Greetings I was making a new character after an unfortunate lightning ball incident and came across something that's pretty ridiculous If you multiclass a Dawnflower Dervish with a Skald you'd double the Strength and con bonuses right? Battle dances use a bardic performance as a base and the skald's raging song is treated as a bardic performance for any effect that modifies a bardic performance... This doesn't work right? a +8 morale bonus to Strength and constitution?! couple it with skalds vigor for fast healing 8! This shouldn't work but i can't find text that denies it... The players at my table keep giving me weird looks, If anyone can help debunk this i'd appreciate it. -Battle Dance text
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability." -Raging song text
TheJrade wrote:
Well... if I were you and I didn't care about spell levels you could always go magus/warsighted oracle into theurge, one arcana gives you oppertune parry and repost and with shareable spell slots between classes you can get many spell strikes. One other thing is a level 10 theurge can cast two spells in a turn which could let you double spellstrike. You could even go wizard, sorcerer or witch/cleric, Druid or shaman with VMC magus so you don't lose spell progression (that's what I'm doing, plus using a scorpion whip to get a 15ft reach with spellstrike) you can fill your 8 1rst level slots with things that boost resistances for your saves and get body wraps a monk uses for armor as those don't affect casting, one magic item for magus let's you spell strike with AOE spells aswell. Spellscars, close-range and the swashbuckler arcana would fit your character concept pretty well, have fun!
avr wrote: If being a wizard who dabbles in divine magic is an option you might try wizard 7 / cleric 1 / mystic theurge 10 / wizard +2, using the Faith Magic arcane discovery to qualify for the PrC. You will end up with 9th level wizard spells and 6th level cleric, and the wizard spells will barely be delayed. I'm going to look that up now... I see... I'd need fourth level arcane to qualify for theurge... cool thanks man, I'll add this to the chart!
Honestly the bloodlines don't sell me... perhaps the once per day full recharge is amazing... there's a wizard archetype that gives you exploits aswell, though the arcanists ability to take all wizard spells and choose which few to cast at will is also amazing. Witch hexes and spells like blood money really want me to go witch as well. What divine classes do you think best mesh with which arcane to get the most out of class abilities and spell lists?
What about a Kasatha bow nomad? If you're going for hand crossbows a rogue with the sniper and scout archetypes could be fun, at 8th level when you move 10 ft. You'd automatically trigger sneak attacks, perhaps empty-quiver style if things got close? shot on the run and snapshot/greater snapshot would help as well. If you VMC fighter for weapon training you can pick up warpriest damage with your handcrossbows to!
Yeah sacrificing extra abilities for a single 9th level spell can leave you over exposed, Caster levels in my GMs campaigns are character level based (praise the sun!) so DCs should be fine, but in case someone in the future looks back on this for help it might be wise to ignore that. Anyways I'd love to hear how you've built a good theurge DeathlessOne, seeing as stated above the arcanist may not work as well. In my research I've seen that focusing on arcane is the better option for late game destructive power, so putting more levels in arcane seems more worth it depending on parent class. Thoughts?
I'm trying to figure out how best to build a Theurge and I'm having some problems figuring out what parent classes to grab, I've gotten down to the most logical choices of Arcane:
Divine:
My GM suggested shaman 7/arcanist 3 using the lore shaman to get 9th level wizard spells but I'm sure there is a more efficient way to theurge... any advice/ideas? (As a side I believe it would be important to note that I'm planing on lichdom as we have found the ritual for it, thank you!)
I'm making a tank for the party and our GM was a cool guy and made VMC's for every class that doesn't currently have one! I'm a fighter/samurai with VMC: Spiritualist (it functions as the summoner one) and I'm trying to figure out which phantom to grab so I can best support the team. I was thinking about the Anger, Dedication, hatred, Kindness, Lust and Zeal Phantoms but I don't know which to choose. We could use the damage from anger, hatred and zeal but dedication, and Kindness are idespencable party support options. And Lust can really mess up enemies, soak up damage and interact hilariously with the "ladies man" of the party! I can't choose!
