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2d20 per stat drop the lowest. yay


If you aren't playing pfs I'd recommend playing a fighter with the barbarian vmc. You have the rage to offset the -2 and activate the furious finish feat, the spare feats to pick up the vital strike line, and the advanced weapon training (warrior spirit) to enchant your bastard sword with any enchantment you would like say furious and/or impact. No wizard needed.... Well eventually.
And if you really want to cheese your attack take the mutation warrior archtype to get mutagen to buff your strength too.
And at level seven you can grow wings to fly As Well. That opens up the feat fly by attack. It's like a spring attack that you can use vital strike with. Just saying.... If you are going to specialize in vital strike you might as well be able to use it often and well. All this and you still haven't picked your race or magic items yet. Have fun.


fel_horfrost wrote:
...enlarge person spell with a large sized impact bastard sword 4d8....
Pretty sure Paizo isn't letting Enlarge and Impact stack anymore.

To the best of my knowledge virtual size increases and true size increases stack. So if you are holding a large sized impact bastard sword when you get the enlarge person effect it should become a huge sized impact bastard sword dealing gargantuan bastard sword damage because of the impact property.


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The real reason to use a oversized bastard sword is to abuse size machanics. Large bastard sword 2d8 damage --> large bastard sword with the impact enchantment 3d8 --> enlarge person spell with a large sized impact bastard sword 4d8.
Now vital strike feat chain seems viable at 8d8 then 12d8 and finally 16d8 weapon damage. Add furious finish to deal max weapon damage.


Charisma?
I see an undead using it but my character will just be using the eldrich heritage feat. Wouldn't I use my con mod?


How do you calculate the dc for ghoulish claws sorcerer bloodline ability.
It says
as the ghoul ability (Fortitude negates) So... Is it 10+1/2 level+ con mod?.


Using the metarager archtype could a bloodrager cast a spell enhanced by a metamagic feat using the greater bloodrage/mighty bloodrage free casting of a spell when entering a bloodrage?

If so would it take a fullround action to enter the bloodrage as per casting a spontaneous spell with a metamagic feat?


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Anti paladin with the imperial march


I'd go old school 3d6 and keep what you roll. You got 3 threes too bad that's life. Lol


Douglas Muir 406 wrote:

The somewhat misleading High Jump monk power:

Quote:
High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.

The language is from the Unchained monk, who can take it as an optional ki power. Vanilla monks get it automatically at 5th level.

Okay, so a 5th level monk with 16 Dex would start with +11 Acrobatics. He takes this power, he gets +5 and his extra 10' of movement would give him another +4. (IIUC, that applies on high as well as on long jumps). So if he burns a ki point, that's +40. It's a DC 0 check for him to jump 10' into the air -- to hit a hovering flying opponent, say -- and a DC 10 check to jump 50' horizontally.

That's nice, but... can you do much with it, other than jumping over the occasional chasm? IIUC, the rules don't allow you to use the long jump to jump over opponents. 3.5 had a rule that you rose 1/4 of the long jump's distance at the midpoint, so with a 50' jump you could totally jump over a medium size foe. That's no longer the case in PF, though. So if you jump around the battlefield, you still suffer AoOs. And at 5th level, a 10' vertical jump isn't much compared to the wizard's Levitate or Fly spell. So, this power seems pleasantly flavorful, but tactically not very useful, and probably not worth spending one of your precious ki power slots.

Am I missing something? Are there any cool jumping monk builds?

Doug M.

I guess you could use this feat if you needed an attack booster.

Death from Above (Combat)
You allow gravity to add extra force to your charges.

Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.


Take power attack, combat experience, unarmed strike & point blank shot. With these out of the way most feat chain's will be available for martal flexibly to take over.
I also recommend taking lunge as it can help any melee combat style


Stone to flesh on a load bearing pillar maybe.


Atalius wrote:
The amulet is too expensive though

It depends on how many natural attacks you get as to whether it's worth it or not. If you get 4 or more it's cheaper than anything else per attack.


If that's the case whirlwind attack is going to be a lot of fun.


Can a Aberrant bloodrager with the long arm spell get 15ft reach at fourth level?

The spell long arm.

LONG ARM
School transmutation; Level alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.

The 4th level aberrant bloodline power.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Do these stack? If so with a reach weapon and a potion of enlarge person you would be full attacking at a 25 to 30ft range. Scary.

Any thoughts or helpful advice on a rule standpoint would be greatly appreciated.


