I'm running this build through Rise of the Rune Lords and just hit level3
Party includes a Buffing Bard, a twf dex based unchained rogue, a fighter archer, a control/blaster sorcerer (psychic bloodline for fear affect), and a magus.
Since we don't have a tank, I built one. We also don't have a healer, so I'm performing spot heals after combat.
Race Kitsune
Starting Stats (25pt buy)
Str 5
Int 10
Wis 10
Dex 18
Con 12
Char 20
Projected Stats at level 9:
Ac = 34
5 attacks at = +15, 1d4+7+2d6 (with an extra +5/5 from the bard)
saves Fort = 19, Ref = 24, Will = 16
Traits
Family Heirloom (starknife)
Reactionary (initiative)
1: Herbalist Oracle with Draconic Mystery
2: Unchained Scaled fist Monk
3: Unchained Thug Rogue
4: Unchained Thug Rogue
5: Shifter
6: Enlightened Paladin
7: Enlightened Paladin
8: Unchained Thug Rogue
9: Unchained Thug Rogue
feats:
1: Divine Fighting Feat (retrain to WF Bite at level 5)
Monk 1: IUS
Monk 1: Combat Reflexes
3: Vicious Stomp
Rogue 1: Weapon Finesse
Rogue 2: Diabolic Style
5: Dazzling Display
7: Extra Revelation: Dragon Claws
Rogue 4: Mein of Despair
9: Shattered Defenses
Level 1:
Walking around with my starknife, +5 to attack, dealing 1d4+5 damage, AC 20, lay on hands 6/day and ability to cast murderous command/cure light multiple times a day.
Playing similar to a paladin
Heirloom trait gives me proficiency in starknife
Divine fighting feat give me the ability to fight
Level 2:
Toss off my armor, grab a wand of mage armor to have the sorcerer use on me when we are getting ready to walk into a dangerous area.
AC is now 23
Level 3:
Grab a level of rogue, SA is nice, but the Thug intimidate bonus is better.
Grab Vicious stomp to prep for level 4.
I deal almost no damage with this attack, 1d6-3 -- but my starknife is still rocking it
level 4:
Grab a second level of rogue - evasion is nice, but so is the rogue talent ninja trick : style master: Diabolic Style ...
Now, when I trip someone, they need to make a will save or by staggered for a round.
level 5:
Grab a level of Shifter: I now have a gore and slam attack and my kitsune bite attack
Assuming we get gold, as the first few levels have been pretty sparse, I buy an amulet of mighty fist: agile, and perform some retraining shenanigans.
Level 5 feat = WF IUS
Retrain Divine Combat Feat into Dazzling Display.
Combat options:
Dazzling Display: Intimidate all enemies for multiple rounds
Trip/stagger anyone -- remember, that you can replace any attack with a trip attack, and I am currently up to 3 natural attacks/round)
level 6:
Picking up a level of Enlightened Paladin
Kind of a blah level honestly
level 7:
Picking up my second level of Enlightened Paladin ... which means more retraining shenanigans.
With Paladin giving me a second pool of lay on hands, no need for the first set.
Retrain Herbalist Oracle into Dual Cursed Oracle -- which lets me switch my mystery from Lay on Hands to Misfortune.
Extra Revelation: gaining Dragon claws ... now up to 5 attacks / round
Grace with my charisma means uber-high saves
I can stunning fist, intimidate, trip, stagger my enemies.
level 8:
Back to picking up a level of rogue/thug ... one more die of sneak attack
which I can give up to make the enemy sickened (thug)
I can stunning fist, intimidate, sicken, trip, stagger my enemies.
level 9:
Another level of Rogue
Shattered Defenses ... SA heaven but more importantly, flatfooted means lower CMD
Retrain Class Feature -- switch curse from powerless to another one, as I have uncanny dodge through rogue)
Rogue talent: Mien of Despair
Debilitating injury ...
I can stunning fist, intimidate, sicken, trip, stagger my enemies, they get no morale bonuses, and more penalties to hit or loss of AC.
Gear
Most important piece of gear is the amulet of mighty fist: agile
After that, it is normal stuff (headband, belt, etc.)
Buying a ring of revelation at level 7 means I get Mien of despair through extra rogue talent level 7, and level 8 i choose combat feat: shatter defenses.
