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http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/phyla ctery-of-positive-channeling The source for it is the Ultimate Equipment book. Since you're playing an Adventure Path, consider seeing if your GM will consider including it in future loot, or letting you purchase it with gold, at some point. ![]()
Oh. Well then I highly suggest choosing the Order of the Star, which is a Cavalier Order (but there should be no problems there, since Cavalier has access to Samurai orders, and I believe vice versa), which has an order ability at 2nd level that makes all cavalier (in this case samurai) levels count as 1/2 towards the purposes of channeling. http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavali er-orders/order-of-the-star Also note that you can get a Phylactery of Positive Channeling to bump up your channel die in the future, though it's a bit pricey. ![]()
Is there a particular reason you are taking one level of Fighter and one level in Samurai? I would highly recommend You take two levels one or the other, as 2nd of Fighter gives you a bonus feat, while 2nd level Samurai will net you your order ability. Beyond that, is there more information you can give on what you are intending for the character? Beyond a kitsune that can channel positive energy, and use a wand, was there anything else? Also, seeing as you are dipping cleric, I assume you are taking the Order of the Star as your Order? ![]()
None of the classes with spontaneous casting actually specify that you have to lose a spell specifically from that casting class. Mostly because it's just assumed that you do, indeed, have to lose a spell from the class that grants spontaneous casting, in order to use it. Healing Blessing is cool, but if you take a one level dip, you do only get four uses per day of it. You'd still get a nice saves boost, plus access to heavy armor as well as a deity's favored weapon, so that might make the dip worth it (though the hit to BAB will hurt for a bit, if you plan on much weaponized combat). Speaker for the Past is pretty sweet, and with the revelations from Time and Ancestors can help both your casting and melee potential. Heavens Spirit is probably the best, as Kalvit said. ![]()
I don't think it is; it seems like it got hit pretty hard, with regards to its spell list, and it has some weird practically non-functional things (i.e. their Life Link vs. the Oracle one). As for the Enhanced Cures working with the Healing Hex, you could probably make a pretty compelling argument to your DM that they work with each other. The main hiccup is that the Healing Hex is supernatural, putting it in a weird gray zone. Also note that there is significant cheese (for out of combat healing, anyways)if you use the Hex Vulnerability 1st level spell from the ACG, and the Healing Hex on the target you are healing. If you want the Life Spirit, and are planning on playing a straight Shaman, I would recommend you not make it your main spirit, if what you really want is the channel. Wandering Spirit could be used to pick that up, and there are likely better main spirits to have, anyways. This is because the Life Spirit really seems to offer pretty little in the way of hexes, and you can get the rest of its things (sans the spirit animal buff) through Wandering Spirit, and Wandering Hex can grab you a hex from there if you do take it as Wander Spirit. If channeling is your main focus, Kalvit is right; Witch Doctor gives you some nice extra channeling. Though it lags behind, this can be made up with a Phylactery of Positive Channeling. Since it gets two pools of channeling, it makes taking Holy Vindicator pretty sweet as both pools should scale (once again, check with your DM), and 4th level is a good breaking point because you get your wandering hex and your channel pool from Witch Doctor at that level. You could easily take two levels in a full BAB class, and start Holy Vindicator at 7th. Bonus points for Holy Vindicator with Enhanced Cures Hex, because of their bonuses to using cure spells on themselves. The only problem with this is that you'll be losing quite a bit of spellcasting (from 2 levels of a full BAB, in addition to Holy Vindicator losing another 3), so you could also just wait until 8th level to take Holy Vindicator (as 7th is when you get +5 BAB from Shaman base). Either way, the Shaman still doesn't have a stellar spell list, so there are a couple things you could do to try and help this. The first is using your favored class bonus for the levels you take in Shaman (or just every level if you go full shaman) to add cleric spells to your list... Big help, if you're Human, Half-Elf and (I think?) Half-Orc. Alternatively, I think it might technically be possible to take the Lore Spirit as your main spirit, and use your Wandering Spirit to get the Life Spirit channel pool (and still have it scale off of Holy Vindicator). This would allow you to use your 2nd level hex on Arcane Enlightenment (though this makes you pretty MAD, I think you can still technically select spells and add them to your list, even if you don't currently have the Intelligence to cast them yet, which can be fixed by items). YMMV. Extra Hex is always a pretty decent investment of a feat (especially if you do go Holy Vindicator/Witch Doctor as you get like, one Hex normally...) Hope this helps. ![]()
