Ew. Excellent point, Cross. Thanks. Darnit though, I'm really looking for reasons NOT to be a human. But I like your thinking.
And Zedor, I'm not trying to be snarky. I just have a very specific question, and I'm not a big fan of people telling me how to optimize my builds when I ask for advice. Also, if you notice, this is a PFS build. There's no houserules. There's PFS rules.
I'll take the druid side...
But you're right, you can go many directions with the druid. Use wild shape to do melee damage and bring along an animal for flanking? Heck yeah...
There is nothing wrong with keeping it simple.
Run an AP? Sure. But why not try the Beginner's Box?
Whichever you choose, start at level 1. Sounds silly, I know...there's a guy on here that started his game at level 11 and he was having fits. Duh.
If you have 2 players, then you have 2 PC's. No more. Suggest classes with a familiar or an animal companion. Pathfinder Organized Play bans the Leadership feat, maybe you should too. Just to get started. And no GM played PC's. Too much work, and potentially spotlight-stealing. A few helpers, sure, but none that tag along. Think "re-occurring."
Again, keep it simple. There are other ways to power up the PC's. Give your PC's free stuff...not too much, and especially not free magic stuff. Let the PC's use a higher point buy, or let them roll for stats. Then, when you create BBEG's, use a lower point total.
What do your players want to play? If your 2 PC's are devout militant agents of the church, will they want to be on the high seas? Just a thought.
If the GM is allowing for personal feelings to enter into this it wont matter what he does. He is better off leaving the game if the conflict can not be settled.
This. Without a doubt. The GM is your play by play guy, not your color commentator. One more sit-down talk and if its not resolved, walk away.
Unarmed Fighter archtype. Crane style feats with a 9 section whip. 3 ranks of Acrobatics.
Edit: going Straight fighter means Crane Riposte at level 9. 2 levels of Monk MoMS gets Riposte at level 2, and then you can pick any archtype of Fighter you'd like. Although this way you won't have proficiency with the 9 section whip.
The concept for this BBEG is using the 9 section whip with the crane style feat chain. Combine with some cleric levels to get to Holy Vindicator. He enjoys torture, and fights defensively for some staying power. Then combine with some minions for an encounter.
Unarmed Fighter 2, Cleric of Zon-Kuthon 4, HV Rest
He has room for the 5th level feat, and any suggestions about cleric archtypes and domains would be appreciated. I looked at Crusader, and I don't think its good enough.
Let's assume he'll be somewhere between level 9 and 13. And Pathfinder material only.
I'll be joining a group starting at 8th level. I don't want to steal the spotlight, so Sensei Monk it is. And all the archtypes that go with it...
He's the know-it-all hermit you find on the side of the road. Plays around with fire and ice.
I have 2 low level feats that need filled, help please.
Improved initiative and martial proficiency sansetsukon are my quick answers. I'd love a reach weapon, but didn't see any winners. The lack of weapon choices is a concern for me; I don't want to waste ki points on scorching ray if I don't have to. Marid elemental fists help, but only 8 per day.
Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
When worn...first sentence...
This conversion could certainly work with any class as its base class. I started RPG's with Star Wars...bending, I think, would work in a similar vein as being Force Sensitive.
Make the "Bender" Feat a prerequisite for everything else. When you select the Bender feat, you must declare an element. Remove any mention of monk in your pre-reqs. Make a decision based on certain classes' bonus feats (fighters and their combat feats for instance) and whether you can use them to select bender feats.
One question this would raise for me is how bending interacts with magic. Arcane magic and bending seems a bit redundant. I don't know.
I'm trying to flesh out (get it...flesh) an HV of ZK BBEG. I have a bunch of idea starters, but nothing solid.
Half elf or half orc? I see storylines for both.
7 levels of cleric sounds pretty boring, but if thematically appropriate, then ok, however, is there another class to multi with?
Melee focused around the dire flail. STR all the way? Take advantage of weapon finesse? Crusader's Flurry if you're multiclassing with monk?
Dump spellcasting or dump channeling? Try to keep both and still go melee?
Any ideas welcome.
If damage output = melee, then you may want to decide to reduce your ability to spellcast or to channel. Speaking of, are you channeling positive or negative?
Also, if damage output = melee, multiclassing wouldn't be such a horrible idea. 2 levels of Fighter, Ranger or even Paladin would go a long way. You'd also lose the stigma of healbot expectations.
Thomas Long 175 wrote:
What if the DM is the power gamer? What then? Are the PC's the only ones that generate characters?
+6 Manufactured Weapon/Unarmed Strike
You should be able to make five attack as a Full Attack action.
This is assuming the claws are on the feet. However, never make that assumption. If your claws are on your feet, I suggest showing written proof that it is possible.
I was totally off base with my Storm Druid suggestion. I apologize.
Honest mistake. We throw builds back and forth all the time.
And also, where's Wolf Scarred from? Can't find it.
Damn. I'm a big fan of Lore Oracle. Could also use that Paladin archtype that gives up spellcasting. That's a solid build.
Half Orc Ranger 2/Paladin 4/HV 6
Ranger grabs TWF, using Orc Double Axe (both sides do d8 damage).
Full BAB (important), and always a d10 for HP (also important).