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I'm creating a crossbow-focused Inquisitor with the Reaper of Secrets archetype. The Reaper of Secrets grants a class feature called Mind-Game Tactics (replacing Solo Tactics) which essentially allows you to treat foes as if they have Teamwork feats you possess...

...this seems like it should open up all kinds of shenanigans...

However, with many Teamwork feats the result of doing so is nonsensical or offers no advantage whatsoever. For example, most Teamwork feats stipulate "when adjacent to an ally"...which when combined with Mind-Game Tactics can be translated to "when adjacent to a foe"...but an archer wants to avoid being adjacent to enemies as much as possible!

Which Teamwork feats work well with Mind-Game Tactics and a ranged Inquisitor? Thanks for your insights!

Quote:

Mind-Game Tactics (Su): At 3rd level, a reaper of secrets can read other creatures so well she can use their reactions to gain a tactical advantage. She treats any creature targeted by her soul-piercing gaze as if it were her ally and possessed the same teamwork feats as she does for the purposes of positioning and threatening when she determines whether she receives a benefit from her teamwork feats. She cannot use this ability to benefit from any teamwork feats that require particular actions from allies, such as Swap Places.

For example, a reaper of secrets with the Precise Strike feat gains the bonus from that feat if she and the target of her soul-piercing gaze occupy flanking positions relative to the creature she attacks.

This ability replaces Solo Tactics.


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Long time D&Der here, but first time really delving into Pathfinder. I'm looking at joining a Pathfinder game in a homebrew "Witcher-esque" setting (all official Paizo content allowed) with the following non-optimized 7th-level party:

  • Alchemist (Construct Rider) + Bloodrager (Urban) + Swashbuckler (Mouser) = I have no idea!
  • Bloodrager = tank
  • Investigator = skill monkey/face
  • Sorcerer = blaster/mage

They definitely could use a PC fulfilling the "support/healer" role from conversations with the other players. That's a role I can enjoy, but I want to put a twist on it...a "Littlefinger" type character but with a heart of gold serving as a "Master of Ravens" in the PC's organization, a "thief who now works for the church/state" sort of vibe.

How does my build below look? LG Human Bard (Brazen Deceiver) 4 + Ranger (Urban Ranger & Divine Marksman) 3 + Oracle (Streets) secondary class.

I *think* this makes a competent if slightly under-powered character who can serve as another "rogue type" (face / trap-disarmer / skill monkey), a healer/support, and a ranged combatant. But this is my first time really digging into Pathfinder, so if something looks off or there's a better option, please let me know!

Still have a 1st-level feat. Would love a "gritty contacts/network of informants" type feat! Any suggestions?

Also still have ~4,000 gp to spend. Any suggestions?

Thanks! :)

CHARACTER BUILDING

CL 1 -- Bard (Brazen Deceiver) 1
-- traits (Canter, Exchange Agent)
-- human ability score (+2 Charisma)
-- human bonus feat (Iron Will)
-- 1st-level feat (?)
-- Bardic Performance (deceptive tale, fascinate, inspire courage +1), Cantrips, Shameless Scoundrel, Uncanny Dodge*
-- Spells Known (0th: daze, message, sift, unwitting ally; 1st: charm person, heightened awareness, saving finale)
-- Oracle Mystery (add Bluff, Knowledge (local), Perception, and Stealth to list of class skills)
-- Oracle Curse (Powerless Prophecy*)
-- favored class (+1 skill rank)

CL 2 -- Ranger 1 (Urban Ranger & Divine Marksman)
-- Oracle Mystery (add "disguise self" to spells known)
-- Bullseye Shot, Favored Enemy (human), Urban Ranger

CL 3 -- Ranger 2
-- Combat Style Feat: Crossbow (Focused Shot)
-- Secondary Class Feature: Oracle Revelation (Eyes of the Streets)

CL 4 -- Ranger 3
-- Oracle Mystery (add "detect thoughts" to spells known...but only gain access to it once reaching 4th-level Bard)
-- Favored Community (<CITY NAME>), Trapfinding
-- ability score boost (+1 Intelligence)

CL 5 -- Bard 2
-- 5th-level feat (Deadly Aim)
-- Spells Known (0th: detect magic, bleed, touch of fatigue; 1st: cure light wounds)
-- Blatant Subtlety, Invoke the Blood
-- favored class (+1 skill rank)

CL 6 -- Bard 3
-- Bardic Performance (inspire competence +2)
-- Spells Known (0th: read magic; 1st: summon minor monster)
-- favored class (+1 skill rank)

CL 7 -- Bard 4
-- Spells Known (2nd: animal messenger, calm emotions, steal voice)
-- Secondary Class Feature: Oracle Orison ("stabilize")
-- favored class (bonus known spell: "calm emotions")

ACTUAL CHARACTER

Dietrich Kraust the Thieftaker
LG Human Bard (Brazen Deceiver) 4, Ranger (Urban Ranger & Divine Marksman) 3, with Oracle (Streets) secondary class
Str 10, Dex 13, Con 12, Int 14, Wis 12, Cha 16
HP 45; AC 17 (mithral shirt +1, ring of protection +1); Fort +6, Ref +9, Will +8 (cloak of protection +1, Iron Will)