There is also the Point Blank Master feat, although that also requires another class in order to get it. That said, you could splash three Monk (Zen Archer) levels in order to get it for free at an earlier level than Fighter or Ranger. Which would also get you Perfect Strike, Weapon Focus (on a bow which wouldn't really apply...), and two bonus feats... The rules for creating magic items can be found here: http://paizo.com/prd/magicItems/magicItemCreation.html You can find both the rules for permanency and charges on there. You could also be a Samsaran as your race and add it to your spell list via their alternate racial trait, since Arrow Mind is Arcane. ![]()
1: When you say at the same time, are you referring to the feat Manyshot (also relevant to question two)? If so, Manyshot only works with bows, so it's not possible to get multiple shots off of one attack with throwing knives/daggers. 2: You do get multiple throws from having higher BAB with thrown weapons, yes. You can also get extra attacks from the Two Weapon Fighting chain of feats, as well as Rapid Shot (though not Multishot). Since you're a rogue, make sure you pick up a pair of Sniper Goggles (or the Greater version). ![]()
Alright, thanks for the advice Oterisk. I'm still planning on going with a robot dragon, I just thought a gnome lancer DD could be something interesting to think about. But yeah, the biggest problem I'm having is fitting in all the feats, so I'll probably have to plan to twenty as you've said. I'll go ahead and take a look at your pathfinder chronicler guide, as well. ![]()
Sorry to make a double post, but Ruyan mentioning Bard really got me thinking about it. Of particular note, is the special mention that Dawnflower Dervish got within your guide; maybe the disadvantage of being stuck with a lance/polearm could be more of a benefit? It could work for a normal bard, too. Here's how I've planned it: Cavalier 5/Bard 7/Dragon Disciple 8, though in an undecided order thus far. It's really a shame that you can't take the full ten levels of DD, for FotD 2, and the Wings, but you get all the important stuff. 13th level Bard casting is decent, with access to 5th level spells at least, but with this you'd be more of a buffer/skirmisher, more than anything. In terms of Archetypes, this could be done two ways, as far as I can see. If you're going to focus on a lance, you obvious want to be charging, using Spirited Charge, along with Power Attack and Furious Focus. Gendarme from Cavalire is the obvious choice for this; it lets you skip pre-reqs for some amazing mounted feats. You take 5 levels of this in order to gain two of these bonus feats (Ride-By-Attack and Spirited Charge seem like the best choices here), but you also gain access to the ability Banner. Great! We're already using a Banner because we want the feat Flagbearer and Banner of the Ancient Kings for our Bardic Performance, and bonuses! The bonus from Banner isn't amazing, but it's nice. Obviously, you also want the Horse Master feat, etc., as per what Oterisk has written. Order of the Cockatrice would be good, for the extra damage and dazzling display... Intimidating Prowess might be something to consider. Here's where the choice is: for Bard, I would recommend either Vanilla Bard or Dawnflower Dervish. Taking Dawnflower Dervish ramps up your damage because it doubles your Inspire Courage Bonuses, and also becomes a swift action at 7th level. Unfortunately, these only apply to yourself, so maybe slightly less awesome, if you're group is melee focused. Also not as cool since you can't use Lingering Performance with it. Vanilla is obviously more team friendly, and still benefits greatly from having the banner of the ancient kings, since the great shame of not going full Bard is losing out on Bardic Performance progression. Either way, both are good, and should really come down to your party's comp. (Note: If you can convince your DM to let you, use this spell and feat from 3.5, and watch as your party hails