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I was wondering just how many different kinds of bonuses someone can get to strength (or really any stat, but strength is the one I was working on). I know there's:
Are there any other strength bonus types? Like divine, infernal, luck, etc?
I've got levels in a fighter archetype called Lore Warden (the PFSFG version), but I was trying to see if there was a way to get Armor Training and Heavy Armor proficiency to get Poised Bearing and Imposing Bearing eventually. The character is super-focused on light fighting build (Inspired Blade 5 / Virtuous Bravo 6 / Lore Warden 2), but I need Armor Training and Heavy Armor proficiency to get those feats (I'm a crit build that has both Staggering Critical along with Greater Trip + Tripping Strike). I am having no luck finding any other archetypes outside of the fighter class that grants Armor Training, except for Yojimbo Samurai, and I'm pretty sure the way that class grants it wouldn't work for this. Are there any archetypes or the like out there that gives it, or is the only real method to retain Lore Warden?
Can someone help me determine the math here? The Lord's Banner of the Crusades costs 100,000 gp. It's entry (APG): Quote:
I'm trying to make a 3rd level character for a new game. It has a modern-esque setting, so I'm trying gunslinger out. I love the idea of dual-wielding pistols, but when it comes time to reload I'm finding it hard to come up with decent ways to pull it off. One of the key components of the story is that the magic is somewhat of a secret; the harder it is to hide something, the more problematic it will be. So far I'm seeing:
2. 1 level of witch, take the prehensile hair hex - this one has some potential flavor, and there is at least one Witch archetype that works off of Wisdom, the same score as the grit. 3. 2 levels of alchemist, take the vestigial arm discovery - interesting, but loses two levels and is impossible to hide barring very bulky clothing or magic. 4. Gun Twirling feat - presuming my GM lets it work like that (free action holster, Rapid Reload to free action reload, Quick Draw to free action load) and we're golden. It's four feats though, so I wouldn't be able to do it at character creation, and means that for a good while I'd have some rough minuses to hit; the flipside is that it means I get to stay in the Gunslinger class for a bit. 5. Buy the gun outright with starting cash and take 3 levels of Trench Fighter, or take 1 level of Gunslinger and 2 levels of Trench Fighter, leaving me 1 level of Fighter away from getting Dex to Damage (the main reason I want Gun Training). **One caveat - we're playing just 2 players, so it's kind of expected that when we get high enough level one of us take Leadership. It'd be nice to manage a decent Charisma, as I'm sure the other player is not going that route. So far I'm leaning towards Bandoleer or Witch. It'd be nice if the Mysterious Stranger didn't push Gun Training all the way to level 9; it'd take 11 levels to get Gun Training but I could build nearly everything into Charisma and Dexterity and play a Seducer witch alongside Mysterious Stranger (11 levels because your first hex as a Seducer has to be charm). I'm kind of leaning towards this: Str: 7
Level 1: Mysterious Stranger
Feats:
Traits:
(Will be picking a drawback to get the third trait) Not sure if this is the best route though... trying to theory-craft all of this.
I'm looking for ways to make Good Hope better for everyone (not just feats that boost my own bonus from it). Being a morale bonus, it can stack with Bardic Inspiration so it is of particular interest to me. So far I've found a trait, Rousing Courage: Quote:
Is there anything else that improves the bonus from Good Hope? I could have sworn there was an item or a feat that boosted morale bonuses that come from you, but for the life of me cannot find it.
Quote:
If I'm reading this correctly, what it basically does is keep your inspire confidence going at the cost of 3 + 1 extra party member? So instead of an ongoing performance, you just pop it once and they get the tune stuck in their heads?
