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Archetype Combination Helper Sheet You will need to make a copy and setup your own filters before filters will work. I'm working on it. Thoughts before I start working on the other classes? Yes, I know some of the d20pfsrd links don't work. Please comment on them when you find them so I can see what gives. Also, comment on any mistakes I've made on the Alchemist.
With spells that heal dice, the dice that are rolled are the average HD of the target, rounded to the nearest die. Cure-like spells on a barb would be xd12+x. Fighter 3 Wizard 3 would be xd8+x. Channel is also affected. Cleric 3 channeling would heal the wizard 2d6 and the barb 2d12. Of course, pre-calculate your "healing die" when you level to speed play. Spells that have a capped caster level, such as heal, etc, cap at either the HD of the target, or the caster level of the caster, whichever is lower. CLW from cleric 10 healing fighter 7 would heal 1d10+7. CLW from cleric 7 on fighter 10 would do the same. Cleric 18 heal cures fighter 7 70 and fighter 20 200. I don't know about spells that heal a fixed amount *(infernal healing), but I think they might be fine. Thoughts/suggestions?
Lets say I am a Life Oracle with the Life Link Revelation. I have a link to someone with 10 damage. I am casting a summoning spell (1 round casting time). Do I need to make a concentration check when the life link damage comes in, or do I complete the summoning spell first? Assuming I need to make the concentration check, if I have multiple life links up with people that have more than 5 damage, so I make the concentration checks individually, or do I total it and make just one?
I know about the Heal Skill unlock, and the Psychic Healing feat. They only collectively work once per day. I'm trying to increase that number without needing to take caster levels. I know about the Medicine domain lets me do it faster and the Healing Hands revelation lets me affect more than one target. What I would like is how to get them both without Cleric or Oracle levels. I believe I can VMC to get one or the other (Cleric or Oracle). Can I UMD a Ring of Revelation to make it work w/o Oracle levels or VMC? Believer's Boon lets me use the Medicine domain power once per day. That's not enough. Battlefield Surgeon lets me use treat deadly wounds a second time on a person, but the deity is rather unpleasant. The Runeguard Generosity rune lets me treat deadly wounds PrC levels/day, but again, caster levels.
Aiming for level 13 with continued progression to 18. Traits: Irrepressible, Varisian Tattoo
I don't know after that. I would like Bard or Bard VMC for Versatile Performance (Dance) and Bardic Knowledge. That would give me Cha to hit, damage, all reflex, important will, knowledge checks (with bardic knowledge), and Acrobatics/Fly. 12+ feats and VMC means Fighter or Warpriest. I'll favor Warpriest as i am replacing a life oracle. Also, Antihero. Attack should be 9 bab + 9 cha + 4 weapon training + 5 weapon + 2 bardsong + 1 point blank - 3 deadly aim + 1 weapon focus for 26/26/21 attack. Damage should be 1d6 + 5 weapon + 9 cha + 4 weapon training + 2 bardsong + 1 point blank + 6 deadly aim + 6 startoss style for + 3 for divine power = 1d6 + 33 Blinkback Belt, Cha Headband, and Dueling Gloves Assumed. Thoughts on how I can do it better?
What is my bonus for the following maneuvers. I'm not sure what applies by the specific overrides general. Lets use a +1 Dueling (PSFG), Leveraging Whip, and Greater Whip Mastery (with prereqs). Dueling (PSFG) interacting with Leveraging is the real question here. Does Leveraging make the weapon apply in maneuvers it normally does not (Bull Rush)?
I know that Specific overrides general. but which is the specific in this case?
If there is a version of a product that everyone likes (nothing big needs fixing), suggest everyone by the PDF so Paizo doesn't reprint, thus preserving the original. If there is a version of a product that no one likes (many big things need fixing), suggest people by the book so it gets reprinted. Also, keep every version of every PDF you ever get. You never know.
So what do I do with it? Ok, Power Attack and Improved Natural Attack, sure. What else can I do with it? What Race should I be? How about VMC (Maybe Fighter so I can Barroom Brawler and Abundant Tactics while focusing on Natural Attacks)? I don't need to be a Melee Monster, I'd rather be flexible, but strong enough.
Since both Weapon Master and Armor Master handbooks came out, they are slowly beating my character idea into the ground. Fighter (Martial Master/Lore Warden) 9 / Monk (Maneuver Master) 2 whip tripper, dirty fighter, and beginning intimidater. Maneuver Master Monk lets me do do an additional maneuver when I full attack, even including standard action maneuvers as part of that full attack once per round. Is there any way to get that without Maneuver Master? EDIT: I should add why Maneuver Master Monk doesn't work with armor, post errata, so I am looking to wear some armor, and keep that ability.
I'm working on 2 character ideas. Both have a similar problem. Casting is obvious. Idea 1:
This should pretty much cover it, False Caster and Raksasha Bloodline are the second line of defense should they notice me casting. Perhaps Psychic would be a better bloodline for lying about my casting. Thoughts? Idea 2: Elf/Gnome School Savant Shadow or Mage of the Veil Illusionist Arcanist
For the illusionist, I'm mainly trying to avoid this: "A character faced with proof that an illusion isn't real needs no saving throw." by hiding my spellcasting. Pretty much anything with decent spellcraft auto-succeeds at this portion if they can see me casting. Both of these have the same problem. Even if still, silent, and eschewed, they can see and ID that I am casting, which ruins the whole point. Cunning Caster helps... How can I do it better?