you for your mondo charge damage or group buffing skills. Do note that Inspiration Boost is a swift action, so it doesn't work quite as well with the Dawnflower Dervish's swift action battle dance.) Dragon Disciple is all standard stuff. If you can, try and fit in Eldritch Heritage for Orc Bloodline, as per Mercurial's build, with of course taking the Opportunistic Gambler trait. Also following that build's train of thought, Improved Eldritch Heritage/Greater Eldritch Heritage are also great, though charging might prove a little more difficult while in the form of a Giant... Arcane Strike adds more DPR, so hopefully the bonus feats from Cavalier and DD are enough to get you through. Race, Gnome is probably your best choice because of small size (having a medium mount makes maneuvering and charging so much easier). -2 to Str hurts, but with all the stat bonuses from Orc bloodline and DD, I don't think it'll really be a problem. Besides, a lot of the damage will be coming from Inspire Courage/Touch of Rage/Power Attack/Arcane Strike, so a -1 to hit and to damage is a small price. You'll probably want to take Eternal Hope alternate racial trait, for another bonus to saves against fear, and another d20 roll which is always amazing. I think either of the favored class bonuses for gnome cavaliers and bards are good, either better movement on your mount, or more bardic performance rounds (personally, I'd take the rounds). Halfling isn't nearly as good because you don't really need dex and still take a strength penalty, though an Order of the Paw Cavalier Halfling can be amusing, and does grant an additional buff to your party. In your guide, Oterisk, you also mention that you can turn your mount (emu... pony... riding dog) into a dragon, which is medium, so you could still ride around on it decently in tight areas, and charge if you want... Or, you could dismount, and summon a phantom steed. Edit: (Gendarme early access isn't an excuse to skip out on Mounted Combat. Trick Riding is also good, as is Mounted Skirmisher. With BAB of 16 at 20th level, you'd still be getting a decent four attacks on a full attack action, so Mounted Skirmisher can be really worth it if you aren't able to get charges. Trick Riding is extra good because you're in light armor and still casting perfectly fine, though a Mithral Breastplate is considered light armor, so could still apply, if you really want the AC and don't mind 15% SF. Getting all the feats listed will be a problem, not even counting feats you may want, so pick and choose to figure out what's best for you. Things like Arcane Strike aren't nearly as necessary as getting at least the first Eldritch Heritage for Touch of Rage. Likewise, Lingering Performance is not as important as other things you could get.) ![]()
Please don't beat me with a stick. I'm sure most GMs, and players, are sick of seeing the Warforged by now. And really, their immunities are pretty disgusting. That said, they're a really cool race, because who doesn't want to be a robot? Or, if a GM is feeling particularly nasty, why not send a party of Warforged after your PCs? In any case, below is a pretty hefty conversion I've been working on for the Warforged. Any advice, critiques, or any sort of comment really, would be much appreciated! (Also, ignore the RP listings; I started off using the Pathfinder Race Creation page on the pfsrd, but quickly realized that it wouldn't be sufficient.) Be prepared for a read, because it's pretty long, and is definitely due for some compacting... Warforged!:
Type Humanoid (Construct) 0 RP
Size Medium 0 RP Base Speed Normal 0 RP Ability Score Modifiers Weakness (+2 Con, +2 Int, -4 Cha) -1 RP Languages Linguist 1 RP Racial Traits
Warforged Immunities: Because the Warforged are living constructs, they do not need to eat, drink, breath, or sleep. Additionally, they are immune to poison, bleed, and cannot be sickened or nauseated. They also do not become fatigued. Their minds and bodies are also foreign to most, granting them a +2 racial bonus to saves vs. mind effecting enchantment spells or spell-like abilities and hold or paralysis effects. Light Fortification: Warforged are made entirely of inorganic material. Because of this, they gain a 25% change to resist sneak attack damage and critical strikes. This bonus does not stack with class abilities, or feats, but does stack with magically enchanted items with Fortification. Plating: Warforged bodies are more resilient to damage, granting them a +2 Natural Armor bonus to AC. Their plating is integrated with their body, so it does not grant them any armor penalties or arcane spell failure chance. Offense Racial Traits Slam: The Warforged begin play