Axe Lord

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Grand Lodge

William Ronald wrote:

Pathfinder Society returns to Lightspeed Hobbies in Portage, Indiana at 5 PM Central on Saturday, February 20, 2016.

We will have the following scenarios:

Delirium's Tangle, 1-45, for characters of levels 1-5.
In Wrath's Shadow, 4-02, for characters of levels 3-7.

Additionally, we will have We Be Goblins Too! Players will have pregenerated 3rd level goblin characters in an event that gives credit to a regular player character.

Additionally, we are working on the schedule for Arcticon, March 5. 2015 from 8 AM to 11 PM at Valparaiso University, Valparaiso, Indiana. We hope to add more events, but this is what is currently planned.

Slot 1 - 8 AM - Noon.
The Consortium Compact (Tier 1-2)
School of Spirits (Tier 1-5)
The Twisted Circle (Tier 1-5)

Slot 2 - 1 PM to 5 PM
Between the Lines (Tier 1-5)
Trouble in Tamran (Tier 1-5)
Faithless and Forgotten: Let Bygones Be (Tier 1-5)

Slot 3 - 6 PM to 10:00 PM (up to 11 PM)
The Deep Market Deception (Tier 3-7)
Six Seconds Till Midnight (Tier 3-7)

Can you preregister for these slots or do you do so when you show up? I looked for a sign-up on the website and warhorn, but didn't find anything. Thanks.

Grand Lodge

Thanks to everyone for a great con experience! Family Time Games is a great location and I enjoyed the smaller size of this convention. Getting to play through Wormwood Mutiny in one day was tiring but a lot of fun. Most of the GMs seemed well-prepared which is always appreciated. My one small regret was having to roll for player boons. I played 5 slots and didn't win any :( I like how Gen Con gives out a token for each game and then let's you turn two or three in for boons/other prizes. Still, a fun experience and I hope to return next year. Thanks again!

Grand Lodge

I'm in the process of building a Skald as well! He's seeking to form the greatest band in the world to liberate people with his music.

I have a few questions for you:

First, are you wanting to fight primarily with a two-handed weapon or a sword and shield? If the former, I would opt for Power Attack over Arcane Strike. If the latter, I would lean towards Arcane Strike and then Riving Strike to put even more pressure on enemies and provide a nice debuff for your spellcasters to take advantage of. I'm starting out with a two-handed weapon and will see if I can survive. If I switch to shield, I'll use a buckler so I can still cast and hold a weapon.

Second, are you planning on giving your party Greater Beast Totem through your raging song? Looks like you are making the choice of giving your party claws, natural armor, and the pounce ability over saves against spells, extra damage against casters, and melee abilities to dispel magic. Either are potent, but I would go the first route if you have more melee types and the second route if you have more spellcasters.

Third, are you set on being human? If so, that's great. If not and you can pick up a cohort, then I would race to the feat Amplified Rage.

I'll add that a cheaper form of Lingering Performance exists in the trait Community-Minded. May not fit your background, but it looks super helpful. I'm also not sold on Improved Initiative in this build. Going first is wonderful, but isn't a must for this build. Perhaps your cleric can go first, cast a buff, and then accept your song. If you want a boost to initiative, I would second the suggestion of Fated Champion.

Keep us posted how your build works out and for those about to rock, we salute you!

Grand Lodge

@ Secret Wizard: The shield route seems legitimate. If I did take up a shield instead, I would probably grab Riving Strike over Power Attack. The other casters would love me and not feel so left out of the Inspired Rage :) I would probably opt for a buckler so I can still cast spells with a weapon in my hand.

Undead bloodline looks great, but it's a Bloodrager power. Are those open to Skalds as well?

Grand Lodge

@ Sedoriku: I don't have Occult Adventures and that archetype won't come up on the pfsrd right now. Thanks for the tip though.

@ CBDunkerson: What a wonderful trait! Thanks for pointing that out. I'll also keep the tuned bowstring in mind. I mostly said no bow to fend off any archer suggestions, but I'll have a bow as backup.

@Secret Wizard: I confess that I am an optimizer and get excited about cool combinations. I will say that I don't always use an optimized build; I like to find the limits of what I can do and then take a step back towards normality. I appreciate your current playstyle of just enjoying a straightforward build and I'm tempted to go that route. I'm aiming for a tougher character because the games I play in tend to focus more on combat. I often play characters focused on melee so I want to branch out. The Skald seems like a nice step from melee focus to support and some spellcasting. The goal isn't to make a one-trick pony, seeing as I still have spell casting and social skills. I even have a lot of ideas for roleplaying but haven't brought them up yet.

