Winter Oracle

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Blackwaltzomega wrote:

These days I more see Aladdin as a Sleuth Investigator, really. Al's not a magical type of guy, although he knows people that are, but he's more of a man who uses his charm, wits, and luck to fight than stealth and sneak attacks like a rogue, and his capacity to resist temptation in the Cave of Wonders bespeaks a high Will Save to me.

The Sleuth Deeds all speak to abilities Al demonstrates, in my opinion. Being able to climb, swim, jump, and escape from things really well, knowing when to run like hell, being quick enough to evade attacks, and making it count when the time finally comes for him to stop running or planning and fight back.

It's less about the spellcasting and more about the performance. Plus it gives him a reason to run around singing a whole new world.


OwlbearRepublic wrote:
TheAtlasDomain wrote:
@RumpinRufus While I love the idea of hurting people with my terrible singing it just seems so much more right to make people fall over and run into each other like the classic Disney escape and fight scenes from Aladdin :P

If you want to stick closer to Aladdin's innate character traits rather than his genie and his big Disney musical numbers, consider picking up some teamwork feats that he can use with Abu, like Escape Route, Team Pickpocketing, or Underhanded Teamwork. Some of these are pretty niche, but if you're going to emulate scenes from the movie, they'll definitely come up.

Incidentally, we did a whole episode of the Gameable Disney Podcast about roleplaying in the world of Aladdin: you can find a link here if you're interested.

I will listen to that as soon as I have some time free.


Jodokai wrote:
Zhyen Familiar wrote:

At 6th level, a daivrat can select a zhyen to serve as his familiar, replacing any familiar he already possesses, as if he had the Improved Familiar feat.

You don't have to take the improved familiar, you could stay with your monkey.

Okay that's good, how many levels of diavrat do you think would be optimal?


@RumpinRufus While I love the idea of hurting people with my terrible singing it just seems so much more right to make people fall over and run into each other like the classic Disney escape and fight scenes from Aladdin :P

I don't know if I could use the feat from Familiar Folio or not so for now I'l assume not. I'l check with my GM asap.

So, Heart of the slums human Street Performer Bard taking 9 levels in diavrat- only 9 so I don't become a genie.

Then I get an awakened monkey friend (getting the spell from Spell-Fetch for more fun).

Another option is to get Eldritch Heritage feats for the monkey and only take 5 levels in diavrat because his level 6 class feature replaces all familiars.

Finally I would need to summon a genie and somehow get him to become my friend. Also get/make an intelligent carpet of flying.

any other ideas to add onto this? other feats? Having a lot of bluff and diplomacy skills would be fun.


Charon's Little Helper wrote:
I'd definitely making him a Street Performer archetype Bard. It gives him the skill points etc. He totally has perform: sing - and the Street Performer performance is what helps him escape the guards etc. (And you know he has high charisma - all the ladies love him. And crazy old sultans for that matter.)

I'm leaning towards this or the carnivalist rogue at the moment so any idea on how to get the monkey if I were to take bard?


Shiroi wrote:

Actually, I would take a monk or fighter over a rogue. (At least for Disney Aladdin)

I'm not familiar with the original tales myself, but if you go for Disney Aladdin he never really did much "sneak attack" mechanically speaking. He was high agility and high skill points, sure, but I feel like a lot of options could be closer to his character than rogue.

The skill points from rogue are most of what I feel he makes use of, in fact... Maybe a bard, with a martial improving archetype of some sort? Give me a starting stat limit (point buy, rolled?) and a starting and max level, with a more clear statement of what you want to do. A dervish dancer is the ideal scimitar user, I feel, if that's your gig.

I see what you mean about him never really using a "sneak attack" but he was a thief and a cutpurse so I feel rogue would better represent him.


logan grayble wrote:
My first thought is the Carnivalist Rogue archetype to give you a monkey familiar, aaaaaand I just like Bard abilities on other classes...

This actually would work great, I could also have him and the monkey go around singing songs from the movie :P (for the performance)


Melkiador wrote:

Familiar Folio gives you a gimped familiar with one feat and you can use a second feat to make it a full familiar. Aladdin's monkey could probably just be the gimped version.

I guess we are assuming you are referring to the Disney Aladdin.

Yup, its a joke for an upcoming campaign placed in the middle east


Pretty much the topic says it all. It would probably be a rogue but with all the archetypes I'm not sure what would suite the idea. Any help would be appreciated.


Eigengrau wrote:
I'm pretty sure you can't take Arcane Deed twice. If you can show me where it states that because my Kensai will be grabbing up another Arcane Deed arcana at level 11 then.

