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That is something that I had considered, but I`d much rather just go straight fighter for the time being. I think I`ll get iron will.


Yeah, I had them as split because I wasn`t quite sure what to take. I think next time I`ll have to be a bit clearer when I post it up. Also, thanks for the input. Totally went over my head that stuff I fight will eventually be too big to trip.

Also Totally forgot I can stack two feats at level one due to the immediate bonus feat. I guess I can put improved critical in the build.


So I'm making a half-orc for a game that's a level 10 with 2 mythic tiers. I was wondering how this looked for a build? The main idea is to hit hard and trip, but I'm debating switching from a tripping build to an intimidation build. What do people think?

Two-Handed Fighter 10

Champion Mythic Tier 2
Fleet Charge
- Vital Strike (mythic)
- Legendary Item
- Upgradeable
- Foe-Biting/Spellcasting?
- Impossible Speed

1) Power Attack (str 13, +1)
2) Furious Focus (str 13, power attac, +1)
3) Combat Expertise (need int 13)
4) Improved Trip (combat expertise)
5) Combat Reflexes (-)
6) Felling Smash (int 13, str 13, Combat expertise, improved trip, power attack, +6)
7) Disruptive (6th level)
8) Vital Strike (+6)
9) Devastating Strike (Vital Strike, +9)
10) Step up


So anyways I'm still not sure what do value more, massive damage, or swinging my sword around and trying to crit for effects


The wording there is extremely vague though. I thought it was interpreted as dice referring to groups of dice, as in the standard weapon dice you roll. If that's not the case I'm pretty sure that's the way my DM will houserule it. Modifying your Damage modifier by 8 is pretty silly and will probably lead to silly things I think.

Still I guess that is the difference between the two builds. One deals high damage in single hits without needing to crit. So good single target damage. The other focuses on criticals and the ability to lunge whirlwind for slapping crit AoEs on everyone.

edit: I was also wondering, for the spellcasting ability on legendary weapons, what would be a good spell selection? It seems I can either cast a level 5 once, 2 levels 1s 2 times a day, or various other arrays. Is this ability simply outclassed by Foe-biting and such if you have a wizard or something other caster in the party in terms of utility?


I guess on the flipside I'd be using a falchion and could take the mythic improved critical to the same effect assuming I hit and confirm. The net damage being greater I guess assuming all hits?


Hello all, it's me again.

Here I am asking for help for all of you helpful fellow once more. You see currently I'm making a character for a level 10 Mythic Tier 2 campaign. After some decision making I've decided to go back to a fighter which I retired sometime before. He's a half-orc, and used a falchion. While initially I was using mercurial's whirlwind crit attacking build, I was wondering if mythic has opened up any new possibilities.

It seems to be the case that mythic vital strike fixed vital strike to make it worth while. With the issue of losing iterative attacks being not that big of a deal since damage is multiplied by the number of weapon damage dice.

"multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.

Extra damage from sources that wouldn't norma"

I'm assuming it works as follows:

Because greater vital strike (mythic) allows you to roll your damage dice four times any applicable damage mods are multipled by four. Essentially allow you to make four attacks in one swing?

If this is the case then vital strike seems alright for straight damage, maybe add some trip feats. Is this correct, and if so might it be better to go this route? The alternative being going the crit build and taking mythic features and feats to improve on such, such as the feature that stops regen, fast healing, and on crits removes DR for a round.

For some more background knowledge the party size is 5-6 including myself. We seem to have good crowd control from our magic usually.


To be honest, I don't have a lot of faith in the cleric and oracle.


Hmm well thank you for the options. Its certainly something to think about. At this point I'm inclined to go with the wizard for the business of dealing with traps and utility. To be honest, I'm more concerned with our ability to not die via traps than I am monsters.


Would the AoE damage be better instead of a wizard? I thought wizards were capable of such as well. Or are alchemists simply better at it and sacrifice utility?


Mmm I do enjoy the ranged barbarian, but I'm already playing one in another game. Don't really want to play another one. Why does the alchemist help?


