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The choice between bloody knuckled blood rager and blood conduit comes down to if you want to be able to deliver a spell with a punch (though hex strike is already eating a swift action) or have better fist damage and dragon or pummeling style.

I know you're interested in using claws, but if you're playing a full BAB class like bloodrager you'd probably be better off just using unarmed strikes and saving the feats. I tried using the witch VMC as Secret Wizard suggests and playing as a human, but it just wasn't enough feats! Here's what it would look like with your current build if you went for the witch VMC option.

1: weapon focus (claw)
imp unarmed strike (bonus)

5: feral combat training

6 (bloodline bonus): power attack

9: hex strike
(bloodline bonus): intimidating prowess

13: cornugon smash

You've lost out on arcane strike, but gained a familiar and evil eye has more options than riving strike. Eventually you're evil eye will progress to give -4 at level 15 instead of just -2 as well.

Dropping the claw feats, going human, and just sticking with unarmed strikes would let you two weapon fight for some more attacks. Going along with that, if we wanted to get real crazy and do both riving strike and hex strike using the witch VMC...

1: enforcer (retrain to cornugon smash later)
imp unarmed strike (bonus), twf (human bonus)

3: replaced with familiar

5: arcane strike

6 (bloodline bonus): power attack

7: replaced with evil eye hex

9: hex strike
(bloodline bonus): intimidating prowess

11: replaced with cantrip

13: blooded arcane strike

15: replace with some other hex, evil eye advances

17: riving strike

Feels like we're giving up too many feats here, but hey you gotta do what you gotta do. At level 13, we're looking at shaken, evil eye'd, riven, and with a cruel AoMF, sickened.

Last look with a dip in unsworn shaman at level 2 to avoid losing all those feats:

1: enforcer (retrain to cornugon smash later)
imp unarmed strike (bonus), twf (human bonus)

2: shaman stuff (specifically evil eye)

3: hex strike

5: power attack, retrain to arcane strike at 7

7: blooded arcane strike
power attack (bloodline bonus)

9: riving strike

10: intimidating prowess (bloodline bonus)

11: more twf stuff?

You've lost one BAB, gained better will save, some level 1 spells, and we're hitting with all our debuffs (shaken, evil eye, riven, sickened) at level 9. Not to mention as early as level 3 we're doing sickened and evil eyed. This is probably my favorite option. Still not sure exactly what spell we're hitting them with once we've destroyed their saves though...


Might want to consider shaman over witch so you can use the few spells you get in armor. I don't have Unchained, but hex striking evil eye plus the new rogue debilitating strike sounds like gravy. I'm not sure what level the rogue gets it however so it may not be a feasible dip. Instead of barbarian I would consider bloodrager with the blood conduit archetype. Opens up blooded arcane rivening strike to stack on top (though that's a lot of feats). Two weapon fight to hit someone once and reduce their saves by 6, hit em with your other hand and some nasty save or die spell (do bloodragers get any good ones?). Other option is to just go straight shaman with the barbarian VMC for rage.


I just ran into this same question. It seems like a huge oversight. Would it be overpowered to allow the rage powers to function during the enhance weapons song? I feel like the rage powers should have been replaced with sharing teamwork feats or something. The archetype lists recommended rage powers as well...


If you're dipping master of many styles, don't forget to grab dragon style as well. 2x strength on first attack and 1.5x on the rest is pretty awesome.

Slayer is also basically a better version of the ranger when it comes to TWF, as they get the same bonus feats, have a reduced sneak attack progression, and get a flat damage bonus against anything they study.

When the new book comes out I'm definitely going to try some sort of TWF build with the warpriest, depending on how the whole BAB thing works out (I think they can qualify for feats using their warpriest level as their BAB now?).

If you're using weapons, I like a 18-20x crit weapon with a shield. If you're running a high point buy with high strength and dex, slayer/ranger can get you the awesome shield feats early.


Favored enemy bonus / slayer study bonus can help, along with access to gravity bow for the ranger / sneak attack for the slayer.

