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Grigori

RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 3,016 posts (3,658 including aliases). 1 review. No lists. No wishlists. 10 Pathfinder Society characters. 17 aliases.


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RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Archpaladin Zousha wrote:
Well, I want him to be something like these guys.

That sounds like a switch-hitter ranger to me.

Another interesting option for half-orcs is the Savage Technologist barbarian archetype from the Technology Guide (you could refluff it to ignore the technology-based stuff if you want). They get a Str/Dex rage instead of Str/Con, and you can combine that with the Reckless Abandon rage power for great accuracy and damage.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Can you go into more detail about his backstory? What else does he do besides shoot a bow? From his location, a Ranger with a favored enemy of humanoid (orc) seems appropriate, but a fighter could also be good. Since archery is so feat-heavy, and you don't get that human bonus feat, I'd recommend something that gives a good number of bonus feats.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If you want to know if something is legal or not:

1) Identify that book it's from. (In this case, Champions of Balance)

2) Go to the Additional Resources page.

3) Find the entry from that book. (Ctrl+F is useful for this)

4) See what it says is legal.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Playing at a Con will get you chances to win boons, but it takes some luck to get a race boon. GMing any games at a Con historically got you a race boon automatically, but I hear that the boon will be something else for the Con I'm at this weekend, so maybe race boons are being phased out there.

Also, if you have other boons (or spare books, etc.), check out the Boon Trading Thread in the PFS forum, and someone might be willing to trade.

Of course, there are currently 4 non-core races allowed without a boon, so you can probably find something you'd enjoy.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So I hear a lot about diversity in race, gender, and sexuality, but is there much going on in terms of religious diversity in comics? Are there any noticeably Mormon superheroes, for instance? Or Muslim, or Hindu, or Evangelical, etc.? I don't really know comics, but in the recent movies, I can only think of the church scene in Man of Steel, and the throwaway line about God in The Avengers.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Now for some general advice:

-Remember that casting spells as a swift action doesn't provoke AoOs, so you don't need Combat Casting for your Dimensional Dervish.
-To be the coolest with this concept, you want more attacks, so you should probably go with the TWF chain
-It doesn't make much sense to start with 18 Str, and then put your stat bump into Int. Go with 14 Int and 17 Str instead, and you save yourself a build point. 15 Con is probably also overkill since you have a d10 hit die for all but 1 level; 14 is plenty.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Kysune wrote:
I think the Horizon Walker PrC gets Dimensional chain a little later. I think the EK gets more hp, full bab, and advances my spell progression albeit at -1. Seems like the EK is just a better choice overall compared to whatever class I'd take and then going into Horizon Walker.

The Horizon Walker gets his DDoor SLA at level 3 (after 6 levels of prereqs), which means he gets it at level 9, the same time as the EK version. But he gets to do it 3+Wis times per day, so probably at least 5/day by that level (compared to 1 or 2 per day for the EK, depending on whether you've shelled out for the +4 headband). The Slayer/Horizon Walker version would also have a few more hp (d10 hit die, and no need for a dip into a d6 class), full BAB (which means he can pick up Dimensional Savant at level 9), more skills, +2d6 sneak attack, 3 slayer talents (good for picking up bonus feats), +2 favored target, tracking bonus, and 2 favored terrains (but one of these has to be the Astral Plane). On the other hand, the EK version gets wizard spellcasting 2 levels behind, a couple of bonus feats, and doesn't need the Endurance prereq.

The EK is of course going to have more versatility, but will be somewhat worse at the DDoor schtick.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd go with the bonded item for the arcane bond, so you'll have one extra use of dimension door per day with it.

Another option for Dimensional Dervish is the Horizon Walker PrC, which can get DDoor as an SLA (and you'll have more uses per day than you will as a wizard). If you take your 6 levels in Slayer before that, you can get a little sneak attack to take advantage of Dimensional Savant, as well.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Remember that the Headband of Inspired Wisdom and Phylactery of Positive Channeling use the same slot, so you need to pick one. If you go with the Phylactery, or get Wis and Cha on your headband, your spell DCs will suffer. For my cleric, I focused on spell DCs and got a Wis Headband, along with a buckler as my shield so I still have that hand open to hold a metamagic rod, and the other hand for somatic components.

