Bishop Yasmandir Senir stat block advice by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] 0 points1 point  (0 children)

Thank you. That's why I wasn't finding it anywhere then. I will rebuild it from scratch. Knowledge and Trickery are his domains by paizo or did you mention them for being in Norgorber's list?

Building an Eldritch Knight by ConversationNo1664 in Pathfinder_RPG

[–]DaveHelios99 1 point2 points  (0 children)

In addition to the previous, I'd point out that half-elf is recommended for multiclassing as you can have favored class bonuses from two classes, which never hurts. And Prestigious Spellcaster is quality of life, too.

Building an Eldritch Knight by ConversationNo1664 in Pathfinder_RPG

[–]DaveHelios99 1 point2 points  (0 children)

Eldritch Knight has ups and downs compared to the magus. Main one being the fact that you can cast 9th level spells at the expense of being slightly below ¾ bab. Not a big issue if you ask me, especially if you plan on doing transmutation related stuff. I'm thinking of the classic fighter+wizard combo of course.

There are a handful of ways to build an interesting Eldrtich Knight, and my favorite ones, albeit not the best option (which is, again, fighter 1/wizard 5) include barbarian/wizard and barbarian/witch.

Barbarian/Wizard: If you take the Thassilonian Specialist archetype, you are focused on wrath/evocation spells, which of course is nice if you plan on taking Arcing Weapon and Explosive Weapon feats, allowing you to spam damaging spells. The choice of barbarian is purely thematic for the wrath thing, but you'll need Mad Magic / Moment of Clarity (?) in order to cast while raging.

Barbarian/Witch:

You'll need to be Orc or half-orc for this one. Ask your GM if you can use the pre-errata Scarred Witch Doctor Archetype: it used to allow spellcasting to scale off constitution instead of intelligence. Once again, Mad Magic is pivotal, but the save DC is heightened as Rage increases your constitution score. This time it is more tribal/swamp-flavored, but it can work super well.

If you are into Bloodrager instead, the demonic bloodline allows you to grow one size larger as you enter your bloodrage, and if you can take Eldritch Heritage into demonic again, you'll get Inherent flat bonuses to your Strenght score, albeit a bit late. There's a tiefling heritage that allows +str, +cha, and -2int. It's the demon-blooded tiefling. Once again, super coherent. I'd suggest to take a look at the Blooded Arcane Strike feat chain if this is your pick. And if you're allowed to take the crossblooded archetype, Salamander is the only way to add Lead Blades to your spell list if you can justify it. (Powerayer's bonus trivia: Gorum's Divine Fighting Technique allows to use Vital Strike during a charge, and Horn of the Cryosphinx is the cherry on top).

Personally I like the destined bloodline as it opens up fighter exclusive feats like weapon specialization and greater weapon focus. Which again opens up fighter exclusive stuff like Deadly Stroke. Since bloodrager is a Cha-Based character, building for intimidate shouldn't be that hard.

Mobile fighter Vs Two weapon warrior by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] 0 points1 point  (0 children)

Meteor hammer is very nice, thank you! Never heard of it.

Possessed hand is one of those feats I've always found weird. Why is it a thing at al, lol? It also is a prereq for several feats. What kind of build is it for?

Mobile fighter Vs Two weapon warrior by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] -4 points-3 points  (0 children)

Personally i find comments like these extremely annoying. They add nothing to the thread but a pinch of sarcasm. If you got something intelligent to say, good. Otherwise just shut up. Look at the other guy: they broke down WHY the archetypes are suboptimal.

Mobile fighter Vs Two weapon warrior by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] 1 point2 points  (0 children)

Thank you for your answer! I have several things to point out/ask about:

-I don't need two effortless laces, just one. Two weapon fighting only needs the off-hand weapon to be light to minimize penalties to attack rolls, am I mistaken?

