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![]() As the title states, I have a question about how archetypes and prestige classes can interact. Say that I start as an Alchemist and decide to take the Vivisectionist Archetype. http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---a lchemist-archetypes/vivisectionist The main shtick about this archetype is that it replaces Alchemist's bombs with the Sneak Attack feature. Later, I take the Shadowdancer prestige class. http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/shadowdancer At level 3, it grants a Rogue Talent. 1. RAW, is it possible for me to take the bomber talent? http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---ro gue-talents/bomber-su (RAI, I'm thinking probably not) 2. Were I able, would I use the Sneak Attack dice from my Vivisectionist Alchemist as damage for the bombs granted by that talent? ![]()
![]() My first question has to do with the Alchemist Variant of the "Throw Anything" Feat. The particular emphasis is bold. Throw Anything(Alchemist):
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. If the Splash weapon has more than one source of damage, does the intelligence modifier apply every time? Alchemist's Fire:
ALCHEMIST'S FIRE
Price 20 gp; Weight 1 lb. Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check. If the victim didn't extinguish the fire, would they take another 1d6 + Int the next round or would it deal the normal 1d6? Pellet Grenade:
PELLET GRENADE
Type Price Weight Iron 50 gp 1 lb. Silver 70 gp 1 lb. Cold iron 100 gp 1 lb. Adamantine 150 gp 1 lb. This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use. Crafting a pellet grenade is a DC 25 Craft (alchemy) check. Would this weapon deal 1d6+Int Bludgeoning, 1d6+ Int Piercing, and 1d6 + Int Fire damage, or would it deal each set of damage THEN the bonus intelligence damage? Can Alchemists wear Medium and Heavy armor without penalty to using their Extracts? (If proficient, of course) Finally, did we ever get an update on whether an Alchemist counts as a spellcaster for Item creation feats? (Besides Brew Potion) ![]()
![]() You are adept at numerous disciplines.
Benefit: All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively for all class levels that have not yet gained one of these bonuses. Normal: Half-elves with the multi-talented racial trait have two favored classes. Does this apply to Prestige Classes? ![]()
![]() As the title says, this experimental build is intended to be something similar to the RPG video game heroes of days gone by. You can Melee, you can ranged, you can heal. Why not be a Bard? Because I'd like to fireball something, darnit. So, here's what I got so far. If "Need advice" is there, it's because I don't know what to take for it. The progression order will matter until Level 8. After that, the class will be Mystic Theurge. Race: Half-Elf Classes: Oracle 4/Sorcerer 4/ Mystic Theurge (1-10)/ Whatever you like from there Traits: 1st - Heirloom Weapon: Proficiency, 2nd - Need Advice Stat Priority: Cha > Str = Con > Wis > Int > Dex Sorcerer Bloodline: Impossible Oracle Mystery: Lunar Curse: Need advice Feats/Class Progression
Comments: This build is without taking Paragon Surge into account. Also built without Alternative Racial or Class features. The remaining 2 levels (if the campaign even gets that far) would probably be Oracle. I may change the Skill Focus to Survival and just go with the Orc Bloodline for Eldritch Heritage. Arcane Armor Mastery isn't available until level 13 because you don't have the caster level for it. Some "Free Feat" things I think would be cool: Arcane Strike, Craft Feats, Improved Familiar (If you took that option), Cleave, Combat Expertise (If you have 13 int), Metamagic Feats (Though I wonder which would be best for a build like this. Rule Question: Would the Aasimar's Daylight Spell like ability count as a Level 3 Divine spell and as such count as a prerequisite for Mystic Theurge so you can get use the class earlier? Level 8 is a bit of a tough sell in a low level campaign.. ![]()
![]() I'm soon to be joining a new PF Campaign and I haven't tried Bard in any PF or D&D Session I played, so I decided that I would give Bard a try. However, I'm experiencing possibility overload with my research. The role I want to play: The Secondary guy. That helpful guy that everyone likes. Get in a bit of singing, the occasional swashbuckling and the occasional ranged attack or spell as needed. Maybe even some face time. Party I will be joining consists of a Barbarian, a Cleric, a wizard, and a Ninja For this campaign, anything goes but Alternative Racial Traits, Class Archetypes, and Half Orcs. ![]()