with a primary Slam attack that deals 1d4 damage. Senses Racial Traits Low-Light Vision Weakness/Other Racial Traits Inorganic Creature: Because the Warforged are not organic, they do not heal naturally. The Heal skill does not apply to them, instead using Knowledge (Engineering) to repair their bodies. Additionally, they do not repair damage as quickly as living creatures, so any damage that would be healed by resting is reduced by half, to a minimum of one (this number is always rounded down). Positive and Negative energy effects have only 50% effectiveness upon Warforged, including Cure/Inflict Wounds spells, Channel Energy, and Lay on Hands. However, they are healed normally by spells that repair damage to objects, but also take twice as much damage from spells that harm or destroy object. Bulky: Because Warforged have already built in armor, via their plating, they are unable to normally wear other types of armor. Armor can be grafted to their bodies however, through the use of Craft (Armorsmith) or the Craft Construct feat. If the armor is non magical, it will always take a day to graft onto the Warforged. In the case of the armor being enchanted, a character using Craft (Armorsmith) must succeed at a DC equal to 10 + Caster Level of the magical armor (3 x Enhancement Bonus, or Ability Cost, whichever is highest). If the Armorsmith Succeeds at the DC, he follows the time taken rules, as used by the Craft Construct Feat. If the Warforged is grafting to himself, he automatically gains a +1 for every two character levels to his Craft (Armorsmith) check, though it takes twice as long for him to graft to himself. Failing the check has no other penalties other than requiring that the Armorsmith wait a day before another attempt can be made. An additional cost is always involved when grafting, due to need of extra material; this is equal to 1/4 the cost of the item itself (the base cost, not the cost used when crafting the item, via Craft Magical Armor). A Warforged may begin play with any mundane armor already grafted to his body, as long as its cost does not exceed 1,000 GP, and does not need to pay its cost. However, armor check penalties and arcane spell failure still apply, and the Warforged takes an additional -1 to ACP for Light armor, -2 to Medium, and -3 for Heavy, due to the added weight on top of his normal plating. If the armor desired exceeds 1,000 GP in cost, the difference must be paid, though it must still be mundane. Made of Metal: Since the Warforged is made of metal, he also takes a -4 penalty to all Swim checks, due to a lack of air present to allow buoyancy. He is also unable to use druid class features due being made of metal. Organless: While having a lack of organs means they are much less susceptible to certain types of damage or detrimental effects, Warforged do not benefit from items that require ingestion (or inhalation) to gain benefit from, such as spells like Dream Feast, or certain types of food. They can still use most potions (or extracts and mutagens) as normal, however, as it is not so much the act of consuming the item, so much as the presence of it in the body, that causes its effects. Undying: A Warforged responds slightly differently from other living creatures when reduced to 0 hit points. A Warforged with 0 hit points is disabled, just like any living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. However, when his hit point total is negative, but not equal to or greater than his Constitution score, a Warforged is inert (instead of dying). He is unconscious and helpless, and he cannot perform any actions. However, an inert Warforged does not lose additional hit points (unless more damage is dealt to him). A Warforged, whose negative hit point total drops to or below his Constitution score, dies like any living creature. Finally, Warforged do not age and are immune to aging effects or spells. Unnatural: Warforged suffer a –4 racial penalty on Handle Animal skill checks and Wild Empathy checks, and all animals the Warforged tries to make contact with, or otherwise interact with, begin at the Unfriendly disposition. Alternative Racial Traits Body of Wood: Instead of being made entirely of metal, the Warforged is instead made of partially living wood. This reduces their Natural Armor Bonus to +1. It also allows them to use Druid class abilities (though any armor they have grafted to their bodies must still be made of stone or wood of some kind). Additionally, they gain full benefit from positive energy abilities and spells (as well as full damage from negative energy), and still retain their ability to be healed by repairing spells (and are only damaged normally by object harming