Eagle Knight of Andoran

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There're other things that doesn't seem to be right with this class either. It doesn't get:

-Spellcraft.
-Knowledge (Arcana/Planes)
-Use Magic Device.

Reading how the class works and how they can get spells, they should, AT LEAST, get spellcraft as a class skill.


Sorry for the late answer and I appreciate your responses!

We don't use any home-made rule and we gotta stick to the official rules. If the game doesn't allow it and it was corrected in the FAQ, then, sadly, arcane strike won't be an option. :(

I guess I'll have to rely on power attack at the cost of my attack bonus.


Hello, friends!

First off, thanks a lot for help on previous inquiries I had with my slayer. The build I created was truly efficient. However I was asked to buil an Stygian Slayer and I have the following question.

-Can the Stygian Slayer use Arcane Strike?

The feat states:

Arcane Strike wrote:

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

And the S.S. receives:

Invisibility wrote:

At 4th level, a stygian slayer can cast invisibility (Which is an arcane spell) once per day, using his slayer level as his caster level . The slayer uses his Intelligence modifier for concentration checks when using this ability. The slayer can use this an additional time per day at 8th level and every 4 levels thereafter.

This ability replaces the slayer talent gained at 4th level.

Thanks in advance!


Dennis Baker wrote:
Late to the party here, but just want to point out that staves use the character's caster level to determine effects. It's the one thing that makes staves interesting versus nearly any other magic item.

Sorry for the necropost but I need to ask this.

The problem I see with this (and unless I'm missing something) is that you need to spend one spell slot (and know the spell(s) contained) in order to recharge it. Let's say you get the staff from some random loot in a dungeon and you, as a slayer, find out that it contains spells that you can actually use.

You spend all the charges and how exactly can you re-charge them? Even if you ask someone to craft it, which will end up being more expensive (and assuming there's not a spellcaster in your party to help you with that) chances are that you won't find that person again if you're adventuring.

Some months ago I started a new campaing with a slayer. My DM decided to let me "re-roll" the archetype because some story twist and a long downtime in between. He suggested the Stygian slayer. As I read it, I checked this "Spell Use" trait (this is why I've found this thread) and I noticed how some wands and scrolls are... kinda the way to go. Any advice on this, though? I'm not used to spellcaster classes or classes that can use spells at all.


wraithstrike wrote:
It is not worth a feat to go with two rapiers over two kukris. However if this is a flavor thing then go for it. Maybe you can convince the GM to let you treat the off-hand rapier as a light weapon for a trait. :)

Hello, and thanks for your reply!

Yes, basically, I can't use kukris because it goes against my character's story. So, I gotta stick with it. Even though I'm concerned about efficiency, I need to respect that at least. My DM is really open to negotiation, but at the same time, he doesn't want us to be really OP. He doesn't want us to be out of his control as he's really bad to control people that use combos with feats/classes. There's a possibility, however, if I buy him a sandwich before the session lol


Matt2VK wrote:

How what weapon are you planning on using in your off hand?

It looks like you're trying to use another rapier in your off hand and I think that's illegal.

For your Slayer talent, I suggest either taking a Ranger Style or the trap finding trick.

It's of my understanding that you actually can, but you receive a -4 penalty on both hands, using the Two-weapon feat. There was a feat in 3.5 called "Oversized Two Weapon Fighting" that would make my second weapon a "light weapon" to reduce that penalty.

With Chess Pwn's suggestion, taking one level of Inspired Blade, I'm getting, at level 1, 2 feats that I already have, which is weapon finesse and weapon focus. Then, with my level 5 feat, I get fencing grace. That gives me 3 additional feats. Our DM, during downtimes, allows us to modify our character as much as we want but it has to make sense. So I can actually swap feats.

So, basically, and with my DM's permission, I can take that 3.5 feat. Now, for the 2 remaining feats, I'll go with Improved Initiative so I can get the initial sneak attack and study the targed as an inmediate action and probably combat reflexes, so I can parry and riposte more attacks in a single turn.


Chess Pwn wrote:
Take a level of swashbuckler or inspired blade swashbuckler for all the panache you want.

Thanks! I've been reading that class. Something I can do, because we're now in our downtime, where the DM lets us modify the class, is to add a level of Inspired Blade, get a lot of Panache, gain access to the first level deeds. But that's not all, The Inspired Blade gains this feat "Inspired Finesse (Ex)", which basically gives me Weapon Finess and Weapon Focus. Then I can use my level 5 Feat to learn Fencing Grace. That gives 3 additional Feats, since I won't be using the ones that I receive for being human/level1/level3 anymore.

With that being said, I can now either get more panaches via Feat or I can now take the path of the amateur investigator. Some advice would be nice here.

