Artemis Entreri

Dysjong's page

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Hello there!

I have been pondering on this simple concept; how to be a one man band or orchestra. I would prefere to do it with a skald, mostly so i can be metal and use that axe, while voiceing my intention of rebellion among the youth.

Is there any feats or features, that would allow for a skald to benefit for two or more kinds of perform, without spending to many skill points into the different options?

If there is no way, then what spells, would be a good thing to help out? If possible, wanna make sure to make it grand! That means, lots of color, fire, whatever magic to entertain and also be the greatest musician of them all!

Also raging song :P


Wraithstrike - but you just yourself listed one of the condition for shielded gauntlet master: held any weapon. Nor does a person lose the AC bonus when making a attack with gauntlet (or spiked) for that matter. That is two conditions that says, that you keep the AC. And it stands to reason, that a person is spending 4 feats in order to do this.

but then again....we have seen bad feat chains before.

im stil curious about this, sinds this is a feat chain i might aim for in PFS with my half-orc fighter, despite prefering the greatsword. What i dont do for our lord in iron, glorious he is!


Thank you for the clarification :D


My question is this: If a character uses this feat, can he then combine it with with a two handed weapon?

Shielded gauntlet master:
While using Shield Gauntlet Style, you no longer lose your shield bonus to AC when you attack with your gauntlet (or spiked gauntlet) or use it to hold a weapon. In addition, you add your gauntlet’s enhancement bonus to the shield bonus to AC granted by this feat as if it were a shield enhancement bonus.

As far as i can tell, it would work with any off hand weapon, so i got a bit curious about this.


Thank you for the info :D


I seek help or advice with some magical items, that seems not to be in the books. DM has allowed us to create any items, although he will first look on the item before he will aprrove it.

To make it short, we are playing a game where one player has to fight for the right of throne, against her evil elder brother. My char is a sacred huntsmaster that scares and intimidate those who i have to and only has one eye. It has a asain theme over it.

First item i need help with, is a magical robe. What i aiming for, is a robe made of adamantite in order to make it harder for a criminal to breake free from it, it can repair itself on the chance that i cut the robe (adamantite dagger) and if possible, make it longer then it appears, though not over the top.

Second is a mask, one that could grant me some pluses for either intimidate or sense motive AND allow me to see fully aslong as the mask is "on"


That is exactly the thing i was looking for!!! Thank you!!!!


So, at the moment, i am DM a homebrew world and sitting at my "creative" board and mood, trying to to create a...interesting villian. While i have already plottet who, what and why the Main BBEG is, i wanted to add second one, who has his own agende but on a smaller scale.

When i stumble upon the Master chymist, i took notice on his class feature regarding his mutagen and how it allows the prestige to have different alignments, thus brewing the idea of a Dr Jekyll/Mr hyde villan. Already now, i have a npc planted amongst the players and in the future, this guy could come up and start harrasing them.

Made a quick chart today, to give my self a idea about who and what:

Lafayette, professor, alchemist/Master chymist.

Traits (not game mechanic): pervert- perverting the natural cause or world into his shape and taste.

Sadist - takes great plessure in the pains of other, wheter psycical or moral pain.

Personal - using his Intelligence, he research, gather information and use whatever medhold to harm a person on a deep and personale level.

Stalker - stil working on that thought.

Arrogant. Schems alot, manipulate and lies alot but will use the truth to hurt others aswell, so long it furthers his intention.

Weapons of choice: Bite/claws, spells, poison, gold and expendable allies, proxy units, bombs, items of power, lies both with words and powers (simulacrum is a valid option)

So far, so good but here comes a certain problem; the npc who could be the host of this villan, would have acces to these memories, so i have been trying to see if their was either a spell or a item, that allowed this professor, to somehow erase, alter or implant memories. If this was possible, it would make it harder for the players to locate him, sinds the host wouldnt be able to speak about it and thus telling the truth.

Main goal about him, was to see how far i could keep the secret identity of the host, while the professor was on a rampage, stealing, experimenting and all other shjitty things.