There are not many discoveries that are all that great for a Metamorph, so the though here is to create discoveries to allow additional forms. They are set to be 3 levels after a wizard gets it. Undead and Elemental have additional requirements. Beast Shape 1 - Metamorph Alchemist 8
Elemental Body 1 - Metamorph Alchemist 10, Elemental Mutagen
Form of the Dragon 1 - Metamorph Alchemist 14
Plant Shape 1 - Metamorph Alchemist 12
Undead Anatomy 1 - Metamorph Alchemist 10, Mummification
Vermin Shape 1 - Metamorph Alchemist 10
Thoughts?
Both are anti-hero. I'm starting at either 11 (as a replacement) or a new character for a new campaign (Skull and Shackles or RotRL). Both are maneuver and debuff focused (we have a big party, others can do the damage), with damage dealing when I get around to it, and use a bow if we must. Both use these stat arrays:
Human Dex Lore Warden Fighter Maneuver Master Monk Lasher:
Traits: Reactionary, Fate's Favored, Adopted (Caravan Drover), Carefully Hidden, Paranoid, Vagabond Child (Sleight of Hand) 1: Fighter 1 - Weapon Finesse, Combat Reflexes, Agile Maneuvers, Combat Stamina, Dirty Fighting 2: Monk 1 - Improved Trip 3: Fighter 2 - Weapon Focus (Whip), Combat Expertise, Whip Mastery 4: Monk 2 - Improved Dirty Trick 5: Fighter 3 - Improved Whip Mastery 6: Fighter 4 - Barroom Brawler 7: Fighter 5 - Greater Trip 8: Fighter 6 - Phalanx Formation 9: Fighter 7 - Quick Dirty Trick 10: Fighter 8 - Greater Dirty Trick 11: Fighter 9 - Dirty Trick Master 12: Fighter 10 - Power Attack 13: Fighter 11 - Dazing Assault 14: Fighter 12 - x 15: Fighter 13 - x, AWT (Armed Bravery or Focused Weapon) 16: Fighter 14 - x 17: Fighter 15 - x 18: Fighter 16 - x 19: Fighter 17 - x, AWT (?) 20: Fighter 18 - x Advantages: good skill points, especially for a fighter, great CMD to wrangle tumbling punks., very accurate and high CMBs, good saves, and ACs, a little simpler than the warpriest
Favored class to skill points, we use retraining, so I can buy HPs. This might include Martial Master, and drop Abundant Tactics and Barroom Brawler Half-elf Dex Arsenal Chaplain Warpriest Maneuver Master Monk Lasher:
Racial Traits: Ancestral Weapons, Fey Thoughts Traits: Reactionary, Fate's Favored, Carefully Hidden, Magical Knack 1: Warpriest 1 - Weapon Finesse, Agile Maneuvers, Weapon Focus (Whip) 2: Warpriest 2 - 3: Warpriest 3 - Combat Reflexes, Whip Mastery 4: Monk 1 - Improved Trip 5: Monk 2 - Dirty Fighting, Imp Dirty Trick 6: Warpriest 4 - 7: Warpriest 5 - Improved Whip Mastery 8: Warpriest 6 - Barroom Brawler, Greater Trip 9: Warpriest 7 - Quick Dirty Trick 10: Warpriest 8 - 11: Warpriest 9 - Combat Stamina, Phalanx Formation, AWT (Abundant Tactics) 12: Warpriest 10 - 13: Warpriest 11 - Greater Dirty Trick 14: Warpriest 12 - Power Attack, Dirty Trick Master 15: Warpriest 13 - Dazing Assault, AWT (Versatile Training or Focused Weapon) 16: Warpriest 14 - 17: Warpriest 15 - Divine Interference, x 18: Warpriest 16 - 19: Warpriest 17 - X, AWT 20: Warpriest 18 - X, X Advantages: Very accurate and high CMBs, good saves, and ACs, Spells (paragon surge to pick up feats when needed along with Barroom Brawler), better damage, free weapon enhancements via Sacred Weapon
Favored class to bonus feats, we use retraining, so I can buy HPs.
Thoughts on how to improve them, advanced them, and which is better? The people I play with are moderate optimizers. I like to optimize, so I pick things that are less strong and go nuts on them (I have a near dedicated healer Life Oracle, currently).
This is a little different than two weapon fighting. The idea is to have a maneuver weapon, and a damage weapon. So is this how it works? I have two whips, Combat Expertise, Improved Trip, Greater Trip, Weapon Focus (Whip), Whip Mastery, and Improved Whip Mastery, and a BAB of 11. The target is at range 10. First attack with the primary weapon is a trip at CMB + 4 (Trip Feats) Assuming success, this gives me an AoO. I believe I can take that AoO with my second whip at BAB + 4 (prone target) with no additional penalties (aka no two weapon fighting offhand penalties). My second attack could be with either weapon at BAB - 5, with no two weapon fighting penalties. My third would be BAB - 10. Edit: Added Whip Mastery Feats so the AoO works.
I'm trying to sort out what maneuvers I can do at reach with a whip or other reach weapon, and what bonuses I can get. This will be a Maneuver Master Monk Lore Warden Fighter with Weapon Finesse and Agile Maneuvers. BAB, Size, Dex, and Lore Warden apply to all them, I believe. If I can use the weapon fully, I'll get the enhancement bonus of the weapon and weapon training. Reach mentioned below is only weapon reach. Natural reach always works (yes?)
I did search 5 pages of posts on the forums. If I missed it, can someone link me? Thanks
Seriously. With Weapon Style Mastery as a feat, you can enter a limited list of styles along with another style. You also get martial mastery, but you give up weapon training, 4 feats and armor training. How is this a thing? At 6th:
At 10th:
At 15th:
Edited due to copy and paste error |