Purple Worm

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Hey all,

I'm playing an inquisitor for the first time in a friends campaign, we just hit level three, and I'm enjoying the class a lot so far, but I'm not sure where I want to go with it.

Currently just a sword (Falcata) and board, breast plate wearing front liner, but a friend mentioned armor spikes and I liked the idea of going to twf with double bane to dish some damage. Looking at the feats that I want it seems like I might have to dip to make it work, but I'm not sure what dip works best, and am kind of stuck on a couple of options, and wanted a second opinion. Also open to the twf shield bash build, but it seems even more feat intensive and I don't see it working.

So far, level 3 half-orc inquisitor, with the heresy inquisition and heretic archetype. stats are 17 str, 15 dex , 14 con, 12 int, 14(+2 racial = 16)wis, and 10 cha.

I plan on going to level 5 to get bane before considering any dips.

Feats:

1- Tribal scars (raptor scales)
3- Power attack (first session as level 3 is Saturday, so I can change it before then)
team work feat - Shake it off. will likely change it to +4 flanking before it gets locked in, just didn't have the BAB yet.
5 - will likely be extended bane, however might have to give it up if people think that dipping isn't worth it?
I know I want cornugon smash in there, possibly hurtful, and have considered the damnation feats, but doubt I'll go that route.

So, the dips I'm considering-

fighter 1:
Just a straight two bonus feats, heavy armor prof. and cornugon smash, dipped at level 6, then continue with inquisitor after that, take TWF (lvl7) and imp. TWF (9), GTWF(15), double bane(11), maybe skill unlock intimidate(13), all with normal feats.

fighter 3:

In for a penny in for a pound - take 3 levels of fighter to get armor training, and a second bonus feat. this gets imp. twf at 8 (fighter 2) and combining with a sash of the war champion or celestial plate, has full move speed in heavy armor and negligible check penalty. Taken at levels 6,8 & 9.

Brawler 2:

This is the one I just thought of last night when pretending to sleep... Two levels of mutagenic mauler brawler nets me a mutagen, twf in the form of brawlers flurry, and a bonus feat to boot (used to pick up itwf since I think flurry works as a prereq. (bralwer 1&2 at level 7/8). The issue here is giving up my falcata, likely for unarmed strikes and the brawling armor enchantment. I can still use the armor spikes for flavor, though not sure if it's worth it.

And then there's...:
The Hell knight commander PRC. I think it's really good flavor and kind of cool. I can't decide if it's worth combining this with one of the fighter dips for three levels to get the stacking intimidate and normal movement in hellplate. Another issue is whether or not this feels very "inquisitory".

Combat optimization isn't really necessary, but it's something I still kind of enjoy. We're a 5 man party (UC monk, Siege gunner blunderbuss gunslinger, Bomb focus alchemist, and a samurai two handed fighter. While I'm not a face, The spread of skills is pretty handy, giving me some nice out of combat options, so I'm not too worried about that, even though the campaign seems like it will be very social based.

unrelated to build, RP issue:
Another issue that I'm having is that I don't really have a deity, as its a custom setting, without any established religions, so currently my only motivation is finding my mentor (re-flavored finding Haleen trait) that works into the back story of why I have the heretic archetype. Any thoughts on what to do with this might be helpful too, without a deity and moral compass, I'm unsure how to hunt the enemies of my church, and it feels like I'm only tied to the party so we can escape the prison we were thrown into, other than that I suppose it's mostly necessity and to gather resources.

Any other thoughts on potential dips or builds would be appreciated, thanks for reading.


Hello,

Hope this in the right section, though not sure where else it would go other then advice?

So I'm playing a monk/cleric and was wondering how holding the charge of touch spells interacts with domain powers and his day to day life. Mostly it comes down to the order of activation of abilities though, with the other things being secondary.

Basic concept is an archer with buff/debuff spells that likes helping allied spell casters get through saves and the like. This is largely going to be done through the Chaos and Madness domain touch abilities and bestow curse.