So far, the npc who is my idea of the host, is a neutral good half-elf bramble brewer beastmorph.


Helcack wrote:
It applies to every single one you get, which is why it is the only way to play a multi-companion character.

Sweet jesus cinemon!!! THAT IS FRIGGIN AWESOME!!!! thank you for the answer! :D


I know how this racial works, but where it gets weird is this:

Eye for talent:
"Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.

Now, let us say, that i am playing a hunter, taking this racial for obivious reasons. Later on, when i hit lvl 7, i choice to take leadership, does this racial, allow to add +2 to the cohort, sinds i aqquired it or does it only work as a one time use, that i gaved my animal companion? The racial does not point out any limits to how many it can affect, only that when i aquire one of the listede that can benefit from it.


So, i am going to play in this pathfinder group wherethe theme is a war between siblings of the right for the the throne. One player is a candidate to become a empress (hedge witch), another is a princesse (cleric of saeranrea) and their is also a samurai, so i decicde i wanted to try out the hunter, specific a melee hunter. Group is lvl 9

Inspiration is the white lion from Warhammer online, dps class with a pet.

My char is a distant cousin who is more then willing to help the others, sinds their eldest brother, is a douchbag.

From the list of the animals a hunter can get, a snake constrictor was the one who struck me the most and i have been trying to see how to build the animal companion.

question 1: based on the rules of a animal companion, it appears they only get enough skill points, to max one. If i somehow incressed it's inteligence (human, eye for talent), would it then incresse they skill point it gain? Compared to the stats from beastiry, a constrictor gets alot more skill points, so i am a little confuse about this.

My idea about this snake, is that it is a bodyguard of a sort but also assist my hunter in combat, manly by grabbing one, maintain the grapple and possible with AoO, depending on the situation.

question 2: Idea for feats so far is: Weapon focus (bite), improved unarmed attack, feral combat training and improved grapple at lvl 9.
Future feats, would be greater grapple, power attack, furious focus, improved natural attack. Would this be a good setup for the snake or have i missed something? Other feats i have seen, is the kraken style chain, which focus more on the grapple and possible final embrace but that would make it more of a one trick pony and final embrace doesnt seem to justify it's worth if compared to improved natural attack or the kraken style.

Going melee, i will stick to a good ol fashion two-handed weapon, im just nore sure which yet.

Stats that has been rolled are:

Str: 16
Dex: 14
Con: 15
Int: 14
Wis: 16
Cha: 11

Gonna stick with human, mostly for eye for talent racial, thus givin the snake the needed +2 to int.

Question 3: If we stick to the idea of a giant snake that choke things to death (thank you Animal growth!), what feats would fit into this idea? Combat expertise is kinda needed, for pack flanking, power attack would be great with a two-handed weapon but other those two, im a lost. I have considered some of the vital strike feats, combined with nature spells, would provivde some interesting debuffs. Also thinking about getting leadership, in order to get a twin sister, that is a skald (fated champion)

Question 4: When it comes to teamwork feats, outflank and pack flanking are very importent. I did consider paried oppetunity, in case of a AoO, could give a good bost. Anything else?

This is what i came up with, so far and looking for some advice and input.


Milo v3 wrote:
Dysjong wrote:
Edit: wait a minut, so what you are saying is this; if a spell or effect, cant affect humanoid and animal, i can choice to ignore it?
Yep.

thank you both for the answers. It can be somewhat useful..but stil, would had prefere animal soul before the errata


J4RH34D wrote:

I disagree with the errata. However it does still do something. You can choose to ignore any spell that cannot affect BOTH animal and your main type. Ie, someone casts charm person, useless, charm animal ,useless, hold person, useless...

None of those affect both human and animal sp they dont do anything

i stil dont get this one.....it appears utterly garbage

Edit: wait a minut, so what you are saying is this; if a spell or effect, cant affect humanoid and animal, i can choice to ignore it?


I really dont understand this feat

Animal soul:
Your close bond with an animal allows you to ignore harmful magic that cannot affect your wild side.