Say I did go "vanilla" Skald. Is this the kind of build you would recommend?

Str 14
Dex 14
Con 14
Int 10
Wis 10
Cha 14+2: 16

Feats:
Skald's Vigor (1st)
Extra Performance (Bonus)
Endurance (Bonus)
Power Attack (3rd)
Die Hard (5th)
Arcane Strike (7th)
Deathless Initiate (9th)
Greater Skald's Vigor (11th)

Rage Powers:
Lesser Spirit Totem
Guarded Life
Greater Guarded Life

I'm very tempted to take Good For What Ail's You and had out lots of booze before every fight :)

Grand Lodge

Secret Wizard wrote:
croftstr wrote:

@ Secret Wizard: Which feature are you talking about? Making the Skald more sustainable? Reaching a high strength? I'm open to your suggestions.

How about simply going straight Skald? With Skald's Vigor, more spells, rage powers and free feat slots for the likes of Toughness, you should be better off than some abomination that most GMs would deem illegal (the Skald's Vigor + some other class' rage part in particular).

I have a lot of respect for your opinions on the boards so I'm glad that you are providing feedback. However, I could use more concrete examples. I would love to go straight Skald if it seemed like it could last in combat. I'm trying to compensate for the d8 hit die, medium armor, and taking a negative to AC while raging. My solution was to use a tumor familiar to assist with that, while also bumping my damage. I agree that Toughness would help, but it only seems like a start for getting over a low(er) armor class. If you think certain rage powers will help, I'm open to hearing them as well.

You refer to this as an "abomination" but I don't know what you are talking about. Do you have an issue with the tumor familiar in general or with using it to set up amplified rage? You call out a problem with Skald's Vigor and another classes rage ability. However, I am building Skald's Vigor around the Totemic archetype of the Skald. Bumping the fast healing has nothing to do with Bloodrager or the familiar. Thanks.

Grand Lodge

@ Secret Wizard: Which feature are you talking about? Making the Skald more sustainable? Reaching a high strength? I'm open to your suggestions.

@ Deadkitten: I see where you are coming from about the fast healing. I think it's a little unclear how Skald's Vigor should work. I would point out that it refers to your "raging song," not your inspired rage. The same goes for Totemic Skald. In this light, my raging song would be providing a total of +8 bonus (4 from Totemic and 4 from inspired rage). Does that make sense?

Thanks.

Grand Lodge

I'm interested in trying out a Skald for PFS. I want him to rock hard and hit harder (archer builds need not apply). Here are a couple of ideas I have to add to the Skald's power and sustainability.

Half-Orc Bloodrager (Aberrant) 1/Skald (Totemic: Bull) 10

Str 14+2: 16
Dex 14
Con 14
Int 10
Wis 10
Cha 14

Traits:
Does Berserker of the Society work here?
Sacred Tattoo
Fate's Favored

Feats:
Aberrant Tumor (1st)
Amplified Rage (3rd)
Power Attack (5th)
Die for Your Master (7th)
Skald's Vigor (9th)
Greater Skald's Vigor (11th)

The plan is to give my familiar the valet archetype in order to share teamwork feats. My inspired rage should activate amplified rage via the familiar. By 11th lv, my strength score will go: 16 (base) + 8 morale (inspired rage) + 4 enhancement (animal focus: bull) for total 28 str. My con will only trail behind at 22. This doesn't count in any lv adjustments or items. I will likely use a falchion to work with the aberrant bloodline ability and for a possible bloodsong enchantment.

For sustainability, my con will bump up to 22 while using inspired rage. I will also have the benefit of Die for Your Master, allowing me to divide damage between myself and my familiar. Moreover, Greater Skald's Vigor will at least be granting me fast healing 4 from my inspired rage bonus. I would argue that my animal focus ability bumps this up to fast healing 8.

I haven't figured out the two rage powers to take for 6th and 9th lv of Skald. Guarded life seems helpful for more defense, but it doesn't stop me from falling out of rage. Spirit Totem would add some offense and defense.

I still don't have ideas for wildshape yet.

Anything I'm overlooking? Are these the feats and the order you would go in? I'm interested in Raging Vitality instead of Die for Your Master, but I don't think it would help since I need to keep singing to keep raging. I could take Shaman's Apprentice for Endurance and then Die Hard.

