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![]() I came to this build Lazarus Crowley
Traits defensive strategist(or reactionary) and magical lineage (Shocking Grasp) Feats
Arcanas
Do you think this guy can be up front in battle, disable enemies with maneuvers or via hexes, and somewhat be tanky Our party consist of:
I think that maybe i can change familiar and improved familiar to Bladebound Archetype and use the same strategy to disarm enemies and grab the weapon with an Unseen Servant and spare the feats. Also i'll ask my GM if crafting feats What do you guys think? My main concern is that the bloodrager will be soaking damage and my intention is to hold enemies for the squishys in the party and I need to take more than a hit or two. ![]()
![]() Kurald Galain wrote:
It will be a custom campaign from 1 to 16, reading all the comments of kensai I really prefer to stay away from it From a frontliner and with our party composition Hexcrafter seems like a really good idea because I can choose to do maneuvers with wands of true strike or choose an improved familiar and use a wand of ill omen and then throw Slumber, Trip or something like that. Seems like a more versatile option. Do you think these tactics justify losing Improved Spell Recall? PhD. Okkam wrote: Or maybe Eldritch Scion? I prefer and int based magus over charisma avr wrote:
I'll ask if I can take craft feats and if its valid it will be amazing. Grasping Tail is an amazing option to from a maneuvers perspective, I can use ill omen with my familiar or with a quickened rod, disarm with true strike and then grab the weapon as a swift action Lunge is another excellent choice to stay out of reach, i'll add that ![]()
![]() The main drawback i see for selecting the Bladebound archetype is that it replace the third level arcana and for a frontliner I really like the idea to select the Wand Wielder arcana as soon as possible to do cast Shield or Vanish on each Fight. As For Feats and Arcanas which ones do you recomend? Only got these Feats
Arcanas
If I choose wand wielder for a defensive use of wands, the Flamboyant Arcana think will be a waste Which archetype can improve Magus as a frontliner with this party? ![]()
![]() Hi guys I'm trying to build a front liner Magus that can pair with a bloodrager and be up front the in battle The party consist of
Was thinking something like a Dex Tiefling but can't choose between Vanilla, Hexcrafter or Kensai, maybe add bladebound in the mix Can you please help me with some insight and a base to choose from? ![]()
![]() Hi guys Before starting the next adventure path with our group we decided to have a break from APs and for the next 3 sessions I will be the GM some modules I was making my mind on what to throw at them and I would like to present the pfs scenarios in these 3 sessions and that they know more of Absalom, the Society and his lore. was looking for advice and reviews and these 4 scenarios seems like having a very good reviews, but I just can't decide which order of these adventures and which of these 3 to choose Module Master of the Fallen Fortress
Can you guys help to choose the right order to run this as a mini campaign and from these which one you would leave behind ![]()
![]() avr wrote:
If I understand correctly the Magus has less skills but can expect more damage input like Swashigator?? With all the options described above the swashigator seems very interesting ![]()
![]() Chromantic Durgon <3 wrote:
Just wizards in general, I just dont want to repeat a Wizard or Bard To be honest I don't understand the silksworm, what role they bring to the table? ![]()
![]() On our current campaign I'm an Archer Bard and before that I played a Divination Wizard so I prefer to stay away from that at this moment, and I'll stay away from ranged builds too, this time I fell like going melee for a change The swashigator seems very appealing to me to fill the rogue department with good skills, backup healing, maybe infusion for some support On other hand do you guys believe that a dex magus can fill this place decently like the hybrid intelligence based caster and the knowledge guy in the party? How does the magus vs swashigator compare in the damage department ![]()
![]() Hi fellow Pathfinders Our party is about to finish AP Rise of the Runelords on a month or so and for the next campaign we are starting to build our new party. This time our master is going for a homebrew campaign, 20 pts, all books, 2 traits Our party consist of Bloodrager
I just want to hear some suggestions on what to build and which class can be a good addition to this party Thanks in advance ![]()
