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2 people marked this as FAQ candidate.
Quote:
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

From Liberation [Freedom] domain/subdomain.

I read through a few threads on this, but none with the question I want to ask.

Please note the bolded sentence. As written, this ability does not grant one re-roll; it grants as many re-rolls as you can fit into a minute, or until you succeed. So, as many as 10 re-rolls against a particularly bad affliction/effect that might normally only allow one save. And that's for each use of the ability. So, up to 10x(3+WIS) rerolls per day.

Do you think this is RAI? Hoping not, but would like to hear other opinions.


Nature Shaman wrote:
Stormwalker (Su): The shaman can move through non-magical fog, rain, mist, snow, and other environmental effects without penalty (see Weather). She is never slowed by such effects, and she doesn't need to attempt Acrobatics skill checks to move across such surfaces. She can also move through magical environmental effects that she created. At 10th level, the shaman can see twice as far as normal through environmental effects, whether or not they are magical in nature.

As the title says, does this remove penalties from flying through non-magical wind? I would think RAW, yes, because you've moving through an environmental effect (wind) which would normally have penalties. However, not sure about the RAI, or if I'm reading too much into it.


I noticed this contrast between the capstone for the Life Oracle and the Life Shaman:

Life Shaman wrote:
Upon reaching 20th level... immunity to bleed, death attacks, and negative energy, as well as to the exhausted, fatigued, nauseated, and sickened conditions. Ability damage and drain cannot reduce her to below 1 in any ability score. She automatically succeeds at saving throws against massive damage. When she is reduced to below 0 hit points, she doesn't die until her negative hit point total exceeds double her Constitution score.
Life Oracle wrote:
Upon reaching 20th level... immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

The only difference, so far as a I can see, is that one grants immunity to "negative energy", and the other to "negative levels". Does the former encompass the latter? I presume immunity to negative energy protects against negative energy hit point damage, whereas immunity to negative levels does not. Any other key differences?


1 person marked this as FAQ candidate.
Quote:
Upon reaching 20th level, the shaman becomes the spirit of heaven. She receives a bonus on all saving throws equal to her Wisdom modifier. ...

Yes, I realize, 20th level ability, who really cares. BUT, I'm curious. Since it's been ruled that ability modifiers are their own type, which cannot be stacked, does this mean that this ability really only adds WIS to reflex and fortitude saves? I would venture that's not RAI, but who am I to say.


So, Lyrakien azata, say. She is tiny. Is there anything at all, rules wise, that prevents her from throwing splash weapons, presumably comically huge compared to herself, just as effectively as her master can (perhaps more so, given her high dexterity)?

I mean, there should be, given her size. But is there? I'm not aware of any sizing rules for splash weapons.


Looking to make a healer NPC in a very low-magic setting. They'llhave skill unlock for Heal (which is the only way to make non-magic healing anything viable), and the "Battlefield Surgeon" trait which allows two uses of Treat Deadly Wounds on a given character per day.

My question is whether anyone is aware of any method to make the use time for Treat Deadly Wounds (1 hour) faster. If not, I may just want it to give faster time for an increased DC.

Danke.


Relevant section

Quote:
At 4th level, a duettist's familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master's bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist's bardic performance.

So, it has to be the case that the familiar is using your bard level for the performances, but does it use your charisma bonus, or its bonus, for determining the DCs of the bardic music abilities? What about when a bardic performance calls for a Perform check?


I was looking through some Bard archetypes (e.g. Flame Dancer) and noticed that some add spells to your spells known, but do not specify that they are added to the Bard spell list.

Does this mean, for example, that you would need to UMD to use a wand of that spell, even if you know it?


Dirge of Doom bardic performance makes enemies shaken, Memorable trait says:

Quote:
When you modify attitude with Diplomacy or Intimidate, it lasts 50% longer. Whenever you create a fear or mind-affecting effect that lasts at least 2 rounds, it lasts an additional round.

So, if a Bard with the Memorable trait played Dirge of Doom for two rounds and then stopped, would the enemies continue being shaken for one round afterward? This is not even considering the Lingering Performance feat, mind you.

If so, would he be able to start another type of performance immediately, and have the two overlap (if only for a single round)?

This isn't anything broken, more like a quirky edge case, but if this works, it makes the Memorable trait slightly more worth considering for a Bard.


So, "Expanded Portfolio" in the Exalted prestige class grants the spells of a domain as a SLA each useable 1/day (provided you are of sufficient level to cast them). So, if one takes the Healing [Resurrection] domain, then you can (assuming you are casting level 9/13/17) pop off a Raise Dead/Resurrection/True Resurrection 1/day each, with no material component.

Is that correct?


Specifically, the Sensei archetype of monk can potentially grant allies Diamond Body (immunity to poison) for 1 round. There are two ways I can think of this working:

Option 1 (most powerful): The Diamond Body instantly neutralizes any poisons in the system of the character, and provides them with protection from any further poisoning for that round. Useful, though since you can't do that before level 10, definitely nothing gamebreaking.

Option 2: The Diamond Body protects from the effects of poison for that one round, and prevents further poisons from taking effect during that round, but any poisons already in the bloodstream continue on the following round.

Thoughts? Previous rulings?


"Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier."

1st, can this be used on yourself? I think the answer is yes.

2nd, which just occurred to me, can you keep using this on the same check? RAW, it seems it would work (obviously the insight bonuses would not keep stacking). RAI, not sure.


Relevant text:

Quote:
At 1st level, as a standard action, a Contemplative can touch a creature to grant it a temporary ki point until the beginning of the Contemplative's next turn. ... The Contemplative can target himself with this ability as a swift action, but doing so costs 2 uses of the ability.

Now, normally touch powers that are standard actions can be used on yourself (as a standard action) unless the ability says otherwise. SO, there are two ways to read this power, and I have no idea which is correct.

Option 1:

Quote:
At 1st level, as a standard action, a Contemplative can touch a creature to grant it a temporary ki point until the beginning of the Contemplative's next turn. ... The Contemplative can target himself with this ability as a swift action, but doing so costs 2 uses of the ability.

For option 1, the significant part is the fact that it is a swift action. Under this interpretation, you could target yourself as a standard action (as is normal for touch powers), but would have to spend 2 ki if you wanted to spend only a swift action doing so (say, if you wanted to use that ki for a SLA).

Option 2:

Quote:
At 1st level, as a standard action, a Contemplative can touch a creature to grant it a temporary ki point until the beginning of the Contemplative's next turn. ... The Contemplative can target himself with this ability as a swift action, but doing so costs 2 uses of the ability.

For option 2, the significant part is that it targets you. Under this interpretation, spending 2 ki and taking a swift action is the *only* way the ability can be used on yourself.

I honestly think both can be read as RAW, but am looking for input. Thanks in advance for any thoughts.


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Hey, so: I've got a 5th level character, Monk (Ki Mystic, Sensei, Qinggong) 4 / Investigator (Spiritualist) 1 NPC here. Long and short of it is that he's got +21+1d6 in 8 knowledges, and +19+1d6 in the other two, along with several other flavorful abilities.

He's pretty bad combat wise, only saved from being *completely* useless through Advice and Insightful Strike. But that's fine, because he's an NPC. I would love any general suggestions as to anything I can do to tweak him to either make him more flavorful, more interesting, or just better. Already using the Breadth of Experience, Dilettante and Deific Obedience (Irori) feats. Traits in particular; right now I have Wisdom in the Flesh and Grounded, but the latter can easily be replaced.

Thanks in advance for any input!

