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![]() If you are rating offensive Power I agree with you. In the category of must-have‘s for buffs, Healing and getting a player back into the game it is almost in reverse. I’m not trying to be rude or anything, It is as if the game designers designed the lists this way. As you get closer to the 20th level the spells get very powerful for either of the lists. ![]()
![]() According to the rules off the top of my mind for crafting, you can increase the DC to make the wand of allchemical allocation at +5 higher if the spell in question is not on the spell list of the crafter. According to the advanced players guide faq, allchemists are not spell castors even though an extracts effects work like a spell. This is a little confusing, can a wizard or the like make a wand of allchemical allocation or not? Please explain a little more than a 'yes' or 'no'. ![]()
![]() So with cats grace, your base ac is 22. With the barkskin an ac of 26, if your opponent is chaotic with magic circle versus chaos an ac of 28. Wih the mutagen and ac of 30. Using a shield extract, an ac of 34. Maybe using an extract of reduce person and ac of 35. Reduce person does not hurt your bombs and you can burn the barbarian away with your bombs. provided you have fast bombs that is. ![]()
![]() If you are seventh level or higher this might work. Alchemical Allocation to not use the potion up. The class ability enhance potion to make the potions your level (retraining maybe?) and amplify elixer to extend the potion. You cannot extend extracts. Ironskin lasts a minute a level. If you are willing to put up with that there is an advantage with barkskin, it lasts ten minutes a level. Iron skin is personal and cannot be made into potion form. Barkskin can be made into potion form. Look, if you are sixth level or higher, barkskin can give you +3 or more ac. The class ability enhance potion makes it your level. Amplify elixer extends it and allchemical allocation does not use up the potion. You just buy it once. There is a good chance the barbarian is chaotic in alignment. Magic circle against chaos would work. That is +2 more in ac as a deflection bonus. Then, there is the shield spell if you can afford to cast the extract before combat. The money down is to buy potions. ![]()
![]() Defensive Strategist (Religion)
These traits are for survival, the first trait keeps my dex till my turn and Reactionary gives a +2 to initiative checks. Feats
Dervish Dance is the only dex to damage feat that I know of that works with spell combat. This is the base of the build. The trick with empower spell is it works well with magical lineage, Wayang spell hunter and shocking grasp. It makes Shocking grasp a second level spell and the power curve works great. Magical Lineage and Wayang spell hunter is connected to Shocking Grasp and is retrainable to force punch or what not. 7. Intensive spell
This is a PFS build. Intensive spell is a must for shocking grasp. Quickdraw is there because it is a prerequisite for maximize spell strike at thirteenth level even though I show this build till 11th level. I cant think of anything else better with the feat at ninth level and the bonus feat at eleventh level . If you have any better Ideas about any of this please post the strategy behind it. Magus arcana
Flamboyant is a prerequisite for arcana deed and is luxury in my opinion. I will have to come up with a strategy to use it with so many other ways to use my pool points. Arcane accuracy is much needed for those high AC fights. The ninth level magus arcana will be traded out at 13th level so it is just a standby. Elf
Basically, everything is adjustable, please post why you would adjust anything. Keep in mind, the whole Idea is to have a Dex magus. ![]()
![]() Just a Mort wrote:
where is this errata, I can't find it in a faq-acg. ![]()
![]() this is the adjusted build Defensive Strategist (Religion)
These traits are for survival, the first trait keeps my dex till my turn and Reactionary gives a +2 to initiative checks. Feats
I would put Dervish dance at third level but that means I don't have a proper feat for the bonus feat at fifth level. Dervish Dance is the only dex to damage feat that I know of that works with spell combat. This is the base of the build. Magical Lineage and Wayang spell hunter is connected to Shocking Grasp and is retrainable to force punch or what not. If that is not what arcana deed is for what can you do with it. 7. Intensive spell
This is a PFS build. Intensive spell is a must for shocking grasp. Using empower spell and intensive spell to work with magical lineage, Wayang spell hunter and shocking grasp makes Shocking grasp a second level spell and the power curve works great. Spell Blending is there because I can't think of anything else. Quickdraw is there because it is a prerequisite for maximize spell strike at thirteenth level even though I show this build till 11th level. I cant think of anything else better with the bonus feat at eleventh level. If you have any better Ideas about any of this please post the strategy behind it. Magus arcana
