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Or double down on a bad deal, go elven dreamspeaker slumber witch. Take up the challenge of having 4hp, -2 Fort, and a 30' range on your best trick. Take a figment familiar, have it make enough noise that you can hope it distracts an enemy into one-shotting it instead of you, then get it back in the morning if you somehow survive the day.
Oh yeah, there's also choosing ranger favored enemy well, and casting a lot of instant enemy eventually.
If you have a reliable flanking buddy (animal companion?), Outflank is a good extra +2 too.
Still more situational than weapon master 3 - Sentinel X. However, looks like there's no Deific Obedience for Ragathiel, and even if a GM allowed celestial obedience in its place it looks too tough to pull off reliably, so that idea is DOA after all.
So, ranger X is situationally more accurate than sticking with Titan mauler to keep reducing that -8 penalty at 3rd and every 3. Weapon Master 3 is better once gloves of dueling are added, except for further delaying instant enemy and companion advancement if going ranger.
Need more dex for 2wf unless you're getting it from ranger/slayer combat style. Pretty sure 2wf non-light weapons is -4/-4.
Weapon master fighter and gloves of dueling, then Sentinel to get Sacred buffs?
It won't help immediately, but investigator studies plus mutagen eventually make them pretty darned accurate despite the lesser BaB, but you'd want more Int for that.
I definitely suggest you reduce Cha to get some Con.
I think you'd be better off sticking with AD than trying the EK. By the time you'd get EK spellstrike, you could instead afford a quicken metamagic rod and gloves of storing when you want to swift cast.
Ragebred skinwalkers (were-pigs have the power) are kings of natural attacks, barring synth summoner at higher levels, or that great lake octupus wild shape.
Take the feat to have gore/hoof/hoof.
They don't count as lycanthropes, so you'll need ranger or slayer 2 for the aspect of the beast perma-claws feat, or limited rounds claws by Barbarian beast totem or bloodline ability. Or feral mutagen, limitted by 1hour downtime between uses.
GM call if you can pick up a bite along with the gore, beastiary examples of bite/gore creatures all have gore from head horns not tusks. Plenty of ways to grab it if allowed though.
Mutation warrior, possibly picking up AWT to count your weapon specific feats to all your attacks, or alchemist into Master chemyst, given the permissive claws/arms ruling both seem like good ways to go.
You could also conceivably pick up IUS to downgrade all your attacks to secondary to pick up iterative unarmed, but you'd have to check with GM on how you're unarmed attacking with all your extremities and face tied up with naturals.
Depends on how committed to the rogue class you are, depending on what you want your character to do there may be other classes that do it better. Also, what books are available, is it the Unchained (decent) or core (avoid) rogue, and what level are you starting at?
Investigators are more skillful than rogues, and very accurate at levels 4+ with mutagen and studying, but have little damage for those first levels. Swashtigator (1 level of Inspired Blade swashbuckler, rest investigator) are pretty groovy.
Archaeologist bards with the Fate's Favored trait can do well.
Deific Obedience - Pharasma gives +2 Sacred to hit with daggers, tough to find a better feat to help accuracy. Outflank helps too if you have a reliable flanking buddy that takes it with you.
3 levels of Weapon Master Fighter help with accuracy and feats.
+1 to Slayers, pretty much a pure upgrade to the core rogue. Check them out.
Ninjas are also core rogue upgrades.
I allowed a reversed share spells in a game I ran once, but it was a deliberate boost to the weakest character in the party.
Dwarven dorn-dergar comes to mind, but pretty sure that's no diety's Favored weapon.
Sensate's thing is weapon agnostics, so don't see the benefit for an exotic specialist. Un-rogue 4 is a good level, no need to escape until after that.
I assume that military tradition is an alternate racial ability that swaps the bonus feat for 2 exotic proficiencies?
Don't have the BaB+1 for wpn focus at Rogue1, would have to swap that with 2wf, if you actually want that.
2WF with whips is a hefty penalty, you'll want some serious accuracy boosts to try that..
Assuming that by your rogue 3 that you want a finesse build, not Str. If not, if you've got enough attributes for it, str build with warpriest or slayer could be better..
Whip mastery is basically a tax for Improved whip mastery, but iwm is surely worth it.
It requires 2wf with a tankard and either a rapier or another light weapon.