Thanks for any suggestions you can make!

Grand Lodge

I'm interested in trying out a Skald for PFS. I want him to rock hard and hit harder (archer builds need not apply). Here are a couple of ideas I have to add to the Skald's power and sustainability.

Half-Orc Bloodrager (Aberrant) 1/Skald (Totemic: Bull) 10

Str 14+2: 16
Dex 14
Con 14
Int 10
Wis 10
Cha 14

Traits:
Does Berserker of the Society work here?
Sacred Tattoo
Fate's Favored

Feats:
Aberrant Tumor (1st)
Amplified Rage (3rd)
Power Attack (5th)
Die for Your Master (7th)
Skald's Vigor (9th)
Greater Skald's Vigor (11th)

The plan is to give my familiar the valet archetype in order to share teamwork feats. My inspired rage should activate amplified rage via the familiar. By 11th lv, my strength score will go: 16 (base) + 8 morale (inspired rage) + 4 enhancement (animal focus: bull) for total 28 str. My con will only trail behind at 22. This doesn't count in any lv adjustments or items. I will likely use a falchion to work with the aberrant bloodline ability and for a possible bloodsong enchantment.

For sustainability, my con will bump up to 22 while using inspired rage. I will also have the benefit of Die for Your Master, allowing me to divide damage between myself and my familiar. Moreover, Greater Skald's Vigor will at least be granting me fast healing 4 from my inspired rage bonus. I would argue that my animal focus ability bumps this up to fast healing 8.

I haven't figured out the two rage powers to take for 6th and 9th lv of Skald. Guarded life seems helpful for more defense, but it doesn't stop me from falling out of rage. Spirit Totem would add some offense and defense.

I still don't have ideas for wildshape yet.

Anything I'm overlooking? Are these the feats and the order you would go in? I'm interested in Raging Vitality instead of Die for Your Master, but I don't think it would help since I need to keep singing to keep raging. I could take Shaman's Apprentice for Endurance and then Die Hard.

Thanks for any suggestions you can make!

Grand Lodge

Ferious Thune wrote:
croftstr, it looks like you're probably reading Fateful Channel from the pfsrd. It's out of Inner Sea Gods, and pfsrd has to replace all of the Golarion specific language when they list it. It is only available to worshippers of Pharasma. Pfsrd can't say Pharasma, because of licensing issues, so they changed it to God of death/graves. Since you're making the character for PFS, you have to stick to the Pharasma worshipper requirement.

My whole life is a lie...serves me right for not owning all the books. Oh well, there are plenty of other feats in the sea.

Grand Lodge

@ avr: Does Anubis not count as a god of death/graves? Seems legitimate to me. Good point about trying to disguise the smell...I suppose I could keep a few bars of soap handy when in a pinch.

@ Mighty Glacier: Good catch on the int dump; I forgot there is a minimum skill point allotment. Str of 12 makes wielding a flail a little more viable, especially with some buffs. Envoy of Balance will boost my positive channeling back up to my caster lv. Derek Dalton is right to point out that a one lv dip is probably all that's needed. With the ambiguity around Undead Master, I'll probably opt for something like Improved Initiative or Quick Channel. If my caster lv becomes an issue, I could also go for Spell Focus and then Spell Specialization for animate dead.

@ Derek Dalton: I'll take your advice about Envoy and opt for a one lv dip. I like the option of Holy Vindicator, but it requires alignment channel and I'm not sure I'll pick that up. Build looks like:

Cleric 10/Envoy of Balance 1

Str 12
Dex 12
Con 14
Int 7
Wis 14
Cha 16+2: 18

Feats:
Selective Channeling (Human)
Command Undead (1st)
Improved Channeling (3rd)
Versatile Channeling (5th)
Fateful Channel (7th)
Quick Channel/Improved Initiative (9th)

This build lets me act as the party's face, function as a summoner, dominate undead encounters, and still function well in support. I like it :)

Grand Lodge

lemeres wrote:
croftstr wrote:
This is not a feat, but the Elven Branched Spear provides +2 to hit on aoo's when people provoke from movement.
Well, most people need a feat to get it. Exotic and all.

Or opt for an Elf/Half-Elf Lorewarden Fighter with the Elven Style feats ;) But yes, it is an exotic weapon.

I am surprised at the lack of abilities to buff aoo's specifically.

