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SirCruben's page
24 posts. Alias of AmyGames.
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Take a crafting feat at third
Lots more items
wow, i cant believe my 4 AM solution wasn't immediately shot down, much less makes sense

as Bandw2 said, you didn't get your traits
every pathfinder character starts with at least 2
i recommend this one:
http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored
if you match this up with the sacred tattoo alternate racial trait to replace ferocity, you get a nice +2 luck bonus to ALL saves
that's right
for the price of a minor monster ability and a +1 to some skill you can have a PERMANENT +2 Luck bonus (that stacks with other types like resistance and sacred) to ALL SAVE
and for the price of ONLY ONE MORE TRAIT, these are pretty okay
i'm not exactly a fan of the +1 skill point traits
http://www.d20pfsrd.com/traits/combat-traits/jungle-fighter
http://www.d20pfsrd.com/traits/combat-traits/reactionary
http://www.d20pfsrd.com/traits/faith-traits/disdainful-defender
and even
http://www.d20pfsrd.com/traits/social-traits/adopted
Suthainn gave a list of most of them i think
there is a biting belt that takes attacks of opportunities for you i guess, but its really not even worth the money spent on it...
i addition to getting MORE attacks, remember that you will always want static +1 to hits and damages. more attacks are great, but they don't matter if they have little-no effect, and later game your going to have issues with DR unless the DM will make some exceptions, OR you somehow have adamantine claws...
there is always the " whoops i fell into a vat of experimental SUPER alchemist fire when i was a wee lad"
or maybe, well my great great grandfather Wang Fire once made a wish on a magical ring that let him shoot fire out of...well.. i guess its kinda self explanatory.
needless to say the kids that came from that man weren't exactly...right..
its like a horse and its rider
can someone take actions between the horse and riders initiatives, therefore letting the horse run away and having the rider sit in suspended animation above the group until its his turn?
it may not be the best way to explain it but...
and if there's rules that say the horse can have its turn, and then someone else can run up and mount the horse before the riders turn, then s be it
just seems a bit MEH for me
if the only reason for someone to play a cleric is that, then add an npc cleric that follows up at the end of combat and take a share of the loot in exchange for the healing he provides.
i know its not optimal, but it frees up whoever is stuck playing a cleric to do whatever he wants
recommending an arcane caster
at lower levels they are anotehr martial character (even if not as effective)
at mid-high levels they explode in power and utility
and they get ALOT of skill points (some anyways)
for the sake of simplicity most DMs do groups of monsters (such as goblin archers on initiative 16 and goblin warriors on 12) for initiatives
the way we run it, is if your waiting for a specific action or creature to occur/do something, then you can react to it by getting your actions after the condition is met, and then in subsequent rounds you go directly after the set of creatures does
say you want to wait for the goblin warriors to charge so their ac is lower, then you can wait until they and then move in to attack after they have completed their charges.
this is allows players to wait and reacting to the changing combat and opportunities around them, without letting them interrupt the middle of an enemies turn, which really doesn't make a whole lot of sense
if goblin 1,2, and 3 are a team, they are going to work simultaneously
just because your DM moves this mini, then this min, then this mini doesn't mean they're each taking separate turns
if those are still up for discussion, i believe that sacred tattoo and fates favored stack very nicely for a base +2 to all saves?
i think
and if it does work that way its a luck bonus, so it stacks up with resistance cloaks
what traits did he pick for his character?

it looks like eidolons could POSSIBLY have like
their own little plane?
when i think about it, you never find just... bodyless incorporeal eidolons floating around on the other planes
and it says that when they die they are returned to their home plane
i would assume this means that eidolons have a secret hidden mini-plane for themselves
this would be an awesome plot hook for a summoner who loses contact with his eidolon
My first character in pathfinder was a summoner, and the bond was more brotherly than anything
much drama, ion nearly a daily basis
lets just say the rest of the group generally agreed that my Kiv was the perfect trap detector, and threatened to reduce rations (something neither me or the eidolon could live without, figuratively speaking not literally)
but he was super bad ass, and by the end of the campaign, it was agreed that summoner wasn't a real class, just an outer planar creature with leadership
but yes, it sound like they have a mini-plane where they are trapped, and the few that CAN visit the other planes cannot manifest their true form without a summoners assistance
yes having a weapon as a backup is useful for fighting things that hurt when you hit them
i know my dm has pitted the monk in a torture chamber full of oozes

Amulet of mighty fists is great
it basically lets you do anything to them you could to a regular weapon
certain feats can help with special DR bypassing materials like silver
if you guys are willing to use mythic items (because they're still just magic items specifically made for use by mythic character, but i believe regular characters can still use then) i think there is an item that make all natural attacks silver (called mithral rose)
if you want natural attacks, try looking at summoner for synthesist if it isn't to late to re-write characters
VERY natural attack
SUCH power
(summoner class is from the APG)
BUT if your REALLY set on half orc barbarian
First off, bite attacks are primary (but i haven't read the power so it may be a specifically secondary attack)
razor tusk would not give him another bite attack, because he already has one
might want to look at rending claws, rend damage is always nice with pounce (although the rules are a bit weird)
i'm not HUGELY well informed on stuff like this, but i do believe that you can use a bite and a gore attack
like i said, i've been playing maybe for a few years, but im not hugely informed on this stuff
yes, a gecko riding-ceiling clinging archer cavalier can be great
riding a griffon generally helps with flying creatures, but upping the fly speed would be a great help.
i looked at rhino hide, and the damage i'm doing right now is more than enough.
i'm really looking for out of combat utility and defensive abilities