If you want to focus on casting offensive spells, I recommend a Lesser Rod of Bouncing Spell. It's only 3000, and a great way to make sure spells like Murderous Command, Hold Person, or Blindness/Deafness go off.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If you want a familiar, check out Eldritch Heritage. If you use that to get the Arcane bloodline ability, you can get a familiar without dipping, for the cost of two feats (Eldritch Heritage and Skill Focus (any Knowledge) as a prerequisite). Depending on how you plan on playing your bard, you may not have an urgent need for feats anyway.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd try stats of 16/14/12/17/10/7. Normally I'd avoid a d8 melee class with less than 14 Con, but starting at level 4, you can use False Life for added hp protection. If you want the heavier armor, you could either take the Armor Expert trait and a mithril breastplate (no ACP means no penalty for non-proficiency), save up for Elven Chain, or take a 1-level dip into Fighter. I think spending two feats on armor is overkill, especially when you'll have extracts like Shield and Barkskin, and the mutagen boost to NA.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Severing Ties. It's not horror, but it's practically trick-or-treating.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Streiter wrote:
C Overton wrote:

I've always had an affinity for intelligent rogues so I've found myself eyeing the investigator class with glee but am stuck on if the concept I have in mind can really work.

The basis concept of the character is a field scientist that has a fascination with technology in general and Numeria specifically. (Technologist feat)
Being born in Alkenstar, he's no stranger to guns (he carries his father's old weapon) but he's not the best with them.
My questions: Is gunslinger a worthwhile one level dip?
Is the technologist feat truly worth my time?
I seem to remember a feat to gain intelligence to ranged attacks. Is that true or am I having a 3.5 moment?
Thanks in advance for the advice!
Why not make a "steel hound?"

It's not PFS legal.

Another option is to go pure Gunslinger with decent Int, then go into the Shieldmarshal prestige class, which gives some investigation-type abilities.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Gunslinger is generally bad as a dip because fighting with guns requires a LOT of feats, and the Investigator doesn't really get any bonus feats. Plus, your damage will suffer if you don't get to Gunslinger 5 to get Dex to damage.

Technologist probably isn't worth it from an optimization standpoint (unless you know your local area will run Season 6 heavily).

I believe you're thinking of Focuses Shot, which sadly only works on bows and crossbows. There is also Kirin Style, but I understand it sounds better than it is.

If you want to mix an Int-based class with guns, you might consider going Gunslinger 1/Wizard (scryer) 1/Eldritch Knight X. The level of scryer wizard gives you a 3rd-level SLA that qualifies you for Eldritch Knight, and the prestige class gives you some bonus feats to work with.

Sadly, the archetype for a gun-using Investigator isn't legal for PFS.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

OK, here's a more refined version I'm working on:

Mr. Tickle
Half-Elf Bloodrager (Aberrant, Steelblooded)
17/14/14/10/10/12
FCB: +1 rage
Traits: Accelerated Drinker, (Elven Reflexes OR Opportunistic)
Alt Racial Traits: Dual-Minded

BR1: Power Attack, staggering strike, indomitable stance
BR2: armored swiftness
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Str, Eschew Materials
BR5: Improved Bull Rush, armor training
BR6: retrain Combat Reflexes -> Greater Bull Rush, Bonus: Combat Reflexes
BR7: Quick Bull Rush, DR 1/-
BR8: aberrant fortitude, +1 Con
BR9: Raging Throw, Iron Will
BR10: DR 2/-
BR11: Improved Initiative, greater rage

So again, the schtick is to drink enlarge person and cast long arm in the opening round to get the reach on-line. The lower Dex means that while enlarge, he only gets 1 AoO, but I can make the call based on the enemies I see. If there are a lot, I can skip the enlarge. I'm still not sure if it's better to have the +2 initiative or +1 on AoOs from the trait, though.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Amiri is the strongest at level 1. At higher levels, Kyra and Seelah are really good too.

