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![]() Grom Kranock wrote: Would the Cavaliers Aid Allies and the Halflings Helpful Halfling stack or would they both just increase the base? d20pfsrd wrote: At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1. The way it is written (it is written in the book the same) it says it doesn't replace anything so it adds a whole +3 ![]()
![]() LVL 15 Aid for +14AC Can do it as a standard, move, and AoO.
BUILD:
Race: Halfling Alt Race Traits: Fleet-footed Traits: Helpful, Cautious Warrior Global level: 1| Class level: Monk 1| Class abilities: Advice (Inspire courage)| Feats: Improved unarmed strike, Dodge, Toughness Global level: 2| Class level: M1 Cavalier 1| Class abilities: Sworn Defence, Challenge 1/day, Order (Order of the dragon), Tactician| Feats: Escape route Global level: 3| Class level: M1 C2| Class abilities: Order ability (Aid Allies)| Feats: Cautious Fighter Global level: 4| Class level: M1 C3| Class abilities: Intercept | Feats: Body Guard Global level: 5| Class level: M1 C4| Class abilities: Challenge 2/day, Expert Trainer| Feats: Blundering Defence Global level: 6| Class level: M1 C4 Paladin 1| Class abilities: Weal's champion, Detect evil, Aura of Good Global level: 7| Class level: M1 C4 P2| Class abilities: Divine Grace, Lay on Hands| Feats: Horse Master Global level: 8| Class level: M1 C4 P3| Class abilities: Tactical Acumen, Battle Field Presence| Feats: Harrying Partners Global level: 9| Class level: M1 C4 P3 Investigator 1| Class abilities: Alchemy, inspiration, Trapfinding| Feats: Combat Reflexes Global level: 10| Class level: M1 C4 P3 I2| Class abilities: Ceaseless Observation Global level: 11| Class level: M1 C4 P3 I3| Class abilities: Keen recollection, Trap sense, Investigators Talent (Effortless Aid)| Feats: Crane Style Global level: 12| Class level: M1 C4 P3 I3 Golden legionnaire| Class abilities: Authoritative Command, Defy Danger +2 Global level: 13| Class level: M1 C4 P3 I3 GL 2| Class abilities: Intercept, Unified Defence +2| Feats: Stand Still, Crane Wing Global level: 14| Class level: M1 C4 P3 I3 GL 3| Class abilities: Allied Retribution Global level: 15| Class level: M1 C4 P3 I3 GL4| Class abilities: Improved Aid| Feats: Swift Aid, Draconic Defender Items
Fighting defensively bonus: +11 AC [2 (bace) +1 (Cautious Warrior) +2 (Cautious Fighter) +1 (Acrobatics) +4 (Crane Wing) +1 (Crane Style)]
Animal Companion
[edit:] I forgot the archetypes Holy tactician Paladin, Honor Guard Cavalier, Empiricist Investigator, Sensi Monk ![]()
![]() Dragonskin grip is an easy and cheap way to get +2
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![]() Using the custom weapon creation rules from Weapon masters handbook and the custom magic item creation rules it would be:
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![]() I would go with the Dragonheir Scion fighter archetype. The flight is delayed and gets less feats but there are some nice abilities, especially the arcane strike which would allow extra damage without the arcane pool. If you are concerned with flight, you can get the Animal Totem Tattoo with the dragon totem. It would give you 5 min of flight a day. ![]()
![]() I would have it cast spells that do energy damage (EX: fireball) modified by an ability that works like Versatile Evocation of the Admixture school of wizard but have it activate every time and you roll a d4 with it to determine what the damage type becomes ![]()
![]() I would look at the Storm Kindler prestige class (called Master of Storms on d20pfsrd) I think it is vary thematic and adds a couple cool features but there is some overlap with the Storm Druid archetype. Remember you can cast spells while in your whirlwind form. ![]()
![]() Blake's Tiger wrote: Um... 8th level. The reason I thought It might be first is because it replaces the 4th level hex with a first level ability Quote:
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![]() In particular I am talking about the gravewalker witch ability: Possess Undead
Possess Undead wrote:
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![]() Any class that gets access to fighter feats and two feats from the Weapon master handbook Martial Focus (Combat):
You have honed your skills with a group of related weapons. Prerequisite: Base attack bonus +5. Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls. Special: The Martial Focus feat counts as the weapon training class feature with the chosen fighter weapon group for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats. Advanced Weapon Training (Combat):
You are specially trained to use your weapon skills in new ways.Prerequisites: Fighter level 5th, weapon training class feature. Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature. Special: This feat can be taken more than once, but at most once per 5 fighter levels. Special: Fighters that have the weapon masterAPG archetype can select this feat beginning at 4th level. The benefits of a weapon master’s advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can’t select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels. With the Fighter’s Finesse option
Fighter’s Finesse (Ex): The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option. ![]()
![]() Seth Dresari wrote: I do not believe Heroes of the Streets or Dirty Tactics Toolbox are allowed for PFS yet, and I think they recently banned the creation of new Kitsune characters. Which sucks because I wanted to try out the Wrecking Mysticism curse. the books were added and Accomplished sneak attacker feat is allowed and you can still make a Kitsune![]()
![]() That is cheep for what it dose so I would suggest to make it cost 500 GP and have it so it can change from the shield mode and the axe mode with it enchant as a double weapon (one for the sword and axe and the other for the shield) changing modes is a free action chosen at the beginning of your turn and then add the enchant of
alternatively you can spend all renaming points to do massive damage your blade lets of immense power if your attack roll is higher than the opponents touch ac then your blade deals 1d10 + 2 force damage per point spent the sword has no need to hit your opponent for this to activate at the end of the round all points left in the blade are reset to 0 Faint conjuration; CL 7th; Craft Magic Arms and Armor, rage, shield, ; Price +2 bonus. Greater Charge
this would make it more reasonable for the things that it gives ![]()
![]() Magical Knack, Sorcerer dose not work for eldritch heritage it improves caster level not sorrier level remember you only can trip a certain amount a day with the eldritch
if you like less magic you can use this build
the builds have nothing wrong with them i just don't see how the would deal with a high str baddy ![]()
![]() Avoron wrote:
Aww I was about to make my build do the I guess I still will though ![]()
![]() Avoron wrote:
so first you get knocked down with every use of the gun second he still is fatigued because of the wording of furious finish and the ioun stonethe ioun stone states when you would become fatigued you are sickened and Furious Finish states you are fatigued even if normally not possible since it dose not say when you are fatigued you become sickened and remove the fatigued but you are instead sickened you are fatigued third in the calculations you show you do not account for DR ![]()
![]() Carla the Profane wrote: You might want to look at this build and this post for inspiration (spoilers!) I was thinking of that earlier and thought it would just be a little more damage for a lot more time but you convinced me to try and well it worked... I reworked my build a little
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![]() Avoron wrote:
Ok first you never qualify for Nimble Striker, Or Vicious Claws Because you do not have the claws or sprinter rascal trait Second you have to grapple the thing for 2 of your attacks With the cmd of 60 (that is what I am guessing because everything else is from The Tarrasque) and you don't even have a grapple attempt in thisand on you should only get 20 sneak attack dice with sap master So it should be 20d6 +60 And my I ask how you got that strength Sorry if I am forgetting something this is just what I got from looking at the build ![]()
