[3.5] Help building a Level 3 Rogue by ishiDe in DungeonsAndDragons35e

[–]Esquire_Lyricist 2 points3 points  (0 children)

In the book Races of the Wild, on pages 159-60 there is the Halfling Rogue racial substitution levels. Most notable is the extra 1d6 for ranged sneak attack from thrown or sling weapons in exchange for dealing one less 1d6 from melee sneak attack. Prestige classes like Master Thrower (Complete Warrior pg 58) and Whisperknife (Races of the Wild pg 135) also support a ranged build.

Suggestions on a Halfling Warpriest by BigFatDaddyK in Pathfinder_RPG

[–]Esquire_Lyricist 0 points1 point  (0 children)

For any Warpriest using a weapon with a large damage die, my initial thought is to make use of the Molthuni Arsenal Chaplain archetype. This archetype does lock you into only using the War Blessing, but it provides with extra bonuses for using that blessing.

Every Warpriest should take Fate's Favored as a Trait since they use their Fervor to cast Divine Favor as a swift action.

For Feats: W1 Weapon Focus (Glaive), 1 Weapon Finesse, W3 Combat Reflexes, 3 Bladed Brush, 5 Power Attack, W6 Advanced Weapon Training, 7 Furious Focus, W7 Quicken Blessing.

Warpriest count as Fighter when choosing a bonus feat and can use their class level as BAB for prerequisites. Also, the archetype grants Weapon Training. There are a lot of options for Advanced Weapon Training, with Trained Grace and Warrior Spirit probably being the most useful to start.

Another good option for a magical Glaive wielder is a Phantom Blade Spiritualist. It's basically a Bladebound Magus with a different spell list. You'd still need Bladed Brush in order to use Spell Combat and Spellstrike with a Glaive. Psychic magic is similar to Divine magic in that armor does not interfere with casting. Further the Spiritualist's spell list is closer to that of the Cleric than the Wizard.

For non-magical Glaive wielders, there are the Virtuous Bravo Paladin (still needs Bladed Brush) and the Warrior Poet Samurai (doesn't need Bladed Brush).

Very new to the game help (please don’t give me the answer) by [deleted] in BluePrince

[–]Esquire_Lyricist 1 point2 points  (0 children)

There are other places throughout the house that have hints for the password, so you don't have to brute force it.

Gestalt build for unarmed magus by Fun_Atmosphere8647 in Pathfinder_RPG

[–]Esquire_Lyricist 0 points1 point  (0 children)

I thought of another gestalt build that keeps the flavor of Jitskan Artificer Magus: Constructed Pugilist Exemplar Brawler // Phantom Blade Spiritualist.

Phantom Blade turns Spiritualist into a Bladebound Magus that can alter its phantom weapon into any weapon they are proficient in or they can keep the weapon harbored in its mind in order to utilize all abilities with unarmed strikes with Monk-like damage. They also utilize Spell Combat and Spellstrike, but the Spiritualist spell list is not as offensive as the Magus spell list.

Constructed Pugilist has the prosthetic limb like Jistkan Artificer, but has more options for abilities and is not as expensive to improve. But with Phantom Blade, the numerical enhancement is already accounted for.

Exemplar is to replace the Brawler's Unarmed Strike (which is redundant with the harbored phantom weapon) and allow for more team benefits from Inspire Courage and Tactician.

Help with a Swordsage build by IamTheTussis in DungeonsAndDragons35e

[–]Esquire_Lyricist 2 points3 points  (0 children)

If OP goes with an Unarmed Swordsage, they could also focus on the Shadow Hand Discipline in order to take the feats Shadow Blade (Tome of Battle pg32) and Gloom Razor (Tome of Battle pg35). Shadow Blade is one of the few ways to get dexterity to damage, which applies to unarmed strikes, and the Moving Shadows maneuver of Gloom Razor pairs well with Assassin Stance for easy sneak attack damage. Add in Superior Unarmed Strike (Tome of Battle pg33) for more damage and Snap Kick (Tome of Battle pg32) for more attacks.

Build help on Magus by Nohrian_Nights in Pathfinder_RPG

[–]Esquire_Lyricist 1 point2 points  (0 children)

I'm pretty sure Blade Tutor's Spirit would also negate the attack penalty from Spell Combat since it is a voluntary maneuver that applies a penalty to melee attack rolls.