Spoiler:

Half-Elf (old)
Racial Abilities:
Reflexive Improvisation: +2 on any untrained skill
Sophisticate: +2 Knowledge (history), +2 Knowledge (local)
Keen Senses, Low-Light Vision, Elf Blood

Str 11 Dex 13 Con 13 Int 16 Wis 15 Cha 7 (20 pt. buy)
Str 8 Dex 10 Con 10 Int 20 Wis 18 Cha 9 (Race, Age & 4th level)

Monk (Ki Mystic, Sensei, Qinggong) 4 / Investigator (Spiritualist) 1

Traits: Wisdom in the Flesh (Acrobatics), Grounded
Feats: Deflect Arrows, Breadth of Experience, Dilletante, Deific Obedience (Irori)

Fort +4 = +4 + 0 stat
Refl +7 = +6 + 0 stat + 1 trait
Will +10 = +6 + 4 stat
Unarmed Strike/monk weapons: +7 = +3 BAB +4 WIS

+8 Acrobatics: 1 rank + 3 class + 4 WIS (additional +2 trait bonus for balance-related)
+3 Diplomacy: 1 rank + 3 Class - 1 stat
+4/+5 Disable Device: 1 rank + 3 class + 1 trapfinding
+8 Heal: 1 rank + 3 class + 4 Wis = +8
+19+1d6 Knowledge (nobility, engineering): 1 rank+3 class+5 Int +8 feats+2 Ki Mystic+1d6 Investigator
+21+1d6 Knowledge (history, local): 1 rank+2 race+3 class+5 Int +8 feats+2 Ki Mystic+1d6 Investigator
+21+1d6 Knowledge (big 6): 3 ranks + 3 class + 5 Int + 8 feats+2 Ki Mystic+1d6 Investigator
+13+1d6 Linguistics: 5 ranks + 3 class + 5 Int + 1d6 Investigator
+10 Sense Motive: 3 ranks + 3 class + 4 Wis
+12 Perception: 3 ranks + 3 class + 4 Wis + 2 Race
+13+1d6 Spellcraft: 5 ranks + 3 class + 5 Int + 1d6 Investigator
+8 Profession (any): 0 ranks + 2 racial + 4 Wis + 2 feat
+7 Craft (any): 0 ranks + 2 racial + 5 Int

Advice (Ex): Inspire Courage or Inspire Competence as a 4th level bard, 8 rounds per day.

Insightful Strike (Ex): Use WIS instead of DEX or STR on monk weapons and unarmed strikes

Maneuver Training, Stunning Fist (Ex): As 4th level monk.

SLA: 'barkskin', CL 4 (+2), self-only, costs 1 ki.

Commune with Spirits (Sp): 5/day, 'comprehend languages', 'detect secret doors', or 'identify' with casting time of one minute.

Inspiration (Ex): 6/day. Add 1d6 to Knowledge, Linguistics and Spellcraft checks for free. Expend a use to add 1d6 to an ability or other skill check.

Ki Mystic (Su): 8 ki/day. +2 knowledge checks while 1 ki remains. Spend 1 ki to gain +4 insight on a skill or ability check, in addition to normal monk ki options.


Finally got tired of creating characters by hand. I'm aware of HeroLab, of course, but I'm not willing to drop $100+ (the amount needed to get "access" to a full-ish set of material)

Free is ideal, of course, but I AM willing to pay 20-30 bucks for a "complete" system. Up to $50 if it's really good.

I'm about to give this a try; don't know if others have experience with it.

Any recommendations within these parameters are greatly appreciated.


So, I have a build I'm tinkering with, which involves being able to shut down opponents through the use of Antagonize (feat) and Bewildering Koan.

Here's the highlights of the build at level 7:

Build Outline:

Gnome
Academician, Gift of Tongues alternate racial features.

Paladin 4 (Iroran Paladin, Oath Against Fiends) / Cleric of Irori (Separatist) 1 / Bard (Vanilla) 2
Str 10 Dex 14 Con 14 Int 12 Wis 12 Cha 18 (20 pt.)
Traits: Magical Knack (Bard), ???
Feats: Antagonize, Bewildering Koan, Deific Obedience (Irori), Skill Focus (Perform [Comedy])

*Strong AC due to Iroran Paladin
*Between dips and Divine Grace, saves are really good, which is ideal for Antagonize.
*Uses Versatile Performance (Comedy) to boost both Bluff and Intimidate.
*Cleric dip is primarily to get an additional 3+CHA ki per day, through use of the Bronze Gong. Additionally grants +10 speed via Travel domain, and retrying knowledge checks via Knowledge [Memory] domain.
*Rocks knowledge checks with minimal skill investment, though that can be sacrificed if there is a good reason
*Proceeding from level 7 will likely be straight Bard levels.
*Not sure whether to have a bow, or a finessable weapon as backup.
*Weaker on CMD; may have to watch out for that.

-------------

There's two problems with it I'm looking to remedy, if possible.

One, he's rather lackluster before level 5 (when he gets Bewildering Koan). He can inspire courage and Antagonize people, but still nothing amazing.

Two, beyond using Inspire Courage and a limited bardic spell selection, he's somewhat of a lump against mindless things. Bewildering Koan is not mind-affecting explicitly, but it's pretty clear it at least won't work on things that have no minds at all.

Any suggestions as to how to shore up these weaknesses are greatly appreciated.


text

By RAW, this is neither, but it seems a bit silly to say so. It seems pretty apparent that the creature would need to understand the question you are asking them, and thus it should at least be language-dependent.

Mind-affecting I'm much less sure about. Would this affect a vampire, for example, who is immune to mind-affecting things, but not mindless. I lean toward yes, but am uncertain.


Okay, so I'm looking for brainstorming ideas regarding a halfling whip user (not necessarily using a whip from level 1, though) who I'm going to make tiny via 'reduce person' (for the purposes of this, assume a permanent item of reduce person, priced via the rules at 4,000gp, is permitted, so that's not a factor in the long run).

20 pt buy: Str 10 Con 14 Dex 18 Int 8 Wis 8 Cha 17 (after racial)
4th level point into charisma, rest into dexterity.

I'm thinking starting with a level in Swashbuckler, for the finesse and pizzazz, or whatever they're calling it. Probably get up to at least 3 levels in Swashbuckler for the precise strike.

Going to make use of the Iroran Paladin for four levels, to get +4 to AC, +CHA to all saves, bunch of ki, 2/day +2 insight bonus to most things against one foe, and a bit of lay on hands.

Further thinking of getting four levels into Bard (Archaeologist) to get Uncanny Dodge, whip proficiency, 'heroism', a bonus feat, and of course Archaeologist's Luck. Plus it's thematic.

For damage, going to make use of the Risky Striker feat, and of course aim to get an agile weapon ASAP, in addition to the precise strike damage from swashbuckler.

Feats I'm Considering:

Weapon Focus (Whip)
Whip Mastery
Improved Whip Mastery
Risky Striker
Slashing Grace
----------

So...

I'm basically looking for ideas if there is anything obvious I'm missing. I'm willing to change anything I've said so far, except the fact that he is size tiny, and he is using a melee weapon. I think whip is the only way to make that work well, due to the fact that he can have 10 foot reach with it, but I could be wrong.


I'm considering making a dex-based halfling using Risky Striker feat, and a whip, ultimately making use of 'reduce person' to become tiny on a regular basis, around the same time he has the Whip Mastery and Improved Whip Mastery feats.

First, how long of a reach does a tiny creature using a whip have? James Jacobs says 10 feet, which I will go with if there is nothing more official.

Second, what does the base damage of a whip scale to for tiny? A small whip is 1d2. Is there anything less than 1d2? Does it just become "1"?

Third, anyone know of any way to deal piercing damage with a whip? I ask because of a potential Swashbuckler involvement in the build. If not, I'll do without Swashbuckler.


Suppose a spell is a spell you have as a domain spell, but it's not on your normal class spell list ('enlarge person' via the Strength domain, for example). Can you use a wand with that spell in it, without making use of Use Magic Device checks?


I know Aasimar, Tengu and Gnomes have alternate racial traits for this. Are there any other races, or other such abilities?


1 person marked this as FAQ candidate.
Quote:
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

I couldn't find an answer to this specific question in the various threads I looked for, so I thought I'd ask.

Suppose a bard uses his Perform (Oratory) bonus to make a Diplomacy check. Suppose further he has an ability that lets him roll diplomacy checks twice. Does this ability function? In other words, is he actually making a 'diplomacy check'?


