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Arachnofiend wrote:
This is only going to work for the first two levels, maybe three at best. After that the base damage of the crossbow is going to be outpaced significantly by enemy health and you will almost certainly be better off with a weapon that utilizes your class features.

Hm?

I don't believe anything I said is dependent on being low level. If your character has a low Strength score, you may want to spend a feat to ignore the damage penalty a bow would suffer.


Rapid Reload allows you to load light crossbows as a free action, while Crossbow Mastery allows you to do so with the heavier variants.

The crossbow might be your choice if you have a strength penalty, as you don't apply that damage penalty to Crossbow or Firearm ranged attacks. So a character with a strength score of 7 would get an effective +2 to dmg from Rapid Reload if they use a Light Crossbow.
And if you want a ranged crit build, the 19-20/x2 range is better than the x3 of the bows.


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UnArcaneElection wrote:
But does a Constitution check to stabilize while unconscious count as a physical effort?

It was the first constitution check I could think of, but maybe it isn't affected after all.

Since you're not usually running or marching during combat, it would seem your only concern is holding your breath longer than twice your con score.

Rest of Skald:
Totem Channeler
Power -1, Versatility -1

So what this archetype brings to the table is that you have the ability to apply multiple Totem Rage Powers to your Inspired Rage, at the cost of more Raging Song rounds used.
What holds this archetype back is that you don't actually have enough Rage Powers from your class to really benefit from this advantage. While you can take the Extra Rage Power to boost yourself, your allies probably won't feel much of a difference until level 18 when you would have two completed Totem Rage Power sets.

Twilight Speaker (Elf only)
Power +1, Versatility +1

You can give out Rage Powers without any kind of penalty/restriction at all, and the bonuses to attack/saves instead of the normal Inspired Rage makes it a welcome boost no matter what class you're playing.
While you do get a Domain, Community is pretty weak and doesn't provide anything special. I recommend picking up Pageant of the Peacock to outweigh the loss of Bardic Knowledge.

Undying Word
Power 0, Versatility -1

You gain three extra rage powers from a specific list at the levels Spell Kenning would increase, and some bonus feats related to the Endurance feat. Consider this archetype if you don't want to bother with Spell Kenning and wouldn't have taken Skald's Vigor.

Urban Skald
Power 0, Versatility +1

No restriction on what skills your allies can use while affected by your Inspired Rage, and your allies choose between applying the morale bonus to either Dex, Str, or Con. While more of your allies can now benefit from Inspired Rage and Rage Powers, you do lose the Will save bonus.
You also get two offensive Raging Songs that you might find some use for. While they allow a Will saving throw, the DC scales better than your spells.

War Painter
Power -1, Versatility 0

The ability to infuse paint with your Raging Song is pretty neat, and allows your allies to remotely benefit from your Inspired Rage. You also get two abilities that lets you infuse the paint with additional rage powers and spells, but their limited uses and restrictions prevents them from being great.

Warlord
Power -1, Versatility -1

So you get Leadership as a bonus feat at level 7. If it wasn't already banned, just spend one of your normal feats instead of taking this archetype.

Wyrm Singer
Power -1, Versatility +1

Morale bonus to Att/Dmg instead of Str/Con, and the saving throw bonus is against Sleep and Paralysis instead of all Will saves. I'd probably value this archetype higher if it didn't trade away your 12th level Rage Power, since that's when you get access to the real good ones. Song of the Fallen is also very useful when people start dropping at higher levels, so transforming into a dragon might just not be worth it.

***


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Some Skald archetypes:
Augur
Power -1, Versatility -2

You lose two of your most important class features (Versatile Performance and Spell Kenning), for abilities that you either already had access to or won't find much use for.

Bacchanal
Power +1, Versatility -1

By the power of alcohol you can maintain your raging song without expending any uses. Which is especially nice since you get this ability at level two, during the low levels when you normally would struggle with the low amount of rounds.
You lose Versatile Performance though.

Battle Scion
Power 0, Versatility +1

In contrast to the name of the archetype, your Bardic Knowledge ability no longer works with the knowledge skills most commonly used for monster lore. But since you can choose combat and teamwork feats in place of rage powers I guess it deserves the name.
You get the ability to give out these feats with your Inspired Rage, but since your allies can't cheat prerequisites there's not any exploits to be made. The extra uses of Raging Song required to give out feats is annoying, and will probably prevent you from doing so at lower levels. Not quite sure if the two rounds of Raging Song are in addition to the Inspired Rage, or in place of it.

