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Hi Guys, My name is Enrique and Im a Venture Lieutenant. I have been playing DND over 16 years and pathfinder since its release.

Happy to be here!

Ike007


Thanks Cheapy and Tom S 820 !!!


I was reading the Oracle with the Mystery JUJU and he can create undead as its bonus spells.

Does this means that he can create undead and choose all the cure spells. And for inflicts only gain the ones you choose into your spell known list as you increase in levels?

This question came into my mind cause there is no way that the JUJU Oracle can heal himself with Inflict spells. Unlike the Bones Mystery, theres no Revelation (Resist Life (Su)) but only to take the Black-Blooded Oracle Archtype in order to do so.

Thanks in advanced.


I was reading the description of Multiattack.

Multiattack

An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

If I have an ape as AC. He has 1 Bite + 2 claws (3Nat Attacks), when he reaches lv 9. What good it is gaining the Multiattack Feat?

Also, BAB for AC specifies :

BAB

This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

If I have an ape as AC. He has 1 Bite + 2 claws (3Nat Attacks), when he reaches lv 9 STR 24 ( 13 + 8 + 3 ) Has a BAB of +6/+1 and gains Multiattack.

That means that the LV 9 Ape will never have more attacks per rounds than his Full attack of 1 Bite +13 and 2 Claws +13?
or will it have 1 Bite +13/ 2 Claws +13/ 1 bite +8?

Cheers!


Thomas Long 175 wrote:
ike007 wrote:


But what about the penaly in the Ape secondary attacks?

Wouldnt be like :

BITE +9 1D6+6

2 Claws (-5 attack until gets multiattack) +4 1d6+6

He's not wielding any weapons so all primary attacks remain primary attacks. You can have several primary attacks all at highest BAB.

You only need multiattack if they're naturally secondary attacks or you wield a weapon too.

Ohhh, thats right....I was looking that some animals got secondary attacks ...but Not the Ape. All of them are primary.

Thanks!


Roanark wrote:
ike007 wrote:
Foghammer wrote:
ike007 wrote:
We were a lv 5 party with 3 players...

VS

ike007 wrote:
...6 ghosts...

I'm curious.

Assuming these ghosts were originally CR 1/4 commoners, the CR for this encounter would be higher than your APL, which isn't a terrible thing.

But if the base creatures were CR 1 or higher, then this was like a boss encounter (APL+3, technically should be a bit higher since there are only three of you) with superior action economy.

What were the circumstances of this encounter?

EDIT: Ninja'd.

Blacklantern : Thats what happened.

These ghosts were in a forest, at that time we were following a Big trail of Blood. Guess who wanted to investigate ( the paladin and druid ).

The ghosts ambushed us and they had all their abilities at the time.

LIFE 20 AC 17 Made touch attacks with +5 Damage 5d6 INCORPOREAL.

So, the battle went like this. Our paladin started to cast Energy Burst, the Druid with a Club +1 and I was a Wizard 4/Sorcerer 1 (Blaster) Throwing Burning hands, Missile Magic, Acid Orb, etc.

There was no fight in it. We killed one...but it was always throw a dice for 50/50 vs incorporeal. Soon, the paladin and druid fell. I ran to a fort and looked for help. Came back with 7 adventurers and the same happened.

The Necromancer wanted to make a deal with the Druid and Paladin.
Due to their nature, both said no....and became ghosts.

We talked with our DM and he said that the only way was to kill the ghost from distance cause they couldnt leave an area in the forest and the other option was to withdraw cause is clearly an overmatch to a party of lv 5.

Um, was your DM making you roll percentiles to see if you hit the ghosts? If so, he was running them wrong. In pathfinder, if you have a magic weapon or use spells then there is no miss chance, you just deal half damage.

Roanark :

He was using them wrong because we were throwing 50% up to with magical weapons (paladin with bonded sword) or even burning hands.


StreamOfTheSky wrote:

Not sure what those races are, but you want +2 Str/Wis and -2 Cha or Int, preferably Cha. Oread fits the bill.

Definitely Menhir Savant. You can drop the animal companion, grab the Feather (Animal) domain for some nice flight spells and perception buff, then pick up the Boon Companion feat to undo the level penalty your comapanion takes from the animal domain. That is the best option, IMO.

I have a melee druid build idea. It involves dipping into Master of Many Styles Sohei Monk at level 3 (or any odd level after 1, but I'd do it at 3). Before that level, take dodge. Upon taking that monk level (and gaining Improved Unarmed Strike), take Crane Style as your level 3 feat and Crane Wing as your monk bonus feat. You now can take -2 to hit for +4 AC (assuming 3 ranks in acrobatics) and cause the first melee hit on you each round to be deflected. And you add your wis to AC. So you're much harder to kill. Combine w/ wildshape you get soon after for the size, str, and natural attacks, and you're pretty uber in melee. Later on once you've gotten Natural Spell, Boon Companion, and possibly Wild Speech (if you care about speaking in wildshape and can't just wait for the elemental forms to get Large/Huge), consider picking up another style feat since you can use 2 simultaneously. I like Dragon Style. Finally, if you want to do combat maneuvers, check out the Powerful Wildshape feat. It's not that good until you can turn into huge stuff, so that it's then at least giving you a +2, which is still pretty mediocre.