I'm redoing my cohort as a healer-esque, but really am trying to make it work as a Bard. I have a few means of getting plenty of HP healing outside of spells (like Healer's Hands + Signature Skill [Heal]), but for the rougher stuff I would like to have Restoration (or something else that removes negative levels). So far the only way I've found to get it on the Bard spell list is through the prestige class Pathfinder Savant (was really hoping Voice of the Wild would work, but was very surprised to find that Restoration wasn't on the druid list - as you can probably guess, we don't play druids very often). I suppose a Heartripper blade would work as well, though it definitely gives an "evil" note even if the item doesn't specifically state it is evil. Considering the party is VERY good aligned, this is a less than ideal option. Is there another way for Bards to get access to Restoration? I'm not opposed to Pathfinder Savant, but something that maintained the "Bard" feel would be nice. Also, I would have sworn there was an item that increased bardic performance by X levels (instead of static numerical increases, like with the Dervish Sikke); however, I can't seem to find it. Did I just dream that up, or is there such an item?
So my character is currently a...
Feats are:
I've been contemplating where to go from here. There's a few feat chain-options I like, but some are digging into my already "often used" swift/immediate action. Often I have it ready to double my precision damage, or smite. I've been toying with the following chains (pretty much all involve retraining my level of bard now that we have a legitimate skill person in the party, rendering my Pageant useless): Option 1:
Option 2:
Option 3:
Option 4:
Option 5:
(For the purposes of this, the Rapier Training of the Inspired Blade is considered Weapon Training by my GM). The things I'm trying to debate between:
We get a few buffs to hit and damage (a banner, a bard song, etc) so my to-hit can be pretty robust. Power attack certainly wouldn't be a bad (though right now my Str is a 12, so I'd have to retrain my last bonus out of Dex and into Str to qualify - or get an Ioun stone of strength because adding it to my Dex/Con belt would be crazy expensive comparatively). Curious if any folks had experience playing characters with these feats and if they were a lot of fun?
Wondering how this works: The spell specifically states: Quote: If you don’t have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level. This doesn't seem dependent on the creator of the scroll; the duration (1 min / level) obviously is, as would attempts to dispel the buff, but otherwise would a 10th level barbarian who pulls off the UMD check to use it have the equivalent of a 5th level rogue in trapfinding?
Okay, so "non-magical" is not QUITE accurate in that some of the best versions will utilize magical items. That being said, I meant a character that doesn't use spells or channeling to do their healing. I only came across this while tinkering with a rogue companion: Phantom Thief, 10th level:
Up to 10 times per day, can heal 6 points of ability damage and 6xlevel in HP (presuming 12th level characters for a 10th level cohort, 72 hp) with a full round action. Can also, for 5 of those, cure a point of ability drain (using the Healer's Satchel). Any other non-spellcaster methods of healing (basically utilizing the heal skill or alternates, like a profession skill) out there?
So as you saw, I've worked on both a healer cohort and a buffing cohort (which was, previously, a crafting cohort). One of players came back, covering both healing and buffing between his main and his cohort. So I was debating between retraining my Leadership feat, or trying something new with the cohort. I decided to try out a Counterspelling build. The guide I found basically covered two potential builds:
Right now, I have the character as an Exploiter Wizard. I took that because of the fact that, as a cohort (as opposed to being a full player character), they're two levels behind. This means in an 11th level party, I could either make a 9th level Wizard or 9th level Arcanist. I prefer the Arcanist under normal circumstances, but in this regard I felt it better to go Wizard and only be behind 1 spell level instead of 1.5 (presently would be 2) from the party. Secondary role is arcane buffs, as we don't have someone doing that (though the number of buffs that are arcane ONLY is pretty limited - mostly just looking at Haste and a tiny selection of others). To ensure this character could use Dispel Magic (figuring that was way more likely to work than, say, prepping enough spells of various schools and having the Improved Counterspell feat), I went this route: (Traits obtained through the Additional Traits feat)
Exploits:
Other feats:
Loreseeker includes the spells Dispel Magic, Greater Dispel Magic, and Baleful Polymorph There's a part of me still very tempted to go Arcanist anyway (though possibly not school savant) and just try to focus more on the Dispel Magic method and not use the Counterspell exploit. Also have an Echoing Rod (Lesser) to get more mileage with my Dispel Magic slots, as a Ring of Wizardry for 3rd level is pretty pricey. Thoughts? Has anyone ever pulled off a true counterspell build?
