x_Gabriel_x's page

Organized Play Member. 92 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


RSS

1 to 50 of 92 << first < prev | 1 | 2 | next > last >>

Yeah I was looking at the Weapon focus(accidentally put finesse in OP) and I think I overlooked something, or read too much into the wording... since Weapon focus has a * and it said they must choose their deity Favored Weapon, I assumed I had to choose a god, but re-reading domains and seeing that you can be an atheist and just choose the Repose Domain makes this post redundant lol, the question was suppose to be how to get the Repose Domain and Unarmed Strike Favored Weapon

I can just not worship a god, chose the Repose Domain which lets me make a creature staggered, which triggers medusa’s Wrath and the Favored Weapon doesn’t matter so I can just take Weapon focus Unarmed strike..

Although now that I look at it, I could technically take a dip in any class that grants domain access... besises the crusader cleric getting Weapon focus for free, what other classes/archetypes would mesh well or give a good bonus for a 1 level dip?


I’m looking into making a Crusader Cleric 1, Unchained Monk X.

How can I go about getting the Repose Domain, and Unarmed Strike(free weapon finesse) Favored Weapon for the Cleric part of the build?

Reason for the Cleric/Repose is for a Domain Strike, so I can cause the oppenent to become Staggered, triggering Medusa’s Wrath more easily


Undead, Dhampir or Tiefling with the alternate ability to be healed by positive and negative. I have a Pitborn Tiefling that can use it. But GM makes it a standard to do instead of a swift like the Paladins LoH since ToC doesn’t really state it can be used to heal yourself. Even tho its basically a reverse LoH, but alas lol


Yeah AC = Animal Companion, but isn’t entirely needed. The Hunter seems cool but I’m completely open to any class if it looks interesting. Would also like to keep it to main books, so non splat. So Core, ACG, APG, Unchained, UM, and UC. So the Wild Child build doesn’t work as I dont have the book with Dirty Fighting in it.


Alright folks, I know some people say the builds suck, others say its great, some inbetween. But its something I want to mess around with anyway. Preferably would like an AC, but I’m alright without one. Its for PFS, and I currently have a lvl 1 Human Hunter that took Combat Expertise and Imp Trip. But I’m looking for ideas and build layouts.

So let’s see your best Tripper for PFS.


Just started up a Hunter for PFS and was reading guides on Hunters and ACs, and I have seen a few times, a small AC(such as the cheetah) due to being small, get Weapon Finesse for free, but ruling wise I can’t find that anywhere as being true.

Can someone point me to where that is stated or if its false?

Also, I’m looking to make a reach/trip build. I’m thinking of either regular Hunter, Divine Hunter, or possibly Sacred Huntsmaster Inquisitor. So looking for some advice on which would be the best option, as well as possible build routes in terms of feats, etc. Only played half a scenario, and only lvl 1 so I can change whatever

Currently I went with Combat Expertise and Improved Trip for my own feats (Human)

Any help and advice is greatly appreciated


How about Tiefling?


1 person marked this as a favorite.

I may be wrong, but you have 2 belts listed.. belt of physical prowess, and heavyload belt.. can you wear 2 belts? Instead of the heavyload belt, just cast ant haul? Unless you somehow can have 2 belt slots..


It comes down to the players, and possibly campaign...
Currently playing Hell's Vengeance with my group, which consists of an Aasimar Cleric, Dhampir Oracle, Human Kineticist, Tiefling Anti-Paladin and Halfling Fighter/soon Hell-knight. We had a +1 Longsword drop. My Anti-Paladin got it as he'd benefit the most from it and really only medium melee. A +1 chainmail dropped. The oracle and cleric rolled off. A +2 str belt dropped, my Antipaladin got it as the Halfling decided to pass on it. A +1 cloak of resist, everyone but my AP rolled as I have bonuses to my saves already, better to let someone else with worse improve theirs. A +1 special warhammer went to the halfling(hes a blacksmith and it gave bonuses to it) the cleric got a regular +1 Warhammer later as she sometimes goes into melee. Essentially, items go to who benefits the most and how much it helps the party. My dual wielding AP benefited the most from the longsword and belt as more +hit/dam means things die faster. If a con belt drops, its almost guaranteed to go to the kineticist. A charisma headband, the oracle and I will roll off most likely.