![]() Divine Anger:
Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th. 1)Does this Inquisition power qualify a character for the "Extra Rage Power" feat? 2)Does this qualify the Cleric in question for the "Raging Vitality" feat? ![]()
![]() Does anyone remember the Ascetic Mage Feat from the old days of 3.5? Ascetic Mage:
Ascetic Mage
[General] You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect. Prerequisite Improved Unarmed Strike (PH) , ability to spontaneously cast 2nd-level arcane spells, Benefit As a swift action that doesn't provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack rolls and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it. If you have levels in sorcerer and monk, those levels stack for the purpose of determining your AC bonus. For example, a human 4th-level sorcerer/1st-level monk would have a +1 bonus to AC as if she were a 5th-level monk. If you would normally be allowed to add your Wisdom bonus to AC (such as for a unarmored, unencumbered monk), you instead add your Charisma bonus (if any) to your AC. In addition, you can multiclass freely between the sorcerer and monk classes. You must still remain lawful in order to continue advancing as a monk. You still face the normal XP penalties for having multiple classes more than one level apart. Well, I want to build a prestige class based around that. In Roleplay terms, the Sorcerer powers are an extension of Ki Power. Why not play a Qinggong monk? I feel the powers are a little too limited for what I'm going for. So, I'm looking for some advice to make this happen. Particular advice I'm looking for is balancing it as opposed to other prestige classes/Straight up Multiclassing sorcerer and monk. Also, maybe a special ability that will help make this class more than "Sorcerer and Monk squashed together" Here's what I got so far: Prerequisites: Ki Pool, Ability to spontaneously cast 2nd level Arcane spells (So, 4th Monk/4th Sorcerer without archetypes figuring in) HP: d6
Class Skills?: I'm not sure there are many more that aren't covered by combining Monk and Sorcerer to begin with. BAB: 3/4 Main Saves: Reflex and Will Spells per Day would probably increase per the "Dragon Disciple" Prestige class progression (Potential)Special abilities: You get Monastic Legacy as a bonus feat, but it also applies to your Flurry of Blows and AC Your Ki Pool and Spell casting are determined by Wisdom or Charisma: Whichever is greater. A pool of bonus feats which can be drawn from the Sorcerer bloodline or Monk Bonus feats. (Pre-reqs required) Trade Sorcerer Spell slots for Ki Pool Points and vice versa. Can spend Ki Points instead of Spell Slots for Metamagic Level determination for Monk "Soul type abilities" (I.e. Wholeness of Body, Diamond body, etc) and Sorcerer bloodline powers. (Probably not full levels, more likely 1/2) Ki/Arcane blast (Similar to the Elemental Ray bloodline powers) ![]()
![]() I'll maybe chip in a build. [Note: for this build, I presume that starting Sermonic performance becomes a move action at 7th and a Swift action at 13th] Sermonic Performance:
Sermonic Performance
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points. Human Evangelist Cleric of [Lawful Good Deity with Glory Domain ->Heroism subdomain Here] Variant Channeling: Battle*If allowed Wis> Cha > Con > Str || Dex > Int Traits:[Social] Adopted (Dwarf) -> Zest for battle (+1 Weapon Damage if Morale effect gives you to hit)
01: Lingering Performance [Optional]
Role: You're kinda like a bard. Except you use divine power and lazers. Fly with the flock; Either go melee with reach to support or go ranged to help with your fellow archers. Due to the range limit on the Archon lasers, I advise melee. Here, Skill Focus: Oratory and Student of Humanity are Feat taxes. You only get Knowledge: (Local) with Student of Humanity and the Charisma bonus to that is limited to Humans. If it's a human heavy campaign it might see some use, but they're really there to get you to Heroic Echo. You're going to get your best use next to either physical or ranged attackers. If you feel you need to participate in combat more, feel free to trade some optional feats for something that will either help you be a Reach or Ranged Cleric. *If you can Variant: Battle Channel: Channeling will mostly be for buffing bonuses to your friendly archon's weapon damage. Once you get to level 13, get quick channel