| Trogdar |
I don't know if this helps, but I think that EK's make great use of polymorph spells because they have access to the best polymorph spells and the base attack bonus to benefit from them.
If I were to make an EK who focused on using polymorph for melee, I would focus my build toward casting and use my first round the way a straight wizard would and then polymorph into something vicious to help with clean up.
Heres a stat line for such a build
Half elf
str 14
dex 14
con 14
int 17
wis 10
cha 8
Note: You can largely focus on improving your intelligence as you level and rely on the regular magic items combined with polymorph spells to bring your strength very close to par for a full fighter type.
You won't be the king of dpr, but you will bring pretty close to the total package to most encounters.
Kyoko Hitomu
|
Kwauss wrote:How does one cast a spell with a short sword in both hands?By casting a spell without somatic components.
I believe it was also said earlier in this thread that casting with one of your weapons held being an Arcane Bond works also. So if that's true then either of those options.
| Darksol the Painbringer |
Robert Young wrote:I believe it was also said earlier in this thread that casting with one of your weapons held being an Arcane Bond works also. So if that's true then either of those options.Kwauss wrote:How does one cast a spell with a short sword in both hands?By casting a spell without somatic components.
Rereading the original Arcane Bond entry, it appears I was misguided on this.
That ability actually comes from a specific Arcane Bond from the Arcane Duelist Bard Archetype, not the general Arcane Bond class feature Wizards get access to:
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.
That being said, Familiars are another decent option, giving you minor bonuses, as well as an enhanced Action Economy. I'd go back to two-handed weapons with the above being revealed. You can use either an Elven Curved Blade or a Nodachi. Nodachi is the best two-handed critical weapon, but if you value flavor more, Elven Curved Blade will suit your needs just as well. I just wouldn't bother with spending a feat on Weapon Finesse, since you will be valuing your Strength more. A statistic array like this should work:
Strength - 18
Dexterity - 12 + 2 = 14
Constitution - 12 - 2 = 10
Wisdom - 8
Intelligence - 14 + 2 = 16
Charisma - 7
You will be lacking a bit in Will Saves, but you'll be womping in with your highest Strength you can get as an Elf (+4 to hit, +6 to damage from Strength modifiers), have a decent Dexterity to work with, have all the Intelligence you need to cast your spells, and you won't have a bad Constitution score.
Kyoko Hitomu
|
Well, I spoke with some of the local PFS peeps today prior to the scenario and it seems I may be better off focusing my actions on casting spells and taking feats to bolster that.
I went through the number crunch on a 1 Urban Barbarian, 5 Transmutation Wizard, 5 Eldritch Knight vs a 1 Sohei Monk, 7 Empyreal Sorcerer, 3 Eldritch Knight and pretty much Sorcerer only gets a couple extra spells per level but Wizards get 5th level spells. Also the Monk/Sorcerer mix gets about +3AC compared to the super dex UB/Wiz mix.
I know a LOT of PFS GM's HATE it when people use the cheese move to qualify for Prestige classes via Racial Spell-Like Abilities and they have no remorse in killing that said cheeser. Which I can understand why also even though it's presently legal it's a cheese move. SO, with that said I'm going "no cheese" and reaching for that 3rd level casting ability via 5th level Wizard or 6th level Sorcerer.....BUT, that reduces my effective fighter level from Eldritch Knight and causes me to not pickup some decent melee feats which puts me even farther behind a Magus.
So, now I'm debating on still having that melee sword and high AC as a defensive 2nd/3rd rate fighter and focusing mainly on feats that boost my casting. This is also making me consider even taking Eldritch Knight since I'm not using the "cheese method" to qualify and multiclass super early.
Which path would you go? Urban Barb/T-Wizard....or....Sohei/Sorcerer? I'm thinking of either way keeping the 1 level dips (Urban Barb or Sohei Monk) as either of those boost my defenses quite a bit. But think of just converting the Eldritch Knight levels into more Wiz or Sorcerer levels (one reason is going EK I miss out on 1 CL worth of spells per day).