spells, rather than twice as much), though they still only heal half as much as living creatures while resting. They must also eat, drink and breath (and gain benefits normally through them), in order to maintain the parts of them that are still living, and are no longer immune to poison. Any spell that damages (or heals) plants also effects a Warforged with a Body of Wood as if they are a plant. This trait replaces, or changes, Warforged Immunities, Plating, Inorganic Creature, Made of Metal, and Organless. Extra Slam: This Warforged is particular adept at combat, gaining an additional primary slam attack, giving them two 1d4 slam attacks. These slam attacks are not attached to any particular kind of limb, and can therefore be used with any part of the body, as per a Monk's Unarmed Strike. However, this Warforged has also sacrificed part of their natural protection in order to gain greater combat prowess. This ability replaces Slam and Light Fortification. Spring Loaded Fist: Rather than have a slam attack, the Warforged may choose to have a single fist that can detach from their body, launched forth by an internal spring mechanism. The fist can also be retracted, due to being attached to a cord. Once per round, the Warforged may make a single melee attack (including touch attacks in the case of spells) as if they had a 30 ft. reach. This counts as an attack action (and therefore consumes a standard action), and cannot be used as part of a full attack action. The Warforged is also not counted as having reach, where threatened squares and attacks of opportunity apply. This cannot be used in conjunction with combat maneuvers, unless the appropriate feat is taken. Reloading the fist is a swift action. Liquid Metal: Rather than have a rigid and defined body, this Warforged seems to be partially amorphous. They gain a +1 racial bonus to their CMD against Grapple and Trip attempts, and a +1 bonus to their CMB for Grapple and Trip Attempts. At 1st level, they may be treated as if they had the constrict ability, dealing 1d6 damage plus 1 1/2 times their strength bonus each round the grapple persists. At every two levels after their first, the Warforged gains an additional use of constrict. This ability replaces Plating. Warforged Feats: Rocket Fist
Coiled Fist
Mobile Cover
Gatling Gears
Medium Fortification
Heavy Fortification
I took inspiration, and in some places directly used material from several other Warforged Conversions, so I'd like to credit them here.
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Wow, thanks for the quick reply! And oh man, is that Martial Versatility feat sweet. Thanks for pointing that out to me, because I would never have seen it otherwise. So, that would mean you'd have to take Martial Versatility for both Weapon Focus and Feral Combat training, but at least as a human you get that bonus feat... Steep, but that extra strength bonus on every natural attack is still worth it. That said, oh how I wish I could be a human. Unfortunately, I've already commit to a custom conversion of Warforged from 3.5. Seeing as, unfortunately, it would require me to take a lot of feats if I want that dragon style bonus to all of my natural attacks, I am not so sure that this would be the best path for me to progress. The conversion has racial stat bonuses of +2 Con, +2 Int, and -4 Charisma, hence the Sage bloodline that I mentioned earlier. The conversion is pretty standard, with all those delicious immunities, but also gives me two 1d4 primary slam attacks through an alternate racial trait, hence why I wanted to go down the natural attack path. The initial plan was to take Fighter 2/Sorcerer 1/Alchemist 4 as the Chasis, though the campaign is starting at the 3rd level. With the stats of 17 Str, 10 Dex, 14 Con, 16 Int, 7 Wis, 3 Cha (12 point Buy :[ ), at the third level I'd be attacking four times in a full attack, assuming I decide to grow my claws, with a buffed 19 Str from Enlarge Person. With the Dragon Style Feats, and Weapon Focus/Feral Combat Training (slam), that would put me at two Claw attacks at 1d4+4, and two slam attacks at 1d4+6. For the following four levels, I'd probably take either two tentacles, or a tentacle and feral mutagen in order to really pile on the natural attacks, ending up with a total of 6 by level seven (Slam x2, Claw x2, Bite/Tentacle, or Tentacle x2). The rulings on Tentacle are still kind of iffy, as I've seen various opinions on whether or not they can be used in a natural attack routine, so it could only be 5 natural attacks. Now, the fact that I can't apply Dragon Style to two thirds of my damage output makes it look significantly less juicy (though it's still nice, especially since I don't have to worry about my slams disappearing). Is that feat line worth it for me, anymore? Would it be better, instead, to take two levels of natural attack ranger to gain permanent claws, and just scrap my Dragon Style Feats? Here's my levels 1-3 Feat line-up: 1st: Weapon Focus: Slam