Grand Lodge

"At 4th level, whenever a rageshaper gains a natural attack through the use of a polymorph spell, he can increase the damage done by that attack by one die."

Is there not a variant reading of this that suggests adding an extra die into damage instead of increasing the size? For instance, you have claws that do 1d6 and this ability "adds another die," going up to 2d6. In this case, as an abyssal bloodrager of 4th lv, you could experience the size increase going up to a d10 and then "add a die" of damage, making your claws deal 2d10.

Grand Lodge

This is not a feat, but the Elven Branched Spear provides +2 to hit on aoo's when people provoke from movement.

Grand Lodge

I really like the theme of following Anubis. I'll have to read up on Osirian background. I think this could play into my different approach to the dead. I think I'll take the Death but I'm torn between Earth, Defense, and Inevitable.

I'm thinking:

Human Cleric 8/Envoy of Balance 3

Str 10
Dex 12
Con 14
Int 8
Wis 14
Cha 16+2: 18

Feats:
Selective Channeling (Human)
Command Undead (1st)
Improved Channeling (3rd)
Versatile Channeling (5th)
Fateful Channel (7th)
Undead Master (9th)

Not sure what to take after these. I suppose I could add in Extra Channel, but Improved Initiative might pay off better. Bumping Str to 10 will allow me to function in melee if forced and helps with carrying capacity. I'm worried about my skill points though, with 10 going into Knowledge (Planes) and Spellcraft for Envoy of Balance. Only leaves me with 6 extra.

Looks like I keep getting mixed messages on Undead Master. The pfsrd seems like it works with animate so that would be good. Not sure why people second guess the feat.

Besides the build features, anyone have advice for managing the undead in more social settings (towns, for example)? Can I leave them stationed outside the city? I've also thought about trying to disguise them with robes. I suppose I could always put them in a cart with a blanket hanging over and look like a graveyard employee.

Grand Lodge

Derek Dalton wrote:

Abadar and Nethys are both good gods to pick for a Neutral cleric neither has a problem with undead. I'd pick Inevitable and Defense as your Domains both offer different and in my mind better spells and the abilities are more impressive. Now Holy Vindicator for one level is nice simply for the defense boost using your channel but otherwise isn't worth taking. Envoy of Balance is actually a nice prestige class for two levels for it's ability to channel both positive and negative energy at equal level.

Regarding Undead my advice reread everything about Animate Dead, Desecrate and Undead Master. The wording is misleading all over the place. Another bit of advice is look at the Occultist and the school of Necromany. The school's base power is what you want for having an army of undead.
Another approach is worship Anubis taking the Undead Lord archtype and still consider both the Occultist and a level of Holy Vindicator. The level one ability to get an AC bonus based off your channel is preety nice for a level hit.

Derek,

Thanks for the domain suggestions. Both provide nice support abilities. The Law ability is just so hard to pass by though...especially at higher levels. On the other hand, I might have better things to do with a standard action. I looked at Envoy of Balance and loved it! Looks like it could provide some nice boosts for my channeling for losing a bit of HP and base attack. I also was not aware of Anubis as an option and that even seems better. I think the Death domain would work quite well for my character (especially the amazing lv 8 ability). I don't plan on creating undead but I'll gladly take animate. The undead subdomain seems interesting but I don't know how well it would work.

Grand Lodge

@ Varalash:

First, thanks for the feedback. I will say that I'm less interested in going over the legitimacy of these features and more interested in the mechanics. My base assumption (no pun intended) is PFS allows for these feats and spells, so they are not automatically evil acts. Furthermore, your argument would rule out almost all mind-affecting abilities (especially enchantments) because they force someone's will.

I will add that this character is giving someone a chance to serve in something just one last time. In PFS, more specifically, anything I animate or control will go away at the end of the scenario, so any undead I control will usually serve in righting the wrongs they participated in.

Onto the build! I considered Oracle but they have more limited spell casting and are not as strong channelers. They start out at 1+cha and don't qualify for versatile channeling.

I started with a lower wisdom because I plan on functioning in a support role, primarily through buffs and restoration.

@ Mighty Glacier:

The command undead spell seems fragile. Still, getting Undead Master earlier might have something to it. I'm not sure about how important the feat will be.

I'll note what you said about Holy Vindicator. I didn't think about it not progressing Command Undead. Bummer.

I too am tempted to bump the strength up. I prefer high strength characters in general so having a low strength feels...wrong. A 10 Str might not make a difference, but would make buffing myself for combat a bit more viable.