But for the love of God, don't give them Harsk or Lirianne!

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Oh, you're finally reading those? I guess my 2 and a half year old Varisia-themed quests are feeling a bit dated now...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Another idea if you're worried about Will saves: the Aberrant Tumor feat could get you a hedgehog familiar for +2 to Will, and all the other benefits of a familiar. That might be better than Improved Iron Will.

I had actually toyed with a similar concept using an elf or half-elf, and this is what I came up with:

Mr. Tickle
Half-Elf Bloodrager (Aberrant, Blood Conduit)
18/15/14/8/8/12
FCB: +1 rage/skill
Traits: Accelerated Drinker, Elven Reflexes
Alt Racial Traits: Dual-Minded

BR1: Power Attack, staggering strike
BR2:
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Dex, Eschew Materials
BR5: Improved Bull Rush, spell conduit
BR6: Improved Trip
BR7: Greater Bull Rush, DR 1/-
BR8: aberrant fortitude, +1 Con
BR9: Quick Bull Rush, Iron Will
BR10: DR 2/-
BR11: Raging Throw, greater rage

It's a similar concept, but relies on Accelerated Drinker to enlarge in the first round, and uses trips to keep enemies from moving through my threatened area, and bull rush to push them out and try again. But I've also been thinking of doing it as a gnome instead:

Mr. Tickle
Gnome Bloodrager (Aberrant, Steelblood)
15/12/15/10/12/12
FCB: +1 skill
Traits: Indomitable Faith, Reactionary

BR1: Power Attack, staggering strike, indomitable stance
BR2: armored swiftness
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Str, Eschew Materials
BR5: Improved Bull Rush, armor training +1
BR6: Iron Will
BR7: Greater Bull Rush, blood deflection
BR8: aberrant fortitude, +1 Con
BR9: Raging Throw, Improved Initiative, armor training +2
BR10:
BR11: Quick Bull Rush, greater rage

This one gives up on enlarging, but can still get reach out to 20 feet by level 4 using a reach weapon + long arm + abnormal reach. I feel like that should be enough. I'm wondering if a 1-level dip into Fighter would be worth it to get the Bull Rush feats quicker.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Nice guide, but I'm confused by the desire to convince a GM to allow Piranha Strike on thrown daggers. Why not just use Deadly Aim? It's exactly the same effect, but is meant to be used on ranged attacks.

Also, consider some of the non-human races for a Flying Blade build, because a racial SLA will qualify you for Arcane Strike, which boosts damage and gets you past DR/magic and incorporeal creatures without shelling out for multiple enchanted daggers.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Crossblooded and Blood Conduit both alter your Bonus Feat selection, so they don't stack.

You're going to start with what, like a -3 on Will saves? Good God...

Assuming this is for PFS, Berserker of the Society doesn't work with bloodrage. The list of things bloodrage counts as rage for doesn't include traits. But if this is for a home game, I think most GMs would be fine with it.

Instead of Crossblooded, you could consider using the Accelerated Drinker trait, and drink a potion of enlarge person as a move action in the first round. Also, a wand of long arm in the first round will boost that reach even better.

Since you should have good hp anyway, and your goal is to abuse reach and keep the fight away from you, I'm not convinced this build needs Raging Vitality. At the very least, you don't need it at level 1, when you're only losing 2 hp from dropping out of rage. I'd get Power Attack first, then Combat Reflexes, then Raging Vitality, and Iron Will as the bonus feat.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I tried to pick the Sector General series up again, but the dialogue is atrocious. It's like all the characters are competing to be needlessly verbose. It's practically a parody of itself now; every several pages, someone interrupts someone else with a paragraph-long lecture about how he needs to get to the point.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

thejeff wrote:
Umbranus wrote:

1st: break, endure elements, protection from x, we bolt

2nd: adhaesive blood, blood armor,

those are some spells I noticed the br gets that are not on the magus list. But it was no full comparison as I am on my mobile. And only the first two levels.
I guess adhaesive blood, for example, is strong. But I would still rather use the magus list.

better don your med armor with a spell in an emergency than killing an everyday foe quicker with a blast.