![]() Great builds over here, I really liked the idea of Swashbuckler 1 / Investigator seems very tempting for a very good replace of the traditional Rogue, my only concern is in the damage department The Magus is always a very good options and there are a lot of ways to build properly I always tends to favor dexterity over strength, but the only downsize is that is very hard to find a way to match the same dpr as a full bab who invest in strength like a Barbarian or a Bloodrage What is the highest DPR that this builds can achieve ? And for how many fights in a day ![]()
![]() Hi guys I am trying to build a Dex Magus for a homebrew campaign. My approach was to build a Dex based Bladebound Magus but have some questions. Here is what i have so far. Dex Magus:
Magus 1 Tiefling magus (bladebound, hexcrafter) 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 47, 48) NG Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural) hp 11 (1d8+3) Fort +4, Ref +4, Will +3 Resist fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee rapier +4 (1d6/18-20) Ranged sling +4 (1d4) Special Attacks arcane pool (+1, 5 points), spell combat Magus (Bladebound, Hexcrafter) Spells Prepared (CL 1st; concentration +5) -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 18, Wis 12, Cha 6 Base Atk +0.75; CMB +0; CMD 14 Feats Weapon Finesse Traits magical lineage, pragmatic activator Skills Climb +2, Fly +10, Intimidate +2, Perception +2, Perform (dance) -1, Sleight of Hand +3, Spellcraft +8, Use Magic Device +8; Racial Modifiers +4 Fly Languages Common SQ hex arcana, prehensile tail[ARG] Other Gear chain shirt, rapier, sling, 65 gp -------------------- Special Abilities -------------------- Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Hex Arcana You can substitute Hexes for Magus Arcana. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. For a Dex based build and taking into consideration that we are going to play a homebrew campaign Hexcrafter is a good archetype? Which second trait do you guys recommend, Gifted Adept, Pragmatic Activator, Wayang Spellhunter?? Here is the feats that i am considering 1. Weapon Finesse
And about arcanas there's another thing i don't know which ones are the best for a Dex based Magus Thanks in advance for any advise =D ![]()
![]() There are various things to choose from if you want a balanced vibe between casting and combat Between 7 and 12th level the combat druid will be amazing but you will go downhill after that You can try something like this if you don't want to summon Dwarf Druid (Menhir Savant Archetype)
Traits: Reactionary and Deft Dodger 1 Improved Initiative
With this you will have endurance to stay on combat and by 7th level you can switch to casting, just remember to raise wisdom every 4 levels. Another option if you like to summon, buff yourself and be very decent on melee can be something like this Half Orc Druid (Lion Shaman archetype)
Traits: Fate's Favored and Reactionary 1 Toughness
With this guy you can self buff, be very strong summoner thanks to this archetype to summon lions as a standard action ![]()
![]() You could also talk to your master if he will allow the retraining rules and start with an animal companion and by 8 you can change to a Domain or even to the new Druidic herbalism option And for a balance setup you can start by using the dual talented alternated racial trait or even with dwarf you can make it work thanks to the bonus on wisdom ![]()
![]() WagnerSika wrote: A nice guide for all your druid needs (does not include Draconic druid sadly). Give his man a beer for his excellent taste on guides =D I'm going to work a build for Draconic archetype ![]()
![]() Yeah i post that build, but to be honest to make it work you only need Power Attack, Toughness and Heavy Armor Proficiency, you can use the rest of the feats on feats like Improved Initiative, Additional Traits, Lunge. Also if you like Dwarf you can pick on and grab Steel Soul feat for extra aid on saving throws ![]()
![]() Goliath Druid are awesome, is a very good archetype to play with because the way alter self interact with your equipment you can use the same gear as giant, speak without the need of Natural Spell feat and can cast Enlarge Person on you for the first levels before Wild Shape comes online If you want to play as a frontline like a skirmisher, offtank and a brute you will have a blast, at 12th level thanks to regenerations ability of trolls you will be unkillable. You can go with natural attacks, two handed weapon or weapon and shield ![]()
![]() Thank you for all your feedback guys, if i sum it up most of you guys recommend either a ranged damage class or a buffer, with that in mind i come to this 3 builds that be a decent choice for the party, which one do you think is the best for this party composition? Archer Bard
