There isn't enough love for cavaliers in this thread.
Half Orc Cavalier:
Honour Guard Archetype Strength 18 Dexterity 14 Constitution 14 Intelligence 10 Wisdom 12 Charisma 8 Alternate racial traits: Sacred Tattoo traits: Fortunes favored, Adopted: Helpful Halfling Lvl 1 Feat: Power Attack
Gear
HP:61 25 AC Fort: +12 Ref: +8 Will: +9 Companion: Heavy warhorse (Bodyguard)
So, how it works. Good saves thanks to Order of the Sword bonus to will saves, and synergy with Sacred Tattoo and Fates Favoured and banner. Good AC because of heavy armour and jingasa + fates favoured. But the meat of the build is the synergy between the mount and cavalier. For the first four attacks per round against the cavalier, the mount adds 5 to his riders AC. If he still gets hit, the mount takes it with In Harms Way, and the damage is annulled with the cavaliers Mounted combat. When the monster gets bored and tries to kill his team mates, the Cavalier and warhorse give their adjacent friends +11 to AC versus attacks.
As a personal service announcement to all Wizard conjurors out there, all the cool magi have been utilizing Acadamae Graduate:
Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued. With the drug Allnight:
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off. To speed their summoning endeavours.
I'm looking forward to trying out a two handed falchion/sword and board fighter. Vestigial arm on the fighter chassis with mutagens and flight for gravy, has single handedly reinvigorated my interest in the class.
Build:
Dwarf Fighter, Sword and board party tank 20pb
Traits: glory of old Level 1: Steel Soul, Power Attack, Mutagen
Hard as nails, hits like a two handed specialist, but with shield AC and 3 no AB penalty shield hits+ rend + bashing finish attacks. With feats left over for saves. I'm not sure whether to use Martial Master, giving up weapon training seems like too much. Can anyone think of some good synergy? Who else is glad to see the fighter getting love?
Lastoth already designed a guide around that character exactly, have a look: Lastoths Guide to Archery Rangers
Really quick attempt as a baseline.
Human Archaeologist Bard:
Strength 16->Increases go here
Dexterity 14 Constitution 14 Intelligence 12 Wisdom 8 Charisma 14 1: Lingering song, Combat Reflexes 2: 3: Flag Bearer 4: Rogue Talent:Trap Spotter 5: Bodyguard 6: 7: Power Attack 8: Rogue Talent:Combat Trick: Cornugon Smash 9:Arcane Strike 10: 11: Discordant Voice 12: Advanced Rogue Talent: Improved Evasion Favoured class= more spells
Skills:
Disables traps from level 1, magical ones from level 6, and at level 4 you auto perception check against them, no need to slow down the game by checking constantly. At level 10 his perception is +19 and Disable Device +22 before masterwork tools/ items and he takes 10 on disabling traps, taking the risk out of it. Offensively he is a two hander (Longspear) with power attack, arcane strike, archaeologists luck, flag bearer and bard buffs. He is a team player aiding team defensively with bodyguard and Cornugon Smash and offensively with bard spells, flagbearer and Discordant Voice. The only item you really want on the shopping list is Banner of Ancient Kings. Lots of skill ranks to play with and can face really effectively. Just a better rogue in my opinion.
Updating the Wiz/Cleric with a Thalin informed variant.
Peri-Blooded Aasimar Wizard/Seperatist Cleric of Asmodeus:
Strength 7 Dexterity 14 Constitution 14 Intelligence 19 Wisdom 14 Charisma 9 Alternate Racial traits: Incorruptible (for Divine qualification) 1:Wiz : Conjuration/teleportation- familiar=Greensting Scorpion, (Scribe scroll into:Spell Focus: Conjuration), Augment Summoning 2:Wiz: 3: Cleric : Trickery (Qualify for Arcane), Travel domain, Superior Summoning 4: Theurge : 5: Theurge : Improved Initiative 6: Theurge : 7: Theurge : Dazing Spell 8: Theurge : 9: Theurge : Improved Familiar (Imp) 10: Theurge : 11: Theurge : Divine Interference 12: Theurge : Honestly with the loss of lore oracle I'm growing more fond of Wiz/Cleric as an option by the minute, despite the mixed casting stats. The delay of sorcerors and oracles is starting to look painful.
