1) Do you still get two "Katanas" when unsheathed? or just one? 2) What category do they fall under? Light or One Handed? 3) If you enchant the Katanas, do those ends of the Quarterstaff also get enchanted? 4) Is there an action associated with "drawing the katanas from their case" or is it like normal drawing of a weapon? 5) Can you use Shilleleigh on the weapon while the blades are sheathed and it acts like a quarterstaff?
Hmmn. Possibly. I am guessing the closest parallel to that would be a Bard's versatile performance. I am not sure how that would translate over. My argument is if that is the case, then the Familiar's bonus to bluff wouldn't help you at all. Since the archetype is basically based around lying and telling technical truths, then it is probably intended to be your little lying helper. Then again, sometimes archetypes are written poorly in the realm of RAW
So I think I will go with the full casting cleric Heres what I got so far: Dwarven Asmodean Advocate Cleric 1 - Grand Lodge
Racial Abilities:
BAB 0, INIT +3, 5 FORT, 1 REF, 7 WILL, HP 14 Traits:
Feats:
Effective Skills:
Domain - Trickery. Bluff, Disguise and Stealth are class skills. Copycat- Move action 1 Mirror image for 1 round. 8 times per day Spells-
Tactics - Constantly have buffs on everyone, cast spells when needed. Try to melee things if I run out of spell or Aid Another. Has his familiar who can speak Infernal stealth and scout ahead of the party as needed. Very powerful in social situations, also has a strong perception for pointing out dangers before they happen. Also can support via the knowledge checks. In later levels once he doesn't have to worry about meleeing things since he should have plenty of spells. He will probably pick up heavy armor and a tower shield and eat the attack bonus penalties. At level 8 he gets an Imp Consular with many special abilities including Telepathy and at will invisibility, making it the perfect scout. Viper Familiar - HP 5 BAB 0 FORT 1 REF 5 WILL 3
Skills - Climb +11, Perception +9, Stealth +15, Swim +11, Sense Motive +2, Profession Barrister +2, Diplomacy +2, Bluff +2. Abilities: Alertness for Master, Improved Evasion, Share Spells, Empathic Link Fluff - This dwarf is a proud lawyer of the society, using diplomacy to work deals in favor of the Society, or leading enemies astray with his powerful but subtle lies. Follows and worships Asmodeus because of his intense love of the law. If all lawyers go to Hell anyway, might as well be the best damn one possible. So, what do you think? Would you change anything?
I think if I went for the beatstick route it it would not be with a reach weapon. I already have a reach weapon cleric. Which is effective but I want to try something newish. My two concepts so far a dwarf with high wisdom and constitution who wades in with heavy armor and a tower shield and soaks AoOs while casting high DC debuts on the enemy. He would start off with breadth of knowledge so he could support as the socialite and also do knowledge checks for everything. Only issue I have is I don't know what good cleric spells I can cast to debug the enemies and turn the tide of battle. The beatstick would be a human with 18 str, 14 con and wis, and 12 int and dex. Cha dumped because he doesn't need it and channel negative isn't useful as an Asmodeus advocate. Still has the high social aspect, uses a sage familiar for knowledge checks, and uses an earth breaker as his "gavel".