Edit: Sohei monk could be another option. You get to wear light armor, you can flurry with your temple sword for melee, you can shoot a bow and rapid shot with it, and at level 6 you can start flurrying with the bow on top of that rapid shot (and spend ki for another attack: 6 attacks at level 6 I think?).


Switch hitter ranger is the go to here. Assuming it doesn't change much, the ACG Slayer is actually even better. You get the ranger combat style to pick up ranged feats without prereqs, and then you can use two more slayer talents for a combat feat and for weapon focus. Advanced talents can be replaced by feats as well. So you basically have a better bonus feat progression than a fighter does. There's probably enough feats there (with human) to switch hit with two weapon fighting if you want... (and have the dex for).


Kwauss wrote:
TheSideKick wrote:
Ukki wrote:
James Risner wrote:
TheSideKick wrote:
sohei would have been a much better choice for this character.

Not in the least, nothing I could get from Sohei would be interesting, useful or beneficial to that character. ;-)

Why not? Sohei gets weapon training at level 6 that allows him to flurry with a bow (and can stack rapid/many shot on top of that flurry unlike the zen archer). For two more monk levels you're getting weapon training three levels earlier than you would with multiclass fighter, and two more attacks when you full attack.
you completely forgot the ability to go first on basically every surprise round you dont roll a one. and that feat that lets you get a full attack when you can act in surprise, knocking your DPR through the roof.

So, if you want to be a crappy archer for 5 levels, then great, take Sohei? Min/Max-wise you should zen until level 5 then retrain at level 6 into Sohei?

Is there something wrong with the rules structures on these archetypes?

I don't see why you would be a crappy archer for the first five levels. You're proficient with light armor and bows, just play as a normal archer until 6, picking up rapid shot and such, then drop the armor for two more attacks at 6. You are behind up to +2 to hit from BAB compared to a full martial character pre six, and the zen archer is getting his second attack two levels earlier, but it's not an insurmountable penalty.


James Risner wrote:
TheSideKick wrote:
sohei would have been a much better choice for this character.

Not in the least, nothing I could get from Sohei would be interesting, useful or beneficial to that character. ;-)

Why not? Sohei gets weapon training at level 6 that allows him to flurry with a bow (and can stack rapid/many shot on top of that flurry unlike the zen archer). For two more monk levels you're getting weapon training three levels earlier than you would with multiclass fighter, and two more attacks when you full attack.


Coinshot Colton wrote:

Okay, I've looked at this a bit more in-depth now. Here's what I've gathered so far:

Swordlord will net a +2 Dodge bonus and another +2 when they get their lvl 7 ability. However, the tradeoff is that you rely on an Agile sword (unless you wanna really dump some stats), and ironically you also miss out on the Dueling Gloves, of all things.

Check out going into the prestige class: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/aldori-swo rdlord


williamoak wrote:

Note: One think that I dont get is the whole Strength=To hit bonus. How is a lumbering behemoth with plenty of strength more likely "to hit" someone. He'll do a hell of a lot more damage, but he shouldnt have much more accuracy (my little rant on the whole strength vs dex thing)

AC is also determined by things like armor. The behemoth with the 2 ton sword is more likely to bust through that dragon's ironhard scales than the guy with the rapier(though the guy with the rapier may be able to find a weakspot more easily).


Coinshot Colton wrote:


Maneuver Master:
The Swordlord guide mentioned dipping into this class for the free disarm attempt, but that doesn't make sense to me. The free disarm attempt comes at a cost of using your monk class instead of BAB to make your CMB check, so if you're only dipping for 1 level, what's the point?

You add your monk class levels instead of your BAB from the monk class. You still add your BAB from other class levels such as fighter to the check. So a level 1 maneuver master monk / level 3 fighter would flurry of maneuvers with a BAB of +4 (+1 monk, +3 fighter) to their CMB check.


Oh you also get high jump or another 4th level ki power at level 7. Shoot lasers with scorching ray for a ranged attack or pick something more useful (though lasers are always useful!).