In 3.5 a rust monster as a warforged


James Risner wrote:
Darksol the Painbringer wrote:
You can take the feat, but only benefit from it while the Wings are active.

+1

Also keep in mind this isn't Spring Attack, you will provoke AoO for everything you normally would.

That is true but I plan on using a reach weapon with the (lunge) feat and the (vital strike) feat. As the (fly by attack) feat grants a standard action unlike the (spring attack) feat.


It does seem like it would but the wings discovery doesn't give you a permanent fly speed. So I'm not sure.

Any thoughts or rules clarifications would be appreciated.


Inlaa wrote:
fel_horfrost wrote:
Scott Wilhelm wrote:
Blind Monkey wrote:
Scott Wilhelm wrote:
Still another build that I'm excited to play is a Natural Attack build with Warpriest. Play a Tengu with Claws and a Bite and use Sacred Weapon Damage instead of the regular damage.
Isn't the problem with that though that you have to take Weapon Focus separately for each type of natural attack? Weapon Focus Claws, Weapon Focus Bite, Weapon Focus Hair, etc. That was how people were agreeing you had to do it the last time I remember it coming up.

That's a problem, but I think it's worth it.

If you play as a human, half elf, or a half orc you can snag this feat.

Martial Versatility (Combat)
You further broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Fighter level 4th, human.
Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
Special: You may take this feat more than once. Each time it applies to a different feat.
And most natural attacks fall under the natural weapon group.
NATURAL
Unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Half orc with the alternate racial trait sacred tattoo and the fates favored trait blend well with the base warpriest. A 2 level dip in ranger for the claws and the razor tusk feat makes a nasty natural attacker.

You don't even need that feat to get a bite. Just take the half-orc race trait that gives you a bite: Tusked.

Wear a Helm of the Mammoth Lord to gain a Gore attack, too.

That's true but you can't take it and sacred tattoo. I'd rather have a +2 to all my saves.... Just saying.


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Scott Wilhelm wrote:
Blind Monkey wrote:
Scott Wilhelm wrote:
Still another build that I'm excited to play is a Natural Attack build with Warpriest. Play a Tengu with Claws and a Bite and use Sacred Weapon Damage instead of the regular damage.
Isn't the problem with that though that you have to take Weapon Focus separately for each type of natural attack? Weapon Focus Claws, Weapon Focus Bite, Weapon Focus Hair, etc. That was how people were agreeing you had to do it the last time I remember it coming up.

That's a problem, but I think it's worth it.

If you play as a human, half elf, or a half orc you can snag this feat.

Martial Versatility (Combat)
You further broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Fighter level 4th, human.
Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
Special: You may take this feat more than once. Each time it applies to a different feat.
And most natural attacks fall under the natural weapon group.
NATURAL
Unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Half orc with the alternate racial trait sacred tattoo and the fates favored trait blend well with the base warpriest. A 2 level dip in ranger for the claws and the razor tusk feat makes a nasty natural attacker.


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A destined steel blooded bloodrager/ warpriest. The most protected warrior of luck ever. Scaling luck bonus to saves, armor class, attack rolls, and damage. Have access to all the good low level spells arcane and divine. Full bab and caster level, swift action buffing, and no spell failure in full plate. Rage...
Faster movement in full plate.
Pick up the feat mad magic and you can cast all your spells in a rage. Pick up the trait fates favored all your luck bonuses go up by one.
Storywise worship a war God and rage makes sense.
You are a holy/unholy advenger of your diety. Stat wise a wis 16 cha 14 allows you to cast all your spells.
Plus you get enough feats to make almost any combat style viable.
Any weapon can be viable in your hands with the sacred weapon bonus.
If you can vmc too go magus for a very powerful magical warrior.


To cover my paranoia on a martial character I always pick up the feat barroom brawler.
I can pick up any feat I quality for so if I get disarmed I can pick up any weapon and be proficient in it Or pick up the (catch off guard) feat to use anything as a weapon.
If nothing is there (improved unarmed strike) is an option;if somewhat underwhelming; better than nothing at all.


Sounds like a product I'd buy.
Anything that makes my pc more unique is great.


For a wisdom based Gestalt I'd recommend a warpriest/inquisitor and be a true melee monster. Two pools of spells to pull off of. Inquisions and blessings to buff with and bane plus sacred weapon to make any weapon deadly in your hands. Getting combat feats to round out your fighting style. Sounds like a win to me.


I'd suggest mixing with a destined bloodline bloodrager with the steelblooded archtype. Your saves. And armor class will be phenomenal.