We're trying to add some ability to heal status effects and in-combat healing to the group - we can do a decent, though not a ton of, out of combat healing but nothing that works well in the middle of a fight. We're playing a few different games, and we already have a Hospitaler in one and a Life Oracle in another, and I was trying to look at something a bit different. I know Life Oracle is the most powerful, but I figure a few other options might work well. I'm looking at the following, but don't mind advice on going a completely different route: 1. Merciful Healer - can cover the status effects and healing. Loses a domain and is locked in on the one they get, but being able to remove up to 4 statuses (3 presently, cohort is going to be 9th as we're 11th) without using spells, is pretty good. 2. Angelfire Apostle - don't have to prep certain spells, and in two levels one of those includes Breath of Life. Not a huge fan of losing one spell slot per level though, especially considering how hard it is to get really high casting stats on cohorts. 3. Witchdoctor (Shaman) - Figure if I go Life Spirit, I get quite a few channels plus the Shaman spell list. No built in way to remove negative effects though; have to rely on having the right spell for that. 4. Sacred Servant (Paladin) - Boosting channel energy by as much as +2d6 with their divine focus. Getting a domain is also nice. 5. Arcane Healer (Bard) - works thematically with the group (but I can make any of them ultimately do so). Also can buff.
So I talked about this before, an idea for playing an Arcane Trickster. My current build is this: Tattooed Sorcerer 4 / Unchained Rogue 1 / Arcane Trickster 10
Bonus Feat: Mage's Tattoo (Evocation)
Primary Spell for Mutable Flesh - Fey Form III. Sprite lets me get the following:
Stealth currently with gear is 44. Starting gear:
With the remaining feats, I've been debating between:
Cluster bomb removes the need for heighten spell at least. Looking at those 4 I'm debating on, what looks most appealing? I do have a spell or two for dealing with golems (roaming pit and black tentacles), so I don't NEED to be all stabby. Thoughts?
Could a spite with the Hellcat Stealth feat use its own light to stealth? Sprite ability: Quote:
Hellcat Stealth: Quote:
So I know the basics if you are trying to be of small stature: 1. Pick a small race Then there's the semi-obvious 2. Permanency Reduce Person That said, the race I was really hoping to be, Kitsune, is medium, but the goal is to be as tiny as possible. Presuming that I have not heard back if a "Polymorph Any Object" during character creation is ruled out or not (starting at 14th level) and absolutely NOT wanting to Power Game it, what are the best ways of getting as small as possible presuming both PoA being allowed and not allowed? I was wondering, if you use Permanency Reduce Person, and a Greater Hat of Disguise (Alter Self), does the Alter Self *set* you as a Small size (presuming you pick that), or do you get "Small" and then the Reduce Person kicks in and you are "Tiny"? So basically trying to make something akin to a fairy. The tinier the better.
I don't suppose you actually need Arcane Trickster, just some sneak attack damage, but the question is... If I'm using Phoenix Bloodline and I hit one of my allies with a scorching ray (the first ray), if I'm invisible and they have no means to detect invisibility, will I get sneak attack on it and would that add to the healing?
So my character, who started as a Bard, is going very much the "holy warrior" route. I love the imagery of having wings, and was trying to think of good ways to get them. They are Aasimar, so I have a couple of options (all operate under the presumption of not retraining any feats - there are 1-2 I'm not opposed to retraining but would like to keep if possible):
Are these pretty much it? I suppose something like Miracle or Wish could grant wings, which would obviously be GM fiat. My character is a bit hodge podge but I like them so not wanting to redo levels so much (Arcane Duelist 1 / Inspired Blade 5 / Virtuous Bravo of Desna 3)
I really like to have a visual style to the character that fits the mental image, like spending the money to have their Celestial Armor glamored to appear like full plate. Also, is there a faction that fits this kind of mindset, or just a faction of a church? I know you can create factions, but using the point rules to get benefits seemed like fun and I wouldn't feel comfortable inventing a bunch on my own or asking my GM to do it. Last question: Banner of the Ancient Kings - it's technically "slotless" but the descriptor says it has to be carried at least 8 feet on a pole. This seems like it makes the banner rather useless for melee bards unless they're wielding longspears. Am I reading it correctly? I know of the warpaint and the Dervish Sikke to boost my Inspire Courage, are those about it then?