so you can start the party faster. (Standard to summon, swift for sermonic performance, Move action to channel) Get a Phylactery of positive energy if you want to buff the channel bonus. *If you can get a Banner of Ancient kings Take Flagbearer and dependent on what role you're helping with, either take a Longspear or some other similar pole if you're at ranged. Now you can trade the Glory Domain for whatever other domain you think would be useful to this build as Flagbearer/Banner duplicates the effect of the Heroism Aura. One Suggestion, if you're at ranged, take Sun for more thematic lasers. You can also trade Optimistic Gambler out. As long as your flag's up, it's permanent. [This one may need a rules check, as I'm not sure Heroic Echo applies to Flagbearer + Banner of Ancient Kings] ![]()
![]() Also, does this count like a spell like ability for the purpose of the bonus from the Imperious Bloodline's Heroic Echo? Heroic Echo: Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd. ![]()
![]() Touch of Rage:
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Optimistic Gambler:
Optimistic Gambler
Benefit Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result. And the questions: 1)With this Trait, if I use Touch of Rage on myself, will I get +1d4 rounds with it since it's a Morale effect? 2)If I can use it on myself and Optimistic Gambler applies: Does the damage only apply to physical attacks? Or can I use it to add some power to a spell as well? 3) If I Eldtrich Heritage the Orc Bloodline as a Barbarian, can I use this power while raging? 4) Is the damage boost multiplied on a critical hit? ![]()
![]() Besides the Helpful trait, are there any other ways to boost the Aid Another action? More specifically, reduced the action cost or make it worth even more? Speaking of Helpful, would it apply for the Divine Strategist's Caster Support ability? Caster Support:
Caster Support (Su)
A divine strategist can use the aid another action to assist another divine spellcaster, granting a +2 circumstance bonus on caster level checks and concentration checks until the beginning of the divine strategist’s next turn. This bonus increases by +1 at 4th level and every four levels thereafter (to a maximum of +7 at 20th level). The allied caster must remain adjacent to the divine strategist to gain this benefit. Caster support can be used to assist arcane spellcasters or characters using magical items, but they gain only half the normal bonus. Helpful(Halfling): Helpful (Halfling)
You see nothing wrong with letting others achieve greatness so long as the job gets done. Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2. ![]()
![]() Example of Gathering some cheese. Now, see this build here. Eventually, it will become something of a spell based Swiss Army Knife. However, the build will always be horrible in melee. If you can find a way to shut the magic off, this oracle will be flailing around like a fish out of water. IMO, Cheese is in the perspetive of the beholder. ![]()
![]() So, in the travails of attempting to find cool things for my Monk/Cleric build, I've found that Oracle is just plain old better at Healing/Blaster combos. So, I present to you a base for what I consider an interesting oracle build. (Possible cheese ahead) Race: Half Elf (I THINK they're legal for this archetype) Class: Ancient Lorekeeper Oracle The archetype in question:
Class Features
An ancient lorekeeper has the following class features: Class Skills An ancient lorekeeper adds Knowledge (arcane) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery. Elven Arcana (Ex) At 2nd level, an ancient lorekeeper's mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels. This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery. Stat Priority Cha > Con > Dex = Wis > Int > Str Since we could possibly take on dual roles here, we need as many bonus spells as we can get. Constitution is here to shore up our fortitude saves and give us more HP for when the DM decides he wants to kill us. Dex and Wis are mostly there for will saves. Int for skillz. Strength? Notice that we have a -4 base penalty on weapon attack rolls. Weapons just aren't for this build. Curse: Flame (Moar blasty spells!) Favored Class: Oracle + ??? (I personally say Paladin in case you want to roll the Divine Hunter archetype for Precise Shot [Rays, yo!] + Divine Grace) Favored Class Bonus: Possibly take the Racial bonus. A wide breadth of spells to choose from isn't bad. Otherwise, take HP Traits: Magical Knack (Oracle) if you're multiclassing.