Are you really going to take up one of your few spells known slots with something that might get used once in awhile in a emergency, rather than a buff or attack spell you can use regularly?

For as few spells per day as the Bloodrager gets, yes. Not until very late level does he even have enough first-level spells to cast Shield for every fight. Spells you want to cast regularly should be in wands, while spell slots are reserved for once-in-a-while spells (like magic missile on the heavily damaged guy trying to retreat, Feather Fall, etc.). That's why I abandoned my Shocking Grasp + Greater Grapple build.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm sure someone more ambitious than me could count all the references to fellow Pathfinders in scenarios, then count all the Pathfinders that make repeat appearances, and do some statistical number-crunching to make an estimate of how big the population size is.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Gwen Smith wrote:

(If you're starting at level 4 or higher, feel free to skip this post.)

With your current build, you're starting out at -8 to hit until 3rd level. Unless you're starting at 3rd of 4th level, that is going to just cripple your character. Even if you use Martial Flexibility to pick up Precise Shot, you're still going to be hurting at -4 until 4th level.

If you can afford the level dip, consider taking your first level as Fighter (pretty much any archetype that doesn't trade the bonus feat--I like Lore Warden for dex-based characters), Zen Archer Monk, or Divine Hunter Paladin. Those give you automatic proficiency and Precise Shot at 1st level (for fighter and monk, you have to take it as your bonus feat). Fighter and Paladin both give you all martial weapons, so if you find something useful along the way, you can actually use it.

Ranged characters are really not effective until they have Precise Shot. It sucks, but it's true. With your particular build, once you have Precise Shot, you have a lot more freedom with your martial flexibility, which should make ability much more useful to you.

I should be starting at level 2. But keep in mind that the FCB reduces the non-proficiency penalty, so at level 2, I'll only be taking a -2. With divine favor running for +2/+2, that gives me a +5 attack bonus for 1d8+2 damage. Not great, but not that terrible. I can boost it by using a crossbow until level 3 to dodge that penalty, at which I can go straight to the +1 longbow.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

claudekennilol wrote:
RainyDayNinja wrote:
I've played alongside a Tiefling alchemist/barbarian/fighter?/master chemyst, and she's insane. Bite/claw/claw/gore/tentacle with a holy amulet of mighty fists will chew through most bad guys like a wood chipper. And alchemists have a great set of medium- and long-duration buffs (heroism, barkskin, and false life, plus the mutagen), and they can use a wand of shield if they want to.
I wouldn't even know how to start with a build this complicated..

Two levels of barbarian let you pick up the lesser fiend totem rage power, which gives you a gore attack when you rage. There's an alchemist discovery that gives you a tentacle you can attack with. That's really all you need (since you already have the claw/claw/bite, you don't need the feral mutagen discovery).

I'm not sure what the fighter level was for. Probably just for heavy armor. You could make a simpler version just fine.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Imbicatus wrote:
Alexander Augunas wrote:
RainyDayNinja wrote:
Imbicatus wrote:

Since you are using the FCB for proficiency, why not go with a repeating heavy crossbow? The increased damage die will make up for the lack of str bonus from being kitsune, and I prefer a 19-20 crit range to a /x3.

I could, but once I start using Rapid Shot, I'll have to stop to reload the cartridge, costing me entire turns. Plus, there's something to be said for the aesthetics of both of us using longbows.
Not if you budget Crossbow Mastery into your feat selections.
Or if you cast Abundant Ammunition on the ammo case.