Boaster
Power -1, Versatility -1

This archetype allows you to give out certain feats to your allies, but you must have them yourself and the list isn't anything special. What's worse is that you must use your modified Song of Marching for this, while you'd really want to play Inspired Rage for obvious reasons.
Consider just taking the Deathless Frenzy rage power at level 12 instead of picking up the whole Deathless Zealot feat line through this archetype.

Bold Schemer
Power -1, Versatility 0

You can now stare at location for skill bonuses to infiltrate it. Nothing bold about sitting still for eight hours, though.

Court Poet*
Power 0, Versatility +2

Instead of boosting Str/Con, you now increase Int/Cha. Your allies are also no longer prevented from using abilities that require patience or concentration, which means the Wizard, Warpriest and Monk will now gladly accept your rage powers.
The downside is that you can no longer use Swim/Climb while under the effects of this song, and you're also prevented from making Constitution checks (such as the one to stabilize).

*There's a PFS errata that removes your rage powers, but designer intent was (probably) the opposite. So if this is for PFS play, then this archetype is a -2/0.

Elegist
Power -2, Versatility -2

You lose all Raging Songs and Rage Powers, getting a despair Phantom in return.
The phantom is only manifested while you play, which you can only do for a number of rounds equal to the normal amount of Raging Song rounds. So you lose all the utility value of your phantom, can't buff it with Rage Powers, and none of the performance feats will help you increase the duration.

Hunt Caller
Power -1, Versatility 0

You can transform allies as per Beast Shape I, and later II and III at level 14/18.
Can't stack it with Inspired Rage, and you lose Spell Kenning for access to Druid Spells of your choice. You'd normally not gain access to the Druid's, so you might find some use for that trade-off.

Instigator
Power -1, Versatility -1

True to its name, you gain abilities to control a crowd. Too bad they seem to only affect creatures with less than 4 HD.

Serpent Herald
Power -1, Versatility -1

The replacement for the first Rage Power might be an upgrade, but losing Spell Kenning for a very limited Wild Shape isn't worth it.

***

I pity all of the PFS-only players who can't bask in the glory of the Court Poet.


A pint of Numerian Fluids would give you the permanent ability to go incorporeal as a swift action, at the cost of 1 point of con dmg per 1d4 rounds in "ghost-form".

Anyone has any idea of how to handle Con dmg like the Ring of Inner Fortitude, without negating the beneficial effect?

Otherwise, using the Healer's Hands combo with Resilient Martyr would allow you to heal up your con dmg rather easily. Not great synergy with a kineticist to take con dmg, though.


willuwontu wrote:
Shinoskay wrote:
I rebroach the question... what about the spindle ioun stone of regen?
It doesn't give you the regeneration ability, it heals you, so you'd still die at negative con HP.

But it does act as a Ring of Regeneration, so you can regrow any limbs you lose when your Ioun Stone was activated and you're immune to bleed damage.

Quite a steal for just 3,400 gp.


Yup, five attempts per day for 3000 gp is pretty good all things considered. And since we're talking lv 12 at the earliest we can afford multiple satchels.

I considered having my allies wear a satchel each, and using a horde of undead to run up and make heal checks when needed. Bloodblock helps out a lot, but since Charnel Soldiers wouldn't help I'll prob have to take one of the dwarven teamwork helmets.


That would be the optimal solution, so if the opportunity presents itself I'd jump on the chance to use Unchained Rage with a Skald.

I'd have trouble convincing a GM to allow me (if they didn't already) with good conscience , since it is for the express purpose of giving me an advantage I would normally never have on the standard Skald.

Maybe I could just play so bad nobody's morale is boosted?


Well that's the exact opposite of the answer I wanted, but it is the answer I asked for. Thanks for the quick responses.

Now I'll either have to find a way to make the morale bonuses disappear, or jump through hoops to make it work as a Spell Warrior without Spell Kenning.


Inspired Rage (Su):
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

***

Since Inspiring Rage doesn't specify that it is a Mind-Affecting effect like it does with Dirge of Doom, should I assume that Undead creatures can be affected by it? I know they won't get any morale bonuses, but Rage Powers are still on the table.

I'm also aware that there are multiple instances of Undead barbarians, with what seems to be a general rule in the stat block of the the Vampire Savage from Monster Codex, pg 241.

Quote:
Undead Barbarian An undead creature with the ability to enter a rage gains the morale bonuses from rage despite being immune to morale effects. The bonus to Constitution from the rage applies to an undead creature's Charisma instead.