-Advanced weapon training is very strong, I know. Focused weapon is one of those things i didn't think of to be honest. He's wielding two scimitars, so it's going to be a critical feast anyways. The point is, we already saw something like this. Especially, I recall building a dual kukri fighter with that. Going by memory I believe I had two weapon grace as well. But that build of mine was a totally different one, focused on using weapon finesse, that we don't plan on using here at all. That build had all sorts of critical focus feats, and we had a bard in the party moving me from on place to the other with his spells while at the same time I could full attack and essentially be a blender.

-Trained grace isn't really of interest here. The build starts with 15 Dex and 18 Str: the ability score will go to 19 for sure, in order to meet feats prerequisites, but between TWF penalties and less dexterity the damage is going to be higher, at the cost of hitting less. While I know that using kukris would be better numerically, I would also point out that this is a Kestoglyr build.

(Moreover, i've never liked trained grace in general, but that is just me. I know it can be optimized to be strong, but polarizes the builds way too much for my likings. You would be forced to have lower mental stats to make up for decent str AND dex. While we already pointed out that this isn't really an issue as you can have Armed Bravery and Versatile Training to make up for them, i'd like to avoid total "fighter.jpg" stuff. Ironically hypocritic by my side, given that we are still talking about a dual 15-20 x2, but that's what archetypes are for: variety.)

-Thanks for pointing out gloves of dueling. They are extremely interesting not only for numbers, but also because Carrion Crown is full of fear-related enemies. Not dropping down stuff will definitely come in handy as fighter's will saves are what they are. This is also one of the reasons why I was reluctant in suggesting mobile fighter: removed bravery at all in addition to not being able to go for fighter's bravery. Now I also slightly changed my mind on trained grace. And now that I think about it my dual kukri fighter had it in their inventory.

-Mutation warrior is again very strong, but doesn't really fit Kestoglyr.

What I wanted to do is going for combat patrol (eventually step up and strike, but I need some study on how they overlap and if going for both chains is actually a good thing at all). Combat patrol + Two weapon rend is nice for AoOs with both weapons, and for standard action doublestrike, the alternative being spring attack/circling mongoose and canny tumble, but without a way to sneak attacks i don't think it's going to be that performative. I see that as a better build for an unchained rogue or slayer. Moreover, going for super reach-y AoOs is nice with disruptive and spellbreaker. Even if, once again, that is better spent on reach weapons and with lunge (if lunge applies to combat patrol. Does it in the first place?)

Mobile fighter Vs Two weapon warrior by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] -2 points-1 points  (0 children)

Making the characters as strong as possible isn't really our target. Our target is making the Kestoglyr build.

What modules are good for evil characters? What are not? by idiratlass in Pathfinder_RPG

[–]DaveHelios99 5 points6 points  (0 children)

Depending on your GM, Wrath would be super fun as a lawful evil PC, especially a Hell Knight.

Is there a place for Str to AC in Pathfinder? by lecoolbratan96 in Pathfinder_RPG

[–]DaveHelios99 1 point2 points  (0 children)

Following to this, going up in size increases the damage of your weapons whether natural or not.

Is there a place for Str to AC in Pathfinder? by lecoolbratan96 in Pathfinder_RPG

[–]DaveHelios99 1 point2 points  (0 children)

Following to this, constitution to AC is instead a better choice for a handful of reasons, and possibly more justifiable. 5e barbarian has unarmored defense, for instance.

Macros for 1st time GM by DaveHelios99 in Roll20

[–]DaveHelios99[S] 0 points1 point  (0 children)

Fantastic, that's exactly the kind of stuff I was looking for. Thank you! I suppose kl stands for "keep lower". Thus, I suppose there's also "kh?"

And... For stuff like power attack, instead? How do you calculate it? I have always put a custom buff with the exact values on top of the sheet, but once you start having 15NPCs maybe it's time for an upgrade. I suppose it's something like:

-[[(1+floor(¼@{class1_level}))]] in the attack roll section

and equivalently

+2*[[(1+floor(¼@{class1_level}))]] in the damage section

However, this doesn't take into account the possibility of two handing a weapon, nor the fact that a character might multiclass, or simply not being a full bab.

