Ryan Signor's page

Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Thanks for the answer. On #2, the competence bonus was the thing I was most concerned about. So, it would be like having an extra level with imperious, for a limited period of time, because that ability of the bloodline boosts morale and/or competence bonuses by the time a bard could take Improved Eldritch Heritage. I will double-check my books, though.

Ah, I did have one last question, but I think I know the answer:(the ruling on weird words from that one archetype wasn't as I would have expected, so I will ask)

Is it possible to take the trait magical lineage and apply it to a spell that would normally extend the spell level beyond what it would normally cost to cast? That's confusing wording, so I will rephrase it as this...If I apply magical lineage to a 6th level spell, then I can apply a metamagic feat that increases its level by 1(and therefore, with magical lineage by zero). I can do that? It doesn't matter that it wouldn't otherwise be possible to do that without magical lineage right?

I had originally hoped to do that with Dirge of the Victorious Knights, but alas its not of the cold subtype, even though it does cold damage. I still have thoughts of making great use of it as a bard someday and somehow, though...


My thoughts on the ACG classes(from a power rankings perspective):

1)Slayer: In my opinion, the strongest of them all, if a little boring. I would never recommend a rogue in favor of this and it wouldn't surprise me if the mechanics of this class eventually appear as a revamp in 2.0(studying targets are more reflected as a casing a target instead). Why would you go with a rogue, or even a ranger, if you were trying to do anything other than destroy an enemy. A definite first pick if Obsidian's new Pathfinder license favors individual characters over groups. Its still VERY powerful regardless, can do massive damage, and serve as the party's trap finder.

2)Arcanist: Ah, Sorcerer vs. Wizard. Yet, in the hands of an arcanist, you get to memorize spells each day, cast spontaneously among what you choose, and can choose quick study for extra utility. Even if you aren't 100% focused on taking 20 levels in Arcanist, there's a lot that you can use in transferring over to a prestige class(like Eldritch Knight). Archetype's make it even more amazing...

3)Hunter: A surprise pick to most here. This is an all-star in low point buy(especially at level 8). Teamwork feats contribute into making the hunter a juggernaut. If you choose an archetype that doesn't give you this, Divine Hunter may be worth a look(in contrast to what 99% of people think). Eagle domain looks pretty good to me as a newbie friendly ranged flying archer assailant. When flying, its almost like you have 3 animal focuses(and they are powerful). Allows for a composite longbow with a massive strength applied to it.

4) Bloodrager: This receives the reward for being flavorful and fun. It doesn't try to be overpowered and blends blasting spells with melee damage(more versatile than anything). Its a great way for new players to get exposed to being able to do both and a refreshing way for an experienced player to do both without being overpowered.

5) Investigator: So, we've got alchemist extracts coupled with a rogue. Plus, we have abilities that feel almost as bardic in nature. If you are clever, this one is a lot more than the sum of its parts. I can feel like a detective too?

6)Warpriest: Another 3/4 caster...if there's mythic rules, the damage dice and potential stat attribution cry for mythic vital strike. Its also good for low magic and low resource campaigns. Could do a lot worse than resembling a cleric.

7) Skald: A very good concept, and perhaps a lot better than its execution. Including party buffs and the ability to exclude those to those it doesn't benefit. Debuffs to enemies can be devastating too, and many devastating rage powers and feats benefit the skald and allies.

8) Swashbuckler: Give it a slight edge over shaman for the fact that you can create an agile fighter in the spirit of a gun slinger. The potential of using dex to attack and damage with something other than a scimitar is amazing too.

9)Shaman: Much better than my ranking, if not for the fact that class mechanics are very confusing as phrased. It does allow some flexibility however. There is some MAD involved, as a number of abilities try to get you to use all 3 mental stats. You could easily get a more diverse selection of spells that toppling spell applies to(or at least there's where my mind is going lol) Could easily justify being 3 slots higher if not for being confusing.

10) Brawler: This isn't really bad. If combat maneuvers are what you are after, this may be all right. Though, you could just be a fighter and spec your feats very carefully and you could come very close.


Had a few questions that involved regular and mythic rules involving a bard.

1) If a bard has weapon finesse and mythic weapon finesse, does a curved elven blade deal 1.5x that character's dexterity modifier? The curved elven blade seems to be the lone 2-handed finesse weapon. If mythic weapon finesse applies dex to damage, then I assume that the curved elven blade would deal 1.5x dex to damage with mythic weapon finesse.

