Oracle

RandomReverie's page

78 posts. No reviews. No lists. No wishlists.




I ask because the wording on the weapon description page basically says it's just a more difficult to use glaive.


Link

I made a similar thread on the reddit awhile ago, but figured I'd get you fine people's opinions too after refining it a bit.
The character idea was to have a sort-of dragon knight themed character. A somewhat well-rounded "hero" type.

Race: Human
Starting Stats: 17(15+2 racial), 12,13,16,10,8 (20 point buy)
Class: Fighter
Archetype: Mutation Warrior
Variant Multiclass: Magus
Build concept:
Uses a Fauchard to attack, Spiked Gauntlet for emergency close range, longbow for long range emergencies.
Heavy Armor for defense.
Flight from Mutagenic Warrior for Dragon Wings.
Arcane Pool enchantments for extra kick, and to save money on enchanting spare weapons. (fancy magic weapon!)
Magus Arcana for familiar. (animal sidekick!)
UMD, utility for self and familiar.
Mutagen for emergency/boss fights. (heroic strength!)

Questions:
Will it be too weak in combat because I'm spreading out the feats/class features so much?
Inversely, I'm not min-maxing too much right? Feels like I'm squeezing in a lot of class features/abilities.
Any suggestions for feats/advanced weapon training in the empty slots?
Any current features that are probably not worth the trouble?
Any features I should try to get earlier or aren't worth it till later?
Any familiars you feel would fit thematically and can use a wand? Currently considering Lyraken Azata, Faerie Dragon, and Mephit.

Link to my reddit thread if you want to see for some reason.


1 person marked this as a favorite.

Link to the Warden

Purpose/Goal/What I want out of the class:
-To create a martial that is good with all weapons(not just one or two, or a few groups like fighter)
-To create a class that can pick up any weapon at any time and be able to use it immediately.

What it is not intended to do:
-Out-damage a class that specializes in 1 or a few types of weaponry, like fighter/barbarian.
-Out-flex a super flexible martial class, like the Brawler.
-Be so inferior at damage and flexibility that it's worse than a class that is good at one.

Notes/Comments on class features:
Base stats:
Full bab progression should be expected of a full martial class.
Fortitude saves are important for all frontline fighters.
Class skills hold most of the important but not out of skills for any martial fighter. I know fighters normally get 2 + int, but I feel that is far too low for ANY class, so I've set it at 4 + int.

Weapon/Armor Proficiency:
They are masters of every weapon, so I feel that should naturally include exotic weapons as well. Exotic proficiency is given at lvl5 instead of 1 to prevent it being a "dip to get free proficiency issue. Light armor to make it less defensive than a fighter, but I am considering adding medium armor since they get no other defensive skills.

Spirit Pool:
The main purpose of this ability was to hopefully solve the issue of having to enchant too many weapons as I intended the class to be able to pick up any weapon and be able to use it right away. It also gives the class some extra flexibility in terms of weapon bonuses and such. Before you go: "Omg, he gets up to a +10 enhancement bonus, SO OP". The spirit pool's enchantment do not stack with a normal magic weapon's enchantments, it replaces it. So comparing it with any martial who keeps their weapon up to date, its enchantment bonus is about on par with their's. In addition, they get no other bonuses to attack and damage rolls like fighter training or barbarian rage. Also I feel it pushes the element of 'Weapons Master" rather than most martial's version of "my whole body is my weapon".

Crippling Under-specialization:
The ability had 2 purposes: To prevent ppl playing the class to take feats and specialize in specific weapons, and to reduce the chance of it being a "dip some levels for free abilities so I can munchkin super easy". I am also considering blocking feats that benefit only specific weapon groups instead of just feats that benefit single weapon types, but that might be too much.

Weapon Master:
This gives 1 feat per weapon category at lvl2, 6, 10, 14, 18. That's a total of 12 feats 5 times, which essentially amounts to 60 feats. HOWEVER, they only get access to 5 of those feats at a time at lvl18. What feat they get access to depends on the weapon they carry. It's a bit like a combination of ranger combat styles and brawler flexibility. The feats that each weapon group has access to is supposed to be based on common feats that users of that weapon would take, like power attack for 2-handed weapons and TWF for light weapons. Unfortunately there's a lot of feats so I'm still sorting through a lot of them.