Sure, that seems like a good idea. I was planning to consult the Complete Professor Q guide as well. Any other useful tips?


Grimmy, yeah you're right. Witches in RAW can't make use of spellbooks.

Aelryinth, while that's an interesting idea it's just something I'm not interested in playing at the moment. Thank you though.

So I guess its a wizard for me then! Thanks guys!


So it seems like arcane is really what we need. So comparing the arcane casters that seem to be the best options, witch or wizard, I have to wonder which one would be best for the situation. I mean they seem to have the same amount of utility?


I was considering a Witch at one point, but as it goes it looks like wizard might be the better choice. Also, to my understand it is a multi-level experience, but I don't know how far we'll get >_>


Hmmm that does prove troublesome. So I guess the real question then is whether or not I should provide redundancy for trap disabling, or if I should get us some more arcane power. I guess the AT isn't really an option, is it? I've heard it only comes together in the double digit levels?


Oh, I forgot to mention we'll be level 8 and the bard is currently our skill monkey. So if the bard is trying to skill/trap monkey do we still need a rogue? A wizard sounds interesting though.


Well things happened and the party dynamic changed a lot. I'm not a bit confused on what to play. There's no real clear role that needs filling, from my perspective. Perhaps I'm missing something? Anyways right now we have a four man party, myself not included. That party is a necromancer cleric thing, a battle oracle, a ranged bard, and a melee fighter.

What I see is that we have two divine caster, one partial arcane caster, two melee, and two ranged. Our healing seems okay. So I'm not quite sure what to add. I know that I do not want to play a ranger, druid, monk or any class that we currently have.

The party will be doing a dungeon delve of one of the hardest dungeons adapted to pathfinder I think. I believe Rappan Athuk is what it's called. Please no spoilers :O


I think for simplicity's sake I'll go with a straight cleric for now. The rage prophet is really tempting though.


So I have a quick question on the rage prophet. I noticed that on the forums there are some people who are of the opinion that it's not the best prestige class out there. What makes it ideal for the needs of my party in this case?


Alright, thank you. I'll be sure to keep that in mind. I guess the rest of my prepared spells will be flexible depending on the dungeons? Besides buffs I mean.


That seems pretty cool. So I have a few things to check with the party then. Oh, but on the topic of my other question. Is it worthwhile to do summonings or is just straight up buffing just better?


I doubt he'd be a fail bard, but he may not be a bard. We need a skill monkey, and he's trying to determine how he wants go about it.


Ah, thank you very much for the break down. So this assumes the evangelist archetype then? Is giving up medium armour worthwhile?


Oh, okay. I was also curious about the reach cleric guide written by Brewer. It seems to be fairly up to date, but I was wondering if summoning on a standard and relying on OAs for melee was still a valid way of going about combat as a reach cleric?


Magda Luckbender wrote:
Atarlost wrote:
The traditionally recommended healer is a melee cleric. You just need to have a bit of emergency healing and some open slots you can use for Remove Foo and the various Restoration spells. You prepare stuff like divine favor and righteous might and a few group buffs like prayer.

This approach is very effective. A Battle Cleric heals less than a dedicated healer, but also inflicts considerable martial damage. A fully buffed 9th level PFS reach clericzilla enters combat with DR5/Magic, 106 HP, and attacks at +18/+18/+13 for 2d8+31 or so, quickened True Strike, and up to three AoOs. If circumstances fall just right that is a possible 6 attacks x 40 damage per attack = 240 HP damage from one round of melee attacks. In practice 50-100 damage per round is more typical. By a cleric who is also a full prepared spell caster. All those buffs use 1/2 your spell list, but you still have the other half to heal & play with.

Wait what. I'm sorry, but I got lost a bit there and I was wondering what the break down of the initial spell buffs were? While I understand where the to hit bonus, I don't understand where the third attack, DR, HP bonus, and damage bonus come from. If it's not too much trouble I'd appreciate the help.