In our Skulls and Shackles game, it usually goes by rank for who can use it. The Captain(Barbarian) gets first choice in weapons, sometimes armor.. then our Weapons Master(Barbarian). One is 2h other is sword n board. The first mate(Witch)gets first choice over caster items, he also has Craft Wonderous Item so those aren't hard to replicate.. then my Sorcerer. Our ranged fighter gets first choice over ranged weapons, the thief got first dibs on anything he could use(halfling)


1 person marked this as a favorite.

Ya I read it and figured that was the case, just wanted to be sure. Playing a campaign and a party member just raised someone we killed as a zombie. Think he was better off raising one of the dogs that was apart of the combat.

Looks like raising anything that only has class levels is a bit of a waste if you're looking to get good use out of it aince it'd only ever be a 2HD creature regardless what lvl you are


1 person marked this as a favorite.

Just looking for a quick clearification.

If I understand this right, and that is why I'm asking to ensure I do.

Animating a level 10 class, regardless, cleric, thief etc, as a zombie, makes it effectively a 2HD zombie, starts at 1 and gains +1 for being small/medium? But, raising lets say a Hill Giant, which is a 10HD, large creature, would turn it into a 12HD zombie? Starts at 10 gains +2 for being Large?

I think thats correct. Now, what about a 10HD Giant, with 3 class lvls. Would that be 10 + 1 + 2 for 13HD? Just as an example, dunno if youd ever come across something like that, but doesn't hurt to know how it's determined..


No offense, as I would never write one myself and prolly couldn't even if I wanted to... but that guide seems more like a general description and layout of what you get going Goliath Druid. I can't say for sure, but I think the OP may have been looking for a guide that gives possible build ideas, reach builds, certain ways you can go, type of feats to take etc... like typically every wild shape druid almost has to take Natural Spell, but a Goliath Druid doesn't really have to since you can speak in all those forms and have hands...


Most likely not the most optimal build, but currently playing Hell's Vengeance and went with an unconventional build for my Anti-Paladin. Two-Weapon Fighting, and looking for Cornugon Smash at 7th, currently have Two-Weapon Fighting and Power Attack, using a Long/shortsword combo. Just hit lvl 5 and went dump happy with stats to make up for needing 3 big stats.

Pitborn Tiefling 16str 16dex 14con 7 int/wis 17cha, pumping up intimidate, taking fcb in skills so I atleast get 2 a lvl.

My current path for feats laid out, in order are:
Two-Weapon Fighting
Power Attack
Furious Focus?
Cornugon Smash
Improved Two-Weapon Fighting
Vile Leadership(Possibly)
Dreadful Carnage

Suffering a -4hit for TWF/PA can hurt, but we have 4 total melee, and I decided to take the Fiendish Servant instead of the weapon boon, so 4 possible flanking buddies to negate the TWF penalty... I figure since majority of what we'll fight in this campaign will be good, my smite good will make up for the other penalties when it matters on bosses.

Furious Focus is a pre-req for Dreadful Carnage, but wondering if thats the best way to go? Cornugon smash is set in stone, so I should build around that I feel, and come 11th I'd easily have a 20+ Intimidate that affects anything I hit.. including those pesky Paladins..

How would you go about building, ignoring stats since they cant be changed, a Two-Weapon Fighting, Cornugon Smash build for Anti-Paladin in regards to feats?


AC would need 3 Int in order to take that, no? Which wouldnt be till lvl 4 with the ability stat boost, but yes, barding would just be easier


nicholas storm wrote:
They dont get a feat at 3rd level, they get one at 2nd and they can take PA at 2nd.