Also, pretty sure that battle tankard is not allowed in PFS, in case that's relevant.
A) I love Rahadoumi anti-theism! Wanting them to offer tangible alternatives instead of just freedom from god-slavery is tougher though..
B) Bard bard bard, any will do, see above again. Mesmerist could work too, possibly Cult Master even. Haven't seen it yet, but vigilante social talents might work. Rogue would be more work (make sure to unchain) but seems doable too.
C) +1 to Slayer, or Barbarian (maybe just a Savage Tech dip). Possibly a Sensate fighter, but just not enough skill points.
MoMS gets their multiple styles up by switching styles and letting the prior style persist. So you start combat in one style, and then on your turn with this feat you use free actions to activate new styles until you're done.
GM is free to impose arbitrary limits on how many free actions you can take in a round, but I think 3-5 is usually safe.
Depending on how much you need your initial swift action, or if you want to use different styles during and between turns, could be worth it.
1 level of wizard means you have a caster level of 1, and can take feats that have that as a prerequisite.
Brew Potion normally requires CL 3, and doesn't specify that alchemists can use it despite not having caster levels. So no you can't qualify for it with wiz1, and even if you could shenanigan it somehow, your extracts wouldn't work with it.
A relation of one of the PCs track them down.
The rescued PC thing is usually easy to work in.
The competition. PC is found from another group in the area on the same or related mission, rival adventurer, government agent/soldier. Whether last survivor or assigned to liason the party or fed up with or by their old group..
Displaced PC can work. Basically the new guy falls out of thin air in front of the party, like from a portal trap or malfunction, a teleportation mishap, or plane shift bad roll. Can take more doing to get their motivation in line with the party.
Wow, savage tech Barb is a great lvl 1 dip, don't know how I've missed that! Keeps the fast movement unlike Urban..
With that and the right stats, you could skip the rogue's dex damage, aim for weapon training and the advanced training (also WMH) that doubles WT when you dex to hit with str to damage..
Unfortunately, my first post was wrong, normal swash doesn't work to make falcatas finessable unless you take Slashing Grace, so have to use the falcata swash and give up derring-do.
So, Barb(ST)1, Swash(F)1, then maybe Fighter(Weapon Master)5 for the above and probably the skill ranks advanced trainings.. Leave some feats open for Extra Rage if you don't go back to Barb, and you'll definitely want Iron Will.
If you're dumping Cha, no worries about the low panache, just go Swash5 and take a Dare to benefit from the empty pool, or take Extra Panache at some point instead.
Urban barbarian 1 for dex rage, the new WMH falcata swashbuckler 1 would make it finessable and give prof, & un-rogue 3 for dex damage that works 2hand or 2weapon unlike slashing grace, then either back to Barb or anything more fun for the rest?
If ok taking h-elf trait to get prof, any swash would give you dex to hit. If not going dex, then I'd avoid the rogue and go for static damage and skills elsewhere..
Are you looking for ways to contribute out of combat, or tactics in combat other than full-attack?
Either way, off the top of my head, I believe there's a feat to gain a familiar with iron will as a prerequisite, could open up some RP as well as give some extra tactics, especially if you're allowed to take improved familiar and have ranks in UMD.. Even without the familiar, UMD can open a lot of utility once you can hit dc20 with some reliability..
I believe there's ranged maneuver feats in the ranged tactics tool box that could add a little variety to your combat rounds.
Warpriest arsenal chaplain could give you some minor spellcasting and buffs, and open up AWT feats at 5th, I'd be torn between the bonus skills (UMD!) or the sacred damage (could stack all effective fighter levels to give you base 2d6 damage at that level)..
Deific obedience feat could open up evangelist prestige, trade good BaB for skills and abilities..
Rogue(Unchained) gives you skills, slightly more damage melee option vs those nasty wind spells, and debuffs, just need a way to reliably SA and then greater sniper goggles pay off with only a few dice, but that's all easier said then done..
Paladin code is a forced RP challenge / conversation starter.. Same with Oracle's curse, especially with a mysterious patron..
Slayer, or Bard or Skald even with that Cha, give some skills and buffs, but it's take a long while before action economy would let you use the buffs effectively..
Edit: took too long to type, good ideas up there...