Grin ... I've been playing this since level 1, and about to hit level 4 (when I get to do damage) ... Looking for feedback on this build
Shippo:
Race: Kitsune, using the alternate racial trait to get fox shape at level 1. I spend virtually all my time in fox shape and I am the party tank.
1: Mouser Swashbuckler
Underfoot deed... combat style is to annoy the enemy, disarm, steal, dirty trips, grapple.
Weapon Finesse-lite (works on bite attack only)
2: Scaled Fist monk
Charisma to AC
3: Draconic Bloodline Sorcerer
Claw attack, ability to cast mage armor and shield while not in fox-form.
4: Cavalier (Flame Order)
Tactician ... rawr!!
5: Urban Bloodrager
Valet Thrush Familiar (diminutive, sits on me), +10 move
6: Snakebiter Brawler
Sneak attack
7: Relic Channeler Medium
Ability to add 1d6 to any ally's (including me) failed d20 roll, +2 damage.
8: Cavalier
Ability to move during the initiative check!!! This lets me get into the enemies square to harass them.
9: Unchained Rogue
Sneak attack, retraining feat.
10: Unchained Rogue
Evasion
11: Unchained Rogue
Sneak attack
Feats:
Racial: Fox Shape
1: Weapon Finesse (retrain to Practiced Tactician at level 9)
Monk1: Dragon Style
3: Arcane Strike
5: Step Up
Cavalier: Paired Opportunist
7: Outflank
Rogue 1: Weapon Finesse
9: Accomplished Sneak Attack
Rogue 2 Talent: Open
11: Open
Tactics:
Level 1-3. I did 1 point of nonlethal per hit, as 1d3-4 is nothing. I contribute to the party by soaking AoOs, performing combat maneuvers (grapple, steal, disarm, dirty tricks, etc) and provide flanking buddies to team members.
Level 4+ I have the fame to purchase the amulet of mighty fists: agile. So, I now do damage. 1d3+10 at level 4 with a single bite, or 1d3+7 for claw/claw/bite ... Starting at this level, for boss fights ... I can use tactician to give allies the ability to take AoOs from things like the boss provoking to get away from me (underfoot).
Level 5: Enemies can no longer escape me by 5' stepping from me to perform their actions. I now have a thrust familiar which has my teamwork feats ... so, I am always getting a bonus to hit for AoOs.
Level 7: My familiar is now giving me another +2 to hit from outflank. Note: this attack bonus also translates into bonuses to CMB checks.
Level 9-11: Numbers just get bigger.
Stats in Fox Shape at level 11
Str: 3
Int: 7
Wis: 7
Dex: 32
Con: 14
Char: 22
AC: 33 unbuffed, 37 with mage armor, 41 with shield as well.
Touch AC: 33
HP: 85
Fort: 16
Ref: 24
Will: 9 (+11 vs mind affecting)
Attack: bite+25 (1d3+14+3d6 SA), Clawx2+25(1d2+14+3d6 SA), Gore+25 (1d2+14+3d6 SA), Sting+25 (1d2+14+3d6 SA)
Init +17
movement: 50', can charge through allies / difficult terrain.
Scent
Equipment
Amulet of Mighty Fist: Agile
Belt of dex +6
Ring of Protection +3
Cloak of Protection +3
Headband of Charisma +4
Helm of Mammoth Lord
Fleshwarped Scorpion's Tail
Cracked ioun stone (+1 to hit)
Cracked ioun stone (+1 to saves)
Cracked ioun stone (+1 to init)
If I had a white haired witch, with weapon finesse how do I determine which order to use in stat substitution for grapples.
1) white haired witch ability replaces str with int. Nothing for weapon finesse to interact with
2) weapon finesse replaces str with Dex, nothing for white haired witch to interact with
3) players choice?
The characters I build are usually complex, lots of moving pieces, so I'm posting my newest build here for people to poke holes into prior to running it.
I'd much rather any gaps get plugged before the DM sees it.
This will be for PFS.
(thanks in advance)
The Character:
Role of character:
Tank/Debuffer
Persona:
Sits and listens to people planning, offers suggestions -- but all suggestions are of the type of "how about if we turn into a fox, sneak in, and steal the thing." -- even when the job isn't to steal stuff.