Spiritual Strengthening:
Allows you to add magic weapon properties with spirit pool just like the Magus's Arcane Pool. They get a MUCH wider variety of them though. There are a few that are almost never really worth it to permanently enchant your weapon with one because they're very specific, and I thought that adding them would give them a good chance to shine. At lvl 4, it's mostly +1 enchantments, but they get access to +2-3 later on.

Exotic Weapon proficiency:
Proficiency with all exotic weapons at a price of -1 to attack rolls. This comes in late enough that it should hopefully prevent dipping just for this alone.

Skilled Weapon Master:
Stronger feats to choose from, this is seperated to prevent lvl2s getting high lvl stuff, and they can still select older ones as well.
Improvised Weapon Proficiency Less penalties when using improvised weapons, but can't access weapon master class feature feats with them. Also penalty for using exotic weapons is gone.

Stronger Spirit:
More weapon properties to choose from, at a price. Works like magus arcana that give more arcane pool choice. Pay one more point to access a larger variety.

Experienced Weapon Master:
Same as Skilled Weapon master.

Flexible Strengthening:
This allows you to change ongoing spirit pool enchants for free, BUT the duration of the ability doesn't reset, and you must still pay for access to stronger weapon enchantments.

Strongest Spirit:
Same as Stronger Spirit.

Perfect Weapon Master:
I tried not to make this as strong in the same way that a fighter's would be, but I think an increase to crit threat range/multiplier ain't too bad.

Further Thoughts/Notes/Considerations:
-A martial with both weak armor, low reflex, and low will seems... suicidal. I was considering maybe giving a bonus to certain weapon groups or maybe just bump up the class's Will saves? Yes/no/suggestions?
-For a martial, would the attack/damage of the class be too low to make the class useless compared to most other martials? It doesn't need to be top tier, just decent enough to not be like "no point bringing him"
-I worry weapon master is too restrictive per weapon group. My previous idea was to have the Warden pick the feats per weapon group daily instead. Is that TOO flexible/op?
-I need a LOT of help for the feat selection for weapon master. I'm trying not to let the different weapon feats overlap too much and give them distinctive flavor. Maybe i should combine some of the groups instead?
-Would a bonus for sunder/disarm maneuvers be fitting for a guy who knows weapons inside and out?
-In a follow up to previous note, would it be good to let them replenish spirit pool points if they manage to sunder/disarm an enemy?
-I'm not sure if the class theme feels.... complete? It feels more like a combo of 2-3 class features and everything else builds on that.
-I am VERY worried that the wording for class features is either not clear enough or too convoluted/wordy. If there's any issue with this, it's the first thing that must be fixed. Tell me immediately.
-Warden doesn't really fit the theme of the class. Suggestions for names? I was thinking Ace might be fitting since it's kinda arrogant to call yourself an ace, which fits a class that claims to be a master of all weapons.

SO, thoughts/criticism/suggestions/feedback from you guys? Feel free to tell me it's completely s*$!/OP/UP, but please also explain why. And if possible, say which parts(or combination of parts) are s*#+/OP/UP. Sorry for double wall of texts. Thanks and I look forward to your replies.

P.S. Hope this is the right section.


I'm looking for feats that are often used for, related to, or associated with weapons of these weapon groups.
Axes, Light Blades, Heavy Blades, Bow, Close, Crossbows, Double, Flails & Whips, Hammers, Polearms, Thrown

For example: Two-Weapon fighting is often used with Light Blades, and Improved Trip with Polearms

The related feats could be anything like style feats, combat maneuver feats, and even normal combat feats like power attack(which are most commonly seen with, but are not limited to, 2-handed weapons).

Wasn't sure if this was the right section, hope it's right!


Using VMC for it.
Currently thinking of these:
Accurate Strike
Hasted Assault
Prescient Attack
Flamboyant Arcana

Any others that would be good?


1 person marked this as a favorite.

Making this character for a Curse of the Crimson Throne campaign. It's not for PFS. He'll be a Battle Host Occultist who will invest into crafting magic weapons and armors(with MAYBE wondrous items)
Think magic blacksmith who uses "item magic". Sadly not investing in ACTUAL craft skills since it'd be impossible for me to make anything before the campaign ends. Will focus on the enchanting of magic gear.