Flamboyant is a prerequisite for arcana deed and is luxury in my opinion. I will have to come up with a strategy to use it with so many other ways to use my pool points. Arcane accuracy is much needed for those high AC fights. The ninth level magus arcana will be traded out at 13th level so it is just a standby. Elf
Basically, everything is adjustable, please post why you would adjust anything. Keep in mind, the whole Idea is to have a Dex magus. ![]()
![]() Darksol the Painbringer wrote:
I wouldn't stack both feat and magus arcana of empower on top of one another. I will readjust the build though with arcana deed and flamboyant. ![]()
![]() Gisher wrote:
Now that I have read the trait again, I see what you all were trying to point out. To me it kind of reads both ways though, I'll adjust the build though. ![]()
![]() Darksol the Painbringer wrote: You should lower your Strength to 10 and boost up your Wisdom and Constitution; outside of carrying capacity, there's no reason to have a 12 Strength, and unless you bump it to 13 Strength for Power Attack (which isn't until 9th level at the earliest), I'd advise against it. I don't like power attack for this build. The 12 str is for carrying capacity. Not much for anything else. Using it to boost Con, hmmm. Darksol the Painbringer wrote: While I can understand having a high Concentration is important for a Magus, I don't think it's worthwhile to ignore the Wayang Spell Hunter trait. My suggestion is to take Reactionary (or go the Adopted route for Unbreakable Hate to maintain Concentration Check bonuses) and Defensive Strategist with your standard traits, and then with your Additional Traits feat, take Wayang Spell Hunter and Magical Lineage, letting you have free Empower or Intensify Shocking Grasps (with combining both simply being a 2nd level spell slot). Magical Lineage works for all metamagic feats on one spell. It is not connected to one spell and one metamagic feat. I see it as redundant to have wayang spell hunter. Darksol the Painbringer wrote:
I could use extra magus arcana for hasted assault at ninth level but I have lots of stuff to use pool points on, I'll consider it though. the empower magus arcana is there to create synergy with the empower metamagic feat. I'll consider all these suggestions and think long about it. I am shocked precise strike does not work with flamboyant. ![]()
![]() Just a Mort wrote:
To keep flamboyant all by itself I would be going through pool points too quickly. Between powering up the weapon, recalling spells and arcane accuracy magus arcana, I have enouph to use pool points on. I well consider it though. ![]()
![]() Since, I have been told precise strike does not work with the Magus this is the alternate build. Defensive Strategist (Religion)
Feats and Magus arcana 1. weapon focus
Dervish Dance is the only dex to damage feat that I know of that works with spell combat. Arcane accuracy is much needed for those high AC fights. The trick with empower spell is it works well with magical lineage and shocking grasp. It makes Shocking grasp a second level spell and the power curve works great. Magical Lineage is connected to Shocking Grasp and is retainable to force punch or what not. This is the base of the build. Reactionary is there because I can't think of anything else to put there. If you have any better Ideas about any of this please post the strategy behind it. 6. magus arcana: empower spell 7. Intensive spell 9.magus arcana: spell blending - Heroism 11.quickdraw
This is a PFS build. The empower spell arcana works well with the Empower spell metamagic feat. Intensive spell is a must for shocking grasp. Spell Blending is there because I can't think of anything else. Quickdraw is there because it is a prerequisite for maximize spell strike at thirteenth level even though I show this build till 11th level. I cant think of anything else better with the magus arcana: spell blending or with the bonus feat at eleventh level. If you have any better Ideas about any of this please post the strategy behind it. Elf
Basically, everything is adjustable, please post why you would adjust anything. Keep in mind, the whole Idea is to have a Dex magus. ![]()
![]() Defensive Strategist (Religion)
These traits are for survival, the first trait keeps my dex till my turn and Quantium gives a +2 to concentration checks. Feats and Magus arcana
