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Pathfinder Society Member. 705 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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so, the spell dancer archetype is an odd duck

Good
Can basically pounce by level 9

Bad
Can't enhance weapon with arcane pool

Here's a try at making a spell dancer that gets a lot of movement out there, and also has the capacity to go nova. It looks solid to me, but I could use some advice to put it over the edge. Note that I'm not really looking for a Dex build: using Str with a rapier works.

race: elf
alternate racial trait: arcane focus (you don't need the proficiencies)
class: magus
archetype: spell dancer
traits: warrior of old, magical lineage (shocking grasp)

feats
1 Dodge
3 Mobility
5 Canny Tumble (from the ACG, gives you a bonus to hit after using Acrobatics), Arcane Movement (effectively an archetype-only feat)
7 Intensified Spell
9 Dimensional Agility
11 Weapon Focus (rapier), Weapon Specialization (rapier)

arcana
3 flamboyant arcana
6 arcane deed (precise strike)
9 arcane deed (swashbuckler's grace) (eh, it's on theme)
12 (extra picked up with the elf FCB) critical strike, maximized magic

So, the basic idea is this: get to where you're needed, and then stab a bad guy with a lightsaber (sorry, 'voltaic rapier')

what do you all think?


B. A. Robards-Debardot wrote:

I think he's just using spell combat. So...

Swift (spell dance for extra speed) => Full Round(Spell Combat(Dimension Door(Using the dimensional agility ability),full attack)

ooo~ooo! So, memorize dimension door as a spell (which you can do starting at 10th level? but you still qualify for the feat at 9th), and cast it during a spell combat. I get it. I think.


Durngrun Stonebreaker wrote:
I made a 15th level Spell Dancer for a one-off game. I took Whip Mastery and Slashing Grace with the Dimensional line of feats. At that level, Spell Dance increases your speed to 70ft which gives you 140ft to play with when using Dimensional Assault/Dervish. Dimensional Agility does not take a swift action so you can use it with your Spell Dance. Having the Spell memorized allows the other feats to work and Improved Spell Recall lets you cast it again for two points. I also went the precise strike route and quite enjoyed doing 1d3+30 damage.
Advanced Race Guide wrote:

Spell Dance: At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute.

...

At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance.

It's one swift action (and a pool point) to enter a dance, and another swift action (hence another round) to use dimension door. Right? Then the next round you presumably stop dancing as a free action, and spend another swift action to effectively 'dance cycle'. Does that sound right?


thread necro! why not? I think it's a puzzle that needs solving

feats
1 ???
3 ???
5 ???, Arcane Movement (bonus 'combat feat' from magus)
7 ???
9 Dimensional Agility
11 ???, ??? (bonus combat feat from magus)

arcana
3 flamboyant arcana
6 arcane deed (precise strike)
8 ??? (earliest you can earn the elf FCB, why not?)
9 ???
12 ???

So, it's a puzzle without an obvious solution

Good things
1. Scaling precision damage = level (if that's still kosher without a 'swashbuckler level')
2. Pounce every other level for 1 arcane pool point (round 1 swift to start the dance, round 2 swift to bamf to target)

Interesting things
The spell dance itself will get you where you need to go. A bonus to speed and a bonus to AC (and maybe CMD?) vs. AoO from movement.

The question: what to do with this? If you could be anywhere on the field (as a magus), where would be, and what would you do?


The summon monster spells are still on the summoner's spell list. You could learn those as some of your regular spells. As for for which monster to summon, that's tough. You can probably get yourself creatures that might look like chess pieces (earth elemental for a rook, horse or centaur for a knight), but it'd be really difficult to get them to feel like chess pieces, you know?

I dunno, check out the lists, I bet you can find some good monsters in there to match various pieces.

Still, neat idea.


not your build, but I had an idea to play an extremely shy summoner with a very high Charisma, who would only 'talk' through their eidolon. again, not the same thing, but it's an idea.