For traits I'd recommend fates favored for a +1 bonus to luck bonuses and magical knack for a +2 boost to your paladin caster level.

For feats I'd recommend Fay foundling as your first level feat for a significant boost to your lay on hands abillity. The second feat should be mad magic so you can cast your paladin spells while raging.


Edward the Kobold wrote:

Have you considered either working with your GM to design a new deity, or going deity-less?

Gods are not required for clerics, after all.

I have considered it but my gm wants a cleric/inquisitor/paladin/warpriest/

To have a deity. A pazio created deity.
Hence the original question.

I thank you for your time and consideration though.


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Kalindlara wrote:

A quick search of Inner Sea Gods came up with Arqueros, the Golden Bulwark (LG empyreal lord). The recent Divine Anthology has a little additional material for worshipers of Arqueros.

Additionally, the separatist cleric archetype (found here) is a good way to access the domains you want - you'll need a deity with either Protection or War, and the archetype will give you a slightly reduced form of the other.

Hope that helps. ^_^

You have my thanks


I can not find any in pathfinder with both. I was trying to find one kind of like Athena from Greek lore that embodied the good God of war that protects the innocent but was not afraid of war. I hope to find one in pazio material as that is all I'm allowed to use.

Thank you in advance for all help.


RandomReverie wrote:
Johnnycat93 wrote:
fel_horfrost wrote:
If you have sneak attack from an archtype (snake bite brawler) Then I'd recommend accurate strike for always on sneak attack damage otherwise I'd recommend against it.
That's not how sneak attack works.
I think he means Prescient Attack

Sorry i miss quoted the arcana

I meant Prescient Attack not accurate strike.


If you have sneak attack from an archtype (snake bite brawler) Then I'd recommend accurate strike for always on sneak attack damage otherwise I'd recommend against it.


zainale wrote:
whats a natural foot attack? >.>

Hoof attack.


It might sound funny but pool strike is a good option for a non-spell casting character with the magus vmc.
It will allow you to use spell strike without spells and give you a elemental attack that scales with level.

Can't make a full attack slap an extra 3 to 7 d6 of an elemental damage to your attack.


Derklord wrote:
Still, without retraining, you can get Pounce but one level after Furious Finish, so mobility isn't really that much better

Every once in a while a barbarian doesn't take pounce, go figure, so having other options for damage come in handy. Especially when you're tired of the clone build of pounce and come and get me.

I'm not saying it's the best but it is serviceable.


Derklord wrote:
I get Warpriest (BAB cheating bonus feats) and Druid (Wild Shape with only one strong attack), (((((but how do Barbarians make Vital Strike good?))))

Furious finish.

End your rage for maximized vital strike damage.
Add a oversized bastard sword with the IMPACT property and a potion of enlarge person you get a base damage of 4d8. With vital strike that's 8d8, improved vital strike 12d8, and greater vital strike 16d8.
If you can pull off some rage cycling that's a mighty hit and movement every round.
Can you say limit break. Lol


Use a long spear sized for a small character. It's one handed for you and still has reach though it has a -2 to attack. Then use a spiked gauntlet for close attacks in your other hand.


While I appreciate all the race options that have been mentioned but I can only use the core races for this build. If it is on the Ord I can use the option.
Again thank you for your time and effort.


Well I could go 3 levels of slayer instead of ranger and get sneak attack to boost all my attacks. Interesting thought


Looks like a one level dip in witch can get you the Prehensile Hair hex
For an extra attack.
The TENTACLE CLOAK can grant you two extra tentacle attacks for a minute a day and the helm of the mammoth Lord for a Gore attack.
So 2 levels of ranger for aspect of the beast, one level of witch for the hair hex, a cloak for 2 tentacles, a helm for a Gore, a half orc for a bite. Looks like seven natural attacks is the max at the cost of 3 levels and 18500 gp. Though 3 of these attacks are only for a minute a day.


I'm starting to build a natural attack character and looking for ways to gain natural attacks.

Druid is not an option because I want to stay humanoid in form. What other options are out there and how many natural attack could I achieve.

Core races only.

No 3rd party materal please.

I thank you for your time and effort in advance.


If you want to wield a spear and shield try a small sized long spear. It is a one handed reach weapon for a medium sized pc, minus 2 to attack for size, a d6 damage, and if you use a buckler as a shield you could two hand it for more damage. On your shield hand wear a spiked gauntlet so you threaten at five foot range too.


