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Dustin Ashe wrote:
I think killing anything sentient on sight is evil. Kneecaps, however, is another story.
Firefly references are always appreciated.
It's like spotting a chromatic dragon. There could be a very slim chance it's actually a metallic dragon that cast alter self or something to look chromatic, or could have had it's alignment reversed in the past to some magical shenanigans.
Now back to the main topic -
I've mentioned this a couple times in threads where people are looking to build Oberyn -
I'd do it by going Phalnax Fighter 3/Swashbuckler X
Swashbuckler being one of the new classes in the upcoming Advanced Class guide.
You couldn't use a Guisarme but there are several other polearms that do piercing damage to choose from, and by using a buckler you make the polearms one-handed weapons.
You aren't min/maxed to the Nth degree, but your character looks pretty optimized to me. I don't mean that as a bad thing.
Rager of the Society, little iffy and not likely to be noticed as you level but the extra rage while low level gives some breathing room.
Weapon Focus Greatsword may look iffy since you also have claws. Claws right now are strictly better if you get a full attack, but probably rarely used since little would survive a swing from your greatsword, and you'll forget about your claws once you get iteratives anyway as the beast totem line is taken to get pounce.
Cha is not dumped so your intimidate doesn't suck at earlier levels (and having a social skill is nice in PFS), and sure you can explain it as it fits the theme of your character anyway. I don't see how intimidate gets bumped to 13 though, but I could be missing something.
I'd bet even money your next feat will be intimidating prowess. Rage would effect intimidate then.
Thug taken to make intimidate better - AoE fear based on a DC instead of a save? Yes please.
This is not negative critisim - I like the build, it looks solid and would be a fine addition to any party.
Wood Armor - no ACP, Full movement speed.
Wood Armor + Magical Vestment spell? Seems legit.
Barkskin spell for more AC goodness, but your achetype would change the spells recieved.
Last two revelations would be up in the air but I'd go with Thorn Burst for some swift action damage and the potential to control charges against you. Also Lignification, just because having a SoD up your sleeve is just damn handy sometimes.
Must it be an Inquisitor?
If you want a reach weapon - 3 levels of Fighter with the Phalanx Soldier Archtype, 1 level of Swashbuckler from the ACG for Finesse. Use a buckler. This gives you a couple different weapons spears or polearms you could use. I'd continue with swashbuckler from there, but you could go Inquistor afterwards.
I'd just like to add a little bit about myself -
I do the majority of my Pathfinder games through PBP and have been for well over a year now, being a recent father and lacking a consistent group near where I live it's easier to get them done that way. The majority of these games have been PFS senarios.
I've participated in one adventure path - Way of the Wicked, but that was canceled by the GM since he was involved in multiple campaigns and felt like it was more then he can chew.
Being able to do an AP, and especially one with PFS credit is of great interest to me.
Finally I'd like to say good luck to everyone who applied.
Your plan is fine and looks pretty solid, though as others have said it does sorta feel a little painful to loose those caster levels early, but as you advance in your career the dip gets less painful and the benefits will show themselves.
For your sorcerer spells known, consider spells like True Strike and Feather Fall as your arcane spells, they will have no spell failure associated with them in armor.
Sorcerer with the Draconic bloodline.
When he was young and struggled with the power in his blood it was the professor who helped teach him control. Throughout the years he has kept in regular correspondence with Professor Lorrimor and has attended his lectures whenever it was possible for him to do so.
There was a lull in the letters recieved and when it was revealed that Professor Lorrimor had passed he was distraught and immediately rushed to Ustalav to pay his respects to his friend and mentor.
Let me know if you want the full number crunch as well.
Throwing another sorcerer into the mix -
Half-elf Sorcerer Draconic bloodline with every intention of prestidge classing into Dragon Disciple.
Flying through the skys his knowledge of the planes almost infinate, the taste of fire on his breath. His goal so close. Sure they called him arrogant, but didn't he have a right to be, born with an affinity for magic and family has the blood of dragons flowing within them. Such power manifested strongly within Tanniym.
Tanniym traveled the realm, using his personality and magic to overcome many problems and where that failed there was his shear phyisical might. Between the two of them his power grew and eventually almost nothing could stand in his way. There was only one way for his power to grow.
Half-Elf Sorcerer 1
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2; +2 vs. enchantments
Speed 30 ft.
Melee longspear +3 (1d8+4/×3)
Special Attacks bloodline arcana: draconic, claws
Sorcerer Spells Known (CL 1st; concentration +4):
. . 1st (4/day)—grease, true strike
. . 0 (at will)—daze (DC 13), detect magic, light, read magic
Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike, Eschew Materials, Skill Focus (Knowledge [planes])
Traits magical knack, scholar of the great beyond
Skills Knowledge (planes) +9, Perception +6, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ arcane training, bloodlines (draconic), elf blood
Other Gear longspear, 145 gp
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
I'd take a look at the meteor hammer. You will need to use a feat for exotic weapon proficency or spend 1500 on a cracked ioun stone but the weapon can be reach or non-reach as decided by you on the start of your turn. You also can get a free +1 AC out of the deal as well as have a weapon that cand be both silver and cold iron (each side of the weapon). All in all it's not a bad investment of a feat.