Spoiler:
a Archer Bard
Male half-orc (mystic) bard (arcane duelist) 8 (Pathfinder RPG Advanced Player's Guide 80) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +11 -------------------- Defense -------------------- AC 25, touch 17, flat-footed 19 (+7 armor, +1 deflection, +6 Dex, +1 natural) hp 67 (8d8+24) Fort +8, Ref +16, Will +10; +2 morale bonus vs. charm and fear Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. Ranged +2 seeking composite longbow +16/+16/+11 (1d8+8/×3) Special Attacks bardic performance 20 rounds/day (move action; bladethirst, dirge of doom, distraction, fascinate [DC 16], inspire competence +3, inspire courage +2, rallying cry) Bard (Arcane Duelist) Spells Known (CL 8th; concentration +10) . . 3rd (2/day)—displacement, good hope, haste . . 2nd (5/day)—allegro[UM], cacophonous call[APG] (DC 14), heroism, mirror image . . 1st (5/day)—charm person (DC 13), grease, lock gaze[UC] (DC 13), saving finale[APG] (DC 13), vanish[APG] (DC 13) . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 12), message, prestidigitation, read magic -------------------- Statistics -------------------- Str 12, Dex 22, Con 14, Int 8, Wis 10, Cha 14 Base Atk +6; CMB +10; CMD 24 Feats Arcane Strike, Combat Casting, Disruptive, Endurance, Lingering Performance[APG], Manyshot, Point-Blank Shot, Rapid Shot Traits big game hunter, fate's favored Skills Acrobatics +10, Appraise +3, Bluff +6, Climb +5, Diplomacy +13, Disguise +6, Escape Artist +10, Intimidate +13, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +11, Perform (all) +6, Perform (dance) +6, Perform (oratory) +6, Perform (sing) +6, Perform (string instruments) +13, Sense Motive +4, Sleight of Hand +10, Spellcraft +3, Stealth +10, Use Magic Device +7 Languages Common, Orc SQ arcane bond - weapon, orc blood Other Gear +3 mithral chain shirt, +2 seeking composite longbow (+1 Str), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 4,960 gp -------------------- Special Abilities -------------------- Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Performance (move action, 20 rounds/day) Your performances can create magical effects. Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white only). Disruptive +4 DC to cast defensively for those you threaten. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Manyshot You can shoot two arrows as the first attack of a full attack action. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Sacred Tattoo +1 to all saves. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Archer Druid
Spoiler:
a Druid Archer Middle-aged garuda-blooded aasimar (plumekith) druid (nature fang) 8 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 92, Pathfinder RPG Bestiary 7) NG Medium outsider (native) Init +6; Senses darkvision 60 ft.; Perception +18 -------------------- Defense -------------------- AC 25, touch 13, flat-footed 22 (+8 armor, +3 Dex, +4 natural) hp 67 (8d8+24) Fort +10, Ref +8, Will +15; +2 vs. death Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 50 ft. (40 ft. in armor) Ranged +2 adaptive guided composite shortbow +16/+16/+11 (1d6+12/×3) Special Attacks sneak attack +1d6, studied target +2 (1st, move action) Spell-Like Abilities (CL 8th; concentration +7) . . 1/day—lesser age resistance[UM] Druid (Nature Fang) Spells Prepared (CL 8th; concentration +15) . . 4th—air walk, flame strike (DC 21), greater flaming sphere[ACG] (DC 21) . . 3rd—ash storm[UM], call lightning (DC 20), greater longstrider[ACG], protection from energy, resinous skin[UC] . . 2nd—barkskin (4), resist energy . . 1st—longstrider, produce flame (3), snowball (DC 18), windy escape[ARG] . . 0 (at will)—chameleon scales, create water, detect magic, detect poison, light, read magic -------------------- Statistics -------------------- Str 12, Dex 18, Con 14, Int 10, Wis 24, Cha 8 Base Atk +6; CMB +8; CMD 21 Feats Clustered Shots[UC], Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (shortbow) Traits big game hunter, reactionary Skills Acrobatics +1 (+5 to jump), Climb +2, Craft (tattoo) +4, Fly +5, Handle Animal +9, Heal +11, Knowledge (geography) +11, Knowledge (nature) +7, Perception +18, Ride +12 (+14 to stay in the saddle), Spellcraft +7, Survival +14, Swim +2 Languages Celestial, Common, Druidic SQ combat style (archery), immortal spark[ARG], nature bond (roc named Animal Companion), slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), trackless step Combat Gear lesser extend metamagic rod, wand of cure light wounds (50 charges); Other Gear +2 dragonhide breastplate, +2 adaptive guided composite shortbow, cloak of resistance +2, headband of inspired wisdom +2, exotic military saddle -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Clustered Shots Total damage from full-round ranged attacks before applying DR Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Immortal Spark You gain +2 to saves vs. death. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Manyshot You can shoot two arrows as the first attack of a full attack action. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Evangelist Cleric