Warpriest/bloodrager(fated bloodline)
The fates favored trait & mad magic as your first feat. You get a scaling luck bonus to saves and armor class.
The spell divine favor applies a luck bonus to your attack and damage.
Swift cast buffing while you rage.


That is true. A lot of the vmcs abilities still wouldn't come online till third level anyway as writen.


Rysky wrote:
I don't see it as unbalanced, though I might restructure one of the VMCs to go off their other feats they're giving up (1,5,9,13,17).

I had thought about that But it would grant some of the abilities too soon in a characters career for my taste.


I have a player that wants to take two vmc classes and trade out all their feats. At 3rd, 7th, 11th, 15th, and 19th levels they would receive both vmc benefits and never gain a general feat in their characters play span.
Does this seem fair or balanced option?


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I think you would need the armor proficiency medium feat to get the a.c. bonus class feature.


Does a brawler get to keep their armor bonus to light armor while wearing mithral medium armor? Say a mithral breastplate.
This is of course provided they gain proficiency in medium armor from somewhere like multiclassing or martial flexibility.

The mithral material description statistics (Most mithral armors are one category lighter than normal for purposes of movement and other limitations.).
I'm just not clear if this bypasses the light or no armor limitation in the Brawlers AC Bonus ability.

Thank you in advance for any helpful responses.


Warpriest/steelblooded fated bloodrager with the fates favored trait. Luck bonuses to ac, saves, attack & damage rolls. Swift action buffing, scaling weapon damage, full bab, two good saves tons of feats, a massive spell list, no spell failure chance, and rage casting of all spells with one feat.
Mix in a vmc of choice probably fighter for more melee prowess or magus for more spell casting tricks.
One nasty hombre.


Avatar Unknown wrote:
fel_horfrost wrote:
Avatar Unknown wrote:

A dwarf with one level of Ranger (or Druid, Hunter, whatever, really) for the animal companion (an Ape) and the rest of his levels in either investigator or monk. Plenty of skill points into profession: Drover and you've got the nineteen seventies classic crime solver archetype of a trucker with a monkey. Bonus points if he's named Philo Bedoe and the orangutang is Clyde...

I am totally pulling this one next time I get to be player instead of DM.

I'd go with brawler instead of monk. philo didn't seem that into enlightenment.

And favorited.

This made my day, thank you.

You're welcome lol


Maybe if you had time make a stone floor paper thin so when a person steps on it it shatters a slices up their leg like a bear trap or pungi pit.


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Avatar Unknown wrote:

A dwarf with one level of Ranger (or Druid, Hunter, whatever, really) for the animal companion (an Ape) and the rest of his levels in either investigator or monk. Plenty of skill points into profession: Drover and you've got the nineteen seventies classic crime solver archetype of a trucker with a monkey. Bonus points if he's named Philo Bedoe and the orangutang is Clyde...

I am totally pulling this one next time I get to be player instead of DM.

I'd go with brawler instead of monk. philo didn't seem that into enlightenment.

Full Name

Ederet Syntasi

Race

Human Monk 1

Classes/Levels

HP 9/9 | Init + 6 | AC 15, FF 11, T 15 | CMD 14 | Fort +3, Ref +5, Will +5 | Perc +6, SM +6| Deflect Arrows 1/rd, Stunning Fist 2/day

Gender

Male

Size

5' 6", 170 lbs.

Age

26

Alignment

Lawful Neutral

Deity

Cretia

Languages

Thyatian, Traladaran, Ethengarian

Strength 14
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 14
Charisma 10

About Ederet

Crunch:
--------
Offense
--------
Speed 30 ft
Init +6, Melee +2, Ranged +2, Flurry +1/+1, CMB +2(+4 Grapple)
Unarmed Strike +2 (1d6+2)
Quarterstaff +2 (1d6+3)
Stunning Fist +2, DC 13 Fort(2/day)

--------
Defense
--------
HP 9 (8 + 1 favored)
AC 15, Touch 15, Flat-footed 11, CMD 14 (16 vs. Grapple)
Fort +3, Reflex +5, Will +5
Perception +6, Sense Motive +6
Deflect Arrows (1/round)


Class Abilities:
AC Bonus: Gain Wisdom bonus to AC and CMD.

Flurry of Blows Using the Monk's level as his BAB, the monk may make a full attack using unarmed or monk weapon attacks similar to using the two-weapon fighting feat (-2 to attack for all attacks, 1 extra attack at full BAB)

Unarmed Strike: Gain Improved Unarmed Strike as a bonus feat. In addition, Unarmed Strike does 1d6 damage, can be nonlethal at will, is considered a natural light weapon that can be made with any part of the body and is never considered off-hand.