"A magus can take this arcana multiple times, each time gaining a new deed." :D

Also what do you guys think about extra arcane pool for a 9th level feat?


Corwin Illum wrote:

your level 3 feat could be arcane strike maybe?

don't forget your magus bonus feats at 5 and 11.

Make sure your GM oks the precise strike.

I FORGOT ABOUT THOSE! Thanks!! And I will check with my GM


Dafydd wrote:
You do not get an arcana at magus 9 with kensai. Otherwise, it looks good.

OK thanks I'l edit it accordingly.


How does this look?

Planed Feats:

Level 1: Weapon focus (Dueling Sword), Weapon Finesse, Slashing Grace
Level 3:
Level 5: Intensified Spell
Level 7: Extra Arcana
Level 9: Craft Wand

Planned Arcana:

Level 6: Flamboyant Arcana
Level 7: Arcane Deed (precise strike)
Level 9: Wand Wielder
Level 12: Arcane Deed (Evasive)

Still need a third level feat though.

EDIT: Hold on if I take a level in wizard things need to be moved around give me a few to rework.

EDIT#5!

Level 1: Weapon focus (Dueling Sword), Weapon Finesse, Slashing Grace
Level 3: Arcane Strike?
Level 5: Intensified Spell, (FEAT)
Level 6*: Scribe Scroll
Level 7: Extra Arcana
Level 9: Extra Arcane Pool?
Level 11: Extra Arcana, Craft wand
*level in wizard

Planned Arcana:

Level 7: Flamboyant Arcana
Level 7: Arcane Deed (precise strike)
Level 11: Wand Wielder
Level 13: Arcane Deed (Evasive)

Need feats for lvl 3, 5 and 9


Corwin Illum wrote:

Precise strike is better, but in my opinion overpowered and dubious logic on it actually working. No actual swashbuckler levels and no panache in your pool, other deeds don't make this requirement of you.

See developer post below:
http://paizo.com/threads/rzs2r7kg&page=15?Ask-Mark-Seifter-All-Your-Que stions-Here#720

I have an Aldori Sword Magus myself, i really enjoy him. Have you possibly considered the aldori dueling mastery feat? It gives you what you want and some of what you are missing. (shield ac)

with high dex, init, and an ioun stone boost. My magus has +17 initiative.

http://www.d20pfsrd.com/feats/combat-feats/aldori-dueling-mastery

I actually already saw this feat. The problem is it requires quickdraw which is not only an extra feat I would need, but also redundant with iaijutsu (7th level Kensai ability) which does pretty much the same thing.


Hrothdane wrote:
TheAtlasDomain wrote:
Hrothdane wrote:

First of all, remember that piranha strike only works with light weapons, not finessable weapons. If you want dex to damage and that damage bonus, you will need a light weapon with agile or slashing grace and a high enough strength for power attack.

There are basically two paths to being effective as a magus in the long run. You can either focus on spellstriking with blasting spells like shocking grasp, or you can focus on being a melee fighter that buffs and uses spell combat to full attack at range. Right now, you are trying to do both, and it's going to hurt you in the long run.

If you want to do the intensify shocking grasp, you will need to invest in measures to get through spell resistance and to get around elemental immunities and resistances. Just grabbing magical lineage and intensify doesnt cut it. If you dont take the appropriate steps to make sure your spells hit, once you get around 7th level, you will face a sharp decrease in effectiveness, as spell resistance becomes more ubiquitous, weird creatures with resistances show up more, and even the typical humanoid enemies can afford to carry resist energy potions or have a wizard on-tap with the spell on finger or in a scroll. I would recommend taking a level of wizard with the evocation(admixture) school so you can switch elements on-the-fly. You would also get some useful spells on your spell list like mage armor, which is very helpful for an armorless kensai.

The other route is to focus on maximizing your damage on normal attacks. You will want power attack/piranha strike, weapon specialization at 7, arcane strike, and arcana that increase your chance to hit and damage. Dimensional assault dimension door, bladed dash, and force hook charge would be your go-to spells, as they let you full attack at range when you use them with spell combat.

OK I think I'l focus on spell strike but how much would it hurt me to take the first three feats as they are? So I can get dex to
...

I know, I play strength based characters all the time and a few of my friends have played dex based ones so I wanted to try it. What feats would you recommend? Getting craft wand and wand wielder might be a good idea. However, A few people have been insisting flamboyant arcana, and arcane deed(precise strike) will help me a lot. Opinion?


Hrothdane wrote:

First of all, remember that piranha strike only works with light weapons, not finessable weapons. If you want dex to damage and that damage bonus, you will need a light weapon with agile or slashing grace and a high enough strength for power attack.

