Wulfanger's page

15 posts. No reviews. No lists. No wishlists.


RSS


I agree with your hierarchy, Destined and Arcane ruling on top. Both bloodlines are solid even without considering the Primalist or Crossblooded archetypes. Though I think Destined soars ahead when paired with Primalist taking the Beast Totem chain plus CaGM at 8th and 12th. Arcane on the other hand combos well with the Moonlight Stalker feats, just take Spelleater or Steelblood to avoid redundancies with Blind-Fight.

Despite Destined and Arcane I think Aberrant is especially worth noting. Aberrant foremost grants displacement, which isn't natively on the Bloodrager spell list. Though this is offset by the rest of the bonus spells. While enlarge person, see invis and black tentacle are good spells they're already on the bloodrager spell list and they come late to when you first want to learn them. Enlarge person specifically should always be taken at 4th for no other reason then wands which is also why I think the 4th level Abyssal power is lackluster. Aberrant like Destined also combos well with Primalist, yet even has Combat Reflexes as a bonus feat.

Something funny to note is Crossblooded doesn't actually say it replaces or alters anything so one could stack it with Primalist, I'm not sure if this is intended. Regardless, this means one could make a Crossblooded Primalist [Something] + Elemental taking Elemental Movement at 8th and swapping out the 4th and 12th bloodline powers for the Beast Totem chain plus a random low level rage power. Elemental Movement is the earliest one can get flight with the bloodlines, meaning it doesn't interfere with taking pounce at 12th. Who doesn't want a 60ft (good) flying pouncing Bloodrager by 12th?


Lastoth wrote:

Your point buy is wrong for both math and efficiency. You always put your racial boost into your highest adjusted stat or you're wasting it.

You're both putting a +2 into a low stat? It's worth far less there.

Fair enough, the math was done rather swiftly just to see if it was possible rolling for stats is the norm at my groups table. With your point considered I would change it to the following: Str: 15, Dex: 14+2, Con:13, Int: 10. Wis: 15, Cha: 8. None of the ability scores actually change, but you could now use the stat increase at hd20 for con, yay. I guess you could further optimize for point buy but mass dump stating isn't for me.


Imbicatus wrote:
The key to the Warpriest is finding the best synergy between class features. The Sacred Weapon lets you make any weapon viable. Fervor means you never have to waste a round buffing when you could be attacking. The bonus feats allow you to take feats before you would normally be able to by BAB.

Warpriest boils down to the above quoted point. They have an amazing feat economy they get to play with. I personally just built a Warpriest yesterday with my flatmate for a campaign my group is running to test out the live versions of the ACG classes. His build, while a little MAD, is based around two-weapon fighting with a shield and is pretty cool and thematic by my reckoning. Not to mention it uses the community blessing, bodyguard and Saving Shield for a +8 AC to adjacent allies by level 3 (with a max of +13 AC with benevolent armor +5, Sacred Armor anyone?)

TWF Shield Warpriest:

Needs: 19 Dex by 15

Blessings: Community, Plant
1. Combat Reflexes, Body guard
2.
3. Toughness, Saving Shield
4.
5. Two-Weapon Fighting, Imp. Shield bash
6. Shield Slam (Human Bonus Feat)
7. Spiked Destroyer, Imp. Two-Weapon
8.
9. Dual Enhancement, Critical Focus
10.
11. Hammer the Gap, Shield Master
12. Bashing Finish (Human Bonus Feat)
13. Double Slice, Two-Weapon Rend
14.
15. Greater Two-Weapon, Pin Down
16.
17. Stand Still, Critical Versatility
18. Penetrating Strike (Human Bonus Feat)
19. Resilient armor, Great. Penetrating Strike
20.

The stats he rolled are: Str: 17, Dex: 17, Con:11+2, Int: 10. Wis: 16, Cha: 9.

However if you want to do point buy I quickly did the math and one could do the following for 20pt buy: Str: 15, Dex: 16, Con:12, Int: 10. Wis: 13+2, Cha: 8. First 3 stat increases go into Dex for requirments, 4th increase into Wis for casting (You gain 6th lvl spells at 16 any way).

Note: The build assumes one will be getting Enlarge Person and using Righteous Might at hd13.

Aid another order of operations:
1. Your turn & you have an adjacent ally (or will later in the round): Swift action Communal Aid(blessing).
2. Enemy Creatures turn issues an attack on an adjacent ally: AoO Body Guard + Immediate Action Saving Shield (lose swift action on your next turn).

