Advice on my Fighter / Sorcerer / Dragon Disciple


Advice


Making a half-orc that's a bit of a badass, if I do say so myself.

The GM is saying that we're expected to take prestige classes that would fit thematically with background, characters etc (so no Grey Warden or other types of Prestige Classes, etc).

I'm going for a melee class in your face type that's better at standing tall and just not going down than most classes. What I'm currently building is a Fighter / Sorcerer / Dragon Disciple. Now, the way the game is being played is if we take a prestige class, we're expected to complete it (if it has only 3 levels, then you take all 3 levels. If it has ten, you take all ten levels, no ifs ands or buts). The restrictions are kinda fun for us, makes things challenging really, and that's what I really enjoy.

Now, what I'm working on is a Two Handed Fighter 8 / Sorcerer 2 / Dragon Disciple 10 class that will essentially be hard as all hell. The HD are 8D10+2D6+10D12. Overall, he has the ability to be a bit of a HP tank, especially since I'm just going to go +1 HP for the level bonus.

I like the idea of a two handed fighter with this build because of the major bonuses to strength I plan on getting, and two handed fighter essentially makes strong men hit all that much stronger. Which is nice as hell.

The following feats are what I'm looking towards. I took 8 levels of fighter so I can eventually have access to Deadly Stroke. The reason I want that? Well, Flyby Attack feat and Dragon Disciple's wings make things pretty fun in that department at the highest of levels.

Feats:
Merrick Blackmarrow
Fighter 1-8
Level 1 Diehard, Endurance (Alternative Racial Trait), Skill Focus (Survival)
Level 2 Power Attack
Level 3 Eldritch Heritage (Orc Blood, Touch of Rage)
Level 4 Weapon Focus (Greataxe)
Level 5 Dazzling Display
Level 6 Deathless Initiate
Level 7 Shatter Defenses
Level 8 Greater Weapon Focus
Sorcerer 9-10
Level 9 Eschew Materials (Sorcerer Feat), Intimidating Prowess
Dragon Disciple 11-20
Level 11 Improved Eldritch Heritage (Orc Blood, Strength of Beasts)
Level 12 Improved Initiative (Bloodline Feat)
Level 13 Deadly Stroke
Level 15 Dazing Assault, Blind-Fight (Bloodline Feat)
Level 17 Greater Eldritch Heritage (Orc Blood, Power of Giants)
Level 18 Skill Focus (Fly) (Bloodline Feat)
Level 19 Flyby Attack

BAB is +16/+11/+6/+1
Abilities:
Two Handed Fighter - Shattering Strike +2, Overhand Chop, Weapon Training (2 hand axe), Backswing
Sorcerer - Bloodline Power (Claws), Eschew Materials Bonus Feat
Draconic Disciple - Draconic Resistances (+2 Nat AB, Fire Resist(10)), Breath Weapon 2/day, Natural Armor Increase +3, Strength +4, Constitution +2, Intelligence +2, Blindsense 60-ft, Dragon
Form 2/day, Wings, Dragon Bite
Eldritch Heritage - Touch of Rage, Strength of the Beast (+6), Power of Giants
Traits
Optimistic Gambler, Reactionary, Mystic (Shaman's Apprentice, Tribal Tattoo)

At the end of the day this guy will have a whopping +10 bonus to strength. Combine that with the level intervals and the belt, and it becomes a +21 to his strength, not counting his starting strength score. This doesn't even begin to factor his Power of Giants or Dragon Form strength bonuses.

I would have wanted to pick up toughness to add to his HP, but really, I think he's got enough already. I want to be able to combine Deadly Stroke (which doubles EVERYTHING) with Flyby attack and his Two Handed Fighter bonuses he gets with regards to doubling strength. Using a greataxe, I expect massive damage to be inflicted. His spells are unfortunately a bit lackluster. He only gets to cast up to spell level 4. But, at the same time, the spells I was looking at pretty much augment his combat. This guy buffs himself a bit and majorly debuffs enemies.
Spells:
Sorcerer (Level 9-10)
Level 1
Mage Armor, Enlarge Person, True Strike, Unprepared Combatant, Touch of Gracelessness
Dragon Disciple Sorcerer (Level 11-20)
Level 2
Touch of Idiocy, Frigid Touch, Blur, Mirror Image
Level 3
Blood Rage, Heroism, Keen Edge
Level 4
Stoneskin, Bestow Curse