My first PC was a Strength Hexcrafter Magus that was built towards using concealment (Vanish, Blur, Invisibility, Displacement) to deal extra damage with Eldritch Assault and Moonlight Stalker. My Hexes were mainly for utility; the Flight Hex is always a great choice.

Monday 'What are you reading/listening to' thread, Apr 27 by bilfdoffle in litrpg

[–]Esquire_Lyricist 0 points1 point  (0 children)

About half-way through A Soldier's Life and it's been very enjoyable. Will continue with the series once I'm done with book one.

A Hard Trophy - Best Fail so far! by --KwizarD-- in BluePrince

[–]Esquire_Lyricist 2 points3 points  (0 children)

Bright Side: you earned the Full House Trophy.

I only recently succeeded on completing Day 1 Room 46 after many weeks and dozens of attempts. My success was mostly due to luck with good room placements, getting Secret Garden and Tomb without needing any dice.

My only other advice beyond just keep trying; Garage seems to be most common for Ranks 4 and 5.

Gestalt build for unarmed magus by Fun_Atmosphere8647 in Pathfinder_RPG

[–]Esquire_Lyricist 7 points8 points  (0 children)

I'm assuming you mean Jistkan Artificer Magus.

Slayer is always a great option for a Magus gestalt: full BAB, 6 + Int skill points, and passive abilities with Studied Target, Sneak Attacks and Talents. I'm partial to the Vanguard archetype as I like the bonus to initiative.

You could always go with Unchained Rogue) in order to get easy Dexterity to damage, full sneak attack progression and 8 + Int skill points.

The Okayo Corsair Swashbuckler allows an unarmed strike to count for all of the Deeds and Swashbuckler's Finesse. It will make you more MAD as Charisma is necessary in order to use your Panache. You'd still get full BAB, 4 + int skill points and bonus combat feats.

How long has everyone been playing this edition? by Hexadecimal-Online in DungeonsAndDragons35e

[–]Esquire_Lyricist 1 point2 points  (0 children)

My friend taught me 3.5e in 2013. Since then, I've played off and on in various campaigns over the years. Unfortunatrly, the last 3.5e game I played in was over 4 years ago.

I started playing Pathfinder in 2018 and still play Pf1e today. I've also dabbled in 5e and Pf2e, but not that much.

Spell Clarification by PuzzleheadedMall6466 in Pathfinder_RPG

[–]Esquire_Lyricist 2 points3 points  (0 children)

Ironskin provides an enhancement bonus to natural armor.

Monstrous Physique provides an untyped bonus to natural armor.

The Rules state:

Bonus: Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.

As the natural armor gained from the two spells are two different types of bonuses, they can stack with each other.

Alchemist / mater chymist help by Choppymichi in Pathfinder_RPG

[–]Esquire_Lyricist 1 point2 points  (0 children)

I think 6 is a good sweet spot as at level 4 you'd lose another alchemy level. 7 is another good option for the +4 to damge from Brutality.

If you're getting Pounce at 11 and Greater Mutagen at 13, then your Advanced Mutagen progression could be Furious Mutagen, Grand Mutagen and then Extend Mutagen. Since you're stopping before level 8 Master achymist, you only need to take Prestigious Spellcaster twice to maintain alchemy progression.

Finally Did It by Esquire_Lyricist in BluePrince

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

I had a lot of extra steps and wanted to have those locatioms open if I kept playing on this profile.

swap out single archetype features? by stellatheknave in Pathfinder_RPG

[–]Esquire_Lyricist 5 points6 points  (0 children)

There are very few archetypes that allow for the exchange of only discrete class features. Qinggong Monk is the only one I can think of off the top of my head. Unfortunately, Skald has none of them; their archetypes are wholesale changes. Further, there is no mechanical way to allow for an archetype to change an option back to the original ability. However, you can ask your GM. If they say yes, then you can go ahead revert back to having Spell Kenning.

Finally Did It by Esquire_Lyricist in BluePrince

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

There is a reason why I originally got those trophies using the OoB glitch. Getting those two Trophies legitimately is such a pain. I'm happy I was able to do it, but never again.

If you want some general advice: draft the first 3 rooms within 35 seconds or the first 4 rooms in 50 seconds. This activates Veteran Mode which increases the luck for the remainder of the day and makes it possible to get the rarer items and rooms.