EDIT: Level 9 snap-shot of the build (using 25 point buy). Feel free to switch str and wis (both starting values and where the +2 from levelling goes; you'd end up with Str 20 (28) and Wis 16 (18) at level 9 in Allosaurus form then), I just valued high wis more than high strength.
** spoiler omitted **...

Hi, I have been thinking about multiclassing the Melee Druid with a Monk in the future, but IMO I will probably do it when I reach lv 9-10.

I still have to talk with my DM about using the Crane Style in wildshape form. As the Crane Wing feat which allows you to deflect one attack with a Hand. In which case, Ill be using claws, tails or anything else. He takes the rules as written and with an earth elemental I can have arms and hands as I design it any way I want.

Thanks for the idea!!!


Black_Lantern wrote:

If you plan on doing some decent melee then take an animal companion. A well chosen ac isn't something you're going to forget. They can become very important if built right. For example my 4th level druid has an animal companion that is a large ape

He has 22 strength 14 con 16 dex 12 wis 7 cha and an int of 3 at level 4 for common
has a climb speed of 30ft and normal movement speed of 30ft
senses are low light and scent
hp:30

feats:
toughness
power attack

Saves:
F:7
R:8
W:3
T AC:13
FF:18
AC:21

Items:
MW studded leather
cloak of resist +1

Full attack is
+9 to hit
bite 1d6+6
2 claws 1d6+6

Skills:
Climb +18
survival +5
acrobatics +7
linguistics:common

Even without bulls strength on or bark skin he's still a beast in combat. He actually does about the same amount of damage the 2h fighter does.

But what about the penaly in the Ape secondary attacks?

Wouldnt be like :

BITE +9 1D6+6

2 Claws (-5 attack until gets multiattack) +4 1d6+6


It depends on the player, I have seen Wizards with Familiars and never take them into account.

If I wanted to make a druid which focuses in magic and summoning, I would take the Domain over the Animal Companion. If the player is always "forgetting" his AC, it may be better if he takes the domain over the AC.
And get new abilities that he could use....

I always prefer animal companion cause it can be anything, a hawk, a tiger which can help me as scouts or as a fighting buddy.

I hope that I could help you in any way...


Black_Lantern wrote:
power attack, improved init, spell focus conjuration(just to go into augment summoning), natural spell. Perhaps dodge or improved natural armor if you feel you need it. Your DM better be making the encounters a lot harder then normal considering he's giving you flaws and allowing an overpowered race. Btw remember that you can change your animal companion for a new one at any time as long as you're in the right biome and have some time on your hands. The archetype Menhir Savant is explicitly better than the default options.

Thanks. And Yes, our DM is extremely hard in his campaigns cause he allows powerful races and 3er party feats.

Menhir Savant is a great option for this melee druid. And those feats are great! I was looking for Improve Natural attack...but is +4BAB.

Do you know any good guide of wildshaping, that is based in pathfinder ?

Thanks a lot!


Black_Lantern wrote:
14 wis is fine, int and cha aren't that important. I think the dwarf is the best race considering the bonuses to saves. Also take the glory of old trait. 16 strength is fine but 18 is better if you can afford it. Have at least one form for each type of movement and a main combat form. I suggest the ape past level 4 till 7 then the large cat(tiger) as your animal companion. The boa is also is also a good replacement for the ape and the roc and mastadon are good level 7s as well. natural spell is your 5th level feat. everything else is optional. I'll be back later with more advice.

I dropped the dwarf and chose the MAHROG.

STR 16(18) DEX 16 CON 14(16) INT 12 (10) WIS 14 CHA 12 .

My plan is to choose a tiger or a Lion as my animal companion cause we get into dungeons and houses a lot.

My AC with hide Armor is +4 AC +3 DEX +2 NA (MAHROG) = 19 seems ok.

Im still looking for feats.

Our DM gives us 2 flaws and 1,3,5 feats (5 in total). My first feat will be Toughness and still deliberating about the others.....

Any suggestion?


Im looking that the MAHROG gives +2 str and +2 CON or WIS -2 INT, it gives +2 NATURAL AC only if I use hide armor or leather.

I didnt see it before.... could be a good race for a druid.


Foghammer wrote:
ike007 wrote:
We were a lv 5 party with 3 players...

VS

ike007 wrote:
...6 ghosts...

I'm curious.

Assuming these ghosts were originally CR 1/4 commoners, the CR for this encounter would be higher than your APL, which isn't a terrible thing.

But if the base creatures were CR 1 or higher, then this was like a boss encounter (APL+3, technically should be a bit higher since there are only three of you) with superior action economy.

What were the circumstances of this encounter?

EDIT: Ninja'd.

Blacklantern : Thats what happened.

These ghosts were in a forest, at that time we were following a Big trail of Blood. Guess who wanted to investigate ( the paladin and druid ).