Was this ever confirmed to be the general rule, and if yes, would Inspiring Rage count as "the ability to enter a rage"?


Sure, why not.

The companion archetypes should probably have a tag to show if they're compatible with Cavalier or not, since that's a pretty big "if".


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Antipaladin reviews have been added, and we're finished with the class.
Only 15 classes lacking complete reviews, unless we're missing new archetypes.

Classes lacking reviews:

Cleric
Druid
Hunter
Inquisitor
Medium
Mesmerist
Ninja
Occultist
Oracle
Paladin
Samurai
Shaman
Skald
Spiritualist
Vigilante

***

Red Tongue Skald
Power +1, Versatility -1

Loss of Bardic Knowledge and every Versatile Performance after the first will hurt your out-of-combat utility, which is a bummer. In place of all these skill bonuses you gain a scaling buff to social uses of Bluff/Intimidate, some extra spells known (predetermined), and three Rogue Talents at level 7, 12 and 17. You also get the ability to grant one of these Rogue Talents to allies affected by your Inspired Rage.
But since you can't take Sneak Attack talents, won't get access to Advanced talents, and want something with in-combat utility for Inspired Rage the list is surprisingly short. Assault Leader, Positioning Attack and Combat Trick seems to be the best alternatives, and depending on how Combat Trick is "given out" it could either be a free Combat Feat on the spot, or basically be the Tactician ability. Either way, taking Combat Trick at level 7 is probably worth a +1 to Power.


Artificial 20 wrote:
The new Magic Trick feat options for Mage Hand include the ability to use Aid Another, Disable Device and Sleight of Hand at range. It doesn't list Heal as such, but it might be enough to request that it enables that too.

I'll have to check the language when I can, but hopefully it gives a bit of leeway.

McDaygo wrote:
Id assume first aid is less then 5 lbs so mage hand could do it.

Since there are a lot of abilities which allows you to use Disable Device/Sleight of Hand with Mage Hand, I'd assume that anything requiring finesse isn't allowed with Mage Hand.

But one could argue that providing First Aid is as simple as scooching the insides in where they belong (only takes a Standard action after all), so maybe that works.

Claxon wrote:
Is there a reason you really want to do first aid over some ranged magical healing option?

The ability of the Healer's Satchel is that your First Aid check heals the target up to 0 HP. So when my Skald gives out Deathless Frenzy, I can heal my ally up from beyond the grave no matter how much punishment they took during the round.

But I can think of multiple scenarios when I'd rather not have to run up to my ally to heal them, and even more when I'm prevented from doing so.


...I guess?

I'd probably need Gloves of Improvised Might with the Returning property, but then I could throw my arm at an ally needing the heal check every turn.


Invisibility works great until the moment it doesn't, which happens rather frequently at higher levels. Definitely worth it to keep a familiar at the ready for emergencies, though.


avr wrote:
A kineticist with telekinetic finesse could do it. Probably not what you're looking for though.

25 ft range for a one level dip isn't half-bad, but I'd prefer to manage it without class levels.

avr wrote:
On the other hand, everything else I can think of nails down what you can do with remote action too hard to allow the heal skill use.

Yup. Couldn't find anything specific to the heal skill, which I'm guessing is because magical healing is more interesting.

I guess I could use a pair of Ring Gates if I need to heal some one specific at long range, and then work on increasing the natural reach of the healer to reach everyone else.


So I'd like to use the Heal skill at range, specifically the Provide First Aid action combined with a Healer's Satchel.

Is there anything like the Ranged Legerdemain ability (that makes Disable Device and Sleight of Hand work at range), but for Heal?

Or a magic item that lets you act as if you were close by, such as the Gloves of the Shortened Path (but a bit cheaper)?


Slyme wrote:


I am thinking 6 levels of Shifter and 5 levels of Barbarian is going to be the best mix...that or 8 Shifter / 3 Barb. Probably start things off with a level of Barb to maximize hit points, then full out Shifter to 6 or 8, then switch back to Barb to finish things out.

4 levels is probably enough with Wis 14. You gain absolutely nothing worthwhile after level 4 as a Weretouched with the Tiger aspect.

Slyme wrote:
Tiger for the animal aspect on the Shifter levels, the pounce + claw/claw/bite/grab/rake/rake while in hybrid form seems potent...and I'm not really a fan of the dinosaur options, at least not for this character.

A Shifter has to wait until level 15 before they have access to Rake, so you have only three attacks.

Slyme wrote:
Right now my feats look like 1-Wilding, 3-Weapon Finesse, 5-Dirty Fighting, 7-Improved Grapple, 9-Raking Claws, 11-Deadly Grappler...I am open to suggestions for improvements.

