As you say hitting is not much of an issue, but misfire is a pain, so I would recommend a +1 reliable weapon. If that doesn't reduce misfire to 0 save up for a +1 greater reliable weapon. After that just add on additional damage enhancements like corrosive and holy. With respect to DR, just get the clustered shots feat and then DR won't really bother you.
I kind of feel that the role Biobeast describes is probably that of the spymaster than the royal assassin given both the job description and the fact that the royal assassin can only use physical stats, Dex or Str, whereas it is possible for the spy master to use Int. That being said I think using a scorpion is probably a little bit much. On the other hand I'm thinking of whether a summoner's Eidolon could fill the role. Given the generally decent mental stats and the ability to speak I'm leaning on the side of it being reasonable. Thoughts?
Mercurial wrote:
FAQ wrote:
Seems to be an official source that gives a pretty clear indications that SLA's do actually count as spells.
I'm not exactly sure what the answer to the first faq means, but I think it is saying that: 1. You don't get get your itterative attacks at the end of a charge if you have pounce and are mounted, because you aren't charging. 2. Even if you could get your itterativ attacks at the end of a charge while mounted, only the first of these would get extra damage. A corner case that comes to mind is the case where you mange to get itterative attacks and are TWF... Would you get extra damage on your first off hand attack?
ATron9000 wrote:
Spirited Charge wrote: Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). So it is clear that for spirited charge you are taking the charge action and that doing so lets you deal triple damage. Since spirited charge explicitly says that you are taking the charge action pounce clearly applies.
A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. from the universal monster rules. It would seem that a +6 weapon is all that is needed, and if a +5 furious weapon is a +7 weapon in the hands of a raging barbarian...
andreww wrote:
an example minimal silliness build that is actually playable: Human(heart of the fields) Barbarian (mounted fury) H: Raging Vitality
gets you rage lance pounce by level 10. Ideally you would have spell sunder shenanigans already but it isn't the end of the world to wait until level 13 or so for spell sunder. I also want to point out that you can rage cycle at level one with allnight, which makes you immune to the effects of fatigue for 8 hours and then makes you exhausted. Use heart of the fields to ignore exhausted and take another dose of allnight for 16 hours per day of rage cycling.
reach quickened touch of gracelessness and reach calcific touch. does a minimum of 4 dex damage per round and very likely more. It will take at most two rounds to do 8 dex damage, which will reduce the dragon to dex 0 and thanks to calcific touch petrify it. maximize both and you're guaranteed to petrify the dragon in one round.
I kinda see master of many styles as a great way to get crane riposte at 2nd level, but beyond level 2 there isn't a huge reason to take more levels of monk, as opposed to something else with full BAB and other goodies. The main reason for this is that by going straight monk you give up many goodies from other classes and the benefits from the combat styles just aren't that great
rather flurry of blows is a full attack but it is not every full attack flurry of blows, even for a monk. a normal monk could make a regular full attack with a shortsword, or other non-monk weapon, but couldn't spend a ki point on it. same thing with a master of many styles, except the option to flurry has been removed. that being said it wouldn't be the worst thing in the world to make a houserule letting the monk do this
well if we are being technical that ability still exists meaning whenever a monk flurries he can spend a point to get an extra attack still exists, since master of many styles doesn't change the ki pool. It's just that "whenever a monk flurries" now never occurs since he can't flurry. can't imagine why this is an important distinction but there it is
Sarrion wrote: Wouldn't AM BARBARIAN see the horde of wizards? If AM BARBARIAN kills 5 wizards, does that cause the wizards leadership score drop by 5 instantly thus causing him to lose close to 50+ followers and 2 cohort levels? Though i guess it could be argued that putting 135 people into the path of a casty hating barbarian isn't killing them but merely putting them in an unfavorable circumstance. AM HUNDREDS OF CASTYS. AM TOO TEMPTING A TARGET.
Sarrion wrote: Wouldn't AM BARBARIAN see the horde of wizards? If AM BARBARIAN kills 5 wizards, does that cause the wizards leadership score drop by 5 instantly thus causing him to lose close to 50+ followers and 2 cohort levels? Though i guess it could be argued that putting 135 people into the path of a casty hating barbarian isn't killing them but merely putting them in an unfavorable circumstance. It appears that the penalty is only cumulative for dead cohorts, since the note indicating that the penalty is cumulative is absent from the follower table. Additionally a level 20 sorcerer will have a much higher leadership score than 25, but exactly how high doesn't really matter sice the last line on the leadership table is 25 or more. Also there is the question of whether the leader "caused" the death of the follower, but if it isn't cumulative it doesn't matter.
as an exercise sorcerer 20 have a leadership score of 25. say all followers are tattooed sorcerer elves who took spell penetration as a first level feat and greater spell penetration at 3rd and have their varisian tattoo for evocation 135 first level with a bonus to beat SR of +6
damage= 135*3.5*.35+13*7*.4+7*7*.5=226.27 so bring along your twin brother and his followers and all magic missile AM BARBARIAN at the same time doesn't solve the seeing barbarian to target him but a casty can dream
ecw1701 wrote:
There is also the point that AM BARBARIAN has SR 20 from his scarab of protection, meaning that your level 1 castys need to roll relatively well to beat his SR even if you optimize your followers for beating SR with magic missile Edit: Damn you barbarians charging from too far away to see.