I should mention the human favored class bonus is fairly ridiculous as it reads "Gain 1/6 of a new bonus combat feat." Made significant portion bold. i.e. treating class level as BaB/fighter applies.

Edit: Also a 20th level human fighter will only have 7 feats more than a 20th level human warpriest. So you can rather think of the class as fighter who trades 7 feats for a warpriests class features. In my mind 7 feats for divine casting up to 6 alone is worth it.


Our gaming group generally caters to optimizing, GM included. So the combat encounters normally are far above the standard CR.

I'll make an alternate progression which doesn't take slumber if it turns into a problem. Our group is pretty open to allowing (informal) re-spec'ing if the character isn't working as intended or just breaking the game.

Just for reference this is what the barbarian is planning:

Human; Heart of the fields.
Unbreakable fighter (1)/Urban Barbarian (19)
1.Combat Expertise,Power Attack, Diehard, Endurance
3. Extra Rage: Witch Hunter, Superstition
5.Stalwart, Lesser Beast Totem
7.Combat Reflexes, Beast Totem
9.Improved Crit Greatsword, Reckless abandon
11.Improved Stalwart, Greater Beast Totem
13.Dazing Assault, Come and Get Me
15. Improved Sunder, Spell Sunder
17. Rage: Eater of Magic, Ghost Rager( or DR)
19. Rage: Extra DR, Extra DR


Tomos wrote:


It's on page 15.
Note that 'have it come into effect at the proper time' should probably be revised to say 'have it come into effect at the first opportunity' because of how Soothsayer is worded. Lose some flexibility, gain some flexibility.

It looks especially good for retribution so no rounds are wasted if it doesn't attack. To bad it doesn't effect healing hex.


stuart haffenden wrote:

Don't take Slumber, just don't do it. You're going to bore the pants off your DM and the other players. It's widely excepted as broken and you don't need it to be good. Slumber isn't optimization, it's a yawn-fest. One-shotting everything will get dull very quickly. You don't need anything else to wreck the whole campaign.

I've played it once, but never again - I just couldn't put anyone through that again. It's a quick way to make all the other players feel completely useless.

Was planning on only using slumber when something was rushing into my face (grapple, etc.) since it doesn't provoke AoO. Though i do see how it could be a major problem if i spammed it, thanks for pointing that out.

aceDiamond wrote:
If you take the Soothsayer hex from Harrower's Handbook, you could place Fortune on people long before a battle starts and have it come into effect at the proper time, saving you a standard action in battle.

I can't find anything about this Harrower's Handbook


Rerednaw wrote:

Accursed Hex Earlier.

If you want to act as buffer with your hexes take Scar Hex. Scar your party (no negative game effect) and now your range limit for healing, fortune, etc is no longer 30 feet.
Resurrection as a Su is pretty sweet, though by that level money probably won't be an issue.

Good point, wish fortune was more than once per 24 hours so i could realistically use it for more than 1 combat per day.

Rerednaw wrote:


Without Ability Focus, you are restricted in your Hex DC. Perhaps consider crafting (if allowed) to acquire superior Int headbands?

Magically items save for metamagic rods are fairly easy to obtain in this DMs Homebrews generally speaking. Though i will keep it in mind, was considering eventually getting Scribe Scroll for versatility.

Rerednaw wrote:


What kind of oracle?

Other than Heaven Mystery i don't know what hes planning.

Rerednaw wrote:


What role do you want? Thoigh it is not optimal, you could consider evoker as a secondary for a change of pace, or healer if the oracle is not going to be healing focused.
What Patron?

I was mainly planning to focus on save or fail effects with some evocation on the side, limited witch evocation spell list willing. Plan on taking the Shadow or Time Patron.

Rerednaw wrote:


The Azata and the Pseudodragon are good. Homunculous is superior because of ways of sharing its immunities. Still I never picked one.

I wasn't aware you could share immunities, how is this done?


LessPopMoreFizz wrote:
The only real piece of Optimization any Witch needs is the Cook People hex.

As the majority of the part will be good I doubt i'll be able to get away with actually cooking, nevertheless eating, sentient creatures regardless of how beneficial the hex is.


Need some input on building a witch for a homebrew game. The rest of the party is a Barbarian, Oracle and Rogue. Also metamagic rods aren’t feasible to obtain based off our last campaign meaning if i want a metamagic i have to spend a feat on it. Additionally our last game went to 20+ so im fully stating the character out on the off chance i can keep the alive the whole time.