Rub-Eta wrote:
As some Inquisitor class feats requires you to not wear heavy armour, I wouldn't recommend it. Otherwise, the feat is the cheapest way.

I haven't really poked around the inquisitor class much. What are these options you're talking about. Someone upthread mentioned 'kills stalwart'. What does that mean?


So, I'm working on a Vhailor-esque concept character, and I love the inquisitor class for that special blend of fighting and intolerant jerk-itude. So far I'm going with a LN dwarf exarch inquisitor of Iomedae, Justice inquisition. So far, all well and good. However, Vhailor usually rocks a greataxe and full plate. Aside from multiclassing or feats, is there an easier way to beef up the proficiencies of an inquisitor?


oh hey, neat, I thought of another question.

1. Let's say you have Alignment Channel (evil) and Greater Channel Force.
2. A swarm of fiendish ants swarms over you.
3. You channel energy to harm the swarm.

a) a swarm is immune to bull rush (and has no CMD). Can a swarm be pushed?
b) if so, let's say you're standing in the middle of a swarm when you channel (and the swarm fails its save, and then it fails the combat maneuver check somehow without a CMD). If it hasn't taken enough damage to 'break up', would the push effect be able to push apart the swarm into multiple directions (ie, it would break up anyway)?


or, really, ways to improve the push or pull chance while using Channel Force

Channel Force seems to require a straight Strength combat maneuver check.

or not

If it does, fine, that's the rule? Okay.

What are some magic items or feats that can improve the monstrous 'push' or 'pull' maneuver? Or should I just take Improved Bull Rush and cross my fingers that it would work?


Advanced Race Guide wrote:
Channel Force: When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, if that single target fails its saving throw, you may pull or push (Pathfinder RPG Bestiary 303) the target up to 5 feet for every 2d6 points of channel energy damage you are capable of dealing.
Bestiary PRD wrote:
Push (Ex): A creature with the push ability can choose to make a free combat maneuver check with a certain successful attack (often a slam attack). If successful, this check pushes a creature directly away as with a bull rush, but the distance moved is set by this ability. The type of attack that causes the push and the distance pushed are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

Some questions

1. If creature fails its channel energy saving throw, does the cleric make a combat maneuver check? Or is the pushing automatic? Are there any special modifiers to this maneuver check, or is it just d20+BaB+Strength?
2. If you're a Medium aasimar, and you damage a Large zombie, can you push it with Channel Force?
3. Lots of undead creatures are incorporeal. Can you push them with Channel Force, even if you couldn't otherwise touch them? Can you push a ghost through a solid object?


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Wayne Reynolds wrote:
1) I was asked to design a temple sword for Sajan. Though his Hora (knuckle - dusters) weren't part of the character description.

Is Sajan's sword one of these?

Nandaka

or is that a coincidence?


Elder Basilisk wrote:

Note that, for the temple sword, the first bibliography entry is for a "'Nayar temple sword' of this type."

At least for the first entry, it would appear that Pathfinder is not actually using a different name from the (single) real life name. Rather, they are using one of several real life names, though apparently not the name the curator of the Higgins collection prefers.

Fair. 'Nandaka' might easily be the name of a particular weapon, rather than a kind of weapon, and the same with 'zulfiqar'. (although it looks like artistic depictions of a zulfiqar are still just called 'zulfiqar').

You know, WAR put up an 'ask me about my drawings' thread. I'll ask him what it is.

Corvino wrote:
I thought this was going to be a completely different thing. I expected "they've split Bastard Swords and Longswords into two different things when really they're synonyms!". Meh - half the weapons in the game are slightly misnamed. I blame Gygax, bless his historically-inaccurate soul.

Yeah, except we have entries in Bestiary 4 for things like 'julunggani' and 'qallupilluk'. Pathfinder's not afraid of weird words from other languages, and honestly I think 'temple sword' does this thing an injustice.


mmm, here's a question that I don't think has been completely answered.

A 6th level sensei can 'affect one ally within 30 feet rather than the sensei himself' when using class abilities that cost ki.

