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I found a 5e resource that gives a whole setting supplement.


So yeah a friend of mine said that the feat tax of proficiency the same as the feat tax of quick draw is about the same. the same friend said that 3 attacks or a single turn of damage increase would give you the chance to dump those abilities, to get the same feel.

Glaive stats are an interesting perspective.

So the phials would be a shared kind of enchant that would require magic item and craft construct as these are kinda like a non-autonomous version of clockwork golem. Building into their Gnomish/Azlanti/ex-planar origin, Monster hunter being a different plane.

The double weapon property is what I came up with to make it so you can make Phials a sword enchants that don't effect the axe.

The hunting horn, is a bit harder, like you said skald, with an earthbreaker with an integrated flute or something. You'd need to make it a performance weapon that gives extra bonuses to characters that have bardic performance, Bard, skald, etc archtypes.

The Insect glaive would be hard, something like a house for a Small, flying, animal companion.


While I understand that video games and ttrpg are different media, and making a 1 to 1 translation doesn't make sense. But I'm trying to make some weapons that don't easily translate to pathfinder from monster hunter. Which out of the 14 weapons 9 can be pretty easily equated to base weapons as part of the base game.

But not content with that as some of my favorites are the more fantastical, mechanical complex weapons; i.e. Switch Axe, and Charge Blade. As well I could make the play style kinda like the game, which is not quite a good translation.

So I've used the weapon Creation rules, and decomposed some official weapons, for cost and make sense of the rule base; So here is my example of attempting to build a SA and CB. SA is a bit more complete, and CB is a little bit up in the air.

Switch Axe 90gp 6bp/6bp : (15x2 + 6)x2gp 72 + ? + 300
2d4 x3 reach / 2d6 19-20/x2 +see text
axe
3->4->6->8 3
imp crit dmg 3
reach 1
special. 1 (transform swift)
add 1 points -2
Sword
3->4->6->8->10->12 5
imp crit range 3
special. (Rounds of sword mode strmod/clockwork)
add 1 points -2

This weapon is an interesting weapon that is a clockwork creation, that borders on magical. Although a double
the weapon, it cannot be used as a part of two-weapon fighting, as the 2 blade portions are not accessible
at the same time while in use.

When in normal use this weapon looks something like a poleaxe. The mechanisms controlling the blade,
forms become apparent when the user switches into sword mode wherein the ax blade slides down and, an
the other secondary blade slides into place along the haft to make something resembling a great sword.

This transformed state is limited however as sword mode unwinds the clockwork, either when the stored
winding is exhausted, or manually done as a swift action the weapon will return to ax mode. The winding
is expended with every sword attack at a rate of 6 charges per attack. Ax form attacks restore the
this winding, at a rate of 5 charges per attack. The wielder can take a full-round action to restore
18 winding to manually switch ax, this action acts like a reload action on a crossbow. There can be a maximum of 60 winding stored in the switch ax, any extra is lost. Additionally, the weapon
can only be transformed when there is at least 18 Winding. If all winding is expended returning to the ax requires takes a move action, and returning to ax with winding in reserve will take swift,
action and restore 10 winding. If used in sword mode without any winding will strain the weapon and
cause the broken condition.

Benefits of this complex weapon are lost on many, however, those that take the time to fully master
will find that the flexibility of the weapon provides for an option for every occasion. allowing for the
weapon forms to be enchanted separately. Always masterwork?

Charge blade ??gp 6bp (15x3 + 6)x2 100 + ? + 300?
SnS 1d6 19-20/x2 p/s, 1d3/x2 s/p double 1h 1h
3->4->6 2
crit range 3
type p/s 1
shield 1
blocking 1?
ease of grip 1?
bonus points -3
Axe 1d12/x2 : 1d8/x3 s 2h
3->4->6->8->10->12 5 3
improved crit dmg x 3
reach 1 1
springloaded 2? 2
special/phial ? ?
bonus points -3 -3

This clockwork weapon resembles a short sword and a light shield. It can be used as a martial
weapon in this form without using the special clockwork/magical features of the weapon. The shield has a sharpened edge and point that only becomes apparent when used by a proficient character. This shield is
large but the awkwardness and gear mechanisms do not offer as much protection as a large shield.

With exotic proficiency, the clockwork can be used to transform the sword and shield into a great ax,
with the shield acting as the ax blade, revealing the purpose of the edge along the edge.


VoodistMonk wrote:

A Belmont with a whip?

