Barbarian (Wild Rager)/Fighter (two handed 10)
Tiefling (Oni Spawn)
1. Power attack
His three round dpr comes out to
I don't actually see where they get a +1 masterwork, regardless if it's something I missed that's fine I just am not finding it anywhere. He does smite evil and full attack in the first round, but litany is a swift action, and your not allowed to take two swift actions and full attack in the same turn. If the weapon is masterwork your assumptions on the hit are correct.
And thanks desolate so that means he can do that routine twice a day.
Did the math without a bite he does 249.665 over three rounds. He still needs to spend the first round activating smite evil and the second two rounds doing litany of righteousness. Divine bond is a pretty huge buff, it's a +3 weapon as a standard action. So it actually wins out over full attacking.
No he would not. He could smite evil and full attack, and if the fights are within 12 minutes of each other he could have a divine bond up still. He still has one divine bond left.
But he would have one litany left three smites left and one divine bond left.
Unless there was someway he could prepare a second level spell in a third level slot he would not be able to do this routine again.
3. Power Attack
5. Furious Focus
7. Weapon Focus (Nodachi)
9. Improved Critical (Nodachi)
11. Critical Focus (Nodachi)
+25/+16/+11 I am going to assume the monster is evil but not an evil outsider
He also has a bite for +12 1d6+19
During the second turn as a swift action he activates litany of righteousness doubling all damage done, he does this again for the second turn. He could litany of righteousness on all three rounds, but he would lose smite evil and divine bond.
So his first round dpr is 0
So over three rounds his dpr is 303.2
I don't think the Paladin actually fills the criteria for Martial but I do think the comparison should be made.
He also has a bite for +12 1d6+19 that would bump his dpr on that nova to 323.3
No magic items so no +2 weapon no belt and no vambraces. Unless I missed something.
Generally the same advice as the rest. 16 Dex and mage armor gets you 17 ac. Buckler Cheese gets you 18. Having an 18 or even a 20 charisma gets you 2 points of AC higher a spell level behind and divine spells you might not want.
If you honestly really want the Charisma to AC I'd just wait until after you pick up fireball then do the level dip. If your going for a moon mystic I'd stick oracle to get the pet, and all the other revelations. Blackened will mess with scorching ray. So maybe grab another curse or just avoid rays.
The AP's are written for four players. The best thing he can do is add one or two monsters an encounter. Gauge how badly the party is mowing through things and adjust from there. I see the group has a really stable frontline. I would probably suggest he avoid having his enemies swarm the paladin. The AC and the self healing make him not worth their time. The monsters in the old version of Rise of the Runelords are from 3.5 so he might want to spring for the anniversary edition it buffs a notable amount of the creatures you fight.
It looks like the party has alot of AC but a few creatures with devastating spells that target the parties NAD's would work fine.
They wouldn't be surprisingly overpowered. Maybe have an extra point of ac here or there or an obscure spell like ability. Generally the biggest thing about those two races is that they are not humanoid so they are immune to the -person- line of spells like hold person and charm person. They also would take double smite damage from smite good or smite evil. Beyond that as long as it's not a custom race it's not going to blow up the campaign.
Above is the link to the pfsrd on aasimar's you can read all about their abilities there. The thing that stands out most is the low level elemental resistances. Your player will probably go for angel blooded aasimar, which will give them a minute of +2 to strength a day.
It's a bent race, probably one of the strongest races allowed to pc's. But it isn't going to make him stronger then everyone else by a large margin. To compensate I would at least allow the other players the options to use alternate racial traits listed on the SRD.
Intensified Spell (Metamagic)
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)
Prerequisites: Int 13, Spell Focus.
Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
I just wanted to post the components above so it's easier for everyone to see what I'm talking about. So my question is do those two abilities stack as in, would a fourth level wizard with spell specilization and intensified spell do 6d4 damage on a burning hands?
You can use your charisma for the prequisite for combat expertise
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler
You might still be able to mix the pistolero and mysterious stranger archetypes if your able to find some way to eliminate misfire a double barreled pistol would work. (A wondrous item can do it). you do want rapid reload and clustered shots. Buckler in your offhand enchanted so you can still get your ac bonus and reload.
Voice of the Voiceless
Hey thanks for responding so quick!
For your first point, she would seek to use the power she was given, simply because it is the only power she has, and it is potent. If something is cornered it's going to fight with every tool at it's disposal.
For the second question, it would really depend on the adventure path, she's more inclined to not summon the -witch- suit as you put it, in civilized area's or places where word of it could spread. She also by nature would try to avoid using the eidolon whenever possible, especially when she can summon a creature to do her fighting for her. So during political events and open road travel she'd avoid using the suit. But if she's in a dungeon she would be using both tools as best she could. Depending on the nature of the campaign this would probably be something of a 90/10 to a 70/30 of her time spent in human form to her time spent wearing her -suit-
I choose my words poorly. The proper term I would use for that trait is amicable, she's friendly and eager to meet and understand others. But she does not have a tender heart. Nor does she fell much sympathy for those she would fight.
Now the question is who would I blend that with her powers? She believes only in conjuring forth what is necessary for a situation, but is unrepentant when she commits to an action. So she will avoid summoning obvious attention bringers such as an undead or donning her armor, until she is certain that those who witness the acts will keep silent, or be made silent.
