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What feats you think to take on later levels?


Gray Warden wrote:
Wonderstell wrote:
Gray Warden wrote:
What do you think? How would you continue the build?

It's a good cantrip combo you've found, but Jistkan Artificer would not work for the build you've proposed as it's incompatible with AoMF.

Jistkan Artificer: Golem Arm wrote:
The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists.
Also, it seems like none of your debuffs works against undead enemies so I'd keep that in mind.

Re-read the attack routine.

Round 1:
- Golem Arm, Spell Combat + Spellstrike: fist nonlethal damage + Blissful Arcane Mark
- Free action Intimidate (Enforcer)
- Normal Arm: fist nonlethal/lethal damage, Sickened (Cruel AoMF)
- Swift action: Evil Eye

Quote:
On early levels yes, +1 or 2 is important, but on middle and higher levels that bonus not so important, and plays more greater roll Strength score for feats, then number of bonus from strength
Nope. If anything it's a mere +1 to AC becoming less and less and less and less important level after level. +1 to hit is always relevant instead.

Well for my opinion +1 to hit and damage becoming less and less and less important too. On higher levels you can gain more then +1 to damage with feats

Also, in long campaigns I prefer be more balanced: not crazy one/two stats with low others


Gray Warden wrote:
Pro100Andr wrote:
Gray Warden wrote:

I don't really have time to do a CR-based calculation with average ACs to show you the maths, but by experience I can tell you that, at least in this case, +1 to hit is without doubt better than +1 to AC, both in terms of damage and survivability.

On early levels yes, +1 or 2 is important, but on middle and higher levels that bonus not so important, and plays more greater roll Strength score for feats, then number of bonus from strength


Gray Warden wrote:
Quote:
What's better: increasing the chances of having your target attack with a -6 to hit (i.e. everyone in the party gets +6 AC), or you alone having +1 AC?

Yes, better chance to debuff is better, but if you dont hit, enemy have better chance to hit you and +1 AC can help


how you get Dragon Ferocity? You havent Stuning fist. Also i think take Power attack instead on early levels is good idea


Well,I would take race bonus to dexterity, then strengh. +1 to AC instead +1 to damage and attack is beter for my opinion, if you havent tank in team


JiaYou wrote:

Living Grimoire Inquisitor would play off the INT focus, or you could go with Slayer or another full BAB class and then you don't even have to go with Trappings of the Warrior.

You could go with a Titan Fighter using an oversized Greatsword, using the enlarge function of the Occultist and Vital Striking for 8d6 damage...

Living Grimoire strange choce. He have another spell list and Holy book ability is similiar with Legacy weapon and i think they dont stack


Alchemist mutagen will stack with psysical enchaning?


if making him a gesalt, what class should be second?


What intresting enchantments i can have on armor and weapons?(not from legacy weapon and aegis)


I sat about this because i also though about taking 2 levels of student of war


Or extra atacks with combat reflex


Wonderstell wrote:
Pro100Andr wrote:
Intelligent is main stat for Occultist. Taking arfull dodge for Dex feats is good idea?

You have four feats available at level 8, and Artful Dodge would cut that down to three. What feat did you have in mind that requires a high dexterity score?

====

i thought some reduse Dex for more Str and Int. For example TWF line need high Dex


I have some troubles with understanding how work bonuses from resonant powers. For example Psysical Enchantment. On 12 levels for example maximum enchantment is +6 or I havent limit and gain +6 for every 3 mental focus points?


Intelligent is main stat for Occultist. Taking arfull dodge for Dex feats is good idea?


Wonderstell wrote:

It would help to know what race and level this NPC is, and what fighting style you're after.

Dodge, Weapon Focus and even Toughness are outdated feat choices, so I don't recommend them.