Half Elf Skill Focus:(Any Knowledge, but we'll go with Arcana for flavor) 1st Level Feat: Noble Scion (use charisma for initiative)
Role: You're mainly going to be the person that chills mid to the back, Healing and doing something else according to the Wizard/Sorcerer spells you select. Mainly I'm posting this here as a starting template and seeing what everyone thinks about it or any tweaks/suggestions they could come up with. ![]()
![]() Improved Eldritch Heritage:
Improved Eldritch Heritage
The power of your discovered bloodline continues to grow. Prerequisites: Cha 15, Eldritch Heritage, character level 11th. Benefit: You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. Special: You may select this feat multiple times. Its effects do not stack. Each time you select the feat, it applies to a different bloodline power for that bloodline available at sorcerer level 3 or 9. Arcane level 9 power:
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. Does this mean you can get a Wizard or Sorcerer spell at the respective levels as cleric spells if you can cast at the respective spell level? Or would it be a divine spell since you technically cannot cast arcane spells? ![]()
![]() Channeled Revival:
Channeled Revival
You can expend a large portion of your channeling power to reverse death itself. Prerequisite: Channel energy 6d6 (positive energy).
Phylactery of Positive Channeling:
Phylactery of Positive Channeling
Aura moderate necromancy; CL 10th Slot headband; Price 11,000 gp; Weight — DESCRIPTION This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures. Have a few questions as usual. 1) Errata check: Is it true that a Phylactery of Positive Channneling (Adds +2d6 to channel positive energy) would help you qualify for this feat at an earlier level? (Though you would lose it if you lost the item, of course) 2)Can you take a 5' step or make a concentration check to avoid the attack of opportunity this feat provokes? 3)Does the target need to be dead or can you use it on someone living to heal them? If so, can you target yourself? 4)Does this feat follow the same restriction as the "Breath of Life" spell in bringing the target to life? And now a question about the Phylactery itself 1)Does the bonus stack to determine the Channel Level of Channel Negative energy gained through the Versatile Channeler feat? Versatile Channeler: Versatile Channeler
You can choose to channel positive and negative energy. Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below). Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have "channel positive energy" or "channel negative energy" as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat). Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity -- characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat. ![]()
![]() I pick Melee specialist for 200, Sarrah! I like that Growth Domain, Dave. Quingong Monk (Especially for that whirlwind attack I mentioned) is definitely a must. I like that Divine Strategist gets as huge initiative boost. I always neglect it for my typical playstyle and I've ended up paying for it quite a few times. The loss of Channel Energy as "Backup heals" kinda makes me wary. Do you think taking something like Craft Wand to dole out the healing should I take this archetype? Armor..That SO goes against the grain of the perceived typical monk. However, if I replace Flurry (Which would be going away anyways), a Master Style monk could be interesting, though it would probably cheese off my DM if I took Snake and Crane style. AC buffs wouold be a little less to worry about then... +0 KI POWER!
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![]() So, I was able to woo my GM into letting me try Gestalting Monk and Cleric for a campaign. However, I have no idea how to really build a class like this, so.. I need some advice. Here's what I have to work with. Things to know: Race: Aasimar
Archeytpes are allowed
Start with 1 Magical item that can be crafted as long as it costs less than 8000 gold I will probably be facing things with +2 CR because of my "Greater power" I'd like to go with one of two themes: "Ki Power can do anything!" Basically, this revolves up around the various uses of "Ki Power" in story. I'd prefer something that's overall good at doing anything. Frontline combat, Blasting, Healing, you get the idea. (I think they call this a Gish?) Melee Monster Focus on offensive buffs and AC. Cast buffs quickly, then just wade into battle, either using Flurry of Blows to beat a single enemy to death or a "devastating" Whirlwind Attack when surrounded. Healing (Which our party needs) waits until after the enemy is pulped. Focus on archery is out because we already have a Ranger and a hand crossbow based rogue. Other than that, any suggestions to make this work? ![]()
![]() For the relation to my question Protection Domain Stuff:
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere. If I take the "Defense Subdomain", do I still keep the +1 Resistance bonus on saving throws? ![]()
![]() Metallic Wings (Aasimar) Your wing feathers are made of gleaming metal Prerequisites: Angelic Blood, Angelic Flesh, Angel Wings, Aasimar, character level 11th. Benefit: You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small). I have three questions regarding this feat. 1) On a full attack, does this mean I get 2 wing attacks? (I.E. First Attack/Metallic Wing/ Metallic Wing/ Second attack, etc.. 2) Do I add 1/2 my Strength bonus to this damage as per the secondary attack rules? 3)Does the base dice damage go up to 1d6 if I become large sized? |