*****
EDIT: Either way my character concept has been more of a defensive/agile sword defender. Picture a no armored or light armored character with a 1hand or 2hand sword that quickly blocks attacks with his agile sword moves. A whirling cloud of sword swings that make it nearly impossible to hit him, blocking and parrying blow after blow.
Maybe trying to make up the loss in melee compared to a Magus is an uphill battle and I'm better off being that hard-to-hit character that still threatens with a weapon but uses his actions to cast spells.
Urban Barb / Transmutation Wizard
Factoring in 18 Dex stat + Controlled Rage + 2dex from Transmutation School + 4dex belt + 2 magical Dark Leaf Padded Armor + 2 amulet of natural armor + 2 ring of protection = 26 AC
Sohei Monk / Emypreal Sorcerer
Factoring in 18 Dex and 18 Wis stat + 4dex belt + 4wis headband + 2 amulet of natural armor + 2 ring of protection = 26 AC
They both look to be about same AC unless I'm missing something.
*****
I'm thinking the Urban Barbarian / Transmutation Wizard might be the better way to go as the stats line up better with an Elf, which is my original race concept and allows me to use ECB for free.....even allows me to use a shield actually which nets me another 4 AC with a +2 Mithral Light Shield, which I can still use that hand to cast spells.
Going this route also gives me a TON more skill points compared to the Sohei/Sorcerer route.
| Darksol the Painbringer |
I'd talk to your GM (or better yet, the highest-up) about it, express your concerns and have them get the record straight. As far as I'm concerned, if the GM (or highest-up) running your game is fine with it, then there should be no other opposition, and your build should not only be valid, but viewed as acceptable and respectable.
Half the reason why people frown upon apparent cheese is because it's generally overpowered or goes against an obvious precedent of RAI. Problem is, the whole "SLA counts for Pre-Reqs," which is unanimously accepted as fact in the FAQ, despite much personal protest (look at my explanation above), doesn't break any RAI precedent, and unless the GM or other higher-up isn't auditing PCs to make sure everything checks out the way it should, there's no way it can break the game. Certainly if it's not Crane Style.
You're running into a major problem if you go the straight Dexterity route. While you'll have solid Reflex Saves, AC, and Dexterity Bonuses to Skill Checks, there is no legal way you can get 1.5x Dexterity to Two-Handed Weapons, and if you try to go with 1 One-Handed Weapon, you leave an open hand that can be doing something very important besides just casting or delivering spells, and if you go 2 One-Handed Weapons, you need to somehow manage to be able to cast spells without needing free hands, or finding a way to have free hands to cast with while still being able to wield 2 One-Handed Weapons.
Another important thing is that your Transmutation power will not stack with Stat items, as both grant Enhancement Bonuses, meaning you should select a different school specialization. (I suggest Admixture if you're going to go an Evocation-based route.)
| BadBird |
Transmutation School gives an enhancement bonus same as belt, so I don't think they're going to stack, sadly. Transmuter 5 is going to get you a +2 to plus into your constitution or something - not bad, but not helping your weapon.
Sohei/EK isn't really the way to go with an elf; its for stacking Mage Armor and your wisdom armor bonus and then using flurry of blows.
Personally I think a GM who decides to be hostile to someone's character in a PFS setting for using a completely, fully and unambiguously endorsed ruling needs a smack upside his head from a grownup. Maybe that's just me.
Regardless, without early entry into EK you've got a much steeper uphill battle building an EK into an 'arcane warrior'. Its still doable, but within the level cap of PFS you're not going to reach its potential.
There are other arcane warrior options an elf could use, ranging from the mundane to the strange, that could do the 'warrior' part of 'arcane warrior' a whole lot better. If you want something unorthodox and unexpected, an Elven Lorekeeper Oracle with an armor-giving mystery can make a potent ECB dex-warrior build and pick out a bunch of arcane spells to cast alongside the usual cleric list.