Well i think about human for the feat, but i also want to take Half elf for Eld Class bonus

Starting level is 8th

About ploay style: he use longsword in 2 hands(or in 1 if use shield)

And for full Occultist i want take Panoply Savant archetype

I dont make him heavy: he mostly wear light armor for mobility


What feats you can recomend? His playstyle is be in light armor and use longsword. Dodge, Power Attack< Toughness and weapon focus are necessary feats i think


Wonderstell wrote:
Pro100Andr wrote:
what is the big 6?

Magic Weapon, Magic Armor, Ring of Protection, Cloak of Resistance, Amulet of Natural Armor, Stat booster (headband and belt).

Personally I don't think the Amulet of Natural Armor is as important as the other ones, and casters usually have other priorities than weapon and armor.

Pro100Andr wrote:
Also i think metamagic not so good for occultist

As a martially inclined Occultist multiclass, your only spellcasting concern should be to make your buffs last. Buying a couple of Lesser Extend Metamagic Rods for 3,000 GP each is well worth it to double your buff duration.

Price of items not important. In the world magic is everywhere, but not everyone can use it, so he can find it or receive by who cant use it


I know that items that boosts abilities scores are usefull, but what other items with other enchantments is good?


Wonderstell wrote:
Pro100Andr wrote:
What are you think about magic items?

The usual big 6, and some lesser Extend metamagic rods to make the buffs last. Anything more depends on what level you are and what feats you're taking.

what is the big 6?

Also i think metamagic not so good for occultist


Wonderstell wrote:
Pro100Andr wrote:
Full occultist(with haunt collector or panoply savant) have strong buffs from implements, many magic abilities and can have full BAB with Warrior panoply. Full BAB dont give full bonus only for attacks that you already have( dont gain extra attacks).

You do get additional iterative attacks from Trappings of the Warrior.

** spoiler omitted **

Pro100Andr wrote:
Also implements with mental focus is main resource of Occultist powers and without it( for example in antimagic field) he become very weak.

Everyone is weak in an antimagic field. Even a slayer with only extraordinary abilities would lose the effect of all their magic items, which means no ability score boosters, magic weapons, AC bonuses, or saving throw increases.

Full Occultist seems to be the better choice.

Ow thanks, don't know why I thought that he dont gain extra attacks

Yes, full Occultist looks more intresting and strong, but I want some more martial for situations, when he dont have time for buffing
What are you think about magic items?


Hello everyone, i need some help with NPC. But this character not for campaign, its for some kind story that I am balancing with Pathfinder rules, but some changes and homerules are avaible

In the concept this character is like occult slayer,which also destroy coorrupt by haunts, ghosts or magical creature items. In the world a lot of magic in which uncontrolled portals open, from which many magic creatures come out

For abilities i think start with 16 Strengh, 16 Intellegent and 14 Dexterity(dexterity or Srtengh can be buffes with transmutation implement)

But i dont know about class prograssion. I have 3 variants: Full occultist, Occultist/Slayer, Occultist/Esoteric Knight.

Full occultist(with haunt collector or panoply savant) have strong buffs from implements, many magic abilities and can have full BAB with Warrior panoply. Full BAB dont give full bonus only for attacks that you already have( dont gain extra attacks). Also implements with mental focus is main resource of Occultist powers and without it( for example in antimagic field) he become very weak.

Occultist/Slayer have not so much magic powers, but gain Full BAB, talents and some sneak attack damage. Yes, he dont gain so much buffs and they not strong, but you become more mobile, because you dont need to spend much actions for buffs(or dont use buffs sometimes, because most of slayer talents/abilities dont need actions)

Occultist/Esoteric Knight gain Full BAD, Esotericas and fighter quality for feats instead occultist magical powers and slower spell progression. Some spell amd mental focus loosing for another magical and combat abilities is good trade i think.