Spoiler: Evangelist Cleric Human cleric (evangelist) of Desna 8 (Pathfinder RPG Ultimate Combat 40) CG Medium humanoid (human) Init +6; Senses Perception +2 -------------------- Defense -------------------- AC 26, touch 17, flat-footed 20 (+8 armor, +1 deflection, +6 Dex, +1 natural) hp 67 (8d8+24) Fort +10, Ref +10, Will +10; +2 morale bonus vs. charm and fear -------------------- Offense -------------------- Speed 50 ft. Ranged +2 composite longbow +16/+16/+11 (1d8+8/×3) Special Attacks channel positive energy 1/day (DC 12, 3d6), countersong, fascinate, inspire courage +2, sermonic performance Domain Spell-Like Abilities (CL 8th; concentration +10) . . At will—dimensional hop (80 feet/day) Cleric (Evangelist) Spells Prepared (CL 8th; concentration +10) . . 4th—blessing of fervor[APG] (DC 16), dimension door[D] . . 3rd—fly[D], magic vestment . . 2nd—locate object[D] . . 1st—longstrider[D] . . D Domain spell; Domain Travel -------------------- Statistics -------------------- Str 12, Dex 22, Con 14, Int 10, Wis 15, Cha 7 Base Atk +6; CMB +10; CMD 24 Feats Lingering Performance[APG], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot Traits big game hunter Skills Acrobatics +6 (+14 to jump), Appraise +11, Diplomacy +9, Heal +6, Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +11, Sense Motive +13, Spellcraft +4 Languages Common SQ agile feet (5/day), public speaker, spontaneous casting Other Gear +4 mithral chain shirt, +2 composite longbow (+1 Str), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 21,000 gp -------------------- Special Abilities -------------------- Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain. Bardic Performance: Fascinate (3 targets, DC 12) (Su) One or more creatures becomes fascinated with you. Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Cleric (Evangelist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Cleric Channel Positive Energy 3d6 (1/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Manyshot You can shoot two arrows as the first attack of a full attack action. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Public Speaker (-8 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier ( Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Sermonic Performance (move action, 16 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound. Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above: Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() I'm not sure on the rogue approach for this composition, my understanding is that combat for this AP is brutal and we already have two 3/4 BAB in the front and to be honest these 2 players are somewhat new to Pathfinder. There are some weak points for this party like i feel we need someone more tanky and reliable on the front, battlefield control, accuracy to hit and traps That's why im looking for opinions and help =D, i just can't decide which is the better class to choose from Maybe a switch hitter Ranger with giant as favored enemy for a well rounded approach and skills Goliath Druid for a more tanky frontliner, reach and spells as backup, heck i can even choose druidic herbalism for potions for my team A Nature Fang archer Druid seems like a good idea too Evangelist Cleric build can do the job too but lack only raw power of another archers, Maybe a reach cleric approach The Skald/Bard seems like a good plan too, the opportunity to buff the team seems pretty good, maybe an Arcane Duelist Bard will do the job There are lots of options to take ![]()
![]() ngc7293 wrote:
I wish to build an Arcane Duelist Bard but do you have any tips on how to build it? MageHunter wrote: Looks like you need some support and buffs. Skald is really good as is bard. Sensei monks and martyr Paladins also very bardic performance.most dedicated spellcasters will have good spells. Inquisitor also works well with skill points and group support. The Skald seems like a good idea, with this composition it seems like a tanky build can shine and be a good support for the team ![]()
![]() Hi guys, I'm here looking on some advice on which class to pick for a Rise of the Runelords game, we are starting at level 8 with 33k gold to spare Our party composition is: Wizard (Evoker)
I just want to have some advice on which is a solid class for this team, was thinking on someone who can take a hit and buff the party All Paizo books, 20 pts buy, no Paladins, Thanks in advance =D ![]()