Overall, I think it's a pretty solid build for a character, and I definitely think he'll do some damage. Other characters in game are are:
Aldori Swordlord 10/Aldori Swordlord 10 from House Orlovsky
Cleric of Norgorber 10 / Divine Scion 10
Swordmaster Rogue 10 / Assassin 10
Ranger 10 / Skyseeker 10

I was wondering if anyone could improve on the build maybe, or point out where my guy would be weak. Spellcasting wise, yeah he's weak, but he's not primarily a caster, he's a self-buffer and combatant debuffer. I see him working side by side with the swordlord, in an almost back to back kind of situation.

Shadow Lodge

who not paladin? better stat synergy. or even better a knowledge oracle. you lose one bab, but you gain the ability to use cha in place of dex for reflex saves and ac.

but other then those 2 suggestions i dont see a problem with your character.it looks like it will fit your concept pretty well.


I said no to Paladin because while he does have synergy much better with the stats I'll need for the first few levels, he is NOT going to be good, not by a long shot.

Plus, he's going to be hanging around with a Divine Scion of Norgorber. Two Handed fighter was much better for the close combat, plus weapon training and the fighter's abilities.

At best my guy will be Chaotic Neutral worshipper of Gorum, hailing originally from the River Kingdoms (hence his friendship with a Brevoyan noble. He's got the blood of a red dragon in him, Brevoyans have a long history with red dragons. Makes sense).

I didn't really think of Oracle, I'll be honest. At the same time, I need Eschew Materials as a requirement for Dragon Disciple and Arcane spell casting.

This is a prestige class game, so I gotta take a prestige class that makes sense for the character.

I didn't go with a class like Magus because I don't like using Intelligence that much. I'm a Thog not a Roy. Besides that, it would be just another stat I'd need to pump up, as I wouldn't be able to make use of Eldritch Heritage without it.

With Dragon Disciple, I get a TON of stat boosts that stack with other stuff, plus spell levels, D12 hit die, AND a 3/4 BAB procession. Not as good as Magus/Eldritch Knight, it is less stat dependent I think AND it gives good HP progression. Plus, this guy will do some SERIOUS damage. Assuming I go 20 strength to start with, by level 20 with Power of Giants activated he'll have a strength equal to 47. With fighter abilities, that basically means he'll be doing his Strength Bonus on damage (Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.)
Combine this with Deadly Stroke and Fly-By Attack and you have a guy with wings who can essentially do double-double damage in a single shot, whizzing by the enemy. That is a nasty strike if I do say so myself man. This is while Power of Giants is activated (I assume my wings grow with the rest of me).
He'll also get some sick constitution bonuses from Dragon Disciple, Power of Giants or Form of the Dragon (which he can do twice per day by level 20).
That, AND his natural armor bonuses that stack with other natural armor bonuses. MAN OH MAN! This guy can be pretty nasty if needed to be.


Paladin 2-4, Sorcerer 1-3 then DD gives more Bang for the buck. I would not take more than 4 levels of fighter anyway, as there's nothing you really get after that (while smite evil once a day alone is already better).

Why didnt you take quicken spell-like ability?


Quicken SLA is a monster feat last checked.
Monster feats are a no go.
And my guy is not going to be Lawful good.


For those guys who ask why not Paladin instead of fighter, my answer will be the following: No Lawful Good, Deadly Stroke, Backswing, Overhand Chop. Deadly stroke and Backswing/Overhand Chop - Double Strength Double damage.

That's like Double Secret probation. I hit someone and they're just feeling the hurt.

Now here's the question: Would a barbarian be a better choice I wonder? I don't know. I enjoy Barbarians very much, but I don't think Rage would synergize well with Sorcerer.
I'm just throwing that out there at this point.

I wonder though if having so many spells that are essentially touch attacks is a good thing. Anyone have any other spell suggestions or class suggestions that aren't the lawful good type?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Wasum wrote:

Paladin 2-4, Sorcerer 1-3 then DD gives more Bang for the buck. I would not take more than 4 levels of fighter anyway, as there's nothing you really get after that (while smite evil once a day alone is already better).