How you think, what build can be magical and matrial at the same time?
And what magical items can be usefull?(any items with any price)


Covert Operator wrote:
Pro100Andr wrote:
Strengh have more profit then Dexterity, but with low Dex and with light armor i will have low AC

You could easily do heavy armour and low dex, then take the Artful Dodge feat if you need to meet a dex prerequisite. Here's my doc on the subject. A lot of the links are broken, just replace archivesofnethys.com with aonprd.com

You can use the Student of War prestige class to get INT to AC (replacing DEX), at 7th level.

thats cool idea, thanks. With that i can focus on Str and Int, and some constitution. For adding Int to Ac ineeds 2 levels of Student of war,and that can some hurt Investigator talents


And boss will have some situasional buffs, if its will needed


They have some vampiric weapons and wards of healing


avr wrote:
What do I mean? Your NPC will last a handful of rounds, 6-7 at most in the final fight. Probably less, maybe just 2 or 3 if things go wrong for him. He won't have time to mess around with his third-best powers in that space of time. His best and second best will be psychic spells and punching. Using occultist implements will be a distant third.

I will try make that fight longer. Players have some not bad magical items, but they wil fight in his place


avr wrote:
The question is what occult stuff like occultist implements actually adds, especially if the NPC doesn't have time to use them.

What are you mean?


Ryan Freire wrote:

what about Psychic/esoteric or iron ring striker magus ?

Two unarmed focused arcane archetypes...int based casting, armor use, which psychic casting isnt affected by.

hell esoteric even counts the arcane pool as a ki pool so you can waste feats on the serpentfire chakra line if you're so inclined and want to trot out something weird vs your players

Esoteric and Iron Ring Arcane casters, i want occult magic. Psychic/artificer can be good, but Artificer have medium BBA


avr wrote:

Those spells stack with monk AC, yes.

All the monk bonus feats (5 by this point) for a couple of occultist implements and some mental focus is likely a fair trade, but what are you going to do with them? A full spellcaster has all the buffs they need already.

One mistake in my suggestions above - a 17th level psychic is like a sorcerer not like a wizard, so they only have 8th level spells. No foresight or quickened burst of force and no need to explain why he doesn't have akashic form.

I want make him occult unarmed fighter, with core part Psychic for buffs, spell and mind control(rp moments). Most his powers going from the occult magic and powers(including some unarmed stuff)


Is a Monk AC stack with shield and mage armor?


avr wrote:
Qinggong monks don't cast arcane spells. They get spell-like abilities powered by their inner strength (ki). Unchained monks can use their ki powers to get qinggong abilities without needing to take an archetype. The trick would be finding useful abilities for this character. Blood crow strike might be useful maybe.

Thats intesting. I want use only qinggong monk powers, not other ki powers for some balance. Also i think chanhge bonus monk feats for occultist focus power(theating his level is occultist too)


avr wrote:

Yeah, definitely only one quickened spell per round. The 'as necessary' spells are ones he might decide to cast each round depending on the situation, but he only gets to pick one each round.

Edit: The unMonk abilities at punching added to the buff spells of the psychic are the definition of synergy - +19 attack and +17 damage from glimpse of the akashic and heroism, then lots of attacks from unMonk = lots and lots of damage. His saves are amazing. AC not so much, but shadowform and greater invisibility and frightful aspect help on defence without increasing AC.

If you want a monk with more psychic flavour then you're looking at less synergy, but there's archetypes of the standard monk which are more mystical.

I thinked about Qinqong monk, but he cast only arcane spells


avr wrote:

At 17th level with full BAB added (via unMonk gestalt) a psychic could be pretty awesome at punching. Their spell list doesn't contain everything but even a end boss won't have enough actions to show off everything. Hard to see why he wouldn't be unkillable though - akashic form should be part of his daily workout. Well, maybe he doesn't have enough discipline to spend an hour a day on that.

Long term buffs (he should have these active, always): moment of prescience, glimpse of the akashic, mind blank, contingency (maybe with greater invisibility), heroism.

Short term buffs (he might have these active if he knows trouble is coming): foresight (possibly even long term with a greater metamagic rod of extend spell), spell turning, unwilling shield on a hostage or minion, freedom of movement, mindshock, true seeing.