Iroran Paladin

Quote:
Confident Defense (Ex): At 1st level, when wearing light or no armor and not using a shield, an Iroran paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields.

I'm not sure I've got the meaning of the bolded part correct. I think it means that you add your charisma modifier to your dexterity modifier, and that the resulting sum acts as your dexterity modifier for your AC, being capped by your armors max dex and all.

Does this seem to be correct? Other readings?


So... I've GM'd a few games for PFS, and recently had a Pageant of the Peacock using Bard character. I decided I won't do that again.

What I want to know is, how do I handle this? I never volunteer to GM at my store, but I'm on the "ask" list to GM when there isn't enough. I don't want to create problems unnecessarily, but I will not run another game where a character substitutes one skill for 15 or so by giving up a single spell known (does whomever wrote that still work for paizo, by the way?). I'd rather never play PFS again than do so, as it encapsulates everything that's bad about PFS with nothing that is good about it.

Go ahead and call me petulant or whatever, as you wish. There are a great many gripes I have about PFS, but this is the first thing that's actually been bad enough that I would not be willing to run a game with it.

My options as I see it are this, when asked to GM a game:

1) "Yes, as long as none of the players use Pageant of the Peacock"; ask around the players, determine whether they have it, etc.

2) Use a thin semantic argument to prevent players from substituting one skill for 15 or so. In that case, I would of course make it clear to any players at the beginning of the game that this was my decision.

The semantic argument goes like this:

Spoiler:
Versatile performance states that you substitute your bonus in one skill in place of the bonus in another skill. In contrast, Pageant of the Peacock says you may make a Bluff check in place of intelligence based skill check. Since it is a Bluff check, and not, say, a Knowledge check, by definition you are bluffing, and the information you are spouting is a lie.

Which is the better path to take, in general? Are there explicit rulings from PFS, FAQs or otherwise that would clearly render the semantic approach illegal?


1 person marked this as a favorite.

I've GMed a few games now in PFS (only 7 atm), and there is an aspect that is greatly reducing my enjoyment of the process. I'm wondering if there is any recourse for this.

As is news to absolutely no one, dumping at least one mental stat, sometimes several, is the national past-time of Absalom. Frustratingly, I haven't once seen any reflection of this in the behavior of the characters themselves, with the exception of one charisma dumper who was 'grumpy'.

The first question is, am I allowed to, as a GM, ask the following at the beginning of a session:

"Besides boring numerical penalties, tell me what limitations your low intelligence/wisdom/charisma places on your character's behavior?"

Is that okay?

I'm fairly certain, unfortunately, that I'm not allowed to say "No, your intelligence is 5, placing you one above the Village Idiot, which means you can't solve the complex puzzle", correct?


It's been established that the Crafter's Fortune bonus can be used for day job rolls.

Assuming the scenario ends in a town of 5,000 people, can a player purchase a Crafter's Fortune spell (10gp) to use on their Day Job roll? This is definitely profitable for those with a reasonable check bonus.


So, the knowledge skill entry says, under whether you can retry a knowledge check:

"No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place."

But what if the character had, for example, a Pathfinder Chronicle? He's fighting a monster, fails to identify it. After the combat is done, he pulls out his chronicle to look it up.

I would think it perfectly reasonable that he can make another knowledge check in that case; certainly the reason given for why a knowledge check cannot be re-tried does not hold up.

What are other people's thoughts on the RAW, RAI of this, and how would you run it?

EDIT: Another possible way to run it would be to allow them to apply the +2 after the combat to the result they rolled during combat, and see if that makes the difference in identifying the creature. This might be the best from a logical perspective, but it also requires bookkeeping.


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Just wanted to verify my math on this, and my understanding that I could get this with 2 PP.

Composite Longbow = 100gp
MW = +300 gp
+2 strength rating = +200gp
Greenwood = 50gp x 3 lbs. = +150gp

Total = 750gp.

Seems legit?

I realize that using greenwood is not that big a deal, as I can't recall playing in a scenario where your weapons were ever damaged, but my character's strength is 14, so might as well use the 150gp gap for something.


1 person marked this as a favorite.

I've got a 5 intelligence Demon-Spawn Tiefling I'm going to be using in PFS. Now, since it's PFS, I could in most cases simply ignore my intelligence, as it has no effect in PFS outside of skill points and other direct numerical things.

However, I don't want to do this, and would actually like to make something fun out of the fact that my character is mentally challenged.

Now, if we assume that the majority of the common folk are generated via 3d6 methods, that means that he's dumber than 96.7% of the populace. This puts him, roughly speaking, in the same relative position as Forrest Gump.

Methodology:
I assume that, in addition to the people with 3 intelligence (1 in 216) and 4 intelligence (3 in 216), half of the people that have 5 intelligence (6 in 216) are dumber than this character, and half are smarter. This leaves him smarter than 7 in 216, or dumber than 209 in 216. Of course, this does not take into account a racial boost to intelligence, but given that racial boosts are almost always applied to individuals' highest stats anyway, that's not likely to much effect how many people are smarter than him.

So, I'm basically looking for ideas about how I can roleplay this character in an interesting manner, without irritating the hell out of my fellow players.

So far, I have that he was raised by an Iroran Monk (who considered raising my character to be on his own path to perfection) who very, very painstakingly taught him how to survive in the world. My character has lists that he checks over, written by his adoptive father, along with easy to remember catch phrases. "Father says that .. preparation is the key to perfection." (spoken slowly)


Here's the sitch. Demon-spawn Tiefling, intelligence 5, paladin. Has 1 skill point per level because that's the minimum.

Later gets a Scarlet and Blue Sphere Ioun stone imbedded in his tough hide. This grants a +2 enhancement bonus to intelligence, bringing him to 7, and also has an associated skill.

So, does he get the skill ranks from the item, even though bringing his intelligence to 7 would still put him at the minimum of 1 rank per level?

Note that I only even consider this to be a question because it means that a character who achieved intelligence of 7 via an item could have more skill ranks than one who has intelligence 7 naturally. The same could apply to intelligence 9 as well, if you consider characters with a natural 5 intelligence too much of a corner case.


So, I have a build idea that involves acquiring Ultimate Mercy at level 7, (and having enough Lay on Hands to use it). Is this permitted in PFS? I can't find any rules against it, but given how stringently they attempt to remove wealth advantage in other areas...

If it is allowed, can it be used at the end of a session? Like, "After defeating the BBEG, we rest for a day and I raise Joe from the dead", type thing?


28 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

If not, is there a good reason to give a player besides "it's too cheap of an item to do that"?


So, I've been out of PFS for about two years, and thinking about playing again today or tomorrow.

My idea is a Tiefling (Demon-Spawn) Paladin (Iroran Paladin) who will later take a single dip into Sohei in order to flurry with his Sansetsukon.

Point buy: Str 16 Dex 12 Con 14 Int 7 Wis 10 Cha 15
With Racial: Str 18 Dex 12 Con 14 Int 5 Wis 10 Cha 17

So, yeah, he's an idiot. He tries to follow the path laid out by his adoptive father, an Iroran Monk, to seek perfection in himself... but he's not always sure what that means.

First skill point will probably be into Diplomacy (though I'm open to alternate suggestions), so he'll start with a +7, and then the single skill point he gets each level will probably go into various class skills, Sense Motive, etc., to get the little boost on them. Once he dips into Sohei at his fifth level, I'll put one in Perception.

Now, I'm fully aware that no matter which faction he takes, there are some faction missions he won't be able to do, being mentally challenged. Which faction, or factions, are the *most* compatible, though?


"Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round."

Is that the first unarmed strike that hits, or is it the first unarmed strike you attempt?


3 people marked this as a favorite.

This guy, that is.

I became fascinated with this archetype recently and saw that, while fragile, it has amazing potential if handled properly. It breaks down into three builds: The Sohei/Paladin blend, the Flurry Paladin, and a Variant Reach Paladin.