I have always loved the idea of the arcane trickster. The idea of disarming traps from a distance, incorporating magic with your trickery is always appealing. I also love the idea of the Magus, specifically the ability to power your spells through your weapon; however, the wizard gets more spell availability, including a very lovely spell - Sense Vitals. So is this a viable concept (from both a versatility and combat standpoint, presuming the character is the party rogue): Magus 2
(The current campaign is presently at 13th, so at the moment it would be Wizard 3 / Magus 2 / UC Rogue 1 / Arcane Trickster 6) BAB would be pretty abysmal for a 13th level character (+5) so that alone may destroy the combat effectiveness of the character. Even if you don't include iterative attacks, that's a lot of bonus to offset. So I guess the question is...
Question:
For example, if you had a Axe of the Dwarvish Lords, could you use Align Weapon or Weapon of Awe in conjunction with it? What about the runes used by a Forgemaster Cleric?
Okay, so I understand Precise Strike to work with bucklers: Quote: Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. And with weapon finesse (with a penalty, if it isn't masterwork): Quote:
So why, oh why, does Unhindering Shield read like this? Quote:
Did those creating this feat forget that it works already with bucklers? Literally nothing I've found implies that bucklers impact Swashbuckler abilities.
So I originally built a warpriest that uses a heavy shield in his main hand (because we found this really amazing +5 shield), and he had a more basic +1 type weapon in his off-hand while I saved up the gold. Now, however, I've managed to come across a very nice weapon that I would really like to wield in my main hand. The weapon is a sawtoothed sabre, and as such is treated as light because I took Exotic Weapon Prof in it. Here's my current feats: Toughness
I am usually the tank (high AC, dwarf, etc) but I think I could sacrifice the 13 hp from Toughness for a retrain. I also don't get much utilization out of Combat Reflexes - I mostly took it thanks to a higher-than-I-anticipated Dex (to meet the feat reqs). I've got a 22 STR and 18 DEX. From what I can tell, there's not a lot of options to get them switched over without taking a -4 to hit. So far I've found:
Third party is not allowed, so no Lighten Weapon feat.
I was wondering if anyone wanted to share stories about any character choices that focused on "fun" or "story" rather than being something that lent to being more powerful? Like sacrificing two feats and taking Aasimar to have angel wings, simply because you loved the idea of having wings. Or taking the mount as a Paladin simply because you envisioned your Paladin have a strong bond to their animal friend. Maybe a particular magic school simply because "It sounds cool" :)
I could really use some help from the optimization gurus out there. I'm currently playing a character in a campaign that's hit level 9. When the group was originally formed, it was more a collection of silly/fun characters that were all not optimized at all - we were just playing around and not going nuts or anything. Nearly all of those players are gone, and the ones in there now are better at optimizing. It's still fun, don't get me wrong - it is just that my character is the only original one still around and I'd like it if they don't get left in the dust. Here's what I already have:
Stats:
Saves:
Traits:
Feats:
Special abilities:
Gear:
Skills (most used ones):
Current Party:
What I was thinking of doing:
Retrain my two crafting feats (possibly after adding Con to the belt, and maybe making small things for the other party members) and take Dazzling Display and Shatter Defenses. That would allow me to start building to Deadly Stroke.
We have a wizard which means I am no longer the only knowledge person in the party, but that player isn't there every session. So preferably being able to keep the Pageant of the Peacock, plus the players love the way we RP it (I have my character spout out a bunch of nonsense - hence the "bluff" check - and then accidentally stumble across the piece of information we actually got). Am I looking down the right path, and is Deadly Stroke worth it? Currently considering this progression, feat wise:
Was also considering getting Critical Focus, then Bleeding Critical and/or Impaling Critical. Has my commitment to Swashbuckler screwed me over, or do these look viable? Is there some other path I should be exploring, do you think?