I have three different variations i'm currently tossing around. I don’t take agony in any of the variations as Ice Tomb simply seems to be a better option. Also each is planned to combine Magical Lineage (ill Omen) with quicken spell.

Spell Perfection Variation:

Race: Elf (Dream Speaker)
Traits: Reactionary(+2 initiative), Magical Lineage (ill Omen)
Familiar: Scorpion Greensting

1. Extra Hex: Cackle, Evil Eye
2. Hex: Slumber
3. Extra Hex: Misfortune
4. Hex: Fortune
5. Accursed Hex
6. Hex: Flight
7. Quicken Spell
8. Hex: Healing? Scarred? Other?
9. Persistent Spell (Different metamagic?)
10. Hex: Ice Tomb
11. Split Hex
12. Hex: Retribution
13. Dazing Spell
14. Hex: Major healing? Agony? Other?
15. Spell Perfection (Shadow evocation/Dazing; Firewall or something) (other ideas?)
16. Hex: Major healing? Agony? Other?
17. Spell Penetration
18. Death Curse or Forced Reincarnation
19. Split Major Hex
20. Summon Spirit?

Had to take 3 metamagics to qualify for Spell perfection it seems like a heavy invest just so i get a debuff option for reflex saves. Though i was planning on taking quicken spell regardless.

Improved Familiar Variation:

Race: Elf (Dream Speaker)
Traits: Reactionary(+2 initiative), Magical Lineage (ill Omen)
Familiar: Scorpion Greensting -> Dust Mephit or Faerie Dragon

Familiar
1. Improved Initiative, Evil Eye
2. Hex: Slumber
3. Extra Hex: Cackle
4. Hex: Fortune
5. Accursed Hex
6. Hex: Flight
7. Improved Familiar (Faerie Dragon or Dust Mephit) Other?
8. Hex: Misfortune
9. Quicken Spell
10. Hex: Ice Tomb
11. Split Hex
12. Hex: Retribution
13. ?
14. Hex: Major healing? Agony? Other?
15. ?
16. Hex: Major healing? Agony? Other?
17. ?
18. Death Curse or Forced Reincarnation
19. Split Major Hex
20. Summon Spirit?

Feats i'm considering slotting in: Spell Penetration, Spell Focus, Combat Casting, Spell Hex (I doubt the DM will allow Ability Focus)

I take improved Initiative in this variation since I trade out the scorpion greensting. Main reasoning to take a familiar is survivability and additional utility (DM won't allow Imp).

Improved Familiar Human Variation:

Race: Human
Traits: Reactionary(+2 initiative), Magical Lineage (ill Omen)
Familiar: Scorpion Greensting -> Dust Mehpit or Faerie Dragon

1. Improved Initiative, Extra Hex: Cackle, Evil Eye
2. Hex: Slumber
3. Extra Hex: Misfortune
4. Hex: Fortune
5. Accursed Hex
6. Hex: Flight
7. Improved Familiar (Faerie Dragon or Dust Mephit) Other?
8. Hex: Healing? Scarred? Other?
9. Quicken Spell
10. Hex: Ice Tomb
11. Split Hex
12. Hex: Retribution
13. ?
14. Hex: Major healing? Agony? Other?
15. ?
16. Hex: Major healing? Agony? Other?
17. ?
18. Death Curse or Forced Reincarnation
19. Split Major Hex
20. Summon Spirit?

Feats i'm considering slotting in: Spell Penetration, Spell Focus, Combat Casting, Spell Hex (I doubt the DM will allow Ability Focus)

Same reasoning as 2nd variant yet switched to Human so my early feat progression isn’t slowed down. However, I lose +2 SR Pen, +1 Slumber DC and +2 dex. (which contributes to AC and initiative).


Wasum wrote:
The rules even say that PCs can take them if they fullfil the prereqs.

Thanks ill be sure to bring this up in our first session to avoid conflict down the line.


Wasum wrote:

Looks good!

But why is quicken-SLA a houserule?

Its totally RAW

Its marked houserule because i know another local DM disallows monster Feats, however, i don't know about my specific DM.


Thanks for all the help, i'm super excited to screw with the dice results.