Does Quick Channel actually modify Command Undead? I'm not channeling, just using one of my uses. I would love it if it did.

Any archetypes you all would suggest? Also, do you think Versatile Channeler is worth it? I'm considering it for the ability to heal and combat and some of the other feats it might open. However, my plan/hope is to be healing allies with a wand outside of combat. Thanks!

Grand Lodge

Hey gang,

I have a PFS build in mind for controlling the undead. I'm thinking of making a cleric of Abadar who believes in giving the dead a second chance to serve a just cause. He reanimates them or takes control to steer their fate to justice. I'm not looking to play a borderline evil cleric. Here's the build I have so far:

Human Cleric of Abadar (8th lv)

Str 8
Dex 12
Con 14
Int 10
Wis 14
Cha 16+2: 18

Domains:
Nobility?
Travel

Feats:
Selective Channeling (Human)
Command Undead (1st)
Improved Channeling (3rd)
Versatile Channeler? (5th)
Bestow Hope (7th)

Other feats in mind:
Undead Master
Quick Channel

Traits:
Sacred Conduit

The build seems straightforward enough with me starting to channel negative energy and eventually getting the option to channel positive. Is this the order you would go with for feats? Any other suggestions you have in mind? Would you go into Holy Vindicator after lv 8?

Thanks!

Grand Lodge

Argendauss wrote:
croftstr wrote:

"Lazarus, come out!"

Just for clarification...

If you have three natural attacks (say from Feral Mutagen) along with Brawler's Flurry and Feral Combat Training say at level 4, how many attacks can you make as a full-round action?

Taking the FCT entry in Ultimate Combat alone, brawlers aren't included.

Taking the FCT FAQ alone, the feat really just makes the claw or whatever a monk weapon, so it does work for brawlers flurry.
Taking them together, the FAQ is merely explaining the mechanism by which the entry (which still is specific to monks) works. Arguably.

But that's silly. All those rules are pre-Brawler and pre Sacred Fist and Elemental Ascetic and such. In a home game, I say it works; under that home rule which is arguably aligned with RAI, 4 Brawler with three natural weapons could have in a full-round attack:
- 2 attacks using flurry, any of which can be the natural attack chosen by FCT.
- 3 attacks, all natural, primary or secondary as prescribed by their type
- 4 attacks, the first being a manufactured/unarmed weapon and the other three being your 3 nat attacks as secondaries
- 5 attacks, the same as above but you have to get two-weapon fighting from something other than flurry (like martial flexibility) and the off-hand is at half STR damage

Oh, so the brawler's flurry would never apply to the natural attacks for something like: bite, claw/claw (from flurry), and other claw?

Grand Lodge

Chess Pwn wrote:
2, FCT lets you use that natural weapon instead of a fist/weapon in your flurry. So instead of punch/punch you could Bite/Bite.

So I would be better off not using flurry and instead use the three natural attacks?

Grand Lodge

"Lazarus, come out!"

Just for clarification...

If you have three natural attacks (say from Feral Mutagen) along with Brawler's Flurry and Feral Combat Training say at level 4, how many attacks can you make as a full-round action?

Grand Lodge

I'm tempted to opt for Superstitious as my rage power, seeing as a +2 bonus on saves still seems nice. Just wish it could progress more.

Without items, my saves at lv 4 would look like: Fort (+10)/ Ref (+6)/ Will (+2). While raging, they would jump to +12/+8/+4 against spells. That will save still looks pretty sad though.

Alternatively, taking Good For What Ails You with the trait to drink as a move action could work out well.

Thoughts?

Grand Lodge

@ UnArcaneElection: My probably with Mutagenic Mauler is missing out on discoveries until 10th lv. I could dip into it and then go into alchemist, but I don't think that would get me very far. I wouldn't get two mutagens.

I don't feel like I'm missing much from dips either way. With Barbarian 2/Alchemist 7/Master Chymist 2, I won't hit 4th lv extracts and miss a discovery or two. I'll instead pick up rage, extra movement, and rage powers.

@ Fruian Thistlefoot: Sanctified slayer is indeed nice, as well as Spellbreaker. Unfortunately, they are based on worshiping a deity.