A 4th level qinggong monk can cast hydraulic push or scorching ray by using ki points.

1. What can a qinggong sensei do with this?
2. Do you 'affect yourself' during the casting of an offensive spell?
3. Can you cause all of your allies to fire scorching rays at something when you use this ability?
4. Or, could a jerk qinggong sensei target himself with his own scorching ray, and attack all of his allies instead?
5. Or would a qinggong sensei just target all enemies in range with scorching rays instead of his spell-alloted number?


I got to thinking about the temple sword the other day, and I remember actually seeing one at the Higgins Armor Museum (which is sadly now closed, but all their stuff is at the Worcester Art Museum, btw). Here's a picture

Nandaka

While I was there, that sword was crossed saltire with another recognizable Pathfinder weapon

Zulfiqar

So, in Pathfinder, this nandaka is called a 'temple sword' and does not have the 'can be used as a bardic instrument' language found on the totem spear. Similarly, the zulfiqar is reclassed as a 'rhoka'.

These weapon names have real-life religious meanings (referencing Hinduism and Islam), but I'd say they're on par with the 'battle aspergillum'. Is that the reason why different names were used? In subsequent printings of the APG, UE, and (hah!) the Adventurer's Armory, could we have these names used instead?


Imagine a mace. Iron ball, maybe some nubbly spikes, iron handle.

1. scoop a chunk out of the top of it, in the shape of a smoothed-over cone (kind of like a flashlight).
2. polish that smooth cone cavity to a mirror sheen.
3. cast light on it.

a) you get the spell light to act like a bullseye lantern? That seems nifty.
b) you can still bash bad guys with it.

what do you think?


Hey, I just got this box of minis, and I have to say, they're really spiffy.

Any chance we're going to get a 'Big Box of Geekiness' (referencing the game Smash Up) to stash multiple sets of minis in? That would be rad.


Jiggy wrote:
Anybody else watching this show? My wife and I are following it, and it's been pretty good so far.

Yes. Yes I am. Wife and me. One ep each night after working out (Wii fit U or Just Dance 2015). It's good. We started after a recommendation from The Mary Sue. It's like Saiunkoku, only way better.


Hmm, I like the idea of getting a tight Kingmaker book. That would be neat.

I don't know if it could work, but I think a rad idea would be two hardcovers in a slipcase of

1. Iron Gods in a hardcover. Because it seems like either they didn't print a ton of copies to begin with, or it sold like hotcakes
2. Some sort of funky 'Technology of the Inner Sea' hardcover that pulls in elements of

a) the Technology book
b) Numeria, Land of Fallen Stars
c) the relevant bits of People of the Stars/the Numeria parts of People of the River

and then some other nutty product that combined the iron gods pawn box with the tech dungeon and (starship?) flip mats.

pie? meet sky!


Damon Griffin wrote:
ohako wrote:

check out the decoy ring. multiple rounds of non-fading invsibility, not to mention illusory duplicates.

combine that with some sniper goggles and a shortbow.

how's that?

The decoy ring is a nice defensive item, but useless for offense since it only functions when you either take the withdraw action or become helpless. It wouldn't help her sneak attack. Our group's sorcerer needs this ring, though.

The sniper's goggles don't create or prolong conditions where she can sneak attack, only allow her to do so from more than 30' if the conditions to allow it already exist. Still really worth getting on their own, for the added range and +2 damage on each SA die.

Round 1: Withdraw from something. Drop a grasshopper on the ground and withdraw from that. Now you're invisible (note the lack of italics) for 2 more rounds.

Rounds 2 and 3: Murder the pinkskins?


check out the decoy ring. multiple rounds of non-fading invsibility, not to mention illusory duplicates.

combine that with some sniper goggles and a shortbow.

how's that?


my friend, look no further than the goblet of quenching

That should keep your crab nice and happy


you want the feat Two-Handed Thrower (from Ultimate Combat)

Ultimate Combat wrote:

Prerequisite: Str 15.

Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.


don't forget All-Consuming Swing! or, maybe do...