Paladin 2 / Oracle 5 Human (Dual Cursed)

Trait: Magical Knack (Oracle), Focused Study, Optimistic Gambler
Ring of Revelation: War Sight

Traits:
1 - Power Attack
3 - Eldritch Heritage (Orc)
5 - Furious focus
7 - Extra Revelation (Trip)
9 - Quicken Spell
11 - Improved eldritch heritage (Orc lvl 9)
13- Quickening Spell-Like-Ability (house rule?)
15- Divine Interference
17- Greater eldritch Heritage (Orc lvl 15)
19- Staggering Critical (Or watever)

Curse (dual)
Mystery: Battle
Revelations:
1(3): Weapon Master - Greatsword
3(5): Misfortune
(extra rev. feat -Combat Maneuver - Trip)
7(9): Surprising Charge
11(13): Battle Cry (Synergize with Gambler)
15:(17) Combat Healer


Went threw the changes and ended up with this, trait slot 17 and 19 ended up empty so i threw in eldritch heritage even though it seems excessive.

Paladin 2 / Oracle 5 Human (Dual Cursed)
Trait: Magical Knack (Paladin)

H: Power Attack
1 - Furious focus
3 - Eldritch Heritage (Orc)
5 - Extra Revelation (Weapon Master - Greatsword)
7 - Extra Revelation (Trip)
---
9 - Combat Reflexes
11 - Improved eldritch heritage (Orc lvl 9)l
13- Quicken Spell
15- Divine Interference
17- Greater Eldritch Heritage
19-

Curse (dual): Tongues(celestial -static) and Legalistic
Mystery: Battle
Revelations:
1(3): Warsight
3(5): Misfortune
(extra rev. feat - weapon master - Greatsword)
(extra rev. feat - Combat Maneuver - Trip)
---
7(9): Surprising Charge
11(13): Battlefield Clarity
15:(17) Combat Healer


Wasum wrote:
And - as with all Cha-Melee-Chars you could pick up EH(Orc)-chain + quicken SLA for superior Melee prowess.

Can you expand upon what this actually means? i looked threw feats and spells and am unsure of the meaning.

Wasum wrote:
I'd dip 2 levels of paladin if you really want to be melee brute. (get magical knack)

Also does Divine Favor use oracle caster level or paladin? The way i understand this is magical knack is used to simple aquire the paladin spells but i actually add them to my oracle spells per day

Edit Progression: The free proficiency and saves are great.

Paladin 2 / Oracle 5 Human (Dual Cursed)
Same Abilities Scores

H: Extend Spell
1 - Power Attack
3 - Furious focus
5 - Extra Revelation (Weapon Master - Greatsword)
7 - Magical Knack (Paladin)
9 - Combat Casting
11 - Quicken Spell
13- Tripping Strike
15- Combat Reflexes
17- Piercing Spell
19- Death or Glory ?

Mystery: Battle
Revelations:
1(3): Warsight
3(5): Surprising Charge
(extra rev. feat - weapon master)
7(9): Combat Maneuver (Trip)
11(13): Battlefield Clarity
15:(17) Combat Healer


My pathfinder group is starting a new campaign at level 7 so i decided to try out the oracle. Now ive never built an oracle, or divine class, before so any pointers would be welcomed. Also i built it past lvl 7 since we normally do make it to 20 within our campaigns.

The Party consists of a Cavalier, Inquisitor, and Wizard. Im not worried about being a main healer since magical wands are in high supply.

Heres what i have so far:

Abilities Score Pool: 8, 10, 13, 15, , 15, 16 (highest 3 of 4d6)

Human, lvl 7 Battle Oracle, Blind Curse (DM doesn't allow tongues, 60ft)

Str: 18 (16 +2 human)
Dex: 13
Con: 16 (15 +1 lvl4) {higher hit pool}
Wis: 8
Int: 10
Cha: 15 (16 @ lvl8)

Traits: (traits 9-19 super tenative)
H: Extend Spell
1 - Power Attack
3 - Furious focus
5 - Extra Revelation (Weapon Master - Greatsword)
7 - Cleave
---
9 - Combat Casting
11 - Charge Through
13- Combat Reflexes
15- Piercing Spell
17- Quicken Spell
19- Death or Glory ?

Revelations:
1:Skill at Arms
3: War Sight
(extra rev. feat - weapon master)
7: Surprising Charge
---
11: Combat Maneuver (Overrun)
15: Battlefield Clarity
19: Combat Healer

Question:
By level 11 is overrun even worth it anymore?
How does my feat and Revelation progression look?
Is there a better way i can lay out my abilities scores?
What are the go to divine clerical spells?