else to do. Natural attacks or crafted weapon? One handed+shield or two-handed...?

Any advice on the matter?