Start of combat (if he gets even one round): frightful aspect, quickened shadowform

During combat as necessary: quickened burst of force, quickened force hook charge, glimpse of truth (if he didn't have time to cast true seeing earlier), quickened vampiric touch, quickened freedom of movement (if he didn't have time to get it up without quicken spell earlier).

Fully buffed he could be a TPK. It's actually disturbing to think about.

I think character can cast only 1 quickened spell per round. UnMonk realy good at puching, but I want occult monk, that have synergy with psychic


Ryze Kuja wrote:
Pro100Andr wrote:
Ryze Kuja wrote:

If you want Unarmed abilities and want to stick with the whole Psychic thing, you can go Psychic Warrior from Psionics. Psychic Warrior is Str/Wis-based, but there's a feat that you can get called Intuitive Fighting that switches your + to Attack to come from your Wis score instead of your Str score. There's an Archetype in Psychic Warrior called Martial Kineticist, which operates very similar to a Monk.

Idea is good, but i dont know how psyonics works, and in that plans psyonic dont works
I can help you learn how they work :P

Its will nice, but not here I think :D


Ryze Kuja wrote:

If you want Unarmed abilities and want to stick with the whole Psychic thing, you can go Psychic Warrior from Psionics. Psychic Warrior is Str/Wis-based, but there's a feat that you can get called Intuitive Fighting that switches your + to Attack to come from your Wis score instead of your Str score. There's an Archetype in Psychic Warrior called Martial Kineticist, which operates very similar to a Monk.

Idea is good, but i dont know how psyonics works, and in that plans psyonic dont works


VoodistMonk wrote:

The best occult class to gestalt with an UnMonk is probably going to be a Spiritualist, just to keep everything based on Wisdom.

An UnMonk gestalt with a Shaman could work too, giving your BBEG access to Witch Hexes, Cleric spells, and Arcane Enlightenment.

There is a 3.5e feat that makes a Monk's key ability Intelligence instead of Wisdom, in which case, the Psychic or Occultist would work.

Main class of this boss is psychic. Spiritualist have lower spells. UnMonk is a option to get unarmed abilities


I have a idea for boss, but dont know how i can create it cotrectly.
This boss is a very powerfull psychic(maybe and arcane) caster with matrial arts. He control and manipulate many Npc and sometimes players. In combat he fuse unarmed combat and spells for buff yourself or debuff enemies.
Self perfection Psychic/UnMonk Gestalt i think can be good(i know that Ac bonus from Wisdom dont stacking). But monk based on "body" power, and i want for magic matrial arts. I thinked about Psychic/Occultist, because Occultist have cool implintments and focus powers(also i how GM can make their pools stacking), but unarmed occultist is very weird due to highter cost of powers.
This boss going be around 17 level, how a final boss. Some changes(homerule) are avaible.
Also, i want create him hard, but not imposible to kill.


avr wrote:

Using snake style and panther style together takes a ridiculous number of feats (6 + IUS minimum, and you could use combat style master, to say nothing of the last panther feat) and - I'm sorry to harp on this - a lot of swift actions. A couple to get started with MoMS, then each round you choose one of the snake feat benefits. Snake fang and snake style each want your swift/immediate, snake sidewind could use it too. And panther style all but turns off if your enemy refuses to play ball.

They're not that great.

Again troubles with swift action. This problem works on every MOMS fusing styles?


Scott Wilhelm wrote:
Pro100Andr wrote:
Scott Wilhelm wrote:
Pro100Andr wrote:
I think take Arcanist only for dimensional slide is bad idea. It hurts to Bba(full caster have 1/2BBA), and i cant casting arcane spells in armor
That's cool: I'm just sharing ideas: I'm not really trying to tell you what to do. I hope you found some of my ideas helpful, or at least interesting.
I am grateful for your ideas, I just think some aspects are superfluous

So, if you like the idea of doing Sneak Attack Damage, bear in mind that one of the reason why I had that build dipping a level into Arcanist is to lock in a way to get Sneak Attack Damage: Dimensional Slide. Also, it opens the doors to a utility: you would be able to use any Wizard or Sorcerer Magic Wands including such things as a Wand of Greater Invisibility, which would give you another way to lock in your Sneak Attack Damage. Without those, your character should have more ways to get that SA Damage than just feinting. I have a few favorites.