Hi All, So I have an idea for a campaign, and I was curious to see if it sounds fun to anyone. BTW if you identify as Bobthesatyr, Thorin the Thunder Tamer, DestroTheSlayer, or AirRazor, stop reading. I really like the idea of the Star stone and how it can turn people into deities by some sort of mystical trial. However, it seems hard to build a whole campaign around it, because you either become a deity or die in one little adventure. I would like to open up the deific process and make it sort of a contest I was thinking of building a world where every so often, magical artifacts activate, and the contest begins. I would have the campaign start off with the characters already level 3 or so, in the final room of a dungeon they were clearing. Its full of goblins, and anyone who can understand Undercommon hears the goblin leader baddy talk about how no one can take his "talky man box". This is to introduce them quickly to the major driver of the campaign, and also give their characters a reason to stick together Once the threat has been taken care of, the adventurers find that the box is announcing a contest of legend. The start of the deity contest. By communing with the artifact, the adventurers can enter the contest. It would state some rules, but leave alot of stuff obscure and not explained. Heres some ideas for how the contest would work - You do not need to enter the contest at all. The party could just see how it plays out and continue adventuring as normal - The party can decide to become deities. The box would explain that there are three roles to play: Deific Aspirant, Demigod Aspirant, or just Follower. Deific Aspirants are the people who are trying to become gods. They are the ones trying to collect the deific power, need to perform the communions, and are the biggest targets for potential enemies. Also, if they die at any point, their soul is consumed and they cannot be ressurected by any means. Demigod aspirants are bound to a deific aspirant and are trying to help them on their quest. If they die, they can be ressurected as normal. If their aspirant wins the contest, they can become demigods under them, or be recruited to serve under a god that better suits their alignment. Followers are not divinely connected to either the demigod or deity aspirant. They can be ressurected as normal, and can't be detected with the specific divine power generated by the contest. Their reward would have to be given to them after their aspirants win. -Deific power is what the adventurers need to collect to win. There are several ways of collecting it: --Finding artifacts strewn about the land. The Deific Aspirant(s) need to commune with it for several hours, and the artifacts cannot be destroyed or moved in any way. --Destroying legendary creatures, or felling other aspirants can grant some power. They need to commune with the corpses for awhile and the corpses can only be moved 100 feet from the death site. --Appeasing the current gods in any manner of ways might get them some small amounts of deific power. --Awesome moments that show what the deific aspirant hopes to become the paragon of, perhaps to their own detriment Deific power would not really hold any mechanical benefits. However, the more power you gain, the easier it is to find other sources of deific power. Conversely, the more power you have, the easier it is to identify and find the aspirant as a contestant. Also, with more deific power, you become more susceptible to the powers of the current demigods and gods, to your detriment or benefit. As the heroes get closer to winning the contest, gods who oppose their beliefs might try and screw them over, while gods who share in their beliefs might try to help them. I am also considering allowing the aspirants to sacrifice some of their deific power to force bad stuff to happen to another contestant. Classes that already follow deities for class features can also try to become gods themselves, but if they want to retain their divine powers, they must either commit to themselves or enter a outstanding divine contract with their current deity, saying that if they win, they must ally with them and support them in all future deific endeavours. So what do you think? Good Idea? Bad Idea? It kinda turns into divine highlander + mario party. I am not sure what the end state of the campaign would be. I am also hoping these complex rules wouldn't be too overwhelming
So the Familiars max HP is always a dynamic pool based off of the masters? So if the wizard took negative levels or suffered from CON damage, the familiars health would scale down with his? Seems weird but I guess thats how its written RAW. The only thing I can find that breaks that trend is the Mauler Familiar's "Mauler's Endurance" feat
Normally a Composite Blast costs 2 Burn Points, and the Kinetic Whip Form Infusion costs 2 burn points as well. In your example, you would have to be level 7 atleast to have a composite blast. At that level, you would have Infusion Specialization 1. That would automatically reduce the burn cost of the Kinetic Whip to 1. Overall cost of 3 If you wanted to totally remove the cost at this point, you would need to Gather Power for 1 full round + a move action to take care of the remaining 3 points. But that's not really practical at that level. So it would be better to just to use the simple blast at that level and use a move action to reduce the cost to 0, or take the burn cost if you really need to. Once you hit level 11 though, you will have Supercharge and Infusion 3, which will allow you to use a move action to remove the composite blast burn off, and the infusion specialization will automatically take care of the Kinetic Whip infusion
