MC Templar wrote:
I don't think that knife master rogues automatically gain any additional proficiencies, which means that unless you take martial weapon proficiency or a level of a martial class, i'd be stuck with daggers. the charging hurler idea is a good one though.
Gignere wrote:
That may have been slightly overstated. A well built rogue will come pretty close to the same AC, especially once magic items are taken into consideration, but what I should have said is that as you level, the relative power of the eidolon becomes less. Also keep in mind that there is a glowing rune on your head that marks you as the one controlling the eidolon. If you are knocked unconscious, then *poof*, your eidolon is gone. Having said that, playing a summoner is almost like playing two characters.
So, I posted on this a bit ago, but wasn't very clear as to what I was looking for. Below, I have a build for a knife master/scout. Knife master/Scout:
Rogue (Knife Master/Scout) Dex>Con>Cha>Wis>Int>Str Ability increase: +2 Dex Substitute Focused study for human bonus feat Focused Study 1: Skill Focus: Acrobatics Level 1 – Feat: Two-Weapon Fighting Level 2 – Talent: Finesse Rogue Level 3 – Feat: Weapon focus: Dagger Scout Feature: Scout’s Charge Level 4 – Talent: Offensive Defense Level 5 – Feat: Death From Above Favored Class Talent: Ninja Trick: Hidden Weapons Level 6 – Talent: Underhanded Level 7 – Feat: Quick draw Scout Feature: Skirmisher Level 8 – Talent: Combat Trick: Combat Reflexes Focused Study 8: Skill Focus: Use Magic Device Level 9 – Feat: Improved Two-Weapon Fighting Level 10 – Talent: Skill mastery: Use Magic Device, Acrobatics, Sleight of Hand, Stealth Level 11 – Feat: Lunge Favored Class Talent: Fast Tumble Level 12 – Talent: Opportunist The character is an update from one I made for 3.5. I made it before I saw V for vendetta, but that's more or less the concept I'm going for.
How does this look? Is there anything that I may have overlooked? Maybe someone knows a way I can optimize.
Melungeon wrote:
I think that build is up to how you want to play your eidolon. it's important to note that for a Mater summoner you will likely want to invest your EP in non-combat abilities like "Mount", or "Skilled" because when combat comes, it will likely sit in your pocket while you summon a horde of celestial dogs. Master Summoner is slightly more focused as a character because a normal summoner has to choose between their summon monster SLAs or their eidolon ability; they can't have both out at the same time. A master Summoner can have one Summon monster active while their eidolon is out, but must dismiss it before he can cast more.It's important to realize that the summon monster sla lasts for 1 min/lvl instead of 1 round/lvl, so there arre lots of utility uses for summons. it's also important to note that eidolons don't heal damage naturally, and if killed, will be returned with 1/2 hit points. If you go standard summoner, your eidolon base form should depend on how you want it to fight. Pouncers can be built to gain lots of attacks, and can be mounts. bipeds gain more reach, good will saves, and higher starting strength. Eidolons built for attacks are more like rogues than fighters/rangers. they can't wear armor at all, and they get ~3/4th BAB. Small size isn't bad for a summoner. Bonus to AC is good, and if you use your eidolon as a mount, you don't need to make it large first. Gnomes can make great summoners. I still strongly suggest Master Summoner. Your eidolon can be death-on-wings, but still won't give you the versatility of casting summon monster spells.
Make a Master Summoner.
Info on natural attacks: All info was found here Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Some creatures treat one or more of their attacks differently, such as Dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. These exceptions are noted in the creature’s description. Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type. Some creatures do not have natural attacks. These creatures can make unarmed strikes just like humans do. See Table: Natural Attacks by Size for typical damage values for natural attacks by creature size.