EDIT: big second on Admixture to throw Rime Spell damage+control fun. Awesome if you beef up Scorching Ray with Wayang Spell Hunter trait and the usual 'favorite spell' buffs.
EDIT redux: I would have to disagree though on the 'major problem' of dex warriors not getting 1.5x bonus. The difference between 1.5x a +7 strength modifier and 1x for a +7 a dex modifier with Agile is 3 points, which isn't a big deal when you're getting into the 20's with two-handed power attacks.
| BadBird |
Either way my character concept has been more of a defensive/agile sword defender. Picture a no armored or light armored character with a 1hand or 2hand sword that quickly blocks attacks with his agile sword moves. A whirling cloud of sword swings that make it nearly...
You know, the more I think about what you're trying to do the more I feel like throwing out a really different option to consider. Here's a rough sample:
Elven Ancient Lorekeeper Wind Oracle...
13
16/18
14\12
8/10
9
14
1. Weapon Finesse
3. Exotic Weapon: Elven Curved Blade (you don't get martial, and have to spend a feat. Fine. Get an initiative bonus with Fleet Footed instead. Run ... well you can run like a champ, good for you!)
5. Power Attack
7. Toughness (or whatever, when things are getting real why not.)
Et Cetera...
You can use any oracle with an armor revelation to do this - whatever suits your flavor. Ancestor, Heavens and Wind have cool abilities among others. Now, with favored class bonus from Elf, your armor revelation gets really nice, and it has no problem with dex bonus. By level 10, you've got 10AC armor plus whatever special defensive bonus - DR/?, 50% ranged miss chance? whatever you want - and you have full Dex bonus and zero armor check penalty. Which reminds me, you have 4 skill points per level base with oracle.
Thanks to Ancient Elven Loremaster you get to pick one arcane spell per casting level to use as a bonus spell, though its bumped up one level - which does bump spell penetration rolls at least. Shield makes a great AC even better. Mirror Image is iconic and effective. Heroism is a great option too - you can always double up on a level of 'arcane' casting if you want, although at heart you're a mysterious divine caster. And that's a good thing, because you get Divine Power/Favor and the Fate's Favored trait that gives you a +1 to any Divine Power/Favor spell you use. By level 9, (using your high dex initiative to buff quickly), Divine Power + Fate's Favored gives you +4 to attack and damage plus an extra attack like Haste. Total Divine/Arcane Warrior package. It's not perfect, but I love it - can you tell?
Kyoko Hitomu
|
Kyoko Hitomu wrote:Either way my character concept has been more of a defensive/agile sword defender. Picture a no armored or light armored character with a 1hand or 2hand sword that quickly blocks attacks with his agile sword moves. A whirling cloud of sword swings that make it nearly...You know, the more I think about what you're trying to do the more I feel like throwing out a really different option to consider. Here's a rough sample:
Elven Ancient Lorekeeper Wind Oracle...
13
16/18
14\12
8/10
9
141. Weapon Finesse
3. Exotic Weapon: Elven Curved Blade (you don't get martial, and have to spend a feat. Fine. Get an initiative bonus with Fleet Footed instead. Run ... well you can run like a champ, good for you!)
5. Power Attack
7. Toughness (or whatever, when things are getting real why not.)
Et Cetera...You can use any oracle with an armor revelation to do this - whatever suits your flavor. Ancestor, Heavens and Wind have cool abilities among others. Now, with favored class bonus from Elf, your armor revelation gets really nice, and it has no problem with dex bonus. By level 10, you've got 10AC armor plus whatever special defensive bonus - DR/?, 50% ranged miss chance? whatever you want - and you have full Dex bonus and zero armor check penalty. Which reminds me, you have 4 skill points per level base with oracle.
Thanks to Ancient Elven Loremaster you get to pick one arcane spell per casting level to use as a bonus spell, though its bumped up one level - which does bump spell penetration rolls at least. Shield makes a great AC even better. Mirror Image is iconic and effective. Heroism is a great option too - you can always double up on a level of 'arcane' casting if you want, although at heart you're a mysterious divine caster. And that's a good thing, because you get Divine Power/Favor and the Fate's Favored trait that gives you a +1 to any Divine Power/Favor spell you use. By level 9, (using your high dex initiative to buff quickly), Divine Power +...