![]() Bober wrote:
You can go as a Half Orc and grab a Keen Falchion and grab a Stoneplate, with the help of Greater Longstrider and Barkskin you will have a decent speed and armor Grab a scimitar and shield if you are having trouble on some fights For feats you can have Heavy Armor proficiency, Toughness and Vital Strike for some fun ![]()
![]() Louise Bishop wrote:
So is better to stay with a Keen Falchion, Scimitar or go with Claws? ![]()
![]() Louise Bishop wrote: I say bloodrager but where are you gaining a familiar from? Arcane bloodrager does not get a familiar like the sorcerer does. Is from the familiar Folio, you can change the first bloodline power with a familiar, for this sample I went with an armadillo familiar but maybe getting improved familiar to get something better like Faerie Dragon or Lyrakien Azata is a better idea ![]()
![]() Back to this post, our DM told us that will be starting at 8th level with 33k gold Our party composition is an Evoker Wizard, Support/Debuffer Shaman, and a non optimized TWF Warpriest My main concern is that this guy will be the main "tank" and I heard some comments that Rise of the Runelords is very battle intensive and that some battle are very difficult With all this information I made these guys, can you please give some insight on what to pick? Dex based Bladebound Hexcrafter Magus :
Magus Dex
Male tiefling magus (bladebound, hexcrafter) 8 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 47, 48) CN Medium outsider (native) Init +6; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 31, touch 17, flat-footed 26 (+9 armor, +2 deflection, +5 Dex, +5 natural) hp 91 (8d8+48) Fort +9, Ref +8, Will +6 Resist fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee black blade +15/+10 (1d6+10/18-20) Special Attacks arcane pool (+2, 6 points), hex arcana (close range[UM]), improved spell combat, spellstrike Magus Spell-Like Abilities (CL 8th; concentration +12) . . At will—feather fall (self only), fly (self only) . . 1/day—levitate (self only) Magus (Bladebound, Hexcrafter) Spells Prepared (CL 8th; concentration +12) -------------------- Statistics -------------------- Str 7, Dex 22, Con 16, Int 18, Wis 10, Cha 7 Base Atk +6; CMB +5; CMD 22 Feats Dervish Dance[ISWG], Enforcer[APG], Rime Spell[UM], Toughness, Weapon Finesse Traits big game hunter, magical lineage Skills Acrobatics +13, Appraise +10, Climb +1, Fly +20, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +12, Perception +10, Perform (dance) +0, Ride +9, Sense Motive +2, Spellcraft +15, Swim +5, Use Magic Device +2; Racial Modifiers +4 Fly Languages Abyssal, Azlanti, Common, Daemonic, Thassilonian, Varisian SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, hex (flight[APG]), hex arcana, hex magus, knowledge pool, medium armor, prehensile tail[ARG] Combat Gear pearl of power (1st level) (4), pearl of power (2nd level), wand of shield (50 charges), liquid ice[APG]; Other Gear +3 mithral breastplate, belt of incredible dexterity +2, ring of protection +2, 33,000 gp -------------------- Special Abilities -------------------- Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own. Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities. Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points. Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min. Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held. Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty. Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells. Darkvision (60 feet) You can see in the dark (black and white only). Dervish Dance Use Dex modifier instead of Str modifier with scimitar Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize. Hex Arcana You can substitute Hexes for Magus Arcana. Hex Magus (Su) You gain access to witch hexes. Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day. Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them Spellstrike (Su) Deliver touch spells as part of a melee attack. S&B Divine Tracker Dwarf Ranger
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Ranger Dwarf Shield