Two levels of Gendarme Cavalier, Order of the Whip.
Two levels of Viking Fighter.
The rest are vanilla Slayer taking the Menacing Ranger Combat Style feats.

Problems, I have an issue with it being an Evil requirement, and intimidate doesn't seem like it would be useful outside of tormenting humans, which isn't the Belmont I'm thinking of but sure I suppose that's one way to paint them. Which also doesn't make the synergy w/ viking moot.

Ryze Kuja wrote:
If you take 1 level in Vampire Hunter, it's a +1 BAB, d8 health, +2 Ref/Will, a Bonus Combat Feat, Detect Undead at will as a move action (as Paladin detect evil), and 1 minute of Vampiric Focus (which I would recommend Vampiric Resolve, +2 Will Saves vs Mind Affecting effects for 1/minute).

If I was going to play in Vampire Hunter D game it would make sense.


Ok so this is Necro, as heck but is because, to a playing a similar ranger to this one, if not just modified, using the Guide, Urban Ranger, and the skirmisher archetypes, for a shattered star campaign. Since corpse hunter doesn't work as well as a concept not so much hunting Dracula but trying to protect magdimar.


skill points you could get up to 9 with human on a ranger, and the knowledge domain is a good point.

"what is a man, but a misbable pile of secrets and lies." calistra deals in secrets knowledge as well. I agree a lot of the belmonts had the righous fury to kill dracula and set it back to right.

You have a fair interpitation, and you could use a warpriest of iomedea, and focus on whips as well, that's a fair point as well.


MrRetsej wrote:


Although optimization-wise being a worshiper of Calistria would have been an easy way to get access to a lot of feats through Faithful Combat Styles, thematically it made ZERO sense for an Undead hunter.

Unless of course said an undead, dracula, had wronged him in some way; say killing all of his family/loved one, thus a life consuming revenge plot would fit the fluff ;). But I hear you, i tried to replace corpse hunter to allow for wider selection of favored enemies. But I really like the idea of moving though graveyards/tombs/necrocoplis unhinded and some other fluff things about corpse hunter was cool.

Those are good things w/ the vermin, and the scorpion whip is a fair point... but i know that a dm friend of mine has baned the S-Whip since it is not clearly written.


Claxon wrote:

I see somebody watched Castlevania on Netflix recently.

I would like to comment, although the primary focus is on hunting Dracula, the Belmonts would have been trained to fight all manner of terrible beasts not just undead.

I think you shouldn't limit yourself to undead only (although you should be good at fighting undead).

Personally I think Inquisitor might be the best way to go, focusing on using a whip. But bear in mind that whips are just terrible in Pathfinder, and there's not much that can be done about it.

I also think you shouldn't try to ham fist this into a dex based build.

A molthuni arsenal chaplain warpriest would probably be the best build for mechanical damage, but doesn't have the skill points to support monster identification and other skills.

::sheeplishly:: yes and it's cool. Absolutly hunting others than undead, corpse hunter locks into undead only which is not great, but it gives the pass though undead areas; and some other things so i mean that could be dropped, for another archtype; Whips are terriable agreed.

Inquistor just didn't have the feats for it.

lemeres wrote:

Well, the typical enemies you would see would be undead, magical beasts, monstrous humanoids, and evil outsiders. That seems like a good set for fighting the usual mobs in dracula's castle. While undead focus can be nice, there are lots of other monsters that will stand in your way.

Claxon- I think it is possible to get some of the core monster ID skills on a warpriest... although nothing else. I can get 4 skill points fairly easily with a human with 12 int (take from CHA, and then do a 16/14/14/14 for the warpriest's main stats; maybe some from str too since this might be finesse build). With that, you can grab knowledge for arcana, nature, planes, and religion. That covers most of the important monsters (such as the types I listed above).

the Divine hunter gives Warpriest blessings calistra gives knowlege domain so you could touch them and get 15 + wis + ranger level on any monster... so that was the idea to get that and remove the AC and that didn't feel belmonty.


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So I came up with a concept and was looking for some build ideas; Belmont undead hunter.

It requires a bit of gm discression, as 2/3 achetypes stack legally; with the other one replacing a lightly modified spell list.

So build as of right now is a Human, Ranger (Divine Hunter (Calistra), Corpse Hunter, Skirmisher).

Weapon finesse (1)
Weapon focus(1)
Whip mastery(2)
Slashing grace/pirana strike/combat reflexes (3)
????
profit/ kill undead?