Current Stats (post-racial, fox shape)
Str: 3
Int: 7
Wis: 7
Dex: 24
Con: 14
Char: 16
Skills:
Stealth
Acrobatics
Climb
Diplomacy -- imagine puppy dog eyes.
Classes / Level
1: Mouser Swashbuckler -- A given, Finesse at level 1, helping allies flank, applying penalties to enemy.
2: Scaled Fist Monk (chained) -- More AC (charisma to AC) -- chose chained for the sweet +2 will save, this was more important than the +1 BAB as this won't care about iterative attacks.
3: Urban Bloodrager : Abyssal -- Urban to allow the rage to apply to Dex. Opens up wand usage when humanoid for things like Mage Armor within UMD.
4: Relic Medium : Champion : +3 damage per attack? +2 will save? Yes please.
5+: Unchained Vexing Dodger Rogue: Applying penalties to the enemy and dealing sweet sweet sneak attack damage.
Play style:
Level 1-3, tank and be annoying.
... soak up the AoOs, use dirty tricks and combat maneuvers like disarm(nice sword you had) or Steal (nice cloak you had), or even Grapple (the move / reposition actions looks amazing -- mental image of me pulling the pants of the enemy, dragging them along).
Level 4+, As level 1-3 but can also do damage
Key Pieces of Equipment:
1) Amulet of Mighty Fist: Agile: Level 4
2) Boots of Spider Climb: Level 5 -- for the vexing dodger climb ability.
Discarded Ideas:
1) Ranger for Aspect of Beast/ Bloodrager Draconic Bloodline for continuous claws. Reason for discarding, when Fox Shaped (polymorph effect) the claws disappear.
2) Bloodrager Abyssal Bloodline, they grow only when raging, which means they are there for fox shape.
3) Tiny Haramaki (for level 1). Reason for Discarding, the text that tiny armor is only half the armor value, meaning 0. Any other mundane armor cannot keep up with the max dex, so would be less protective.
4) Use wands while fox-shaped. Reason for discarding, no speech, no thumbs, etc. Can swap back-and-forth between forms, but that seems lame.
5) Slashing Grace: Requires WF for bite and claw, and should be ruled that two claws = other hand in use.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Regular channel:
Enemy is included in the area of effect, and effected by the channel -- I have no question that I would turn visible.
Selective Channel:
Enemy is excluded from the area of effect (similar to the example of bless in the invisibility spell) -- I have no question that I would stay invisible.
Purifying Channel:
Here is the confusing part. I have excluded the enemy from the channel, however they still take damage from the effect.
Would I turn visible (enemy is effected by the spell/ability) or would I stay invisible (enemy is selected as being excluded from the channel).
I think it hinged upon whether *I* cause the enemy to be damaged by the purifying channel .... or if the purifying channel does it on it's own (i.e. flaming sphere / summoned monsters).
I'm looking to optimize this build around being a lazy healer (heals party in combat well, has extreme action economy). Any advice to that subject is desired. Lastly, there is some concern about this build by my DM as it seems too effective. Yes, I realize that healing in combat is deemed sub-optimal
Race: Human
Class: Spirit Guide Life Oracle 7/Medium 1
Shtick:
Spirit Guide grants me the wandering spirit of a Shaman (Choosing Life), at level 3 I gain a hex (Life Link), at level 7, I gain a second pool of channels.
Trait: Battle Scarred = healing I do from class abilities is increased by one.
Medium: Heirophant = healing I do from class abilities is increased by two.
Feats:
Fey Foundling: Healing done to me is increased by 2 hps / die rolled
Eldritch Heritage (Arcane): Gaining a familiar of my character level -2
Familiar: Toad Protector: (+3 hps). When I take damage I can choose to split it evenly between me and the toad.
At the beginning of the day, I apply the life link to up to 5 party members through my Oracle Life Link.
I then apply the life link to up to 5 party members through the Wandering Spirit Wandering Hex.
Later, when someone is damaged:
0-4 hps, nothing happens.
5-12 hps, they are healed for 8 (5+2+1), while I take 5
13+ hps they are healed for 8 (5+2+1) while I take 5, then they are healed for another 8 (5+2+1) while I take another 5.