Class: Battle Host Occultist
Race: Human (Dual Talented)
Traits: 2 Traits(at least 1 campaign), drawbacks might be allowed.
Stats: 20 point buy
Str 20 (+2 from racial) (+2 from Transmutation Implement)
Dex 12
Con 14
Int 16 (+2 from racial)
Wis 10
Cha 8

Feats and Class Features
Grabbing Racial Heritage: Elf(moar mental focus) at 1st lvl.
Using a Gauntlet for my Panoply Bond so I can still smack stuff with a greatsword/bardiche. Not choosing armor because then I'd be locked into it forever. A buckler might work even if I don't get the shield bonus.
Going with Transmutation and Conjuration Implements for the first 10 lvls, maybe change Conjuration for Abjuration instead if someone else gets CLW, but currently none. Gonna take all the standard awesome Transmutation focus powers, but I might skip Alter Size just because it's pretty weak in the first few lvls, maybe grab it after lvl10. Sudden Speed will be great for countering Heavy Armor speed penalty at low lvls.

Taking Power Attack at lvl4, Craft Magic Arms and Armor at lvl5, but the rest are mostly free or not sure yet.
Am currently leaving the feats for VMC open if I choose to take one.
Remaining empty slots: 3 feats, and another 3 combat-only feats.

What I want:
To be decent at melee, and to be able to craft well(and have a Valet familiar to help). I wish to focus more on crafting weapons and armor, but wondrous items have a wide range so I might pick it up eventually.

General combat strategy:
First turn, buff up(with legacy weapon), second turn smack away. Should have good options at dealing with situations with flying, shields, and some more minor abilities.

What I need help with:
Need opinions on VMC for this guy. Currently thinking of Magus(Arcane Pool, Familiar Arcana, Spellstrike), or Wizard(Familiar,School Powers, Discovery). Or are there better ones? Or maybe just save myself those 5 feats? Any recommendations to help my character be more effective?

Occultist lacks so many spells, which will penalize it for crafting a bit, but if I max out spellcraft it should be okay right?

Any recommendations for Implements? I only get 5, and only Transmuation is an absolute must have, so the rest are still under consideration though Abjuration(defense), Divination(utility), Conjuration(utility), and Illusion(defense) seem pretty good.

Other related questions:
1. This probably wont apply to me anyway cause I wont have any evocation spells, but can you use spellstrike with a two handed weapon? I wont have spell combat so ignore that one.

2. Does the enhancement from Arcane Pool from magus and Legacy Weapon Stack? They both say they stack with the weapon's enchantments, but what about other similar abilities?

Arcane Pool wrote:

These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Legacy Weapon wrote:
Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.

Once they reach a total enhancement cost of +10, they'll cap, but that wont be too early.

TLDR; HALP WITH SMACKY MAKEY GUY
Thank you for the help and sorry for the very long post. Just felt the need to show details to help with the answers. Hope it wasn't too ... messy.

EDIT: Party is not confirmed, but currently in "concept stage" is Card Caster Magus, Knife Master Rogue, Zen Archer Monk, and a Cavalier or Swashbuckler. Starting to think I should make something sturdier haha.


Companion Figurine wrote:

Prerequisites: Handle Animal 1 rank, own a figurine of wondrous power.

Benefit: You may select the creature summoned by your figurine of wondrous power as an animal companion or familiar, or as appropriate. The figurine has the standard abilities of a familiar or animal companion of its type, plus additional abilities related to its figurine type (see below). The main advantage of this is that if your familiar or companion is killed in creature form, it merely reverts to statue form and can be used again later.

Playing a Battle Host Occultist blacksmith in my next game and thought it'd be awesome if he could get a familiar to help him craft. Flavor-wise it woulda been really cool to have a little statue that comes to life and helps him craft. I was thinking it coulda been inherited from his late master, but doesn't work until I spend the time(and money, the figurine cost) to fix it up. Oh, anyway....

Does the Companion Figurine give me a familiar if my class does not give me access to one?

The wording says "You may select" which sounds like it's only giving additional familiar choices(if you can alrdy access the feature), but then the feat itself doesn't require the character to alrdy be able to access the animal companion or familiar feature. I looked around on here and reddit and ppl seem to be on both sides of the matter.

If that's a no... is there any other way to get a valet familiar without dipping, Eldritch Heritage, or Iron Will/Familiar Bond/Improved Familiar Bond?

Dipping is always blegh unless theres a very good reason for it, and my character is alrdy very MAD without pumping CHA(which it's currently minorly dumping). Iron Will/Familiar Bond/Improved Familiar Bond tightens my feat selection, but it is doable... except I get the familiar before it can access the Valet archetype, so does that mean I have to get the familiar replaced to get one with the Valet archetype, or can I just say it's a normal familiar(without some features) and then just suddenly gets them later?