There are basically two paths to being effective as a magus in the long run. You can either focus on spellstriking with blasting spells like shocking grasp, or you can focus on being a melee fighter that buffs and uses spell combat to full attack at range. Right now, you are trying to do both, and it's going to hurt you in the long run.

If you want to do the intensify shocking grasp, you will need to invest in measures to get through spell resistance and to get around elemental immunities and resistances. Just grabbing magical lineage and intensify doesnt cut it. If you dont take the appropriate steps to make sure your spells hit, once you get around 7th level, you will face a sharp decrease in effectiveness, as spell resistance becomes more ubiquitous, weird creatures with resistances show up more, and even the typical humanoid enemies can afford to carry resist energy potions or have a wizard on-tap with the spell on finger or in a scroll. I would recommend taking a level of wizard with the evocation(admixture) school so you can switch elements on-the-fly. You would also get some useful spells on your spell list like mage armor, which is very helpful for an armorless kensai.

The other route is to focus on maximizing your damage on normal attacks. You will want power attack/piranha strike, weapon specialization at 7, arcane strike, and arcana that increase your chance to hit and damage. Dimensional assault dimension door, bladed dash, and force hook charge would be your go-to spells, as they let you full attack at range when you use them with spell combat.

OK I think I'l focus on spell strike but how much would it hurt me to take the first three feats as they are? So I can get dex to hit and to damage?

I like the wizard idea, can I take a level in it after level 3 in bladebound and take my sword as my bound object?


Dave Justus wrote:

Note that you can't use Piranha Strike with a dueling sword though.

I don't know if I would want it anyway, as you are already going to be at -2 from 3/4 BAB with spell combat, taking more minuses probably won't be a winning plan unless you invest in more to make sure you hit.

You should be doing plenty of damage without it anyway.

I agree one of the reasons for it was that my weapon did 1d6. doing 1d8 makes up for it at lower levels. YAY that's 4 feats I need to think of now :P


Would spell scar bladed dash be good or would it be better to go into wand making/using?


Dafydd wrote:

Rapier is good but if you can get the Aldori Dueling Sword, you will have the best damage (1d8). You get the exotic proficiency via kensai, so you can finesse it.

You may also be able to get the DM to approve slashing grace with light, as I said, many GMs do house rule it that way. You could also dip 1 level in swashbuckler, use the katana, no GM approval needed. (First level magus, second level swashbuckler, retrain a feat to SG or wait till 3rd to pick it up)

If you are dropping Improved Critical (in favor for Arcane pool Keen) you could pick up Critical Focus, practically a guaranteed crit if you threaten.

Extra Arcana (at 7th and/or 9th) helps you gain the arcana you want. You can not take it at 5th as you do not have an arcana at that point.

... I don't know how I didn't see the dueling sword before. Thanks I'l use that!


Dafydd wrote:

As the Captain said, Slashing Grace will not work with Wakizashi. Unless your GM makes a house rule, many have concerning it.

Without the swashbuckler dip, you can only use slashing grace with the Whip and the Dueling Sword.

You are missing a 5th level feat btw, bonus combat, metamagic or item creation.

You get 1 arcana (level 6) so Flamboyant is a good choice. Other options are wand wielder, close range, and disruptive for that level. Your next arcana (level 12) opens up other options but it is unclear you will reach that point (you only list feats till 9)

EDIT: Slashing grace specifies one handed. Many posts on here have questioned this, however, that is how it is written.

Not gonna plan above level 10 yet because I'm not sure how far we will go in levels. OK, now I see what you're saying about the slashing grace thing but I always read it as if wield it in one hand it was allowed. Hmm, I might be able to get my gm to allow it on that principle. If I can't get him to agree on that would a rapier fix my issues? I really wish I could use a katana but I can't finesse it :/

As for the feats, with intensified spell moved up to 7 along with improved critical and arcane strike out of the picture I'm very open to feat ideas.


Cap. Darling wrote:

Slashing grace dosent work with ligth weapons as it is. Unless there came a fix for that. Rapier and fencing grace is a good alternative.

I Think you want flamboyant arcana, and arcane deed(precise strike) Via arcana at level 6 and feat at 7.

Where does it say slashing grace doesn't work with light weapons? I was acutally going to use a rapier before but if I can I want to use the wakizashi as it makes much more sense.

Also I was thinking about that arcane anyway so it will probably go onto my list.


Hey guys I already have a build but I could use some help filling the blanks.

The Build.