It seemed better at the time to rush the dragon style/FCT feats, rather than take power attack for a damage bonus, but perhaps it would be better to just sacrifice the +1 to hit, to get the bonus to damage on all of my attacks? This seems especially true if I decide on taking ranger levels, since power attack would apply to all of my natural attacks all of the time. And if you think that going heavier on caster with this is a better idea, then by all means, please say so! Really all I wanted out of this was to be a robot dragon :] ![]()
RuyanVe wrote:
2) I would assume that it's also a free action, since that's what it is to grow them. It says the rounds do not need to be consecutive, so that would suggest that it's a free action to end, sort of like a Bardic Performance. 1) If you want it in that specific order, (of fighting with a weapon then reverting to natural attacks) it's always a free action to drop the weapon, so that's pretty easy. The trickier part is getting your weapon back once you've dropped it; depending on interpretation by your GM, a weapon cord could work for this, letting you recover your weapon to your hand as a swift action. The pfsrd said that "... you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it.", so it depends on your GMs definition of weapon (that is, do your claws count as another "weapon" or not). While it would be inconvenient to have the weapon just dangling there, the description says you can still use that hand, though finer things may be more difficult (though no hard penalties are listed). If, on the other hand, you wanted to begin with your claws, then switch to a weapon once your claws ran out, the only thing I can really think of is Quick Draw, unless you want to run into battle with it dangling on that weapon cord already, having drawn it and dropped it as a part of, and during your move action... But that would look ridiculous. And, if you want to be really silly, you could wear a spiked gauntlet and choose that as your arcane bonded item. Gloves don't interfere with natural attacks, I don't think (by logic they should, but I've found nowhere that says they do, and if they did, then that's a significant gimp to all natural attackers around the world), so I don't see why a Spiked Gauntlet would either. You could always describe the gauntlet as being fingerless, or something, sorta like brass knuckles. ![]()
Overall an amazing guide, and more than a lot of help when it comes to utilizing the DD. One thing I did want to mention (and why I created an account) is that some of the information on Feral Combat doesn't seem correct, or as far as I've looked into by RAW/poking around. Oterisk wrote: "Feral Combat Training. This combo can give you double Strength bonuses on your first claw attack and an additional ½ your Strength bonus on your other claw. Your Dragon bite? Get Weapon Focus for it and you can double your Str bonus for that. Your tail slap when you do FotD2? Get Weapon Focus and you can double the Strength bonus." This seems to suggest that, if you already have Feral Combat Training, you need only take Weapon Focus (x Natural Attack) and you will automatically gain the strength bonus from Dragon Style for that Natural Attack; however, you do need to select a specific natural attack when you take Feral Combat Training, and it only applies to that selected attack. pfsrd wrote: Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.Source I also noticed that under the Alchemist section, you listed them as gaining access to pounce at level 6 under the Beast Morph archetype, though they only gain access to it at 10th level (Though the 6th level stuff is still useful, though not nearly as worth it). I also had a question, regarding taking alchemist levels. You recommend that four levels are taken, in order to gain access to the Alchemical Allocation forumlae. Feral Mutagen is the obvious choice for the second level discovery, but what about the fourth? Is Preserve Organs the best option, or would it be worthwhile to take a tentacle instead, for another Natural Attack? This is for a planned character that is 2 Unarmed Fighter, 1 Sorcerer [Sage/Draconic Crossblooded], Alchemist 4 (Something that would be interesting to mention is that Sage/Draconic Crossblooded has great synergy if you plan on splashing some kind of int based class, though needing to take Eldritch Heritage for Abyssal still hurts). |