(lets you combine Vital Strike with Cleave, except you also take your extra Vital Strike damage)


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hmm, well, maybe there's an 'el-cheapo' way to 'fix Mythic'. I mean, when I think 'mythic', I don't think '800 hp of damage', I think of actual myths.

Like...

Cu Chulainn (or however it's spelled, Welsh is weird), he had this finishing move that was like

1. Sneak your best spear into a river near where a duel is going to happen tomorrow.
2. Have your big fight.
3. When you get to the river, and you're trading sword blows or whatever, kick the spear out of the river at your opponent.
4. Bam, the other guy's armor, shield, and weapon are all broken, and he's covered in hideous wounds.

Or how about Hercules? Have you ever seen an adventuring party (or even just one PC) take out a hydra with, no, not a flaming sword, but rather torches? (I always wondered about that one: how did the torches stick to the hydra? couldn't it just, you know, move its neck stumps away or something?)

The point is this: in myths, heroes do crazy things all the time. What they don't do is fail. Or, say, take a hit from a sword and stay alive. Like, you know, all the kinds of things you do in D&D.

So maybe mythic in WotR should work like this: have the adventurers go through the adventure and dungeons and such mostly normally, except for a few spots where things get 'mythic'. You know, hiding a spear in a river kinds of stuff. I think these mythic bits should employ less D&D mechanics, rather than more, and that the 'combat' should play out like a RPG-style version of 'Once Upon a Time'.

Sort of making it a 'the chosen heroes are in fact the chosen ones' (that is, they win), except when they don't (like dying during a non-mythic segment). That sounds pretty mythic to me.


If you're nervous about using Power Attack, fine, then play that way. Only use it if you have some other advantage

1. flanking
2. attacking from above
3. attacking a prone target
4. if there's inspire courage or bless up

you get the idea. hit hard when you know you can get away with it.


Soup wrote:
Is it that much of a problem of a level 10 (minimum level to do this) to be able to have a single 16d6 attack each round? Average damage of 56 for a whole round at level 10 seems fairly weak to me, when you could have barbarian/AC/eidolon pounce or arcane blasting/magus doing much more than this in a single round.
Mark Seifter wrote:
I'm not ohako, but full attacking with haste or vital striking, that's 32d6, and don't forget all the static bonuses on the slam.

Mark has the right of it. Because you can boost wild shape (which is what the cave druid's power is called) with the feat Shaping Focus, you can take a few levels of monk in among those 10 and pick up Feral Combat Training (slam) (probably), which then unlocks flurry of blows as a hideous ooze monster.

You know, I've been trying to come up with a cool build that uses the vestigial arms from the alchemist discovery along with a brawler (the vudrani quadrapuncher), and you know, just doing this is way easier. Why reinvent the wheel? I mean, this build can punch trees in half, which is actually really tricky to do.


Lemme see if I have this straight.

Say I've used wild shape to turn into a carnivorous crystal. When I punch a bad guy (or really anybody), my punch damage is the ludicrous 7d8. Now I cast strong jaw on myself, which means I go up 'two sizes' on that pseudopod.

1. 7d8 isn't on the chart, so I find the next highest number of d8s. That's 8d8.
2. Then I turn that into d6s. So 8d6.
3. Then because I'm going 'up two sizes', I go up four ranks on that chart, to 16d6.

a) is that right?

Average damage for the initial crystal fist (fystal?) is 31.5 per hit.
Average damage for the 'strong' attack is 56. K.

b) any chance we're going to be seeing some errata either
1. toning down the cave druid
2. toning down natural attack damage for Medium-sized oozes
3. making an ooze shape spell that the cave druid can use instead of bowdlerized beast shape?


hey, could we maybe have Shardra's level 1 familiar stats as a web enhancement? I want to glue a little note onto it telling future adventurers about my poor life choices, and that Stealth check certainly won't hurt.


maybe there's a feat that requires 9 Dex?


