Seltyiel

Rikcry's page

1 post. Alias of revaar.




So, I had a character build idea this morning, and threw together a quick build.

Fighter (Lore Warden) 1->Scryer Wizard 1->Eldritch Knight 5->Arcane Archer 3->Magaambyan Arcanist 10

You'll end up with 19 CL (assuming Magical Knack), 9th level spells as a 17th level wizard, 15 BAB, Imbue Arrow, and 10 Druid spells of up to 7th level.

But how well do Imbue Arrow and Halcyon Magic work together? Are there and Druid spells that would benefit from being placed at a range?


So, we hit 11th level in my home game (we are playing Shattered Star), and I'm divided on what to pick for my feat. I am playing an Archaeologist Bard with a Lore Warden dip who is a bit of a switch hitter (between Keen Rapier, Whip, Bow, and revolver). My current build is here. I'm not sure what I should pick up.

I've narrowed myself down to three choices:
1: Extra Rogue Talent for the Grit Talent (Quick Clear and Extra Grit being what I would choose, though i might ask my GM if i could substitute Gunsmithing for a Grit Feat, since it makes more sense for my character), I just learned how to use firearms last level, plus it's basically two feats in one
2: Quick Draw to help with my action economy (I switch weapons pretty often)
3: Butterfly's Sting to help our party paladin's DPR (he uses high crit mod reach weapons, and using my rapier to pass off crits to him could up be fun)

Suggestions?


So, my GM has hinted that he wants to run Wrath of the Righteous after we finish our current AP.

After reading the Player's guide to WotR and some bits of the Pathfinder Wiki, I had an idea for a character.

Basically, I want to follow the Champion Path, but on the path of becoming a God. Specifically, I had the idea of the second incarnation of a dead god, Avcana, Goddess of the Moon and Battle.

Nacava, a Deity Reincarnated:

Nacava
NG Half Elf Barbarian/Oracle/Rage Prophet

Str 16
Dex 12
Con 14
Int 10
Wis 8
Cha 18 (+2 racial)
(we normally play on 25 point buy)

Traits:
Stolen Rage (WotR Campaign Trait)
Magical Knack (Oracle)

Alternate Racial Traits:
Ancestral Weapon (Falcata)

Levels/Feats/Rage Powers/Revelations:
1 Barbarian1 (Elemental Kin and Urban Archetypes): Power Attack
2: EUBarbarian2: Reckless Abandon
3: EUBarbarian3: Furious Focus
4: EUBarbarian4: Moment of Clarity
5: Oracle1 (Lunar, Tongues): Prophetic Armor, Open Feat
6: Oracle2
7: Rage Prophet1: Leadership
8: Rage Prophet2
9: Rage Prophet3: Vital Strike
10: Rage Prophet4
11 Rage Prophet5: Improved Critical (Falcata)
12 Rage Prophet6
13 Rage Prophet7: Devastating Strike
14 Rage Prophet8
15 Rage Prophet9: Improved Vital Strike
16 Rage Prophet10
17 Oracle3: Primal Companion, Boon Companion
18 Oracle4
19 Oracle5: Extra Rage Power (Ferocious Beast)
20 Oracle6

Mythic Feats/Path Powers:
1: Mythic Power Attack, Flash of Rage, Sudden Attack
2: Impossible Speed
3: Mythic Leadership, Divine Source (Good, Strength)
4: Fleet Warrior
5: Mythic Improved Critical (Falcata), Extra Mythic Feat (Mythic Vital Strike)
6: Divine Source 2: (Darkness, Moon, Ferocity)
7: Mythic Extra Rage, Extra Mythic Feat (Mythic Improved Vital Strike)
8: Titan's Rage
9: Paragon, Divine Source 3: (Luck, Fate, Resolve)
10: Maximized Critical

So, how poorly off will I be? I will end up with 15 BAB, 15 CL, and 6th Level spells.

I know i have a few sub-optimal choices that I am making for flavor purposes (Tongues instead of lame, Falcata, Divine Source). I know that Vital Strike is also normally not optimal, but I think that the Mythic version fixes the issues with it, and it combos well with Sudden Attack.