Thalin wrote:
Agreed with the Soracle point. On the Wizard/Cleric, 9 Cha was just because that's all I needed for 14 Con. On the 18 Wis, depends on perspective, more spells plus having good DC's (for this build I would go +2 int/Wis Circlet) on the cleric seems valuable.I'm trying for both strong Cleric and Wizard casting, which may be overreaching, would you reccomend focussing more on wizard with limited emphasis on cleric? Perhaps:
With this you need not put any ability bonuses or magic items into raising wisdom at all, leave it purely as utility.
Joe M. wrote: Even though it "manifests as" augury, it's not a spell-like ability but a supernatural ability. So–sadly!–I don't think it will work to satisfy that requirement. Damn! Good pick up. That build needs adjustment. Unfortunate, I liked the lore mystery.
morrissoftxp wrote: Not quite sure how your level progression works out. you have to be 6th level before taking Theurge as a cleric/wizard or 8th level for oracle/sorceror build. Since you need 2nd level spells for each class before you can go into Tueurge. From your builds it seems like you become a thurge before level 6 or 8 (oracle/sorc). Hi Morris, there has been a change in the way Spell Like abilities interract with qualifications for prestige classes. Check out this thread for a starter. FAQs about SLAs and the impact on Prestige
andreww wrote: I am wondering why you chose Travel. On a standard Cleric its great as the Domain spells help enormously with mobility and Dimensional Hop is just great. All you are getting here though is 10' base speed and the ability to ignore difficult terrain for a few rounds per day. That might be useful early on but will fade very quickly in usefulness. Mainly for access to its excellent domain spells to free up slots for the sorceror. Deception and liberation also seem nice. What do you think?
Putting up a Dekalinder variant for comparison:
Neutral Good Empyreal Sorcerer/ Seperatist Cleric of Nethys:
Archon Blooded Aasimar (Continual Flame)
Strength 7 Dexterity 10 Constitution 16 Intelligence 12 Wisdom 20 Charisma 10 1:Cleric : Fate inquisition (Augury to qualify), Travel domain, Spell Focus: Conjuration,
Traits: Traits: Magical Knack: Sorceror, Reactionary
Features: Cranked will save, single stat casting, 6th level Cleric spells, travel domain
Jiggy wrote:
A Trickery domain Cleric with the Fate Inquisition gives both Arcane and Divine 2nd level spell qualifications.
Dekalinder wrote:
Interesting, for comparison, how would you do it? Dekalinder wrote:
I must admit I have never used Misfortune in game, it seems very useful though. What metamagic do you think would be most viable? Any thoughts on investing in Improved Familiar? I like your build, what did you pick up with Extra Revelation?
Looking over the new rules, I decided to have a go at building a Theurge because they look like fun now. I'm stuck between the old Wizard/Cleric variant, or the new possibility of Oracle/Sorceror, focussing on just Charisma. Here are the two builds, which would you pick? LN Chelaxian Kyton Tiefling Sorceror/Oracle :
Strength 8 Dexterity 10 Constitution 16 Intelligence 10 Wisdom 10 Charisma 20 1:Lore Oracle Dual Cursed : Automatic writing (augury= level 2 divine qualification) Legalistic curse/ Blackened, Feat:Noble Scion
Traits: Magical Knack (Oracle), Reactionary Features: Charisma modifies= Dex modifier to AC, Reflex mod, Init mod, Both casting stats, +2 cha to sorc abilities due to infernal sorcery.
LN Dual Talent Human Wizard/Cleric of Asmodeus:
Strength 7 Dexterity 10 Constitution 14 Intelligence 18 Wisdom 18 Charisma 9 1:Wiz : Conjuration/teleportation- familiar=Greensting Scorpion, (Scribe scroll into:Spell Focus: Conjuration), Augment Summoning
Features: Same casting progression as an equivalent level sorceror, but with level 10 cleric casting as well. Traits: Magical Knack: Cleric, Reactionary So far as I can see the comparison is this. Wizard/Cleric Advantage:
Sorc/Oracle advantage
Also if you could pick apart any problems ( or improvements!) pre-emptively that would be great too :P.