Prerequisite(s): Animal companion or mount class feature.

Benefit: You can choose not to allow spells and effects to effect you if they would not be capable of affecting both your original creature type and the animal creature type.
Animal soul

Before the errata, it was easy enough to understand and maybe considered abit over powered...but now??? Is it meant for druids who wildshape? What about a paladin then? that is what really confuses me, sinds it is also availble for classes with mounts.

"I don't know, what this is about but if this is what sobriety is about, then i am gonna smoke a big fat sack of crack!"
Edit: added words


LoneKnave wrote:
Fast learner is bad. Toughness is a better feat, and I already consider toughness bad.

what would you consider as feat for level 1 then? I only said that fast learner is viable, sinds it does grant the player two favored class options, which can help one in many ways.


Arachnofiend wrote:
You don't really "gain beastshape". You only gain some of the abilities that particular beastshape spell grants access to; it isn't a polymorph effect and you are still a Half-Elf for all intents and purposes, the transformation is only flavor. So if you say that your beastmorph mutagen makes you look like a wolf, you may decide to pick up the Scent property to match that, but you don't get the Bite [Trip] or anything else you would have received for actually casting Beastmorph and turning into a wolf.

Thank you kindly for the answer. That helps me out alot when picturing the alchemist!

Having been checking the different books, i think for a lvl 1 feat, fast learner could be a viable feat, gaining both the extra HP and another favor class option (Either more range with the bombs from the half-elf side or more extracs from the human side). Power attack would come later and at lvl 4 i would have acces to feral mutagen (Briar bomb taking the first discovery). What other feats and discoveries are worth?


Arachnofiend wrote:

I really like N. Jolly's guide for Alchemists. Very thorough, informative, and effective advice.

I hadn't realized it before, but the Bramble Brewer actually has a ton of good synergy for a brute alchemist with a reach weapon; with a briar bomb on the ground enemies can't five foot step and will take more AoO's from you. As a Half-Elf you can use Ancestral Arms to get access to the Fauchard (the best reach weapon) or the Elven Branch Spear if you want to go dex-based. I wouldn't recommend a dexterity build, though; you really want to Enlarge yourself for that extra reach.

Yeah, i also looking upon that guide and it does help me giving some ideas on what to consider but sometimes feedback and suggestions from people have tried to acheive can also be helpful.

I did thought about using a reach weapon but then again, would like to try and focus on the natural weapons gained from feral mutagen, which i can improve later with the furious advanced mutagen, and with the beastmorpth archtype, the mutagen gain lots of options,

Question: when using the beastmorph to gain beast shape, how does it actually work out? can i add more arms for exampel, sinds i change the shape of my body in order to achieve something by magical means? much in line as a polymorph spell? or what are the limitaions?


Hello message boards! Once again, i have searched my soul for a answer, which lead me to this place.

It has been some time sinds the last time i attended a PFS event and thought to myself, that perhaps i should try again. Having read the PFS rules, i have taken notice about which archtypes wont work and stuff like that.

My idea for a PFS char, is a half-elf alchemist with the bramble brewer and beastmorph archtype, with a focus on melee, while having the bombs as a way to either soften up the enemies or debuffing them. I am a big fan of the briar bomb, that the bramble brewer has acces to and kinda like their altered version of the mutagen.

Having gone through Ogre's guide for a alchemist, i also consider (when the time is there) to take some master chymist lvls, mainly for the furious mutagen, maybe the dual mind discovery and brutality.

While i have some ideas about which feats to take, i am stil unsure what works and what doesnt. For exampel, i have notice a trend (this is based upon older threads and some guides) that improved unarmed strike is taken as feat, which i am not sure why? unless ofcoure it is for the feral training and dragon style feat but stil....

Any suggestions would be appreciated.


1 person marked this as FAQ candidate.