I get that a high level caster can keep this thing going for a good bit, but is there anything stopping this from being made? Wineskin of Endless Tears:
Cost to craft: 12,000 gp (+150 gp for the spell and +50 for the masterwork wineskin) Result: Each day, take a swig from your wineskin. Get +10 to all Int and Wis based skill checks for 15 hours. Or does this technically fall into the "replicates another item" because items already exist that give bonuses to skill checks?
I know that this isn't the stackable kind of Ioun Stone, but I was actually wondering if one could use several to keep getting skills? They're not technically "stacking" a bonus - first one only gives the +2 to Int, but you could have one for each Knowledge skill, for example. Is that possible? It's an expensive endeavor, but if you keep running into skills you wish you had maxed out but not enough skill points it might be viable (especially if you have a crafter handy)
Try as I might, every time I try to find more on Pathfinder Factions like those found in the Pathfinder Chronicles Factions Guide, instead I end up with the Pathfinder Society Factions. Was this done away with, or did they rename them? Or is that guide all there is regarding those kinds of factions?
I only just discovered this feat. On description, it's a perfect Swashbuckler feat - basically making you Zorro. Quote:
But the prerequisite means that practically no Swashbuckler will ever take it, unless my understanding of semicolons and commas differs from others. Quote: Prerequisite(s): Precise Shot; Weapon Focus; base attack bonus +7; Intimidate 7 ranks; Improved Called Shot, targeted strike swashbuckler deed, or targeting gunslinger deed. Requiring Precise Shot, which in turns requires Point-Blank Shot, is just a weird feat tax. Maybe because it was originally designed for the Gunslinger, but never really meant for it's hybrid class (though it came out in Pathfinder Player Companion: People of the Wastes (PFRPG) - Nov 2017, and Swashbuckler came about in 2014 with the Advanced Class Guide). Am I missing something, or does it look like adding the targeted strike deed was just haphazardly tossed onto it?
Or would this make for a decent use of leadership? Level 11 Inspired Blade can spend two panache points to autocrit (first grants Int bonus to attack) Friendly fighter is flanking with a scythe. Toss a burst effect on it for good measure. Pop a crit and hand it off, get that x4 with a fighter stacking huge modifiers. Thoughts?
Challenge: Using fireball, and only fireball, make it useful in as many scenarios as possible. Your choice on level, but reaching as much utility as low as possible earns bonus points (in this game that I made up and the points don't matter) Example (consider it my entry if you like): Crossblooded Sorcerer Bloodlines:
Traits:
Feats:
Items:
Fireball can heal, freeze, burn, do acid damage, just knock people out, and selectively not hit your buddies (or enemies if healing).
I'm looking to make a backup character in one of the campaigns I'm in, which currently sits at 11th level. I've been debating which class would work best to be the closest to a voodoo priestess, flavor over being the most badass (but still wanting to be effective and useful). Two classes are obvious:
Witch
Other potential classes with some creativity:
Diving into really exotic ways of meeting the feel of the concept:
Some of the occult classes would probably work, but I know absolutely nothing about them. So, things I absolutely have to have:
Spells -
Relevant stats -
I'm sure there's better out there, but any thoughts on the process?
I have a Bard(Negotiator) 2 / Swashbuckler (Inspired Blade) 5
I've been looking over Alchemy rules and it's mostly straight forward (craft DC, then spend 1/3rd the cost to craft instead of buy). A couple of questions though: 1. I can still only make one item a day, correct? 2. I admit to being confused by the crafting rules in the Alchemy Manual. I'm probably reading over the rules too haphazardly, but it's losing me a bit. Things like this:
3. Are poisons worth it (i.e. if I retrained 1 level of Bard to Investigator (Toxin Codexer)), or are we already past the point that the save DCs are generally not worth it? 4. Aside from the obvious ones (like anti-venom, anti-plague, etc), are there more "go to" alchemical items I should just be crafting while on the road? (I have the portable alchemy lab) 5. Why does the PFSRD list some obviously crafted items with no Craft DC (like Insomnia Powder)?