I find the best way to play prepared spellcasters is to spread out your slots between different but equally devestating spells for varying circumstances. The exact right spell for the situation is always better than two or 3 close ones. This is a luxury only prepared spellcasters can enjoy.
Spells:
Standard Spells: 0: Read Magic, Message, Mage Hand, Detect Magic 1: Comprehend Languages, Grease, Liberating Command, Vanish, Mage Armourx2, Feather Fall, Protection from Evil 2: Glitterdust, Create Pit, Rope Trick, Flaming Sphere , Mirror Image, Invisibility, False Life 3: Resist Energy-Communal, Fly, Battering Blast, Invisibility Sphere, Slow, Dispel Magic 4: Enervation, Heightened Dazing Snapdragon Fireworksx2, Emergency Force Sphere, Arcane Eye, Resilient Sphere 5: Teleportx3, Hungry Pit Siege (In Progress)
Scouting
As you can see you want to cover as much ground as possible with your options. And have emergency force sphere. Always.
Bodyguard Feat, Helpful trait, Combat reflexes and gloves of arcane striking. Be adjacent to your big bad fighter, preferably with mirror image up and wielding a longspear. With bodyguard and combat reflexes you can up his AC by 4 for (1+ dex modifier) attacks against him per round, and gloves of arcane striking increase this AC bonus for 1 +1 per 5 caster levels. All without effecting your move or standard actions. The previously mentioned benevolent armor adds to this as well.
kevin_video wrote: And don't say "A druid" because that's a class, and the druid is always seen the hippie that ties themselves to the trees in hopes that the loggers don't chop them up too. Huh, I always saw them as earthquakes, firestorms and tidal waves smashing civilization to bits. A new Archdruid taking power to bring nature to the fight would be a cool main threat, powerful too.
You're in luck, Lastoth made a guide specifically for the character you are planning. Here you go: Lastoths Guide to Archery Rangers
With zero effort or creativity: 2 Archery focus rangers with favoured enemy human riding their horse companions. Ever heard of the Battle of Carrhae? It'll be like that, but much faster.
Racial HD and Caster level. Should they stack?
Kazarath wrote:
Is there really any question what is going on here anymore?
kyrt-ryder wrote:
It probably has something to do with the fact that it shows clearly he directly contradicts himself whenever it is convenient to his argument. That is, he is lying through his teeth.
Bill Dunn wrote: I wouldn't be too hard on yourself here. If this other thread is any indicator, he tried to get a pretty powerful build vetted here on the boards: So...yet another OP character thread... Great detective work Bill! kyrt-ryder wrote:
It was banned, of course his DM is going to dismiss it. The fact that he brought this being dismissed out of hand as a reason for his DM being unfair without highlighting that shows how he is misrepresenting his DM. The fact that he is even using Race builder after it was banned makes this whole thread questionable, that he complained about it not being accepted when it was banned beforehand? Makes him look very disingenuous. kyrt-ryder wrote:
Could be true, but given this thread that Bill so kindly revealed it is likely this gentleman likely has an interest in breaking the game.
kyrt-ryder wrote:
You aren't seeing this? Kazarath wrote:
Hinted does not mean could. Kazarath wrote:
He gave you an out. Kazarath wrote: I've had to accept the fact my friends are a$&holes Ok, not seeing it so far but lets continue. Kazarath wrote:
Huh, so you were forbidden from using Race Builder but went ahead and did it anyway, and then are devestated he doesn't want to use your custom monster race. But he's an 'a$&hole'. Right? Kazarath wrote: The only core race I'd want to be that'd fit in the setting is pure-blooded azlanti, but of course I'm afraid to even ask given my track record. Ah, the only core race you want is the most powerful one. Ok. Kazarath wrote:
Funny how the story changes as people uncover the race. Kazarath wrote: I had already stated, I used the race builder to change THE STATS. How nice of him, to use that thing his GM banned beforehand. Not seeing where the others did wrong here. At all. I'm seeing alot of changes of story and misrepresentation too.
Kazarath wrote:
You bring your table problems to the public forums and misrepresent the other side, then are surprised when some people are curious that perhaps everything isn't on the level? You hid what race you so needed at first, because it was utterly ridiculous, and have revealed that you have a past of attempting to slip in overly strong races in your first post. Now you leave the second people start realizing what you were trying to do, and still think you are hard done by. Goodbye, and send your DM my love, he's fighting the good fight.