I'm still working on supplemental equipment/spells sections, but the central material is finished. Please let me know what you think.

The Guide


1 person marked this as FAQ candidate.

This guy, that is.

First, if you dip a single level in Monk (Sohei), can you FoB using the unarmed damage given by the Iroran Paladin? (I only chose Sohei because they can flurry in light armor). RAW & RAI I think yes.

Second, can you stack levels between Monk and Paladin to determined Unarmed Strike Damage? Like, half your Paladin level plus your Monk levenl? I think RAW, no, but RAI, yes.

Third, is the sum of charisma and dexterity bonuses capped by your armor's max dex bonus? Or is only the dex bonus capped? Or is each capped separately? I really have no idea on this one, from the wording.


(Yes, that's a Sailor Moon reference. I'm not ashamed.)

I have a few questions I'm hoping y'all can help me with for this character. She doesn't know what's going on most of the time, but manages to stumble through on sheer luck! Take care if you are a Villain, or a doer of evil; she will not tolerate it!

Paladin (Divine Hunter) 4 / Bard (Archaeologist) 8

The Build:
Paladin 2 > Bard 4 > Paladin 4 > Bard 8

Lawful Good Azata-Blooded Aasimar
+2 Dex, +2 Cha
Truespeaker (alternate feature)
'glitterdust'
Darkvision
Deathless Spirit (alternate feature)

Str 12 Dex 20 Con 14 Int 10 Wis 7 Cha 18 (after racial and level adjustments)

Traits: Fate's Favored, Lessons of Chaldira

1st level feat: Point-Blank Shot (Bonus Precise Shot from Divine Hunter)
3rd level feat: Lingering Performance
5th level feat: Rapid Shot
6th level: Rogue Talent: Bonus Combat Feat: Arcane Strike (based on Aasimar SLA, so full character level)
7th level feat: Manyshot
9th level feat: ???
11th level feat: ???
12th level feat: Rogue Talent: Weapon Focus (Longbow)

Favored Class Bonus: Favored Class is Bard; first two bonuses are hit points, every one after that is used to increase the effective Bard level for Archaeologist's Luck by 1/2. This allows us to get the +2 bonus at Bard 4, and the +3 bonus at Bard 8.

* Archaeologist's Luck (Ex) 8 uses/day, swift action, lasts for 3 rounds. +4 luck bonus to damage, attacks, saves, skills. (Fate's Favored boosts the bonus by one)
* Spellcasting as 8th level bard.
* Smite Evil 2/day as 4th level Paladin
* Uncanny Dodge, Evasion, Clever Explorer (A better trapfinding), Trapsense +2, Evasion, Lay on Hands, Shared Precision (useless), Divine Grace, Detect Evil, Divine Health, Mercy (fatigue), Channel Energy

So, questions:

First, and most obviously, does this seem like a strong build?

Two, what kind of spells should she have, given that her bard caster level is so far behind? Is it worth trading out Lessons of Chaldira for Magical Knack?

Three, for equipment, anything obvious besides Jingasa of the Fortunate Soldier, and big 6?

Four, does the feat progression look okay, and what should I fill in those blanks with?

Five, any other comments you want to make are very welcomed :).


So, I've tinkering with an alternate method for multiclassing in Pathfinder, to potentially run a game with. I'm going to outline it, as briefly as possible, and I'm looking for general impression as to whether it could work, or whether there is something obvious I've overlooked.

Also, I'm positive I can't be the first one to think of something like this, so if you know of similar systems, please share.

First, consider the experience chart, focusing on the "Medium" column, and shift all the numbers up by one step. Characters start with 2,000 xp, then, and are thus level 1 in a class. At 5,000 xp, level 2. At 9,000, level 3, etc.

Now, consider a character with 80,000 experience. He could be level 8 in one class. Or, under this system, he could "split" that experience between up to three base classes. (Pretend prestige classes do not exist for the moment). Thus, he could be a Wizard 8, or he could be, say, a Wizard 6 / Fighter 6 (because 6th level costs 35,000xp x2 = 70,000xp, which is less than his 80,000).

Now, here's the kicker: if he has more than one class, only the best aspect of each total class is used. For example, the Wizard 6 / Fighter 6 has a BAB of +6, not +9, and thus has a lower BAB than if they'd been a pure fighter. Thus, it is not always best to combine classes.

Another Example:
Contrast a Wizard 9 with a Wizard 8 / Fighter 5, both about the same "cost" in this system.

The first would have a slightly lower BAB (+4 instead of +5), and a lower fortitude save (+3 instead of +4), and would lack the Fighter features. It would have higher wizard casting, though (5th level spells), a higher reflex and will save)

--------------------

I give more details below, but that should be enough to render an general opinion. Have you heard of similar things? Any immediate problems spring to mind?

More Details:

So, first, the shifting exp up by one level is necessary, because otherwise level one would be "free" to buy.

Second, I fully expect that most players would end up at least "dipping" in other classes at higher levels, hence the limitation to three total classes.

Third, "character level" would be determined by the maximum level the character could have in a class. So, your "character level" is not reduced by splitting exp between classes.

Fourth, hit points would be handled in the following manner: Hit die for hit points purposes would be the best of each level, and constitution bonuses/toughness bonuses would be based on character level.

So, for example, consider a character who has 105,000 xp, and has levels Wizard 8 / Fighter 5 with a CON of 14 and no other modifiers to hit points. Note that the character level of this person would be 9, from their 105,000xp.

Their hit points would be given by: 5d10 (from five fighter levels) + 3d6 (from 3 wizard levels beyond the fighter levels) + 2x9 (for con bonuses).

Fifth, I'm not certain how to handle skill points yet. Just getting all the skill points from all your class levels is too much, but I need to put more thought into how to handle it.

Sixth, every ability that allows you to combine levels in different classes would have the addendum "to a maximum of your character level" implied. So, if you stack Inquisitor and Cleric levels for channeling purposes, it is to a maximum of your character level.


Okay, so this was inspired by Arachnofiend's thread. To summarize, it's about building a four-player party with no 6/9 casters, with the capability to handle any typical party challenge. (I interpreted this myself to also exclude the Adept NPC class). I've come up with a team I'd like to share, and ask for input on. Some of these characters have been mentioned in other threads. They are codenamed Leonardo, Michelangelo, Donatello and Raphael. :)

First, a very brief summary of each character; if not interested in the details, this is the only spoiler you really have to read to answer the thread.

Summaries:

Leonardo: Aasimar Paladin. Leader, face, healer, Ki Battery, Life battery (Shield Other), caster, smiter.

Raphael: Half-Elf Zen Archer/Fighter/Ranger/Evangelist/Lantern Bearer. DPS, trapper, tracker, spotter, sneaker, caster (limited but crucial spells like Dispel Magic), wizard item user.

Michelangelo: Human Barbarian. DPS, damage sponge, superstition, spell sunderer, invulnerable, Eldritch Heritage.

Donatello: Dwarven Monk. Quasi-Caster Support. Bardic Music, monk abilities/spells applied to the party, crafting, spellcraft, knowledge checks.
------------------------------

If you're interested, here are the specific restrictions/rules I imposed on myself:

Restrictions:

* No using classes that get spells above 4th level, not even dips.

* Two traits; no drawbacks allowed.

* No 3rd party material whatsoever.

* No using Fame or Guild boosts

* Nothing that isn't published in final form (such as the Advanced Class Guide classes)

* Characters must have one alignment and one deity throughout their entire career.

* No retraining, except retraining specifically allowed by class features like the fighter.

* Evangelist PrC's Aligned Class ability can only be used on base classes. (Just too much potential for abuse otherwise)

* No getting multiple sets of boons by taking levels in both Sentinel and Evangelist (rules unclear here)

* No trait can be repeated among any of the characters, including traits that give the same bonus. (Such as Reactionary and Elven Reflexes). This one is just to force variety.

* No Leadership feat. Sentinel grants another Bonus Combat Feat instead of Leadership.