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So, I played some Quests over the weekend using Shardra, the iconic shaman, and ::woof:: is she bad at level 1.

a) Str and Dex of 8
b) Monstrous Insight with only two Knowledge skills, and that boosts her attack from -1 to +1 in any case.
c) Her tuatara has (I think) a +13 Stealth modifier, and more in rocky terrain, but 1) There's no tuatara stat block, and 2) Sending your non-verbal familiar on a scouting mission is terrible anyway. Also Shardra's Stealth check is lousy.
d) Here are her 1st level spells: heightened awareness, obscuring mist, and identify. Someone took pity on her and gave her a scroll of cure light wounds.

So, I guess she's a guidance-bot, and if a GM is kind to the useful party members, a hit point dump.

Why was this made? What was the point of making a 1st-level pregen this subpar? Someone to give Harsk some company?


yeah, maybe it's me, but I was thinking of mixing

a) mutagenic mauler X
b) some form of alchemist 2
c) the feat Eye of the Arclord

speaking of, do you qualify for the Eye of the Arclord feat with just alchemist levels?

so, any discussion of 'you look weeeird', is not really helpful.

so, most of these involve holding things. let's see

a) hold a metamagic rod, a weapon, a shield, and have a hand free for casting
b) hold a close weapon and a reach weapon
c) hold multiple bows/crossbows/guns

not so much about using those arms, or 'one hand free' goofiness.

I like the multiple guns/crossbows stuff.

Can you TWF with crossbows, and use your extra arms to 'fire with two hands' on both of them?


hmm, maybe I'll saunter over to the rules forum and see what's been hashed out over there.


really? I can't have two arms for grappling (which avoids the -4), and another holding a dan bong (which gives you a +2, not that you're actually hitting anyone with it). That doesn't work now?

Or, how about two-handing a, I dunno, a spear, and saving an arm for Crane Style? Or Snapping Turtle Clutch? Or Archon Style?

If you're grappling someone, presumably you're doing that with two arms. You've got an arm or two free to use Snapping Turtle Clutch, right? (You're not gaining a free immediate action, you're just using a power that you otherwise couldn't use). Once you have two bad guys in a grapple, well, unless you get two grapple checks in the round, you'll have to let one of them go, I suppose. Same as if you full-attack with white witch hair.

That's a no go, really?


one concept I have kicking around is a monk who uses extra arms to

a) do funky things in combat
b) pose for Vudrani sculptors, I guess?

anyway, you can get those extra arms by putting a 2 dip into alchemist, and taking the Vestigial Arm discovery twice. Now, monk and alchemist really don't go together, but you could go mutagenic mauler brawler instead of monk, and that works out as well as can be.

So

alchemist (archetype??) 2/mutagenic mauler X
one feat reserved: Extra Discovery
and it's not PFS legit and an alchemist probably doesn't qualify for it anyway, but if there's a feat to spare, take Eye of the Arclord. four arms, three eyes, what's not to like?

Here's the thing: there's nothing you can do with those extra arms when it comes to fighting that you couldn't do already anyway (Multiweapon Fighting is out, Medusa's Wrath doesn't benefit from it, etc.), except for 'one free hand' shenanigans.

I need some suggestions for what to do in a fight with extra arms that does not involve attacking with them. Like maybe grappling two guys at once, using Snapping Turtle Clutch? Or grappling with two hands and using a dan bong as well?

What are some other good ideas?


here's a q

the 'SLA ruling' allows for interesting ways of qualifying for, say, mystic theurge earlier than normal (so-called 'early entry').

people play with this for two years.

now it's gone.

why?

or, to put it another way, why not sooner?


hi Breq

first, love the username

second, I love this build. very nice.

third, I can see how you get 3 natural attacks (songbird starts with one, and you aspect of the beast for the other two (although I think that feat goes online at level 8, which is your first chance to take a slayer talent)) oh, I see, you don't flurry or anything, you just treat all those as secondary, and use iterative punches for your other three. got it.

fourth, so, does an Iroran paladin have to worship Irori? the ring of seven lovely colors doesn't look like it requires Shelyn worship, but those two are compatible, to a point

(So, you devoted yourself to physical perfection in part by polymorphing into a little birdy?)