Here's a build I've been working on, haven't played it yet, dunno how good it is with all the class dips and stuff. Still figuring out feats/traits. I've never played a character past level 6, so I'm not really sure what's needed for later levels. You get a bunch of attacks with your scimitar from flurrying. Level 10 we get 4 attacks, 5 if you spend ki (and we got loads of ki) and then 5-6 at level 12. You also start off with 18 AC unarmored level 1 (look out for being caught flat footed!).

question marks are where i need to add feats. I went conversion inquisition for my domain so I get some social skills. Diety would probably be Sarenrae. 1 Level cleric for crusader's flurry, 1 level fighter so we can actually start dervish dancing level 3 instead of level 5. Once I hit monk level 8 for another flurry attack I went back into fighter so I could pick up gloves of dueling (hence why I went weapon master). I'd probably nab some style feats with the slots I've left open, crane style lets you negate attacks. Can also skip out on the aasimar racial feats for flying (I just really wanted wings!). Might want to get keen on your scimitar instead of waiting till 11 for improved critical.

Since you're starting at level 7 you can totally skip the fighter level and pick up dervish dance at 5 or 7.

I know it's probably not the best character ever but I'd appreciate feedback and advice for making it work!

Casper, the ugly duckling:
8 str 17 dex 13 con 10 int 16 wis 7 cha

Plumekin Aasimar for 19 dex 18 wis
-resistance (5) negative energy, +2 against necromancy, see invis 1/day, darkvision, +2 acrobatics/fly

traits: magical knack (cleric)?, ??

Level 1 weapon’s master Fighter / Level 1 Crusader (conversion inquisition)/ Level 8 Hungry Ghost Monk / 2 fighter / More monk?

1. Monk: combat reflexes (bonus), [weapon finesse]
-Flurry of blows, punishing kick, unarmed strike

2. Fighter: dervish dance (bonus)

3. Crusader: Weapon focus: scimitar (bonus), [crusader’s flurry]
-Lawful good Aura, Channel energy 1d6 1/day, 2 orisons, 1 spell/day

4. Monk: dodge/deflect arrows (bonus), point into dex
-evasion

5. Monk: [piranha strike?]
-Fast movement, maneuver training, still mind

6. Monk:
-Ki pool, barkskin, +1 AC

7. Monk: [angelic blood?]
-Steal Ki,

8. Monk: mobility (bonus)?, point into con
-+10 movespeed

9. Monk: [??]
-Life funnel, BAB +6 (+8 when flurry)

10. Monk
-+1 AC, +1 flurry

11. Fighter: [wings?], improved critical (bonus)?
-weapon guard,

12. Fighter
-weapon training, BAB +9 (11 when flurry = 5 attacks (6 ki))

13-20: ??


I would love some beginner information as well!


It replaces/updates the standard bonus feats selection the cavalier gets, which do specify the cavalier must meet the prereqs. So I'd say it's pretty certain you do require prereqs.


First, be careful about multiclassing since all your inquisitor abilities are based on class level. That said, here's a build I've been wanting to try out (critique appreciated!)

Go two levels gendarme order of the cockatrice cavalier. Dazzling display as a standard action without prereqs, power attack as a bonus feat, armor and weapon proficiencies (yay falchion!), and +2 moral bonus to hit on demoralized foes.

Pick a race that has bonuses to intimidate (half-orc or oni-spawn tiefling get a bonus and a favored class bonus).

Pick up intimidating prowess and cornugon smash.

If you can pick the rage subdomain you can get rage without being a barbarian.

Go crit fishing with your falchion at later levels (there are a couple inquisitor spells that like crits: flames of the faithful, weapon of awe).

I guess you could switch hit with this build since you don't need a melee weapon to dazzling display,you're pretty open on feats, and you've gotten power attack as a bonus already but really it works best for smashing people in the face.

In my build I also go with getting an animal companion from my domain, but rage is pretty awesome too.