I am not sure if someone else has had this thought already, but would a throwing weapon build based around Aether Kineticist be somewhat effective? My thoughts are this: -Telekinetic Blast can be used to emulate throwing a weapon. However, it has some benefits going for it. A) You don't need to be holding the weapon to throw it. As long as it is in range of your blast you can use it. B) Its keyed off of your main stats, Dex to hit and Con for Damage. C) Range of the weapon does not matter, you can use any 1 handed weapon with which you are proficient. D) You can combine it with some awesome infusions such as... -Flurry of Blasts. Normally damage wise this infusion isn't so great because you deal damage as a 1st level Kineticist. However, if you use Telekinetic Blast to throw the weapon, it is not dependent on your kineticist level at all for damage. Just stats, feats, and the enhancement bonus of the weapon. Also, you can use the same weapon for every blast in a Flurry of Blasts, so you only need to have 1 good enchanted weapon with you. Also, every blast in this flurry is at your highest BAB and also benefits from Haste. So at level 10, you can get 4 "thrown" attacks in with Haste at your full BAB. Also, Flurry of Blasts has a Range of 120 feet, which is all you should need for most fights. And one of the best parts is all of these attacks come as part of your standard action to blast. So you can use your move action for anything you like. Once you are in the later levels you can also upgrade to... -Many Throw. Once you get this, you can get Kineticist Level attacks on any target in 120 feet. Same deal, more attacks. Its a bit unclear with this one if you could use the same weapon for all attacks since the fluff says you pick up "Many Objects" and throw them all at once. You could still carry around with you X weapons at this level and slam them all into the same creature at once. I believe you can use a normal telekinetic blast, so why use the weapon option? Crit range. Pick a weapon to throw around with a good crit range and you know a few of those attacks are going to be criticals. One of the bad things about this build is because it does not use a full attack, we can't apply other nice things like Rapid Shot, Clustered Shots, etc to it. But the build itself is not feat intensive because of this. Point Blank, Precise, and Deadly Aim are all you really need and you probably would get these feats anyway. You only need the Flurry of Blows infusion and Many Throw infusion to have it take off. So other than that, you can blend this style with any other style of Kineticist that starts off with Aether. What are your thoughts? Any improvements or comments?
So I was looking for a way to min max wild empathy, because I thought it would be fun to be able to be friends with all of the animals. But while doing so, I stumbled upon the perfect build for any character that would be stuck in one or two types of terrains for a campaign. In these chosen domains, you will be absolutely amazing. Outside? Meh. But it makes for an interesting Aquaman or other such character People are probably familiar with the basics of this but I will go over it anyways: This is a 10 Slayer 10 Horizon walker build. The main goal of the build is to boost Favored Terrains as much as possible. Horizon Walker is obvious, with their Terrain Dominance ability, granting your Favored Terrain bonus as a Favored Enemy bonus to any enemy who lives in that terrain. The prestige class itself grants many domains. Slayer was chosen because it is Full BAB, and has access to rogue talents. The rogue talent we will be focusing on is Terrain Mastery, which grants you a favored terrain and increases your existing terrains bonus as well. Assuming 20 pt buy, I would recommend STR for this build, as power attacking is the least feat intensive fight style that wont leave you super underwhelmed when you aren't in your special area. Stats are as follows:
Choose Half Orc, with the alternative trait that grants Endurance as a bonus feat First we go 6 levels of slayer, with our favored class bonus going towards the extra slayer talent. First feat is Power Attack, All other feats for the rest of the build will be Extra Slayer Talent, getting Rogue Talent -> Terrain Mastery for another terrain. All slayer talents will be, you guessed it, Rogue Talent -> Terrain Mastery. We will also need atleast 6 ranks in Knowledge Geography Once we hit 7, we start going full blast into Horizon Walker. Over the course of these 10 levels, we will gain 7 terrains, and the capstone grants a +2 to all existing terrains and makes any terrain we currently do not have as favored terrains a +2 bonus. Terrain Mastery as the Horizon Walker ability grants some nice bonuses, but the real deal is Dominance. With dominance, we gain that aforementioned favored enemy, and also a stronger ability related to terrain. Some of these grant spell like abilities, like the amazing Astral option, that grants Dimension door as a spell like ability 3 times per day + WIS mod. Once we get through the prestige class, just finish up with 4 levels of slayer, continuing to acquire terrains A nice little item that enhances this build are the boots of friendly terrain, which grant an additional +2 bonus to a terrain of your choice.