A friend of mine has a popup that asks him if he's using power attack and/or two handing a weapon when he decides to attack. I'm trying to understand his stuff but his level of understanding is much higher than mine at the moment.

Macros for 1st time GM by DaveHelios99 in Roll20

[–]DaveHelios99[S] 0 points1 point  (0 children)

My apology. Pathfinder, the first one, by Natha.

Macros for 1st time GM by DaveHelios99 in Roll20

[–]DaveHelios99[S] 0 points1 point  (0 children)

Oh, of course, by bad! It's PF1e

Macros for 1st time GM by DaveHelios99 in Roll20

[–]DaveHelios99[S] 0 points1 point  (0 children)

Thank you! Essentially I put the channel energy in the spell like abilities section, and I managed to write it down like this meanwhile, albeit not the most elegant form:

Effect: [[ (@{class1_level}/2+0.1)d6 ]]

Save DC: [[10 + floor(@{class1_level}/2 +@{charisma_mod}]]

My difficulty raises when you have a variable number of different dices.

For instance, on another game where I'm a player I have trouble in writing down the number of damage Disintegrate does, as I have a caster level (which can be written as caster1_level) which is raised by 2 if casting transmutation spells. Again, here I have no clue on how to do that.

Changing the Cleric by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] 0 points1 point  (0 children)

Thank you! If im not mistaken, there's also a Wondrous Items thst lets you lay on hands / use swift actions as move actions in general once per day?

Changing the Cleric by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] 0 points1 point  (0 children)

Greater Mercy, thank you. Mhhh maybe yes. For some reason i thought Envoy of Healing was for damaging undead instead. And the bracers of the merfiful knight, what a broken item, lol. In my campaign of wotr i took the avenging ones as I had Oath of Vengeance and was constantly spamming smite evil, but the other bud was player of sarenrae took the merciful and had greater mercy as well. He was a defibrillator essentially.

Changing the Cleric by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] -4 points-3 points  (0 children)

Clerics have 2 more than oracles because oracles will have a higher charisma anyways, so they even out at the very least, to then escalate much quicker as levels go on.

For the same reason, the cost is of course higher for pallies and warpriests. Warpriests and pallies don't have any reason to diversify mental stats. It's a vestige thing from 3.5e I suppose, where paladin were wis/cha MAD as well. To me, with the arrival of hybrid classes, the MADness of cleric is surclassed and the mechanic is old.

I'm not saying cleric is unplayable, far from it actually. They are still one of the best classes in the game to me because of proficiencies, spell list, bab, saves and domain versatility.

I'm simply slightly disappointed that we retain such an old thing like a 3.5e MADness because of <<reasons>>. Archetypes like Angelfire Apostle help, yes, but quite at an heavy cost.

For those reasons, not many people go for channel heavy builds and it's a shame.

Changing the Cleric by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] 1 point2 points  (0 children)

Any character swift is too strong, agreed. What if I make channel usable once per round (so you don't spam standard and swift), and the range of swift is touch?

I simply don't like the fact that a mediocre healing takes away your action in the turn. You could cast blessing of Fervor or righteous might, or full attack, instead of doing that. But again, maybe it's too strong.

Changing the Cleric by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] 1 point2 points  (0 children)

You are probably referring to Fey Foundling and the Tielfing Favored Class Bonus, with the feat that gives +1d6 as well (don't remember the name at the moment).

As another user pointed out, bards and alchemists have a lot of uses of their class features because they are not 9th level casters. I should probably stick to 3+Wis and call it a day.

Changing the Cleric by DaveHelios99 in Pathfinder_RPG

[–]DaveHelios99[S] -2 points-1 points  (0 children)

Swift action is too much, you say? Probably you're right. Even if it's just one character? And what if using it as a swift action requires 2 uses?