I mixed up HD with lvl. Still, with the route he took them, Imp Nat Attack wouldnt be until 10th level


But regardless, his AC isnt legal with that current build lol


PA or any of his feats cant be until 3rd lvl


Actually, looking at everything, if you went in that order which means PA at 3, Improved natural attack wouldnt be until lvl 10


Unless I am missing somethin, how is your AC taking Power Attack at lvl 1? ACs cant take any feat that requires a +1 BAB until lvl 3, so all of its feats are out of order unless you can choose to not take the first lvl feat and save it till lvl 3 but that doesnt seem right


Yeah I'm in the same boat as you kinda, I have a lvl 11 Sorcerer, in Skulls and Shackles, who has yet to come across or able to buy a single Onyx Gem... never even knew about the words and such lol


1 person marked this as a favorite.

Since I don't see it mentioned, I assume you need the spell or feat, Command Undead? Don't see anything in the word saying they are under your control, just that you create them.. or am I just missing/assuming they don't start under your control?


You could also just let them make as they choose as well.. My group had a Barbarian, Witch, Rogue, Barbarian and Sorcerer and Archer. Only healer was an npc.

My Sorcerer took the Sanguine Bloodline. Openly drinks blood when needed of fresh kills. Worships Urgothua(sp) focused on raising an undead army if he can ever find even a single onyx gem, swear those are the rarest commodities ever, and blasting things with fire and summoning demons.

He's also the face of the party, and the helmsman for the ship. So you got a cannabalistic, Necromancer who loves fire, that also has a 20 diplomacy and sweat talks out of most situations lol


1 person marked this as a favorite.

I guess it depends on the AP and what else he's doing...

But in the Shackles game I played, I had a Neutral Evil, Sanguine Sorcerer. He drinks blood, worships Urgothua(sp) and is trying to raise an undead army for more pirate crews(although onyx gems seem to be beyond rare), and has even tied down and sacrificed aka gutted, a crew member to see if blood would open something in a dungeon, as sell as used crew members to test ahead and see if there were any traps.

Im playing a Chaotic Evil, Antipaladin in Hell's Vengeance. I busted down a gate, killed a dog, and then killed the guy who owned the place and robbed him(We were suppose to avoid killing if possible), has intimidated anyone that puts up a resistance or fuss and thats only the first session. But has also avoided killing when unnecessary to avoid legal issues or causing too many problems. I haven't gotten into his kidnapping and murders, or beastality... He worships Lamasthu, took profession Midwife, plans on kidnapping, killing, and disguising himself as those midwives and bringing more Monsters into existence. I also plan on getting a specific Lamashtu magic head item, that allows me to interbreed with animals, just to make it even more twisted and please his God.

I dont know what Greyhawk is like as I haven't played it, but Im assuming not evil... typically both of the GMs I play with set up a character creation guide line. Listing what races, classes are available, if certain archetypes are allowed or not. What alignments are available. If the player is doing things just to cause issues or going completely against the theme of the adventure, then I think it's up to the GM to correct it.

Personally I see nothing wrong with the 'sins' but again it depends on the flavor of the character, RP, and adventure. Me and my group are also quitw twisted at times as well.


Ranger can take IPS at 6th as well, same a Slayer, so there's 3classes that can have Improved Precise Shot by 6th, so your Deadeye trait is good for 5 levels


Depending on your class, you can get Improved Precise Shot as early as atleast 6th, and Id say before 11th for some other classes, so it seems kind of a waste


Ya, if you go by the options in that list, none of them can be taken actually, they are all Medium until 7th. Only thing I can come up with is the 4th lvl should read 7th instead. Sure you can take a Tiger, but its now an Animal Companion for 3 levels and you have no mount which defeats your main goal.

Order of the beast seems a lil bad as well. You can make your mount a large dragon, but only get the benefits for being a medium dragon, so your large horse, etc, just became a large dragon, doing a medium dragons damage...


I've also noticed, with Order of the Beast, the 15thth lvl ability lets you change your mount into a Medium or Large sized dragon, functioning as Form of the Dragon 1, which only changes you into medium.. did a google search which seemed to clear that up, but it got me thinking...