Since you can hold a charge indefinitely, lets say I wake up and cast a persistent bestow curse (5th level spell, forces reroll on successful save). I can then hold that spell until I touch someone?- in the text it says if you touch any creature or object the spell will be discharged... Does this mean:
- that scratching my nose results in me casting it on myself?
- can I hold a charge and still use a bow, or will I cast bestow curse on an arrow when I grab it?
- As a monk I could make a melee IUAS and discharge it, since I can do that with any part of my body, is there a set limb I have to hold the charge with? (main/offhand, foot leg elbow etc..) or is my entire body charged?
- If holding on say my elbow does end up being valid, back to using a bow?

And the next thing I was trying to figure out was how does this interact with my domain powers? They're a standard action to activate, but I could deliver them through a punch rather than a touch couldn't I? difference of touch ac vs normal ac.
-Could I use Vision of madness as an attack and trigger bestow curse at the same time?
-What order would they occur?
-Just to complicate it further, with the domain strike feat, could I also trigger touch of Chaos?

Holding the Charge:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Vision of madness:
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Touch of Chaos:
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

domain strike:
When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

Persistent spell:
Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.

How does it unfold?:

So lets assume he has the ability to cast 5th level spells, so Monk 3/Cleric 10 (awhile off, but my ultimate vision for this concept)

I'm holding the charge for persistent bestow curse, I walk up to BBEG and use my standard action to activate my vision of madness ability, and kick him in the nads (or ovaries, which ever...) and hit against normal AC. How does it all unfold from there, assuming domain strike is tied to Touch of Chaos?

Best case - My swift action activates, triggering touch of chaos, forcing him to roll twice for the lower result, followed by vision of madness give him -5 attack and saves, with +5 craft(failure), and finally bestow curse, which he has to effectively save against 4 times (between persistent and touch of chaos) at the -5?

Worst case - bestow first, followed by everything else?

Between - Madness first, followed by bestow, and finally my swift action happening last, touch of chaos?

Just trying to figure out how to make saves suck and what order things happen in...

Thanks for any input!


I just wanted to check if these would work or if I misread the mounted skirmisher feat.

1 - In the most basic, my mount can move up to its speed, then I get a full attack, all well and good.

2 - Can I split my full attack? If I can five foot step normally between attacks and split targets, when my mount is moving can I make attacks against foes I pass? (allowing for their AoO)

3 - Can I combine this with a swift dismount? assuming I need to for whatever reason, attempt a swift dismount (if successful, free action DC 20 ride) then full attack. (If I fail it's a move action, so I'd still get a single attack?)

4 - How would this feat combine with fly-by attack? Lets say a lvl 15 summoner with a mount Eidolon with flight, fly-by attack. Would he be able to have his mount fly toward someone (traveling half it's full movement) full attack while the mount makes a standard attack, then fly back to its original space.

As far as I understand from my reading of mounted combat section, the details on the feats, it seems like these are all completely feasible and rule legal. Can anyone confirm? Or cite where I went wrong?


Hey all,

I liked the idea of a whip magus but couldn't make it work because of the lack of threat, but noticed the Fauchard and thought I'd try again...

So I want to say this is a magus build, but at level 5 (where this is coming in) there's only one level of magus, so not sure if that counts? the rest of the levels will likely be magus, though I've only hashed it out beyond fifth in a rough way.

20 point buy, Aasimar with the spark of immortality, and plumkith type (+2dex, +2 wis).
Str 17 (17) +lvl 4
dex 14 (16)
con 13 (13) +lvl 8
int 15 (16)
wis 7 (10)
cha 7 (8)

So level one is defender of the spire magus, with fauchard proficiency, then is three levels of phalanx fighter, a level of master of many styles monk, then the rest likely magus.

Traits:
1st- Magical lineage (chill touch)
2nd- magical knack
3rd- magical lineage (shocking grasp?)
4th- defender of the society(?)