Eh, that means I've got two rounds of buffing (divine favor and abundant ammunition) before I can even take a shot. Not really worth it, I don't think.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've played alongside a Tiefling alchemist/barbarian/fighter?/master chemyst, and she's insane. Bite/claw/claw/gore/tentacle with a holy amulet of mighty fists will chew through most bad guys like a wood chipper. And alchemists have a great set of medium- and long-duration buffs (heroism, barkskin, and false life, plus the mutagen), and they can use a wand of shield if they want to.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Imbicatus wrote:

Since you are using the FCB for proficiency, why not go with a repeating heavy crossbow? The increased damage die will make up for the lack of str bonus from being kitsune, and I prefer a 19-20 crit range to a /x3.

I could, but once I start using Rapid Shot, I'll have to stop to reload the cartridge, costing me entire turns. Plus, there's something to be said for the aesthetics of both of us using longbows.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Bump.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.

Ninja/Sorcerer/Arcane Trickster could work. You can use a ninja trick to vanish as a swift action, and you have good stat synergy with your Charisma (but wizard would get your level 2 spells faster).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Matrix Dragon wrote:

I'm assuing that the 4th level longbow proficency is coming from the oracle favored class bonus? Plus you can get the feats that you're missing on a temporary basis via martial flexibility...

This is actually a pretty well thought out build, and I'm going to have to think about running one of these at some point.

The only suggestion I can think of is if possible you may want to see if you can somehow get your strength up to a 14. It will help a lot with composite longbows. If you do that, you could also substitute the lame curse for the legalistic curse. Legalistic fits kitsune pretty well if you are into the old japanese lore about them.

If you aren't concerned about an additional 2 points of damage, then your current build should work pretty well.

Yes, the proficiency comes from the FCB. I'll be using a crossbow until level 3 or 4.

Kitsune have that Str penalty, so I'm not getting Strength to 14, but I could push it up to 12 if I trim off my other stats. I can probably drop Wis down to 10 and Cha to 15 (giving me 12/17/13/12/10/15). Assuming I get a +2 headband before level 6, that lets me put my +1 at 8th level into Cha, just in time to get a bonus 4th level spell. I'll probably upgrade my Dex belt to +2 Dex/Str eventually instead of +4 Dex, which will get my damage just a little bit higher.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

2 people marked this as a favorite.
Finlanderboy wrote:

Orc bloodline is pretty awesome.

Darkivision is huge.

Yeah, darkvision. That's, uh, totally why I picked the Orc bloodline, guys...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm trying to develop a character build to go alongside my fiancee, and I wanted to get it down on (virtual) paper. We'll both be playing Kitsune archers, and hers will be a Hooded Champion/Trapper. Here's an oracle that I'm considering playing with her:

Kitsune oracle (Warsighted, Wood mystery, lame curse)
10/17/12/12/12/16
Traits: Fate's Favored, Reactionary
FCB: -1 non-proficiency penalty (longbow)/hp

1: Point-Blank Shot, martial flexibility
2:
3: Precise Shot, wood bond
4: MWP (longbow), +1 Dex
5: Rapid Shot
6:
7: Deadly Aim, martial flexibility (2 feats)

...and so on and so forth, picking up the various archery feats.

Martial flexibility from the Warsighted archetype helps make up for the lack of bonus feats, and Wood Bond and divine favor make up for low BAB and Strength.

Any thoughts or suggestions? Are there any good group buffs before prayer that I can use to help out my fiancee's archer?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Fruian Thistlefoot wrote:
Have you seen the fighter archetype that does mix them? Decent stuff

Sadly, I don't think it's PFS legal.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If you really want to go crazy with reach, you should invest in a wand of long arm (a new spell from the ACG) to boost your reach by 5 feet. There's also the Aberrant bloodline for the bloodrager, which boosts reach by 5 feet while raging (although it doesn't start until level 4).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Alexander Augunas wrote:
Note that in your example, your favored enemy bonus at 5th level is only +2. You traded away favored enemy 1 at first level, so you're only just getting favored enemy 1 at 5th level.

Hooded Champion doesn't stack with Divine Tracker.