+1 FAQ.
My opinion would be yes, DD would progress the bloodragers draconic bloodline. However, it would not help out with the bloodrage, damage reduction or any other class features that is not related to the bloodline. That way, the player would stil benefit from the prestige class and it's benefit, at the cost of not advancing some of his other barbarian relatede class features. So one is given a choice in the end.


yeah...just looked up the errate for that book and saw the change they made. Darn! now i have to hear it from him...dont mind the change, just the fact that HE will gloat about it. Oh well, thank you.


having a argument here

a friend of mine and i were talking about getting a familiar for my upcoming paladin and i did take a good liking the Silvanshe.

HOWEVER! giving the text upon it's lay on hands is a bit tricky vs the information regarding the rules for the familiar and calculating HD.

Silvanshee

Quote: 1d6, 1/day, always as a 2nd-level paladin.

Im in the opinion of that it follows the rules like a familiar and thus the ability would scale. IT wouldnt normally if this cat had templates or other ways to boost the HD. He however thinks that it wont, sinds it says "always as a lvl 2 paladin".

am i wrong or is he?

Edit: Fixing link.


so i have joined this pathfinder and getting ready for it. Some of us already know what we wanna play and have startede with rolling the stats and making the char rdy. Others in the group are stil new to it and thus new a guiding hand in how make a charector.

One of the players wanted to make a healer. So i have been trying to look around and see what can be done.

What i need help with; how many builds is there? from simple builds, to more advancede. That way i might be able to find something that the player would find suitable.Of course i know that you wanna do more then just healing but primary role and concern is the job of a healer.

thank you in advance for your time and help.


Thank you for the answer. Looks like a worthwhile curse for a oradin, combined with a lockdown build.


So i am to join a pathfinder group and will be playing the first session about 2-3 weeks from now. I have decided that i am going for a paladin, specificly a oradin. We start of at lvl 8.

Now, right now i am trying to find which oracle curse would fit in and i came upon this one called merciful

http://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses

merciful curse:

You are bound to offer tender aid to those who are most wounded.

Effect:
If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.

At 5th level, you gain a mercy, as the paladin ability.

At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.

At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.

My question is this: do the lay on hands from this curse, stack with the one i have from my paladin or is it treated as a seperatede thing, much like Channel energy would do?


Greetings Paizo board!

Currently i am working on a campaigne where the players will be sailing alot and exploring this homebrew world made by me and a friend.

As i was going to design the captain of the ship, i thought either a fighter with tactician archtype or a cavalier, maybe a different archtype. The idea is to have a npc giving a helping hand indirectly to the players, thus i thought the tactician ability would suit find.

Here comes my problem: according to the fighter archtype tactician, he gets the ability at level 5 and he can only share that one specific teamwork feat. But when i look at the bonus feat option, it says that he can also choice to take skill focus or a teamwork feat, in addition to the combat feats.

What is the point of having the option to learn more teamwork feats, if only the teamwork feat i can share is the one i get at level 5?

I dont mind that, this archtype might not be able to share the same amount of teamwork feats but atleast he should be able to allow to grant other kinds of teamwork feats.

I could house rule it but i would prefere not to.


TGMaxMaxer wrote:

Final Build is either Lore Warden 5 Skulking slayer 7 or Lore warden 7 Skulking slayer 5. Skulking slayer adds to dirty trick and steal, so your CMB for that comes out the same.

Lore warden gets you bonus to CMB for anything, free expertise, and access to Gloves of Dueling. If you take the Heavy flails group, you have a 2 handed trip weapon and whip weapon group.

The half orc racial gets you whip prof instead of falchions.

Started with Str 17 Dex 16 Con 10 Int 14 Wis 10 Cha 8. 20 pt buy.

You want Elven Chain as soon as you can afford it since it counts as light for proficiency as well.

Feats I have at level 10: Power Attack, Cleave, Surprise follow thru (with rogue talent) Expertise(free lore warden), Imp/Gr trip, Imp/Gr Dirty trick, Combat reflexes(talent combat trick), Cleaving Finish.

I pretty much alternated fighter/rogue levels, starting with fighter since PFS maxes the first HD. You can decide which maneuvers you want to focus on first.