I also forgot to mention we'll be doing a 15 point buy.


Yes, it seems that way. The last person just mentioned they weren't going to optimize at all, so again. Not really counting them at the moment until they have a solid idea.


Hmm seems like it's reach cleric for me then. Time to read that guide...


I've asked the necromancer and he's told me that he's arcane based, which means divine caster for me it seems. Also I've always been curious, what does healing mean in pathfinder? I know it calls for healing out of combat, but what about in combat? Should I focus on healing when a main component of the party is going to go down and debuff/buff?

Also not sure what skill monkey is doing yet :/


Hello again advice board, I was hoping for some input on party composition and what class I should bring to the table to help my party. The adventure will be a dungeon crawl, and a hard one at that I'm told. The level we'll be starting off at is 8th. Our party so far is a necromancer of some kind, a skill monkey (possibly bard), a warrior/paladin (2-handed weapon), some kind of scout who is likely to run at the first sign of trouble, and someone else who hasn't decided.

I was considering a witch to add buffing and debuffing capabilities, as well as some control. Is that the best fit for the party or not so much? Another idea I've been floating around is a dragon disciple.


Wouldn't your BAB be the same anyways? If I recall correctly the cleric only misses one level for his BAB. I have to admit though power attack and furious focus right off the bat is pretty nuts.


Hmmm alright. Well hopefully it'll work out. So the first level of barbarian is for all the raging benefits right?


Huh, that's certainly quite the interesting idea! I'll be sure to look into this. Though will my healing be up there still? It's likely I'll be the main off healer.


Hmm alright, well ths gist of the session is that may be just a one shot deal, so I need to optimize with level 4 in mind, and only a possibility of going forward. I'll look more at the reach cleric I suppose, but when does that start reaching its full effectiveness?


I'll be participating in a one shot, that may be continued into a full thing, for one of the hardcore dungeons. We're starting at level 4, level equivalent cash, and a 15 point buy. While I've looked over the guides I'm still not absolutely sure what I want to do. So far I know our party will likely have a paladin, some kind of necromancer build, a rogue, and one more that I don't know.

Our only restrictions are no guns, and by extension no gunslinger. I'm fairly sure I'll be doing the healing mostly with channel energy, however, I'm not sure where to start with my build. Should I just go straight up support and take the channel energy feats?


Fair enough, it's just as a ranged character I don't see as many excellent options for path features. If I were Melee or more of a conventional build I'd see tons of them, but right now it seems to me my best choices may be the rage, item, and then mythic tiering my feats for crazy accuracy and damage. :P


More questions! So I understand Legendary items get better if I take the feat more times and eventually achieve legendary status, but just to be clear. I pick any magic item I have and can make it mythic? Like, for example, I have a +2 Adaptible longbow. I then make it mythic and give it upgradeable. This is all perfectly fine?

I also find it awesome that you can just ritual it up to add things to the weapon and don't actually need to find a store. On the go upgrades seem pretty sweet. Though I do have another question in regards to this specifically. Can you add normal abilities like Adaptible through the ritual? And if so would it be at it's static cost of 1000 gold or would it be halved? :O


So I'm a bit confused with legendary items now. While I understand attaining one gives the item access to legendary abilities can it pick up normal magic weapon abilities? The upgradable function only references extra +1's :x


Hmmm did you mean fleet charge? At least that's what the srd says. Though from the descriptor it seems like a typo. Anyways, that aside I gave mythic rage a look and I have to say it looks awesome. Did not realize it overcame DR for the turn. As an archer I think that's pretty sweet.

As for how far up we'll go, I think we'll be going up to 10 or close to it based on our progression. I haven't had a chance to look through all of them, but are there any other good picks for features? I was thinking legendary item, but I think I'll do that later when I can add on more things to it. Though I have to admit I'm a bit confused concerning it. Is it just abilities or can I add pluses?