Shifter's Rush, Planar Wild Shape, Invoke Primal Instinct (needs a good Bluff modifier)

Slyme wrote:
The idea is a tiny feral ball of rage that charges across the combat and latches on to it's prey...shredding them until they stop twitching, then moving on to the next.

Welp, the biggest problem with this concept is that the Grab ability only functions on targets smaller than yourself, which in this case means tiny and below. Even with the Powerful Shape feat we're still only capable of grappling small targets as part of our attacks.

Slyme wrote:
Probably grab Gauntlets of Rending to boost the claw/rake damage a little more, any other items I should be looking at?

Animal Mask for a gore attack?


Derklord wrote:
Keille wrote:
I'm still a little confused at why a lizardfolk can't grow an extra tail for the slap, though, as (presumably) any other race that doesn't already have a tail would grow one wholesale.
I'm a little confused on what you mean. When you polymorph, you don't "grow" anything, you turn into that creature.

OP isn't actually using the Wild Shape given to the Shifter at 4th level, OP is just using the Alternate Shifter Claws given to someone with the Crocodile Aspect at level 1.

Normally that's two Claw attacks, but the Alternate Natural Attacks for a Crocodile is a Bite and Tail attack.

So the Polymorph rules don't apply, which is why OP can use their Bite/Claw/Claw attack routine they have from being a Lizardfolk.

Derklord wrote:
If you want more natural attacks, look at the Weretouched Shifter, the hybrid form makes an exception for using Shifter's Claws so you can have 5 primary natural attacks (with Deinonychus aspect) without the need to use munchkin s!#% that is an express train to the "rocks fall you die" destination.

The Falcon also ends up with five natural attacks, so the choice is basically between having Flight or Pounce.


Keille wrote:
Hey, everyone!

Hello!

Keille wrote:
I'm mostly concerned about how to go about incorporating the at will shift attacks into the attack action. I currently am working under the understanding that a single shifted body part can attack twice (The only available natural attack for Frogs to gain, for example, is Bite, and it seems insane that Frog based shifters would be limited to a single natural attack), so I feel semi-safe with the double Croc tail slap. My main concern is whether I have to limit myself to either crocodile tail slap or lizardfolk tail slap. Ideally, I'd like the extra croc tail to shoot out just above the lizardfolk one.

Basically, it's assumed that you don't grow extra appendages if you already possess the natural attack, because otherwise you could easily end up with three pairs of arms before level 4 simply by stacking Claw attacks on top of each other.

So a shifter with the Frog aspect has the choice to switch out one of their normal Shifter Claws attacks for a bite attack, ending up with one Bite and one Claw attack.
As a Shifter with the Crocodile Aspect you have the option to switch out one of your claw attacks for one tail slap, and another of your claw attacks for one bite attack.

Your Shifter Tail Slap would not stack with the one from Dangerous Tail, which means your normal attack routine should look like this:

(BAB 6, Str Mod 5, Enhancement 1)

Keille wrote:

Full attack action (NORMAL):

Bite +12 (1d3+6),
2x Claw +12 (1d4+6),
Lizardfolk Tail Slap +7 (1d4+4)
Keille wrote:
Alternatively, is it possible to make the double shift go to foot claws or something instead? I'm mostly just running into the issue of doubling up on body parts here.

Claws goes on your hands, and Talons goes on your feet. The rest of the natural attacks are otherwise pretty straightforward (with the exception of Slam attacks).

So if you're not looking to actually transform into a Crocodile, maybe you should just take one level of Shifter with the Deinonychus, Falcon, or Owl aspects to gain Talon attacks.


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Might I interest you in some... Numerian Fluids?

Buy a bottle, and keep making the DC 25 Craft Alchemy check every hour until you hit the lucky number 100.
Other than the very small risk of your flesh dissolving, it's a pretty easy way to gain access to the Mutant Template or Immortality.


Razzle the Second wrote:
Any fun to play and face smashing build advice appriciated. Thanks in advance for your help.

"fun" is subjective, but I do think you'd want to have more options in combat rather than just deciding who to hit during your turn. Straight Bloodrager might feel a bit flat unless you make sure you have other alternatives such as combat maneuvers or threatened areas.

Also, as the main frontliner (read: only frontliner) you'll want to have some sort of healing available for when the cleric is busy dying and you're at 1 HP. Maybe the Urgathoa's Hunger Divine Fighting Technique, or the Healer's Hands/Signature Skill (+ Resilient Martyr) combo.