I need tips on arcana and feats

currently planned feats:

Level 1: Weapon focus (Wakizashi), Weapon Finesse, Slashing Grace
Level 3: Piranha Strike
Level 5: Intensified Spell
Level 7: Arcane Strike
Level 9: Improved Critical

No idea what arcana would be good except I'm thinking about wand wielder


kestral287 wrote:

How does he have a high Fort save with low Con?

Regardless, sic the Paladins on him. Nicely, of course.

I honestly don't know I just know he has them. And that's the plan :D


In response to all the poison recommendations he has a LOT of fortitude


justaworm wrote:


Why kill a companion under the influence of an evil artifact?

Other options

Spells:
Charm, Hold, Suggestion, Command, Dominate, Calm Emotions, ...

Skills:
Diplomacy, Sleight of Hand

Combat:
Non-lethal damage, grapple/pin

Well, we hate each other anyway and most of those options aren't available to us or won't work :/


Were gonna try the paladin method first and if all else fails (and the GM isn't "scr@wing" with us) we can use the hold person finger cut method


Damon Griffin wrote:

Elves are immune to magical sleep effects, but I see nothing in the racial writeup to suggest they don't sleep naturally on their own; the slaying arrow does its thing when it "strikes" a creature of its keyed type, but nothing says it has to be fired from a bow/crossbow.

Wait for the elf to go to sleep, then you and the witch simultaneously stab him in the neck with both bolts of elf slaying. Coup de grace automatically hits, elf needs to make two DC 20 Fort saves withhis low CON. Failing one might still kill him, you didn't list his hit points. Failing both saves definitely will kill him. Then you just have to figure out how to save yourselves from all those crusader paladins.

But as you mentioned, you don't really need him dead, you just need to get the ring off him. Wait until he's asleep and take the ring off his hand. If you have the grease spell via a scroll or wand, use that on the ring first.

If the ring has started to talk to him, the GM might decide it's intelligent, always awake and would warn the elf he's being robbed, causing him to awaken. For that reason, cast hold person on the sleeping elf before anything else. "Can't take any action" means he can't open his eyes, so he won't know it's you even if he wakes up and feels someone tugging on his hand.

OK. This is best idea yet and will probably be what we do, except we think the ring is magically bound so he cant take it off (there's a will save but like you said no will :/) Considering cutting off his finger though.


Genuine wrote:

With that will save, why not just hit him with a suggestion spell?

Also, what do you mean by 'without him knowing'? If a player wants to start PvP, and the GM is ok with it, then you may as well get it over with.

And, frankly, if the GM has a pack of Paladins waiting to jump you if you jump the player, that smells like the GM wants this guy to fall.

The paladens were in place before the ring was part of our quest and the way our GM is i doubt he implemented them with that intent. I'l look into the suggestion spell.

EDIT: About the "get it over with" part, I just need to make it roleplayable my good character probably wouldn't kill him on sight just because he wants to keep the ring- he's not chaotic.


blahpers wrote:
Quote:

The majority of the party is good but the player that got the ring is chaotic neutral.

...

You should also know we are currently living among and working with a large group of lawful good crusader paladins. However, they trust the PC with the ring more then us.

wat

Oh I see where your confused sorry il fix it I mean they trust the PC who owns the ring in general more, not trust him to own it more then us. They don't know it's evil.


The Doomkitten wrote:

Hm....

What's his CMD? You could always use the Steal manuever...

Good question... I'l try to find out.


I need suggestions on a problem my party is having with one of our PC friends. He got his hands on a minor artifact that corrupts people, we learned this when our witch rolled a 20 on a identify check. The majority of the party is good but the player that got the ring is chaotic neutral. We need to "obtain" the ring off him and get rid of it. Problem is he wants to keep it and doesn't believe it's evil. we also learned that it started to talk to him.

You should also know we are currently living among and working with a large group of lawful good crusader paladins. However, they trust the PC with the ring more then us. Also the PC hates us.

I'l give all the info we have about his character below. (WILL BE UPDATED AS I LEARN MORE)

---
Level 5 Slayer

Race: Elf
AC: 22

High dex
High int
LOW con
??? str
low wis (he has like a +1 to will)

Weapon: Elven curved blade
uses dex for to hit

Uses different poisons (he made a note about having a dc 20 poison)

he has
headband of +2 int
+2 resistance ring

Also we have two bolts of slay elf our only concern is if we will hit them.

---

Us:
---

We (Me and the other PC who want to dispose of the ring) are playing as a witch and a shaman (me). We are both fifth level and he is focusing on his slumber hex which is useless against an elf.

My shaman spirit is battle and I currently have these hexes
Evil Eye
Misfortune
Flight

My stats:
str: 18
dex: 12
con: 12
int: 13
wis: 22
cha: 16

my plan was to help the witch to make her slumber unstoppable, but against an elf...