Deflect Arrows: Once per round as a free action may deflect one ranged attack that would otherwise hit.

Stunning Fist: 1/day - may replace an attack with one that deals damage normally in addition to stunning an opponent if they fail a DC 13 Fortitude save.


Feats:

Improved Grapple: +2 to CMB to grapple and to CMD vs. grapples. Grappling does not provoke an attack of opportunity.

Improved Initiative: +4 to Initiative.

Luck of Heroes: +1 luck bonus to AC (touch and flat footed) and to all saves.

Student of Kelgar: You have learned to hit hard at times. Any time a target of your stunning fist that can be stunned rolls a natural 1 on his Fort save, if your damage does not bring the target to 0 or lower hps, the target is immediately reduced to 0 hps AND is stunned.


Skills:
6 Acrobatics (1 + 3 Class + 2 Dex)
5 Know(Religion) (1 + 3 Class + 1 Int)
6 Perception (1 + 3 Class + 2 Wis)
6 Ride (1 + 3 Class +2 Dex)
6 Sense Motive (1 + 3 Class + 2 Wis)
6 Stealth (1 + 3 Class + 2 Dex)

Equipment:

- gp, - lbs. - Kelgar's Gloves of Brawling: These magical gloves grant a monk wearing them an extra stunning fist per day.
1 gp, 5 lbs. - Traveler's Outfit
- gp, 4 lbs. - Quarterstaff (1d6, x2, double, monk)
2 gp, 2 lbs. - Backpack
3 gp, 6 lbs. - Trail Rations (6 days)
1 gp, 4 lbs. - Waterskin
6 gp, 3 lbs. - Sunrod x 3
1 gp, 4 lbs. - Grappling Hook
1 sp, 5 lbs. - Bedroll
5 sp, 2 lbs. - Hammer
1 gp, 5 lbs. - Piton x 10
1 gp, 10 lbs. - Rope (Hemp)
8 sp, - lbs. - Signal Whistle

17 gp, 5 sp

50 lbs./ 58 L/ 116 M/ 175 H|


Background:
Only the strong are worthy to survive. This is the lesson that had been ingrained in Ederet since he was a child. However, strength comes in many forms.

Ederet was born within the Khanates of Ethengar, a land dedicated to communal strength and complete freedom. These ideals seem very brutal to the outside world, with even rape, murder, and looting of enemies being acceptable and with the strongest having complete control over the dispensation of herds and farmland. However, to the people of these lands, such a thing is simply how life is and, perhaps, how it should be.

Ederet was 'lucky' to have a different path chosen for him. At the young age of ten, Ederet lived with his mother and father on their farm near the edge of the Sea of Grass. Two wandering bandits attacked the farm and killed his father and mother, taking the farmhouse as their own. Ederet hid in the basement and waited until the bandits were asleep before sneaking up and crushing their throats.

Seeing this as proof of a great inner strength and dedication to the ideals of Cretia, the local Khan selected Ederet to train among the Ten Thousand Fists of the Khan, a secretive order created to infiltrate the possible enemies of his deity.

His first master, a man known as Shir Heshang, taught him the basics of his martial style, one which often employed grapples, trips, and stunning blows. It also emphasized the power of a simple quarterstaff, when used to devastating effect. Shir taught many other things to Ederet as well, such as how to disguise one's steps, to appear weak, or to ride among the plains.

After years of training under one master, he was deemed to begin his mission, and was sent to Karameikos to gain an understanding of the order that had been established there.

To start his journey, he traveled to Hillforge to train under the powerful dwarven monk Kelgar Ironfist. He was an apt pupil, though his master wasn't too keen at first to train a "dirty inbred Khan-son Barbarian back-stabber," as Kelgar first called him. His training consisted far too often of trying to knock out the drunken dwarf while dodging mugs of ale, but it did seem to pay off.

After a year or so of training, Ederet left, sure that he was ready now for his adventure. He had, at least, reduced Kelgar's insults to "dirty Barbarian."


Description:
Standing at just over five and a half feet, Ederet's heavy shoulders often slump forward to make him appear even shorter. At first glance, with his hooded cloak and light jacket, leaning heavily on his staff, many might mistake this man for an elder or wizard and look no further.

Looking closer, people will see that he is in fact a foreigner to these lands, and much younger than they might first suspect. His skin is tanned by his years growing up in the Sea of Grass and his eyes have a slight curvature to them. His hair is thin and short and a deeper black than common in Karameikos.