For a low-level campaign, I could see this lv 5 duo being pretty fun.

Shifter 5 (or 4/X1), with the Tiger aspect. And a fighter ally with the Rhino Charge and Mobile Fortress feats.

The shifter pal transforms into a Tiger, and Pounces foes. The fighter goes along for the ride with a readied charge, and sets up Total Cover that protects both of them thanks to Mobile Fortress.


Got here from the other thread, with a few pointers.

Quote:
level 3 slayer 1 : Deft Catcher feat. (for fast getaway. can pull out arrow as free action drop it as free action and activate deft catcher as immediate. allow move action withdrawal for lightning stance at level 8).

Clever, real clever.

*

Quote:
level 4 slayer 2 : slayer talent >rogue talent>combat trick> exotic weapon proficiency (butchering axe)

You could just buy proficiency for 1,500 gp and implant the ioun stone, if you want to save a talent/combat feat. Also remember that you have access to the Blood of Shadows rogue talents, so Emboldening Strike could be worth it for +2 to all saves.

*

Quote:
level 8 slayer 6 : slayer talent>Ranger Combat Style(elemental)>lightning stance.

You'd actually need to take the Slayer Talent once before "unlocking" the 6th level combat style feats, even if you are Slayer 6.

Not a big setback, as you've not decided on your Slayer 8 talent.


Is Jabbing Style really the main source of the monk's dmg, though?

If the monk is reaching 400 dpr, then unless they have like 20+ attacks per round, Jabbing Style isn't the problem. It's at best avg +14 dmg per hit.


They circumvent that.

Ultimate Intrigue: Skills in Conflict: Perception and Stealth: Cover and Concealment for Stealth wrote:
The reason a character usually needs cover or concealment to use Stealth is tied to the fact that characters can't use Stealth while being observed. A sneaking character needs to avoid all of an opponent's precise senses in order to use Stealth, and for most creatures, that means vision. Effects such as blur and displacement, which leave a clear visual of the character within the perceiving character's vision, aren't sufficient to use Stealth, but a shadowy area or a curtain work nicely, for example. The hide in plain sight class ability allows a creature to use Stealth while being observed and thus avoids this whole situation. A sneaking character can come out of cover or concealment during her turn, as long as she doesn't end her turn where other characters are directly observing her.


Really tough to say before you've gotten a chance to see them in action, especially since they seem to want offensive power. Damage output is usually the easiest way to steal the spotlight in a group of newbies, especially if martials are involved.

Revolving Door Alternate wrote:
- Arcanist evoker with mostly sonic and force spells. Both spell penetration feats. Very few things are immune or resistant to sonic or force. So he would be able to damage almost anything, but those spells don't do huge amounts of damage. So he shouldn't be able to take over the spotlight.

Ya know, if you get a Valet Familiar through the exploit and then the Choral Support teamwork feat, you could deal sonic dmg with any elemental blast spells. Depending on how optimized you make the Arcanist, the normal sonic/force spells may not be enough for this party.


Would it be reasonable to make crossbows function as if the wielder had Shot On the Run automatically?

While I can buy that you'd need a feat to draw a bow while moving, both firearms and crossbows are exceedingly easier to fire, and should have some kind of benefit to showcase this quality.
They should honestly not provoke either, but that's more a question of balance than realism.


I'd probably go full rogue and set aside the non-essentials for later.

Counterfeit Burglar UnRogue
1 PB Shot, Weapon Finesse (B)
2 (RT: Combat Trick) Rapid Shot (B)
3 Expert Sniper
4
5 Shadow's Shroud
6 (RT: Superior Sniper) Master Sniper (B)

********

Also, if you're not all too hung up on charisma, you could dump it while changing one of your traits for Student of Philosophy.

Int 12 -> 14
Wis 12 -> 14
Cha 14 -> 9

This would give you the same Bluff/Diplomacy/Will bonus as before, but more skill ranks. Might be an idea to raise your Con to 14 at the cost of -1 to Bluff/Diplomacy, though.


Syries wrote:
I need at least two levels of Slayer to get Rapid Shot without the prereq of point blank shot. The third level with the woodland sniper archetype gets me 2d6 ranger sneak attack. I can retrain the Slayer levels once I hit level 9 but at that point, how much do I benefit from doing that?

I think you've misunderstood the Woodland Sniper archetype. It simply makes your Sneak Attack "ranged only", it doesn't double your precision damage.