IDEAS PLEASE!


Maverick898 wrote:

I forgot to mention that I am joining this game with the characters at 4th level, and this is how i'm thinking of arranging the stats

str 18 (22)
dex 13
con 16
int 15 (13)
wis 15 (13)
cha 17 (15)(16) 4th lvl ability point

The reason I'm thinking crossblooded is because I'm going for flavor over optimization. Fire elemental and a Red Dragon bloodlines seem to flow well together with plenty of options, and the powers i don't like I can swap out for rage powers thanks to primalist.

For example I don't like the first powers of either bloodline so I would choose Reckless Abandon and beast totem lesser. But at 4th I like the dragonic bloodline power so I take that. at 8th lvl the bonus movement speed. at 12th more rage powers like beast totem and beast totem greater. at 16th the dragon wings and at 20th elemental body. The hardest part is feats, weather to take metamagic ones, and how to fuse it with combat.

More dex. nuff said.

seriously your going to be lacking in ac if you don't put more into dex


If your playing as primalist so I assume you want to use crossblooded just for the spells?

As for feats, what weapon are you going to use? If you went with draconic for your first ability you could use claws. I know you said not to try to convince you of another race but would you consider half-orc? They get a bite, no reduction to charisma, and the same weapon proficiency.

You also might want to look into Eldrich Heritage I would use that and go with Orc Bloodline for strength a bunch of other bonuses. However that would be hard to manage if you play as orc because of the charisma reduction


RumpinRufus wrote:
You cannot coup de grace a stunned opponent, they are not considered helpless.

Dastardly Finish


Bob Bob Bob wrote:

Fatigue doesn't stop a barbarian. Again, at high levels you have to assume a barbarian is rage cycling, which happens by making themself immune to fatigue. There's also a rage power to rage while fatigued and a magic item that replaces fatigue with sickened.

For banner feats I was actually thinking of Flagbearer which doesn't help you (have to hold your flag in one hand). Don't know any way around critical focus (and yes, it sucks) you can use the Assault feats instead of the Critical feats if you really don't want to take it.

Any question that involves "can I use X instead of a banner" is GM territory and needs to be asked to them. It seems reasonable, though be prepared for it to have a much shorter range when it's wrapped around your arm (much harder to see). You can just use your banner as a cape for Dueling Cape (similar in shape and weight to a cape) but have a lot of spares because if you ever entangle someone they'll probably shred it.

Broken Wing Gambit doesn't work for you, just your allies. Sidestep is good for getting into flanking and that's it. It uses your immediate action so no riposte on a parry and no swift actions the next turn, and Improved Sidestep is pretty much worthless. 5 feet less movement is "so what?", no 5-foot step is the only real penalty of sidestep. Dodging Panache is just better Sidestep. Same immediate action, takes panache, but lets you 5-foot step out of their range. Additionally, doesn't require them to miss first, just attack you period.

If you're mixing things, get Broken Wing Gambit and Seize the Moment. Works better the more melee crit fishers you have, but everyone Broken Wing Gambits, whoever the enemy attacks everyone else gets an AoO, anyone who crits lets everyone else get an AoO. Team of four rogues built with this got something like 40 attacks a round (75% chance one of the three crits, triggers new round of AoO).

Thanks for all the info you answered a lot of my questions. I think Flagbearer is in a quest/campaign setting book so I don't know if it would be allowed but I could probably get around it by talking to my gm. I just realized something I could do with that feat to make it work well...I could use a Banner of the Ancient Kings in my offhand as a shield and claim its my banner because in the description it says "the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it". While on the other hand it says "As long as the longspear or pole to which the banner is attached is firmly wielded in two hands" we can get around this by using the fact that its a free action to let go and re-grab a weapon with two hands. Seeing as its a buckler it work work and we could get all the bonuses and a shield while only using one hand (not using it to entangle).

Something to add to the rogue build why not use stunning critical/ stunning assault and Dastardly Finish to completely lock down an enemy. After the first crit/stun everyone attacks, then next turn you coup de grace the enemy which either instantly kills them or ensures a crit (also adding sneak attack damage) which continues the cycle also can you get ability focus for the stunning critical?


fatbaldbloke wrote:

Does it absolutely have to be martial class or would some limited casting be acceptable?

I'm no theorycrafter/optimisation expert but I was thinking the best way to combat the Barbarian would be to prevent him using his rage. Hit him with the right spells and assuming he makes his save you could still leave him fatigued meaning he couldn't run, charge or rage?