I'm starting to see where the problems with this group lie.
It isn't even a variable race from the race guide, it is -way- too powerful, it's a Beastiary variant. So it's this overpowered ridiculousness or Pureblood Azlanti? You want full class levels on top I'm assuming? And the others are core races? I'm sure they are all 'dicks'. Cry poor me all you want, but this is pretty ridiculous mate. Kazarath wrote: The only core race I'd want to be that'd fit in the setting is pure-blooded azlanti, but of course I'm afraid to even ask given my track record. Perhaps you should find a game where they don't care about party dynamics.
TerraNova wrote:
This. Also, you are trying to get a race above and beyond what the other players were allowed, and you seem astonished that they might be upset at this. The only core race you can think of a character for is a Pureblood Azlanti. -Really-? Your DM is in the right.
Here's my best PFS bard build, it gives +6/+6 +1d6 sonic as a swift action to all party members on the first round, to which he can cast a spell (haste) on top. As well, he buffs the fighters AC using bodyguard and works in tandem with him using a spear.
Aasimar bard build:
Aasimar(Angelkin variant w/ Truespeaker alternate trait)
Str 16 Dex 14 Con 14 Int 12 Wis 8 Cha 16 1: Lingering song
Use Buckler/ w/ Flag + Longsword w/ weapon cords to cast at level 3, when you get the Banner of Ancient Kings put it on a spear and use that. Traits: Adopted: Helpful Halfling: Aid other= +4
All favoured class ranks go into Aasimar alternate (+1/2 level for inspire courage) Skills:
Using the Aasimar favoured class bonus and Banner of Ancient Kings his Inspire Courage is +4/+4 swift action at level 9 (9 levels +4 Favoured class, +4 Banner of Ancient Kings), as opposed to 17, and the banner adds a further +2/+2. On top of this at level 11 Discordant voice adds +1d6 sonic damage as well. During combat he stays adjacent to the main fighter and buffs his AC by 4, 3 times per round using bodyguard(+7 AC with gloves of arcane striking, +9 with benevolent armour property). Make sure to take saving finale to buff allies saving throws and take advantage of your lingering song feat. So the bard gives huge bonuses to attack and defense, while still having great skills and full bard spells. Oh, and all of these are swift actions or attacks of opportunity, so you can full attack at the same time should you wish using your two handed weapon and high strength.
BraveEarth wrote: the idea behind her is that I wanted a character who constantly would want and need to learn new Languages. It also fits your backstory, the Aasimar 'Truespeaker' trait means that the bard gets two languages for each rank in linguistics, you'll have tonnes of those in no time.
Every four levels, the first of which won't be useful to you, but fair enough. What feats would choose for level 1-5 then? A character who can do nothing but 1-8 damage at level 4-5 is not pulling his weight wouldn't you agree? A wizard who picked a up a light crossbow could do that in his spare time, with only 3 or so less AB.
Ravingdork wrote: Merkatz, at low levels, a character like this would rely on ranged attacks to be effective, until he could get his hands on an agile weapon. He has no ranged feats at all, so from level 1-5 he will be plinking away for 1d8 damage a round, taking full penalties for cover and melee combat? Eww.
Broken Wing Gambit (Combat, Teamwork):
You feign weakness, making yourself a tempting and distracting target. Prerequisite: Bluff 5 ranks. Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat. And
Paired Opportunists (Combat, Teamwork):
You know how to make an enemy pay for lax defenses. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action. Hit them, now when enemies attack anyone in your melee line everyone gets an attack of opportunity, with +4 to hit, and you get that, and +1/2 level on top of challenge damage. They just died.
This Helpful trait revelation makes me think a pure paladin might do fine for your purposes if you want a bit of damage.
Human Paladin:
Str 17 (+3 from 4, 8 &12 bonuses) Dex 14 Con 14 Int 8 Wis 10 Cha 14 1: Paladin: Power Attack, Combat Reflexes
Horse Mount
You give up teamwork feats, Swift Aid and Gangup, 6 less on Aid Another for:
Pretty good trade. If you don't care about damage you can take Loyalty oath and variant channelling and spin it in that direction too.
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