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weird, ive seen that bug before where it double posts. not sure how to delete the other one though?


Melkiador wrote:
Expect some table variation, but probably yes. However, it doesn’t seem to be a great combo. You would need to already be inhabiting your familiar, which means your usual body is in really bad condition. And summoning spells are fairly short on average with long cast times. But maybe I’m missing some other info.

Most of my combos are bad combos XD I get more excited about fun than power. Though im sure there are some cool things that can be done to really optimize this if thats the goal. It reminds me of old 3.0 shapeshifting, where you gained physical stats and powers and it gives you a new HP pool that has a damage cap, so like if some guy hits you for 500 damage with a fireball, the summons HP acts as a cap, killing it and you pop out unharmed after to do it all again. Niche, fun, whimsical, and right up my alley hehe.


how do these two interesting things work together:

Twin Soul (Su)
At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other’s body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle).

Greater—Summoned Shell (Sp)
Whenever the familiar’s master casts a summon monster spell, if the familiar is within the spell’s range, it can choose to inhabit the body of one creature summoned by the spell. While inhabiting the body, the familiar maintains its own Intelligence, Wisdom, and Charisma scores and its familiar powers, but otherwise gains the statistics and abilities of the summoned creature.

When the spell ends, or the summoned creature’s hit points are reduced to 0, the familiar is expelled without suffering any negative effects.

Crucially, does this allow me to basically become whatever creature i summon?
If not...where do i go?


I'm back to trying to make a tiny character again. I already have the trait equality for all, but i want to make the super max bonus to combat maneuver. I want to be tiny and hit a dragons CMD for cool points. It has to be generic combat maneuver, because a few of the tactics i want to use just say to "do a combat maneuver check" rather than the traditional grapple, dirty trick, etc. So I know most bonuses to hit will help, so like slayer comes to mind...what can you all think of to max out CMB checks? Aid another would technically help but takes action (assisting gloves possibly).

barbarian does some good stuff, but i was thinking dex since im tiny, maybe redistribute might to fix barbarian for me?


i was thinking more like shurikens hehe


Would it give the same aid another bonus that i normally give since it's "on my behalf"? I normally give +6 depending on the type of aid.


I'm confused on the english here. "On your behalf" makes it sound like it uses aid another as if it is me, but then it says or for an ally. was that just another way of saying that it can aid me instead? Does this guy get all my aid another cheese to go with it if its aiding on my behalf?

I replaced the other actions with X just to focus on the one specific action I'm confused on:

Quote:
On your turn, the spiritual squire can do one of the following: X, X, X, perform the aid another action on your behalf or for one of your allies, X.


I grok do u wrote:

I thought everyone knew a guitar is an axe. So take a level of swashbuckler and use dwarf favored class option:

Dwarf (Advanced Class Guide pg. 69): Add 1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.

Rock on!

i love it hehe


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I know Fighters can do it, but not until level 9 which is way too late in the game.

"Fighter’s Finesse (Ex) The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option."


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Oli Ironbar wrote:


My angle would be for a Flying V body on an electric and call it the Curve Blade, full distortion but good pick-ups, mash the frets with one hand but play it Spanish on the other.

Extra damage points for stringing it right and playing left like Jimi.

That sounds awesome haha


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I was really hoping not to get hung up on a side argument about the size, so again lets operate under the stated assumption. Modern guitars for sure i would say are 2 handers, but I have an old classical guitar in my basement that is definitely within category, and a backpacking guitar that's even smaller.

Imp Weapons are crucially not weapons, so you normally cant take things that affect weapons with it or require you to be holding a weapon etc. Weapon finesse falls into that category, thus if you ever aim to take finesse, you first must at least have equipment trick, and you are correct, it doesn't make it light.

So...the question remains how do i finesse it? :) There's got to be a weird class/feat combo out there to pull it off, right? Effortless Lace wont work since its being summoned every combat, and arguably doesn't have a "grip." Hinyasi lets you treat imp weapons as weapons from the close fighter group, but not yet enough to qualify for finesse on its own. Any ideas?


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Hi! I would argue that a guitar-like weapon is a one handed bludgeoning, right? Let's operate on that theory for now. How would i finesse it?