Or
0-4 hps, nothing happens.
5-12 hps, they are healed for 8 (5+2+1), while I take 3, toad takes 2
13+ hps they are healed for 8 (5+2+1) while I take 3, toad takes 2, then they are healed for another 8 (5+2+1) while I take another 2, toad takes 3.
....
Basically, I sit around siphoning off damage from the party at an abnormal rate (16 healed per round for each 5 dealt to me and my toad). Occasionally, I cast a healing spell on myself or channel to top me off.
Spells I cast in combat:
level 1-4 murderous command, fear
Level 5-7: Flaming Sphere (burned curse)
My understanding of these spells is that the only two times there is a need for a save is
1) when the spell is caat on you
2) when you end your turn adjacent to one
We recently encountered one and there was some contention on how the spell worked.
If you have a large creature moving in a straight line, where one of the four squares a large creature takes up moves over the corner of the pit, and the goal is continued movement what happens?
1) nothing, the creature ignores the magical pit as it would ignore a non magical hole in the ground
2) DC 10 (or 20 if not enough movement) jump check to hop over the square?
3) normal save dc for the spell
4) the creature falls in (no save)
5) other?
How doe the 2nd level cavalier order of flame interact with sandals of quick reactions during a surprise round.
1) there is no interaction. The initiative roll happens before the surprise round.
2) amazing things. The initiative roll occurs at the start of the surprise round, meaning if the cavalier rolls an 11 or higher, he can move as an immediate action. If he does, on his turn he can take another move action (limited by rremaining movement and a standard action
3) other
Does the fast movement from Barbarian stack with the fast movement from bloodrager?
Rules Text for yes:
Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). The new classes presented here are all hybrids of two existing core or base classes.
Rules Text for no:
Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). The new classes presented here are all hybrids of two existing core or base classes.
The argument is:
For: Bloodrager / Barbarian explicitly say that they stack
Against: Fast movement modifies the base movement rate of the race, so each set it to the same value, no stacking can occur.
I'm getting ready to launch another new character for PFS, starting at level 1. I decided to focus on speed and vital strike ...
Here is my build, in the format of Amiri:
Cloud-Strife-buffed:
Ifrit Multiclass
TN Large Humanoid (Human) Outsider (Native)
Init +19, Senses Perception +14, Dark vision
Defense:
AC 28, touch 18, flat-footed, 28 (+13 armor, +3 dex, -1 Size, Ring +2, Ioun Stone+1)
hp 110
Fort +25, Ref +11, Will +14
Offense
Speed 60 ft.
Colossal bastard sword +1, Impact +20/+15(6d8+15/19–20)
Special Attacks unchained rage (8 rounds/day), urban Blood rage (6 rounds/days), Feats
Special Defenses Improved Uncanny Dodge
Tactics
During Combat Cloud Strife counts on his high Strength and the sheer size of her blade to defeat foes.
When rolling for initiative, if he rolls an 11 or higher, he can move his base speed (60) as an immediate action. This is usually enough to position himself next to choice enemies.
He moves, vital strikes, furious finishes to kill his enemies. His feats allow him to follow enemies if they move (Step-up, Step up and Strike, No Escape).
He carries around his greensting scorpion, which casts Guidance on him every round.
Statistics
Str 26, Dex 16, Con 14, Int 12, Wis 10, Cha 9
Base Atk +10; CMB +18; CMD 36
Feats Improved Initiative, Following Step, Mounted Combat, Iron Will, Toughness, Vital Strike, Endurance, Furious Finish, Step-up, Combat Reflexes, Step-up-and-Strike, Open, Open, Open (three feats I haven't picked yet -- there are a couple levels where retraining takes place for feats)
SQ fast movement, Emissary Familiar, Enlarge Self 1/day (racial), Enlarge Person 3/day as swift,
1: Urban Bloodrager, Celestial Bloodline, Trading out Bloodline power for Emissary Greensting Scorpion.
2: Unchained Barbarian
3: Titan Fighter
4: Cavalier, Emissary Archetype, Order of Flame, Ability to move in medium armor at full speed.