I'm not very familiar with Mythic rules, have I hit any trap options?

Any suggestions for my 5th level feat? I feel like it should be an extra rage power, but I'm not sure which one.

Thanks!


Let's say I am wielding a reach weapon. When someone charges at me (who does not have reach), I get an AoO when they leave a threatened space. I take my attack as a trip, since trip can take the place of an attack.

1: If I then succeed on my trip, they fall prone in the square that they provoked from, preventing the charge from finishing. Is this correct?

2: If I take the AoO as a Disarm attempt, the charger drops his weapon in the space he provoked from, and finishes his movement. Does he get to finish his charge with and unarmed attack?

3: If I am wielding a whip with improved whip mastery and combat reflexes(thus also threatening close), does that provoke another AoO (assuming the charger does not have IUS)?


Which would you choose if you could only take one?

Mirror Image is more effective, with a minimum of 66% miss chance, up to 85% chance. However, every time the miss chance works, the effectiveness goes down, and if used for a heated battle, it will run out before the duration ends.

Blur however, while stuck at 20% miss chance, will likely last for the full duration.

So which is more worth it?


So, a bit of background:

The Boring Stuff:
I'm playing an Archaeologist Bard (with a dip into Lore Warden Fighter) in the Shattered Star AP. We just hit level 5, and I am taking my third level of Arch-Bard. So far, I've been a bit of a switch hitter for the party, alternating between taking potshots with my bow when I have a clear shot, disarming and tripping with my whip when a foe needs disabling, and front lining with a finessed short sword and shield. The rest of my party consists of a Reach Paladin, a Buffer/Healer Oracle, Gunslinger, and Illusion/Evocation Sorcerer.

Here's my current pertinent build stats:

Stats:

Str: 14
Dex: 18
Con: 10
Int: 16
Wis: 7
Cha: 15

Feats:
Lingering Performance
Weapon Focus (Whip)
Whip Mastery
Combat Expertise (Lore Warden Bonus)
Weapon Finesse

Traits:
Vagabond Child
Fate's Favored

I am looking to up my damage output, and I am torn on whether to take Power Attack or Arcane strike for my 5th level feat. So far, I have not had issues hitting things, so the penalty for power attacking might not be an issue, but I'm worried that things will be getting harder to hit from here on, and I might just want the stable +1 from Arcane Strike. Additionally, I haven't acquired a magic weapon yet, and unless I find one, I'll be focussing on buying protective items first, so I might want the ability to be magic to bypass DR.

Halp?


I'm planning out my build for a Whip focused Bard (not entirely optimized, but fun), and something I'd really like to do is use my whip to disarm a foes and then deposit the disarmed weapon in my own free hand.

Can I do this?


I have not played Pathfinder ion a few years, and my GM is running our group through the Shattered Star Adventure Path (no spoilers please!). It has fallen to me to be the in the rogue roll. I have chosen to accomplish this by being a Bard with archaeologist archetype. Here is my character at 1st level:

Half Elf Bard (archaeologist) 1
Str: 10
Dex: 15
Con: 12
Int: 18 (+2 H/E)
Wis: 7
Cha: 16
25 pt buy

Alternate Racial: Drow Magic to replace Muli-talented and Adaptability
Traits: Vagabond Child (disable device) and Prehensile Whip
Feat: Weapon Finesse

Skills: Appraise +8, Disable Device + 7, Escape Artist +6, Knowledges Dungeoneering, Arcane, History +9, Linguistics +8, Perception +4, Sleight of hand +6, Spellcraft +8, UMD +7

Spells:
0-Detect Magic, Mage Hand, Daze, Light
1- Cure Light Wounds, Sleep

Equip: Whip, Short Sword, Short Bow, Leather Armor, Assorted Mundane Equipment

In combat I am mainly going to be attempting to Trip and Disarm with my whip, avoiding AoO with my reach. To this end, in future levels I am intending to pick up the Whip Mastery and Serpent Lash Feat Trees. I am considering dipping into Fighter (Lore warden) to help speed that up, but i am worried that doing so will damage my skill and magic progression.

Thoughts? Suggestions?