Seoni

Ravalynnder's page

Organized Play Member. 9 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


RSS


http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Deadeye%20Bowman

Deadeye Bowman - Erastil religion trait

Source Inner Sea Gods pg. 219 (Amazon)
Category Religion
Requirement(s) Erastil
When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.


I asked an advice question last week and got a lot of great answers but one that got missed was.

Is a 1 level dip in Monk worth it for a Wild Shaping Brute Druid (Saurian Shaman domain instead of an AC) with a focus on intimidating (demoralize) via Enforcer? This is for PFS so assume character retires at L12.

Advantages:

Wisdom to AC for all forms – Not as much AC as Barding or Wild Enchanted Armor but cheaper than both and more versatile than Barding. (Huge non-humanoid dragon scale barding is 16x the cost of its medium version) (Wild armor you pay for a +4 version and just get a +1). Also with a potion of Mage armor I’d be at 9 AC and with Magic vestments via my domain I’d be at 10-12 AC

Bonus Feat – in my case Intimidating prowess which I need for the demoralize side of my build.

Disadvantages:

I lose 1 level of druid progression which is a pretty big deal. Slower Wild shape, worse CL, and fewer less powerful spells.

I’ve pretty much convinced myself that the monk dip really isn’t worth it but a little advice never hurts. I plan on playing the druid like a fighter with utility via spells and summons when brute force isn’t the best approach.

Human Stats : STR: 17 DEX: 14 CON: 14 INT: 12 WIS: 14 CHA: 7

Oread Stats: STR: 17 DEX: 14 CON: 14 INT: 12 WIS: 16 CHA: 5

Traits: Bruising Intellect & Blade of Mercy

Feats: Enforcer, Intimidating Prowess, Planar Wild Shape, Natural Spell, and then probably a focus on summoning SF Conjuration – Augment Summons – Versatile SNA --- Superior Summoning

Maybe Fast Learner if I choose Human vs Oread

I think the argument for taking the monk level is stronger if I choose Oread instead of human.


Sebastian Hirsch wrote:

You will have trouble charging with that build, especially since you need a legal space to end your movement.

To charge you need to move at least 10 ft. directly towards your enemy, and end your movement as soon as you can make a melee attack again him (15 ft.) so you need 9 unoccupied squares in that exact location.

I just reread the squeezing rules and with the belt giving the compression ability I would be able to end my turn in a 10 foot spot without squeezing. I would also be able to charge thru a 10 foot path. Not ideal in an enclosed space but then again with dragon style giving me the ability to charge through difficult terrain and allies and have a 15 foot reach I would probably be able to charge more often than you think. In enclosed spaces I would also almost always be in reach for a full attack. With my abysmal dexterity in huge form combat reflexes is a trap. But if I really needed to be smaller a wild shaped burrowing earth elemental would get me underground and out of the way.


Good thoughts so far thanks to everyone : )

Regarding the swarm bane clasp and the AoMF it's a 2am oversight. But there is a bag that doesn't merge with your forms I could put it into. I can't remember the name but a little searching and I'll find it.

As for resonant power from the ioun. Stones I'd chose one for the resonant power. I like the +2 CMB/CMD resort ant power more but I'm more likely to buy the +2 strength enhancement first.

As for grapple I have to look at the grapple flow chart every time I decide to do it and this time I just forgot that it ended my full attack. It just means the bite has to go last.

As for the out of combat question that's a good point I have a sorceress that I have played and I enjoy the out of combat aspect. I was going for something different here but I think too differently the human build gives me +2 skill points per level and I could use the bonus feat for fast learner gaining me both skill points and hp per level.

As for tight spaces if I go human I could focus more on summoning (SF & Augment Summons) in human form and the saurian aspect has 3 natural attacks and the build includes a good strength. I wouldn't be a front liner but I would contribute without being in everyone's way. It was my plan at earlier levels.

As for the focus on intimidate I really just have 1 item AoMF (cruel), 1 standard feat, & both traits devoted to it. The monk level does many things for me the question is it worth the delayed spell progression. I think it might be given the build is super MAD and forces me into a moderate wisdom score.

As for a trip discharging a touch spell it's not clear in the rules I'd expect table variation. Vine strike very clearly does not discharge on a trip though.


Joe Ducey wrote:
I'll double check when I get home, but iirc correctly that monk archetype isn't PFS legal.

Wouldn't surprise me I saw that it had Intimidating Prowess and got excited. Archives of Nethys indicates it's legal. I checked additional resources and it doesn't call it out by name and I don't have inner sea combat loaded on my phone so I can't check that. Assuming archives of Nethys is correct for the moment how does everything look.


Build Question for Pathfinder Society (PFS)

Classes: Monk (Hamatulatsu Master) 1 / Druid (Saurian Shaman) 10
Race: Dwarf
STR: 16 DEX: 12 CON: 16 INT: 8 WIS: 17 CHA: 6
Domain: War (Tactics)
Traits: 1) Adopted (Ifrit) à Fiery Glare 2) Blade of Mercy
Monk Feats at 1st Level: Unarmed Strike Bonus Feat: Intimidating Prowess
1: Enforcer
3: Dragon Style
5: Planar Wild Shape (Retrained if needed)
7: Natural Spell
9: Spell Focus Conjuration vs Steel Soul
10: Bonus Feat (saurian shaman) Power Attack
11: Augment Summoning vs (TBD)

Fluff: Trained as a Monk dedicated to Asmodeus from birth she has a crisis of faith converts to Sarenae runs off to the wilderness and becomes a druid.