Why didnt you take quicken spell-like ability?

You did see the part about him not playing any sort of "Good" character?

Presumably Anti-Paladin might be too extreme to fit as well.


No, his post wasnt there yet when I started on mine


I have a non optimized gamer in my circle who had a character die at low level and came to me for advice. After a bit of my help, he is now playing a fairly well optimized level 4 Orc Two-Handed fighter. He loves having a minimum damage of 21 at level 4.

As we are approaching level 5, he asked me if I thought he should continue with Fighter or branch out, and I offered the possible route of a single Bard level and then Dragon Disciple for at least 4 levels. The bard song bonus for 4+ rounds per day seems worth it for a party of three melee guys and an alchemist that's tossing bombs and handing out Enlarge Person shared infusions.

He is now debating if it is worth going back into Fighter for three levels after he has all the strength and armor from Dragon Disciple to get Backswing for double strength on any iterative attacks in a Full Attack. Do you think it is at all worth it, or should he just stick with Dragon Disciple and maybe get Fly-By Attack (DM is okay with this) and never worry about Full Attacks? Suggestions?


Barbarian (in light of Dragon Disciple)...
HP
Fast movement
rage power 2X
trap sense
2 more skill points per level

v fighter
heavy armor
shield
bonus feats 3x
armor training

This is only to level four (the min to get dragon disciple with two Sorc levels).

I can see a lot of rage powers translating into dragon heritage background (DR, bite) (in fact the rage could be storied as the inner dragon trying to escape) and greataxe means you don't care about having shield access. Wings at DD level 9 will be affected by heavy armor.
The feats you have chosen tend toward fighter. Especially as level 8 gives two more bonus feats and weapon training +2. A lot of the cool feats require fighter level 'x'. Armor training 2 will help with the wings/fly thing later on as well.

Personally I like barbarian over fighter, but if 'tis the feats you want, there is no better way than fighter.

For spells, buffs are a good option. I personally like throwing spell storing weapons into these combos so you can hit someone with a slow, grease, dispel magic at them. The bloodline arcana gives a bonus damage to spells of the same energy type as your dragon ancestor and fire > electricity > cold > acid in terms of number of spells available.

Happy hunting


Anti-Paladin might very well.
I've always considered Anti-Pals to be much more than thugs. This guy is a bit of a thug and a hood. Anti-Pals to me are the ultra elite guys that work from behind the scenes.
My guy is elite, but not so much behind the scenes. He can be extremely evil, but he can also perform acts of good. I say Chaotic Neutral with leanings towards Chaotic Evil, but not straight up Chaotic Evil. And not Chaotic Stupid either, but rather a guy who, if he's hired to do something, he does it.
Anti-Pals I've felt are too focused on something, too restricted towards their vows (anti-pal of Gorum must ALWAYS strive for a situation where combat and violence will spiral out of control, for example).
Good idea, but really for this character, I think anti-pals are too set and restrictive.

Edit: this is the type of guy who, at high levels, if you make him mad, he's likely to grapple you, fly high into the air, and let go.


MeatForTheGrinder wrote:

I have a non optimized gamer in my circle who had a character die at low level and came to me for advice. After a bit of my help, he is now playing a fairly well optimized level 4 Orc Two-Handed fighter. He loves having a minimum damage of 21 at level 4.

As we are approaching level 5, he asked me if I thought he should continue with Fighter or branch out, and I offered the possible route of a single Bard level and then Dragon Disciple for at least 4 levels. The bard song bonus for 4+ rounds per day seems worth it for a party of three melee guys and an alchemist that's tossing bombs and handing out Enlarge Person shared infusions.

He is now debating if it is worth going back into Fighter for three levels after he has all the strength and armor from Dragon Disciple to get Backswing for double strength on any iterative attacks in a Full Attack. Do you think it is at all worth it, or should he just stick with Dragon Disciple and maybe get Fly-By Attack (DM is okay with this) and never worry about Full Attacks? Suggestions?

Have you considered recommending the Archeologist archetype for Bard, with Lingering Performance? If he continured with Bard, the three levels of Bard after the very first each give the same benefit to BAB that three more fighter levels would give, and the extra spell levels, caster level, and skill points are arguably a bigger deal than the two feats he'd get from Fighter, especially considering all the self-or-other-buffing spells bards get.