* No using racial SLAs to qualify for anything. It's allowed by the rules, I understand that, but it's a lame.

* Crafting feats are assumed to give some wealth advantage, and so are desirable for someone in the party to have, even though I'm not spelling out equipment.
------------------------------


Next I present the list of typical challenges, and how the party can deal with them.

Challenges:
SKILLS

Traps: Raphael has the trap-finding ability from level 1, and has absurdly high perception, and a maxed disable device. Michelangelo has extremely high perception as well.

Face: Leonardo has maxed Diplomacy, high Intimidate, and can speak an absurd number of languages (5 at level 1, two more every level thereafter). All four characters have decent Sense Motive capabilities.

Knowledge: Donetello does all the knowledges. They are all class skills, so he has a +3 trained bonus, +4 from Deific Obedience (3rd level), +2 from Ki Mystic (3rd level), a reasonable INT and later a +2 from Kirin Strike (15th). He'll eventually put more ranks into the big 6 knowledges, and craft Mossy Green Ioun Stones.

Stealth: Everyone but Leonardo is decent at stealth, with Raphael maxing it.

UMD: First, Raphael counts as a 1st level wizard for activating items, so doesn't need it. Leonardo can likewise activate paladin spell items. By mid level, both Donatello and Leonardo have a sufficiently high UMD to always make the DC 20 for wands.

Handle Animal: No one has an animal companion, but Leonardo and Michelangelo can both do this sufficiently well for basic training.

Acrobatics: Everyone but Leonardo (with his Heavy Armor) has this maxed.

Spellcraft: Donetello has it maxed, so that he can do the crafting. He'll make/buy a detect magic at will item ASAP. Raphael and Leonardo have a bit of capability here, too.

Survival: Raphael's got this one.

COMBAT

Michelangelo is, of course, a rage-pouncing DPS machine who uses his Eldritch Heritage to get even more insane, and his high DR and Superstition rage powers (boosted by favored class bonuses). He'll get Spell Sunder, too, which helps against a lot of magic that may otherwise be hard to deal with.

Raphael is a ranged DPS, though he's less than ideal for levels 1-3, before he gets to use WIS for attack rolls. Later he gets Lantern Bearer spells, like dispel magic and dimensional anchor, which are very useful.

Leonardo is a 2-hander Paladin with a healing bent. His DPS is reasonably due to Power Attack, but it falls behind Michelangelo and Raphael when he's not smiting. He's also the party healer. In combat, he rarely uses Channel Energy (not a good use of action, and it heals enemies). When he gets 2nd level spells, he'll use Shield Other to simulate the effect of a Life Oracle.

Donatello is the most complicated, and the linchpin in many ways. First, he has "Advice" which is bardic music limited to Inspire Courage, Inspire Competence, and Inspire Greatness. Limited rounds per day, but he has Lingering Performance to shore this up. His complicated combination of archetypes allows him to apply many monk abilities and spells to his teammates. At level 12, he can apply it to all of them at once. This includes 'barkskin', 'true strike', 'see invisibility', 'restoration'.

He also notably has the power, at level 5, to spend ki to allow allies (within 30 feet) to re-roll attack rolls or saving throws (which includes himself, since you are your own ally). At level 12, he'll be able to do it to all allies at once, if multiple ones fail the same saving throw. Later, at level 15, he'll use Wholeness of Body applied to the entire party when he has nothing better to do. Due to Leonardo's Ki Channel, ki limitations are not a concern.

MISCELLANEOUS

Flight: Early on, mainly sticking to ranged combat to deal with flying enemies. By mid level, mostly relying on items. Leonardo and Michelangelo will both be using Celestial Plate as soon as they can afford it, and Donatello can craft on a few more uses of fly per day onto that. Raphael and Michaelangelo have less need to fly, not being melee-focused, but can grab a wand between them.

Darkness/Invisibility: Donatello and Leonardo both have darkvision. Raphael has low-light vision, gets 'darkvision' from Lantern Bearer, as well as plenty of powerful light spells. Michelangelo is more limited, though he grabs the Blind-Fight feat at level 5. He'll either need an item for darkvision, or ask his fello party members to turn the light on. For invisibility, at level 7, Donatello is able to cast 'see invisibility' on any party member using 2 ki (1 ki with the Ring of Ki Mastery). Can apply it to all party members at once at level 12. Raphael similarly gets 'see invisibility' by mid-level.

Transportation: Early on, a lot of walking/horse-back riding :). If mid-level teleportation is crucial, they'll have to rely on scrolls (which Raphael can use). Due to his Oath Against Fiends, Leonardo gets 'plane shift' as a 4th level Paladin spell, for when that is necessary. Much later, at Monk 17, Donatello gets 'shadow walk' which can substitute for teleport.

Crafting: Donatello can do Wondrous Items, Magic Arms & Armor, Rings. Wands, Potions, Scrolls and Rods will have to be purchased.

Resistances: Due to his Oath Against Fiends, Leonardo gets 'resist energy' as a 1st level spell rather than a 2nd level spell. This may not seem like a big deal, but it is, since that means 1st level Pearls of Power can be used for it, making it very economical to apply to the whole party.

Resurrection: Leonardo has Ultimate Mercy at level 11 to fill in for 'Raise Dead'. Between that and Donatello's 'restoration' SLA, it won't even cost anything to die. Now, if a Resurrection or greater is needed, they'll need to look to scrolls/NPCs.

Conditions: Leonardo has his Mercies, of course, further boosted in variety from items. Donatello's no spell component party-wide 'restoration' at level 12 makes ability damage (and thus poisons) practically a non-issue. Before then Leonardo has his 'lesser restoration'. The party also largely has the 'don't fail will/fort saves' strategy going for them, which they are very good at, especially given the re-roll potential Donatello offers.
------------------------------

What I'm most looking for are things I've overlooked. What challenge could bring this party down, or at least prove insurmountable? I'm less interested in things that no party can really do anything about (Like a Mind-Blanked Wizard running hither and yon). So, I suppose, what could a "normal" party handle that this party could not handle effectively/efficiently? Obviously anything can be handled with expensive consumables, but that's unsatisfying. Any input on the builds themselves is also very welcome.

Lastly, the full builds (with some gaps in feat/rage power choices) if you desire to see them.

Leonardo - LG Angel-Blooded Aasmiar Paladin of Irori
Paladin (Oath Against Fiends, Hospitaler) 20

Spoiler:

The noble leader, Leonardo does his best to stand between foes and the more squishy members of the party. Outside of combat, he acts as the party face, and speaks many, many languages. Until level 15, he is the sole healer for the party (excluding wands of CLW), relying on his lay on hands as well as his Hospitaler's channel energy. At level 15, Donatello gains the ability to use Wholeness of Body on the entire party at once, making it more efficient for Leonardo to use his Ki Channel feat to recharge Donatello

Racial
+2 Str, +2 Cha
Darkvision 60
Languages: Common, Celestial, Elven (to start)
Deathless: Resistance 5 to negative energy; no hp loss from negative levels; +2 racial bonus to saves against death effects, energy drain, negative energy, necromancy effects
Spell-Like Ability (Sp): 'alter self' 1/day, caster level = character level
Truespeaker: +2 Linguistics & Sense Motive; gain 2 languages for each rank in Linguistics

20 pt. Str 17 Dex 12 Con 12 Int 12 Wis 10 Cha 17 (after racial)
25 pt. Str 17 Dex 12 Con 14 Int 12 Wis 12 Cha 17
First into Strength, 2nd into charisma, rest into strength

Traits: Fate's Favored, Magical Knack

Spells: Standard Paladin, CL = Paladin level -1. Oath Against Fiends adds 1st: resist energy, 2nd: detect thoughts, 3rd: invisibility purge, 4th: plane shift. Unsanctioned Knowledge at level 15 gives more choices (haven't picked yet).