I really like this also....but you're missing something important. Take Cornugon Smash at 7th level.
I'll try to construct a build and post sometime today.
Kyoko Hitomu
|
BadBird wrote:...Kyoko Hitomu wrote:Either way my character concept has been more of a defensive/agile sword defender. Picture a no armored or light armored character with a 1hand or 2hand sword that quickly blocks attacks with his agile sword moves. A whirling cloud of sword swings that make it nearly...You know, the more I think about what you're trying to do the more I feel like throwing out a really different option to consider. Here's a rough sample:
Elven Ancient Lorekeeper Wind Oracle...
13
16/18
14\12
8/10
9
141. Weapon Finesse
3. Exotic Weapon: Elven Curved Blade (you don't get martial, and have to spend a feat. Fine. Get an initiative bonus with Fleet Footed instead. Run ... well you can run like a champ, good for you!)
5. Power Attack
7. Toughness (or whatever, when things are getting real why not.)
Et Cetera...You can use any oracle with an armor revelation to do this - whatever suits your flavor. Ancestor, Heavens and Wind have cool abilities among others. Now, with favored class bonus from Elf, your armor revelation gets really nice, and it has no problem with dex bonus. By level 10, you've got 10AC armor plus whatever special defensive bonus - DR/?, 50% ranged miss chance? whatever you want - and you have full Dex bonus and zero armor check penalty. Which reminds me, you have 4 skill points per level base with oracle.
Thanks to Ancient Elven Loremaster you get to pick one arcane spell per casting level to use as a bonus spell, though its bumped up one level - which does bump spell penetration rolls at least. Shield makes a great AC even better. Mirror Image is iconic and effective. Heroism is a great option too - you can always double up on a level of 'arcane' casting if you want, although at heart you're a mysterious divine caster. And that's a good thing, because you get Divine Power/Favor and the Fate's Favored trait that gives you a +1 to any Divine Power/Favor spell you use. By level 9, (using your high dex initiative to buff
I'm a bit torn between the Ancestor, Dark Tapestry, and Lore mysteries.
Ancestor is obvious with it's Spirit of the Warrior (but that's only 5 rounds worth at lvl 11), Spirit Shield which is great, Ancestral Weapon, and Wisdom of the Ancestors.
Dark Tapestry has Cloak of Darkness (not as good as Spirit Shield but it would do), Pierce the Veil for free Darkvision (even in Deeper Darkness), Wings of Darkness, but the gem I think in this that I'd have to put Favored bonuses in would be Many Forms for the 15th lvl Greater Polymorph allowing 11 seperate 1min transformations a day at 11th level.
While Dark Tapestry's "Many Forms" ability really has my eye...Lore almost compells me to pick it. At first glance it doesn't look that useful, Automatic Writing gives some divination abilities, Lore Keeper lets you use Cha instead of Int on Knowledge checks, and Focused Trance allows you to meditate and get a +20 bonus on a single int based skill check.......BUT, Sidestep Secret is hidden in here that lets you use your Charisma mod instead of Dex for AC, Reflex saves, and armor's max dex bonus. This really gives the option of dumping Dex and maxing Str/Cha only (ignoring Dex all together). You now have that 20str for atk, dmg, 1.5x 2hand dmg, and any other feats that give extra dmg based on Str mod. Lore does miss that armor ability to add +10ac though.
Idk, all three seem great. I think if I wanted to do more dmg I'd have to go Lore but even with Celestial Armor it's not as good as the AC I'd have going Dark Tapestry or Ancestor. I really like I should go Dark Tapestry based on the Many Forms ability though, having Form of the Dragon 1 at my fingertips with the Weapon Finesse feat lets me finesse 4 attacks and I can pickup Haste as a 4th level spell from Ancient Lorekeeper for 5 attacks a round + 1 breath weapon per 1min use (assuming I end the transformation and then form back into the same or different dragon on my 2nd use).