Level 4, a Medium Beast Rider can choose from that selection of animals as a mount, except they are all medium until 7th level. So what if they become large, but dont get any stat increases until they actually hit 7th level? Seems weird still, since it goes from Medium to Large but keeps the same stats, but that's the only possibilty I can come up with, since I can't see you getting the 7th level advancement at 4th...

Unless someone else has a better explanation or knows how it really works? Checked the FAQs and there's nothing about it either so I'm at a loss..


There's weapon focus, but thats 1 specific type of natural attack, not all. Weapon training for Natural group would give hit/dam for all natural attacks, but again no enchanting..

Id say was most likely some 3rd party tho


Going by the description Id say no. That feat doesn't give +1 hit/dam or allowing natural weapons to be enchanted... dont think Ive ever seen a feat like that personally


Looking at a few of them, lion tiger, allosaurous, ankylosauros, aurochs, hippopotamus, elephant etc, none of them become large until 7th level... so how does choosing one of them work at level 4?


Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.

That's the list.. Lion and Tiger are there...


So it says that the mount functions like the Druid AC and your Beast Rider level is equal to your Druid level. At level 4, a Beast Rider can choose between a large selection of new mounts. Let's say I go with Tiger.

So its Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

Except, a Medium sized Beast Rider needs to have a Large sized mount and the tiger is only Medium. So what is the process for here? Do you not go by the AC chart, and instead choose the already Large version Tiger or Dire Tiger(and its stats) or add the level 7 advancement and that's your large sized Tiger?

Honestly I'm a bit confused on how building the mount works with this guy..

Be appreciated if someone would help explain, break it down and/or even show the progression


Invulnerable Rager would prolly be good, extra DR and eventually a lil resist to mimic Logans ability to take damage, as well as the Beast Totem rage line, 2 Claw attacks that become 1d8s and Natural Armor and Pounce, only during Rage tho, but still


As a Zen Archer eouldnt Deadeye Bowman be sorta useless after level 6 when you take Improved Precise Shot?


Yeah, as others have said. You need strength to deal more damage with ranged. The wisdom essentially just replaces your dex for your +hit bonus. So a 14 str, with a +2str composite longbow will give you 1d8+2, add point blank and weapon spec and its +5. If you want it higher, you need a higher strength, higher str bow or adaptive enchant + weapon enhancement bonuses.

For a belt you'd want str/dex prolly, wisdom headband, if +4 each thats +2dam, hit and +4 ac, should be easily acquired by 8-9th


I figured it was that one, made more sense, just wanted to be 100% sure. Thanks lol


I would try and find a way to increase your strength, being an Archer you'll only be doing 1d8(if you go with a longbow) and your weapon spec/pbs.. and whatever weapon enhancement you have... I'm working on a Zen Archer/Inquisitor build, and before racials, my stats are 14/14/14/9/16/7 on a 20pt buy Working out my +hit and damage, I had at lvl 11 something like +19(or 23) for my first 3 attacks(having haste always with boots of speed) and last attack at +12. My damage was something like 1d8+2d6+17.

That was with a build of only 4 Zen Archer levels and wasting my feats from 5-7 essentially. Is there a way to get dex to damage for bows? Str has the composite bow, what about enchantments?


I've never been good at this part, having previously made a Divine Hunter 8 Hellknight 8 build, and until level 14 was jipping myself attacks.

I have an idea for a build, of Monk + whatever, have 2-3 choices in mind.

My question is, or clearification in regards to Flurry of Blows. At level 6 a Monks FoB is +4/+4/-1(Core Monk) so essentially the way I read that, is at lvl 6, I treat my BAB for FoB as my Monk lvl, so being level 6, my BAB is +6/+1, which makes the Flurry the previously stated +4/+4/-1. Now, if I were to take 10 lvls in another class, which gives me a +7/+2...

