Is there a way to increase the Gray Warden's Slaying Judgement? Would you allow having sniper's goggles or something similar to increase range?
So I'm in a new campaign as a paladin. My character is easily the oldest at 34 with everyone else being 17-20. In my backstory my pc has just become a father to a baby girl. I was thinking of uping the fatherly-ness and become the party dad. However, besides the lame dad jokes, how else do you be fatherly? I pay for the group during meals and when staying at an inn. Should I have talks with my new children or scold them or what?
Rory wrote: Further, if you did trip a foe and cause AOOs, if your allies go between you and the tripped foe, they will get a second AOO when the tripped foe stands up as their AOO action has reset. Somehow it never registered that my allies would probably renew their AoOs before the bad guy goes. I think this pushes Greater Trip to the front of this race... claudekennilol wrote: Assuming you rage when you fight, that will increase your weapons enhancement bonus to +3 (which will also overcome silver/cold iron DR). Because it has Dueling, it would get an extra +4 (total of +6) WOW, I didn't even think how furious would stack with dueling... dang this will definitely be getting added to my trident. My 9th level was unchained barbarian this got me improved uncanny dodge as well as superstition. Up till now I was only raging to boost my will save and if I really needed that extra damage. I also had 8,000 extra gold but I was thinking to get the headband of havoc for the immediate +5 will when we get ambushed.
claudekennilol wrote: You could take Vicious Stomp which would give you another AoO if a foe falls prone next to you (which also stacks with Greater Trip). I was planning on finishing my last two levels with ninja 5 and 6, increasing my sneak attack and getting me another ninja trick (which was probably going to be Sneaky Maneuver). However, if I picked up two levels of Monk instead I would get the same amount of attacks after tripping, plus an extra bonus feat and evasion. Right now my character is Chaotic Good, but I can just take Martial Artist or change my alignment...
I just hit level 9 on a PFS melee character and am looking for some advice on which feat I should take and what items I should buy... He is currently a super mobile melee support character, who uses tumbling and tripping to control the battlefield. And while he is not optimized to deal that much damage, he has so far been helpful to most parties he has played in. The Build So Far:
Ninja 4/Unchained Barbarian 2/Lore Warden 2/Whirling Dervish 1 HP 70 STR 14
AC 24 Touch 16 Flat-Footed 18 Fortitude +10
BAB +8/+2
Acrobatics 20 base/24 jumping/26 tumbling
Equipment
+1 Glamered Comfort Mithral Breastplate
Headband of Havoc
Feats and Special Abilities
Dodge
As I said previously, I just hit level 9 and I have an empty feat slot I haven't decided on. I also have 10,000 gp I can spend on items. I have a couple ideas, feel free to give any and all input. Feats
The first is Greater Trip.
The second option is circling mongoose.
The third option is Two-Weapon Fighting.
Equipment
I can spend 9,000 gold on my armor, shield, and a ring of protection to boost my AC up to 28. Or I could boost my trident up to +2 giving me 3 more to trip and an extra hit and damage with my regular attack. The third option I am thinking is a brown thorny ioun stone this would give me +2 competence to trip as well as acrobatic. Once again, these are just some things I thought of. I'm sure that you guys have some awesome ideas to and I would love to hear them :D
So I'm thinking of creating a new PFS character and need some advice on a level split...
hmmm, do you guys know of any other feat or class ability that can give clustered shots to a melee weapon? Its really all i wanted out of the feat chain
What are your guys thoughts on removing the "This ability works only with unarmed strikes, no matter what other abilities you might possess." line? It was my understanding that this was placed in pummeling style to balance it out when you could make a single massive crit. But they have since removed that part but still kept the thing that sort of (not really) balanced it. Keep in mind you would still have to get your attacks to count as unarmed strikes like with Feral Combat Training
A couple questions dealing with the Immovable Rod
Are any of these answers different if I was using a weapon with anchoring?
A quick question on the thorny ioun stone. It is a legal ioun stone found in inner sea combat. My question is how I decide what the resonant power is. Do I pick either athletic or acrobat, or do I roll and have a GM sign off on it?
hmm, bummer. I took reactionary level 1 because I didn't exactly know which direction his flavor would go. And now I would kinda like to change it to a trait that gives heal as a class skill. Unfortunately I am passed the legal retraining period.