The specific build: A Duettist/Striker Bard with two levels of Eldritch Guardian (to give familiar all my combat feats). Uses Shikigami Style with the cantrip Summon Instrument, and Equipment Trick to let me treat it as a weapon (so I can use weapon buffing/altering stuff like weapon finesse). STR is too easy!! Let's go dex!!! :)


I've been stuck on the "treats all weapons as improvised weapons" part of the monk of the empty hand. There's a lot of temporary weapon/item creation spells, like shadow weapon, holy ice weapon, flame blade. Trying to find ones that would be worth taking.

1 level of monk of the empty hand
2 levels of Hinyasi Brawler to be able to treat imp weapons as the close fighter group

interested to see how these two abilities interact, one forcing you to treat weapons as imp weaps and one forcing you to treat imp weapons as close. Probably just get to choose at that point whenever it suits you? Or treat as both simultaneously?


like most of my builds, this is just for nonsensical science, so let's not get hung up on silly questions like "but why would you?" XD It's also rules questionable, but I'm sure we can come to some kind of viable/legal agreement hehe.

attempting to use an improvised magic item with the weapon shift chain and shikigami style chain. Maybe a high level scroll or something fun.

Weapon shift: "When you use your wild shape ability, any melee weapons you are wielding and proficient with meld into your new form.."

to handle the improvised weapons aren't weapons rule:
equipment trick: "you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you."

to handle the not proficient with improvised weapons rule:
Improvisational focus: "You are considered proficient with the improvised weapon..."

The only benefit would come from Greater Weapon Shift with Shikigami Manipulation:
"While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5."

So with these theories in play, what kind of cool spells or items would we use to do fun things with? For example, 1 level of monk of the empty hand could get you "treats normal weapons as improvised weapons" and maybe a flame blade could suddenly have enhancement bonuses that scale with your level, turning paws into fire attacks. Maybe a summon instrument cantrip if that would count as a magic item. Emblem of greed? there's got to be some goodies out there. :)


Just to be clear on this, when it says it "gains the statistics" does that mean attack bonus/saves/hitpoints? or can it use its own bab if its higher. Example, can a 10th level familiar jump into a level 1 eagle from a summon monster 1 and use the familiars superior attack bonus and its dozens of combat feats I gave it from eldritch guardian? Hit points don't make sense but i'm just trying to understand where the line is on generically "gaining statistics." With similar abilities like possession, you keep your BAB, its just a new body, but this goes out of its way to say you gain its "statistics and abilities."

Greater—Summoned Shell (Sp): Whenever the familiar’s master casts a summon monster spell, if the familiar is within the spell’s range, it can choose to inhabit the body of one creature summoned by the spell. While inhabiting the body, the familiar maintains its own Intelligence, Wisdom, and Charisma scores and its familiar powers, but otherwise gains the statistics and abilities of the summoned creature. When the spell ends, or the summoned creature’s hit points are reduced to 0, the familiar is expelled without suffering any negative effects.


the devotee of the hooded ability is confusing to me though. it says you get the template while riding, but can't change shape while riding. it suggests they can use change shape otherwise, but if you're not riding it, there's no template. so like, why not just say "except change shape" instead? it's as if it's intended to have change shape all the time.


I grok do u wrote:

nature warden PrC focuses on the AC.

That's a nice looking PrC!


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viglante has a warlock archetype that at least has the unlimited blast that can even do touch attacks and gets 6 levels of wizard spells, but the old school warlock that got 1d6 every two levels for a blast is where Kineticist is at. Kineticist is my fav class.

for artillerist, i've never played one of those, but a quick read reminds me of alchemist bombs, clockwork alchemy, and seige mage depending on what youre going for.


ok my current fun build idea that I'm making for "science" is getting as many bonuses for an animal companion as possible. What things do you all know of that give things like class features and cool permanent buffs to animal companions?

this is just the spaghetti at the wall stage, so try not to think of a viable build just yet, lets just compile all the options and smash the build together at the end. :)

list I know of off the top of my head:
eldrict heritage chains (can even give a perma water blast)
chameleon adept gives them wildshape 1
share class feature feat can give a few things
devotee of the hooded gives them the fey touched template
celestial servant feat (aasimar) gives them celestial template
eye for talent racial (human) gives them +2 to a stat (likely int for how i play)
hunter can give teamwork feats
mammoth rider increases size to huge
nature shaman gets a combined familiar and animal companion at level 16 (aint no one got time for that though)
Totemic Initiate feat chain gives a totem rage power (kinda costly and limited though)
The Bear's Jig bardic masterpiece can temporarily "awaken" an animal companion (limited)
monstrous companion can give actual class levels (but at what cost....)