Plan:
Level 1-2: Hit things with a big Stick (Shelagh)
Level 3-5: Melee with Natural Weapons using Blade of Mercy & Enforcer to free action intimidate on hit and using a Amulet of Mighty Fists (Cruel) to apply Sickened
Level 6: Add standard action Summons to the mix
Level 7-11: Turn into a huge pouncing Celestial or Fiendish Allosaurus that wrecks faces with 24-26 Strength, a massive bonus to intimidate, Vine Strike (entangle on hit +1d6), Frostbite (fatigue on hit +1d6 nonlethal), Intimidate (shaken & feared on crit), sickened if shaken, grappled if hit with Bite, and raked on a charge

Bonus abilities: Spell Casting L1-5, Wild shape, Good Perception

Items required for build.
Belt of the Weasel – It gives the Compression monster ability which is how I plan on taking a huge Allosaurus indoors. Dragon Style will let me charge through my allies and difficult terrain and 15 foot reach should let me make full attacks on a regular basis.

Planned Items:
Deliquescent Gloves 8k, AoMF (Cruel) 4k, Swarm Bane Clasp 3k, Headband of Wisdom 4/16k, Druids Vestments 3k, Ring of Eloquence 3.5k, Cloak of Resistance1/4/9, Dusty Rose Prism +1 AC (resonant power +2 CMB/CMD) 5k, Pale blue Rhomboid +2 STR (resonant power +1 Fort)8k

Consumables:
Potion of Enlarge, Potion of Mage Armor, Gravely Tonic +5 Alchemical Bonus to Intimidate for 1hr

Also please hold the do you have the source comments I have a large selection of print books and even more splat books in PDF.

Questions
1. Is one level of monk really worth it? It gives me Wisdom to AC two feats I need for the build (Intimidating Prowess and Unarmed Strike) and intimidate as a class skill but I lose 1 level of spell casting. The delayed druid progression also eliminates the need to retrain to Natural Spell at L6 (cost -- 5PP & 3,000 gold)
2. Is dwarf my best race option? Human would give me 1 more feat and skill and change my stats to STR: 17 DEX: 14 CON: 14 INT: 10 WIS: 15 CHA: 7
3. Would it be better to go Druid 6 – Monk 1 – Druid 4 or Druid 2 –Monk 1 – Druid 7? It wouldn’t work well with my Fluff but maybe I could find a storyline to make it work
4. Did I miss anything that isn’t PFS Legal
5. Any additional suggestions
6. What do you think of a Charge/Pounce or Full attack routine as follows?
a. Pre-buffs Vine Strike is minutes per level & Frostbite is 1 touch per CL (Frostbite for tough fights only)
i. Claw 1: Trip attempt discharge Frostbite for 1d6 plus fatigue. No return AoO unless they also have 15 foot reach.
ii. Bite 1: Grapple on hit, slashing non-lethal free action Intimidate, frostbite 1d6, Vine strike 1d6 + entangle
iii. Claw 2: Intimidate if first Intimidate failed or missed second attempt if it hit cruel weapon applies sickened
iv. Rake 1: repeat claw 2 or repeat trip
v. Rake 2: repeat claw 2 or repeat trip
b. By the end if the target isn’t unconscious from damage he should be Shaken, Sickened, & Entangled (-6 attack, -2AC, ½ movement, -4 saves) and possibly prone, grappled, and fatigued (-7 attack, -7AC, AoO if they stand up, AoO if they move, 5ft movement speed)
7. What are my weaknesses


Nefreet wrote:

Oh, good news, though:

Quote:
Dervish Dancer really comes online at L12 when PFS ends

You've been gone for a while.

PFS caps at level 20. There are now three Seeker Arcs for level 12+, plus many, many Modules for higher level play.

I wrote a portion of this at work and so was using the D20pfsrd wording. Still haven't tracked the book it's in. Probably hiding in a box in the garage. But if I remember correctly the correct name is Dawnflower Dervish.