And that's not how I read the archetype replacement. It says it replaces the favored enemy gained at level 1, but doesn't say anything about delaying the increases at level 5 and later.

I'm not too worried about a lack of melee. That doesn't happen much in PFS, and if it did, that just means we have a lot of ranged damage and support instead.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

AndIMustMask wrote:

@rainydayninja: i'm surprised you didnt go for bull rush/trip/vicious stomp for maximum AoOspam

also, you could replace iron will with steadfast personality for a better will bonus (unless youre grabbing that with a bloodline bonus feat, in which case carry on)

Vicious Stomp requires IUS, so that's another 2-feat investment or a level dip. Maybe not a bad idea for higher levels.

And yes, Iron Will is a bloodline bonus feat, so I can't switch to Steadfast Personality. The Charisma bonus is so small on this guy anyway, it wouldn't be better until at least level 10.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Seranov's got it. 0-HD races don't get martial weapon proficiency.

Even if they did, you wouldn't have a spellcasting class to advance, so you'd be strictly worse than a Fighter.

You could, however, take a single level in Magus and go into Eldritch Knight at level 2, but it's not recommended. Or if you don't want to be an Aasimar, you could take a level in Wizard with the Divination (Scryer) specialty for the 3rd-level SLA.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

OK, here's what I'm leaning toward right now for the two of us:

His:
Kitsune Ranger (Hooded Champion, Skirmisher)
12/17/12/12/12/14
Traits: Dangerously Curious, Reactionary
1: Point Blank Shot, panache
2: Precise Shot
3: Deadly Aim, favored terrain
4: hunter's bond (not the animal companion)
5: Rapid Shot, hunter trick (sudden shift), favored enemy (humanoid [human]) +4

Hers:
Kitsune Ranger (Hooded Champion, Trapper)
12/17/12/12/12/14
Traits: Reactionary, ???
1: Point Blank Shot, panache
2: Precise Shot
3: Deadly Aim, favored terrain
4: hunter's bond (not the animal companion)
5: Rapid Shot, ranger traps, favored enemy (outsider [evil]) +4

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

'Sani wrote:
Dylos wrote:
It is indeed but keep in mind that the archetype doesn't change challenge so you do not get a bonus to ranged damage on a challenge.
Unless you take the order that gives it.

Which one is that? I couldn't find one.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Here's a starting point for you:

Human Spellscar Drifter/Mysterious Stranger
10/16/13/10/10/17

SD1: Gunsmithing, Amateur Gunslinger (deadeye deed), Point-Blank Shot, Precise Shot
SD2:
SD3: Rapid Reload, Deadly Aim, quick clear deed
MS1: Amateur Gunslinger->Extra Grit, +1 Cha, focused aim deed

So at level 4, you're attacking at +6 for 1d8+5 (you'll want to stay away from a two-handed gun as your main weapon, since you can't pick up the deed that lets you reload it as a one-handed weapon), before including Point-Blank Shot. You'll also have 6 grit points to spend on adding Charisma to damage from your dip into Mysterious Stranger.

After that, you can pick up Rapid Shot at level 5, and continue on with whatever ranged combat and grit feats you want.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

There's a lot of good stuff, but I think you value Blood Conduit too low. The big draw there is being able to pick up Improved Trip, Reposition, or Grapple without the prereqs.

If you're looking for sample builds to include, I recently put this together to abuse long reach on the Aberrant bloodline.

Mr. Tickle
Half-Elf Bloodrager (Aberrant bloodline, Blood Conduit)
18/15/14/8/8/12
FCB: +1 rage or skill
Traits: Accelerated Drinker, Elven Reflexes
Alt Racial Traits: Dual-Minded

BR1: Power Attack, staggering strike
BR2:
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Dex, Eschew Materials
BR5: Improved Bull Rush, spell conduit
BR6: Improved Trip
BR7: Quick Bull Rush, DR 1/-
BR8: aberrant fortitude, +1 Con
BR9: Greater Bull Rush, Iron Will
BR10: DR 2/-
BR11: Raging Vitality, greater rage