Canny Tumble denies your opponent their Dex Mod to AC with a successful Tumble Check. On top of Canny Tumble, you can get Circling Mongoose which lets you Full Attack while doing that.

Dirty Tricks can Blind your opponents.

If you dip 3 levels in Bard with the Flame Dancer Archetype, you and all your allies the ability to see through fire and smoke, then get yourself an Eversmoking Bottle or cast a Pyrotechnics Spell, and then everybody but you and yours is Blind. You'll be like that seamstress serial killer in Silence of the Lamb with the night-vision goggles.

Pro100Andr wrote:
Full attack can be dangerous , so I don't want focus on full attack
So, for a character that moves all over the battlefield, I like Panther Style Feats. Panther Claw gives you a Free Action Unarmed Strike every time you Provoke an Attack of Opportunity by Moving out of a Threatened Square. Panther Parry makes your Unarmed Strike come first, and if it hits, they get a -2 on their Attack Roll. If...

Snake and Panter i think can give you 3 attacks, if someone miss you. Its realy strong.


Archer fighter can be solid with Overwatch Style line, but fighter became boring on high levels, because you take all need featt to 11 level


Mysterious Stranger wrote:

Depending on the point buy he may need to choose between a decent DEX or 6th level spells. Headbands are out of budget so that means he needs to have a 16 WIS to get 6th level spells. He is also going to want some STR for damage. With the Zen Archer he does not need DEX to hit or for AC.

AC may not be as bad as people think. The Zen Archer will probably have around a base AC of around 19. Judgements can boost it up to 22. Shield of faith can put that to 26. While that is not high by normal standards it is decent given the constraint of no magic items.

One feat that would be really useful in this situation is quicken spell. This will allow him to quickly buff himself. Starting out with a quickened shield of faith and getting a full attack on the first round will be very useful. The second round he can follow up with a quickened divine favor and another full attack.

Yes, ZAM gain many ranged feats and attacks from flurry, but i want focus on damage and because of that want take Inquisitor for Bane and Greater Bane


MrCharisma wrote:

Alternate idea, be an Occultist. You get a free "cloak" of resistance from Abjuration.

You can get a free "belt" of DEX from Transmutation (you can even get more "belts" of STR/CON if you take Transmutation again). You can enhance your weapon (including Bane) with Transmutation as well.

Then you can go full BAB with Trappings of the Warrior.

You can start the fight with a 45% miss chance without casting anything with Illusion (more with certain favoured class bonuses).

Less actual casting ability (no spell-combat/ferver/etc), but lots of passive bonuses.

Ocultist with esoteric knight good idea too. Combat feats more usefull than spellcasting is this case


avr wrote:

A dip in zen archer gives you little that feats don't and you have plenty of feats by L17.

It's not that pure inquisitor gives you a lot past L13 - you could easily take a dip in medium, as even one level gives you about +3 damage, or a few levels in phantom blade spiritualist could be useful, or there are other dips - but the low level abilities of ZAM are obsolete by L17.

Phantom Blade can be usefull as dip and a full class. If dip, they have different spell list, if full i dont know, can i use phantom blade is ranged weapon


avr wrote:

Inquisitor's fine as an archery class. Not sure about ZAM though; most of its benefits you can just have via feats, and rapid shot + manyshot is better than flurry. It might be different if you were playing from low level, but this is a duel at L17.

So, feats if you do take ZAM? Point blank shot, precise shot, deadly aim, far shot and clustered shots. That leaves you at least 4 for defensive feats, or maybe feats for odd situations like lob shot or war blessing (air).