Just a thought.


Crap, I have NOT considered bard. Dammit, that looks like a good one too. Can't believe I forgot Bard. I'll have to recheck things with this character, see what I can see.

What was the leveling scheme you were thinking about with the Fighter/Bard/Dragon Disciple?


Looked over Archeologist Bard last night, and I decided to stick with my current loadout, though I'm changing my weapon to Falchion. I'll critical more often though it won't be as overkill when I do.

Archeologist Bard is a great class and I love uncanny dodge, but I prefer having the spellcasting power of the Sorcerer. Besides, I already have a luck bonus on saving throws due to my orc Tribal tattoo.

Barbarian is good overall, but I'm going to stick with Two Handed Fighter. Yeah, it will suck flying in heavy armor without armor training to help, but I think the character will do alright. Plus, I'll be able to debuff enemies in combat. Normally, I wouldn't be able to cast while raging unless I got that supression rage power.

I use eight levels of two handed fighter to get access to two very important feats for this build. If I didn't specifically have these feats in mind, I wouldn't bother with them: Greater Weapon Focus (8th level Fighter) and Deadly Stroke (Requires Greater Weapon Focus). Those two feats help to make this character a monster.

Flying in heavy armor will be a major b+$~* without armor training, but I'm not overly concerned. By the time I start flying, I'll already have the Skill Focus (Fly) feat as Dragon Bloodline Feat. That will certainly help.

I won't take any favored class bonuses with this character, because as a half-orc I don't get anything good for Fighter (no need to stabilize with Deathless Initiate) and sorcerer (not casting spells for damage). So I'll just take the +1 HP at each level.

This guy I'm planning on playing him as the guy who crashes into the biggest baddest mutha in the room and just lays into him, first with Deadly Stroke and Flyby attack and then with just constant full attacks.

The only feat I'm unsure about at this point is Dazing Assault. I'm not sure it will be all that good really for this guy, so I'm gonna change it out with Cornugon Smash.


Hm, forgot to mention that you might also look into the possibility of taking some of the Eldritch Heritage feats (basic, Improved, Greater) with the Orc bloodline. The bloodline powers are really really nice for any fighter type.


Oh no, those feats are in there already, if you see above in the mountain of text in the first post.
I went with that concept in mind: Eld Heritage, Imp, and Greater.
It's part of where my character's monstrous strength comes from.

Edit: I almost want to devote some feats to Maneuvers like Bull Rush, to take advantage of my strength, but if I do that, then I lose out on so very much more dammit. Ugh! Is deadly stroke really worth THIS? So my character can swoop out of the sky like an iron skinnned hulking badass of badassery and lay out some pain with a single blow?
Wish I could get awesome blow instead.


Monster Feats: "Most of the following feats apply specifically to monsters, although some player characters might qualify for them"


Played a DD. With Monstrous Physique + Blood Rage and a heavily STR optimized build, I could easily get 6 or more natural attacks at maximum BAB (which was real low) that hit better than the melee types in the party, due to my almost 50 STR, and of course dealt much more damage. Huge size helps alot.

I took a single fighter level, taking sorcerer and DD for the rest, optimizing CL instead of BAB, since I wasn't using iterative attacks.

Quickcasting a Selective acid fireball while doing full melee attacks in the same round, and having my two undeads (the Giant Ralph, and the dragon Roger) attack as well made me the king of damage. Crossblodded orc/dragon, with acid as element, for +2 pr die of fireball damage, and magical lineage + wayang spell hunter to lower spell level of metamagic'ed fireball with 2. This arguably opens up the ability to cast fireball with level 1 and two spell slots as well.

No armor, just mage armor, shield, barkskin, shield of faith, protection from evil, and lots of natural armor.

At higher levels Form of The Dragon becomes available.

It is more damage, more magic, and truer to the look and feel of the dragon theme, and a lot of fun to play.

I realize it is not what you where aiming at, but just wanted to share the experience, possibly giving some ideas :-)


One of the spells I chose for this build is Blood Rage simply because I know he'll be taking a ton of damage and will have a ton of HP. Great spell.
Never thought about Monstrous Physique though. Not a bad idea to get a little boost, though I doubt it would affect my character that much honestly.