Looks awesome and plenty of room to adjust it. I see it is made for PFS, so my question would be: How would you make it in a campaigne that goes to lvl 20?


I have tried once playing a char with some not to shabby stats.

Warforged lvl 1 warblade. after 5 attemps of rolling some decent stats, none were good enough and a total plus modifier of 1. So i had to cut a deal with the GM, which ende up with: 17,16,16,4,4,6, starting from str to cha. It was pretty funny to play that warforged (i stil have his sheet) and some of us stil talk about that stupido warforged this day. The GM even made use of the jepardy sound whenever Dragger (Slæbeer in danish) was start thinking, which made us all cracked up! even got bonus xp for good roleplaying!


I think both systems work.

I have always used rolling the dices whenever i have been playing with friends or social places. When i tried PFS, it was a new experience for me but thank god, i have beenplaying NWN.

I think it really comes down to preferences in the end and it raises a valid question that i have to talk with me Co GM about, sinds both systems has it pros and cons.

One dice system i used is to allow the players to use 4d6, reroll the 1 and remove the lowest. From here on, if a player rolls 4x6, it turns into a 19, if the player rolls 4x1 it turns into 20. (again, all 1 would normally be rerolled) It encourages people, seening that they have a high chance for rolling some good stats and not being a dead weight. Taken from a real life view, some people are just born with natural high intelligence or other things aswell. But just as the players can make these rolls, so too can the GM.

the point buy system works very well, sinds PFS is there and they have to make it balancede in some ways if it has to work all over the different places.

I've tried warhammer system, where we players had to roll twice for which "class" we would start out with and that would lead to some not-so happy players.


TGMaxMaxer wrote:

First, you can sub trip for any attack (including ones in a cleave). Second, if you cleave (even if it's not damage, the target is flat-footed, making your trip more likely to hit. Then, because they fell down Greater trip grants me an AoO, and since they're flat footed at the time, I use the Greater trip AoO to blind them with dirty trick. It burns a lot of Combat reflexes, but damn, is it ever fun. Of course, at 10th level, his will save is a 3. So, you win some, you lose some.

Say, would you be kind enough to post that build? After reading how you did it, i am so gonna make myself a skulking slayer! :)


Well, i gotta stick with maxximilius's work. It made more sense.


Hm.... That just sounded awkward and silly. So a large greatsword would normally give me -2 for it's size but because some other rules, that aint possible?? Then what is the point of even indcludeing a rule for wepon size penalties if aint possible because of inapprobite size? You can wield a large wepon with penalties but you can't? That is just plain inlogical.


Necro this, cause im a little confused.

By using a huge greatsword, i would get alot of penalties for wielding it as a normal char but with this archtype, i am able to reduce this penalty?

So... What happens when i am using titanic rage then?

Im not asking about jotungrib, it's way more cooler to wield a Big mean wepon with power attack or vital strike.


Skylancer -

Ah thanks for the advice!!

I think i might just do that :)


Damnit!!

Upon reading and searching regarding natural attacks, it seems that i can't get more attacks with claws.

What to do now...


Byrdology -

That won't work. improved natural attack can not sttack on the same natural attack more then once. Strong jaw spell is there to solve the problem! :D

I see that i might need to switch some feats out in my idea.


Darklone wrote:
Thanks, missed that. Still... what's the use of all those feats if they don't stack?

My guess would that it is one way to get some natural attacks for the pc and improve upon it.

Ranger with natural attack combat style has acces to aspect of the beast, granting claws (1d6), then by improving it with Improved natural attack (1d8) and that's it.

Barbarian can get it by taking beast totem line rage power, that first grants claws attack (1d6), some ac and then improves the barbs claw dmg(1d8), end of the line.

Catfolk have the option by switching one trait to get claws, although it's lesser (1d4). By taking catfolk exemplar they can incresse it to (1d6) and that's it.

3 different ways to get it and i am sure there is alot more.

my idea

Spoiler:
Ranger lvl 5, wild stalker archtype.