![]() Wild Barbarian Mauler
Gear:
Mammoth hide 11,665 Helm of the mammoth 8,500 Cloak of the Wyvern 78,600 Amulet of mighty fists 36,000 monks robes 13,000 belt of strength and con 90000 headband of cha 6 90000 tome of strength 137,500 tome of con 137,500 tome of cha 2 55,500 Amulet of mighty fists 5 125,000 2x Boots of Speed 12,000 758573 defense rest of the money Feats:
improved unarmed strike power attack Weapon Focus (bite) edit this is before returning natural attacks to original die Pummeling Style skill focus Knowledge (planes) eldritch heritage (abyssal) extra rage weapon focus (unarmed strike) Improved Critical (unarmed strike) improved eldritch heritage (strength of the abyss) Horn of the Criosphinx Feral combat style (Bite) Martial Versatility (Feral combat style) shaping focus racial heritage kobold Natural Spell tail terror traits berzerker of the society reactionary Damage Calc:
9 of (1 fore-claw mega-raptor +1 tail slap, 2 claws Feral Mutagen + 2 talons mega-raptor + 1 gore helm of the mammoth lord + 1 sting cloak of the Wyvern+ 1 bite mega raptor) h = .95 (19 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon - 2 secondary = 48) hits on all but nat 1 d = 73.5 (12.5 average roll of 3d8 + 46 str + 5 power attack + 3 mutagen + 6 enhancement) s = 14(14 average of 4d6) t = 1 (19-20 critical focus feat) c = 1 total 89.6325 2 of (first unarmed strike and haste) h = .95 (19 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 51) hits on all but nat 1 d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement) s = 14(14 average of 4d6) t = 1 (19-20 critical focus feat) total 95.3325 1 of (second unarmed strike) h = .95 (14 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 46) hits on all but nat 1 d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement) s = 14(14 average of 4d6) t = 1 (19-20 critical focus feat) total 95.3325 1 of (third unarmed strike) h = .95 (9 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 41) hits on all but nat 1 d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement) s = 14(14 average of 4d6) t = 1 (19-20 critical focus feat) total 95.3325 1 of (fourth unarmed strike) h = .80 (4 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 36) hits on a 4 or higher d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement) s = 14(14 average of 4d6) t = 1 (19-20 critical focus feat) total 80.28 rest of math and stats:
speed 85 without armor 60 with. HP 290 (2d12 + 14d10 + 4d8 + 174) with mutagen and rage 380 stats str 43 dex 13 con 27 int 7 wis 14 cha 15 Strength 43 +16 (26 Base (start 20 plus all level-ups) + 6 Belt of Str, +6 Arcane Heritage, +5 Manual of Gainful Exercise)
Con 27 +8 (16 base (start) + 6 belt of con + 5 Manual of Bodily Health)
OVERALL 1253.3025 (95.3325*4 + 80.28 + 89.6325*9-15) every thing is before the Errata and every thing is mega raptor size ![]()
![]() claudekennilol wrote:
Can I see a link to that form I have never seen one like that and I have been looking ![]()
![]() Zedorland wrote:
I am dealing with that because of the artful doge feat d20pfsrd wrote:
I do not care how optimized it is it is just a fun build But when I do hit I like to see the jaws drop as all the dice are rolled![]()
![]() I am making a caricature for PFS and wanted it to be with 2 giant swords so I made a back story
Backstory:
He was part of a rich family until he accidentally burned one of their houses, at that point he was kicked out. He became desperate to rejoin his family, he tried and tried again to do something to rejoin them. He became an alcoholic and in his drunk state he consumed tons of weird chemicals and grew an extra pair arm. Desperate to hide this he got a magical hat that changed his look he decided to look like a normal half-elf. He acted as a new person and he lived life normally, but one in a while he accidentally lifted up a big object with "one hand" and every one thought he had a talent. Amazed with this he became a gladiator known for his ability to wield huge swords with one hand. He became quite skilled at this and was able to lift larger swords. After a Year or two he thought with this new power he could destroy his family for revenge. So he joined the society to get stronger. He became mad with wanting to kill his kin and with it got stronger. His anger became so strong that the chemicals in his body reacted and expanded and became huge. the alchemist hated the chemicals and wanted nobody to know of this so in battle he changes his hat to make him appear as a giant with no skin showing only mussels and blood today he travels and people ask him why he has two swords the size of giants on his back. he just looks at them and says they are not that big and grabs one with one hand and chuckles as everyones jaws drop
Level Progression:
Stats Human 18 Str, 10 Dex, 14 Con, 15 Int, 12 Wis, 7 Cha traits Clever Wordplay, reactionary Level 1 -- Class: Alchemist 1 -- Feats: Two-Weapon-Fighting, Artful-Dodge -- Abilities: Alchemy, Bomb 1d6, Brew potion, Mutagen, Throw-Anything
Attack Routine Level 1:
Weapons = 2 Sickles To hit +2 (0 bab + 4 Str -2 TWF) with Mutagen +4 (0 bab + 6 Str - 2 TWF) Damage 1d6 + 4/ 1d6 + 2 with Mutagen 1d6 + 6 / 1d6 + 3 Attack Routine Level 2:
Weapons = 2 Sickles To hit +3 (1 bab + 4 Str -2 TWF) with Mutagen +6 (1 bab + 6 Str - 2 TWF) Damage 1d6 + 4 / 1d6 + 2 with Mutagen 1d6 + 6/ 1d6 + 3 Attack Routine Level 3:
Weapons = 2 Large Masterwork Greatswords To hit +1 (2 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Mutagen +2 (2 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) Damage 3d6 + 6 / 3d6 + 6 with Mutagen 3d6 + 9 / 3d6 + 9 Attack Routine Level 4:
Weapons = 2 Large Masterwork Greatswords To hit +2 (3 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Mutagen +4 (3 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage +4 (3 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage and Mutagen +6 (3 bab + 8 Str - 4 twf - 2 Weapon Size + 1 Enhancement) Damage 3d6 + 6 / 3d6 + 6 with Mutagen 3d6 + 9 / 3d6 + 9 with Rage 3d6 + 9 / 3d6 + 9 with rage and Mutagen 3d6 + 14 / 3d6 + 14 Attack Routine Level 5:
Weapons = 2 Large +1 Greatswords To hit +3 (4 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Mutagen +5 (4 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage +5 (4 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage and Mutagen +7 (4 bab + 8 Str - 4 twf - 2 Weapon Size + 1 Enhancement) Damage 3d6 + 7 / 3d6 + 7 with Mutagen 3d6 + 10 / 3d6 + 10 with Rage 3d6 + 10 / 3d6 + 10 with rage and Mutagen 3d6 + 15 / 3d6 + 15 Attack Routine Level 6:
Weapons = 2 Large +1 Greatswords To hit +4 (5 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Mutagen +6 (5 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage +6 (5 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage and Mutagen +8 (5 bab + 8 Str - 4 twf - 2 Weapon Size + 1 Enhancement) Damage 3d6 + 7 / 3d6 + 7 with Mutagen 3d6 + 10 / 3d6 + 10 with Rage 3d6 + 10 / 3d6 + 10 with rage and Mutagen 3d6 + 15 Attack Routine Level 7:
Weapons = 2 Large +1 Furious Greatswords To hit +5 (6 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Mutagen +7 (6 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage +9 (6 bab + 7 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size) with Rage and Mutagen +11 (6 bab + 9 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size) Damage 3d6 + 7 / 3d6 + 7 with Mutagen 3d6 + 10 / 3d6 + 10 with Rage 4d6 + 13 / 4d6 + 13 with rage and Mutagen 4d6 + 16 / 4d6 + 16 Attack Routine Level 8:
Weapons = 2 Large +1 Furious Greatswords To hit +7 (7 bab + 5 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Mutagen +9 (7 bab + 7 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage +11 (7 bab + 8 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size) with Rage and Mutagen +13 (7 bab + 10 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size) Damage 3d6 + 8 / 3d6 + 8 with Mutagen 3d6 + 11 / 3d6 + 11 with Rage 4d6 + 15 / 4d6 + 15 with rage and Mutagen 4d6 + 17 / 4d6 + 17 Attack Routine Level 9:
Weapons = 2 Large +1 Furious Greatswords To hit +8 (8 bab + 5 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Mutagen +10 (8 bab + 7 Str - 4 twf - 2 Weapon Size + 1 Enhancement) with Rage +12 (8 bab + 8 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size) with Rage and Mutagen +14 (8 bab + 10 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size) Damage 3d6 + 8 / 3d6 + 8 with Mutagen 3d6 + 11 / 3d6 + 11 with Rage 4d6 + 15 / 4d6 + 15 with rage and Mutagen 4d6 + 17 / 4d6 + 17 Attack Routine Level 10: Weapons = 2 Large +2 Furious Greatswords To hit +10 (9 bab + 5 Str - 4 twf - 2 Weapon Size + 2 Enhancement) with Mutagen +11 (9 bab + 7 Str - 4 twf - 2 Weapon Size + 2 Enhancement) with Rage +14 (9 bab + 8 Str - 4 twf - 2 Weapon Size + 4 Enhancement - 1 Size) with Rage and Mutagen +16 (9 bab + 10 Str - 4 twf - 2 Weapon Size + 4 Enhancement - 1 Size) Damage 3d6 + 9 / 3d6 + 9 with Mutagen 3d6 + 12 / 3d6 + 12 with Rage 4d6 + 16 / 4d6 + 16 with rage and Mutagen 4d6 + 18 / 4d6 + 18 ![]()
![]() first you need to be level 10 to join.
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![]() chaoseffect wrote:
I am pretty sure the numbers where the levels he took them at and he did not go over 10 form stalwarthe got 10 stalwart + 10 barbarian + 3 rage powers ![]()
![]() Ravingdork wrote: If extracts work like potions, then the subject of skinsend is treated as the caster of the spell effect. Thus, they could have their skin back on, ending the entire effect, with a simple standard action by dismissing the spell. But the problem is that 1 if you call it back you at half health2 if a ally acts before that they can kill the body and then they cannot go back ![]()
![]() Dave Justus wrote:
I do know that activating a style is a swift and because of that he always has it active. My excuse for having it on at all times is that, he is always on guard because he is paranoid so he thinks that every one is after him. You are right about not getting sneak attack to the fire and acid because it states it is bonus damage, sorry I forgot about that part.
Quote: She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damageand it has no trowing shenanigans that the throw anything ability has. Also the grenadier states that Quote: The alchemical item takes full effect on the next creature struck by the weapon and the int to damage is part of the effect so it would be added I do get sneak attack in the bombs because.
I do get to sneak attack with splash weapons because of Precise Splash Weapons part of the underground-chemist rouge archetype. Which lets you do sneak attack with splash weapons sorry for the mistakes
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![]() So I made a int focused alchemist rouge that can out put alot of damage
Spoiler:
Human 7 str 20 dex 11 con 26 int 10 wis 7 cha class and archetypes fighter (Unarmed Fighter) Rouge (Sniper, Underground Chemist) Alchemist (Grenadier, Vivisectionist) Global Level: 1 -- Level: Rogue 1 -- Feats Point-Blank Shot, Precise Shot -- Class Abilities Sneak attack 1d6, Accuracy,
Magic items:
He has an attack routine of Spoiler:
first turn: he casts Targeted Bomb Admixture, uses his Alchemical Weapon to add a flask to one bolt and studies with Kirin style second turn he uses uses his Alchemical Weapon to add a flask to the other bolt and then loads a bolt then uses his discovery explosive missile to attack +11 (5 dex+2 enhancement +1 weapon focus +7 bab -4 x-bow) for
so what do you think of the build? please give me some help Thanks
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![]() Redelia wrote: I know. The point is, do I take the necessary feat and exploit at level 1 and make due with a lizard familiar until level 7, or wait to take the feat and exploit at level 7. you could get the exploit soon but hold off on the feat because the feat dose nothing but the exploit dose give you a familiar
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