Paul S Kemp's spiderqueen novel (the only one of the series worth reading IMO) has a great archmage duel in it. It starts with them and their minions spying and researching each other's usual buffs and tactics and gear, heated surveillance and counters during and after morning memorizations, and flurries of counters and quickened spells, full of the extra broken Faerun spells.
Just don't know what you're getting out of Monk. It would delay your magus progression.. Wearing light armor gives you access to the excellent brawling enchantment, that plus arcane pool means you're AoMF won't be subpar lime other unarmeds. You won't be able to flurry when you're using spell combat. If you don't like the look of armor, haramaki or darkleaf leathers aren't armor-like at all.
If you must, instead of unchained, master of many styles could work, you could have two active styles with one level dip, and the style master feat makes them free actions, and you don't have to give up your brawling armor or over invest in wis.
TK blasts are hitting people with objects wrapped in your mind stuff. It doesn't specify a minimum size, though, so some allow any speck of dust to be the object, or maximum size, although I'd houserules limited to your basic TK weight... It also doesn't say if your mind stuff is visible or not.
KB for TK doesn't make the purely cosmetic shape that the other energies do, just lets you wield it like melee instead of the normal blast. So, you could ask GM if your mindstuff can be visible and 'saber shaped, concealing that you're just smacking them with a rolled up newspaper or granola crumbles. Or use any sword or weapon that you wield as your blast, not as whatever it is.
For a light saber look naturally, air-electric, or maybe a 3p light element, could work better.
Doesn't EA gives up up all the utility wild talents, including even the Basic? Doesn't seem very Jedi like.
If you're looking for more inspiration for this fun and classic trope, off the top of my head in addition to the most excellent Fafhrd & Grey Mouser books by Fritz Lieber, you could check out the Riyria books by Michael J Sullivan, the Poison Elves graphic novels by Drew Hayes, the Locke Lamora books by Scott Lynch, or the Egil & Nix books by Paul S Kemp.
Just a Mort wrote:
In my experience, when you need a removal spell you need it for multiple castings and at a good CL, and need it time sensitively, so they're great for a spont caster, especially a battle oracle that doesn't need to cast much in combat and can save their spells known for utilities outside of the couple of favorite buffs you'll have time or quickens to cast. As a prepared, you either don't have enough iterations memorized, or the afflicted have to wait too long for help.
That's a pretty terrible stats/class/race combo for combat, especially if you're starting at 1st. It'll be at least 3 levels before they have any damage bonus at all. Also, complicated to play, two pools of abilities with a variety of fiddly bits to manage.. Unless the rest of the party is similarly anti-optimized, why would you do that to a new player?
Sure you can't change it to un-rogue or swashbuckler? they're not particularly strong but they'd be better than this.. Or shave a point from Cha for str..
Maybe some sort of aid another build? Although those tend to need lots of feats or halfling access..
With the effortless lace + Slashing grace you should be well on your way to non-negligible combat damage.. Pick up the quick study and mutagen talents and you'll be groovy.. I would be scared of being dependent on a specific weapon though, just a sunder or disarm or dispel away from being sidelined..
Kensai magus could work well, especially if you're OK with using a rapier with Fencing Grace, and flavor the class spellbook as some sort of martial arts journal.. It'll take some time before your dex is high enough to make up for the lack of armor, but eventually the AC will be golden.. Haramaki armor is just basically a silk sash so probably good for you too.. I'd advise your first feats to be finesse, Fencing grace, weapon versatility, and possibly weapon trick..
Yeah, having the paladin player on board changes things. Talk to them and GM about acceptable behavior and subterfuges. #1 being he not ping you unnecessarily. If pally is iomedaen too, see if you can be set up above him in the hierarchy, and/or even pull off a ploy of having special dispensation to use undead in the service of good.
An option for the holy symbol is to pay for an intricate iomedae symbol with lots extra artwork around it, and incorporate the asmodious symbol in the extras.
I assumed you weren't going to be actually evil, just wanting to be.
If actually evil, not starting at 1st means the ring is possible.. But as most posts on that thread said, if playing evil with a paladin in the group, #1 make sure the player is ok with it, #2 best route is to use the work together against a greater evil argument (or ordered by superiors to work with you as long as you don't cross the line) instead of trying to hide your alignment..