I would put Dervish dance at third level but that means I don't have a proper feat for the bonus feat at fifth level. Dervish Dance is the only dex to damage feat that I know of that works with spell combat. This is the base of the build. Magical Lineage is connected to Shocking Grasp and is retrainable to force punch or what not. Reactionary is there because I can't think of anything else to put there. If you have any better Ideas about any of this please post the strategy behind it. 6. magus arcana: arcane accuracy 7. Intensive spell 9. Empower spell metamagic feat
11.quickdraw
This is a PFS build. Arcane accuracy is much needed for those high AC fights. Intensive spell is a must for shocking grasp. The trick with empower spell is it works well with magical lineage and shocking grasp. It makes Shocking grasp a second level spell and the power curve works great. Spell Blending is there because I can't think of any thing else. Quickdraw is there because it is a prerequisite for maximize spell strike at thirteenth level even though I show this build till 11th level. I cant think of anything else better with the bonus feat at eleventh level. If you have any better Ideas about any of this please post the strategy behind it. Elf
Basically, everything is adjustable, please post why you would adjust anything. Keep in mind, the whole Idea is to have a Dex magus. ![]()
![]() Ferious Thune wrote:
To consider this in the build I meant to use it through Marshall flexibility, and if I use it lots of times I will put it in the build at a high-level. That’s if I really enjoy the feat. This is a PFS character and I do own the toolbox book that it is in. Thanks for the suggestion . I appreciate everybodys thoughts on this thread. ![]()
![]() Claxon wrote:
As for your point in #2, I thought power attack was the same the no matter what I use when I use brawlers flurry. It makes a sansetsukon attractive for both damage and to hit. Thanks for the heads up. ![]()
![]() Ferious Thune wrote:
I use Marshall flexibility with the trip feats or the hamatula strike feat, I’m 7th level. Thanks for tell me about the dedicated adversary feat. I’ll consider this in the build. ![]()
![]() This is for a PFS character. I have a brawler that does not have much to hit with after all the negatives of power attack and brawlers flurry. Beyond weapon focus - improved unarmed strike, A cracked pale green prism and the amulet of mighty fists +1.I’m trying to research a way to improve the chances of hitting with brawlers Flurry. ![]()
![]() pauljathome wrote:
Are afflictions the only thing to worry about? A class with good fort saves and a mark 1 ring or just a mark 1 ring might solve that. I believe a mark 1 ring is attainable at second level. Character stats are at a premium from first level. ![]()
![]() SirShua wrote:
I haven't read all the classes or some classes seem popular I don't play them in organized play. There will be at least one person playing those classes. When I make a build I try to use feats and powers from the class to build synergy to make it stronger. Con is not used as a main stat that I know of for any class. Feats and class powers seem to be based on strength, wisdom, intelligence and dexterity. Con would be going out of the way. ![]()
![]() I don't see any importance in Constitution for making characters in starfinder. It is not related to hit points any more and is very static in your SP. Maybe to raise your fort saves some but otherwise, I don't see a reason to go higher than 10. What is your thoughts in the matter? Am I missing something or did the game creators take away the importance of a constitution minimum. ![]()
![]() Getting the holy on your bow is if you are combat focused with nothing else much in mind. The other two items will not disappoint you at your current level. The circlet of persuasion makes your character a little efficient in all charisma skills whether you have ranks in them or not. Being the face is not that bad now in the last two seasons of PFS. ![]()
![]() For all characters, UMD is one of the easiest ways to go. The charisma score is your friend, helps stat out UMD. Dangerously Curious as a trait from the magic traits. It gives you UMD as a class skill plus one more plus one bonus as a trait bonus to boost the skill. Cheap magic items that help stat out UMD are: a cracked magenta ioun stone, +2 competence bonus to any one skill, 800 gp from the pfs primer. It gets more expensive but worth it, a wand key ring from the acg. Three thousand gold for a plus ten insight bonus toward one spell. More expensive but if charisma is one of the main stats for the skills you have chosen, a circlet of persuasion. Plus three competence bonus toward all your characters charisma skills, 4,500 gp. being a Half Elf and putting skill focus toward UMD. Most likely you'll be using scrolls. A wand is ideal though, a dc of 20 for all your checks no matter the wand, no AoO either. All my fighters have a -2 charisma but UMD cracked out for the wand of shield in the first round of combat. ![]()