Str: 18
Dex: 18
Con: 17
Int: 14
Wis: 15
Cha: 17

Racial traits.
Cat's claw instead of natural hunter. low-light vision. Cat's luck. Sprinter.

Feats.
1: two wepon fighting
3: improved unarmed attack.
5: feral combat traning.

Class features.
1: Track, wild empathy, Strong sense +3
2: Uncanny dodge
3: 1 favored terrain: Jungle (might need to change that.)
4: Rage of the wild: Rage/8 rounds.
5: Rage power: Beast totem, lesser.

Claws: +7,+2 Main Hhand/+7, +2 Off Hand to hit, 1d4+4.
Claws with rage: +9,+4 Main Hhand/+9, +4 Off Hand to hit, 1d6+6

The idea is that as my my ranger gets more lvls, his rage continues to incresse, letteing his inner beast grow more powerful.

Feats.
7: Improved natural attack (claws)
9: Improved two wepon fighting
11: Rending fury
13: Greater two wepon fighting
15: Improved rending fury.

Class features.
6: Wild talents - Rage power: Animal fury. Combat style - natural attack: Rending claw
7: Woodland stride.
8: Swift tracker.
9: Evasion.
10: Rage power: Beast totem. Combat style - Eldritch claw
11: Wild talents - rage power: Elemental rage, lesser. Quarry
12: Camouflage
13:
14: Combat style - Multi attack
15: Rage power: Beast totem, greater.

The idea is that when i am getting the improved natural attack at that lvl, i have already gotten the required claw prequist and improvement with the beast totem line.

Claws: +17,+12,+7 Main hand/+17,+12,+7 Off hand, MH 1d6+4 plus rending fury (1st round only, 2d6 ), OH 1d6+4 plus rending claws (1st round only 2d6)
Claws with rage: +19+,+14,+9 Main hand/+19,+14,+9 Off hand, MD 2d6+6 plus rending fury (1st round only), OH 2d6+6 plus rending claws (1st round only)

As my ranger grow in levels, his inner beast continues to grow, his claws reflecting how much it has improved. I believe that natural attacks can't stack more then improve natural attack, unless with spells or items. Sinds my ranger already posses natural claws from the start, he is allowed to take it (depends on the GM first) and the claws from the beast totem is a refelction of his inner beast, showing it's potential when he is raging.

Would could this work out?


Blackbloodtroll -

You make a point. I will make a sheet and see what i can come up with.


Blachbloodtroll -

Yeah i thought about the claw blades, but i would prefere the claws and bite. Try and imagin a big cat that will go into a frenzy with fangs and teeths!!

If i may, how would you make a powerhouse? A wildstalker ranger.

Darklone -

I stil don't think the aspect of the beast would incresse the claw dmg, it doesn't say that it can incresses your current claws dmg. It would be awesome if it could :-/


Having been taking a closer look on the Wild stalker archtype, i think that it would fit into the concept of my catfolk ranger.

Im stil going for the claws but maybe by a different way. I will still keep the Cat's claw trait.

I was thinking about getting beast totems as my rage powers, together with animal fury, hopefully with the GM's permission he might allow me to take multiattack feat.

Question: if i take improved natural attack and choice claws, would it incresse the claw dmg from the beast totem, greater, from 1d8 to 2d6? The way i see it, my cat already has his claws, when raging his extends them to really making pain.

Im stil thinking about how to proced with my feat selection.


Leopard and cheetahs are considered as small cats.


Vod Canockers -

Yeah i did consider the feats you mentioned, but that would also include nimble striker, prequist for claw pounce.

I will try and talk with the GM about getting the bite attack. I did look at the Wild stalker archtype, it looks good but i would sacrifice the combat style feats for the Wild talents. Well i will consider it and try working some ideas around it.