Just a quick theorycrafting rules question. If I ready two attack actions with overwatch style, can I then vital strike with both readied attacks?
If I decide to go with the tripping route I will definitely squeeze in greater trip. but for that first level the AoO from standing up will have to be enough. I completely forgot that the rapier has a much better crit range. I will keep it in mind if I ever need to change. I have so many ideas now if I ever want to rebuild the character :D ---------- While increased DEX would be sweet while raging, the loss of uncanny dodge and HP bonus is painful. Furious is also an interesting choice to increase my hit and damage while raging, however it only increases bonuses to skills and not to save bonuses. I honestly probably would have gone with unchained rogue if I had the book when I was originally making the character, and if I ever decide to play the character through again I will probably try it out. However, 4 levels of retraining is a big chunk of my prestige and I gotta save some of it for a resurrection or two ;) As far as I can tell by reading the rules there is nothing that specifically calls out that you can't use deeds while raging. So if it ever comes up, I will argue my point but the DM's word should be final. If it does come to that, making sure to not double rage and deed shouldn't be too hard.
It's odd, I have yet to run out of rage in a day even with only 5 rounds per day. I don't really need it in the early fights, being able to hit most things when they are flat footed. Only on the end boss fights (remember this is PFS) do I really use it to get some extra hit points and the small boost to damage.
After looking at the trip and adding up my bonuses it honestly doesn't seem that bad... With Canny Tumble and Flanking I should be looking at a total of +17 to trip (+6 BAB, +2 STR, +2 improved trip, +1 weapon, +2 dueling, +2 canny tumble, +2 flanking) against their CMD without DEX, then if I take a level in swashbuckler I would add my DEX instead of STR for a total of +19.[source]side note, does fury's fall stack with weapon finesse?
I was kinda attached to my trident, Is the extra 2 damage an attack that important, for a build that is not really the main damage dealer? I guess I could be willing to switch...
After a quick search I believe the ioun stone you are talking about is the clear spindle which gives protection from possession and mental control, while this is great, does it help against confusion? that seems like the spell that is most often tossed around in combat. Although i will probably pick the stone up regardless... thanks for the idea Is using up two feats worth it for Improved Iron Will? if the general consensus is yes, then I will look into working them into my build, although I already feel feat starved... Quick Runner Shirt got some heavy nerfs a couple months back. You can't switch shirts every combat, and your turn ends after the extra move action. because of these PFS has made it legal just two weeks ago. And sense I am not using a shirt slot, it still seemed worth it to me. Being able to run away after an attack or pull out a wand at the end of turn has its uses. Dex to damage is still pretty tricky, but if you guys know of a way that i can either dip or an item that would let me, that would be super cool. Keep in mind that damage isn't the main goal of this build, and having Dex to hit still helps a little. The swashbuckler is mainly so i can get access to confounding tumble, the rest is just gravy. although i don't know if i need it at level 7 or if I can wait till level 9... I hear you about the trip, there are times when I even have problems trying to tumble past people without using up a ki point. Obviously I won't try to trip anyone bigger than medium, but i feel having it up my sleeve would be handy. Now if having the random trip is useful enough to justify a level and 2 feats is debatable...
So one of my pfs characters has just hit level 7 and i need some advice on the direction to go. He is currently a super mobile melee fighter that can easily pass through enemies threatened squares and get to flanking positions to help ally fighters. He is however fairly unoptimized for damage and due to multiclassing his will save is embarrassing
the build so far:
ninja 4/unchained barbarian 1/ranger 1 HP 49 STR 14
AC 23 Touch 15 Flat-Footed 18 Fortitude +7
BAB +5
Acrobatics 16 base/20 jumping/22 tumbling
+1 adamantine trident
reactionary
I just hit level 7 and have around 10,000 gold that i could spend, so with that in mind here are the options i was think of... Option 1: leveling the barbarian AKA the defensive option
Option 2: leveling the ranger AKA the damage option
Option 3: starting a swashbuckler AKA the support option
Option 4: leveling ranger AKA the control ranger
Sub-Options:
Akitonian Blade... Is a reach weapon, so if I want to try a combat maneuver I could potentially do it without taking a AoO. Also blasts my jump checks into the stratosphere, literally. extra rage power... simple, gets me an extra rage power if I want to go barbarian 2, lots of options, looking at knockdown stance or something similar. Thanks for reading all of that, I would love to hear your opinions. If you think any other options might be better for me, just let me know. I do have a healthy supply of prestige points, so if you want to retrain something that is also an option. Keep in mind that this is a PFS character, so if it needs GM approval it probably won't work.