What else yall got? Bonus points if you get them ways to be humanoid at will (like fey-touched template, rakshasa bloodline from eldritch heritage, etc)


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Xenocrat wrote:
thelemonache wrote:
ok we finally started the game. i ended up going with human/undine water/wood. going to combo winters cluch with ravel and the wood temp hitpoints gate bonus at level five (trying to "finish" one stage of the character at 5 and 11 with the last half of the campaign as a victory lap).
You cannot "combo" winter's clutch and ravel of thorns, because they're both stances. You can only have one up at a time.

your thinking of winter sleet, winters clutch make difficult terrain:

"Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.
Level (+2) The damage increases by 1d4."

basically the combo is just to make the areas around me difficult terrain and move the aura into it so that its difficult and hazardous to try and persuade them into just attacking me instead of trying to get past me.


ok we finally started the game. i ended up going with human/undine water/wood. going to combo winters cluch with ravel and the wood temp hitpoints gate bonus at level five (trying to "finish" one stage of the character at 5 and 11 with the last half of the campaign as a victory lap). it fit the character so much better as a fisherman/shipwright to have wood and water powers so that inevitably made my choice for me. my impulses were winters clutch, guardian tree, and weapon infusion with natural ambition.

so now i have some time to choose between the scrolls/staff useage impulse or getting another of the many good wood/water impulses at level 2. i feel like playing in melee might limit my scrolls and staffs, but the idea of it sounds really usefull. this is a kingmaker campaign so there is lots of out of combat time.


I love where this is going. :) A kitsune with wings and hybrid form is soooo close to a Maftet. Maybe i can convince my GM to let me do a kitsune thats a cat instead of a fox?


I'd love for an official sphinx race! Reskin Anadi, starts as a winged cat with a human form and then at fifth level hybrid form to a full fledged sphinx. Kitsune are in the same boat, maybe even beastkin could pull it off? Awakened animal is close too, though their minus to int isnt the best for it.

What ideas do you all have? I think you just need to be a cat with wings, and a hybrid form? Doesn't have to be large for this discussion. :) I just think Sphinx's are really cool and always wanted to play as one.


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thanks everyone! :) Familiars seem like a lot of work for what you get out of them in this system. They do seem fun though.


Ravingdork wrote:
I really like Fast Recovery and Robust Recovery, especially on a high Con character. I've been able to take my time strolling through gas chambers when the rest of the party was forced to flee the area because of similar abilities. It really goes a long way towards making my character feel tough as nails.

does fast recovery stack with "dream may" from changeling?

"In addition, sleep is more restorative for you. You regain HP
equal to your Constitution modifier × double your level (instead
of just × your level),"


I'm having trouble understanding familiars as the title said. So lets say I wanted to build out a Kitsune Star orb, or a Kineticist elemental familar...I only get 1 ability per day for a star orb and two for kineticist familial unless i take the familiar master archetype, correct? How could I, as an example, get a kitsune star orb that could become an imp, when imp requires 7 abilities but familiar master maxes out at i think 6?

Thanks!


great advice, thank you everyone. :) I personally really liked the way feats could let you really customize in pf1e, so I hope in the future we get some more fun things, or support for abilities in a non-class/archetype capacity. I do really miss the old way of multiclassing, but i understand why they did it the way they did (too bad we cant use general feats for multiclass stuff).


I'm kind of uninspired by the general feats so far. What am I missing? There's toughness...fleet...am I missing something? Anything else interesting or fun for kineticists? :)


I think i got the hang of this, but one thing came up as I was building it. earth armor gives slashing resistance, does that work in conjunction with deflecting waves slashing resistance?


ok, so im building this out now. I'm looking into special rules for being large...does large change the damage of the awakened animals natural weapons? is there any versitile heritage worth taking? i dont think i have room in the build for any archetypes, im booked on stuff I want all the way to 12 as it is.

free primal cantrip heritage feat, or senses (lowlight vision i guess)?

climbing animal gets a decent grab heritage feat, but moving at 15 would kill me, so im likely going running animal.

going earth/water at start, expanding for the earth aura junction, then finally picking up wood after that. for stance, is the ice one better than ravel of thorns? i mostly just need wood at this point for the junction/temp hit points for the second half of the adventure.