Some of the available monsters have 6 primary attacks, and there is the str bonus as well, so MP is a super spell. I take four armed gargoyle, as an example, and I them roleplay it as a draconic monstrous humanoid...


Zog of Deadwood wrote:
Have you considered recommending the Archeologist archetype for Bard, with Lingering Performance?

I'm not sure this works.

Archaeologists Archetype wrote:

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.

... Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.
Lingering Performance wrote:

The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisite: Bardic performance class feature.

Just because Archaeologist's Luck is treated as bardic performance for things that effect bardic performance does not necessarily mean that it satisfies the prerequisite requirement. Otherwise, it could be stated that this is a change to the class feature of bardic performance, rather than a replacement. It's one of those "all squares are rectangles, but not all rectangles are squares" issues. Is there errata or something that I am unaware of that clarifies and legalizes this?

I originally did recommend the Archaeologists, but with a melee heavy party I told him that the normal bard song's ability to help out the rest of the party would be greatly appreciated. For a one level dip in bard, it's worth it to just grab the base class here, and share the benefit at the cost of a standard action. Or not. It's the player's decision now that I have helped to clarify his options.


MeatForTheGrinder wrote:

Just because Archaeologist's Luck is treated as bardic performance for things that effect bardic performance does not necessarily mean that it satisfies the prerequisite requirement. Otherwise, it could be stated that this is a change to the class feature of bardic performance, rather than a replacement. It's one of those "all squares are rectangles, but not all rectangles are squares" issues. Is there errata or something that I am unaware of that clarifies and legalizes this?

I originally did recommend the Archaeologists, but with a melee heavy party I told him that the normal bard song's ability to help out the rest of the party would be greatly appreciated. For a one level dip in bard, it's worth it to just grab the base class here, and share the benefit at the cost of a standard action. Or not. It's the player's decision now that I have helped to clarify his options.

I have not seen any errata regarding this, no. However, I also haven't previously seen anyone arguing the feat does NOT work with Archaeologist's Luck, so errata doesn't seem to be required.

It is true that Archaeologist's Luck is NOT bardic performance, and that class ability is normally a prerequisite for Lingering Performance. However, as Lingering Performance is a feat that affects bardic performance and as Archaeologist's Luck does have this language:

Quote:
Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance

it does count as a prerequisite in this case, although it would not count as a prerequisite for other feats or class options that require BP but do not affect it.


um, maybe a Synthesist dip?


Hey Zog, check out this from Dervish Dancer archetype:

Dervish Dancer, Ultimate Combat wrote:
Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended.

That is from the same source, using the same language, except that it specifically spells out that Lingering Performance does not work. I think the omission of that language under Archaeologist is enough evidence that it does work for Archaeologist.


MeatForTheGrinder wrote:

Hey Zog, check out this from Dervish Dancer archetype:

Dervish Dancer, Ultimate Combat wrote:
Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended.
That is from the same source, using the same language, except that it specifically spells out that Lingering Performance does not work. I think the omission of that language under Archaeologist is enough evidence that it does work for Archaeologist.

Certainly one more piece of evidence. I think at this point the burden of proof would be on anyone who argued for the reverse.


Major_Blackhart wrote:
Archeologist Bard is a great class and I love uncanny dodge, but I prefer having the spellcasting power of the Sorcerer.

Note that you can take more levels of bard without suffering a hit to your BAB, and if you take that into account there isn't much difference in terms of spellcasting.

E.g.:

A fighter 6/bard 4/dragon disciple 10 is an 11th level bard caster with 4th level spells and 18 spells known.

A fighter 8/sorcerer 2/dragon disciple 10 is a 9th level sorcerer caster with 4th level spells and 14 spells known.


hogarth wrote:
Major_Blackhart wrote:
Archeologist Bard is a great class and I love uncanny dodge, but I prefer having the spellcasting power of the Sorcerer.

Note that you can take more levels of bard without suffering a hit to your BAB, and if you take that into account there isn't much difference in terms of spellcasting.

E.g.:

A fighter 6/bard 4/dragon disciple 10 is an 11th level bard caster with 4th level spells and 18 spells known.

A fighter 8/sorcerer 2/dragon disciple 10 is a 9th level sorcerer caster with 4th level spells and 14 spells known.