Hello, perhaps you remember my thread from before about being a barbarian archer. So things have been going well in that game and now we're hitting mythic. My problem now is deciding which mythic hero to be. I'm not sure if any provide good features. Right now I'm mostly just looking at getting an extra mythic feat to benefit from both mythic rapid shot and mythic weapon focus.

Do any more experienced players have suggestions?


No, not really, but it was just a stray thought I had since Courageous seems to be the one enhancement that I've found that ups your stats in general as opposed to being used just for straight hp damage.


To clarify, wielding means to use it. Simply holding it doesn't cut it. If you are holding a courageous scimitar, but not currently attacking you do not benefit from the morale bonuses. This means no morale increase to con to see your hp go up. No, morale bonus increase for superstition unless you're punching someone in the face. What I'm understanding here is that the logic is that unless you actively try and strike someone with the weapon it does not count as being wielded and as such your morale bonuses will constantly fluctuate. The buff being entirely useless if you're not in combat and being attacked because you haven't hit anyone or tried to at this point.

Is this what the thread is suggesting? I mean the issue isn't that the melee weapon bonuses are being applied to the bow directly. The issue is that the Cestus would be indirectly buffing the bow by making the Barbarian's morale bonuses higher, like his strength or dex if he was an urban barbarian.

I am however fine with interpretation that it's just a silly idea :v


So a question. If I were a barbarian wielding a bow and was wearing a Cestus that had both Furious and Courageous on it would I benefit from it?

For those that don't know Courageous increases morale bonuses by half the weapon's enhancement value when being wielded. A furious weapon increases the weapon Enhancment by two when wielding by a barbarian that's raging. At maximum values that would be a +4 Cestus with a +2 from furious, and thereby providing a +3 to all morale bonuses. For a barbarian of any sort this would be quiet the benefit.

I suppose the more specific question is what constitutes wielding the weapon? Do I just need to have them on my hand? If I recall correctly I can still attack with my Cestus when wielding a bow, for AOs.

Thanks.


No worries, so that'll help cut costs. I feel like I'll be starting with some major stuff then and other minor items will have to be picked up later. Like rings of protection and an amulet of natural armor.


Well from what I know about the party the travels are fairly random, but I feel like aberrations, evil outsider, undead, and something else will probably be the common foes. Also, it just occurred to me that I'm not sure where to take my feats now. Looking at the options there just seems to be...a lot for a switch hitter. Now obviously some of the higher ones are reserved for the critical chain feats, but currently I have one feat slot open at 7th that I'm not sure what to fill with. Currently my feats are as follows:

1) Power Attack
Style: Rapid Shot
3) Quick Draw
5) Deadly Aim
Style: Many Shot
7)
9) Improved Critical (ECB)

Any suggestions, or should I just get something general like toughness or dodge? Perhaps Cleave?


That's certainly fair enough. Just to clarify when you activate your adaptation you only get one of the bonuses or do you get all the ones you've accumulated?


You get unlimited free actions right? I thought changing your grip on a two handed weapon from two to one, and vice versa, was free and shouldn't impact casting abilities?


Those are certainly some interesting benefits. I'd have to think on it though. The +2 to natural armor is enticing, as well as being able to boost one of your saves. Is it really worth it though? I haven't been playing in PF long so I don't know if Favored Terrain comes into play a lot or not.


Also wouldn't getting an agile weapon increase my feat usage for two handed weapons by requiring me to get weapon finesse?


Are the improved natural armor/weapon feats worth it? And yes, I suppose it's true that I'd get the PA bonus damage. Is it worth missing out on strength to be last MAD?

So it looks like the build is going to be a switch-hitter that may or may not focus on Dex and use an agile weapon. My animal companion will just be a flanker and occasional mount where I can shoot from and be a huge jerk. So that would probably fill up my planning to...11 I guess? From there on I suppose the wise thing to do would be to get the critical feats since I'll be using a ECB as my main weapon and...um...faff about?

Would that fill up my planning until 20? Not sure what else to get at that point. I don't need much in the way of shooting. Perhaps a combat style at some point?

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