Gaulin wrote:
Just wanted to note that being large doesn't automatically give you ten foot reach, I'm pretty sure. So if that's the main reason you wanted to be an awakened animal you might want something else.

I've always wanted to play an awakened creature in 1e, so being large honestly wasn't even in my equation for it. I was going to play small or medium, but having the extra size from being large on kineticist aura sounds really dastardly.


Easl wrote:
With a Buckler and longsword/battleaxe, you can blast and strike, giving you two MAP-less melee attacks of 1d8+3 at L1, and you can block.

you can blast and melee attack without multi attack penalty? i guess i need to better understand what gets around MAP hehe. Could I bite and blast without a penalty?


Ravingdork wrote:

It might help if you clarify the type of tank you mean, as the term means different things to different people.

Are you simply looking to be tough and hard to hit/hurt? Or do you wish to be more proactive, drawing agro from enemies and protecting your allies?

battlefield control, slows, grabs, be a wall of reach that is hard to get around, that sort of thing :) I definitely want to be able to take some hits, but i'm mostly interested in freeing up my allies so they can do things.


Hello! I've watched a few things and read a few things, but other than that i'm brand spankin new to 2e. I want to make a kineticist tank of probably the wood/earth/water variety. My brain is hard wired to 1e so im sure I'm not fully understanding my options/realities.

What sorts of things could accomplish this by level 6?
Earth armor or wood armor with shield?
calcifying sand or deflecting wave?
Timber Sentinel seems amazing, but is it worth the action if I'm up in melee?
I would love to take Awakened Animal as my heritage. I hear size large is great for reach/battlefield coverage/making the fun slow auras bigger, but im afraid of playing something that cant fit through common doors. Are there ways to make being large more forgiving?

I like all three elements and they all have cool tanking stuff, but i cant decide which I need earlier rather than later.

Thanks!


zza ni wrote:


Side note, You posted this question thread twice...

Really? Not sure how. Maybe the forum bugged when i hit preview to look at the bold formatting?


I'm interested in this interaction. Does GWS give the bonuses of ole shilly? I would say yes if it were not for the last sentence. Does GWS kick in before it ceases to function as a magic weapon? I know you would have better weapons by the time you get GWS, but could be really fun with a Green Scourge archetype.

shillelagh - Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

weapon shift - When you use your wild shape ability, any melee weapons you are wielding and proficient with meld into your new form. Select one of these weapons; while in your new form, your natural attacks deal the same damage type as that weapon. Your natural attacks also gain all of the weapon’s properties (such as disarm), other than the double weapon property and the fragile weapon property; moreover, when using this feat to grant the trip property to your natural attacks, you gain a +2 bonus on combat maneuver checks to trip an enemy, but you cannot drop your weapon to avoid being tripped due to a failed trip attempt. Weapon Shift does not apply a magic weapon’s enhancement bonus to your natural attacks, nor does it grant your natural attacks any of a weapon’s magical special abilities.

improved weapon shift - When you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain the weapon special abilities of the weapon, such as the flaming special ability.

Improved Weapon Shift does not apply the dancing special ability or any special abilities limited to thrown or ranged weapons, and it does not apply the weapon’s enhancement bonuses to your attacks.

greater weapon shift - When you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain an enhancement bonus on attack and damage rolls equal to the enhancement bonus (if any) of the weapon.

special note from magic section of PHB for polymorph - When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function).


I'm interested in this interaction. Does GWS give the bonuses of ole shilly? I would say yes if it were not for the last sentence. Does GWS kick in before it ceases to function as a magic weapon? I know you would have better weapons by the time you get GWS, but could be really fun with a Green Scourge archetype.

shillelagh - Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

weapon shift - When you use your wild shape ability, any melee weapons you are wielding and proficient with meld into your new form. Select one of these weapons; while in your new form, your natural attacks deal the same damage type as that weapon. Your natural attacks also gain all of the weapon’s properties (such as disarm), other than the double weapon property and the fragile weapon property; moreover, when using this feat to grant the trip property to your natural attacks, you gain a +2 bonus on combat maneuver checks to trip an enemy, but you cannot drop your weapon to avoid being tripped due to a failed trip attempt. Weapon Shift does not apply a magic weapon’s enhancement bonus to your natural attacks, nor does it grant your natural attacks any of a weapon’s magical special abilities.

improved weapon shift - When you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain the weapon special abilities of the weapon, such as the flaming special ability.