I’m trying to determine the best option for a PFS physical damage dealer and face. To get both of these I settled on a bard instead of a swashbuckler because they have more skills and get spells. I’m now trying to decide whether to go for a straight bard with archery feats or to go Dervish of Dawn and be a switch hitter. I haven’t played PFS in 2.5 years but I have GM’d a few home games for PFS credit which I think is legal and would give this character 9 xp and 12 prestige/fame.
I used Level 7 as a benchmark since most abilities have come online at this point but there is still PFS play time left. I’m leaning towards the switch hitter it doesn’t seem stronger but has more options.
Questions:
1. Which will be most effective.
2. Will the melee portion of my switch hitter go unused
3. Am I over valuing Eldritch Heritage (Arcane Bond) vs Deadly Aim or Power Attack
4. Is there a better race option for either?
5. Any reason I should consider Dervish Dancer vs Dervish of Dawn
a. Dervish Dancer really comes online at L12 when PFS ends
6. Any better optimal feat selections
a. Battle Cry vs Deadly Aim for instance (team buff (1/1 morale) vs damage with a to hit penalty -2/+4)
7. Anything in this not PFS legal that I missed? (I have source books)
Ability Scores (4th level to DEX, 8th to WIS) (Racial to DEX)
STR: 14 DEX: 17 CON: 12 INT: 10 WIS: 7 CHA: 16

Switch Hitter: Zen Archer 2/ Dervish of Dawn 9
Pros:
Level 7 Max Hit/Damage Modifiers w/o Spells or items (Ranged 10/10) (Melee 9/13 + free action Intimidate)
+2 all saves from Monk
+2 saves vs Enchantment from Half-elf (Basically +2 Will saves)
Flurry of Blows = Rapid Shot at -1 penalty instead of -2
+1/1 Moral Bonus from Battle Cry to everyone 3x per day (Swift Action)
+4 Initiative Mismatched Half-Elf alt racial trait
Ability to take Eldritch Heritage (Arcane Bond) ½ price weapon & plus 1 spell per day
Melee tactic Enforcer + Cruel Weapon (Shaken/Sickened)
Inspire Courage as move action

Cons:
2 Bard levels behind (Level 2 Spells at L6/ 3rd Level at L9/ 4th at L12)
Inspire Courage only affects self
Bardic Performance Rounds at Level 7 = 13 (Cha 3 + Favored Class 3 + 2/per level x5)
Versatile Performance at L4 & L8
Can’t get Many Shot without spending a feat on Rapid Shot

Ranged Bard

Level 7 Max Hit/Damage Modifiers w/o Spells or items (Ranged 7/6) (Melee 2/2)
+1/1 Moral Bonus from Battle Cry to everyone 3x per day (Swift Action)
+2/2 Competence Bonus from Inspire Courage to everyone
+1 Skill per Level Human
Full Bard Spell Progression
Bardic Knowledge
Lore Master
Versatile Performance at L2 & L6
Bardic Performance Rounds at Level 7 = 17 (Cha 3 + Favored Class 0 + 2/per level x7)

Cons:
Melee abilities weak
Inspire Courage as standard action until L8
Bardic Performance Rounds at Level 7 = 17 (Cha 3 + Favored Class 0 + 2/per level x7)

Feat Details:
Half-Elf Zen Archer 2/ Bard 9
Traits: Blade of Mercy, Magical Knack
Skill Focus knowledge, Enforcer, Dervish Dance, Precise Strike, Arcane Strike, Point Blank Shot, Weapon Focus (Long Bow), Perfect Strike, Battle Cry (All of these by Level 5), L7 Eldritch Heritage (arcane), L9 Clustered Shot, L11 Deadly Aim
Combat
Round 1: Swift Battle Cry, Move Battle Dance, Standard Allegro
Round 2: Swift Arcane Strike, Full attack 3 shots at full BAB + iterative
Round 3: Ranged or Melee depending on situation

Human Bard Archer
Traits: Maestro of Society, Dead Eye Bowman
Precise Shot, Point Blank Shot, Rapid Shot, Battle Cry, Many Shot (retrained at L8), Cluster shot, L11 Arcane Strike vs Deadly Aim
Combat
Round 1: Swift Battle Cry, Standard Inspire Courage, Move none
Round 2: Swift none, Standard Haste, Move none
Round 3: Ranged attack or spell

Defensive option for both: Scroll of Mirror Image or Invisibility in spring loaded wrist sheath.
Swift wrist sheath, 5 foot step, standard action scroll cast, move draw melee weapon or run away.

Items:
Belt DEX 4k/16k
Headband CHA 4k/16k
Cloak resistance 1k/4K
Ring of Seven Lovely Colors (Shelyn) 4k
Ring of Eloquence 3.5k
Scimitar +1  cruel 2.3k/8.3k
Composite Adaptive +1 Longbow 2PP/2K/3K/11k/19k (divided by 2 with Arcane Bond)
Deliquescent Gloves 8k
Buckler (150g) & Mithral Chain shirt 1.1k or Elven Mail 5,150k Enhancements +1k/4k
Cracked Dusty Rose Prism Ioun Stone 500g


Zalman wrote:

Did any or all of you ever get the game you're looking for? My wife and I are also looking for a another Pathfinder game (so I can take a break from GMing). Sounds like there are 6-8 people on this thread looking for a game in the area, and at least two who are into GMing.

Zalman I was looking at the date this thread is pretty old. However, I am looking for at least 1-2 and up to 3 more people for a game I was GM'ing.

We lost 2 of 5 people recently due to time conflicts. we were meeting two Saturdays a month from noon - 5pm. The old location was in Milwaukie but we are looking for a new location that's more centralized. Time is somewhat flexible but not as much as the location. If you are still looking let me know.

Still looking as of September 1, 2014 will post a follow up if players magically appear and fill my table.

Doug
mobius897@hotmail.com