Steel Predator

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The Enforcer feat works well with intimidate, but the down side is you need to us non-lethal damage for it. Maybe if you went with a two weapon fighter and one of the weapons being non-lethal.


I guess I am kinda stuck on the black-blooded Oracle part. I was hoping there might be some racial or other ability that could effect my eye sight in some way, but somehow make up for it though some other explanation so I am not a hindrance in a group.


I am envisioning trying to make a blind character who will wear a cloth or something over his eyes. I don't want to make him completely inept. I would like to give him some sort of ability to see through a pet or possible something like Neo in the matrix where he could still see somewhat even through the bandages over his eyes.

I was leaning toward a casting class to help make up for the fact that I cannot see the world like a normal person, and therefore I don't think I would want to move around in combat as much, however that is not a deal breaker.

So I am really looking for classes and feat/trait combos to help make something like this work. So far I have started with a black-blooded Oracle with the Mystery of bones which is what got me thinking about the whole blind thing. Kinda like a tormented soul being punished for something he did while alive and now he is being punished for it by not being able to completely travel to the after-world and being stuck trying to fix/pay for the wrong he did while he was alive.

Also, please note this is for a Path Finder Society, so please keep it to the legal items available in the PFS.


This is a build James Maissen gave me and I am enjoying it. You don't need to go with the magus build at the end and could multiclass into other areas depending on your play style.
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James Maissen wrote:


Here's the idea of one I posted a few months back, but it's not a pure magus build.. but c'est la vie:

I stated out a 1/2orc with this mix:
Fighter (lorewarden) 3/ Magus (hexcrafter) 9

Using the racial alternative to make whip (and net) proficient.

Feats: WF: Whip (F1), Enforcer, Combat Exp(LW2), Improved Trip (F2), Whip master, intimidating prowess, Greater Trip, Improved Whip master(M5), combat reflexes and butterfly sting.

Arcana: Wand wielder, hex, maneuver mastery (trip)
Hexes: Flight and Evil Eye

Traits: blade of mercy (for non-lethal with any slashing weapon and +1 damage on non-lethal), and whatever.

Eventually you'll get a +2 dueling whip, likely you will get the variant whip that you can make out of adamantine so you can sunder when you wish to.

After level 12 (if you continue the PC into specials/mods) go for maneuver master monk picking up more maneuvers.

I went with 1/2 orc as it can pick up the whip as a racial and it gets bonuses to intimidate as well as darkvision and can boost STR.. all in all a winner.

Starting stats:
STR 19
INT 14
WIS 07
DEX 14
CON 14
CHA 07

Bumps to STR.

If you want to do a DEX based version then you'll want weapon finesse and fury's fall, so you can dump Enforcer & Intimidating Prowess for it. But personally I like the status effects piling on..

-James


I am curious if you ever figured out a build for this concept, it sounds like it would be a fun try.

The black blooded Oracle with the bone mystery seems like a good start for this one.

Anyone have any recommendations for feats with this combo?

So far with Raise the dead and selecting negative energy you can then heal your skeleton pet and yourself with it.


Ezekiel, Thanks for the info.

Sven,

I looked in the Ultimate Combat, Ultimate Magic, Core Rulebook, Advanced Players Guide, and Hero Lab and couldn't find it any any of those. I like to make sure I have the source material for the characters I build which is why I asked where to find it.


I am using Hero Labs and I have just about everything for it, but I don't see Loremaster under the Fighter Archtypes. Where do you find that at?

Also, I could not find agile whip. I did find agile maneuvers which looked interesting, but not agile whip. Where can I find that also?


All of the above advice is great stuff. One tool I would offer it to let him know that there can be repercussions for his actions. I would tell him this as he is about to start doing this but before he actually does it, and I would say it in front of the group. If he asks for an example you can site some of the ones above, like a relative seeking revenge, the law could come after you, he could build a rep and many NPC's could act differently toward him or not talk to him completely. The choice would be yours to make later if he continues it.

I played in a werewolf game and we were werewolves going after some other werewolves. We never used silver bullets, but sense they worked so much better we started talking about maybe using them. Our GM didn't want silver in his game, so he let us know that he preferred to keep silver out of the game or at least more of a rare thing, and that if we continued to use it then NPCs might start packing silver to use against us. Knowing that there could be bad things that would happen to us and that the GM didn't want it to be in the game, it was an easy choice for us to not use it and we all still had a good time.


Wow, I finally figured out what I was doing wrong. I was using Hero Lab, and I didn't select my Kensai special abilities to give me proficiency with the whip.

So now I am not forced to be a Half-Elf and I can select a difference race. I think Human for the extra feat would be best depending on which feats I can select.

Thanks so much, I am going to have to rework this build now.

Any thoughts about my ability selection. I see a lot of people choose 13 str, but I don't think I will be doing power attack ( I assume it's for that). Although I am wondering if I should try to up my Int.


I chose half elf to get the Alternate racial trait (Ancestral Arms - whip), which gives me the ability to use the whip. This is added in place of Adaptability. Then the weapon focus from Kensai is just giving me a +1 in whip (prerequisite: Proficiency with weapon and BAB +1)

Without doing it that way I was having a hard time getting the whip proficiency at level 1.