Looks like I'll be posting a Dark Tapestry build in just a moment.
Kyoko Hitomu
|
Ok, I believe I was hyping up Dark Tapestry maybe a little more than it's worth. I decided on Metal though as I can't stand losing martial weapon proficiency and it has a revelation that increases max dex bonus for armor.
Ancestor
Class –11 Oracle
Race – Elf
Traits -
* Fate’s Favored
* Helpful
Stats -
Str: 13
Dex: 15 + 2 = 17
Con: 14 – 2 = 12
Int: 10 + 2 = 12
Wis: 8
Cha: 15
3, 7, 5, 0, -2, 7
1) Ancient Lorekeeper 1: Bab +0, Weapon Finesse (lvl 1), Armor Mastery (Rev), +1 hp
2) Ancient Lorekeeper 2: Bab +1, +1 hp
3) Ancient Lorekeeper 3: Bab +2, Power Attack (lvl 3), Skill at Arms (Rev), +1 hp
4) Ancient Lorekeeper 4: Bab +3, +1 Dex, +1 hp
5) Ancient Lorekeeper 5: Bab +3, Combat Reflexes (lvl 5) , +1 hp
6) Ancient Lorekeeper 6: Bab +4, +1 hp
7) Ancient Lorekeeper 7: Bab +5, Cornugon Smash (lvl 7), Dance of the Blades (Rev), +1 hp
8) Ancient Lorekeeper 8: Bab +6/+1, +1 Cha, +1 hp
9) Ancient Lorekeeper 9: Bab +6/+1, Bodyguard (lvl 9), +1 hp
10) Ancient Lorekeeper 10: Bab +7/+2, +1 hp
11) Ancient Lorekeeper 11: Bab +8/+3, Divine Interference (lvl 11), Iron Skin (Rev), +1 hp
I'm not sure if I should rearrange my feats some but the Helpful trait lets me give a +3 AC bonus to allies near me getting attack at a cost to one of my AoO's and I have Combat Reflexes to Power Attack/Cornugon Smash demoralize foes that ignore me and my high AC.
I'm going to put 10 levels of my Favored Class bonuses in Armor Mastery to hit the 15th level bump (-4ACP and +4 max dex bonus to armor). I'm guessing an O-Yoroi is probably my best option.
Thoughts or Improvements to my build? I'm still not sure what Arcane spells I'll be picking up to complement my defensive melee oracle.
| Cap. Darling |
I think the use of favored class could be a bit more ambisious. +1 AC is really sad IMOP. How high do you expect your AC to get?
It is original and i ditent think of it. But i have difficulties seeing it as a Arcane Figther given it is a divine Spell full caster and Spell casting is gonna be a lot more important than figthing( i have been wrong before, you know) I am curious how it goes so please get back and tell about it.
Kyoko Hitomu
|
Evaluating difference between a 1 Urban Barbarian/10 Wizard and the 11 Metal Oracle. There's quite a few buffing spells like Divine Favor / Divine Power, etc that Divine has which Arcane does not get access to. Having these spells will increase my melee capability and the LoreKeeper Elf archetype lets me have access to some Arcane spells of my choosing.
Metal Oracle gives me access to full plate and by 10th level that's +13 AC and -2 ACP. Arcane spells are divine so they don't incur ASF. Dex is my main stat so putting favored class bonuses into Armor Mastery will let me get the most out of my dex.
I went 13str to keep Power Attack and I have profiency with any Martial weapon so I have choices beyond Simple weapons. Going Finesse Weapon lets me increase my +atk bonus, AC, Reflexes, Initiative, and number of AoO's that I can use to attack enemies that provoke or give +3 AC bonuses to allies.
Anyone have thoughts suggestions on the Helpful trait + Bodyguard feat? Is there any other traits/feats that increase Aid Another?