Skills: Will eventually need an INT/CHA booster; can skip wisdom. This guy is the face (though we've got others assisting on the sensing of motive).
Maximize: Diplomacy, Linguistics (two languages per rank, we want him to speak most everything)
Secondary: Intimidate, Sense Motive, UMD, Perception
Tertiary: Spellcraft, Handle Animal

Notably Absent: Bluff; this is LG aligned party, and Leonardo himself is a Paladin.

Uses Bardiche, Full Plate > Celestial Plate

Paladin 01. Aura of Good, Detect Evil, Smite Evil 1/day. FEAT: Fey Foundling
Paladin 02. Divine Grace, Lay on Hands
Paladin 03. Aura of Courage, Divine Health, Mercy: Fatigue. FEAT: Power Attack
Paladin 04. Channel Positive Energy (Hospitaler Style, 3+CHA/day, as Cleric level-3)
Paladin 05. Divine Bond: Weapon, FEAT: Ki Channel
Paladin 06. Mercy: Staggered
Paladin 07. Smite Evil 2/day. FEAT: Greater Mercy
Paladin 08. Anchoring Aura
Paladin 09. Holy Vessel (can split Divine Bond points between weapon and armor), FEAT: Critical Focus
Paladin 10.
Paladin 11. Aura of Healing, FEAT: Ultimate Mercy
Paladin 12. Mercy: Stunned
Paladin 13. Smite Evil 3/day. FEAT: Staggering Critical
Paladin 14. Aura of Faith
Paladin 15. Mercy: Nauseated FEAT: Unsanctioned Knowledge (Which spells???)
Paladin 16.
Paladin 17. Aura of Righteousness, FEAT: ???
Paladin 18. Mercy: Paralyzed
Paladin 19. Smite Evil 4/day. FEAT: Deific Obedience??? (Irori) for sheer style at level 20. Who needs to touch the ground?
Paladin 20. Holy Champion

Equipment to get at some point: Luckstone, Jingasa of the Fortunate Soldier, Bracers of the Merciful Knight, Phylactery of Positive Channeling, Bracelet of Mercy (for diseases), Merciful Baldric (much later)
------------------------------

Raphael - LG Half-Elven Lantern Bearer Archer
Ranger (Freebooter, Trapper) 1 / Monk (Zen Archer, Qinggong) 6 / Lantern Bearer 9 / Fighter (Weapon Master) 3 / Evangelist 1

Spoiler:
A follower of Erastil, this Half-Elf is gruff and serious, yet just and honorable.

Outside of combat, he handles traps, stealth, & survival, and can use magic items as a 1st level wizard. In combat, he is a ranged DPS machine (All the standard archer stuff, plus Arcane Strike based on the CL for Lantern Bearer), who has a small selection of critical spells, most notably dimensional anchor and dispel magic (later quickened), which he uses at key junctures.

Racial:
+2 Wis
Dual-Minded: +2 to Will saves
Elven Immunities: Immune to sleep, +2 to saves v. enchantment
Keen Senses
Low-light vision
Arcane Training (Wizard): Can use spell trigger and spell-completion items as a 1st level wizard.

Skills:
Lantern Bearer requires: Know (Dungeon) 5, Know (nature) 2, Survival 5

Maxed (in order of importance): Perception, Disable Device, Stealth, Acrobatics, Survival
Secondary: Sense Motive, Spellcraft
1 rank: Climb, Heal, Ride, Swim

Note that, Per this, the caster level of Lantern Bearer works for Arcane Strike.

Traits:
Race: Elven Reflexes: +2 Initiative
Second Trait: Wisdom in the Flesh (Stealth)???

20 pt. Str 12 Dex 14 Con 12 Int 12 Wis 19 Cha 7; (after racial)
25 pt. Str 14 Dex 14 Con 13 Int 13 Wis 19 Cha 7; (after racial)
All points into Wisdom
Need +4 dex by level 11 for Manyshot. Before then, use Flurry of Bows. If not possible by level 11, switch Manyshot and Snap Shot in feat order.
Need +2 int item by level 12, or no 3rd level Lantern Bearer SLAs. There are Ioun Stones that will do the job, as we only need +2 INT ever

1. Ranger 1. Trapfinding, Freebooter's Bane, Track, Wild Empathy, FEAT: Deadly Aim
2. Monk 1. Flurry of Bows, Wis to AC, Unarmed Strike, MBF: Precise Shot
3. Monk 2. MBF: Point-Blank Shot, WF (Longbow), FEAT: Combat Reflexes
4. Monk 3. Zen Archery, Point-Blank Master, Fast Movement +10
5. Monk 4. Ki Pool, 'true strike' SLA, FEAT: Arcane Strike*
6. Monk 5. High Jump, Ki Arrows
7. Monk 6. MBF: Improved Precise Shot, WS (Longbow), Fast Movement +20, FEAT: Rapid Shot
8. Lantern Bearer 1
9. Lantern Bearer 2. FEAT: Clustered Shots
10. Lantern Bearer 3
11. Lantern Bearer 4. BF: Elven Accuracy, FEAT: Manyshot
12. Lantern Bearer 5
13. Fighter (Weapon Master) 1. FEAT: Snap Shot. FBF: Improved Snap Shot
14. Lantern Bearer 6
15. Lantern Bearer 7 FEAT: Quicken Spell Like Ability (Dispel Magic)
16. Fighter (Weapon Master) 2. FBF: Monkey Style
17. Fighter (Weapon Master) 3. Weapon Training (Longbow) +1, FEAT: Quicken Spell Like Ability (Dimensional Anchor)???
18. Lantern Bearer 8
19. Lantern Bearer 9 FEAT: Deific Obedience (Erastil)
20. Evangelist 1 {Awesome Erastil Evangelist 20th level Boon}

*The Monk SLA 'true strike' is used to qualify for this feat here. Once Lantern Bearer is reached, will be able to use full character level as caster level for Arcane Strike.

Qinggong changes
Slow Fall > 'true strike' SLA

Important Equipment: Bow, obviously. Gloves of Dueling at level 17. WIS booster.

------------------------------

Michelangelo - NG Human Barbarian
Barbarian (Invulnerable Rager) 20

Spoiler:
You *could* call Michelangelo a "Party Dude". Good natured and kind-hearted, he is nonetheless driven to battle, and finds himself only fulfilled when in the throws of combat. Outside of combat he doesn't do too much, other than keep an eye on things and handle any animals that need handlin'. Inside of combat, he is the DPS for melee and attack sponge.

Racial
+2 Strength
Skilled
Focused Study

20 pt. Str 18 Dex 12 Con 15 Int 8 Wis 12 Cha 11 (after racial)
25 pt. Str 19 Dex 12 Con 15 Int 8 Wis 12 Cha 13
1st point in con, then rest in strength
* Needs successively a +2, a +4 and a +6 CHA item to get the Eldritch Heritage feats. Or less for 25pt. buy.

Skills:
Max: Perception, Acrobatics
Secondary: Handle Animal, Sense Motive, Swim, Climb, Stealth

Traits
Armor Expert
Defensive Strategist

Rage Powers: Superstition Line, Beast Totem Line, others.