5: Cavalier, gains ability to move during initiative check
6: Fighter, Vital Strike, Bravery
7: Living Monolith, (swift) Enlarge Person 3/day, toughness
8: Unchained Barbarian, Rage power(No Escape), Uncanny Dodge
9: Cleric, Travel Domain, Inquisition (Persistence), Variant Channeling (Slavery/Tyranny)
10: Monk, Combat Reflexes
11: Monk, Evasion
12: Urban Bloodrager, Improved Uncanny Dodge
Combat Gear:
Huge Bastard Sword +1, Impact
Cracked Opalescent White Pyramid Ioun Stone (weapon familiarity)
Mithril Full Plate+1
Wand of Lead Blades (used prior to adding impact to weapon, after that this wand is no longer useful)
Cloak of Resistance +3
Cracked Scarlet and Green Cabochan Ioun Stone (rage cycling)
3 Cracked Vibrant Purple Prisms (Charge this via wand, use these during combat to remove the UMD check) --
Stone of Good Luck
Wayfinder
Belt of Str+2,Dex+2
Wand of Long Strider (when 60' isn't enough)
Wand of Cure Light wounds (PFS)
Cracked Pale Green Ioun Stone (+1 comp to attack)
Cracked Pale Green Ioun Stone (+1 comp to saves
Cracked Dusty Rose Ioun Stone (+1 init)
Any feedback or advice on how to improve would be appreciated.
I'm not adverse to changing around class orders, templates, classes, etc ... as long as the spirit of the build remains.
Ok, I've been informed that the way this works in PFS is as follows:
1) You have at least one level of Oracle
2) You must not have the right Mystery
3) You roll at least 1/hour to see if you can keep the ring active (emulate class ability) using the roll to see the level oracle you are considered.
Having said that all ...
If I dip one level of oracle and go for Battle, Maneuver Mastery
Maneuver Mastery:
Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.
If I UMD a level 20 oracle, does this
1) set my BAB for the CMB check at 20?
2) set my BAB for the CMB check to be 1 (my dip)?
3) set my BAB for the CMB check to 20, then I add the BAB from other classes? (similar to monk FAQ for flurry)
4) set my BAB for the CMB check to be 1 (my dip) then I add the BAB from other classes? (similar to monk FAQ for flurry)
Either way, if I make a high enough roll on my UMD, it looks like I pick up some extra feats.
Sorry for multiple similar questions ... wanted to make sure similar issues are viewed similarly.
I tried to list all the results I could for each set of interactions, but its possible I missed some.
What (if any) is the interaction between Cornugon Smash and Shield Other?
Spoiler:
1) Nothing -- (short answer) why do you even ask
2) Nothing -- (medium answer) Cornugon Smash triggers off the attack taken which involves power attack ... not off the damage done which involves power attack. The actual target of the attack is affected by the smash, but not the person sharing damage by Shield Other.
3) Nothing (long answer) Being intimidated is not a form of harm involving hit points so is explicitly excluded.
4) OMG!!! -- Both are intimidated -- The feat triggers off the damage done by the Power Attack attack, since both characters are receiving damage from the same attack, the feat triggers for either one.
Cornugon Smash
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Shield Other
Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected.
What (if any) is the interaction between Paladin's Sacrifice and Cornugon Smash?
Spoiler:
1) Nothing -- (Short answer) why do you even ask
2) Nothing -- (Medium answer) ... the original target is not damaged by the power attack (nothing happens), and the Paladin was not the target of the power attack (nothing happens).
3) Nothing -- (Long answer) ... the cornugon smash activates vs the original target, but the paladin's spell transfers the damage and the effect (including the demoralized condition) to the paladin, which then falls off due to him being immune to fear effects.
Cornugon Smash
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Paladin's Sacrifice
When a creature in range is hit by an attack or fails a saving throw, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You are affected as if you were hit by the attack or failed the saving throw, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way.
What (if any) is the interaction between Gloves of Arcane Striking and Cornugon Smash?
Spoiler:
1) Nothing -- (short answer) why do you even ask?