Also, I still have 1 additional slayer talent that I don't know what to spend on.

Thanks in advance!


Hello, Paizo community!

We recently started a new campaign and we decided to use the "broken classes" as we call them from the Advanced Class handbook. After a couple of weeks, I decided to roll a slayer. We started at level 5 and we're about to level up. My question is, since I've got a limited number of available feats , I would like to know how to optimize the DPS output. My current build is like this:

Human (advanced) Slayer level 4 (5). Since I'm using the advance creature template, I'm level 4 instead of 5.

-Str 15 // Dex 24 // Con 21 // Int 20 // Wis 17 // Char 18
-Feats: Weapon Focus (Rapier) // Weapon Finesse // Fencing Grace.
-Slayer talents: Level 2: (Undecided) Level 4: Two-Weapon Fightning.
-Main Weapons: Rapier (Haste) +1 and another Rapier (keen) +2

Suggestions? What can I change? What route should I take? There were two feats that called my attention:

1) The route of -> Amateur Investigator -> Studied Combatant -> Improved Studied Combatant

Or

2) The route of -> Amateur Swashbuckler (Parry and riposte) -> + Panaches.

Because of the setting we're playing, I've got the lowest CA of the group (24), while my party fellows have like 30+ CA. So, our DM, based on this, increased the difficulty of the encounter to compensate. The problem is, my CA is lower than theirs and I receive a lot of damage in consequence. Even though I have a lot of hit points, it takes a while until I can fight again after a combat. My idea of having parry+riposte, was my answer to counter-attack said moves and avoid damage at the same time I keep dealing damage on the enemies.

Thoughts?

PD: I'm sorry for my english, it's not my first language and thanks in advance!


Archaeik wrote:
I would like to point out, that while it seems reasonable and within the rules to not a apply an effective level adjustment, your GM should still take your increased CR into account when designing encounters as it will probably boost the CR of the average sized party by about 1.

It's settled then. There's no level adjustment. This happened yesterday:

-Me: Hey, Nazz, apparently being a half-fiend won't adjust my effective level regarding the exp progression.

-GM: WHAT?

-Me: Yeah, the CR is how you can measure further encounters you will send upon us.

-GM: NO LEVEL ADJUSTMENT?! Back in 3.5 there was.

-Me: No. It doesn't apply to any template.

-GM: Okay, this will be fun.

-Me: Indeed.


Hello all!!!

Well, now that's interesting. As far as I can see, there's no a SPECIAL rule for templates regarding a level adjustment. I'm curious in the mechanics behind those numbers, Stephen. I want to discuss that with my GM, if he doesn't want to adjust my level, it's up to him since there's no a particular rule for that one... but if you can explain those numbers, it will be good for further template usages.

And yes, I've been reading the bestiary and I can't understand how those rules might apply to my situation. In any case, I received good info so far, and many thank you for your explanation about the INT thing. So, I guess I'll have to wait until I level up to allocate my retroactive bonus stats.

Thanks for your answers.


Hello, my fellow roleplayers. I've got two questions regarding the rules of Pathfinder:

1- My DM thought it was a good idea to apply the half-fiend template to my character. I remember back in D&D 3.5, when you use one of those templates, it had a level adjustment. Let's say, if I'm level 5, my level was adjusted to 7 so I need the same experience of a level 7 to become a level 8 character being a level 5 character. In Pathfinder it only increases my "challenge rating", but does it apply the same way?

2- Skill points and INT increasement. If I get a PERMANENT int increasement, do I get more skill points when that happens? Does it happen when I level up or it doesn't happen?

Thanks in advance.


concerro wrote:

The general rule is that you must have the charges in order to use the ability. You can not bypass that rules unless another rules says you can. An example of this is combat reflexes which allows you to bypass the general rule of 1 attack of opportunity per round.

There is no ability that I know of that increases the number of times you can use an SLA(spell-like ability). I am not saying that nothing exist, but only that I have yet to see it.

Thanks for your answer. I guess I'll be looking a feat about it in D&D 3rd/3.5 books and... ask my DM for permission, of course.


Greetings!

I'm new at the forum and I'm not english native speaker, so my english won't be good. The magical aptitude Conductive allows you to channel a touch spell like ability, superatural aptitude or your own energy in case of Clerics. You have to use teo chrages in order to channel one of those skills channeled: Two lay on hands to use one of then. I have a lvl 19 half-fiend anti-paladin, he has a spell-like ability called Destruction. The problem is that I only own one charge per day. The rule doesn't say anything about not having enough charges to use it. Is there a feat to increase the number of uses of a single spell-like ability or I can channel it anyway?

Thanks!