So I was helping a friend (first time player) put together a rogue, and I had so much fun I wanted to make my own. We eventually decided that what he really wanted to play was probably an alchemist, and while I'm already playing an inquisitor my character will likely die soon. I'll Explain Below. First a little info on the campaign: Story>rules
Caid the inquisitor - Why my current character will die:
Full background can be found here Since the setting is low magic, the gm gave me permission to trade my inquisitor spells for full BAB and 8+int skills/level. I'm not sure how balanced this is. Caid the Inquisitor
Conversion inquisition
So I had some odd rolls. I originally wanted to play a switch hitter ranger, but my stat's suggested a different path. Not necessarily a topic for this thread, but it seems unnecessarily hard to build out a decent character without a good str, dex, cha or int. (druid wasn't an option, and cleric was taken) My story in brief is that i come from a long line of wizards who reinforced their blood with the blood of magical creatures (to become sorcerer wizards). After a great war, the house fell and now the heirs of the blood have so much conflicting magic mixing in their veins that they die young-ish (without magical intervention), and they have difficulty bearing children (again, without magical intervention). So Caid is old for his house, his aim was once top-notch and has been ruined by arthritis and the slow transformation of his blood into magma/fungus/shadow/starlight/whatever else. Either way, my character's hours are numbered; my ac is a whopping 12.
The Future character: The Maven of the Wastes:
Rogue (Knife Master/Scout) Dex>Con>Cha>Wis>Int>Str Ability increase: +2 Dex Substitute Focused study for human bonus feat Focused Study 1: Skill Focus: Acrobatics
The character is an update from one I made for 3.5. I made it before I saw V for vendetta, but that's more or less the concept I'm going for. Theme is painful SA with daggers. after level 4 use the charge action to guarantee SA when closing. Death from above gives +5 to charging from higher ground and offensive defense boosts my AC, so jump with acrobatics during your charge. Eventually get a ring of jumping (or wand of jump) to boost jump checks (and then figure out how to fly). Hidden weapons and knife master will ensure that you always have a trick up your sleeve, and underhanded will make those tricks hit hard, especially after lvl7. Is there anything that I may have overlooked? Maybe someone knows a way I can optimize. edit: moved rogue to a spoiler to reduce the "wall of text" effect
Davick wrote:
Well said
Grick wrote:
Nice lookup!
ossian666 wrote:
you wouldn't need quick draw to switch to melee until level 6 because you only get 1 attack with your melee weapon. enemies close, you drop your weapon (free action), draw your sword (move action), attack (standard action) it does give you an extra attack with your bow in the first round, but otherwise, until you get to level 6 and take manyshot, you're only gaining one extra attack at 1d8 (+0 because you probably don't have mighty yet) for a switch hitter, quick draw only becomes useful after level 6, and for nearly every other build that doesn't revolve around a switch hitter or weapon thrower concept, quickdraw is a less than optimal choice Edit: that attack would probably be at 1d8+2 or 1d6+4 (lvl4) because of deadly aim. that does make quickdraw much more valuable. an extra attack at the beginning of every combat. good for switch hitter. still subpar for almost everyone else (non-archery)
Azaelas Fayth wrote:
I'm currently playing a switch hitter and I can't seem to think of a reason to take "Quickdraw". I think that the feat could be spent better on something else (like "Vital Stike" for instance). Sheathing a weapon could lend some utility to "Quickdraw". You could sheath your weapon (move action) instead of dropping it (free action) and then draw another one and attack, however that has a few disadvantages: 1) You can draw a weapon as a free action as part of a move, but would probably be at the mercy of your GM when it comes to sheathing a weapon as part of a move (so that you can draw as a free action using quickdraw). 2) If you're already engaged combat, Sheathing a weapon provokes an attack of opportunity. you're probably just better off dropping it (free action), and drawing another (move action). You won't miss out on an attack until you get your second attack action at level 6 (or 8).
bbangerter wrote:
I'm pretty sure I read somewhere that AoO are considerd an "immediate attack action." Unless I'm mistaken, they do use up your immediate action for the turn unless you have combat reflexes or a similar feat, in which case, I would rule that combat reflexes increases the number of immediate actions you can take.