So, counting all these up, we have 9 Feats which go towards terrains, 5 normal slayer talents going towards terrains, 1 bonus slayer talent from favored class bonus going towards terrains, 7 terrains from Horizon Walker, 2 "effective" bonus terrains from the capstone and the boots. Adding these together we get... 23 Favored Terrains(Effective level 24 due to capstone). A whopping +48 Favored Terrain bonus for our first terrain. Thats +48 to Initiative, Knowledge Geography, Perception, Stealth, and Survival skills. Also against any creature that comes from that area, +48 to Bluff, Knowledge, Perception, Sense Motive, Survival AND to hit and damage. Wow. For a lesser bonus, you could take the ranger combat style feats to gain Two Weapon Fighting feats to get more attacks in. Also for a much lesser bonus, you could swap out slayer for some Hunter Levels and pick up Nature Warden as a prestige class. 2 Levels gives you your favored terrain bonus to Wild empathy checks, and half of the favored terrain bonus as an insight bonus to AC. If you keep up with the spellcasting aspect, you could take up Instant Enemy and Terrain Bond for more flexible applications of your crazy bonuses. So what do you all think? Did I make any errors that should be corrected? Have any other suggestions for the build?
The wildshape does not scale to allow for larger beasts of the same totem type? I would assume it does because otherwise there would be no need to clarify that elementals, plants etc could not be chosen, and you would not need an effective druid level Thank you for the suggestions on the herd animals, I think those are good choices
Hey All, So I was looking at the Totemic Skald archetype, and I thought the Bull Totem would be cool to use for a character. However, I haven't been able to find any defined creature for a Bull to wildshape/speak with animals to. Are there animals considered "Bulls" for these options or is it just broken and I won't be able to use those features?
Not quite sure if this is the correct forum for this but I wanted to share. So my first PFS character, a cleric named Amoran hit level 12 a while ago and I was super stoked about it. So I commissioned someone to draw him to commemerate the achievement. He did a really great job and now I want to show it to people. Here is Silver Crusader Amoran, cleric of Erastil, with his companion named Vigil. What do you think :)
So I have a Siege Mage I am playing in a seafaring/piratey type campaign that will involve alot of ship combat. Are there any wizard spells in particular that will help our ship be awesome, or help us in ship based combat, or help us get out of sticky situations? Currently I am level 7(effective wizard level 6). I already have Track Ship as a spell to help us hunt down ships we find in cities, but I feel like we need some protections/speed boosting for our ship
Well the cool thing about the wind subdomain is it hits any creature in a 30ft line with their own bullrush, at WIS + CL for the maneuver. So you can have strong casting power and a nice way to bullrush multiple foes. I was just trying to take further advantage of that as a caster with a reach weapon, which still may be possible if they are dumb and try to run back in after I push them back. Now that I think about it, a Conductive reach weapon with this ability would be pretty hilarious. Enemy runs in, you use an attack of opportunity, knock them back with a bullrush through conductive powers Pull off this move: http://img.4plebs.org/boards/tg/image/1369/33/1369337876949.gif
Hi All, So I have had an idea in my head for a bit, and wanted to get your input on it. The basic gist is of this build is to use the Wind Subdomain to bullrush several enemies, and then using Greater Bullrush in conjunction with a reach weapon and/or being enlarged to get multiple Attacks of Opportunity off on them. My current idea is either a druid with the air domain, who shapeshifts and then can use the higher STR and size increases to help boost CMB, or use a cleric with the plant domain to get larger for a larger reach. My two biggest current concerns are:
B) Feats. I am looking at Combat Reflexes, Power Attack, Imp Bull Rush, Greater Bull rush, and if I want to try and be less MAD, perhaps the channel smite into guided hand feats. I am thinking of using either a Dwarf for the alternate race trait that grants a +2 bonus to bullrush, or Human to help with the feats. So what do you all think, how would you build this? I know its probably not optimal but I think it would be fun. If I go druid I could also transform into an earth elemental, glide under the earth, and bullrush someone up into the air like a geyser.
Does it matter what kind of stone? Could you theoretically use Whetstones? and then pick up the Rough and Ready trait to grant an additional +1 to attack rolls?
If you really want to use some exotic weapons, consider picking up a Wayfinder and a Cracked Opalescent White Pyramid Ioun stone. Makes the weapon a Martial weapon, and gives you weapon focus with it for the resonance bonus. If you really want to do feinting, Fighting Fans give you +2 bonus on Bluff to distract for feinting
If you were building an arcane trickster, and wanted to use the Evangelist prestige class to have higher BAB and other nice bonuses instead of straight AT progression, which deity would you choose? I am thinking Pharasma would be a good one, because she is neutral, and the +2 sacred bonus to ATK with daggers is really nice.
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