Kyoko Hitomu
|
Ok here's the comparison between the two:
Class –10 Shapechange Wizard / 1 Urban Barbarian
Race – Elf
Traits -
* Bruising Intellect – Intimidate based off Int mod
* _________
Wizard School -
* Shapechange (Transmutation)
Opposed Schools -
* Enchantment
* Necromancy
Stats -
Str: 13
Dex: 15 + 2 = 17
Con: 15 - 2 = 13
Int: 14 + 2 = 16
Wis: 10
Cha: 7
1) Urban Barbarian 1: Bab +1, Weapon Finesse (lvl 1), +1 hp
2) Wizard 1: Bab +1, Spell Focus: Illusion (wizard), Familiar, +1 hp
3) Wizard 2: Bab +2, Combat Reflexes (lvl 3), +1 hp
4) Wizard 3: Bab +2, +1 Dex, +1 hp
5) Wizard 4: Bab +3, Bodyguard (lvl 5), +1 hp
6) Wizard 5: Bab +3, +1 hp
7) Wizard 6: Bab +4, Extra Rage (lvl 7), +1 hp
8) Wizard 7: Bab +4, +1 Con, +1 hp
9) Wizard 8: Bab +5, Varisian Tattoo: Illusion (lvl 9), +1 hp
10) Wizard 9: Bab +5, +1 hp
11) Wizard 10: Bab +6/+1, Spell Specialization: Greater Invisibility (lvl 11), +1 hp
and
Class –11 Metal Oracle
Race – Elf
Traits -
* Fate’s Favored
* Helpful
Curse –
* Wolfscarred Face
Stats -
Str: 13
Dex: 15 + 2 = 17
Con: 14 – 2 = 12
Int: 10 + 2 = 12
Wis: 8
Cha: 15
1) Ancient Lorekeeper 1: Bab +0, Weapon Finesse (lvl 1), Armor Mastery (Rev), +1 hp
2) Ancient Lorekeeper 2: Bab +1, +1 hp
3) Ancient Lorekeeper 3: Bab +2, Combat Reflexes (lvl 3), Skill at Arms (Rev), +1 hp
4) Ancient Lorekeeper 4: Bab +3, +1 Dex, +1 hp
5) Ancient Lorekeeper 5: Bab +3, Bodyguard (lvl 5) , +1 hp
6) Ancient Lorekeeper 6: Bab +4, +1 hp
7) Ancient Lorekeeper 7: Bab +5, Power Attack (lvl 7), Dance of the Blades (Rev), +1 hp
8) Ancient Lorekeeper 8: Bab +6/+1, +1 Cha, +1 hp
9) Ancient Lorekeeper 9: Bab +6/+1, Cornugon Smash (lvl 9), +1 hp
10) Ancient Lorekeeper 10: Bab +7/+2, +1 hp
11) Ancient Lorekeeper 11: Bab +8/+3, Divine Interference (lvl 11), Iron Skin (Rev), +1 hp
*********************
Breakdown Comparisons:
Fun Wizard Spells - Beast shape spells (pounce, grab, rake, etc), Elemental Body spells (earth glide, breath water, fly 60ft), Twilight Knife, Cloak of Winds, Elemental Aura, Monstrous Physique, Resinous Skin (DR 5/Pierce), Mirror Image, Blur/Displacement/Blink, Emergency Force Sphere, Fire Shield
Wizard provides wider selection of abilities for different situations. Build sports 6 skill points per level with low social skills.
Lvl 12 –
AC: 32 (+12 from +2 dark deaf leather armor, +4 spell Shield, +3 from +2 light shield, +2 amulet of natural armor, +1 haste)
Atk w/ bonuses: +22/+22/+17/+17 (+3 greater magic weapon, +2 weapon, +2 heroism, +1 haste + 8dex mod)
Dmg: 1dx + 8agile + 4powerattack + 5 (+3 greater magic weapon, +2 agile spell-storing weapon) = 1dx + 17 + 1d4+1dmg bite
and
Lvl 12 –
AC: 38 (+16 from +2 O-yoroi, +3 magic vestment, +4 shield of faith, +3 from +2 light shield, +2 amulet of natural armor)
Atk w/ bonuses: +26/+26/+26/+21 (+3 greater magic weapon, +2 weapon, +5 divine power, +2 heroism, +6dex mod)
Dmg: 1dx + 6agile + 6powerattack + 10 (+3 greater magic weapon, +2 agile weapon, +5 divine power) = 1dx + 22 + 1d8+2 bite
While Wizard build gives more versatility the Oracle build makes great use of buffing abilities to become a formidable front line fighter without shapechanging. Lorekeeper provides some Arcane spells but at a +1 spell level cost.