So far

Combat style feat 6: Eldrith claws
Lvl 7 feat: nimble striker
Lvl 9 feat: claw pounce
Combat style feat 10: unknown
Lvl 11 feat: improved unarmed attack
Lvl 13 feat: feral training
Combat style feat: unknown
Lvl 15 feat: dragon style

Hmm..... I need to make a Wild stalker and see what i can do with it. I know that the beast totem would let me get claws that let's me do 1d8 per claw and with animal fury i would be able to get a bite attack.

Edit: Byrdology - totally!


1 person marked this as a favorite.

Byrdology -

Catfolk with polearm... Reminds me of Kimahri from Final Fantasy 10


Okay.

How about getting 2 lvls of barbarian, getting animal fury rage power then? Plus i will also get rage, faster movement and uncanny Dodge?

Spear does sounds good, although i am not used to fight with them, as i got no idea how to use them effeciently and no ideas what feats would support natural attacks and the spear.

Stil i would prefere to stay on the natural attack, it fits more in the concept. Maybe getting imp unarmed attack, feral traning and dragon style?

Edit: how would aspect of the beast help with incressing the dmg? All it does is giving claws, nothing mentioned about incressing current claw dmg. When i look at the table at improved natural attack it would incresse to 2d6.

With strong jaw spell, i would be able to incresse my claw dmg from 1d8 to 3d6 according to improved natural attack feat.


So i am going to join a group where they will be using pathfinder, an excellent oppetunity for me to try something different.

I stumble upon the catfolk in ARG (i have a soft spot for cats im general) which i think would be awesome.

I choice to play a ranger, you know a big cat stalking on his prey, with his trusty leopard.
At first i wanted to use a greatsword on this cat but then i saw that as catfolk i can get claws and with the right feats, make the claws deal 1d8. Now that i am cool with, big cat on the Hunt and then he claws his prey to death, even better with strong jaw spell from APG that incresses natural attack dmg by two steps.

Sinds we don't use point based stats, i ended up with these stats (sidenote: we are allowed to have higher stats, in order to face the Challenges ahead)

17, 16, 15, 14, 18, 17.

With +2 dex, +2 cha and -2 to wis i ended up with placing the stats like this.

Str: 18
Dex: 18
Con: 17
Int: 14
Wis: 15
Cha: 17

I know that i will be playing as lvl 5.

I will switch out natural hunter with Cat's claw.

As for feats i am not sure how to go with it. I will go with natural combat as my ranger combat style.

Lvl 1: catfolk exemplar
Combat style natural attack: improved natural attack (claws)
Lvl 3: black cat (mostly for the flavour and panic action against crits)
Lvl 5: power attack.

I haven't made my choice for favorit enemy and terrain yet, sinds my GM needs to send me some Info that might help me out.

What i am looking help for is what other feats would help me out. Im good with things that let me dealing some good damage but i am thinking about maybe get a CMA like grabble or trip but nothing is certain yet.

Thank you for your time.


Diego Winterborg wrote:
Dysjong wrote:
I was in that group and no i didnt survived that magus. The way the session was running was VERY different from what i am used to but overall i had some good laughs with my oracle :D

I am happy you had a good time. For a first time PFS player you did well. In my experience most players have to change their mindset a bit when playing PFS compared to traditional PRPG or 3.5 campaigns.

It was extremely unfortunate that both your oracle and the summoner where out of spells by the time you left the Vault of Sarenrae. With the paladin dead and two bards making up your martial front you where in for one hell of an up hill battle.

Well, im used to having my back against the wall, so for me it was second nature. Besides i did get to make some rambo action! :D


Diego Winterborg wrote:
Mark Garringer wrote:

I haven't run this yet, but...

** spoiler omitted **

I just ran it today at sub-tier 1-2.

** spoiler omitted **

I was in that group and no i didnt survived that magus. The way the session was running was VERY different from what i am used to but overall i had some good laughs with my oracle :D


AZhobbit wrote:

Ok players, I have run into this a couple times, and it is becoming terribly relevant in the near future. Too many of you think your faction is just a name or nationality and you get told to do weird things during the course of an operation. Please know the following as the fate of the Pathfinder Society lays in the balance.