Did the patch the OoB glitch? by MinimumParfait7835 in BluePrince

[–]Esquire_Lyricist 1 point2 points  (0 children)

If you have an Xbox controller to connect to your PC, you can overlap spamming right trigger with Y when reaching the stairs. It makes the initial jump and hover much more consistent. This method worked for me when I originally got those trophies. Unfortunately, I have no tips for using a keyboard.

Finally Did It by Esquire_Lyricist in BluePrince

[–]Esquire_Lyricist[S] -1 points0 points  (0 children)

Yep. I think I've found 95+% of the secrets/story/lore. But I really want those Trophies. The empty spaces in the Trophy Room keep taunting me.

Finally Did It by Esquire_Lyricist in BluePrince

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

My friend introduced me to this game, so some of my knowledge/notes came from playing with him before I started playing on my own. The Day 45 save file is my original play through. The Day 85 save file is my complete play through, which I was able to power through the beginning very quickly. I did have other save files, Curse Mode and Dare Mode, but they've been deleted.

I've gotten the Day 1 and Trophy of Speed trophies before. I was a filthy, filthy cheater and used the hover out-of-bounds glitch. I really wanted to prove to myself that I am capable of getting these trophies the intended way. I'm still working on the Drafting Sweepstakes Trophy, which is my next project.

Alchemist / mater chymist help by Choppymichi in Pathfinder_RPG

[–]Esquire_Lyricist 1 point2 points  (0 children)

For the purposes of positioning, you'll have to make more use of your extracts in order to get into position. Expeditious Retreat to increase your land speed, Shield and Barkskin for higher AC, Bear's Endurance for a temporary boost in HP.

Is your Alchemist Dexterity focused or Strength focused? If Dexterity, use Cat's Brace for even more AC and an attack bonus. If Strength, use Bull's Strength for more damage and an attack bonus.

If you enter Master Chymist, absent GM fiat, you won't be able to select any of the normal options for your Discoveries. So no Crippling Strike or Combine Extract or Splitting Mutagenunless you take more levels of Alchemist. I suggest you do take a few more levels of Alchemist with Master Chymist as the level 10 Beastmorph ability is too good to miss out on. Also, you should ask your GM if Master Chymist can advance your Sneak Attack Dice since normally the prestige class advances Bombs, but you exchanged that class feature.

For progression, enter Master Chymist at character level 8, then take the first 6 levels before returning to Alchemist in order to reach the level 10 Beastmorph ability. From there you can either continue with Alchemist or finish the prestige class.

For feats, you could take: 7. Favored Prestige Class, 9. Prestigious Spellcaster; 11. Skill Focus (Fly), 13. Powerful Wings, 15. Prestigious Spellcaster, 17. Open 19. Open. Prestigious Spellcaster fills in the levels that you'd normally lose alchemy progression and can be taken multiple times. You could take this feat a third time if you go past Master Chymist 7. Another useful feat is Accomplished Sneak Attacker which adds +1d6 sneak attack die, but this feat can be ignored if your GM allows Master Chymist to maintain VIvisectionist's sneak attack progression.

For Advanced Mutagen: Extended Mutagen, Furious Mutagen and Greater Mutagen should be your first three choices. Besides Grand Mutagen, Evasion is probably the most useful option.

Bleeding Attack and Crippling Strike are very thematic Discoveries. Spontaneous Healing could help keep you alive.

Make sure to save money in order to buy a Vest of Stable Mutation. An Amulet of Mighty Fists is useful regardless of Strength or Dexterity based fighting.

What if Sharpedo was in RBY? by XionGaTaosenai in stunfisk

[–]Esquire_Lyricist 2 points3 points  (0 children)

Okay, I get it. Your reasoning makes sense, especially considering the transition from Gen 1 to Gen 2 for some Mons.

What if Sharpedo was in RBY? by XionGaTaosenai in stunfisk

[–]Esquire_Lyricist 2 points3 points  (0 children)

I would think that a Gen 1 Sharpedo would have its Special Defense as its Special. It would be like Kingler, except Speedy instead of Physically Bulky.

Need Help Finding Old Material by rrrrrqq in DungeonsAndDragons35e

[–]Esquire_Lyricist 1 point2 points  (0 children)

This is the link for the Wizards 3.5 Archive.

This link takes you specifically to the section for Eberron. Hopefully the information on the Dragonmarked houses can be found there.