How do I go about adding them together? During a Flurry of Blows, would my total BAB be +13? +6 BAB from Lvl 6 FoB Monk and +7 from other class? Would that in turn, make my FoB as if my BAB was +13 Monk? Which shows the FoB chart as +16/+16//+11/+11/+6/+6/+1?

Or would it be the other classes BAB 13 layout of +13/+13(FoB)/+8/+3?

Or am I still wrong and its worked out another way?


Wouldn't heavy armor done in mithral count as medium? So you could have a mithral fullplate, and stalwart should still function. You just need proficiency with heavy armor is all. Mithral Fullplate of Speed would work lol


Captain Zoom wrote:
x_Gabriel_x wrote:
If you want to multiclass and do atleast 4 lvls, you can take Shaping Focus to bring your Wild Shape back to par
That's 4 caster levels... druids have really good spells available

Yep it is. Hence it comes doen to do you want to be a caster, or focus on combat melee with wild shape and do more damage? I'm working on a Cave Druid build that'll require 4-5 lvl dip into Barbarian and maybe 1 other class since I want to take full advantage of Wild Shape and do crazy damage, so having full casting isnt as important as long as I have certain spells


If you want to multiclass and do atleast 4 lvls, you can take Shaping Focus to bring your Wild Shape back to par


SmiloDan wrote:

Barkskin, Cat's Grace, Reduce Animal, Greater Magic Fang & fight defensively, Foresight.

Can qingong monks get Mage Armor at 1st level? Wis to AC + 4 might be worth a dip...

No, they dont get to switch for ki powers until 4th lvl, the only 'spell' they get that bumps AC that I remember is Barksin for 1ki for a 4th lvl ability replacing slowfall


I'm pretty sure the Druid could just wear the amulet itself. You keep the effects of items such as the amulet and rings etc, you just lose the AC from armor and shields worn. It would be easier to have barding made for your favorite form or two, have it carried around and have a party member attach it to you after you wild shape, assuming you don't wait till combat startsto do so. At lvl 6 it lasts effectively 12hrs with a small gap where you have to re-enter it(unless you can choose to assume that form again at thr last second)


I made a Barb/Cave Druid build, it looks scary as fook lol


Hrm... guess you could always just get Lunge and forget about going inside that square so you can flank and get the sneak attack


What if you were to take the Lunge feat? Giving you 5ft reach till end of your turn? Or is Mouser the only way?


Well my damage was based off the bite/natural attack.. as I went with the WF bite and Feral Combat Training. Does being diminutive give an extra size bonus?

Difference in attacks doesn't seem much different in regards to hit, only diff since I didnt add in fighting defensively is the last attack that'd be the itterative in your build, so only a -2 hit diff. Technically you can make this build without the Mouser dip since Tiny/Diminutive creatures can enter a square anyway, you'd just provoke an AoO and with 35+ AC it's unlikely you'd get hit anyway, so all you would really lose is the -hit for your party and the free AoO if they move..

You could take a 4th lvl of URogue, getting Uncanny dodge and giving the poor guy either -2/4 AC or -2/4 hit depending on if he attacks your party or you...

Actually since I'm not sure, without Mouser, would you be considered flanking still while in their square?


What would a FoB with haste look like with the unarmed and itteratives? Assuming you have 30dex and + from haste, halfling, atleast +1 from AoMF or Magic Fang and flanking? So... +20 I think after the -2 from Pirahna?


Ugh my post didn't post lol. I just worked out tho, at level 9, if you went for FCT, you'd have with FoB 4 attacks, at.. +18/+18/+18/+15 or something, with haste, and damage would be something like 1d3+2d6+19 I think, with 26-30 ac before Mage Armor, Shield, Ring of Protection or Amulet of Natural Armor. Or you could go for AoMF to up your hit/dam as I only had calc in Magic Fang for +1


Would that even work? Unarmed attacks for FoB but wild shaped is natural attacks?
You'd have to take Feral Combat Training to use FoB with your natural attacks, just went searching lol

1 to 50 of 92 << first < prev | 1 | 2 | next > last >>