Build ideas/advice would be cool; i've looked at swashbuckler(mysterious Avenger), Inquistor(vampire hunter). This just seemed to work for a undead hunting whip wielding non magical, non companion/nature centric character.


So Feral combat training allows claws to work with style feats, great!

How about on a full attack w/ IUS

ferocity says first IUS or claws in this case applies 2x str and 1.5 to all other attacks in a round.

Would it then as follows bab 6 in this case for example

6/1 itterives, 1/1 naturals

x2, 1.5, 1.5, 1.5? or 2, 1.5, .5, .5


Imbicatus wrote:
Pummeling style specifically calls out unarmed strikes only no matter what other abilities you have. This overrides ascetic style, pre errata feral combat training, and anything else you might have that lets you use a feat that requires unarmed strikes with some other weapon.

given the new wording of Pummeling Style that it REQUIRES UAS to work and says that nothing else works regardless of other abilities means FCT doesn't work anymore? Well damn... ok so back to finding feats/qualifying for dragon ferocity.


necro bump to hell, but I'm asking my local rules lawyer and he believes the line in dragon ferocity that states "To a total of Double your strength bonus"


Only while raging ok fine, but what about the fact that they increase by themselves where the sorcerer ones don't

Bloodrager
Dragon Wings (Su)

At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

sorcerer
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

DD
At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

clear cut for the sorc it'd give 90ft average movement, and average maneuverablity.

Bloodrager from 12th it'd be 60 ft avg movment, 14th lvl 90ft average, and then 16th 90 good?

Tangental question, the SLA Form of the dragon would be minutes per level w/o the energy damage and morale bonus from rage, the forms crappy breath weapon and as spell flight speed and special qualities.

the lvl 16 rage Form of the dragon would be equal to rounds of rage, get energy to bites and claws moral and size bonus to str/con, and better breath weapon including forms breath weapon?


then again dm fiat might also come into play


I hope that this works the way I'm thinking. However I also Assume because how styles work it doesn't.

If a character with pummeling charge, and dragon style, since you have to be in pummeling style for the "pounce" of pummeling charge to work. I assume because of that you can't use Dragon style to also charge through friendlies or difficult terrain.

However if I took a dip in MoMS I could do this correct?

Edit: but the combat style master allows the character to switch as a free action... wouldn't that mean I could charge in dragon, free in the middle or the last 5 feet and then pounce... not get the str 1.5 on dmg but at least be able to charge everywhere? or would it only work w/ MoMS like i said


That was the magic trait I've already taken... which limits the knowlege though teachers pet or som other regional/socal thing


it's more that he has an obsession with being one thus rationizing the fact that he's a dragonic bloodline bloodrager with the plan to go dragon disciple.

So blood of dragons is good one, one Which I considered. Apsu worship might be possiable, but hard since Apsu is LG, and I'm a black scaled pitborn tiefling.... and the Chatoic part of CN seemd to fit.


So I have a character planned by don't have a second trait for him. Basicly a really simpleminded bloodrager obsessed with dragons.

So I've been looking for a trait that is dragon related or knowledge arcana trait that isn't magic since i've already taken one from magic.


So our group recently switched from S&S to Iron Gods, for a number of reasons.

Since the Bloodrager/DD has been settled for now that they stack, I decided to run a Draconic Bloodrager with some DD to make a Dragon as heck character... silly I know.

With some local advice, I made this w/ a 15 point buy.

Bloody Knuckle Rowdy Bloodrager Black Dragon bloodline
Tiefling Demon spawn (+Str/Cha -Int)
Darkvision 60, Resistances Cold/Electric/Fire 5
Fiendish Sprinter (subs skills)
Maw and Claw, claws (subs SLA)
Prehensile tail (subs fiendish sorcery)
Traits are UnScathed to bump energy to 7 and robot slayer

Str 16
dex 14
con 14
int 6
wis 10
cha 14

With racial; Now the question is, there a better feat progression than this?

1 WF(Claws)
2 Dragon Style (Bloody Knuckle)
3 Feral Combat training
4 point into con
5 raging vitality
7 skill focus knowledge (planes)
9 eldritch heritage (abyssal claws)
11 imp eldritch heritage (+2 scaling str)


Ok so I just built a character that will be using dragon style and feral combat style with claws. I saw the faq and instantly was like sweet, that'll make him way more deadly. and then thought is it dice increases or just replacement for what dice to use.

And now with the errata removing that effect means that you don't replace natural attack dice with unarmed only allow the use in combat styles that would normally require IAS correct?