I have been looking around a lot for whip magus builds and a lot of the ones I have seen people are taking feats at level 1 which have a required +1 BAB. I am making this for PFS, so I cannot use any house rules on building this. I know a lot of people have been trying to make this work. Does anyone have a good build for a whip based magus? If not feel free to help with what I have started below. So far the only way to get a whip proficiency at level 1 is to use the Kensai, so let me know what you think.

Here is what I have so far:

Elf Kensai Magus
Alternate racial trait (Whip) - I lose Adaptability for this

Str 10
Dex 18 (16+2)
Con 14
Int 15
Wis 8
Cha 10

Traits (I am open to change here)
Magical lineage (shocking grasp)
Social trait (something that gives me diplomacy or sense motive)

Feats
1 Weapon Finesse
Kensai Ft: Weapon Focus (Whip)
3 Whip Mastery
5 ???

My main goal is to have a reach based weapon. I would like to be threatening with it. With my low damage in this class if I could try to use the whip to trip or disarm I think I might try to focus on that.

Also, as I mentioned this is for society play, so it will never be leveled past 12.

Any help is greatly appreciated.


Thanks Robert


I am using Hero Labs, and it automatically includes it in your weight.

Unless there is a way to have it not be included in your weight?


I am playing in PFS organized play and I need an item to help reduce the weight of my money. What are some good items?


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I think we all just wish Cackle included Slumber.


So I have updated my build some now and here is how it looks so far.

Human
Stats (20 Point Buy): Str 8, Dex 14, Con 14, Int 20 (Human Bonus), Wis 9, Cha 7

Feats/Hexes
H Extra Hex: Cackle
1 Extra Hex: misfortune
1 Hex: Evil Eye
2 Accursed Hex
3 (not sure yet)
4 Slumber
5 (not sure yet)

Familiar: Compsognathus
Patron: Time

Question: If I want to use a mount, do I need ride or Handle Animal?


Actually here is my build so you can see what I have so far.
STR 8
DEX 14
CON 14
INT 18
WIS 10
CHA 12

Human
feats Extra hex, Extra hex
Hexes = Misfortune, Cackle, Slumber, Level 2 is evil eye or slumber depending on which one I take at level one.

I haven't chosen any traits yet, any recommendations on some good ones for a witch?

I see the Evil eye hex being recommended a lot, I was thinking of maybe delaying the Slumber to level 2 and getting evil eye in it's place, then loading up on the sleep spells while level one.


Doh, I thought I hid that one so other could not see it.


Actually here is my build so you can see what I have so far.
STR 8
DEX 14
CON 14
INT 18
WIS 10
CHA 12

Human
feats Extra hex, Extra hex
Hexes = Misfortune, Cackle, Slumber, Level 2 I am thinking Healing maybe?

I haven't chosen any traits yet, any recommendations on some good ones for a witch?


So I am making my first caster ever and I decided on a witch. I am curious about people's thoughts on which witch patrons people recommend. This is for PFS play, so please keep that in mind when responding.

Also, one other quick question I had was about the hexes. Do I get to cast those as many times as I want? I saw the healing had a limit of one per character for every 24 hours, but I didn't see anything else being limited.


I know I am going to feel stupid as soon as someone answers this, but what the heck does "gish" mean? I see it all over and I just can't figure it out.


Is there a way to make something that can have a reach so you threaten a 10' radius instead of 5'? If this could be combined with a magus for the spells it seems like it would be a nice concept. Also, on reach weapons, is there a disadvantage if they are 5' away instead of 10'? I just want to make sure as I try to build this I am not trying to switch weapons every time someone moves from 5' to 10' or visa versa.

Edit: The difference here is I am not trying to push the touch attack now as that doesn't seem to be a very likely option in PFS.


I was thinking it had something to do with whips, but maybe I misunderstood.


I am new to gaming and this is all new to me. I have recently started playing in PFS events and I want to build a magus. I heard as I was leaving that there is a magus build that has a reach weapon, (or maybe the reach effect was through a feat?) but it had a reach attack and it was somehow avoiding their AC and making touch attacks while doing this. I don't have a clue what weapon, stats, feats, or archetype to use.

I have noticed that you all are very helpful on here. Could you please help me create this type of magus please. Ability stats, feats, and any other information you can give me will be greatly appreciated.


vermura wrote:

If you take ride skill and have a mount, you can do the following:

Your mount moves up to its normal movement speed. Although your mount has moved, you may still full attack using your bow with no penalty to hit.

Thus, even if your in heavy armor, you can move and shoot using your mounts speed - requiring only a DC 5 ride check (to control the mount while using a 2-handed weapon) to do it.

Awesome idea. Thanks a lot for this. I was not thinking of going mounted at all, but I had no idea you could get such a great benefit for such little.

Thanks for all of the other responses. As I said I am new and this has all been such a big help. I am making this character for organized play, so the odds of him getting past level 7 or higher are slim, but hopefully with this build I think I will have a good chance.


I am building a human archer with a fighter base and I was curious of any reasons why I wouldn't want to wear heavy armor sense I am proficient in it with my fighter base already. I understand it will hurt me on some skill checks such as climbing, swimming, ect but being a ranged damage dealer are there any other "cons" to wearing heavy armor? I am a new player, so I am just learning the rules.