1st - EWP (fauchard), combat expertise, dodge, rime spell
2nd - imp trip (from monk) imp unarmed strike, stunning fist
3rd - extra traits (?), weapon focus (first level of fighter)
4th - Fury's fall (fighter 2)
5th - intensify spell
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9th - lunge (magus bonus feat), greater trip
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13th tripping strike

so, spell progression suffers... a lot. your effective caster level is only 2 behind, but gaining spells is 4 levels behind. having never played a magus makes it hard for me to decide if this is still viable? that's the main concern I have, but since it's more melee centric, I was thinking it wouldn't be too bad.

I just like that at 5th level, he'll be able to attack, cast, and trip, with 10ft reach (enlarge, 20ft reach). unfortunately spell strike doesn't kick in until 6th level.

I just can't wait for thirteenth level, should be a riot. combat reflexes, 25ft reach, trip on crit, (15-20 crit range), and greater trip means lots of AoO, probably more than I'll be able to take honestly...

Anyways, any advice would be appreciated with whether this looks viable, and what else I should look into.

Hopefully this gets some more interest than my first post :)


Hey all, reading threads for awhile, first time posting.

Recently been playing Reign of Winter as a 2 PC party with a witch and a wildshape druid, they were stomping everything (slumber hex was way too strong and made for repetitive combat). So, for the second chapter we decided to remake the party as a 4 man (two were advancing a bit too quickly, might have been the issue)

Anyway, one of the PCs I made for the second chapter was an unarmed fighter, and I was hoping for some critique on the build, trying to make him a switch hitter-y type so he isn't crippled at range, but I might be trying to diversify too much.

So, 20 point buy, Aasimar using the blood of angles player companion, Angle-blooded with the spark of immortality. Third row is with age and racial modifiers, and a +1 at level 4 in str.

Str 18 (17) 21
Dex 16 (10) 16
Con 14 (5) 14
Int 7 (-4) 8
Wis 7 (-4) 8
Cha 7 (-4) 10

First trait is Quain martial artist, +1 UA damage, second was going to be Defender of the Society, but he's in light armor so I need something else.
Using brawler archetype for fighter and Master of many styles monk.

Level 5,
1- Fighter - (1st) TWF and (Fighter Bonus Feat)Point blank shot
2- Fighter - (FBF) Rapid shot
3- Monk - (3rd) Dragon style (Monk bonus feat) Dragon Ferocity
4- Fighter - Nothing too exciting here
5- Monk - (5th) Boar style (Monk Bonus feat) Boar ferocity

So at this point, level five we have higher treasure as the wizard has Craft magical arms and armor, as well as wondrous, and can take ten crafting most items.

For switch hitting he doesn't need quickdraw since it's a free action to drop his bow and have his fists up.

Gear:
Belt str +2
Cloak resist +2
+1 Brawling elven chain
Quick runner's shirt
Battle mask
+1 adaptive composite longbow

So has a net +9 to intimidate now (3 ranks, +1 battle mask, +2 boar ferocity)

Starts combat with the bow, at +6/+6 (+7/+7 within 30ft), drops and switches to fists, when he gets scary...

+10/+10, 1d6+15 (+3 once per round on first hit) If both hit, it's 2d6 bleed damage and a free intimidate check to shaken, which has a good chance of hitting since CR 5 enemies usually have less than 20 armor.

So that's pretty cool, but I don't know where to go from there... Obviously there's the wep specialization line, and intimidating prowess, but increasing ranged capabilities with manyshot and deadshot might not be a bad idea. Buuuuut there's also the option of taking a 3rd level of monk and getting a monks robe to up my dice to d10's, effectively dual wielding bastard swords with 1.5str (hehehe)

So from all the posts that I've read I was hoping that the community might throw some suggestions on where to go and critiqueing the build I've got so far. (should be noted that the intimidate is to shaken for the -2 saves so charm heavy wizard can make us some friends)

Long winded first post, but I tend to get carried away.