1: Barbarian 1 Human Skill Focus: Perception, FEAT: Raging Vitality
2: Barbarian 2
3: Barbarian 3 FEAT: Power Attack
4: Barbarian 4
5: Barbarian 5 FEAT: Blind-Fight
6: Barbarian 6
7: Barbarian 7 FEAT: Extra Rage Power???
8: Barbarian 8 Human Skill Focus: Survivial
9: Barbarian 9 FEAT: Eldritch Heritage (Orc): Tough of Rage
10: Barbarian 10
11: Barbarian 11 FEAT: Improved Eldritch Heritage (Orc): Strength of the Beast +2
12: Barbarian 12
13: Barbarian 13 FEAT: Extra Rage Power???
14: Barbarian 14
15: Barbarian 15 Strength of the Beast +4, FEAT: Extra Rage Power???
16: Barbarian 16 Human Skill Focus: Acrobatics
17: Barbarian 17 FEAT: Greater Eldritch Heritage (Orc): Power of Giants
18: Barbarian 18
19: Barbarian 19 Strength of the Beast +6, FEAT: Extra Rage Power???
20: Barbarian 20
------------------------------

Donatello - LN Dwarven Monk of Irori
Monk (Sensei, Ki Mystic, Contemplative, Qinggong) 20

Spoiler:
The center of wisdom for the group, and its crafter of items, this LN Dwarven Monk is primarily a support character. Outside of combat, he handles knowledge and crafts items. Inside combat, he uses his Advice (aka Bardic Music) and Mystic Wisdom abilities to boost the party very, very effectively. Most notably, by 7th level he can spend ki to give anyone in the group 'see invisibility', overcoming an otherwise major weakness in a magic-light party. By 12th level, he can give the ENTIRE party 'barkskin', 'true strike', 'see invisibility' or 'restoration' as a standard action, in addition to the bardic music equivalent boost. By high levels, he's the weakest at damage dealing by a significant margin.

At level 15, he'll get Wholeness of Body back. Now, it may seem shocking, but Wholeness of Body is actually useful. He can now spend 1 ki as a standard action to heal the entire party an amount equal to his monk level. Not as much as channel energy, but it excludes enemies automatically, and he can do many, many more of them than the Paladin can channel. Gives him something additional to do at higher levels, after he's buffed everyone, and means the party can finally stop carting around CLW wands by the dozen.

Leonardo can use Ki Channel to "recharge" him of an amount of ki equal to the number of channel dice; between the two of them Donatello can use upwards of 100 ki per day at high levels.

Racial
+2 Con, +2 Wis, -2 Cha
Hardy: +2 v. poison, spells, spell-like abilities
Stability: +4 CMD v. bull rush or trip when standing on ground.
Darkvision 60
(Other Racial Abilities are replaced by Contemplative Monk archetype)

20 pt.: Str 12 Dex 14 Con 16 Int 14 Wis 17 Cha 5 (after racial adjustments)
25 pt.: Str 12 Dex 14 Con 16 Int 14 Wis 18 Cha 6
Note that at level 2, he'll use wisdom for his attack rolls. Level 1 he'll admittedly be a bit of a lump, other than doing knowledge checks and using Inspire Courage.

Traits (Second two come with the Extra Traits feat at level 9):
Faith: Spell Intuition (+1 Spellcraft, Spellcraft is a class skill)
Magic: Spark of Creation (+1 to all craft skills; reduce item creation cost by 5%)
Region/Race: Glory of Old: +1 to saves against poison, spells, spell-like abilities. (bring the Hardy bonus to +3 total)
Social: Clever Wordplay (Use intelligence bonus for UMD)

Class Skills: Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Spellcraft, Stealth, and Swim.

Skills
Will get a INT/WIS item (no need for charisma)
* Max: Perception, Spellcraft, Acrobatics
* One point in all knowledge skills ASAP; will get +3 trained bonus, +2 to all from Ki Mystic (3rd), +4 from Deific Obedience (3rd), +2 from Kirin Strike (15th), +2 from int (increasing with headband later). More points in needed knowledge skills later on.
* Have UMD maxed by level 9 (won't be able to use it before then, since we don't have the trait to use INT in place of CHA until level 9)
* Keep Sense Motive and Stealth up when possible. Maybe one rank in Diplomacy, just so his modifier is positive. :)

Important Equipment:
* Cracked Magenta Prism (+2 competence bonus to any skill, can be changed once a day). Uses this for Spellcraft when crafting, and UMD when not crafting.
* Ring of Ki Mastery is critical, as it brings the 2 ki costs of several abilities down to 1. Can craft it himself at 11th, if not acquired earlier.
* Mossy Ioun Stones: Cheap to craft for a +5 bonus to needed knowledges.
* Big 6 stuff. Though, weapons not very important, except getting the guided property.

1: WIS to AC, BMF: Deflect Arrows, Unarmed Strike, Advice, Awaken Divinity, Spurn Tradition (Proficiency: Sansetsukon), FEAT: Lingering Performance
2: Insightful Strike (Use WIS for attack rolls)
3: Maneuver Training, Ki Mystic, FEAT: Deific Obedience (Irori)
4: Ki Pool, 'barkskin' SLA, Monk AC
5: 'true strike' SLA, Mystic Insight, FEAT: Craft Wondrous Item
6: Mystic Wisdom
7: 'see invisibility' SLA, FEAT: Craft Magic Arms and Armor
8:
9: FEAT: Extra Traits
10: BMF: Medusa's Wrath
11: Mystic Visions, FEAT: Forge Ring
12: 'restoration' SLA, Mystic Wisdom Upgrade
13: Mystic Prescience +2, FEAT: Kirin Style
14:
15: Wholeness of Body, FEAT: Kirin Strike
16:
17: 'shadow walk' SLA, Diamond Soul, FEAT: Monkey Style
18: Mystic Wisdom Upgrade
19: Mystic Persistence, FEAT: Kirin Path??? Combat Style Master???
20: Perfect Self, Mystic Prescience +4

Qinggong Monk Switches:
Slow Fall > Barkskin
High Jump > True Strike
Abundant Step > Restoration
Quivering Palm > Wholeness of Body
Tongue of the Sun and the Moon > Shadow Walk SLA
Timeless Body > Diamond Soul
------------------------------

My favorite synergy is probably the fact that the monk can potentially use, at level 20, 120-130 ki a day thanks to Ki Channel. This is without ki leeching; we're talking about a LG party, after all :)


The specific case is the following. I want a Paladin to have the Ki Channel feat, so that he can act as a recharger for his Monk (Contemplative, Sensei, Ki Mystic, Qinggong) friend. Fine.

One of the requirements for the feat is that you have to be a worshipper of Irori. Now, if we were talking about a cleric, it would be clear what that meant, but Paladins don't have Patrons in the same way (unless they take the Sacred Servant archetype).

So, two questions really, one mechanical, and one more thematic

The mechanical one. If this Paladin "worships" Irori, in the sense of offering prayers, does that prevent him from worshipping other deities, and thus prevent him from qualifying for *their* feats? Rule references are appreciated if possible.

If the answer to the first question is "yes", does this character have to be a Paladin OF Irori. I mean, he could be, but it doesn't entirely fit the theme I was going for.


The alternate racial trait for Aasimar, "Deathless Spirit" says, among other things:

Quote:
They gain resistance 5 against negative energy damage.

The Shadow Entry says:

Quote:
A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect.

Is the shadow's strength damage negative energy damage? If not, to what end is it identified as "a negative energy effect"?


I'm aware there is this FAQ response that says, in the last paragraph, that crafted items should be counted at their crafting cost, and not their market price.

This seems... unbalancing to me. If you have a crafter in the party with at least Craft Magic Arms & Armor and Craft Wondrous Items, unless you keep them very time constrained, you're essentially increasing the party's wealth by 50% or more. If you give them a few more crafting feats, say Forge Ring, Craft Rod, you can easily make it 90%.

So, I'm wondering what other DMs do for this, if you do anything at all. I'm considering making crafting cost 75% of the market price instead of 50% as a house rule. I think that would still make the Crafting feats a good investment for the effective power increase they get you. Thoughts?


So, I've wondered for a long, long time why Zen Archer can Take Rapid Shot/Manyshot as bonus feats. But the following occurred to me:

Monk (Zen Archer) 1 - MBF: Point-Blank Shot, Feat: Precise Shot (not including a human feat)
Monk (Zen Archer) 2 - MBF: Rapid Shot, Zen Archer: WF (Longbow)
Monk (Zen Archer) 3 - Zen Archery, Point Blank Master, Fast Movement Feat: ANY
Fighter (Weapon Master) 1 - FBF: Deadly Aim
Fighter (Weapon Master) 2 - FBF: Combat Reflexes. Feat: ANY
Fighter (Weapon Master) 3 - Weapon Training (Longbow) +1
(Optional Fighter 4 for Weapon Specialization)

7th Feat: Manyshot
9th Feat: Snapshot
11th Feat: Improved Snap Shot
13th Feat: Improved Precise Shot

Now, I'm not going to make the claim that this is the best archer; it's not. However, it gets you a very, very solid WIS-based archer, that can then be branched into a number of other classes, PrC and otherwise, to make a very solid archer that can become many interesting combinations. Lantern Bearer, Sentinel of Erastil, Stalwart Defender, Shadow Dancer, Pathfinder Delver and Horizon Walker all come to mind as PrCs.