If you can squeeze it in, the Counterfeit Mage archetype really helps you out with getting UMD online quicker. And getting it online early is kind of a priority in PFS play.

I'm not really sure what the Slayers levels get you, and I'd try to secure an alternative option to stealth in addition to Shadow's Shroud since it only functions for round/level.


Just FYI, if this isn't for PFS then you can buy the cracked version of the Incandescent Blue Sphere for 200 gp instead of 8,000.

Since cracked ioun stones have a 25% chance of resonating, you'd on average spend 1000 gp to get Blind-Fight if you sell back those three extra you've bought.


born_of_fire wrote:
Wonderstell wrote:

If you don't want to choose between caster or archer (as you need a viable build right now), I managed to make good use of your available items for a hip-thrusting brawler build. No idea where you'll place your mythic level, though.

** spoiler omitted **...

O.o How does he wear the belt and hit bad guys with it at the same time? I mean, he has brawler and monk levels so his entire body is a weapon, I’m just having a hard time envisioning it LOL

Either full body tackles that connect with your hip, or a chiuaua humping your leg with the force of a freight train?

One is clearly superior, though.


Lots of minor mistakes with the build, so you should probably not just copy-paste what I've written down!

Corrections:
I forgot Brawler had an AC bonus, so the actual bonus should be +8 (or +9 if they stack, but don't think so).

While I did write down "Greater TWF" in parenthesis after Brawler's Flurry, it only functions as Improved TWF at this level. I also forgot about the third iterative attack, and the small strength bonus to dmg.
Actual Attack Routine:
+27/+27/+27/+22/+22/+17 (6d6+7, 20/x2)

And instead of Weapon Focus: Unarmed Strike, the feat Improvisational Focus would do the same but also give you another +1 to Attack. It also opens up Weapon Focus feats for your improvised weapons.

***

I'd lower your Charisma by one to raise your Str by 1 and qualify for Power Attack, to later on reach Smash from the Air via Martial Focus.

Also, as you are a 12th-level brawler, you can gain up to three feats as a swift action at the start of combat. It's probably a good idea to keep some basic feats in mind that could help you out.

Outslug Sprint (as mentioned)
Dedicated Adversary (+2 to Attack/Damage)
Blind-Fight
Deflect Arrows
Combat Maneuver feats
Punishing Kick

After you've had a chance to shop, some Ki Focus Gloves of Improvised Might (16,000) would let you use Touch of Serenity (and Punishing Kick) with your belt.


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If you don't want to choose between caster or archer (as you need a viable build right now), I managed to make good use of your available items for a hip-thrusting brawler build. No idea where you'll place your mythic level, though.

Hinyasi Steel-Breaker Brawler 12 / Lotus Master of Many Styles Monk 1:
Goblin, 20 PB
Str 10(+2), Dex 19(+5), Con 14(+2), Int 12, Wis 14(+6), Cha 7

Three level increases in Dex
Belt of Physical Perfection +2
Headband of Wisdom +6

Traits:
Surprise Weapon (Combat)
+1 Trait

Levels and Feats:
Brawler 1-7
1 Weapon Finesse, Catch Off-Guard (B), IUS (B)
2
3 Shikigami Style
4
5 Shikigami Mimicry, Shikigami Manipulation (B)
6
7 Lunge

Monk 1
8 Outslug Style (B), Touch of Serenity (B)

Brawler 8-12
9 Weapon Focus: Unarmed Strike, Combat Style Master (B)
10
11 Healer's Hands
12 Outslug Weave (B)
13 Signature Skill: Heal

Attack Routine (Hasted)

Belt of Physical Perfection (Improvised)
+27/+27/+27/+22/+22 (6d6+6, 20/x2)

+2 damage if you've taken a 5-foot step.
+2 to Attack and ignores DR with Exploit Weakness

Relevant Class Features:
Martial Flexibility (Free action, 9 uses per day)
Brawler's Flurry (Greater TWF)
Exploit Weakness
AC Bonus (+6 to AC)
Fuse Style

Maxed Skills:
Knowledge: Planes
Heal

Defensive Abilities:
Can heal yourself for 52 HP as a full-round action 13 times per day.
+6 to Reflex saves and AC with Exploit Weakness.

Summary:
Shikigami Manipulation allows us to treat magical improvised weapons as if they had an enhancement bonus equal to one fourth of the caster level. The Belt of Physical Perfection would count as a +4 Weapon, and Hinyasi Brawler allows us to flurry with it (and use Outslug Style with improvised weaponry).

Hinyasi also allows us to use our Unarmed Strike damage for improvised weapons (2d6), which is increased by three sizes thanks to the Shikigami style feat chain.