A high level Bloodrager wouldn't be too far behind the Barbarian in terms of hit points, he'd have the full BAB, some the same Rage powers plus Bloodline powers. He'd also have access to spells like the Ray of Exhaustion, Ray of Enfeeblement and Ray of Sickening amongst others.

Obviously if the honour constraints mean no spellcasters then it's a rubbish suggestion, but just wondered.

It would work but now I'm kinda hyped up about playing a Daring Champion :P


Bob Bob Bob wrote:

If you want to make full use of your swashbuckling abilities you'll need Combat Reflexes and Quick Draw. Both are fairly useful anyway, especially if you get a dueling weapon. That's about all I would say is necessary, the rest is basically up to you.

Also, that build is completely lacking the Teamwork feats, so you'll need to pick some of those. I could not tell you what would be good there, just looking at the list real quick there's Escape Route, Lookout, and Paired Opportunists. The last one gives you +4 on parrying. You also still have the banner, I think there's some feats that improve that.

So at this point it really depends on what you want to do. If you already have Quick Draw you can go Rapid Shot/Deadly Aim and be a dagger thrower, if you want to intimidate there's Cornugon Smash. You could take Skill Focus (acrobatics) to be a super tumbler, there's also Spring Attack. I don't really recommend it, and if at all possible try to replace it with Fly-by Attack, but it's about the only option for move/attack/move humanoids can get. X Assault feats and X Critical feats can let you apply effects for either a -5 to attack or only on a crit, but you're going to have a 15-20 crit range anyway.

If you know what level we're talking about and what specifically you want to do I can probably give you more advice. If you're stuck for feats there's always the save boosters, improved initiative, weapon focus, etc. They're not flashy and generally don't give you more options (which is what feats should be doing) but it's not like +2 Will save ever hurt anyone (except for the hilarious reverse trap, but that's a different story).

And as for the Paladin discussion, we don't need to actually nail down the numbers. The point is that a paladin can heal themselves and get a larger effective health pool, possibly more than even the barbarian has. That makes him "similar", whether or not it's better is irrelevant. What's relevant is it makes both of them "better" than the swashbuckler at standing still and...

Combat reflexes and quick draw are a must. I can't seem to find any banner feats. Cornugon Smash is nice and I really want to get a critical feat but don't want critical focus, any way around this?

I also saw the feat Dueling Cape and I was wondering if I could use my banner for it.

On the topic of teamwork feats could Broken Wing Gambit, the swashbuckler abilities Opportune Parry and Riposte, Dodging Panache and the feats Sidestep and Improved Sidestep be mixed for interesting results?


Bump. What feats would you guys use to progress the above build?


Renegadeshepherd wrote:

Could just be a paladin and heal all the damage he deals out as a swift action. Even a barb would not find it easy to deal out significantly more damage than a swift action 10D6 heal would do with you properly armored; in the absence of a crit anyway.

Paladin is perfectly legit for party play as well. If you want to have a lot of fun be a dhampir antipaladin and watch the barb curl into a ball with your touch attacks :)

To be honest I don't feel like playing a paladin as I'v played the divine in the last two quests and am bored of it. Also my gm specifically banned us starting as anti-paladins. And lastly I have this idea of a honor driven samurai type warrior I want to play for this quest. So no offence to you but I think I'l pass on this one :)


Bob Bob Bob wrote:

Sword is meant for mounted, the only good part was the level 15 ability. Star looks pretty good, I missed the part in Retribution where it also works if they attack you.

As for dipping, I'm not sure what you're hoping to get out of Paladin. Lay on Hands is going to compete with all the swashbuckler things for swift/immediate actions (and not be very useful), Divine Grace is pretty much the only benefit. And going that route will lock you out of most of the more "creative" solutions against the Barbarian.

And, again, can't emphasize this enough, if you go swashbuckler/daring champion and get in a full-attack trading match with a well-built barbarian you will lose. They have more health, probably have more damage, and always on damage reduction at a minimum. Buff spells can't help you. Defensive gear can't help you. Even flying can't help anymore. Well, it can, you just need a lot more room. Difficult terrain can't stop the pounce. Not that it could before. And with some terrible prereqs, illusions, invisibility, and darkness can't stop them anymore.. All of the rage powers that let them do a combat maneuver 1/rage also do it "in place of a...

Wow, I didn't realized barbarians were buffed so much. I'm leaning towards Star for the order and after rethinking a paladin dip probably not a good idea so that's out but what would I lose for a 1 level cleric dip? 1 bab and a nice ability (At 20th level, when a daring champion threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifier of those weapons increases by 1 (×2 becomes ×3, for example).) for 6d6 channel energy at level 20 and domains. Also what feats would you progress the previously mentioned built with beyond lvl 6


Bob Bob Bob wrote:

So for the Daring Champion build, it uses Order of the Flame which is a poor choice in a duel. It's a good choice in general because you get to keep bouncing around enemies challenging them for even more damage (and less AC) but not using up daily uses of challenge.