2) Nothing -- (medium answer) Cornugon Smash triggers off the attack taken which involves power attack ... not off the damage done which involves power attack. The actual target of the attack is affected by the smash, but not people who received "splash damage"
3) Nothing -- (long answer) Damage types are bludgeoning, piercing, slashing (per weapon qualities). The gloves use "and so on" to ONLY replace "slashing". Damage qualities are ones like "adamantine, fire, nonlethal, divine, untyped, splash, etc.", none of which is "power attack". The actual target of the attack is affected by the smash, but not people who received "splash damage" since it wasn't "damage from power attack"
4) OMG!! -- When attacking, with Arcane Strike Active, the "splash damage" is of the same type of damage as the weapon's damage, which includes the "power attack" tag. This means that the original target and their adjacent buddies are all affected.
Gloves
•When the wearer makes an attack using Arcane Strike and hits, enemies adjacent to the target take damage equal to the wearer’s Arcane Strike damage bonus. This damage is of the same type as the weapon’s damage (bludgeoning, piercing, and so on).
Cornugon Smash
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
I'm currently midway through level 5 on this toon, and am posting it here to make sure that I didn't miss anything or make a silly mistake ...
For this build, the biggest thing to remember is that I am not taking more than one level in any given class. With this in mind, please keep any suggestions like "Oh, if you took another level in X, you'd be more powerful" to yourself.
On the flip side, if you know of a different class, feat, archetype, or item which would work better, please let me know. Just be careful that the suggestion doesn't dismantle part of this house-of-cards build.
Severe Multiclassed toon:
I'll try to post this as close as possible to how the iconics are posted, with references for where the numbers come from.
The stats will be buffed stats, meaning how he normally will be when fighting. Buffing takes 1 standard action for 1 hour (heroism), 1 standard for 10 minutes (metagen), then a swift and a free during combat.
Name: Squirrel (as in what the dog says in Up)
Male Half-Orc Bloodrager, Mutagenic Brawler, Archaeologist Bard, Swashbuckler, Kata Master Monk, Sleuth Investigator, Standard Bearer Cavalier, Dual Cursed Oracle, Verminous Hunter, Sacred Shield Paladin, Hooded Champion Ranger, Lore Warden Fighter
LG Medium Humanoid (1/2 Orc)
Init: +12 (+4 familiar, +2 trait, +1 comp bonus ioun stone, +2 Luck Pool, +3 dex), Perception +25 (11 ranks, -1 Wis, 3 class, 4 alertness, 2, Heroism, 2 archaeologist luck, Animal Aspect), +24 vs traps (+1 trapfinding, +2 scavenger, +4 animal Aspect)
Stats
Str 28, Dex 16, Con 20, Int 8, Wis 8, Char 16
BAB: +8, CMB (For Disarm normally +31, +43 if part of opportune parry and riposte, +51 also with Paired Opportunists), CMD 33
Feats 1 Extra Rage,
Bloodrager 1 (Celestial Bloodline Familiar, Greensting Scorpion),
Familiar: Alertness, +4 Int
3 Lingering Performance
5 Vicious Stomp
Monk 1: Combat Reflexes
7 Paired Opportunist
Cavalier 1: Broken Wing Gambit
9 Extra Relevation
11 Intercept Charge
Fighter 1: Improved Crit
Skills: Perception +23, Disable Device +30, Knowledge Dungeoneering +14, Knowledge Religion+15, Knowledge Arcana +15, Knowledge Local +14, Knowledge Nature +14, Knowledge Planes +14, Knowledge Engineering +13, Knowledge Nobility +13, Knowledge History +13, Acrobatics +14, UMD +11, Bluff +15, Disguise +7, Sense Motive +16, Spellcraft +3, Linguistics +3
Languages: Common, Orcish, Celestial
SQ: Fast movement
Other: Inspiration Pool 2/day, Greensting Familiar, Tactician 2/day, Darkvision 60', Master of Trade, Misfortune, Life Link,
Traits: Reckless, Fate's Favored
Combat Gear:
Boots of Speed
Cold Iron Seven Branched Sword +1, Answer, Dueling (Pathfinder Field Guide)
Cloak of Resistance +3
Belt of Physical Perfection +2
Knight's Pennon
Chain Shirt +1, Brawling
Lepidstadt Investigator Hat
Ring of Protection +1
Headband of Charisma +2
Wand of Enlarge Person
6 potions of Enlarge Person
Cracked Ioun Stone (+1 comp to attacks)
Cracked Ioun Stone (+1 comp to saves)
Perfectionist Shavtoosh
Cracked Ioun Stone (+1 comp to init)
2 Ring of Tactical Precision (you only wear one)
Goggles of minute Seeing
Ioun Stone (Weapon Familiarity)
Ioun Stone (+1 insight to AC)
MW Thieves Tools
Resplendant Uniform Coat
Wand of Infernal Healing
Playing this toon:
I'm not gonna lie, this toon is complicated to make -- and complicated to play.