So at the start of combat we enter the two styles as free actions, and use Martial Flexibility (Outslug Sprint) as another free action. Then Exploit Weakness as a Swift action, and full-attack something within 20 ft thanks to Outslug Sprint and Lunge.

***


What's the rest of your party like, and what alignment is Talos/would you want to be?


@zza ni

Does it really matter?

It's heavily implied that you are actually given the ability to move 5 ft between each attack. There's no need to waste anyone's time by forcing obvious questions, unless you're arguing that someone might actually misunderstand the intent of the ability.

But really, since the ability becomes weaker from this interpretation, not even munchkins will earnestly argue that the ability shouldn't work the way it's supposed to.


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Ultimate Intrigue: Skills in Conflict: Perception and Stealth: Cover and Concealment for Stealth wrote:
The reason a character usually needs cover or concealment to use Stealth is tied to the fact that characters can't use Stealth while being observed. A sneaking character needs to avoid all of an opponent's precise senses in order to use Stealth, and for most creatures, that means vision. Effects such as blur and displacement, which leave a clear visual of the character within the perceiving character's vision, aren't sufficient to use Stealth, but a shadowy area or a curtain work nicely, for example. The hide in plain sight class ability allows a creature to use Stealth while being observed and thus avoids this whole situation. A sneaking character can come out of cover or concealment during her turn, as long as she doesn't end her turn where other characters are directly observing her.


The problem with depending on concealment is that you might meet something with Blindsense, Blindsight or Tremorsense.

Dampen Presence should win over Blindsense, though I'm unsure if it would work against Blindsight since the concealment would be negated.


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Same link as before.

Every class has its own document now, which should speed up loading times and general ease of reading.


I strongly recommend the Friendly Switch feat to help with awkward situations that can happen with a larger companion.
Narrow passageways will no longer be a strategic nightmare, and you will always be able to reach an enemy no matter how your allies are positioned.
But while it can be used to quickly get squishies out of danger, I bet most martials would be pissed to get carried out of full-attack range, so I'd be careful with how I use it.


Link to the document

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avr wrote:
The doc already is unwieldy and could do with being split into several parts IMO. It takes a long time to load and with a poor connection may crash rather than finish loading.

Agreed. It would probably be better to have one document per class, and simply gather all the links in the original document.

****

Edit:

Regarding the Mute Musician, the Gesture Expertise/Expressive Pantomime social traits would allow you to communicate "simple messages" with either Linguistics or Bluff.
Both traits allows you to communicate without sharing a language, but Gesture Expertise isn't PFS legal. A shame, since you can easily reach the DC 15 check with a take 10 by level 1.


Seconding the Zen Archer. They pretty much swim in bonus feats at early levels and can get everything vital by level 3.

And is the character supposed to start out at level 2 and end at level 5?


@Heather 540

Sacred Weapon might seem like fun, but it's not worth all the resources you're piling on top of it. Most medium sized natural attacks either deal d4 or d6 damage, which means your five Weapon Focus are effectively worth +1 A/+3 D at best.

I'm not recommending you to go down Warpriest just for Sacred Weapon, but you would save two feats if you take Human Guise->Martial Versatility to apply your weapon focus feat to all your natural attacks.

Blood Feast gives you a situational +1/+1 bonus to one of your seven natural attacks. It's about as worth as one fifth of Weapon Focus for a manufactured weapon build.

Hammer the Gap is a trap option, as the effective damage bonus is far lower than you'd think. Even if all your seven attacks hit (very unlikely) it's still only an effective increase of +3 damage per attack. But it's more likely you'll miss every third/fourth attack and reset the damage bonus, resulting in a damage increase below 1 per attack.

And Monkey Lunge requires a standard action and ends with your turn, so it's not worth it either.


LordKailas wrote:

the feat Believer's Boon is the closest I've found to gaining a domain (without being a class that already gets one). What it gives you is extremely limited and weak compared to simply gaining a whole domain. To the point that outside of taking it to meet the pre-reqs of another feat, it doesn't seem worth it.

Neither of the two feats are worth it, but Believer's Boon can find use if you're allowed to take subdomains with it. The Freedom subdomain's power is effectively an out-of-combat condition removal which affects anything that originally had a save.

So not a total waste if your party lacks a divine caster and you're expecting a lot of curses.


@zza ni

Green Scourge would rather easily get access to all four elemental types with a metamagic rod keyed to acid, so it's probably the most versatile archetype for someone wanting to use Weapon Shift on a Druid.