If you're going with that build you need a new order, the two that stood out to me were Order of the Cockatrice (bonus damage if you're the only person threatening someone, level 15 ability gives you 1/day +Cha to everything for 1 round) and Order of the Sword (level 15 ability modifies challenge to add Cha to attack and damage 1/day). I don't do much cavaliers though, I'm sure someone knows the orders better than I do.

Order of the Sword looks like a waste of a 8th level ability, Cockatrice looks good but what do you think about Order of the Star. Also if I do go with Order of the Star it might be interesting to take two levels of paladin or one of cleric.

EDIT: After looking into it I could also take Ronin or "Knight Errant" as its called for Cavaliers


kestral287 wrote:

Precise Strike isn't going to directly compete with Barbarian damage in a knock-down drag-out fight. Mostly it makes up for a lack of two-handing and Power Attack. With Challenge added onto that... maybe. Depends on how aggressive the build is.

Fortunately, the Swashbuckler/Daring Champion was designed to explicitly avoid those slug-fests. For example, Strength Surge as a way to avoid maneuvers was mentioned... but the Swashbuckler can trip you via Targeted Strike without ever looking at your CMD.

For an Order, you want something that adds a bonus to your attack rolls, or an order with really nice abilities. I'm a fan of Ronin for the latter but its challenge bonuses are utterly useless in this scenario.

Weapon: Rapier, Scimitar, or Cutlass are the Swashbuckler go-tos.

The biggest threat I'm seeing is the Fortification armor. If he goes for that you might be wise to find a way to get rid of that before the big fight.

... Or does convincing the friendly neighborhood rogue to steal things for his own gain no longer count as honorable? :D

Thanks for all the good information as for the rogue part also in reply to Zhayne, were going to be fighting in front of a large group of people for a title. Honor on the battlefield will be required....unless its not obvious, anything the crowd won't see is fair game.

I saw this build on another thread and was wondering if it could be rebuilt to work for me, it also fulfills my desire to be a samurai

Build by Scavion:

Scavion wrote:

Unnamed Bad Ass Hero

Half-Elf Daring Champion 6
CG Medium humanoid (human)
Init +7; Senses Perception +7
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Defense
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AC 19, touch 17, flat-footed 13 ( +2 Armor, +5 Dex, +1 Dodge, +1 Deflection)
hp 55 (6d10+18)
Fort +9, Ref +9, Will +6
+2 to Saves vs Death effects, Fear effects and Mind affecting
Defensive Abilities
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Offense
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Speed 30 ft.
Melee +1 Glorious Tian Xia Steel Folded One Thousand Times +13/+8 (1d8+6 18-20x2) or +11/+6 (1d8+10 18-20x2)
Challenge, Precise Strike + 1 Panache Spent, Power Attack +11/+6 (1d8+28 18-20x2)
Ranged What are you, a COWARD?!
--------------------
Statistics
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Str 13, Dex 20, Con 14, Int 7, Wis 14, Cha 13
Base Atk +6/+1; CMB +6; CMD 22
Feats Weapon Focus(Katana), EWP(Katana), Slashing Grace(Katana), Power Attack
Traits Reincarnated, Deathtouched
Skills Perception +6, Intimidate +8, Climb +8, Diplomacy +6
Languages Common
Other Gear Belt of Incredible Dex +2, Leather Armor, Cloak of Resistance +2/Banner, Ring of Protection +1, Ring of Sustenance, Wand of Cure Light Wounds because you're a squishy mofo, 500 gold remaining
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Special Abilities
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Champion’s Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
Challenge (Ex): Three times per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.
Glorious Challenge (Ex): A glorious challenge does not count against the cavalier's number of challenges per day, but otherwise acts like a cavalier's challenge class feature. When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier's challenge). The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).
Order of the Flame(Ex)
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.
Foolhardy Rush(Ex): At 2nd level, the cavalier can charge across the battlefield at a moment's notice. Whenever the cavalier attempts an initiative check, as long as he rolls an 11 or higher on the die, he can move up to his base speed as an immediate action and he is not considered flat-footed. If the cavalier takes an action to move during his next turn, he subtracts the number of feet moved during the initiative check from his total movement.
Nimble (Ex): At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus.
Panache and Deeds (Ex): At 4th level, a daring champion gains the swashbuckler’s panache class feature, along with the following swashbuckler deeds: dodging panache, opportune parry and riposte, precise strike, and swashbuckler initiative.