Here's the build I'm thinking of:

Half-Orc Barbarian (Invulnerable Rager) 2/ Alchemist (Beastmorph) 7/Master Chymist 3

Str 16+2: 18
Dex 12
Con 15
Int 14
Wis 10
Cha 7

Traits:
Beserker of Society (+3 rounds of Rage)
Something Favor? (+1 bonus to saves with a luck bonus)

Racial Traits:
Shaman's Apprentice (Endurance as bonus feat)
Sacred Tattoo

Lvs: 1 (Barb)/2 (Alc)/3 (Alch)/4 Barb/5 (Alch)/6 (Alch)/7 (Alch)/8 (Alch)/9 (Alch)/10 (Master Chymist)/11 (Master Chymist)

Feats:
Power Attack (1st)
Endurance (Bonus)
Die Hard (3rd)
Extra Discovery: Tumor Familiar (Protector Archetype) (5th)
Cornugon Smash (7th)/ or Improved Familiar?
Deathless Initiate (9th)
11th?

Discoveries:
Feral Mutagen (lv 3)
Tumor Familiar (lv 5, Bonus)
Lingering Spirit (lv 6)
Infusion (lv 8)

Rage Powers:
Guarded Life (lv 4)/ or Lesser Fiend Totem?

This character takes a straightforward approach of dealing with casters through raw damage and a long life. Not sure what to do about the saving throws - not as high as I would like.

Grand Lodge

I have a build in mind that might slightly move away from the original flavor. Someone above mentioned alchemists as the "scientific" type might lend themselves well to someone opposed to the supernatural. I'm currently thinking about aiming at a hammer/tank using levels of Alchemist for mutagen, feral mutagen, and perhaps master chemist. I have three dips in mind:

Monk (Master of Many Styles) 2/Alchemist 7 (Beastmorph)/Master Chemist 3

If I understand this correctly, I think MoMS gives Dragon Ferocity at lv 2, which is crazy good with feral mutagen. I think picking up Feral Combat Training is necessary to make it work with claws. Feats I'm considering for this build:
- Power Attack
- Weapon Focus (Claw)
- Extra Discoveries (Lingering Spirit?)
- Endurance (Through Half-Orc trait)
- Die hard
- Cornugon Smash?
- Improved Grapple

The second build consists of:

Barbarian 2 (Invulnerable Rager?)/ Alchemist 7 (Beastmorph)/Master Chemist 3

Rage and feral mutagen also go very well together, along with some Rage Powers. Most of my feat ideas so far look the same as above. Thinking about going for Deathless Initiate.

The third build focuses more on anti-spellcaster/anti-undead:

Barbarian 6 (Invulnerable Rager?)/ Alchemist 6 (Beastmorph)

Barbarian 6 will open up Spellsunder and Ghost Rage, while still giving me lv 2 extracts, a few discoveries, and some bombs.

Any ideas/suggestions?

Grand Lodge

@ Jeff: Thanks, I overlooked that. Unless I opt for Irori, that probably rules out Paladins then :(

@UnArcaneElection: I was interested in multi-classing ranger for favored enemy, so Wild Stalker wouldn't be the best. Thanks for the suggestions though.

@ Hmm: That does sound like fun, but it looks like Heaven's Leap only moves allies. I don't want to engage in PvP :) I am very tempted by that bloodrager option, although straight-up barbarian still calls to me. I do hear that Paladins are great at smiting, as well as singing ;)

Thanks for everyone's input. I will hopefully post my build later today, thinking between bloodrager, barbarian, and shaman.

Grand Lodge

@ Laureth: ...I completely overlooked the Shaman (just got the Advanced Class Guide). It looks incredible, especially the Life focus. Getting life link, channeling, and hexes looks great. Their spell list is also amazing.

I'm partial to martial characters so I need to think through how best I could go with the Shaman. I could see playing them as an anvil/arm mix.

@ Dave: I must confess, I've had Barbarian primarily in mind from the beginning of this concept. It seems the most straightforward option (especially against spell casters). I wanted to see what options people could come up with for Barbarians fighting undead in particular. I agree that the damage route works.

Grand Lodge

@ lemeres: I agree that Paladin of Irori could fit the concept. Thanks for the suggestion!

@ ZZTRaider: Thanks for that helpful breakdown of options. I'm still thinking through how best to narrow down the characters prejudice since it appears too broad. Part of this concept began with wondering who could stand up best against outsiders, so going that route certainly appeals to me.

@ Laureth: Thank you for that mass of suggestions! You've given me a lot to think about. The mixture of Ranger 9/Barbarian 2 certainly seems viable. The trait "berserker of society" comes to mind for added rage rounds if necessary. Access to two favored enemies works well for the idea and I like the feat choices.