Is there a way of getting a songbird familiar glued to this build? Because nothing helps a polymorph build like confusing bad guys as to which bird will kill you...


Scythia wrote:

I use and allow exactly what you're talking about in my games. If someone commissions an item, it will be keyed to them in some way (most often by race, alignment, gender, or ability).

Gender? Really? Like, I have this sword here, and it can only be used by men? What kind of crazy sword is that? Is it like a woman bane sword?

(Not that the elixir of transition doesn't exist in Pathfinder, it's in the ACG, but anyway)

Screw it, let's just have a magic portcullis that only opens for dudes and call it the gamer gate.


hmm, a nifty guide. If you're still interested in updating it, check out the feat Surprise Follow-Through. For all those Cleave/sneak attack builds out there.


I statted up a character I called Pirate Detective Mantis Punch, which sounds silly, but the build is trying to maximize output on the feat Merciless Butchery.

a) you get +5d6 sneak attack as fast as possible
b) get Stunning Fist somehow
c) take Merciless Butchery, and CdG enemies you stun as a swift action.

Does it win the DPR Olympics? nope. Does it command vast arcane energies? nope. Is it both a pirate and a detective? yup.


honestly, why not just pass them around, you know, tell your summons this

'try to help out that guy on his turn'.

and then just have the other party members control some summons

share the fun, yeah?


here's a common setup

race: halfling
class: cavalier
order: order of the paw

Okay, I have to choose dog or wolf as my mount, and since dog is a 4th level option, I choose wolf

wolf
starting strength: 13
starting carrying capacity: 75 lbs.

The average halfling male weighs 35 lbs. Add to that a suit of 1st-level armor, let's say scale mail, adds another 15 lbs.

So, here we have an armored halfling mounted on a wolf. He's got 25 lbs to spare for things like weapons, a backpack, etc. right?

Nope

riding saddle: 25 lbs

So there's 75 lbs. Boom. Any weapons at all, and the mount is encumbered. And yeah, there's wiggle room here, it's true

a) play a female halfling, they're lighter
b) wear kikko instead of scale, it's a little lighter
c) at higher levels, the mount gets stronger, and you can afford mithral armor, etc. It's doable.

Still, two questions

1. To ride a wolf, do you need a regular riding saddle, or an exotic riding saddle?
2. Is a saddle supposed to be the same weight regardless of size? RAW, I believe they are.

FAQ clicks appreciated, if you like.


hmm, I track encumbrance, sure.

then I tried to put together a crack team of halfling wolf-riders, and guess what? exotic saddles don't reduce in weight when they go down in size. So all my poor woolvsies are encumbered :(

I guess encumbrance is okay when it makes sense for the story, but when there's a whole cavalier order set aside for just this thing and you start out encumbered? meh.


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counts as for what? in UE, the weapon part of a klar is listed as a one-handed slashing weapon.

So, pull the blade part off the skull? Go nuts with a blackblade and Slashing Grace. Stick it back on the skull? You're toast.

Do I have that right?

Oh, here's more fun

Ultimate Equipment wrote:
Klar:The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.

Please tell me what armor spikes are doing on a shield?

1. A klar is a weapon that is also a shield.
2. The weapon part is a one-handed weapon.
3. The shield part is also a spiked shield (which is itself a light weapon), meaning that you could enchant the blade, the spikes, and the shield separately!

Hmmm, you could even TWF with a single klar, without even needing to bother with Thunder and Fang. How neat is that?

A pity you can't stack bladecound with skirnir. Ah well, you can't have everything...I say mix that Conan chocolate and Elric peanut butter and go to town! I dub thee: Conric!