Dwarf ranger (divine tracker) 8 (Pathfinder RPG Advanced Class Guide 108) CG Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +13 -------------------- Defense -------------------- AC 30, touch 12, flat-footed 28 (+10 armor, +2 Dex, +4 natural, +4 shield) hp 84 (8d10+32) Fort +9, Ref +8, Will +4; +2 vs. poison, +4 vs. spells and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 30 ft. Melee +1 keen kukri +12 (1d4+5/15-20) or . . +2 heavy shield bash +15/+10 (2d6+8) or . . armor spikes +13/+8 (1d6+6) Ranged +1 composite longbow +12/+7 (1d8+7/×3) Special Attacks combat style (weapon and shield[APG]), favored enemies (evil outsiders +2, giants +4) Ranger (Divine Tracker) Spells Prepared (CL 5th; concentration +7) . . 2nd—barkskin . . 1st—lead blades[APG], longstrider -------------------- Statistics -------------------- Str 18, Dex 14, Con 16, Int 10, Wis 14, Cha 6 Base Atk +8; CMB +13; CMD 24 (28 vs. bull rush, 28 vs. trip) Feats Endurance, Improved Shield Bash, Shield Master, Shield Slam, Shield Snag, Steel Soul[APG], Two-weapon Fighting Traits big game hunter, reactionary Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +8 (+12 to catch yourself on wall or slope when falling if you have a shield equipped), Handle Animal +3, Heal +6, Intimidate +9, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (nature) +11, Perception +13, Profession (tanner) +9, Ride +4, Spellcraft +4, Stealth +4, Survival +13 (+15 to track vs. humanoids of the Giant subtype), Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones Languages Common, Dwarven SQ blessings, blessings (Air: Zephyr's Gift, Travel: Agile Feet), favored terrains (mountainous +4, underground +2), giant hunter[ARG], rock stepper[ARG], swift tracker, track +4, woodland stride Other Gear +3 armor spikes jarring armored kilt mithral breastplate, +2 bashing shield spikes heavy steel shield, +1 composite longbow (+4 Str), +1 keen kukri, 17,000 gp -------------------- Special Abilities -------------------- Blessings (7/day) (Su) Pool of power used to activate Blessing abilities. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes. Favored Enemy (Giants +4) (Ex) +4 to rolls vs. giants foes. Favored Terrain (Mountain +4) (Ex) +4 to rolls when in mountainous terrain. Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain. Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Improved Shield Bash You still get your shield bonus while using Shield Bash. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls. Shield Slam Shield Bash attack gives a free bull rush on a hit. Shield Snag Shield Bash: Use atk roll as free disarm attempt. Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4 Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced. Track +4 Add the listed bonus to survival checks made to track. Woodland Stride (Ex) Move through undergrowth at normal speed. Primalist Steelblood Bloodrager
: Bloodrager
Half-orc bloodrager (primalist, steelblood) 8 (Pathfinder Player Companion: Familiar Folio 11, 16, Pathfinder RPG Advanced Class Guide 15, 84, 85) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +12 -------------------- Defense -------------------- AC 29, touch 12, flat-footed 27 (+12 armor, +2 Dex, +5 shield) hp 76 (8d10+24) Fort +10, Ref +6 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally Defensive Abilities blood sanctuary, sacred tattoo[APG] -------------------- Offense -------------------- Speed 35 ft. (25 ft. in armor) Melee +1 giant-bane furious longsword +14/+9 (1d8+9/19-20 plus 2d6 vs. Giant) Special Attacks blood casting, bloodrage (32 rounds/day) Bloodrager (Primalist, Steelblood) Spells Known (CL 8th; concentration +9) . . 2nd (1/day)—false life . . 1st (2/day)—cheetah's spirit, magic missile, true strike . . Bloodline Arcane -------------------- Statistics -------------------- Str 18, Dex 14, Con 15, Int 8, Wis 12, Cha 13 Base Atk +8; CMB +14; CMD 24 (25 vs. overrun) Feats Arcane Strike, Endurance, Eschew Materials, Extra Rage, Extra Rage, Improved Initiative, Raging Vitality[APG] Traits big game hunter, fate's favored Skills Acrobatics +3 (-1 to jump), Appraise +7, Climb +3, Handle Animal +12, Intimidate +5, Knowledge (arcana) +3, Perception +12, Spellcraft +10, Survival +5, Swim +3 Languages Common, Orc SQ armor training 1, blood deflection, greater arcane bloodrage, indomitable stance, loyal bodyguard, orc blood, rage powers (beast totem[APG], lesser beast totem[APG]), shield master, spell catalyst Other Gear +3 full plate, +3 heavy steel shield, +1 giant-bane furious longsword, 33,000 gp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Beast Totem +3 (Su) +3 to Natural Armor while raging. Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging Blood Casting (Su) Cast bloodrager spells while in bloodrage. Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn. Blood Havoc +1 dam per die for spells belonging to bloodline or spell focus school. Blood Intensity +4 (2/day) Add listed bonus to maximum dice of damage (doesn't stack with intensify spell). Blood Piercing +4 (2/day) Reduce energy resistance or SR of foe by listed amount. Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (32 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged. Darkvision (60 feet) You can see in the dark (black and white only). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach. Greater Arcane Bloodrage (Displacement) (Sp) As a free action apply chosen spelll to self when enter bloodrage. Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe. Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Sacred Tattoo +1 to all saves. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Shield Master (Su) Familiar can take half damage done to you, as shield other Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher. ![]()