So in theory a IAS character with natural attacks could use snapping turtle style with their natural attacks provided they had feral combat style.

Or a Bloody Knuckle Rowdy Bloodrager, at 2nd lvl can use dragon style to charge in and punch people but can't use claws if he has them untill he has feral combat style correct?


Now that the controversy of dragon disciple affecting bloodrager bloodlines is settled ish... (been away for a while sorry)

I have an idea for a bloodrager character kicking around, I've heard that non-dragon bloodlines benefit from dragon disciple more... but now that they stack I'd like to pick the question is it worth it the 3 bab and 3 caster lvls? (not that the character would probly get that far).

I was thinking of using dragon style, but I don't think I swing it feat wise.

1 weapon focus claw
1 IUS
3 feral combat
5 dragon style
7 dragon ferocity
9 skill focus(planes)
11 EH
13 IMroved EH

but this is probly not very effective as eh is taken 8 levels late, and getting to feral combat is quite diffcult..

Maybe I should drop the feral and just go

1 power attack
1 focus claw
3 skill focus
5 EH
7
9
11 imp eh +2 str


Ok so let's say I get a bloodline though Dragon disciple I don't get the arcana but gain access to the bonus spells added to my spells due to a feat. The robe treats me as 4 lvls higher for bloodline powers.

So Im treated as being dd +4 LVL sorc for the bloodline powers gaining the bloodlines breathweapom at d&d LVL 5. I'm hoping I'll get acess to the extra spells too but I make the assumption that I won't get those until my sorc LVL or dd LVL is equal to the sorc LVL of the bonus spell. However if I take a LVL of sorc I'd get access to 11th bonus spell as a dd +1 sorc?


Even though spikes says it does damage if it was created for a creature one size larger... Oh well... Ok so a form of dragon 2 is like 4d6 bite etc or a d4 natural weapon on a small character goes to 2d6 after enlarge and strong jaw?


faq wrote:

As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

Well seems we have a ruling on sizing so this ending the debate on bashing spiked shields. As spikes and bashing use similar language. So that's a 1d8. In that same vein a Druid that had shielgih and enlarge person going has a 3d6 club correct? In that same line of thinking a wild shaped Druid with strong jaw would be fine correct? How about a sorcerer with form of the dragon and strong jaw?


the arcane robes allow for +4 levels of bloodline ablities, so a sorcerer dip after or before would allow for the wings. But the spells are listed in Scaled disciple. I was hoping to get the arcana but my wisdom is low and the character isn't really blasty so buff spells and clawing the crap out of people will be the way to go.


Xethik wrote:

Scaled Disciple specifically says

Quote:
Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.
So you gain the spells but not the bloodline.

I assume you ment the arcana.... I've thought about dipping a level of sorc to get the arcana and qualify for sorcerous bloodstrike.... but It seems like it would just hijack the whole concept and invalidate the feat.


I know this is a huge necro bump. But a kobold/racial heritage (kobold) using scaled disciple and a spontanious divine caster would also not get the arcana or the bonus spells.... correct?


So this is going to sound stupid, and or i'm going to answer my own question while doing it.

Scaled disciple allows a spotanious divine caster, to qualify for dragon disciple, and continue improving the casting of that class.

Once I have a levels in dragon disciple I have access to sorcerous bloodstrike, however I don't have any sorcerer spells. I hope that I can just insert the hunter spells but I doubt it as This doesn't work with bloodrager I would assume.


So I have a hunter/Dragon disciple kobold in the works, and am thinking of what items I will want to have to look forward. I'm currently using a bow and deadly aim

At 7 I plan to have the claws from DD and bite and pick up the Tail Terror feat for melee options and screaming about being a dragon while claw claw bite tail slap. Amulet of mighty fists might be an option to help with making those hurt the most.

Robe of arcane Heritage would make up for my 5 levels of hunter, bringing my effective bloodline powers to -1 of my total levels, not as good as getting bloodline powers early... but better. Amulet of the Blooded for dragon 2 level boost instead of 4... guess the amulet of the mighty fists w/ shocking would be fitting, though i'd get the energy damage anyway.

Tangental, the amulet of the blooded abyssal would give me full time claws instead of only 3 + cha rounds and my cha mod is 0 so... would only
be good for a combat or 2, even if PFS only has 2-4 combats.