Race

| HP 13/13 | AC 14, T 10, FF 14 | CMD 12| F +3 R +1 W +5 | Init +0 | Perc +4

Classes/Levels

| Speed 30ft | Channel positive energy 5/5 (DC12), Rebuke death 6/6 | Active Conditions: None. Re-roll used

Gender

”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 1

About Kyra pre-gen

Kyra
Human (Keleshite) cleric of Sarenrae 1
NG Medium humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee scimitar +2 (1d6+2/18-20)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead])
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, cure light wounds[D], shield of faith
0 (at will)—detect magic, light, stabilize
[D] Domain spell; Domains Healing, Sun
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Statistics
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Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness*
Traits deft dodger*, flame of the Dawnflower
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4; Armor Check Penalty –2
Languages Common, Kelish
SQ aura (faint good), spontaneous casting
Combat Gear scroll of endure elements; Other Gear chain shirt, scimitar, sling with 10 bullets, backpack, wooden holy symbol of Sarenrae, waterskin, 6 gp
* The effects of this ability have already been calculated into Kyra’s statistics.
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Special Abilities
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Channel Positive Energy 1d6 (5/day, DC 12) (Su) Kyra can release a wave of positive energy by channeling divine power through her holy symbol. This energy can be used to cause damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Kyra. Creatures that take damage from channeled energy may attempt a DC 12 Will saving throw to halve the damage. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Kyra can channel energy 5 times per day as a standard action that does not provoke an attack of opportunity. Kyra can choose whether or not to include herself in this effect. She must be able to present her holy symbol to use this ability.
Flame of the Dawnflower When Kyra scores a critical hit with a scimitar, she deals an additional 2 points of fire damage.
Rebuke Death Five times per day, Kyra can touch a living creature as a standard action, healing it 1d4+1 points of damage. She may only use this ability on a creature that is below 0 hit points.
Selective Channeling When Kyra channels positive energy, she can select up to two creatures within the area of the burst; these targets are not affected by her channeled energy.
Spells Kyra can cast the following spells she has memorized. For full spell descriptions for these and other spells she can prepare, see Chapter 10 of the Pathfinder RPG Core Rulebook.
Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus on attack rolls and on saving throws against fear effects.
Cure Light Wounds: Touch a living creature to heal 1d8+1 hit points of damage, or touch undead to deal 1d8+1 points of damage.
Detect magic: Detects all spells and magic items within a 60-foot cone.
Light: Touched object shines like a torch for 10 minutes.
Shield of Faith: Touched creature gains a +2 deflection bonus to AC.
Stabilize: A living creature within 25 feet that has –1 or fewer hit points stabilizes.
Spontaneous Casting Kyra can exchange any prepared spell (other than an orison or a domain spell) for a cure spell of the same spell level or lower as she casts the spell.
Sun's Blessing (Su) When Kyra channels positive energy to harm undead creatures, she adds 1 point to the damage dealt (already calculated into her statistics). Undead do not add their channel resistance to their saves when she channels positive energy.
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Background:
Born in a small farming town to loving parents, Kyra grew up in the shadow of one of the Dawnflower's shrines. She was taken at a young age with the beauty of the shrine's stained glass, and the grace of the three priestesses who practiced swordplay on the nearby hill each dawn as they offered their morning prayers. When bandits attacked her small town, Kyra watched as the priestesses did their best to reason with them—and when that came to naught, to end them before they could do more damage. Unfortunately, the bandits were too strong, and the village burned. Kyra was one of the few survivors, and on the smoking ruins of the shrine she swore her life and sword arm to Sarenrae, swore to protect those who could not protect themselves and to not spare the blade when the time for redemption passes.

Possessed of a fierce will and pride in her faith and skills with the scimitar, Kyra has traveled far since her trial by fire. She lost her family and home that fateful day, yet where another might be consumed by anger and a thirst for revenge, Kyra has found peace in the Everlight, and in the belief that, if she can prevent even one death at evil hands, her own losses will not have been in vain.