Bomanz wrote:
Oh well no its cause I lost my arm... and if you've ever picked up a "greatsword" you'd notice it doesn't weigh a feather over 25 pounds. I've swung pole maces and great axes with one hand before, I'm not trying to metagame or anything just trying to find a workaround that the character would take. You know before the GM has to houserule anything or the party has to shell out good platinum for my stupid armless keaster, Good point though. Bastards swords don't work with the elf fighting style feats (technicaly bastards swords are longswords) thanks though Storm! I might just grab a dueling sword and cry to myself now... Cause the GM only allows 10/10 class splits... can't dip, can't collect 100 silver, can't pass go... thanks Klorox. Guess i'll take my leave thanks for the insight!
Ah! Helpful thanks Harry, however those would only work if I wasn't an occultist/ninja... definitely a fantastic thing to remember though thanks. The smaller stick may not work as I'm quite invested in the elvish weapon style feats, I'll take a look and see what toothpicks I can use with them if I can retrain my weapon focus feats. Thanks for the wisdom Bill.
I've seen the threads that have came before this one and I know it's impossible... but I'm stupid and stubborn! Either I figure out how to get a prosthetic arm or I figure out how to use a two handed weapon in one hand. I ask this rediculous question because we aren't allowed to use the third party prosthetic rules and I really want a mundane or enchanted replacement for my missing limb (regeneration is cheating!) Perhaps a tumor familiar? Maybe a new wondrous item? Why can't I swing a sharp metal stick with one hand!? I have no idea so I ask for your insight, thank you.
Hmmm... the Warpriest is a walking holy bomb... funnel as many undead as you can into a pit and have the warpriest spam channel energy, see if the arcane casters can make scrolls of AoE spells, have the paladin intercept the army and see if it's smart. if not they might follow the aura of good away. soak nets in oil and catch the dead in flaming nets. Craft alchemy some shrapnel grenades and alchemists fire make spiked barricades. have blades for zombies and clubs for skeletons. Craft alchemy barrels of gunpowder, make a moat, if the river is dry put spikes in the moat. get the wizard to prepare summon monster in as many forms as possible (spells, scrolls, potions, runes) hire mercenaries and use livestock as meat shields...
These Teamwork feats coordinated charge
just have a friend or companion, and make sure you both (or all) of you get improved feint, one person charges, everyone else does. then you feint, and everyone attacks. when he tries to hit you, everyone attacks (might want combat reflexes) Have fun!
Hola! Was wondering what would happen if someone with this effect Bane: You always go last in initiative order. You cannot take Improved Initiative. If multiple creatures with Overly Cautious are in the same encounter, they roll initiative only to determine what order they go in after all other characters have gone each round. Tried to set up an ambush... like if they stealth around and saw an opponent, then attacked it.
and what if said creature had companions to command? Thanks for the insight
One archetype doesn't just get attack bonuses but also prey specific buffs and abilities (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ran ger-archetypes/infiltrator) it might not be what you're looking for but i think it makes favoured enemy more worth it, plus it can be added along with a lot of other archetypes. versatility and trickery isn't just a rogue thing either, you wanna bring pain animal companion archetypes and teamwork feats can turn any fight against the opponent. the item trick feat for a cloak lets you stealth from a target for a round (like batman or a duelist) and dirty trick can be a good strat (blindness) anyway aside from my ramblings the infiltrator makes favoured enemy "worth it" (my opinion)
Hello, So our party is heading into dangerous territory, and i'm planning on making a neat backup. the backup is the progenitor of an insectoid race seeking his own evolutionary path, i've taken the Preservationist (the jar'ed monsters are failed experiments "children" that didn't make it) and the Promethean alchemist (the homunculus companion is a success he wishes to duplicate) and i noticed that it removes the bomb class feature. meaning no zombie bombs or injector drones... but, it doesn't say anywhere that the bomb class feature is required to produce and learn bomb discoveries. does it allow me to still create specialized explosives and effects or does it require the class feature to deploy those tricks?