Given i can give myself strong jaw as a lvl 3 spell, and increase my poor d3 claws to d6 and d4 bite to d8 the d4 tail slap to a d8. so w/ dragon bloodline claws/bite/tail w/ energy dmg on the primaries and no elemental on the tail. abyssal necklace would work too would allow me to claw without burning uses of dragon bloodline, i can get a bite attack from magic from ranger.

And Wading into combat put on dragon turtle shell on to avoid getting fubar'd by the the large dice of most mosters.

Any other magic items anyone can think of?


Update, he said with gunsmithing and the right town i could get materials for one.... but yeah it's going to be a while as 3000g to make one cannon isn't going to fall in our laps


So I figured out a way to do siege build.

4 ewp (balistila/firearms) :ballistia incase of gm not allowing cannons:
5 siege engineer
7 rapid shot
8 deadly aim
9 diehard?/cluster shot?/focus?
11 Master siege engi/ signature deed
12 signature deed
13 ??

using pdk's suggestion, and using swash dip instead of rogue
4 raipid shot
5 deadly aim
6 swash 1(inspired blade) (finese/focus) (int and cha to grit so 2) only get grit on raiper crits. (basicly everything I wanted)!
7 fencing grace
9 cluster shot?/focus gun?
11 ???
13 sig deed/sig deed

focus on gun
4 rapid shot
5 deadly aim (deadly aim)
7 cluster shot?/weapon focus
8 ???
9 ???
11 sig deed
12 sig deed
13 ???

I have never stop shooting, and defensive stratagist, so Diehard would allow me to die at neg wis rather than neg con


I'm a pistolerlo so i have to burn a couple feats to get the siege profencity and such, but that's a pretty good idea, if i wasn't terriably worried about the sealegs/rope swing would you pick up swash?

So plume of panache can be used by a gunslinger w/o amature swash, so I can put that off until i can afford it for basiclly extra grit with a slight bonus... I could grab a dip of swash for swash finese, though because of my cha, i'd only get 1 panache worth it? don't bother meleeing ppl.


So I'm not thinking sword and pistol simply being able to build grit/panache while, swimming, or use the supirior crit range on the rapier to get grit back. I could probly use the feather of panache without amature swash but it's an option for extra grit...


I realize that the ap on it's own doesn't prohibit guns, nor flaunts their use, and I've been told that there won't be any guns in the loot tables which is fine. However I've been kicking around a couple ideas, and so I'd like some advice on what would be a good way to do things.

Option A (screw ship combat)
pickup feats and other things and to buff my character's actual combat, maybe pick up amature swash to get access to feather of panache, and some function on my rapier.

Option B (siege combat, screw melee)
don't bother with amature swash, pick up more ranged feats, and siege engine profiency, which is 2 feats (was a gunslinger... didn't think about needing other firearms). This hinges on being able to get cannons, and even then could still use balistia

option c(focus on ranged, screw everything else)
pick up deadly aim, don't bother with melee, or the siege weapons. Seems the most focused, and kinda most greedy version.

Suggestions from a lvl 3 gun slinger with the stat array
12, 16, 14, 12, 16, 7
with point blank percise, and rapid reload


Mind you I wasn't thinking ahead and used the pistlero gunslinger archetype so in order to use the cannons i'll have to burn a feat. I would argue against being able to build cannons as a pistliro untill i have ewp(firearms) and that would and 5th lvl would qualify me for siege engineer.

each cannon shot would be 100gp for black powder alone, or 10gp for me sourching the gunpowder myself, and 30g per shot, or 3gp for a gunslinger so 13g per cannon, and I assume much less per balistia for a 120ft range and 2 full rounds vs 4


So I'm playing in a S&S game and since we're not doing it as a pfs transfer table or anything it could be considered a home game. The GM has allowed me to play a gunslinger, but warned me guns will not be included in the loot. Which I agreed to fine i'll work on making my gun better.

But then we take the ship and assignments are going out and the gunnery officer comes up and I jump on it. First thought, a ways out mind you outfit our ship with cannons!

For referance Balistia vs Cannons, And other sources say that cannons hit touch ac in the first range increment of 100 ft for 6d6 or average 21 damage and a gunslinger could make 1 for 3000 gold. I haven't figure what the cost of each shot would be, yet...

But is there an rational I can use to be allowed to outfit our ships with cannons... maybe not in the second book as it takes 3000g and 6 ppl vs 500g and 2 people to fire cannons/balistia


so question, does wild armor or wild spell work with form of the dragon? or because dragons are casters in their own right you could still cast spells in that form


Is there a way to get psudeodragon as an animal companion other than dm fiat? the advance race guide that they will be a familar for arcane casters, or allies for druids/rangers...

