Seltyiel

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I am building a Monster Tactician Inquisitor and I need help picking the best options from the Expanded Summon Monster options it adds. I've never played a summon monster focused character and I have no clue what to pick. I've been able to find guides online for regular summon monster, but none for the expanded list.

So what suggestions do you guys have?


I've been putting together a cavalier/mammoth rider build with a focus on Overrun. I'm totally confused on who needs what feats for all this to work. This is not for pathfinder society. The character build is lvl 12 with 9 in Cavalier and 3 in Mammoth Rider

The character has taken Power Attack, Flagbearer, Mounted Combat, Trample, Ride-by-Attack, Spiked Destroyer, Mounted Onslaught, Spirited Charge.

The mount has taken Power Attack, Improved Overrun, Iron Will, Greater Overrun, and Charge Through.

If the mount initiates a charge and uses overrun, do Trample, Ride-by-Attack, Spiked Destroyer, Mounted Onslaught, and Spirited Charge also activate?


I've been working on a titan mauler build for a Kasatha that wields a meteor hammer in each hand. I realize it's probably not going to be the greatest build, but I just love the image of this guy wielding four meteor hammers at once. A post from a few weeks back explained that I can't wield them as 2h with jotungrip so I don't get the ability to make them reach or shield in each hand, but I still like the idea. This is what I have so far from Hero Lab but I feel like the to hit value it's giving is too high if I'm using all 4 at once.

Male kasatha unchained barbarian 5
CG Medium humanoid (kasatha)
Init +2; Senses Perception +7
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Defense
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AC 21, touch 14, flat-footed 17 (+6 armor, +2 Dex, +2 dodge, +1 shield)
hp 57 (5d12+15)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee meteor hammer +8 (1d8+6) or
meteor hammer +8 (1d8+6) or
meteor hammer +8 (1d8+6) or
meteor hammer +8 (1d8+6)
Space 5 ft.; Reach 5 ft. (10 ft. with meteor hammer, 10 ft. with meteor hammer, 10 ft. with meteor
hammer, 10 ft. with meteor hammer)
Special Attacks rage (14 rounds/day), rage power (accurate stance +2)
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 7
Base Atk +5; CMB +9; CMD 23
Feats Exotic Weapon Proficiency (meteor hammer), Multiweapon Fighting, Weapon Focus (meteor
hammer)
Skills Acrobatics +2 (-2 to jump), Climb +8, Intimidate +6, Knowledge (nature) +8, Perception +7, Ride
+2, Stealth +2, Survival +6, Swim +5
Languages Common, Kasatha
SQ big game hunter, desert runner, desert stride, evade reach, jotungrip, jumper, multi-armed, stalker
Other Gear agile breastplate APG, meteor hammer UC, meteor hammer UC, meteor hammer UC, meteor
hammerUC, backpack, belt pouch, blanket APG, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail
rations (5), waterskin, 2,551 gp
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Special Abilities
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Accurate Stance +2 (Ex) Gain a +2 bonus to melee and thrown weapon att.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from
exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Evade Reach (5 ft) (Ex) Reduce chosen foe in line of sight's reach vs. you by listed amount.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Multi-Armed (Ex) Has one primary and 3 off hands.
Rage (Unchained, 14 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown
dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Stalker (Ex) Perception and Stealth are class skills for kasathas.

What can I do to make this work? Any suggestions would be great and I'd be happy with a different class if that made it work better. I just need to be wielding 4 meteor hammers at once.


Could a Kasatha Titan Mauler with the multi weapon fighting feat wield a Meteor Hammer in each hand as a double weapon thus granting 8 attacks?

Follow up question, could the same character have 1 meteor hammer in fortress mode for the +1 AC and reach and the other 3 meteor mode for 7 attacks?


What is the best way to teleport as a move action with a 3/4 BAB class or is it even possible? I had an idea for a character that seems like it would be quite fun. I would still need to be able to take other actions after the teleport.


If you are playing in a campaign in which a half-orc named Othoron just became the main villain then please stop reading!

I have approval from my GM to switch characters with the new one being a LE Inquisitor with the Infiltrator archetype. He's going to pose as a good aligned holy caster and work with the group to try to gain power and fame by pretending to be a hero and then revealing himself as a villain. I haven't quite worked out his final goal yet, but I don't intend for him to turn on the party if possible.

Here are his current stats:

Strix Male

Inquisitor (Infiltrator) 3/Cleric 1

25 point buy, Strix, added 1 to Cha for lvl 4

Str 10
Dex 14
Con 14
Int 10
Wis 18
Cha 10

Worships Apollyon
Night Domain
Conversion Inquisition

Traits: Fate's Favored, Ancestral Weapon (Cold Iron Scythe)

Feats: Blind-Fight, Channel Smite, Guided Hand

I plan to take Channel Scourge at level 5, but after that I'm not really sure what to do. The Cleric is intended to be a 1 level dip to get the night domain and channel negative energy. I like the theme here of a reaper type character. I'm not sure how strong it will be mechanically. Any suggestions on where to go after level 5 or things to change?