That's not what fate does though. Channeling to harm with fate varient channeling just affects skill checks and ability checks, not attack rolls or saves. Varient channeling disease is the closest thing that does what you are suggesting I believe making the targets sickened.
I'd have to go through the list of varient channelling effects again to make sure but I'm fairly certain nothing even comes close to the level of rulership when used to harm.
While I'm not telling you how to run your game I'm just saying that rulership with negative channeling is just one of the things I would not allow.
So I've been toying with a 'dual wielding' swashbuckler which I achieve by adding some Magus levels. Here is the result and I am looking for critism and suggestions -
Magus 4/Swashbuckler 7:
Medium humanoid (human)
Init +8; Senses Perception +15
AC 27, touch 19, flat-footed 20 (+7 armor, +5 Dex, +1 natural, +2 deflection, +2 dodge)
hp 95 (7d10+4d8+29)
Fort +10, Ref +14, Will +9
Defensive Abilities charmed life
Speed 30 ft
Melee +3 rapier (Power Attack) +18/+13 (1d6+14+7 Precision/15-20)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, deed: targeted strike, panache, spellstrike
Magus(CL 6th; concentration +15):
2nd—frigid touch, mirror image
1st—Grease, shocking grasp, chill touch, true strike
0 (at will)—arcane mark, detect magic, light, read magic
Str 15, Dex 22, Con 14, Int 16, Wis 12, Cha 7
Base Atk +10; CMB +9; CMD 32 (32 vs. disarm, 32 vs. steal, 32 vs. sunder)
Feats Combat Casting, Extra Grit, Lunge, Power Attack, Quick Draw, Uncanny Concentration, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits armor expert, magical knack
Skills Acrobatics +20, Climb +6, Diplomacy +12, Escape Artist +12, Fly +10, Intimidate +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +12, Knowledge (nobility) +7, Knowledge (planes) +12, Perception +15, Ride +10, Sense Motive +5, Sleight of Hand +10, Spellcraft +17, Swim +6, Use Magic Device +12; Racial Modifiers deed: derring-do
Languages Common, Draconic, Kelish, Tien
SQ arcane pool, deed: dodging panache, deed: superior feint, deed: swashbuckler initiative, magus arcana (concentrate), spell combat, spell recall, swashbuckler finesse
Other Gear +1 mithral breastplate, +3 rapier, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +2, headband of vast intelligence +2, ring of protection +2, 150 gp
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Expert -1 Armor check penalty.
Charmed Life -2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache -2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain -2 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +7 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Superior Feint (Ex) While have 1 panache, deliberatly miss atttack to deny creature Dex AC bonus until start of our next turn.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Deed: Targeted Strike (Ex) Spend 1 panache as full-round action to make one attack targeting part of foe's body.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Magical Knack (Magus) +2 CL for a specific class, to a max of your HD.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
+15 while casting defensively so you suceede on level 1 spells on everything but a 1 which can be further mitigated by taking a -1 when doing spell combat. Also took Concentrate Arcana to make sure the level 2 spells can get cast in a pinch. It's a lot of resources to make the concentration high enough where I felt comfortable (trait, 2 feats, plus the arcana as the backup) but worth it I feel.
Damage seems decent even against those immune to precision due to spell backup. The dip into Magus helps shore up Fortitude and Will saves since Charmed Life isn't an option with the stats he has.
100 sorcerers with magic missle or 100 idiots with alchemist fire could probably kill a couple people by themselves if not the whole party.
If you are going for something more realistic - nets, caltrops.
Having a couple of sorcerers (no more than 3) readying magic missiles to force concentration checks.
Sprinkle alchemist fire and a few tanglefoot bags amongst your troops. Prehaps remove a some warriors for a couple level 1 Clerics for Bless and level 1 Bards for Inspire Courage.
Except everyone in this universe has theoretically been doing things for umpteen years a dwarf rogue for example could has spent 100 years disarming traps magical and mundane but if I say have him walk over a horrible deadly trap without mentioning that I'm searching for traps and it kills me I'm not allowed to retcon it because my character totally would have done this! I don't think letting the DM do that makes any damn sense either.
I for one prefer games where you don't need to end every statement 'while moving carefully looking for traps'. It's bothersome, cumbersome and better left in a trustworthy GM's hands.
arcane archer. switch focus to longbow, use one of extra feats for deadly aim (which you can only afford to use on low AC targets), and the other for arcane strike (if you can)- those will up your damage, as will the elemental arrows. its not ideal but its the most in keeping with what you've got and its definitely better than continuing to multiclass.
This is by far the best solution in my opinion (without a complete rebuild).
No question that it's a major power up and in fact the mythic system was designed for such a thing. Level 8 with tier 10 mythic? No problem!
It's - definitely - a game changer, but you still don't get the planar shifting scry n fry teleportation reality warping wishes that can happen in a game that goes to level 20.
If this game is something you are doing online I'd definitely be interested :)
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
So at level 20 they are looking at 30 in init baseline. Before level 20 they can be beat by other classes depending on rolls, but afterwards it would be really really tough.