Do any GMs have a rule of thumb regarding how much of an impact these feats have regarding character wealth by level and/or scaling? Case in point:
Depending on the party makeup, the first one may play little to no part, but the second one is always in play. Some feats are for charged or single use items:
Then there are the less commonly used feats (either due to limited number of available slots, or the number of classes that will be using them that much):
(Not going to go too deep into the other crafting feats) So, the questions are: 1. Do you reduce the treasure by X% to keep the PCs from getting too powerful?
I know what the book says, but was curious how many go by that mechanic or something else?
Do any GMs have a rule of thumb regarding how much of an impact these feats have regarding character wealth by level and/or scaling? Case in point:
Depending on the party makeup, the first one may play little to no part, but the second one is always in play. Some feats are for charged or single use items:
Then there are the less commonly used feats (either due to limited number of available slots, or the number of classes that will be using them that much):
(Not going to go too deep into the other crafting feats) So, the questions are: 1. Do you reduce the treasure by X% to keep the PCs from getting too powerful?
I know what the book says, but was curious how many go by that mechanic or something else?
I was wondering if anyone had some interesting player to player synergies they've used or wanted to try out. This is in relation to a discussion when a player mentioned he would enjoy trying out a fighter (or Warpriest, depending) using Butterfly's Sting, a scythe (2-handed, 2d4, x4 on crit)in conjunction with someone using something like a rapier or other 18-20 crit weapon. Quote:
I pointed out that an Inspired Blade get Improved Crit as early as 5th, but at 11th gets this: Quote: Inspired Strike (Ex): At 11th level, an inspired blade can spend 1 panache point when making an attack with a rapier to gain an insight bonus on that attack roll equal to her Intelligence modifier (minimum +1). When an inspired blade hits with an attack augmented by inspired strike, she can spend 1 additional panache point to make the hit a critical threat, though if she does so, she does not regain panache if she confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature Deed. Throw in Corrosive burst and if you're working with a Warpriest, a feat-less attack at 12th is automatically getting (1d10+Str*1.5)*4 - or with just a 22 strength, 4d10+36 - not including any feats, weapon enchantments, etc. Throw in burst and you have an additional 3d10 elemental damage. All for the cost of 2 panache points. I was just wondering if anyone else had thought of interesting combos to work in with your teammates.
Question:
I.E. If prayer is up, does a +1 Holy Longsword vs an evil creature have these damage dice:
I'm asking because we've been putting the Prayer bonus we get at times in the "Temp Dmg" field on the bottom of our character sheets in Roll20, but that applies to all damage dice included in the weapon block, not just the primary weapon die.
First off, many thanks for everyone who's helped me on here with various character build questions. Most appreciated :) So, I have a Warpriest that just hit 11th. Originally I was going to have him swinging an earthbreaker around (I know, not the most optimizing build, I just loved the concept) but a bit on we came across a very powerful shield and he was the only one who could use it. So I've been working with that, took Weapon Focus: Dwarven waraxe so I could use that along with the shield. Now that I've hit 11th, I wanted to retrain my feats (it'll take a bit of down time as I'm retraining at least 4) to get Shield Master. Problem is, I don't know precisely what to use in my other hand. I'm thinking Kukri, as it's light, but it seems that it would be better in my off hand. Am I doing that right? (Also, I'll need to retrain one more feat to get Weapon focus in both Shields and Kukri or whatever my other weapon is). As a level 11 Warpriest with 20 str, BAB 8, Weapon Focus (both weapons), and a +5 shield, and with a +1 kukri in my off hand (more interested in adding Keen and a burst to that one), would my attacks be this?