So what sort of attack is the touch attack then? Doesn't have iteratives, so it's not just a normal attack. That means it's either a natural attack that they can FA with, or a special action that they can't. I've never been able to sort out which, so when I've GM'd, depending on the group I've gone all ways, from giving them iterative attacks with higher bab, to allowing Feral combat training plus Monk levels to make an extra scary version, or just restricting the attack to 1/round, regardless of buffs..
It's a dick move on the part of whichever of you announced your character concept 2nd, unless you're both OK with it..
Clerics of an evil god ping on detect evil at 1st level, and undead at 2hd, so outside of ring(s) of mind shielding given to you well above WBL, so no defense against the paladin pinging any prospective companion against this exact threat to his holiness.
So, if the campaign is based on an overwhelmingly evil threat, instead of trying to hide it, you could sell him on needing your help to work against the greater evil. Or have you teamed up by superiors as an intra-faith taskforce, like abadar and asmodeus cults in a city trying to increase cooperation.. At that point, hiding how evil you are is being polite to avoid offending him, instead of attempting to corrupt him. A lot depends on what faith and style of clergy the two of you are..
I was talking about alternate Tiefling racial abilities. (Scroll down, they're just before the alternate Tiefling types.)
The preservationist adds the summon natures ally spells as extracts, fluffed as having samples of those creatures in bottles (although you don't actually need specific samples to cast them), so I was talking about running with that collecting samples fluff for RP. Creatures you can't summon you could rant and rail about how you missed the soul.
Preservationist alchemist, into master chemyst..
The rogue sneaks around having challenging beastie encounters, while the wizard charm persons the giants into letting the captives go and using the rod on the spire? Sounds like an Angel Summoner & BMX Bandit episode to me.. Hope your caster enjoys going with the story flow instead of plot derailing..
Cult of Vorg wrote:
If allowed, you could have a finesse shield build with rogue(unchained)4, fighter(weapon master)3, brawler6, and possibly fit in weapon trick shield and a way to improve your feint actions like the moonlight stalker line, two weapon feint (if the brawler flurry counts as twf for feat prereqs too), or even feinting-flurry... The feinting stuff obviously may be too situational to want to deal with, that's probably more mesmerist-bait than your style..
Char-Gen addict wrote:
Only one weapon, but I thought you were shield flurrying. Your math seems off, unless i'm missing something.. brawler 7 close combatant is +2 hit +4 damage, wm 3 training plus gloves gives +3/+3 and saves levels you can put elsewhere.. Unless your GM allows gloves with close combatant, in which case that's a free +2 damage
Unchained rogue 3 could let you dex to damage with a finesse shield. It's not on your allowed books, but often that's the only thing allowed from unchained..
It's tough to beat weapon master fighter 3 for weapon training plus the gloves, same damage as brawler fighter but more attack.. With the saved levels you could fit in the un-rogue, more brawler levels, or a dip into cleric for growth domain enlarging.
The WT FAQ does not say that.
Archetype: If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype's ability count as the original ability for the purpose of rules that improve the original ability?
It depends on how the archetype's ability is worded. If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype's ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn't count as the standard ability. (It doesn't matter if the archetype's ability name is different than the standard class ability it is replacing; it is the description and game mechanics of the archetype ability that matter.)
Example: The dragoon (fighter) archetype (Ultimate Combat) has an ability called "spear training," which requires the dragoon to select "spears" as his weapon training group, and refers to his weapon training bonus (even though this bonus follows a slightly different progression than standard weapon training). Therefore, this ability counts as weapon training for abilities that improve weapon training, such as gloves of dueling (Advanced Player's Guide), which increase the wearer's weapon training bonus.
Example: The archer (fighter) archetype gets several abilities (such as "expert archer") which replace weapon training and do not otherwise refer to the weapon training ability. Therefore, this ability does not count as weapon training for abilities that improve weapon training (such as gloves of dueling). This is the case even for the "expert archer," ability which has a bonus that improves every 4 fighter levels, exactly like weapon training.
posted July 2013 | back to top
Close Combatant does not refer to weapon training like the dragoon or 2hander, so no go for the GoD..
According to your FAQ link, bashing and spiked do not stack with each other, since they're both effective size changes.
I'd like more options for the existing elements, rather than new ones.