KrispyXIV wrote:
from the bluff skill under actions: Deceive Someone: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).
Cheapy wrote:
Invisibility!
Is there a system for figuring out xp for many easy enemies other than just adding up the xp for many low CR encounters? I ask because in tonight's session our party of 4 PC's at level 5 managed to defeat an army of 40 gnolls with a well placed fireball and a castings of glitterdust. All in all it was a rather easy fight, but doing the math for 40 CR1 opponents it looks like each of us took home 4000 xp each, the same amount we would have received from a CR11 encounter. This seems odd since the encounter was much easier than a CR11.
Estrosiath wrote:
The solution is to not throw damaging spells at those sort of characters. You have so many options as a wizard that having to pick and choose who you throw fireballs at isn't the end of the world. Further, that kind of spell just invalidates a bunch of class features that other characters invest in. I know if I was playing a rogue and have a bunch of class features and abilities based on avoiding getting blasted in the face I would feel cheated if the wizard could just blast me in the face anyway, albeit with an orb instead of a fireball.
I'm pretty sure I'm not misreading the feat, since it says character level not all class levels. Further it says, for the purposes of this power, thus it only refers to your arcane bond bloodline power not the class feature from the wizard class. This might not be what designers intended but it seems pretty clear, at least to me, that it is in fact what the feat says. Just as an aside, it doesn't seem like having a familiar like that of a wizard 18 at level 10 is that horrible. The only thing that familiars get via advancement is natural armor, intelligence, and random things like scry on familiar and spell resistance. These are nice and make your familiar more survivable, but it doesn't seem close to being broken when you consider the fact that you've sunk 2 feats and a charisma score of 13 into being able to pull it off.
I'm not sure I follow your point. The familiar rules say that you stack the levels from all classes which grant a familiar. In the case of a wizard 10 with Eldritch Heritage you have ten levels of wizard granting you a familiar. According to the wording of the feat, you also have 8 levels of sorcerer which grant a familiar via arcane bond. Since these are two different classes which both grant a familiar they should stack, just as a wiz5/sorc5 would have level 10 familiar. Thus our wizard would have 18 levels in classes that grant familiars and thus would have a familiar that is equivalent of a level 18 wizard without the feat.
mdt wrote:
Except the wording of the feat says "For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer" Thus the class levels for your familiar would be your wizard level and your sorcerer level. According to the feat your sorcerer level is your character level-2.
The Chort wrote:
In fact it seems like the possibility of having a familiar with more hd than yourself is explicitly permitted. From the srd: Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Don't forget that with a single level of ranger you also get the ability to use a wand of gravity bow so each arrow will do 2d6, and a CL1 wand will last a minute, which is about as long as most fights take. Take a second level of ranger and snag a bonus feat without meeting the prerequisites. As a side note, this thread talks a lot about what a fighter can do, but just thinking of zen archery monk 3/ ranger 2 gives me shivers. 3 bonus feats, weapon focus, perfect strike, and point blank master. That is more feats than the fighter and you get class features, like favored enemy and the ability to use ranger wands, to boot.
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Well it's pretty explanatory in the title, but Im trying to build a weather manipulator(think Storm form the x-men), but I'm not sure what is the best way to go about it. It's a 20 point buy game and I'm stuck deciding between druid or sorcerer. I'm leaning towards druid because or access to the storm and air domains through the storm druid archetype which also will give more castings of my domain spells spontaneously. PLus it seems a bit more thematic at least. Any suggestions? I'm assuming i'll be a human though if I go druid I might be convinced to switch to a dwarf.
So after looking through the archetypes and the bloodlines for the new Bloodrager calss I saw something that peaked my fancy. The arcane bloodline makes you really good at shutting down enemy casters, if of course you can get into a threatening range with them. The untouchable rager makes you really good at avoiding their spells thanks to your SR. You only lose your own casting ability(kinda sucks I know) but still is this a viable approach to a character? Would you build it just like a normal Barbarian? Maybe even go ham and also pick up the Primalist archetype to grab some awesome Rage powers if necessary? Mainly just Superstitious and Witch Hunte instead of the 4th level bloodline power?