1. WHO YOUR FACTION LEADER IS, oh and a bit of information about them, could be useful.....maybe.
2. What your faction stands for and it's main goals.
3. Should your character find out information about another or rival faction, remember that information belongs to that character, don't bring it about with another PC.
4. Your faction is secret, so don't go blabbing it about. This could be very important in the near future.

There are going to be several new factions soon and some of them may be Shadow Lodge factions, though you probably won't know it. Also some factions that exist now will likely be revealed as Shadow Lodge factions. Recent chronicles make it imperetive that you know your faction and know it well. If you do not you will make things difficult for your GM and may cause the demise of other players because you had your thumb up your nose.

Th factions are a driving force behind to PFS and what makes it a really great living campaign. Take it seriously. You players are generally great and as a GM the quality of play is superior oitherwise I wouldn't be so ready to pick up a chronicle for ya. However, help out your GM and know this stuff.

That sounds fair enough but there can be problems.

I for one did try out a PFS modul today, i think it was called Dasline affaire or something. I did indeed get some basic info regarding about lvl, items and other basic stuff but i never got a link for the factions. To make it even more funny, i don't a have computer these days, cause it's old and melted down about a half year ago.

So for me today, i had myself an oracle of bones. I had no idea whatsoever what would happen. To make it short only one player survived this session and that was NOT me.

Yeah i got killed but i am cool with that, because it was my first time trying this, so i got a idea about how things were running and how the setting for PFS were which was my reason for joining this session

So what did i learn today?

For starters, i should NOT use my spells right away and think that i would be allowed anytime to rest.

Think more over about the char i make for the next time.

Lastly but not least, i need to get a basic grib of some of the basic rules regarding the different kinds of action.

I may have ben killed but still i'm game for this kind of thing.
Don't EVER excpect that one of your players know about the factions, sinds it's a organized game and open for everybody. I just feel lucky that the GM i had today was calm and cool, so he gaved me 5 mins of basic info which was all i needed.


I have had my share of names but most of the time they end up being easy to remember and memorable for other people. Here is one tale about one char i made.

About half a year ago i joined a group for some homebrew roleplaying. The gm used the rogue traders system, i know it is a d10 which i have tried out before. Anyway before the session he and i had a talk about what kind of char i would like to play. Given the time and thought i wanted a bandit/scoundrel type of person, using light armor and his agility to protect himself, while swinging his big one-blade greataxe while using his hand crossbow with poisoned bolts (Thank you R.A Salvatore for that). Anyway i start up in the game with only one memory, nothing more. This chars memory was that someone had wrote something down on his back. On with the game, myself and others who were intrucede to this world, i had no idea about name for my char. The other player took the name Jack (Come on, that name always works, no matter what) so i was stucked with finding another name. Now i come from Denmark, so i started to think about using some english words as a name, you know like Grunt (ME2), Savage...and then it came, Bully. I translatede the name so it became Bølle(I don't know how many of you are from Denmark, so please forgive me). The gm was stunned and then start laughing, that he had to take a short break because of that name. But the gm liked that name and the other players also came to like it, it made him memorable.

Bølle is dead now, after a heroic sacrifice but that is a tale for another time.


Robot GoGo Funshine wrote:

Has anyone played one before?

While my love affair of the Riders of Rohan remains firm (pun intended? you decide...), I have always wanted to play a character that was mount-oriented. Now that my friend has decided to run the Kingmaker AP, I feel that now would be a great time to fulfill my destiny.

Does anyone have any experience with mounted characters? Good? Bad? Not quite what you expected?

Thanks for your time!

What about a Barbarian? If you take a look in APG, there is a barbarian variant for those who wanna use a mount plus some cool rage powers that really supports you and your mount. That way you can use your rage powers with with your mount, while you can focus your feats on other things, my suggestion would be one feat that can support you in mounted combat and then leave the rest up to you.

I to am a big fan of the riders of rohan and i never had the chance to make one myself.

Hope this can help you out.


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