Improved Weapon Shift does not apply the dancing special ability or any special abilities limited to thrown or ranged weapons, and it does not apply the weapon’s enhancement bonuses to your attacks.

greater weapon shift - When you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain an enhancement bonus on attack and damage rolls equal to the enhancement bonus (if any) of the weapon.

special note from magic section of PHB for polymorph - When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function).


i would look at this the same way as combining attack bonus and say yes, you would be a 14th level monk for the purposed of those specific feats.


Chyrone wrote:
thelemonache wrote:

my oh my, such beautiful stats. I would go natural weapons with the other gestalt, and multiclass. start with a perfect bab class like ranger to fix your level 1 +0 BAB (go trapper and you can break magic traps), Roleplay yourself to neutral good or chaotic neutral for Druid with the coveted mutated shape, maybe some prehensile hair hex (I think shamans can get that right?), Shaping focus, shapeshifting hunter, 4 levels of martial artist for wisdom to AC, osyluths guile for cha, and heck, why not a few levels of duelist for int.

or with your unbreakable fighter level, go the fast healer route and Skald with celestial totem/skalds vigor/greater to mega regenerate every round.

or, solo the campaign by picking up a spontaneous arcane caster like sorceror and 10 levels of mystic theurge (but make sure to still offset with a first level of a perfect BAB class to offset your +1's and +0's). :)

The celestial totem doesn't include fast healing and regeneration. It'd work good on a loh paladin/skald combo, though.

yeah but it works with the other skald stuff like path of glory, and divine fighting style for sarenrae (too bad you're desna)


my oh my, such beautiful stats. I would go natural weapons with the other gestalt, and multiclass. start with a perfect bab class like ranger to fix your level 1 +0 BAB (go trapper and you can break magic traps), Roleplay yourself to neutral good or chaotic neutral for Druid with the coveted mutated shape, maybe some prehensile hair hex (I think shamans can get that right?), Shaping focus, shapeshifting hunter, 4 levels of martial artist for wisdom to AC, osyluths guile for cha, and heck, why not a few levels of duelist for int.

or with your unbreakable fighter level, go the fast healer route and Skald with celestial totem/skalds vigor/greater to mega regenerate every round.

or, solo the campaign by picking up a spontaneous arcane caster like sorceror and 10 levels of mystic theurge (but make sure to still offset with a first level of a perfect BAB class to offset your +1's and +0's). :)


i personally find the masterpieces way too valuable to play a race that doesnt get extra spells known to compensate trading them in for masterpieces (like human favored class bonus as an example). ive never found a good time to pull off dirty tricks either, so i dont have a lot of advice there, im usually too busy buffing, attacking, etc (i feel like you would be too based of what you shared, which sounds fun). bards are so good at aid another, instead of combat maneuvers, if you can manage to get the adopted/helpful(halfling) trait with a whip, you can reach new levels with buffing in combat throwing out +4s to your best dps hit at will from 15ft away, theres other feats out their to support it too.

also, arcane strike is a big trap for bards in my humble opinion, because the immediate action spells that add numbers to ally attacks/saves/etc literally save campaigns, and arcane strike just eats your swift up leaving you caught with your pants down.

when i did jade reagent, the real mvvp of the game was craft wonderous item/tattoo. :) thats a role bards can play too, and it made the mod go very smooth.


TxSam88 wrote:

Piranha Strike is better than Power Attack.

I thought power attack was better in all ways (no limit on weapons, and the bonus if you ever two hand something)? But I do agree that your statistics are absurd, and I don't think slayer makes the best of those god stats. If it were me, I would play one of the MAD classes, like shaman/monk/druid, and just rule this world from my demi plane. :) Also, shortswords feel beneath you with all that stuff you got, I'd aim for some things with better crit or damage or flexibility between one handing and two handing, that sort of thing.