wow those additional resources can be super difficult to read Additional Resources wrote: Archetypes: all archetypes on pages 75-133 are legal for play, except forgepriest, hex channeler, musketeer, mutation warrior, packmaster, primal companion hunter, primalist, spirit summoner, and steel hound. Hex channeler, mutation warrior, and primal companion hunter are now legal for play. I just stopped reading after except hexchanneler... Thanks for the info
Looking at the prestige class mystic theurge... in PFS spell like abilities don't count towards pre-reqs. Meaning you won't be able to get your first level in until 7 and at 11 you still will only have access to 4th level spells... IDK it seems like a lot to give up, but the flavor is so tempting....
just a quick question... Is there a intelligence based caster that can channel both positive and negative energy? doing a quick search I have only found three options. the necromancer wizard, can only channel to turn or command undead. the spirit whisperer life wizard, can only channel positive energy. hex channeler witch, absolutely perfect but banned in PFS because of exploitable wording. Are there any other options that i missed?
So I was thinking about making an oracle/paladin lifelinky tank thing. Originally, I was also going to buy Boots of the Earth, however PFS has errata'd it so you can only use it once a day, and while this would probably be ok most of the time, it got me thinking about other options. I was wondering how good an oracle/inquisitor is? Also would it be worth it to grab fast healer with the healing judgment? If I wanted a mount would it be worth it to go 4 levels of cavalier and grab horse master? At this point is it any better than just the normal oradin?
I am currently level 1 (this is pfs so retraining before 2 is totally doable), the character used to be a blacksmith's apprentice before bonding with a familiar then going off to magic school. I was hoping to reflect this in my combat style, being able to create weapons and, after practicing, living creatures. Do you guys have any suggestions that would be better while still maintaining the flavor side.
So I have a conjuration/creation wizard. I will mainly be using summoned creatures in combat, however I was also hoping to use a standard action when I don't summon a creature to create a weapon. My strength is a 14, and my dex and con are high enough to survive in melee combat. I was wondering if there were any ways to boost my attack so I can hit things more often, or is my only option spending another action to cast magic weapon. Don't worry about weapon proficiency, I have improved improvisation and quick learner, and my gm is letting me stack it favorably.
If a character uses the feat Antagonize to intimidate an enemy and force them to attack, can they use the diplomacy part of the feat on a later turn to give minuses? Or is the 24 hour thing at the end of intimidate apply to the entire feat?
Just looking for some advice.
The boots I am currently looking at:
cat burglar's boots... Allows a reroll for acrobatics once a day, which i hear is better than a flat bonus.
daredevil softpaw boots. gives all my attacks +2 untyped bonus if i tumble. which is handy considering i do it all the time, and when i get circling mongoose can tumble during a full attack, while dual weilding... If you guys have any other options I am willing to hear you.
Just a quickie...
Editerino:
Sub-question:
sorry for the lame questions :/
Backstory: My character was on a boat and jumped to a nearby dock to clear an area of enemies. The dock was 20 feet away and 5 feet up. Rushed for time, we concluded the DC would be 40 (20 for long jump+20 for high jump). Which was fine, this character can make the jump without rolling. However, wanting to make sure I have the information in the following scenarios Also as this character is PFS if there is any RAW on this topic that would be preferred... Searching the forums i have found that a lot of people use the old 3.5 rule where you make a parabola with the apex being 1/4 your distance, this is fine for some jumps, my dock example would have been around a DC 32 if you were following these rules. However this doesn't always work, especially if you need to travel up more than you need to travel forward, jumping to the top of a 10 foot wall 5 feet away for example.
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