Ok so I'm making a False Priest Sorcerer into a false priest PrC. And for the first domain I get Im taking trickery because well of course its probably the best. On the second domain my choices are Evil, Law, and Charm. So two questions: One, Is it legal to take sub-domains with this PrC ability? and two, What is the best second choice?
Or Crimson Assassin depending on the site you use. OK so I decided rolling up Red Mantis Assassin could be legitimately fun. I'm using a 20 pt buy for 16th level in the campaign I'm currently in. My class choices were Ninja 5/RMA 10/Ninja 1 so far. I picked Ninja because I felt with the sneak attack, propensity towards being dex-focused(hence weapon finesse and two-weapon fighting), and the cha-based ki pool that it would be the best class. I picked Half-Elf for my race because well...with the ancestral arms alternate racial trait I basically get exotic weapon proficiency anyways which is what the human feat would have eventually been burned on anyways. I figured the point bonus was the same so something more fun than human this time.
I figure I can pick up a cha headband and a dex/con/maybe str belt whenever I need it. Now my question are for the feats. So far I have all the pre-requisites and improved initiative. Im sure toughness will be needed eventually, but that still leaves feats for 9, 11, 13, and 15. Im thinking Improved Critical could be one, but I have no idea on the others?
Ok so currently the party is a half-orc scarred witch doctor, a human ninja, and a human barbarian. I'm really interested in playing a support role as the fourth member. With a 20 point buy starting at level 1 and going to lets say level 8 what is the best thing I can build? All paizo books are allowed. Wordcasting is also allowed.
So I saw the Spire Defender archetype for the Magus which gives you Combat Expertise and Dodge at level one. So even with the oddity of how the armor proficiency works with the archetype I still have 0 ASF with the levels in rogue. If I'm a half elf then the drow magic alternate racial trait gives me Darkness as a SLA so I can enter Arcane Trickster a level early. The build will be a level 15 character with 20 point buy. So I figured max damage at level 15 is if I can spellstrike and sneak attack at the same time with an intensified shocking grasp is 10d6(Shocking grasp)+1d6(scimitar)+7d6(SA)=18d6 or 29d6 on a crit. But is this viable? Im not really looking to do the standard wizard build so I thought this might be a little more interesting. Rogue 3/Magus 2/AT 10
Ok so I want to try out a full necro-based witch. Gravewalker Archetype, Spell Focus Necromancy, Death patron, and a scythe. I just think it would be sweet. So going with those criteria and a 20 pt buy, what is the best I can do? I'm thinking Half-Elf to trade Skill Focus for MWP: Scythe and take the +2 to INT. It will be level 15. The charisma checks would be done off of a HB of INT/Cha +6 for the most part on the undead spells. So cha would be roughly a +3. Is this enough?
So I just had this thought come over me that this ccould be pretty sweet. But there are a lot of planeswalker and I kinda want to see just how many of them I can make characters out of. Any suggestions/help/advice would be great. Jace- Human Wizard School: Illusion Opp: Necromancy and Evocation
I'm probably going to end up statting up some these based on which ideas end up the most interesting but Im confused what people would do for say Gideon, Venser, Koth, Nyssa, Tezzeret, etc.
Ok so currently I have a 15th Level paladin but my AC is only 35. How can I increase this to say closer to 40 or more? AC= 10 + 14 Armor + 3 Dex + 5 Natural Armor + 3 Deflection Bonus It increases to 38 when using Smite Evil due to my CHA mod being +6 and deflection bonuses not stacking. If it helps I'm using a 2-handed weapon.
SO since reading KBrewer's guide about a year ago I've been enamored with the concept of a reach cleric, just never really got around to playing one. I've seen it said that Evangelist is a great archetype for the inspire courage you gain and I tend to agree though only having acces to medium or heavy armor through feats is a bit of a let down. What though is the best alignment? I'm kinda stuck between LG or CG. Cayden Cailen and Desna seems like good choices for the Heroism and Luck domains respectively. Am I missing out on anything?
I want to play a Bladebound Magus, whose blackblade actually holds the soul of a dragon and as we grow through fighting together I start to slowly become more and more dragon-like(Dragon disciple) The only way I can currently think of doing this is One level in sorcerer possibly crossblooded (Draconic/Orc) or (Draconic/Elemental), maybe even taking the tatto archetype to up evocation DC's as well, then taking four-seven levels of Magus and then going into DD? Are there better ways to do this?