I was looking into druid also, they don't get the supporting feat package, but they get fun spells like Shillelagh that increase weapon size. Green scourge in particular gets "super shillelagh" which seems fun and acts a bit like a magus (taking advantage of the "In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon" portion of the build. There's also other fun spells they get, like combining Ascetic Style with things like: mighty fist of the earth, greater magic fang, strong jaw (if you have at least one level of monk/brawler). can also take crocodile domain for at least one or two extra sneak die.


Trokarr wrote:
If you choose Order of the Blossom you get sneak attack at 2nd level that will stack with your Rogue sneak attack dice.

I was just reading that! It fits perfect too because It's fey themed and my current archetype on rogue is sylvan trickster. At least 2-4 levels of that plus the extra sneak attack feat and I wont miss much.


Trokarr wrote:
You may want to give Warrior Poet Samurai a look. They can use weapon finesse with glaives and naginatas. Their Flourish class feature adds some interesting movement based abilities you may find fits the aesthetic you are going for.

oh wow, lots of possibilities with this class, the ability below is worth a dip if nothing else. very cool archetype!

Kitsune’s Mystique: The warrior poet gains Improved Feint as a bonus feat, ignoring its prerequisites. When the warrior poet uses Spring Attack or takes a move action to move, she can attempt to feint against one creature she threatens during her movement as part of her movement.


speaking of vigilante, would there be any interaction with getting a new feat from lethal grace and being a UC rogue that gets finesse for free? my gut says no because i dont "qualify for another feat" since it doesnt give a choice


Dragonchess Player wrote:

With those limitations, you might consider levels in either lore warden or mobile fighter. Lore warden gives bonus skill ranks (in Int-based skills only, alas) and some additional tricks; mobile fighter gives bonuses when moving and attacking.

Or possibly slayer (stygian slayer has some neat magic abilities) or vigilante.

lore warden's hairs breath is perfect for this build, its such a shame that its level 11 though, its good but not like level 6 spells good. vigilante is probably my second fav class mechanically but ive never got to play it yet. maybe nows the time?


Dragonchess Player wrote:
Warpriest of Shelyn (or another deity with polearm or spear as a favored weapon) would work well with Bladed Brush or Spear Dancing Style, plus gives a bonus Weapon Focus feat and bonus combat feats. Warpriest also gains early swift action casting for self-buffing via Fervor. The Molthuni Arsenal Chaplain gives Weapon Training in place of channel energy for scaling bonuses (both attack rolls and damage) and to qualify for weapon training feats.

You know, I've never given warpriest a fair shake. I'll have to read up on them today. I wish their skill points weren't so horrendous though, makes it tough to keep up with the agility skill suite that I had in mind for an acrobatic fighter.

Dragonchess Player wrote:
You might consider switching to high Dex, Con, and Wis instead of Dex/Con/Int.

Unfortunately, I'm actually retraining a bit due to some in game story stuff, so I'm already level 6 and those are already my stats.

one thing I was thinking was changing the rogue archetype to phantom thief and taking advantage of the extra combat feats and high skill. Sneak attack is usually the reward for doing things in a skilled way though so i always thought it was strange that the class lost it completely.


hello! looking for fun more than power, so yeah elephant in the room STR is better for polearms for many reasons, but lets have some fun! :) i like the idea of twirling around a polearm and dancing around the combat field. the core of the build will be three unchained rogue levels, and either the shelyn bladed brush feat or spear dancing spiral. SDS is really feat intense but gives you the coveted "quarterstaff abilities" which opens up a whole can of nacho cheese to play with. possibly flurries, possibly aestetic style and other unarmed combat styles dependingg on your monk archetype, quarterstaff master, you know fun stuff. quarterstaff master itself requires either a level of magus or weap focus quarterstaff which is kind of a wasted feat unless you read it as a way to basically get weapon focus twice for your polearm (because you need weap focus polearm for the spiral chain anyway). what ideas or shinanegans can yall think of, and what classes would offer good synergy beyond the three UC roggue levels? i want active combat and not just standing still and rolling to hit. high dex, con, and int are my basic stats. :)


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this was awesome, i was hoping to see some Gathlain though, since their society is mostly nonbinary. :) if they could shapechange, they would be my favorite race, but alas I will always have kitsune. :)

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