*********************
What do you think about the two builds? Which would you pick? Interested in hearing people's opinions on this.
| Trogdar |
Why on earth would you compare a near full wizard? If this is because of the noted concern about your character being targeted due to some GM's personal issues, then you may as well not bother with a build at all because you can't control how others are going to react to pretty much anything.
Just play the plain jane Oracle, its simpler.
Mad Alchemist
|
Ok here's the comparison between the two:
** spoiler omitted **
and
** spoiler omitted **
*********************
Breakdown Comparisons:...
There are some stacking problems with these builds. Like the above case with Transmuter enhancement bonus not stacking with the enhancment bonus from a belt.
The few I noticed are a shield does not stack with the shield spell and the enhancment bonuses on weapons and armor do not stack with Greater Magic Weapon, Magic Vestment etc.I am posting from my phone from my phone or I would link to the rules on stacking.
Kyoko Hitomu
|
Why on earth would you compare a near full wizard? If this is because of the noted concern about your character being targeted due to some GM's personal issues, then you may as well not bother with a build at all because you can't control how others are going to react to pretty much anything.
Just play the plain jane Oracle, its simpler.
This is for PFS, so multiple GM's and multiple different situations I'll end up finding myself in.
There are some stacking problems with these builds. Like the above case with Transmuter enhancement bonus not stacking with the enhancment bonus from a belt.
The few I noticed are a shield does not stack with the shield spell and the enhancment bonuses on weapons and armor do not stack with Greater Magic Weapon, Magic Vestment etc.I am posting from my phone from my phone or I would link to the rules on stacking.
Thanks I didn't know that shields and the Shield spell didn't work. So Magic Vestment doesn't stack with enhancement bonuses on armor either? Maybe I can still use Greater Magic Weapon and it will override a +1 shocking/frost weapon to a +3 shocking/frost weapon? (just using that as an example).
| BadBird |
Kind of a necro but...
The thing about using a Mystery with the Favored Class bonus to an armor revelation is that eventually you get an 'armor' of 8 @8, or 10 @10 without any maximum dex bonus:
Darkleaf Studded: 3AC +7maxdex = 10
Mithril Breastplate: 6AC + 5maxdex = 11
Favored Class Armor Revelation @10: 10AC + 7dex = 17
Since your 'armor' involves things like invisible barriers of air or the protection of guardian spirits, the flavor is very much like a swordsman with a seemingly impossibly skilled defense.
With the ability to cherry-pick arcane spells and a 'mage armor' ability on steroids, it can be made to feel pretty arcane IMHO - or maybe better than that - like a strange 'only an elf can do this' arcane-divine hybrid. Wind Mystery also gets you a flexible, multi-use invisibililty / greater invisibility; Heavens and Ancestor get you a free commune spell, and so on. Lots of different flavors of divine-mage-warrior to pick from.
Come to think of it, a half-elf can also do this, with the Ancestral Arms racial alternate for free ECB. Either way really; its not a feat-starved build, so spending one feat on a weapon isn't a terrible hardship.
| BadBird |
my main problem with it is that you cant enchant the [scaling armor revelation of choice] stuff, and depending on who you ask, cant be used with magic vestment or vestment of the champion either.
Even a +5 mithril breastplate can't quite close the gap for a dex-based character at 10, and the revelation armor costs nothing and gives a special defensive bonus as well. Its also still growing, ending up as a 16AC 'armor' by level 18.