How would you get this to work.


dinosaur would be good, but it's kinda cheesyish, but this is true. The Roc is an option... any chance some one can tell me how to use a pseduodragon for 2 dragonish things wanting to be dragons. The advanced race guide says psudeodragons would align with a druid/ranger, but no idea how.


I'd love a psudeo dragon but I really doubt i have the feats to do that


So I'm playing a Kobold Divine hunter archetypal hunter. And I realize that i'll have celestial template hitting my "animal companion". While I don't intend for the animal to be around after I start going dragon, and since I can find any dragon themed animal companions and only faerie dragon from familiars.

And was looking for a good animal to take for a couple levels that would be a good fit, for a more ranged focused hunter, a kobold that fancies himself a bronze dragon.


you could also run a hunter and have a mammoth companion or a deinycious


You could do a mix of the two and go warpriest of gorum. You could also get conductive trait on your sword and put your touch of chaos though your sword.


Noted this is in skulls and shackles, so when i end up in the water i'd like to be able to fight and not be like well my gun is a paper weight cause water....


where/when should the dip in swash be taken, could also take amature swash to get crits and raipier give back grit/panache, and be able to get access to swashbuckler feather


So I'm running a gunslinger, and would like to beef up my options if/when my I'm in melee.

Suggestions?


Oh I have never stop shooting, and defensive stratigist as traits


So I realize that grit and panache go into the same pool. And that they don't stack for obtaining signature deeds. However I'm looking to build a mainly gun with a splash of melee character for S&S.... my assassin character died...

Anyway, Dex fighter using a gun, so I know piccaroon kinda does this already. And I could get an agile weapon to solve this without 3 feats (focus, finesse, fencing). But what would be the best way to get this to work?

As it stands now I'm lvl 2 gunslinger pistellero, and was going to focus on guns and plink stuff till 5 when it starts to hurt. Also thought about the swashbuckler for melee shenanigans. But melee takes 3 feats, and Amateur Swashbuckler takes a feat, would it just be better to take a dip of Swash and delay signiture deeds? When should I do that lvl 6? lvl 4?

So here's what I'm thinking

12 str, 16 dex, 14 con, 12 int, 16 wis, 7 cha (could switch the int an char.... but you get a min 1 even with a penalty...)

Gunslinger/human
1 point blank
1 precise shot slinger 1
2 -- slinger 2
3 rapid reload slinger 3
(4) deadly aim slinger 4
5 pistol focus slinger 5
6 -- slinger 5/swash 1

That feels like I won't be able to use the swash sig deeds till later than would be good, or I would like and won't be as useful for survival early on. And still means I'm Fubar when I get wet, and my pistol is SOL when I'm swimming.

so alt build

4 -- slinger 3/swash 1
5 (deadly aim)/pistol focus slinger 4/swash 1
6 --


So basicly does scaled disciple increase any spell within the domain is cast even if it it's not cast as a domain spell?

Does magical knack give effective casting levels when say you take a class that isn't increasing your caster level?\

Dragon disciple increases your spells day/known, and casting level. But does not increase your class level so no increase of domain powers


Ok so I'm planing on a kobold or a kobold blooded human hunter. And using the divine hunter archtype. I understand that the archtype gives you access to domain spells and ablities at hunter lvl -2, I reason that even if I where to pick magical knack for cleric, it wouldn't increase this progression, and would only allow a lvl of cleric to cast more powerfully if I was to pick it up.

So given that using scaled disciple not only allows my hunter casting to qualify for dragon disciple, it increases spells of the dragon domain to be cast at +1 level.

So in theory, a 5 hunter/ 1 dragon disciple would continue to cast as a 6th level hunter for proposes of hunter spells correct? And that when your increasing your casting from DD you only increase your spells per day/spells known not any other progression, like if I was a 6th lvl I would gain the 4th lvl domain power, and 2nd lvl domain spell. So even though I could get form of dragon 1 at 18th lvl because i took the dip in DD I would never get to 18th hunter lvl. So 6th lvl of dragon domain gives a breath weapon, so would i have a wis breath weapon, and a cha breath weapon from DD, as that's how it would work with Bloodrager that doesn't surpise me.

So would scaled disciple allow hunter spells that are included in the scalykin/dragon domain at +1 lvl so in this case as a 7th lvl caster if i where to cast greater magic fang would it cast as a 8th lvl spell, or only the spells I gain from the domain so the 1st lvl spell.

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