I'd summon one that was a puppet to my own disassociative identity disorder (ie 'I' am the eidolon, and that footstool over there casts healing spells once in a while). I have nooo idea if my eidolon would be cool doing that (especially if my alignment includes 'Chaotic').


okay, here's version 3: now with thug!

race: focused study human
traits: Reactionary (or Tireless), Indomitable Faith
stats (20 points): Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
levels 1 - 12

1 snakebite striker brawler
2 thug rogue
3 thug rogue
4 thug rogue
5 vanguard slayer
6 sleepless detective
7 inner sea pirate
8 martial artist monk
9 snakebite striker brawler
10 martial artist monk
11 snakebite striker brawler
12 martial artist monk

the difference here is human instead of half-elf for the extra skill points (you could take Multitalented Mastery and spend your FCB on skill points, but then you're down a feat). This nets you an extra skill you can max: Intimidate. So now you can Bluff to feint and Intimidate to demoralize.

feats 1 - 12 (I'll mark non-bonus feats with a *)
1 *Enforcer, Skill Focus (Intimidate), Improved Unarmed Strike
2 --
3 *Combat Expertise, Improved Feint (you could feint with Visceral Threat, but it's too expensive feat-wise to get there. also a fighting fan gives a bonus to Bluff to feint, not to any skill to feint)
4 --
5 *Alertness
6 --
7 *Dastardly Finish (muhuhaha!)
8 Stunning Fist, Dodge, Skill Focus (Bluff)
9 *Merciless Butchery, Mantis Style, Two-Weapon Fighting
10 Deflect Arrows
11 *Mantis Wisdom
12 --

So now here's what you do

round 1
swift: enter Mantis Style
move: use studied target
standard: snake feint (to get within melee range and feint at the same time)

round 2
standard: attack with nonlethal unarmed strike with Stunning Fist. Attempt to demoralize and sicken, and so the Stunning Fist save is at -4
swift: Merciless Butchery with a fighting fan
move: use studied target on someone else...

and so on

good gear

a fighting fan
a brawling mithral breastplate
a masterwork buckler
an amulet of mighty fists

any further suggestions?


adamantine is less expensive than mithral by weight. If you used them as currency, it'd be 6 gp to the 1 'adamantine piece', and 10 gp to the 1 'mithral piece'.

Which leads to the question: why do mithral and platinum have the same value by weight, if mithral is way more useful?

::shrug::


eh, don't do that, just take the slayer talent ranger combat style: two-weapon fighting, and get your Cleave on that way.


uh...this build doesn't use slayer levels to get any sneak attack. It just needs studied target to qualify for Merciless Butchery. Also there's some nice armor and weapon proficiencies in that one level as well.

Shane, is your villain going to run a decentralized pesh smuggling network by any chance? I wonder if there's an escrow spell kicking around somewhere.


hmm, I was trying to stay within the bounds of PFS (so no vivi, no assassin), but what the heck, this build might be useful as a villain at some point. (hmm, I also have reservations about using a character that tries to be awesome at CdG as a villain against PCs)

uh...

yes. this build is all over the place. it relies on lots of multiclassing in order to get sneak attack dice as quickly as possible. Then it uses a bag more of multiclassing in order to make up for lost feats.

my current build would have 5 stunning fist attempts/day by level 9, 6 with a monk's robe. (3 monk levels (brawlers count) = 3, 6 non-monk levels = 1, Mantis Style = 1). Can I get that to go any higher?

1 snakebite striker brawler
2 vivisectionist alchemist
3 rogue
4 vanguard slayer
5

ooh, uh, it looks like the vivisectionist alchemist doesn't really add sneak attack, it sort of stacks with rogue levels for sneak attack. So a rogue 1/vivisectionist 1 has only +1d6 sneak, not +2d6. Let's try again

1 snakebite striker brawler
2 rogue
3 rogue
4 rogue
5 vanguard slayer
6 assassin
7 inner sea pirate

at this point I have +5d6 sneak at level 7, enough to take Dastardly Finish, but I've only got 1 monk level. The rest of the build as-is is nothing but monk.

The assassin prestige class is something I hadn't considered. It certainly fits with the theme of the build, that's for sure.

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