In the opening round, he uses Accelerated Drinker to drink an enlarge person potion, then a spring-loaded wrist sheath with a wand of long arm, and go into rage. That gives him 20 feet of reach even without a reach weapon, and Combat Reflexes for 3 AoOs. Improved Trip keeps people away, and Improved/Quick Bull Rush pushes them back to make them go through the kill zone again.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Another idea: Spellscar Drifter 3/Mysterious Stranger 1/Fighter

Get the Quick Clear deed from Spellscar Drifter, then get Cha to damage from the dip into Mysterious Stranger, then Fighter for the bonus feats.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

This isn't exactly a proud moment, but my inquisitor of Norgorber kind of forgot to put away his holy symbol when he went to confront the angry mob in Scars of the Third Crusade. Turns out it's really hard to convince townsfolk you're not a murderer when you're wearing one of those things.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

DocShock wrote:

Kitsune have great stats for a Paladin, specifically the Divine Hunter archetype. You get Precise shot for free at level 1, and your smite evil applies to every arrow you fire, including with rapid shot (I think). I know the shapeshifting thing isn't completely in line with a Lawful Good Character, but that might make it fun to play.

I have a Halfling version of this character that bought a combat trained pony to let her make full round attacks and still move 40' per turn. She's a lot of fun.

I can't believe I didn't think of doing a Divine Hunter! But they are starved for skills, and the code of conduct can be nigh-impossible to follow in some PFS scenarios, so I'm leaning away from it.

Right now, I think we may both do Hooded Champions, and I might add the Infiltrator and/or Trapper archetypes on top of that.

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Oh wow. I hadn't seen the Hooded Champion archetype. That might be good for my fiancee, although I'm not sure how well she'd do at managing a panache pool. Thanks!

I actually already have a Ninja that I didn't like very well, and I'm not hopeful about trying to get sneak attacks with ranged attacks. And I'm too scared of misfires to do a Mysterious Stranger.

I guess the major issue is that I'm looking for a build where the things I gain as a Kitsune (bonus to Charisma, access to Arcane Strike through his racial SLA) at least come close to making up for what he loses by not being human (bonus feat for a feat-starved build, bonus skill points).

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Gearbreaker doesn't seem worth it for as rarely as I'd encounter constructs with hardness, even in Season 6. Rolling Dodge could be good to protect against ranged attacks, and Spirit Totem could help with that too.

What about the other build ideas I listed? Any suggestions or opinions on those?

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Jiggy wrote:
Oh, also, you're a copycat for making a kitsune duo with your lady.

Hey, she's the one who wants to do it.

You know there is that Savage Technologist barbarian archetype now, which does a Str+Dex rage. Are there any rage powers that would help an archer, besides basic defensive stuff?

Reckless Abandon seems especially good, since he won't be in melee.

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Jiggy wrote:
Bloodrager with an adaptive bow.

Hmm. Are there any bloodlines that would be especially helpful to an archer?

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Imbicatus wrote:

-Warpriest

Pros: Blessings allow interesting options. Air gices you point blank master and unlimited range. Sacred weapon damage gives a nice boost. Bonus feats are always good.
Cons: Poor Skills, poor stat synergy

-Inquisitor
Pros: Good Skills, Good Nova capability, Full pet with the right archetype
Cons: No access to Improved Precise Shot, poort stat synergy

-Zen Archer
Pros: More feats than you need, freeing you to take magical tail feats or other things for flavor.
Cons: poor stat synergy

Bolt Ace gunslinger
Pros: Dex to Damage, flavor
Cons: The archetype has some editing flaws that make it less than ideal for PFS.

For the Warpriest, I think the skills are the big thing keeping me away. I don't think I'd want fewer than 4 skills/level total.

Inquisitor is OK, but I just started a melee inquisitor. Zen Archer just seems a little bland.

What are the issues with Bolt Ace? I looked over it, but nothing jumped out at me.

And I would like to use my Charisma bonus for something besides social skills.

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