Your numbers are in a constant case of flux as the various bits-and-pieces are active or inactive (rage, luck, mutagen, aspect, tactician, standard, boots, etc.) My recommendation is to use 3x5 cards -- or a spreadsheet during play to indicate which things are active or not.
Animal Aspect Tactics:
Before combat -- You have Animal Aspect (Wasp) up,
During combat -- switch to Animal Aspect (Mantis)
After combat -- switch to Animal Aspect (Worm), and use Life Link to heal the entire party.
Opportune Riposte and Parry
This is your main schtick, Dueling Answerer means that when you riposte, your weapon becomes +5 and gives an additional +11.
Against an opponent with a big scary weapon, do this:
Move through his threatened area, provoking:
He attacks you (Opportune Riposte and Parry), you win, and DISARM him.
He is now just a big bag of HPs for the team to defeat.
Against an opponent with no weapons, do this:
Move through his threatened area, provoking:
He attacks you (opportune Riposte and Parry), you win, and TRIP him.
This triggers Vicious Stomp, giving your Paired Opportunist friend an AoO vs a tripped opponent.
Tactician:
Lets be honest, 2/day is nothing to build a character around -- but it is good for boss and mini-boss fights. The rest of the day, choose a melee buddy (like a rogue), and loan him one of your two rings of Tactician (for rogues, Paired Opportunist, for a tank Broken Wing Gambit)
Assuming decent tactics by your partner, you will be giving each other bonuses to attack and (more importantly) extra attacks. (And in your case, use those attacks to debuff the opponent)
Misfortune:
Giving anyone (friend or foe) a reroll 1/day is golden. Only use it for critical things (save or die, critical hits by X3 weapons, when you cannot afford to miss, etc.) as it uses an immediate action.
Seven Branched Sword:
This is a strange weapon to use, its a 20X3 D10 weapon. Not the beefiest one to use. However, it's a monk weapon, which means flurrying with it. The main reason to use it, is the ability to make your enemy flat-footed (reduced CMD, lowered AC, becomes susceptible to sneak attack by fellow party members).
Background (From OGL)
Benefit: The wielder gains a +2 bonus on Sleight of Hand skill checks made to conceal an arrow tube shooter on his body. Releasing the fastener allows the spring to force the arrow out. Once a shaft is fired, the tube must be reloaded before it can be used again. Reloading a tube is a full-round action, or a standard action if the wielder has the Rapid Reload feat.
Question
How is this thing used?
Specific question
I am carrying a two handed weapon, have a BAB of +11, and have two tube arrow shooters (one in each sleeve) and am holding a two handed weapon. How do I use them in combat?
1) I full attack, taking a free action to remove one hand from the two handed weapon, shoot the first tube (first iterative attack), shoot the second tube (second iterative attack), replace one hand on the two handed weapon and then swing (third iterative attack)
2) I take a free action to remove one hand from the two handed weapon, use a move to draw/ready the tube, then a standard to fire it?
3) Other?
Full disclosure, the intent is to use this as a beat-down (two handed weapon, sap master) rogue to deal sneak attack damage to multiple targets during the first round of combat using blunt (non-lethal) ammunition.
Background
I know that multiple armor bonuses (bracers of armor, mage armor, leather armor) do not stack, they overlap.
General Question
If a character has a carrying capacity such that they can carry multiple suits of armor, can they wear them, if so, what are the effects?
Specific Question
If I am wearing a mithril chain shirt (no Armor check penalty) and then put on a suit of parade armor (armor check penalty -1, +2 circumstance bonus to diplomacy / intimidate), what happens?
1) You are not allowed to put on the 2nd suit of armor. Period
2) You are wearing two suits of armor, with the Armor bonus being +4 (chain shirt), an armor check penalty of -1, and a +2 circumstance bonus to Diplomacy/Intimidate
3) Other?