The ghosts ambushed us and they had all their abilities at the time.

LIFE 20 AC 17 Made touch attacks with +5 Damage 5d6 INCORPOREAL.

So, the battle went like this. Our paladin started to cast Energy Burst, the Druid with a Club +1 and I was a Wizard 4/Sorcerer 1 (Blaster) Throwing Burning hands, Missile Magic, Acid Orb, etc.

There was no fight in it. We killed one...but it was always throw a dice for 50/50 vs incorporeal. Soon, the paladin and druid fell. I ran to a fort and looked for help. Came back with 7 adventurers and the same happened.

The Necromancer wanted to make a deal with the Druid and Paladin.
Due to their nature, both said no....and became ghosts.

We talked with our DM and he said that the only way was to kill the ghost from distance cause they couldnt leave an area in the forest and the other option was to withdraw cause is clearly an overmatch to a party of lv 5.


Vendle : The other races give +2 wis +2 str and lower int or cha.

Andostre: I like human as well but with the dwarf my atributes are more balanced. With a human would be like this

Str 18 dex 14 con 16 int 12 wis 14 cha 12

Beej67: Usually my DM enforces CON cause he likes to makes enemies which deal lots of damages.

Im still worried that when I wildshape my AC drops considerably and Im looking how to increase it.

Thanks !


Hi,

Our party got TPK last gaming sesion by 6 ghosts and later took us to a Necromancer. He offered us a deal to become undead and none of us accepted so we died. We were a lv 5 party with 3 players and 1 Dm.

Now is time to make new characters LV 5 and I decided to build a Druid that goes into melee and wildshapes. Our new party will be consisted of :

1- Bard/gnome/Soudstriker
2- Cleric / AAsimar
3- Me...Druid /Menhir Savant / Race? I probably will be the main melee.

My stats are the following 16 16 14 14 12 12

Im planning to put STR / CON / DEX / WIS / INT / CHA in that order.

I still havent decided about the race...I can use anything that is on the Pathfindersrd website. My options are, Human, Dwarf, Half-ogre, Anumi, Mahrog, Asterion, Obitu.

My dilemma is....if I do have low Wis...do I really miss it at 12 level when casting 6lv spells? Is a long road from lv 5 to 12 and I have seen the list...and most of them are buffs, some control spells and a few damage.

Am I missing someting?


In general, the best advice for a fellow DM :

Try to see what the party lacks to make things interesting and fun.

You say that they have no trouble in killing things, but how is the party balanced in terms of clases? Is a full party of Joe Fighters or do they cover the basics as ... Arcane, Divine Magic, Trap finder, and Hit Strong?

For example ..In our current campaing.

We have a Wizard, a Druid and a Paladin....but no one can spot and disarm traps. We went into a thiefs cave that was full of them. I can tell you we had our fun dodging them and using lots of cure potions that when we finally arrived to the main cave room.

The thiefs ambused us and it was an EPIC BATTLE ....and we barely won!


Hi Bling Bling!

As a fellow player I can tell that 3.5 was all about POWERGAMING, Save or Die spells, Multiclassing characters and upgrading them to get into unsane PRCS for munchkin.

Pathfinder is a more balanced game, Core clases were upgraded (Monk, sorcerer, etc) and some downgraded (druid,rogue) and the spells were revised and now theres no as many save or die spells.

For POWERGAMING in pathfinder, I usually do not multiclass and go for specialization unless the benefit is too good to pass.

For example, Wizards in overall are great...but if youre looking for Powergaming and want to do the maximun damage on spells. Im currently playing a character like this...

Sorcerer 1 ( Draconic and Orc Bloodline) Wizard Specialized Admixture 3

With the right feats ... I can make a simple Burning hands of Lv1 into a spell witch deals.... 10d4 + 20 + 2( 10 pts Draconic + 10 pts Orc Bloodlines). Average damage is 44 damage...to all enemies in a cone of 15 ft. If they save the RFX ST. the damage is 22. Great for a lv 1 spell.

So, for powergaming....whats what youre looking for? Any class in particular?


Thanks Jal!

My DM is someone who takes the Rules by the Book and doesnt like experimentation. I have been reading a lotta books and there arent many feats for warloks or spell-like-ability. I could only find some in the Book of Vile Darkness and Monster Manual I.

Im planning to go all the way (warlock Lv 11) and then take the prestige class Hellfire Warlock.

Any other suggestion? Thanks again.


You can power up your eldrich blast with:

Feats Mortal Bane (no psionics please)

Items Warlock Scepter (4d6 full charge)
Chasuble of Fell Power (2d6)
Glove of eldrich admixure (4d6 max)
Gauntlets of eldrich energy (imbues Eldrich blast with other energy, acid, fire, cold, sonic, etc)

Am I missing something?


Im playing a Warlock level 3 and Im fan of the eldritch blast.

Can you make a dual blast which hits 2 enemies in diferent positions?
Let say one blast from each hand (because there is no information about how the blast is really fired)aiming to different targets and taking a penalty (like two weapons fighting ) for doing so..

Can it be done?