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.
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.
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.
Can a bloodrager use a metamagic feat when casting a spell with the greater bloodrage class feature?
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?
Douglas Muir 406 wrote:
I guess you could use this feat if you needed an attack booster. Death from Above (Combat)
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.
Can a Aberrant bloodrager with the long arm spell get 15ft reach at fourth level? The spell long arm. LONG ARM
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.
James Risner wrote:
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.
Inlaa wrote:
That's true but you can't take it and sacred tattoo. I'd rather have a +2 to all my saves.... Just saying.
Scott Wilhelm wrote:
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.
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...
To cover my paranoia on a martial character I always pick up the feat barroom brawler.
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:
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.
Kalindlara wrote:
You have my thanks
RandomReverie wrote:
Sorry i miss quoted the arcana I meant Prescient Attack not accurate strike.
It might sound funny but pool strike is a good option for a non-spell casting character with the magus vmc.
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
Looks like a one level dip in witch can get you the Prehensile Hair hex
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.
Does a brawler get to keep their armor bonus to light armor while wearing mithral medium armor? Say a mithral breastplate.
The mithral material description statistics (Most mithral armors are one category lighter than normal for purposes of movement and other limitations.).
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.
Avatar Unknown wrote:
You're welcome lol
Avatar Unknown wrote:
I'd go with brawler instead of monk. philo didn't seem that into enlightenment.
About EderetCrunch:
--------
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) --------
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.
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