Kukri in main hand:
Also, does adding shield spikes let you add some effects (like Holy) to the shield? It seems the best route is to make the shield the main hand, kukri off hand . Less penalties than having something else but an extra attack. Am I reading into it right? (Figure I'll take Improved Critical: Shield soon) I will be dropping power attack and furious focus for this. Keeping power attack means waiting a bit for weapon focus on the kukri.
I appreciate any and all help offered, btw. Just wanted to say that upfront. So I have a 2 Negotiator Bard / 2 Inspired Blade Swashbuckler. We just got 2 levels (we had gone a long time without leveling, plus defeated a REALLY huge villain). My fort and will saves are not great (Wis 8 and Con 10).
Originally I was thinking go 2 levels of Swashbuckler - get all the deeds at 3rd, then take Weapon Specialization for my Swash 4th bonus feat. That said, I don't know what to do with my 5th level feat. I've considered boosting a save (Great Fortitude/Iron Will), AC (Dodge), HP (Toughness), +1 Will and Fortitude (through Additional Traits). Already have an equipment, a campaign, and a regional trait. I know I can boost saves over time with better gear (already have a Cloak of Resistance +1). I did obtain a very powerful weapon through a pact, so I'm not concerned about upgrading that anytime soon. My CHA is 19, so I can boost a save pre-roll by 4 3x per day with the Swashbuckler ability. Please keep in mind, I'm not asking for someone to tell me what to do, but rather what am I missing? People who have crunched the numbers more than me, that kind of thing. Or someone might have a cool idea that might fit :) I did debate taking one level of Carnivalist, then ask my DM if I could retrain my trapfinding trait for the Younger Sibling trait (I have a fellow player playing as my older sibling). Then of course comes the question, which familiar - boosting bluff, will/fortitude, or something else - and obviously, which familiar would make the best pet in an RP context :) ). Race: Aasimar (Azata Blooded)
5th level feat not taken yet.
I know there's some classes that treat their level as their BAB for the purposes of meeting the requirements of a feat (i.e. a Warpriest at level 9 can take Disarming Strike so long as they have the Combat Expertise and Improved Disarm feats, instead of having to wait to level 12 to reach the +9 BAB). Is there a feat or such that mimics this, granting a character their total HD for BAB for the purpose of criteria?
As we were discussing crafting Adamantine as a player, I noted a combo where a single person has a relatively decent shot at making the armor in a "not terrible" amount of time. Dwarven Mage (All skills below are presumed to be attached to armorsmith)
Bonus to Craft Check: +42
If they have an apprentice that grants cooperative crafting (perhaps through Leadership feat), then we're looking 9 days to craft a suit of mithral full plate. If they are a dwarven mage with Caster's Luck, then 8 days. Compared to this thread:
Where a whole army of crafters at 20th level takes 5 months to craft a suit of armor. All while saving a few hundred gold on each suit to make that much more profit off of it. Might be a reasonable solution for GMs who don't want a prominent blacksmith being treated like a useless commodity because of Fabricate (or simply make Fabricate more restricted or not exist in the game).
I've played very powerful characters and weak ones. Casters, healers, fighters - paladins and hunters, warpriests, etc. I have to say though, one of my current ones is turning out to be incredibly fun without hardly any combat power to them. Presently they're a Bard(Negotiator) 2 / Swashbuckler (Inspired Blade) 1. Feats and traits are dedicated to being charismatic as heck. Str 12 / Dex 14 / Con 10 / Int 16 / Wis 8 / Cha 18 Feats are:
Traits are:
Racial traits:
Rogue talent (from Negotiator):
Because I've been trying to be able to try most anything, I have a single rank in most skills except Perception, Linguistics, Intimidate, Disable Device, Stealth, and Perform: Dance (they have three different Perform skills). I love that this character can practically talk their way out of most situations. Knowledgeable, sure - a high int means nearly every knowledge skill has a rank anyway - but really at their best charming the pants off of people.
What characters do you remember fondly, that might not have been able to kill dragons with their pinkies, but instead were just flat out fun?
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