![]() Take it at face value, no matter what the creature flying is wearing it has to be light armor to take off. It defeats the purpose of having a flying mount and not be able to fly because it is wearing heavy or medium armor. It is a very strict restriction without any room to get out of it. The game designers feel too high an AC and flying is just too broken and way too powerful, no matter what the strength of the creature is. ![]()
![]() This is the feat build in a nutshell: six levels of the slayer class then, ten levels of the crimson templar prestige class from paths of the righteous. This is a PFS build. Human traits: reactionary and indominidal(spelling) faith, the idea is to start fast with reactionary and prop up the will save some. Feats:
2. ranger combat style from the slayer class - quick draw. The tactic is to carry a horsechopper and get a free shot or trip a creature coming at me until it is my turn. Use a light steel quick draw shield and quick draw both that and the bastard sword. Next, use a move action to study the enemy and attack. All this before the end of my turn. 3. power attack, this is a prerequisite for crimson templar. 4. weapon focus, weapon training from the slayer class. A prerequisite for the shatter defenses feat. 5. Dazzling display, this is a prerequisite for the shatter defenses feat. 6. Vital strike, from the slayer class: combat trick
7. Shatter defenses, this is the heart of why I would get sneak attack for a few rounds. Note: I must use dazzling display first and scare targets. This is also my first level of crimson templar. 9.Heavy armor proficiency and improved crit = bastard swd
11.Improved Vital strike, a theme of the build from sixth level. suggestions, hints are wanted and if something is wrong please post and say so. ![]()
![]() Ahhh, story, that is what is missing. I feel the story should should propel the combat and the role playing. The hag is the center of the cave and firepower of the dungeon. Ask why is the hag there. background stories of the past are kidnapping, why kidnapping. Whatever the reason the hag is in your dungeon make a story out of it or what Clazon is suggesting. Maybe the hag has influenced another to switch sides and study being a witch and the witches alignment. The party thinks such a person switching sides is in captivity. Twists to the game adds spice and the more you mix it up the merrier. The party's goal is too still free the person switching sides and bring the hag to ruin somehow. This is off my head and just a few thoughts. ![]()
![]() Bard might be too under-powered and the +1 from your performance might be forgotten by your noob friend anyway. A power class such as magus maybe, uses both fighter and wizard concepts and has fire power. You would know the spells by heart and it lets you get in the mix. On the other hand to off set your low numbers you might try two characters and let your friend play one character. ![]()
![]() Axoren wrote:
According to Chemlak, spells you cannot see you know their was an affect on you that failed to affect you, charm person, circle of death and the like. You don't know the name of the effect that was cast on you. The castor knows the spells failed on a successfull saving throw with effects that cannot be seen. Spells with effects that you cannot see you know if they failed their saving throw. That is somewhere else though in the rules. ![]()
![]() I believe a collision involves the base of the creature attacking not it's reach. When you charge you stop with the first space of reach between you & the creature you're attacking. I would think colliding would involve the base of the charging creature & the base of the defending creature making contact. Maybe even pushing the other aside or just entering its space, the creature attacking that is. deuxhero, I like your point, maybe that is the difference between bull rushing and colliding. ![]()
![]() The rules for colliding are a DC 25 fly check or fall, no way of stopping this with the exception of feather fall. But how do you collide? The idea is to collide knowing it is going to happen. Skill focus fly to help crack out the skill. Snapleaf for the win, it uses the feather fall ability as an immediate action I believe. Correct me if I'm wrong. The feats needed for the animal companion are power attack, improved and greater overrun, and skill focus fly. Escape Route would make the fifth feet for a tenth or eleventh level character. For bull rush the feats needed are power attack, improved and greater bull rush along with quickened bull rush. The last feat is skill focus fly. The animal companion is a Griffon. If I can use overrun feat tree it would be advantageous but I'm afraid too controversial. The bull rush feat tree strategy seems less controversial and seemingly plausible. What do you all think? I've noticed most creature's do not have a cracked out fly skill that fly like dragons.
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