I love the idea of this thread and it's exceedingly useful for people like me, who have issues with creativity when it comes to things like this.
My character : Sir Cruben Belkanar Talina
He is a cavalier(order of the sword) and a noble born in the country a lot of our campaign will be set in, the Hundred Kingdoms.
His family is well to do and he is generally a stuck up a&%$* that is completely full of himself, but when it comes to his animal companion and his friends, he gets viciously protective and very friendly.
Our DM asked us to write up a little family tree and such.
My father is the baron of written
The Barony is either within the duchy of bridges waled of the other way around
I was thinking that both of my parents are alive, but my father is aging and looking for a heir. My older brother is not exactly a good leader, and people dislike him for his quietness and his rumored focus in necromancy in his studies (wizard).
It's generally accepted that nobody wants him as a leader, and only me and my sister are viable candidates. She is a rougher type of person, running a small mercenary band of adventurers or something like that.
The characters goal is back ally to become ruler of the Hundred Kingdoms and eventually MAYBE a diety, but it requires that he earns the vote of at least 50% of the other rulers and passes the trials (which is what makes me think the throne leads to ascension)
I know it looks like I have a lot of it together, but I really need help filling out details and writing it using diction that would be useable in the game

Honestly not having looked at the oracle I can tell you twf is a feat trap if you can't fully commit to it
I don't mean to be offensive, but from what I've seen I believe you are a newer player, and I hope that any advice I give is helpful
I'm not saying that what I know is best, and not all my advice will fit what you want but I ask politely that you consider it
If your looking for just combat effectiveness, there is a oracle type that gives you an animal companion, albeit at a -4 level limit, but boon companion fixes that, and having a lion/tiger or an allosaurus or something is extremely effective and riding a tree around is really nice
If you want a two handed weapon, falchion is great, and improved crit will help loads with damage output
If you go with the animal companion path you may consider a lance and spirited charge stuff, but that's mounted combat and a different discussion
For your traits, I HIGHLY recommend fates favored and sacred tattoo
Both are decent traits alone, as fates favored works with custom magic items and anything that gives you a luck bonus
Sacred tattoo is a great use of a trait
I'm sorry if I used the wrong names for the traits or anything like that as it has been a bit since I made my half-Orc witch, and I haven't looked super heavily into oracle
I ask that nobody gets upset if I'm giving false information, as I said I not 100% on all this stuff and it's just me throwing ideas out
So now that the Lancey chargey madness is over with, I wanted to ask what magic items I should look for
I know the basics like stat items and resistance cloaks, but I really wanted to find some neat items and tricks to use in combats that I wasn't effective, or didn't want to participate
( my character is a bit sassy and grumpy when the group breaks "his honor and code" by not following laws and agreements they had made)
Out if combat stuff is also great
Since most of my class abilities and such will be combat focused

The thing is that I'm not doing it to spite the party, I'm doing it just to see what I can do
The weakness that I see is that I'll one hit anything and then get filled with like 8 billion arrows or something
I am purposefully building my character with big weaknesses, like NEEDING the mount to be especially effective, and letting myself play a glass cannon in exchange for this.
I know it's not much, but I might work on grabbing some other stuff, like leadership and stuff like that
To work more of the role-playing element of our game (leadership companions can't be used in combat or as crafters by our DM's home ruling, but using the cohort and followers as emissaries and soldiers is perfectly acceptable
And with mythic there's great opportunities to get more things like this
I might build it and show it to the players if they ever ask why I didn't use it
I agree it is a bit much, and I was really just building to maximize it for my own fun
I was mostly just looking for a way to out-do full attackers
Bye the way, how does fleet charge work mounted?
I thought the mount would have to be mounted, but I didn't find a way to do that without gm fiat
I don't plan on getting the mythic vital strikes until around tier 5-7 and when I do the dm will know ahead of time
I am taking mythic spirited charge first, which seems appropriate so I can spend a round lining up the finishing blow
Compared to some people in our group I could barely be considered a power gamer, and this character is going to be very glass cannoney
If need be I will tone it down a bit, and replace them with the ride by and such
I really really like the final ability, although it really is more useful to people that do full attacks
I will say I'll have a long time to discuss this with the dm and I'm sure by the time I'm a one hit wonder other people in the party will be in an arms race with me
I do feel bad for the dm, but he's a good one, so he will figure out a way to make me a cripple when it counts
Alright, I'll play with vital strike for a bit and ask if he wants to reconsider.
I don't think it's that horribly over powered until you get to the mythic ones( which is what my questions were about) but he may choose to disallow it
a lance is 1d8, and lead blades increases it two steps, which i think is 3d6?
my DM has already given me the permission to vital strike at the end of a mounted charge (based on the argument that the mount charges and you jsut get the benefits)
i'm just having issues with the stacking of spirited charge and the mythic greater vital strike( which multiplies by the number of weapon dice) but not dice
i forgot to include that i have a lead blades item so my lance damage is up to 3d6
SO
i have been trying to figure out the math for this, and normally i'm good at this kind of thing.
i don't know why i'm not getting it but i just wanted to ask if anyone else could figure it out for me quickly.
i don't mean to seem lazy but for some reason this math is just driving me crazy.
Thanks in advance for this and any advice later in the thread, i will be using this to ask More questions for my build
So assume
+5 lance
+30 Strength bonus(+38 if mammoth rider combined might and order of sword lvl 8 ability stack)
+10 damage from challenge
+20 mythic power attack
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