Ok this is my first time posting for this, working on updating the post as I finish writing what I need to. The character concept is a synthesist summoner. I was really struggling to find a theme the others that applied hadn't quite touched. After looking up Hrolf Kraki particularly his sister Skuld. I thought it would be cool to bring forth a character that was fueled by darker magic, particularly her summoing of beasts, and undead.
Joanna was born the daughter of a hag of the Grungir Forest and an unfortunate merchant traveling into Kalsgard. The man never survived the night he was to lay with the hag, but this was a mercy for him, to live as an object of a hags affections and is not a kind fate. The daughter wasn't to be born a midst the forest. As was tradition she would be left at the door of a stranger to be raised until she was ready to return to her mother.
Joanna was a gift, a crying screaming barely clothed gift but a gift nonetheless. Left upon the door of Jarvastala former adventurer now turned barkeep a man who had recently lost the love of his life. She was raised to be the daughter the man never had. For so many years she lived the semblance of a normal life. When questioned upon whom she was her -father- would laugh and jokingly say she was his daughter from a forgotten conquest. But yet she stood out with her small frame pale skin, and discolored eyes many in the village believe her to be cursed. Jarvastala (while a man of action in his prime) was not one to have his daughter be cast as a villain. He did his best to help her get past the stigma of the town encouraging her to be someone who wasn't afraid of the opinions of others. She never was truly accepted into the town but she did all in her power to fit in.
This changed when she reached the edge of her puberty, she received the -calling- as all changelings do. Her mother had prepared a special ritual for her newest child. The hag needed a tool to add to her growing coven, a weapon to wield against her rivals. Her daughter was the perfect candidate. She would give her daughter a portion of her power and prowess enough to make her a fearsome warrior but at the same time strip away her intellect and freedom of thought.
Joanna was already subject to the calling she had questions that needed to be answered.
Jarvastala was a warrior in his prime but now he was nothing but a shadow of his former glory. He charged into battle nonetheless he had lost his wife and he had no intention of losing his only kin. He fought against the hag amidst the ritual his sword and steel clashing with her fang and claw. The hag was weakened but not without tools to cut the man down, as she lunged forward to slit the man's throat he brought his blade to bare shoving the sword deep into her gut.
The hag was the victor but her wounds were too severe she would need time to heal. Witnessing her Jarvastalar's death freed Joanna of the calling. The ritual had worn it’s course. The residual magic lingered around Joanna a blood red outline of the hag she had not become. In fury she crushed the weakened hag with her own magic.
Joanna returned to the village only briefly, to gather her essentials and leave never to return. Believing herself guilty of her fathers death she now roams from town to town seeking some meaning in her life.:
Touch of corruption
Joanna goes to great lengths to keep herself out of notice. She lingers along trade caravans, and skirts the edges of civilization. Trying to never stay in the same place for too long. She keeps her hands covered at all times, to avoid giving away any hints of her heritage. She also avoids eye contact with others if possible. If she suspects her heritage may be given away she’ll spend the better part of a day covering her flesh in dirt and muck to hide her pale skin. :
To be more powerful
: Joanna is an introvert at heart, but she’s not afraid to speak her mind about something. This might come off as some quiet strength, or lack of fear. But, in reality she’s a very scared and confused individual with no true direction.:
To further hone your strength
Losing her father has given Joanna some perspective on life and she actively seeks to do him right even in his death. She never goes out of her way to wrong someone unless they actively seek to wrong her.
New to Violence: She was not a career warrior or in any way of strong stock before her transformation, even now unable to make tough decisions of her own accord.
To gain belongings:
Joanna has the body of a lithe women standing a few inches taller than most but being far too thin for a normal person. Her hair is a dulled sandy blond that could pass off as grey in the right light, and her eyes are both red and yellow. She dresses in simple clothing preferring to keep a low profile whenever possible. When her eidolon is summoned it takes on the form of a translucent bloody skeleton that floats about her.
To have skills born from experience:
Warded against Witchery- Her mother’s dark magic flows through her veins. The ritual to grant her the form of a hag left her with some residual resistance to such magics.
Reactionary- She lived her childhood always expecting to be blamed for the misfortunes of others. This has kept her on edge throughout her adult life.
To be richer still:
Joanna carries her father's blade with her at almost all times. She obtained the blade after pulling from the remains of her mother.The longsword itself is a chipped blade with a wooden hilt. She cannot wield the weapon but it's a firm reminder of the mistakes she made.
Hi, just a quick overview. I'm playing in a skulls and shackles adventure path we just finished the final encounter of the first book. This bumped us up two levels which was nice. The downside was a party member died during the final fight, leaving my orc fighter as the only front line warrior. I'm not particularly used to pathfinder but I played alot of 4e and my knee jerk reaction to being the only melle target is to shore up my offenses so I'm the most tempting target. To do that I was debating dipping into barbarian. I'm a Two-Handed fighter so this seemed to have alot of synergy. But I can't decide if the barbarian thing should be a one level dip or if I should keep on going down that path. The barbarian rage powers are very nice but the issue is I'm already two levels into fighter some part of me thinks using the extra feats for additional rage rounds per day, and getting some duelists gloves to stack with my furious weapon would keep my damage relevant.
Currently the party consists of five level four members
My stat blocks included thanks for giving this the once over.