![]() BadBird wrote:
I really didn't pay much attention to the Witch, but im goin to play with hero lab to make theses builds and look at how it stacks to another ones ![]()
![]() Bloodrager seems like a very good idea, specially with Primalist archetype, so if I understand correctly the good thing to go for Rage Power are Beast Totem and Come and Get Me right? How can i boost the armor without sacrificing one claw attack Another option was Magus Hexcrafter and I read some guides and seems like a very good idea for debuffing enemies, the dex version seems like a very good way to keep a high initiative with good armor These options seems very nice ![]()
![]() Hi guys, On the next month our group will resume a Rise of the Runelords campaign from book 4, because we haven't played this campaign for more than 2 years our GM gives us the opportunity to create new characters. We will start from 9th level with 44,000 gp and 20 points buys, all Paizo stuff allowed. I want to create a versatile frontliner that can use magic either divine or arcane, that is fun to play and that can endure all sort of things the campaign has to offer like giants and a big evil wizard I would like to hear your suggestions to explore different points of view, like Magus builds, Warpriest, even Bards, etc. Thanks in advance =D ![]()
![]() Hi fellow pathfinders I'm playing as a Diviner in Dragon Demands module, i'm looking for some advice on what to buy, yesterday our party reach level 4 and I got 7500 gp on my pocket What do you guys recommend, I really need some advice on what to buy Our party consist in a Slayer, Cleric, Ninja, Warpriest and me ![]()
![]() Dastis wrote:
Nice advice, specially on the guides ;D ![]()
![]() Padawanchichi wrote:
Sorry for the late reply but you are right about it and think that you hit the right spot, you really need know what is the best action to take on your turn. I often then to choose the action that generate the best impact sometimes is to buff your party, another one is to cast a control spell and sometimes just blast things up ![]()
![]() Wu Nakitu wrote:
True that, totally forgot about it ![]()
![]() Just my 2 cents Blight Druid
STR 14 DEX 14 CON 16 INT 10 WIS 18 CHA 8 Feats
For this build to function properly you need to play it as a debuffer and deliver spells like Frostbite, Frigid Touch, etc. And have a nice endurance to stay close to combat to spread Miasma From a roleplaying perspective this build has a lot of downsizes, but if you have a good DM you can talk through it and find a way to don’t alienate from all the social interactions. For the first levels you will need to play like a caster and play safe and smart, on some combats you can go make some attacks according to your discretion. At 6th level things will be very interesting and the build start to shine with Miasma. For tactics you can wild shape as an Air elemental and start moving around the battlefield, glide as an earth elemental and spread Miasma or take a lot of different approach to stay close to combat, spread Miasma and deliver your touch attacks. Remember that with each Frostbite you can use it one attack per caster level and with Enforcer you can attempt to demoralize your enemies as a free action. With this simple combo you will have delivered Fatigued, Shaken and Sickened your foes ![]()
![]() Hi there Gorethel, What kind of combat style do you want to do? I am just trying to figure this out because you have a very low wisdom if you want to be a caster druid and usually Combat Casting is good if your plan is to going melee. I am working on a guide, is a lot of information but if you feel you can read it Druid Guide ![]()
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![]() born_of_fire wrote: Witches are cool but you can't deny the awesomeness of a straight up god wizard. The game will end before it gets too game-breakingly disgusting but not before you can have some good fun with it. Yes indeed, no one can't deny the power of a Wizard, but with only advancement to level 7th just don't know what is the best way to build a wizard for this party. A diviner seems fun because with such a large party i don't feel comfortable with a conjuration approach
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