Concerning magic items, I have a couple of ideas. The most straightforward option is that the character uses them in spite of their aversion, recognizing the need to fight power with power.

If I had the character focus on opposing the influence of outsiders, divine magic, and the necrotic/undead, what options would that open up? Druid and Barbarian still seem viable. Bloodrager comes to mind as well.

Grand Lodge

@ Laureth: I'm interested in specific abilities against casters/outsiders/undead.

@ Ryan Freire: In what ways do you find Clerics particularly potent against other casters?

@ Lornis: I was also interested in seeing some Ranger/Barbarian suggestions since Rangers are not tied to spells, give some bonus feats, and have a specific archetype against outsiders. However, I would really need another favored enemy (undead) or something good against undead. I'm not sure barbarians have anything for them except ghost rage (which is great).

@ Jeff Morse: I keep hearing mixed ideas on Paladins needing to worship a deity. Can you provide a source for that ruling?

My list so far:
- Superstitious Barbarian
- Bloodrager (Arcane Bloodline) and/or Untouchable Archetype
- Paladin (if they can follow an ideal)
- Druid

Any ideas on how to make druids effective against casters/outsiders/undead?

Grand Lodge

Wow, so much feed back in so little time! I'll try to go in order of posters:

@Laureth: I agree that multi-classing proves challenging for this idea, although Paladin/Barbarian be possible if I dump Int and opt for a marginal Wis. I considered going straight Paladin for effects against Outsiders and Undead, but they seemed limited against spellcasters. They will have good saves, but I would need to focus all of my feats against magic users. Are Paladins allowed to commit themselves to an idea instead of a deity in PFS? If so, the class could work. Perhaps someone committed to preserving the natural world?

I agree that Druids fit the concept very well. Do you have specific ways they would be effective against the three areas I mentioned (besides raining tigers upon their unfortunate heads)?

@voska66: Nice idea, but I don't think PFS allows variant multi-classing.

@Markov: I'm still thinking through if I'm outright against being a spellcaster. Some classes, like Druid, fit very well. Skald could fit the concept, but not as apparently. In any case, I like the archetype suggestion. Any ideas how they could work against Outsiders and Undead? I see you mention the Celestial Bloodline, but it looks like it mostly gives you resistances.

@Shiroi: I agree that Barbarian and Alchemists fit the "natural" bill more readily. I mention the Arcane Bloodline of Bloodrager because it seems designed against magic users. Perhaps the character resents having the trace of arcane influence? Maybe they even use their innate abilities begrudgingly against other casters? As I mentioned above, some Paladins are committed to ideas.

Thanks again for everyone's feedback!

Grand Lodge

Hello World,

I'm thinking through a PFS character concept of someone who rejects influences outside the "natural order." The character does not necessarily deny the existence of gods, angels, magic, etc. Their aim, however, is repressing these influences. They favor picturing the world as a "box," a closed system.

I would like to make a character skilled at combating magic users, outsiders, and the undead. Here's what I have so far:

Anti-Magic:
- Superstitious chain or rage powers
- Step-Up feat chain
- Boost to saves from Divine Grace
- Boost to saves from Dwarven racial trait and Glory of Old?
- Arcane bloodline from blood rager

Anti-Outsider:
- Cold Iron
- Variant Channeling
- Smite Evil
- Favored Enemy

Anti-Undead:
- Smite Evil
- Channel Energy

I've had a particular difficult time coming up with ideas on combating outsiders.

Any ideas on how to combine these features or do I need to narrow my focus?

Thanks for any help you can provide!

Grand Lodge

Two questions:

1. Are you only accepting cash for playing?
2. Saturday is scheduled for 8-12:30 and 1pm-12am; why is there no option for "6pm-10pm" for example? Will there only be one slot available Saturday afternoon?

Thanks for any help and I'm so looking forward to the convention!

Grand Lodge

Hi there,

I live in Warsaw IN and was thinking about commuting to Griffon for some PFS. Do you operate on a first-come, first-served basis? Or do you have a way to sign up for a table? I don't want to drive an hour and not get to play. Thanks!

Grand Lodge

Hey there, I live in Warsaw, IN and would love to join a regular group for PFS. I know there are a a few options in Ft. Wayne, South Bend, Elkhart, and Portage. However, all of those locations are a bit of a commute. Anyone live closer to Warsaw that would like to play?