RaizielDragon wrote:
take synthesist summoner then get the enhanced size, bite, grapple (bite) and swallow hole then subclass into whatever you want (fleash eater sounds awesome because you can rage and get the extra strength for grapple rolls, sin eater takes place after the battle)
Philo Pharynx wrote:
yes agreed. on the main topic of this thread... Vigilantes are band from most games even faster than the summoners specced to murder hobo. if they won't build their own characters ask who their favorite super hero is (slayers and ninja are batman for example) i take it you're running a "super hero" campaign?
Oh neat i didn't know that... i looked at the suit seeker and it's to random and awkward to rely on the bonus (plus it's only available at 16th level) so the story summoner and Cartomancer seem like a good combo, as the witch can combine cartomancy with the circle warden for maximum team buffs. The gambit idea is pretty awesome. but im thinking of focusing on the summoner idea. the card throwing is pretty great though especially if you had throw anything (throwing the halfling while they are enchanted?) you could turn a handful of caltrops into dangerous landmines Thanks Dunkerson i'll totally write this idea down somewhere next time i make a character
i was thinking i would very much take advantage of the Suit seekers "array" ability and play it ranged. with a +4 enhancement bonus to anything it could work right? i'll have to look at the Cartomancer didn't see it when i was combing archetypes, a level ten Azata eidolon is almost like a level 5 fighter so i'm not worrying about melee (we have a bloodrager with a chainsaw, a very huggy (grapplestyle) geokineticist, a spellslinger and an oracle so i'm making a backup for when i inevitably die) combat isn't that big of a deal for us and the eidolon can be very strong even without full progression, just wondering the smartest path to take with my idea. i do see the issue with these classes and multiclassing though. i saw one thread about having mystic theurge helping the eidolon as a house rule so i'll talk to my DM about that. thanks for the insight
Saraphali wrote: It's decent light armor, it's basically for fighters that need to do things like climb and swim, or travel. it can be dawned faster compact cause its just a breastplate. it's on par with plate mail powered, but when you fall off the boat and retract it you might be able to swim. make it outta mithral or adamantine and it'll either be good for hyper rogues (mithral makes it +4 AC +6 max dex compact) or a full armor fighter that needs to move. it's just really cool whoopsies it also gives you DR2/something or nothing, and it only eats charges when powered
I recently discovered the tarot-card based classes and was wondering the best way to combine them I've looked at the... ...Card caster magus, Suit seeker Inquisitor and the Story summoner... ...and was wondering how to best combine them and which ones aren't as viable for a tarot based multiclass. the current campaign i'm in features futuristic firearms and armor and a resurgence of magic so guns are available for martial fighters and magic isn't all to common (until we go into space of course then we'll all be screwed). i'm thinking a combo of Summoner 10-15 (possibly 15+)
Inquisitor 5-9 (thinking either 5 or 8)
Magus 0-5 (more weapons and arcana is nice...)
(just had another idea if you wanna do something funny grab teppobushi and a ranged magus then use the rapid-fire ability teppobushi have to machine gun whoever is downrange with brilliant energy Alchemical rounds) Thoughts/suggestions?
Synthesist summoners? Astomoi only have mental bonuses and have natural scent (funny because that means they can feel the particles of what ever left the smell behind). when they are in the living armor they would have all it's senses and save on buying a few evolutions due to their natural perception. one thing to remember is they only sense objects and people, meaning without the eidolon or linked familiar they can't read.... sorry Astomoi wizards, are they actually a gas though? because if so wind wall and gust would really mess them up.
It's decent light armor, it's basically for fighters that need to do things like climb and swim, or travel. it can be dawned faster compact cause its just a breastplate. it's on par with plate mail powered, but when you fall off the boat and retract it you might be able to swim. make it outta mithral or adamantine and it'll either be good for hyper rogues (mithral makes it +4 AC +6 max dex compact) or a full armor fighter that needs to move. it's just really cool |