Grick wrote:
I agree on this point. if you use a lot of thrown weapons like daggers and chakrams, quickdraw has a definite use... after level 6 (or 8 for 3/4ths BAB classes). Ammunition and shuriken can be drawn as a free action anyways so there's no need to invest in quickdraw.Cheapy wrote: It's very popular with the switch-hitter type builds where they use different weapons for different situations. Being able to switch weapons fast can be quite useful. However, since drawing a weapon is a move action, there's no real advantage for being able to draw faster until you can take advantage of a full attack action. Barring a disarm manuever or an "Oh, you're really a werewolf?! I need silver!!" moment there's no reason you should need to switch weapons once engaged in melee. How often have you been swinging away with your +2 keen falchion and thought, "Hmm, I think I'm gonna drop my falchion and fight the rest of the combat with my dagger."? ossian666 wrote: Well off the bat anything with Sneak Attack benefits from it so they can get in an attack in the Surprise round. Rogue's especially use it to Quick Draw a dagger and throw it in the surprise round for sneak attack. That's a good point. I hadn't thought about suprise rounds. being able to draw and attack while your foes are flat footed is pretty nice, but it really depends on how often you expect to be suprised.
So I've been looking through the forums and guides, and I find a lot of support for taking the quickdraw feat early. Now it seems to me that the feat provides a very minimal bonus before level 6 (for full BAB classes)and level 8 (for 3/4 BAB classes). Why is this? let's read the feat
Quickdraw :
Quick Draw (Combat) You can draw weapons faster than most. Prerequisite: Base attack bonus +1. Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Unless I missed something big, there is no benefit to this feat at all unless you get more than one iterative attack. You can draw a weapon as a move action, and then use your standard action to attack, or draw for free as part of a move, and then attack as a standard action. The only cases in which I could see this being useful before level 6 (or 8)is if a 3/4 class were able to take it at level 1 (which they can't. BAB +1 prerequisite) , or an archer with rapid shot wanted to be able to make a full attack in the first round of combat(in which case, the utility and focus of the feat is rather weak IMO). After level 6 (or 8) this feat gets a lot more use for certain builds. Like to throw weapons? this is the feat for you! Like to fire arrows until your enemy is 5 feet away? Then this is your feat as well! From an optimization standpoint, unless you like to stand still and throw things, the feat would be better spent somewhere else. Have I missed something? Are there good uses for quickdraw that I have overlooked?
Mysterious Stranger wrote:
That is a good point. i suppose i'll focus less on the archery side of things and more on the melee side any more ideas?
I'm playing a human ranger in my new campaign, and I need some help deciding what order to take my feats in. Backstory:
-Campaign starts at level 1. -Stats will be rolled (in a custom order rather than being assignable) -Gameplay will probably be pretty rules light with a focus on avoiding the high body count typical of nearly every rpg. The party (from what i know) consists of a:
I was leaning towards a standard Switch-hitter Ranger with ranged combat style. I'm thinking of buying a horse and making full ranged attacks with a mighty composite longbow (+4) from horseback when situations allow. Eventually I'd make it my companion until I can get a large Roc or wolf (or if the gm allows, a megaloceros). If forced to melee, I could pull out a falchion or a scimitar and quickdraw shield. If it comes to range again, I'll be loaded with chakrams and a dagger or two. Feats I'm looking into:
I may have overlooked one or two. Quickdraw
Please format according to the list below.
Feats by level
Thanks in advance!
I'm inclined to agree with Hector Cleave is probably your best choice for level three. for one feat, you will double your damage output when facing multiple enemies Deadly Aim is a great choice for level 5. it makes sure that opponents will either close the distance, or eat 3d8+24 damage (with a Mighty Composite longbow (+4), and 18 strength.) this will increase at level 6 if you take manyshot for your second ranger ability. Boon companion is most useful at level 7 because that's when most pets get their advancement (usually a size increase and major stat boost). without the feat, you have to wait until level 10.
HaraldKlak wrote:
Beastmaster: Animal Companion (EX):
Animal Companion (Ex)
A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the Ranger’s effective druid level is equal to his Ranger level – 3. The Ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal Ranger, a beast master’s choice of animal companion is not limited to a subset of all possibile animal companion choices—he may choose freely among all animal companion choices, just as a druid can. The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the Ranger’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the Ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter’s bond. It would seem to me that, while the ability replaces the ranger hunter's bond ability, it is modeled after the Druid animal companion. while i suppose that it is possible that the ability is worded incorrectly, by raw it implies that the ability is as natural as wearing medium armor or counting acrobatics as a class skill. Common archytype format:
Terrain Bond (Ex) At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
Ranger’s Luck (Ex) Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The Ranger must take the result of the second roll even if it is worse. A Ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels.
