Iggwilv

Porphyrogenitus's page

540 posts (700 including aliases). 5 reviews. No lists. No wishlists. 3 aliases.




Ravingdork wrote:

The ONLY thing I don't like about wands, is that if you want to be a serious wand user, you need a golf bag of wands, rather than having a single wand that can do multiple things.

I feel single multipurpose wands are more thematic than a golf bag of a dozen. Having a dozen wands to cover all your favorite spells or to allow for more of a given spell a day just reminds me of those cartoonish anime characters with a dozen one shot pistols lining the inside of their coats.

That's what Ehlonna's Quiver is for. Then your familiar is your golf-caddy.

Or your apprentice. Serving in the role of a shield-bearer but for your golf..er, wand-bag.

Then you can be Chevy Chase and hand out dollops of wisdom do your underling.

Things like "Be the wand, Danny."
Lots of thematic RP potential, but different from before, yes.
https://www.youtube.com/watch?v=-fMjspnFemM

For the old-thematic of wands, reskin a staff, possibly? Wand-like staff (wand-like in appearance, staff-like in function).


Ok so I have tinkered around with PF builds in the privacy of my own home but haven't had the temerity to post any.

I've also mused about making a Kobold. And on the potential of Rogues. So I'm finally posting a build, and asking for tips.

Here he is so far at first level:

Kobold Rogue L.1:
Kobold
20 point buy, L.1 Rogue
Str: 10, Dex: 18, Con: 12, Int: 10, Wis: 12, Cha: 8
+1 size AC & Attack, -1 CMB/CMD, +4 Stealth; +2 Craft (Trapmaking), +2 Perception, +2 Profession (Miner)

HP: 10 [8 +1 (Con) +1 (Favored Class)]

Skills:
Acrobatics +8, Bluff +3, Disable Device +8, Intimidate +2, Perception +7, Profession (Miner) +7, Sense Motive +5, Stealth +12, Use Magic Device +3,

Feats: Dodge

Special: Sneak Attack +1d6, Trapfinding, Darkvision 60’, Light Sensitivity, afraid of Gibbering Mouthers

Mv: 30’

Choices: Kobold; kobolds are sub-optimal but they do have several things going for them as rogues. First, a stealth bonus. Secondly, they move 30', which for a small character is like getting fast movement for free.

I'm thinking a dagger build, and considering going TWF - but; fighting with two weapons means buying two weapons, which becomes expensive. Three if you want a decent ranged option. Yes, you can throw your enchanted dagger away; but now you need returning weapon if you want it to come back (and it only allows one attack at range per round, per weapon). If you want real range, you need Distance Weapon.

Another option is to go ranged build all the way. But that becomes feat-intensive if you want to be able to fight with a ranged weapon even in melee without getting shredded. That might be fixed with some multiclassing into fighter, but probably isn't worth it.

Then there is the hope/dream of staying stealthed even while attacking. I'll be looking into how to best accomplish this; ultimately it may require UMD and a Wand of Greater Invisibility but I'd rather not go that route.

Anyhow tips and advice encouraged! Especially for traits ("take Reactionary!") or to fix anything that looks wrong.

I hope to post at least a level a day of this build until I get it to 20. Suggestions on what to take and which direction to go are welcomed.

Spoiler:
(P.S. one goal of this build is to have it be playable at every level, even if not "best" at every level; but not just good at 20th level or whatever, when all the pieces are in place. This is one reason why I'm only planning on doing it a level a time, a level or two or three per day till it all comes together).


Still familiarizing myself with the PF version of the rules, I've read some threads on CMB and apparently things like Weapon Finesse do not substitute DEX for STR when it comes to combat maneuver bonus.

Is there any way a non-STR class, especially those without a full BAB, can get & stay good at combat maneuvers (including at upper levels)?

I've noticed a few Traits that add bonuses to one or two combat maneuvers, but is there any way to consistently keep it good? Or is it something that becomes increasingly difficult to accomplish?

What are the best ways to improve CMB, and do things that affect your attack bonus (such as enhancements to a weapon used in the maneuver, or a morale or other bonus to attacks) improve CMB as well?

Side question: to what extent do these same things improve CMD?