I could talk to my GM about it, yes, but he's been really cool so far and I don't want him to have to bend the rules(if there are any on this) for me.

TLDR; Questions highlighted in BOLD, also this is not for PFS.


My GM recently gave me permission to get the Swirling Smoke magic Tattoo cause I felt it'd add my character's theme of hunting in the dark(kinda). After looking at it carefully though, I realized it's actually pretty strong(for 12.5kgp) and want some clarification on the rules for it.

Swirling Smoke Tattoo wrote:


If the tattoo is visible when the bearer is hit by a melee or ranged attack or when the bearer fails a Reflex save, the wearer can activate the tattoo to shroud herself in mist as an immediate action. This imposes a 20% miss chance on attacks made against the bearer.
On a failed Reflex save, it grants the ability to reroll the Reflex save and gain a +4 bonus. The bearer can use this ability three times per day.

I'm more confused with the first paragraph. I understand that if an enemy hits me with a ranged attack, I can activate it as an immediate action.

I assume it means that it doesn't provide the 20% miss chance for the attack that hit me since if it did then the attack might not actually hit me. So that means it only works for attacks after the first that hit me.(correct me if any of this paragraph is wrong though)

But then, how long does the 20% miss chance last? For only that turn? Until end of the round? End of Combat? Forever?

My gm is pretty nice so I don't him to feel like I cheated him by asking for something really OP. I haven't bought the item yet. (I could afford it, but I had other things to buy as well. My next chance will be when we're in a big city) So I hope I can get a solid answer before I get enough coin again.


From what I can tell, the biggest loss of going Daring Champion over Swashbuckler is not getting Opportune Parry & Riposte and the Evasion/Uncanny Dodge.

I was thinking I could mitigate the loss slightly by going 1 Swashbuckler/ 19 Daring Champion(Knight Errant). The main thing I lose is just 1 Precise Strike and 1 Challenge Damage(and 1 point off the Knight Errant Challenge ability but that's meh anyway), and the Daring Champion capstone ability. I might be able to work around the loss of the capstone by replacing it with 2 mythic feats.

So how good is OPR? Is it worth it?

If it's not worth it then I'm just going to go with 20 levels of Daring Champion.


I know this has been asked a bunch of times, but most of the posts are pretty old and I was hoping there's been some official ruling since then. Or maybe an FAQ or something.

Does the Daring Champion's Precise Strike using the Daring Champion's level to damage?

I figure RAI is that it does, but if RAW doesn't support it, I might need some convincing in case my GM goes no.


(without any kind of multiclassing, including VMC)

I don't know why, but I thought the Martial Focus feat allowed you to count as having a weapon group for AWT feats, but now that I double check, it only counts as the weapon training class feature for weapon mastery feats. At least I found out before my campaign started. So...

Is there anyway for a non-fighter to access the Advanced Weapon training feats?
And...
If there's no way to access AWT feats as a Swashbuckler, then what would you suggest I use for my remaining feats?

I'm making a Swashbuckler for my first proper campaign with strangers(my previous campaign is still only lvl4, and all the members, even the gm, are kinda... blegh) and I wanted to make my first character able to contribute well. I don't need to be perfect or be able to solve all solutions, but at least be useful for stabbing things and talking.

So what would you guys recommend? I'd prefer not to do combat maneuvers if possible, I don't mind just doing stabbing in combat, but I don't wanna be terrible at that too.

Original Feat build:

  • 1 Weapon Focus, Fencing Grace

  • 3 Combat Reflex
  • 4 Weapon Specialization (Change for martial focus at lvl8)
  • 5 Extra Panache

  • 7 Steadfast Personality (to help with Will saves)
  • 8 AWT: Versatile Training (To get more skill points... or so I hoped)
  • 9 Critical Focus

  • 11 Pin Down
  • 12 Lunge
  • 13 Staggering Critical

  • 15 AWT: Focused Wep (1D6 rapier into 2D6?!... or not)
  • 16 Critical Versatility
  • 17 Stunning Critical

  • 19 Spare Feat
  • 20 Spare Feat

If it helps, my party consists of Paladin, ranger(trap focused), Life mystery Oracle, and an Wizard or alchemist(he hasn't told us).

Thanks in advanced for the help!