HaraldKlak wrote: For a low level mount (or just backup creature), I would suggest a camel. The spit is a decent-enough debuff, and being a touch attack ensures that it is usable at later levels. do you suggest this as an animal companion, or would it be more worthwhile to simply buy a camel and train it? also, as a beastmaster has access to the full druid list, are there any other options that would be effective for a switchhitter ranger?
So i finally settled on a ranger for my current campaign. It fits in well with the party (healer cleric, stealthy rogue, Talky bard, casty sorc). my DM has mentioned that the campaign will start at level 1. I was thinking of taking the beastmaster archetype and the boon companion feat (at level 1) to start with a horse. level two i would add a raven or other bird to help scout, and then either level the horse companion, or invest in a big cat until i level to the point where i can get a large (ridable) megaloceros, roc, or allosaurus. the build i had in mind would focus on mounted archery where possible (for full attacks), and if forced to close, switch to a falchion, or scimitar and quickdraw shield. if the first enemy runs or drops, then i switch to chakrams and five foot steps until i pick up my bow or enter another melee. Any thoughts on how this might work out? is it a waste to invest in beastmaster as a switch hitter? if i can use a roc i could rain arrows all day (provided there's space), the improved empathic link could help me scout with the raven, and by raw, beast master gets the animal companion ability at level 1 (instead of level 4) so if i take boon companion, i can get a companion at level 1 thanks in advance
Bakunin wrote: How well does the Beastmaster archetype go with the Switch hitter Ranger? And what's the best animal companion to go along with that? I'd be looking to get one full level animal companion rather than take multiple ones. Is there another Archetype that would go well with Beastmaster? I'm interested in hearing about this as well. any thoughts on a switch hitter beastmaster?
VRMH wrote:
I'm not too worried about spell selection. If i don't have the required spell, i can just "fake it" by raising the spellcraft DC by 5, and most of the items that i really want to craft are summon related. I'm not familiar with genie binder or razmiran sorceror, but i'll look into them. As far as the eidolon, she can still pack a punch, but isn't going to be as strong or as versatile as my summon monster SLA. additionally, i can only have one summon monster spell active while my eidolon is out, so rather than focus the eidolon on combat, i could increase my out of combat utility more efficiently by optimizing it for a social or scouting role.
I'm in the process of building a tinker gnome Master Summoner with a focus on Magic item crafting and the binding of outsiders. Since the master summoner's eidolon isn't as optimal for combat, i was planning on optimizing it for a social role and dismissing it before combat. Think shriveled old man (MS) and his lovely assistant/shopkeep (eidolon). Rp wise, i would travel from town to town in a wagon (maybe a +3 armored wagon of bandit slaying) selling my wares to whoever has the coin to pay my exorbitant prices. maybe occasionally getting run out of town for selling a sword of continual flame as a flaming weapon, or casting light on a dagger and saying "orcs must be nearby! Since you may need it soon, I'll sell you this +4 orc bane dagger for 20% of what i usually charge." any ideas for how to stat my Summoner and eidolon?
Edit: deleted an unfinished thought.
PathfinderSRD wrote:
PathfinderSRD wrote: An eidolon has the same alignment as the summoner that calls it i'm putting together a neutral summoner for an upcoming game, and i was curious how a neutral summoner would use this evolution. since i have no opposed alignments, can i choose any of the above? would my eidolon's DR become untyped(ha!)?
i'm putting together a lvl 5 oracle of lore, and i can't seem to decide on how best to maximize it's crafting capabilities. so far, what i'm building around is the focused trance ability, which gives +20 on one intelligence based skill. Essentially this would allow me to craft just about any item without having ranks in craft. the problem i'm running into, is how to optimize feats. i was thinking of multi-classing to wizard to take advantage of the 'arcanamirium crafter' universal specialization, and the arcane builder arcane discovery. at higher levels i may want to dabble in binding outsiders as well. any thoughts? |