Things to note:

* The character will make use of the Flurry of Bows ability of the Zen Archer until he gets Manyshot, after which he will switch to Rapid Shot/Manyshot.

* Manyshot requires Dex 17, so this character will probably have to buy a 15 in both Dex and Wis, before any racial modifiers. Alternately, a Garuda-Blooded Aasimar allows you to get away with buying a 14 in dex. In either case, +2 Dex item by level 7 allows Manyshot. If not possible by level 7, Manyshot can be switched with Snapshot.

* The one weakness I see, archery wise, is the late acquisition of Improved Precise Shot. I've never found the feat very important if tactics are used properly, but the build can be altered to replace the Fighter levels with Ranger 6, to acquire it at level 9.

* Monk 3 means that the Monk's robes will boost AC and Unarmed Damage by two steps, so that will be an item this character wants to eventually get.


So, this is a second character in my no 6/9 casters party (the other being the Dwarven Monk (Contemplative, Sensei, Ki Mystic, Qinggong) you may have seen).

He's going into Lantern Bearer, cause the party needs the spells from it, but he also needs to handle the trapfinding, stealth, and a number of other skills, as well as being a serious DPR archer. I've hit upon the following build, and am looking for suggestions as to anything I've overlooked, as I've never built an archer before. This is only built to level 16; general suggestions as to what to do after that are welcome as well.

The trapfinding aspect is essential, so I can't get rid of that entirely, but I'm willing to consider plenty of variations.

The Build:
Ranger (Freebooter, Trapper) 1 /
Paladin (Divine Hunter, Oath Against Chaos) 1 /
Fighter (Weapon Master) 4 /
Lantern Bearer 10

Half-Elf
Racial Bonuses: +2 Dex
Dual-Minded: +2 to Will saves
Elven Immunities: Immune to sleep, +2 to saves v. enchantment
Keen Senses, Low-light vision
Arcane Training (Wizard): Can use spell trigger and spell-completion items as a 1st level wizard.

Str 12 Dex 17 Con 14 Int 14 Wis 14 Cha 7 (after racial adjustments)

1. Fighter 1. Feat: Point-Blank Shot. FBF: Rapid Shot
2. Paladin 1. Smite Chaos, Detect Chaos, Precise Shot
3. Ranger 1. Trapfinding, Freebooter's Bane, Track, Wild Empathy. Feat: Weapon Finesse
4. Fighter 2. FBF: Weapon Focus (Longbow)
5. Fighter 3. Weapon Training (Longbow), Feat: Deadly Aim
6. Fighter 4. FBF: Weapon Specialization (Longbow); Fighter Retraining: Weapon Finesse to Point Blank Master.
7: Lantern Bearer 1. Feat: Manyshot
8: Lantern Bearer 2.
9: Lantern Bearer 3. Elven Accuracy. Feat: Arcane Strike*
10: Lantern Bearer 4.
11: Lantern Bearer 5. Feat: Improved Precise Shot
12: Lantern Bearer 6.
13: Lantern Bearer 7. Feat: Staggering Critical???
14: Lantern Bearer 8.
15: Lantern Bearer 9. Feat: Quicken Spell Like Ability (Dispel Magic)
16: Lantern Bearer 10.

*Per this, the caster level of Lantern Bearer works for Arcane Strike.

Input Appreciated! FIXED


Say you got to Lantern Bearer, and wanted to take levels in another prestige class that advanced spellcasting, like Eldritch Knight. The question is whether you would allow the spellcasting boost from the second prestige class apply to the spells per day of the Lantern Bearer (the caster level is equal to your character level, so that point is moot).

I'm fairly certain it wouldn't work by RAW, even though "In all other ways, a spell-like ability functions just like a spell."

I'm more interested in the opinions of DMs here, and whether they would allow it, and why or why not?


As the title says. The rules for magic item creation gives this as the price, just wondering if people thought that was reasonable or not, as constant 'detect magic' is a very nice thing to have.


As the title says. I want to say "no", because Aligned Class is already really powerful, but it comes down to whether the favored class bonus is a "class feature" or not.

Evangelist


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Okay, so I was inspired to this by a thread involving building a party without any 6/9 level casters at all. However, coming across this possibility seems interesting even outside of that context.

Why I Think This Is Awesome:
It turns out that all three of the Sensei, Contemplative, and Ki Mystic archetypes are compatible, which is a very pleasant surprise. They give up the vast majority of the monks capabilities, notably keeping the AC bonus and the increased unarmed damage.

So, why is this build viable. First, the Sensei gets Inspire Courage, Competence and Greatness as a bard of his level, except he has rounds per day only equal to his level + his wisdom modifier. (We'll consider Lingering Performance for that reason)

Second, the Sensei allows you to apply your ki abilities to other members of your party. At level 12, he can apply those abilities to all allies within 30 feet by spending the requisite ki. So, for example, he can apply 'barkskin' or 'true strike' (gained through Qinggong monk) or 'see invisibility' (from Contemplative) to all allies within 30 feet by spending a ki. He can also do this with the amazing Ki Mystic ability to allow allies to re-roll saves, so that all allies within 30 feet can re-roll their save against something.

Third, by taking Breadth of Knowledge and Deific Obedience for Irori, in combination with the Ki Mystic +2 to knowledge, he can put a single rank in any knowledge skill to get a 12+INT bonus on it. So, he's got knowledge for the party covered.

Fourth, he has a BOATLOAD of ki. This is where the Contemplative is important, since he can effectively grant himself extra ki equal to half his class level each day. So, total ki will be 1/2 monk level + 1/2 monk level (not the same as full monk level, because each is rounded down) + 2 (Ki Mystic) + WIS modifier.

THINGS I'D LIKE HELP ON:

1) For stats, I'm thinking Str 14 Dex 14 Con 16 Int 12 Wis 17 Cha 5 (20 pt., after racial adjustments. For 25pt, boost Int to 14 and Cha to 6). All stat points into wisdom. Comments? Remember that due to Sensei he uses Wisdom for CMB/attack rolls, but not damage (he'll later get the Guided property, though)

2) He's almost certainly going to take the Wisdom in the Flesh trait, letting him use Wisdom for any dex/str skill, and making it a class skill. What's the best skill to use this for? I'm thinking disable device if the party doesn't otherwise have that covered. But, if they do, then what?

3) What's the best weapon to select proficiency for from the Contemplative's Spurn Tradition ability? It has to be a martial weapon with the monk property. I'm currently thinking Sansetsukon {2 handed, 1d10, 19-20/x2, B. Blocking, Disarm, Monk}

4) Per the rules, can his monk SLAs qualify him for Crafting feats? If so, what's the best trait to get Spellcraft as a class skill? I'm aware of classically schooled, but are there other options? (This would be especially relevant in the no-6/9-casters challenge)

5) I was contemplating at character level 13 dipping into Pathfinder Field Agent to get a Rogue Talent: Ki Pool, which would add half my wisdom modifier as extra ki (at that point, it would be 4 more ki). Are there any other ways to get a Rogue Talent with a 1 level dip? Is this worth considering? Does this guy already have enough ki?

6) Any general ways to make this guy have something to do in combat, after he's buffed everyone? I'm thinking of letting him specialize in a combat maneuver, but not sure if it's worth it. With the dwarf alternate monk favored class bonus, he could be VERY good at sundering, though.

7) Besides a badly desired Ring of Ki Mastery and a WIS booster, is there anything this character really needs, item wise?

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