So my DM banned the Summoner class which after all I've heard I can't blame apparently they are rather powerful. So my goal is to make the best summoner I can without being an actual summoner. So far my idea is an CG Evagelist Cleric with the Heroism subdomain. I take Spell Focus: Conjuration, Augment Summoning, and Sacred Summons. I can then summon as a standard action and as long asI'm within 30 feet affect them with the heroism spell(domain power) and then also add on Inspire Courage(from the evangelist archetype). Is this the closest I can get ignoring the whole eidolon factor for a decent summmoner?
I know people have probably seen Brewer's Reach Cleric guide by now. I'm curious could the same build in ways work for a druid? Sure you'd have to take a Shaman archetype but a reach lion shaman druid might be pretty sweet. Especially with the AC or Heroism domain. What do people think? P.s. Also of note a reach-alchemist?
I'm just curious for a possible campaign sidestep of having PC's fight four elemental heroes. So Fire, Earth, Water, and Air. The problem is I'm having trouble differentiating the heroes from one another at points. Earth would obviously be a tanky fighter-like character, Air possibly a Ninja who abusives the greater invisibility ninja trick, Fire would probably be an evoker and water would be...well I don't know a Monk? Maybe? Anyways looking for advice on how to do to these four characters and make them memorable. I was looking at giving them each the appropriate sorcer bloodline through Eldritch heritage outside of Fire who would maybe be a sorcerer with Efreeti anyways. Any Advice? Looking for builds that would seriously challenge either individual level 14 characters or a party of 4 level 14 characters depending how I run it.
So far I have a human cleric of pharasma with the Death and Repose(Ancestors) domains. I figured the feat Heirloom Weapon can give me Scythe proficiency.
I don't see death as healing much so probably I'll use negative energy channeling(it's also as a nod to karthus' Requiem in LoL.) Spellwise, I'm looking at a lot of debuffs probably, I'm not sure on summons because the flavor seems off, though I could limit myself to angels and demons or something weird. As far as the scythe I'll probably want to make it magical in ways that it benefits me even if Im not heavy into combat. Considering one level of fighter for heavy armor proficiency and martial weapon proficiency to free up the trait. It's a 20 point buy and Im not sure where I want things. Clearly death would be almost a caster in my mind but at the same time I dont want the scythe to be merely for looks. Is there a way to turn scythes into staffs?
So I have a feeling that my current PC is going to die soon.
KM Book5:
We are in book 5 of Kingmaker and decided to very early in teleport to the roof of Irrovetti's castle and fight our way through. We just hit level 12.
Basically I think we are far too underleveled to survive our current situation. So I want to have a good backup character prepared. I saw a thread on reddit today about winter themed characters and it inspired me to do a Cleric with the Ice and Death domains(ice being a subdomain of water). However I got stuck on ability points since outside of high wisdom and possibly cha for channelling I wasn't sure what I wanted. I know I probably wont be doing melee. So my question is how would you build the guy? Base things: Lvl 12 Cleric of Ice and Death. Human preferably but not necessarily. Inspiration: To bring endless winter upon the land., so probably NE or something.
He seems like he would need to be a class that got a bonded item. Either wizard or Sorcerer: Arcane Bloodline to account for his dagger. But I'm unsure how to do his magic. He is shown having ingredients which leads me more to prepared spells. But it seems tough on how to incorporate his deal-making magic into the current pathfinder system So far the best base I have is an Ifrit Wishcrafter sorcerer with the arcane bloodline
I really like the druid class but did not really enjoy playing a straight melee or straight caster version of the class. Is there a way to make a good fun balanced druid? Perhaps it is my lack of knowledge with the divine spell list that made my caster days unfun but it seemed I was relegated to Flame Strikes, Ice Storms, and the Lightning Lord ability if I wanted to be relevant in combat at all and melee wise, it just seemed like a less effective fighter. I guess what I'm looking for is a build that balances both aspects and is fun to play...I have a 20 point buy and this would be a level 12 character. Any advice?
Ok..so long story short, I wanted to be a Wild Caller Summoner because standard summoning with SNA seems like fun. However our GM banned summoners as a whole. So my next option is the line of Shaman archetype druids. Now I know as a whole Lion and Saurian tend to be the cream of the crop there. What I am mainly wondering is for the nature bond with these archetypes, is it better to take the domain or the animal companion? For Lion Shaman the domain choices are Sun, Glory, Nobility, and Animal
My second question is whats better cats or dinosaurs? I know most dinosaurs have an issue being inside due to size, but we are playing Kingmaker so not sure how much of an issue that will be. Thirdly, with a 20 point buy at level 7 my stats are as follows Str 16
So caster or melee? Which ends up better in the long run? Also should I just skip the whole shaman idea? And if so, are there any other ways to standard action SNA? Thanks for any and all answers. |