Feats if you don't? Add manyshot, rapid shot, and you might consider the overwatch style line.

I know about point black shot, deadly aim, preace shot and such classic feats. Maybe there feats that i dont know, like overwatch style.

Why you think thar full inquisitor(not multiclassing) is better?


We can use duff or debuff spell. Not attacking spells.
What are you think about feats and what class to choose?


Destroying or disarming is dirty. I dont want play dirty in this case


avr wrote:
800 gp? If that's not a typo, find a way to destroy or disarm his bow to win. Make sure you have a sling as a backup in case your opponent had the same idea.

800gp because we dont use magical armor and weapon. Only if enchantment from class abilities


Hello guys, i need some help with build for duel(1vs1)
Gold for duel is 800gp, 17 level character and PFS legal materials(not 3rd party)
I want focus on DPR and survival.
One of my ideas is go ZAM4/inquisitor13 to gain ki, wis to Ac, Wis to attack , some flurry bonuses and greater bane.(Wis and Str focused build)
But i know that there are another ways to make good archety, so i want some help
Also, i know that opponent want go with Arcane Archer presige class, so i think magick is allowed


Scott Wilhelm wrote:
Pro100Andr wrote:
I think take Arcanist only for dimensional slide is bad idea. It hurts to Bba(full caster have 1/2BBA), and i cant casting arcane spells in armor
That's cool: I'm just sharing ideas: I'm not really trying to tell you what to do. I hope you found some of my ideas helpful, or at least interesting.

I am grateful for your ideas, I just think some aspects are superfluous


Scott Wilhelm wrote:
Scott Wilhelm wrote:
You want to be a Sacrificed Slayer. So you will be doing Sneak Attack Damage. How do you feel about developing Sneak Attack Damage?

1Brawler1: Snakebite Striker: Unaremd 1d6, Sneak Attack 1d6, Martial Cunning, Martial Training, Dirty Fighting, BAB+1

2B1Arcanist1: Dimensional Slide, Wizard and Sorcerer Spells

Dimensional Slide lets you Teleport up to 10 Feat more than 3/day as part of your Move, and it doesn't end your turn. Not very far, but it should make it much easier to achieve Flanking and lock in your SA Damage.

3B2A1: Improved Feint, Accomplished Sneak Attacker, BAB+2
4B3A1: Snake Feint, BAB+3

With Improved Feint, and Snake Feint, you can Feint while Moving and now you have 2 really good ways of locking in your SA Damage.

5B3A1Inquisitor1: Sanctified Slayer: Studied Target, Strength Domain, Monster Lore, Stern Gaze, Improved Trip
6B3A1I2: Cunning Initiative, Detect Alignment, Tracking, BAB+4
7B3A1I3: Broken Wing Gambit, Combat Reflexes, BAB+5
8B3A1I4: Sneak Attack 1d6, BAB+6
9B3A1I5: Bane, Discern Lies, Harder they Fall

So, by level 9, you get your Bane. Your Unarmed Base Damage is 1d6, but you get 3d6 Sneak Attack Damage and you have 2 good ways to lock it in: Feinting and Flanking. Plus, you get an Attack of Opportunity almost whenever you are attacked (Broken Wing Gambit + Solo Tactics), and you've got Tripping going. Harder They Fall makes it so you can Trip opponents of any Size.

In Further Levels, I'd have you take Paired Opportunist though a 1 level dip into Cavalier, so you give out Attacks of Opportunity to all your Allies. Some other Feats to take: Coordinated Maneuvers, Tandem Trip, Precise Strike, Greater Trip, Vicious Stomp, Sap Adept, Knockout Artist.

I might have you veer off from Inquisitor and take levels in Ninja or Unchained Rogue, but Dex-to-Damage with your Unarmed Strikes might suggest you should Strength Dump and that would requires you to start dipping into UR sooner and get...

I think take Arcanist only for dimensional slide is bad idea. It hurts to Bba(full caster have 1/2BBA), and i cant casting arcane spells in armor

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