Feats: ? (1st-level feat?), Iron Will (human bonus feat), Spellsong (Blatant Subtlety bonus feat), Bullseye Shot (Divine Marksman bonus feat), Focused Shot (Ranger Combat Style feat), Deadly Aim (5th-level feat)

Skills: Appraise +6, Bluff +13, Diplomacy +10, Disable Device +10, Disguise +13, Escape Artist +5, Handle Animal +10, Heal +5, Intimidate +10, Knowledge (Arcana) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nature) +6, Knowledge (Nobility) +6, Linguistics +7, Perception +8, Perform (Oratory) +11, Ride +5, Sense Motive +9, Sleight of Hand +7, Spellcraft +6, Stealth +8, Survival +6, Use Magic Device +7

Spells:
0th: bleed, daze, detect magic, message, read magic, sift, stabilize, touch of fatigue, unwitting ally
1st: charm person, cure light wounds, disguise self, heightened awareness, saving finale, summon minor monster (celestial ravens)
2nd: animal messenger, calm emotions, detect thoughts, steal voice

Magic Items & Equipment (11,273 gp spent out of 16,105 gp allowed):
light crossbow +1 = 2,335 gp
longsword +1 = 2,315 gp
mithral shirt +1 = 2,100 gp
ring of protection +1 = 2,000 gp
cloak of resistance +1 = 1,000 gp
10 durable adamantine bolts = 610 gp
potion of cure moderate wounds = 300 gp
sleeves of many garments = 200 gp
scroll of blood biography (2nd-level bard)= 200 gp
masterwork thieves' tools =100 gp
rookery of 24 messenger ravens = 48 gp
scroll of comprehend languages (1st-level bard) 25 gp
scroll of share language (1st-level bard) = 25 gp
falconry gauntlet = 10 gp
spell component pouch = 5 gp

Backstory:

CHILDHOOD: Dietrich Kraust worked his way up from below, the indolent son of a traveling coffin-maker and a blind heretic. To do his part providing for his family, the boy turned to thieving – con-artists pretending to be priests, potion-peddlers, traveling ascetics, and drunken mages among his favored targets. Only his extraordinary charisma saved him from lashing; indeed on several occasions Dietrich managed to befriend (or at least beguile) those he'd stolen from...

BARDIC APPRENTICESHIP (Bard 1): One mage, a canny enchanter and practiced con named ELAVREA was impressed by Dietrich's gift-of-gab, and took him under her wing. An unhealthy romance formed between them as Dietrich learned the bardic arts and rudiments of magic, while ELAVREA used him toward her own unscrupulous ends. Despite ELAVREA'S attempts, Dietrich proved ethically incorruptible, and so it was that he was sent on a final mission to prove himself – he had to steal the Wanton Eye from the Statue of <INSERT DEITY NAME> in the temple. However, he was caught by the temple guards! ELAVREA got away with the Wanton Eye, and Dietrich would not give her away. A grim fate awaited the thief, surely...

DIVINE INTERVENTION (Oracle secondary class): VOUND the high priest of <INSERT DEITY NAME>, had a premonition as Dietrich awaited execution, and ordered the young man brought to the Pit of Sacred Fumes. There, Dietrich's eyes became permanently clouded and an unfathomable presence touched his mind, filling him with visions of ravens over a battlefield. Unhappy with this divine sign, but not willing to risk angering his deity, the high priest VOUND had Dietrich sent into exile...

THE WORG CORPS (Ranger 3): Sentenced to compulsory military service in defense of <INSERT CITY NAME>, Dietrich found himself in a mercenary scouting band known as the WORG CORPS. Misfits and criminals sent behind enemy lines, backstabbing was common place among the WORG CORPS and not a night went by without a dagger close to Dietrich's bedroll. Though trained as an arbalister, his knack for bolstering the spirits of his brethren (and his tendency to freeze in battle) earned him a place as camp medic. His closest companion during those long nights was an unusually clever piebald raven who Dietrich trained and named QUASSIR after a fallen brother-in-arms. Despite the wickedness of many of the men he served alongside, Dietrich remained the moral compass for the few men of honor. The WORG CORPS was pitted against the <INSERT EVIL ORGANIZATION>, but their corrupt natures won out and half the Worg Corps betrayed their brothers-in-arms, making an alliance with the <INSERT EVIL ORGANIZATION>. Dietrich and a handful of brothers (most now leading scarred lives in hiding) were the only ones to survive the massacre...

MASTER OF RAVENS (Bard 4): Returning to <INSERT CITY NAME> with no little acclaim and no little notoriety, Dietrich found a placement as Master of Ravens at <INSERT ROYAL FAMILY CASTLE>. While Dietrich was close to the royals, they could keep an eye on him and exploit his growing knowledge of the city's temples, paramilitaries, criminal underworld, and merchant houses. After an unfortunate incident with <INSERT SPOILED PRINCESS NAME>'s necklace, his favored raven QUASSIR flew off to avoid the pie pot...but is sure to show up again (intended animal companion at Ranger 4th-level). Dietrich relies on a rookery of dozens of messenger ravens which deliver information among his scattered contacts and keep him apprised of many secret dealings...