2) If a human Bard took the first two Eldritch heritage feats on the imperious bloodline(I believe the second is called Improved Eldritch heritage), then I assume you can apply that to your bardic performances, as I read them as morale bonuses. So, you can boost your "inspire" bard abilities with the second(or good hope for that matter). However, I'm assuming that ability doesn't help the new battle cry feat from the advanced class guide, as it seems to be nothing more than a combat feat that also provides a morale bonus and extra save(Imperious bloodline lvl 3 boosts a competence and morale bonus by 1 for anything involving a morale or competence bonus by the time you can take the feats to get it as a bard, provided its by a spell, spell-like ability, or magic item)

3) Does the bonus from Inspire Courage bonus to damage apply on a critical hit and thus get multiplied by mythic vital strike?


If it was me, I'd amend #1 a bit. I'd allow an alternate racial penalty instead. The alternate fiendish heritages for tieflings already does this, so why not just extend this to other races if you want to do this.

I know that you love flails, but if you are hell-bent on doing that for flails, then look at other weapons as well. You could theoretically extend dervish dance to any weapon finesse weapon(but beware of curved elven blades if you do anything like that). This is just an example of an alteration(I'm not suggesting it). Of course, this creates a slippery slope. You'd be expected to do something to most weapons if you do this. Just be aware, if you or your players can't handle it or the alternate rules become a headache to implement, then you may be better off leaving weapon rules well enough alone.

Your other alterations seem pretty reasonable(not that the above mentioned aren't), and shouldn't cause too many issues. The natural 20 auto-crit may make high AC players annoyed, but it goes both ways. You may want to avoid arming enemy npcs with scythes, for example, then.


Paladin is a very safe and potentially effective choice. I do like oath of vengeance Paladins and selecting extra lay on hands only improves her effectiveness because it effectively adds an 2 uses of lay on hands OR a use of smite evil. High charisma equals high saves too.

Maybe I'm one of the few, but I still swear by the Two-Handed Archetype of Fighter, but *shrugs*. Its pretty simple and powerful in what it does too. Then again, she could handle life oracle. Magus is a tall order for a player that is relatively new to the game. If she could grasp it(I may not be ready to be honest, but I'm thinking about it), it could be everything she is looking for


I have to give a nod to Darkflame here. Blackblade Hexcrafter or Hexcrafter are worth consideration. That said, Ranger is too.

My advice with Ranger may seem strange. Go with a high strength score if you are going ranger. Why? Because you have the maximum base attack bonus. The high strength will serve you well with a composite longbow with the right strength bonus. It will also give you the option to switch to a two-handed weapon when a foe gets within melee range and do massive damage with it. Staying in the distance will be in your best interest when it comes to durability. Some dex is very important, as your stealth and range attack goes off of it.

With Hexcrafter, I'd recommend it, but try to make it at least look like you are not min-maxing to your GM. Having multiple archetypes just screams to certain GMs that "hi, I combined this archetype and that archetype, so I can pwn everything"(I know there's rules that say you cant select 2 archetypes that modify the same class feature, but it doesn't stop some from thinking this way). Most the time it shouldn't be viewed this way(at least I think), but you don't need to needlessly put that in your GMs head. Hexes are very powerful, useful and can be used quite a bit, so you need to be careful with this one. If not, the GM may target you as a min-maxer. That said, I really want to play one sometime. If you want to do Blackblade/Hexcrafter, explain to the GM that you are doing it for the right reason(in his eyes).

I can be a pseudo-min-maxer(I try not to go the whole way, but sometimes go far enough or too far) in some GMs eyes, so be careful if you take some of my advice. If not for the GM you described, I may suggest Tiefling Paladin with its favored class bonus every level and a maxed charisma(for a 16) and Fey Foundling feat at 1st level. Quick action healing at a highly enhanced value is very powerful. You may actually be able to get away with an Invulnerable Rager Barbarian too.


Butterfly's Sting feat and a high crit range weapon may be worth looking into. If you have a high enough initiative and routinely strike before the fighter, this can lead to a devastating one-two punch. You can always hold action until just before the fighter if you want.


Ancient Lorekeeper archetype can make the oracle a very versatile beast if you choose your spells/mystery/revelations wisely