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1 level of Signifier is too much Signifier, the entire class is worthless. If you're going to play Signifier, you play it for the memes at which point you might as well go all in straight to 10.
The best way to play Signifier without gimping yourself too much is to take the Wiz5/EK10/Lrm5 build and convert it into Wiz5/Sig10/Lrm5. This build will not have any AC, but it is a surprisingly deadly damage dealer. You will lose some BAB, but BAB doesn't matter when you have Transformation. Where BAB does matter is delaying your Improved Critical and Vulpine Pounce further, because they have 8BAB and 11BAB requirements respectively. On the other hand, you get a +1CL relative to an EK, because Signifier enjoys a full CL and spell progression, thus becoming a better dispeller.
Since maximizing damage output is the goal of this build, you go Kitsune since it allows you to decouple Pounce from the Skald via Vulpine Pounce. You can still Vulpine Pounce in human form, I just checked. The problem with this is that Vulpine Pounce has an 11BAB requirement which is reached extremely late by this build and is the reason why EK does this build far better. Alternatively, you can go Human and get yourself a Skald at the cost of a party slot. For stat distribution you want to max out STR and get 19INT. 1 stat increment goes into INT and the other 4 go into STR. Other stats don't mater, you can dumpster them all.
For your weapon of choice you want Fauchard for the reach and the inherent 18-20 critical threat range, though the Grave Singer Greataxe will do better at the cost of reach (very important for a build with no defenses).
5 Loremaster levels give you 3 secrets:
1. Rogue Secret -> Combat Trick -> Improved Improved Critical. Yes, it works in the current patch, I tested just now. This increases your critical threat range to 13-20 which then further can be increased to 11-20 with the Flawless Belt of Physical Perfection +8 (obtained after killing Playful Darkness as bonus loot after killing Inevitable Darkness in the Inevitable Excess DLC). When you reach a critical threat range of 11-20 or better, magical things happen as you can set your d20 roll value to 11 via Touch of Law or Aeon abilities, which is why Loremaster is so strong as it allows builds to hit this threat range without going Trickster, thus decoupling guaranteed criticals from mythic path choice.
2. Divine Power for the +6 Luck attack and damage bonus.
3. Eaglesoul for the +4 Sacred STR bonus.
Feat progression for a kitsune is something like this: Arcane Armor Training, Exotic Weapon Proficiency Fauchard, Arcane Strike, Combat Reflexes, Outflank, Improved Initiative, Improved Critical, Skill Focus Arcana/World, Lunge, Vulpine Pounce. If you're going human, you get Spell Focus Abjuration + Spell Specialization Greater Dispel as a bonus feat + replacement for Vulpine Pounce. Wizard bonus feats are metamagics: Heighten and Extend.
For Mythic Abilities you take all the standard martial stuff with Mythic Charge and Master Shapeshifter. Spend some mythic feats to get Enduring Spells as well, you will have some spare mythic feats since you get no Mythic Weapon Focus/Specialization.
Problem with Fauchard is it requires an Exotic Weapon proficiency, which requires Martial Weapons proficiency. Which none of these classes gets naturally. So you're sacrificing not just 1 feat but 2 to get it. Which might be worth it.
Thanks for your input!
https://steamcommunity.com/sharedfiles/filedetails/?id=2966664164
something like Sage Sorcerer 7/Signifier3 (order of the gate)/EK10 will give 15 BAB and you can use Death's Consonant Bardiche (uses INT for AB and Damage) as a two-handed weapon and a Mithral Full plate as armor without ASF.
you can discard DEX (as you are using heavy armor) and put 14 Strength (for power attack) and the rest in INT. you are CL 19 (meaning 9th level spells) and can select second bloodline undead and ascended bloodline for some immunities as well.