OK guys I will be using the Daring Champion idea, any advice?

Also a few questions:
Would wearing heavy armor cause any issues besides the obvious? the archetype won't allow this
Whats the best order for this?
What weapon should I use?

Also build ideas would be nice.


Bob Bob Bob wrote:

Let's play barbarian's advocate for a bit. These results will vary, but all of these are options you'll potentially have to face.

Unbreakable Fighter/Invulnerable Rager with Crane Style and the Stalwart chain who fights defensively to get DR 19/- (possibly 25/- if dragon totem ups dr).

Come and Get Me Barbarian with a reach weapon and armor spikes, some way to enlarge, and Dazing Assault. Save or be dazed on every attack you make against him, before your attack resolves. Oh, and Unexpected Strike so he gets to make AoO for you moving into threatened squares as well.

Strength Surge Smasher Sunder build who shatters everything you're wearing, holding, or have ever known or loved.

Move action Intimidating Glare standard action Terrifying Howl that forces you to drop everything and run away from him.

Oh, apparently they can also super dirty trick you (Savage Dirty Trick) to daze/nauseate/stagger. And a disarm that hurls your own weapon at you (Impelling Disarm).

That's just the simple stuff, you can probably build one that does more than half of those at the same time.

By the time you hit high enough level you have to assume a barbarian is rage cycling (17th with no interference, as early as 9 with a dip, 10% of WBL at 13th). This means every round they'll be adding +level to a combat maneuver check of their choice, many of which can bone you if built properly. Also many of which they can make with no AoO and an added rider effect from a rage power. If they go the pounce route (and it's really quite good) then staggered only restricts them from full attacking a single move away, not a double move. So in part it depends on how this particular barbarian is built, but all of the previous options are on the table. All of them are also fairly small investments, so a build you think you know could throw some of them on near the end.

The suggested swashbuckler faces a number of problems, not least of which is that Targeted Strike is a full round action. This means combat either began with...

I don't believe he's min-maxing so a good bit of this won't be a problem. He probably will have a way to enlarge and I don't know what archetype he is using I will try to find out.


kestral287 wrote:

A decently built Swashbuckler will work. By spamming Targeted Strike (Torso) paired with Opportune Parry & Riposte, as long as you can ensure hits you can totally lock down his attack sequence (he's staggered so he only gets one attack, you parry it and counterattack). Costs 2 panache a round for only two attacks though, so you need to set up with plenty of extra panache and crit a lot, or go for tactics with a little less gouda. Dodging Panache is actually solid against full martials and is pretty cheap to spam. End your turn 10' from the Barbarian (via Lunge, most easily), he 5' steps in to full attack, you Dodging Panache to step back. +Cha as AC against the first hit and he's out of range for the rest. Targeted Strike can be used to disarm without dealing with the CMD of somebody who's virtually guaranteed to outstat you.

Daring Champion also works, to combine some of the best Swashbuckler tricks with Challenge to give you +level*2 on all of your attacks. I like Ronin as an Order, to pass you a get-out-of-jail free card once per combat and a floating nat 20 to drop when you need it.

I kind of like the symbolism of going Bloodrager vs. Barbarian, but given the Barbarian's penchant for smashing spells out of existence that might be a bad idea.

Magus' most basic tactics slaughter things in 1v1 scenarios. Go nova and watch him burn. Not exactly martial though.

Synthesist would work, but that's really cheesy.

I actually like this idea so unless I get a better one I'l be going with it :)


Cuup wrote:
Strix Ranger. Most Barbarians don't specialize in ranged combat. Fly 60' up, and Full-attack until Barbarian doesn't move.

This is a good idea but I don't know if the group watching us fight would consider it honorful :/


RumpinRufus wrote:
Disarm swashbuckler?

I don't know much about the swashbuckler class I'll look into it.

If you could go into a bit more detail it would be appreciated.


An upcoming campaign I'm going to be playing in is going to end with a duel between me and another pc barbarian. What would you recommend for me to play to ensure victory.

A few things clear, I need to beat him with honor, I can't use archetypes from quests (I wanted to use sword-saint but was told I couldn't) and I would prefer if the character is martial.

EDIT: The level will be high but I'm not sure if it will be 20 yet
2ND EDIT: Can't be human for campaign reasons


If I was wielding two longbows could I take a separate flurry with both or just the primary and the second would only get one shot? or would the second get just BAB attacks?


minoritarian wrote:
Carrion Crown adventure path. Broken Moon

Okay thanks I think that means my gm will allow it, do you know if all of these (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo) are by pazio or are they mixed?