The problem I saw with the "dip" into Druid for Flame Blade is that it would require 4 levels to get enough spell slots to last a day, which is a big opportunity cost. And since the class itself already gives you Wild Shape it just seems like a waste to not continue taking Druid levels.

Like, why go Shifter X/Druid 4 when you could just go Druid X?

For Wild Shape classes that want full progression, like Druid/Feral Champion, they'd benefit more from the alternatives presented by you and avr than dipping one level into Sorc/Wiz/Witch/Arcanist.


Alright, so Flame Blade should be affected by Metamagics that refer to spell damage since the spell is affected by Spell Resistance.

Quote:
Spell resistance (abbreviated SR) is the extraordinary ability to avoid being affected by spells. Some spells also grant spell resistance.

'

If the damage can be negated by SR, it's part of the spell.
The weapon attacks should be considered the spell's damage.

Shadow Weapon creates a melee weapon that is subject to both a will save and SR, with the saving throw directly affecting the amount of damage dealt. If Flame Blade's damage is considered the spell's damage, the same should be true for Shadow Weapon.

Now, if we used Shadow Weapon to "shape a quasi-real masterwork melee weapon" of a Battle Poi which is "dealing normal damage for a weapon of its type", the spell would deal fire damage.
Which means it qualifies for Elemental Spell/Choral Support, while being a spell level lower than Flame Blade.

So it's perfectly doable for a Shifter or other non-druids to dip one level into Wizard and gain enough spell slots to last for a day (since Weapon Shift doesn't have a duration).


On second thought, can Flame Blade be affected by Elemental Spell?

Elemental Spell wrote:
Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.

The spell itself conjures a weapon, which you use to attack with. Are the weapon attacks considered the "spell's damage"?


Here's the first three archetypes I thought of. All abilities are given at level 1.

===

Internal Alchemist

Breath Mastery:
At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.

***

===

Oathkeeper Inquisitor

Divine Witness (Su):
Every oathkeeper inquisitor develops a unique personal symbol, which she can use to seal an agreement between two or more willing parties. The agreement, whether it’s a trade contract, a truce, or a political marriage, must be as detailed as possible and then signed in the oathkeeper’s presence by every creature involved. Creatures must sign of their own free will—any magical or physical coercion will cause the contract to crumble into ash when the oathkeeper attempts to place her seal upon it. So long as no mystic or physical force is influencing any participating creature, the oathkeeper can mystically seal the arrangement with her personal symbol, binding all signing parties into upholding their ends of the bargain for the length of time spelled out in the agreement.

Should any oathbound creature break the exact wording of the contract, the agreement is dissolved and the offending creature is cursed, taking a penalty on all d20 rolls equal to the oathkeeper’s Wisdom modifier for a number of weeks equal to the oathkeeper’s inquisitor level. Furthermore, the inquisitor’s symbol appears as a mystic symbol on the offending creature’s throat and hands, allowing the oathkeeper to know the creature’s location at all times, as per the discern location spell.

If a creature is forced into breaking the agreement by magic or overwhelming physical force (for example, breaking an agreement not to harm via a compulsion spell or by physically hurling an oathbound creature to deal damage to another), then the agreement dissipates harmlessly. The oathkeeper’s curse is a curse effect, but it can be removed only with a miracle or wish spell.

***

===

Covenbane Slayer

Hag Sense:
A covenbane’s magical scars throb in the presence of magic. A covenbane adds half his level (minimum +1) on Perception, Sense Motive, and Survival checks to identify, recognize, or track a hag, arcane spellcaster, or creature with spell-like abilities. He can also use his hag sense to recognize whether someone within 30 feet of him is using magic to hide her true form. To do this, he must succeed at a Perception check against a DC equal to 15 + the target’s CR; success indicates the presence of a magical disguise, but it does not reveal the creature’s true form.

***

+

Disrupt Coven:
Anyone the slayer threatens no longer counts as an ally for the purposes of friendly spellcasting or employing teamwork feats and cannot access any special abilities gained from being part of a coven (including coven spellcasting).

***


A Kinetic Knight dip would have been perfect to avoid the burn cost of Kinetic Blade. The problem is the requirement of "wielding", since Kinetic Blasts are never considered wielded.

Quote:
The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion)

'

I had a recent thread where I asked if Kinetic Blade was an exception, and I think the answer was "no".

The answer doesn't make much sense to me, but luckily "wielding" isn't actually a defined term so Kinetic Blade still works even though you aren't gripping or wielding it.

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