Right, and a 4th level bard with the Archaeologist archetype can cast in light armor with no arcane spell failure chance, gets considerably more skill points, the luck bonus, a +2 bonus on Perception Checks, Uncanny Dodge, and a rogue talent that could be used to pick up a combat feat. There's no sorcerer bloodline or archetype that can compete with that for physical combat, aside from things like Orc bloodline powers taken via Eldritch Heritage, which has nothing to do with base class.


I'm reconsidering Archaeologist now.
Damn, that is a badass move right there.


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Zog of Deadwood wrote:
hogarth wrote:
Major_Blackhart wrote:
Archeologist Bard is a great class and I love uncanny dodge, but I prefer having the spellcasting power of the Sorcerer.

Note that you can take more levels of bard without suffering a hit to your BAB, and if you take that into account there isn't much difference in terms of spellcasting.

E.g.:

A fighter 6/bard 4/dragon disciple 10 is an 11th level bard caster with 4th level spells and 18 spells known.

A fighter 8/sorcerer 2/dragon disciple 10 is a 9th level sorcerer caster with 4th level spells and 14 spells known.

Right, and a 4th level bard with the Archaeologist archetype can cast in light armor with no arcane spell failure chance, gets considerably more skill points, the luck bonus, a +2 bonus on Perception Checks, Uncanny Dodge, and a rogue talent that could be used to pick up a combat feat. There's no sorcerer bloodline or archetype that can compete with that for physical combat, aside from things like Orc bloodline powers taken via Eldritch Heritage, which has nothing to do with base class.

I've been working on an Aasimar Dervish of Dawn for the upcoming Wrath of the Righteous AP and the results have been spectacular.

Dervish of Dawn doesn't get the reduced number of Performance rounds that the Archeologist does and the effects of Inspire Courage, Inspire Greatness and Inspire Heroics are all DOUBLE when applied to them. Moreover an Aasimar accelerates the progression of one Performance type, meaning that by 12th level Inspire Courage would give an Aasimar Dervish of Dawn +8 attack & +8 Damage (for instance). At 15th level you can make a full attack at +8/+8, drop your Bardic Performance as a free action and begin it again as a swift action but this time using Inspire Heroics and gain +8 AC/+8 Saves during your opponents turn before switching it back out again the next round. They also gain the ability to cast heal spells as a move+swift action, can cast without penalty in light armor and get the Dervish Dance feat for free. And that's not even mentioning the effects of spells like Dance of 100 Cuts.

I'm telling you, when well made, this archetype is utterly off the hook. Mine is going to be taking a 2 level dip in MoMS for the full Crane Style feat line early on.


Mercurial wrote:
Zog of Deadwood wrote:
hogarth wrote:
Major_Blackhart wrote:
Archeologist Bard is a great class and I love uncanny dodge, but I prefer having the spellcasting power of the Sorcerer.

Note that you can take more levels of bard without suffering a hit to your BAB, and if you take that into account there isn't much difference in terms of spellcasting.

E.g.:

A fighter 6/bard 4/dragon disciple 10 is an 11th level bard caster with 4th level spells and 18 spells known.

A fighter 8/sorcerer 2/dragon disciple 10 is a 9th level sorcerer caster with 4th level spells and 14 spells known.

Right, and a 4th level bard with the Archaeologist archetype can cast in light armor with no arcane spell failure chance, gets considerably more skill points, the luck bonus, a +2 bonus on Perception Checks, Uncanny Dodge, and a rogue talent that could be used to pick up a combat feat. There's no sorcerer bloodline or archetype that can compete with that for physical combat, aside from things like Orc bloodline powers taken via Eldritch Heritage, which has nothing to do with base class.

I've been working on an Aasimar Dervish of Dawn for the upcoming Wrath of the Righteous AP and the results have been spectacular.

Dervish of Dawn doesn't get the reduced number of Performance rounds that the Archeologist does and the effects of Inspire Courage, Inspire Greatness and Inspire Heroics are all DOUBLE when applied to them. Moreover an Aasimar accelerates the progression of one Performance type, meaning that by 12th level Inspire Courage would give an Aasimar Dervish of Dawn +8 attack & +8 Damage (for instance). At 15th level you can make a full attack at +8/+8, drop your Bardic Performance as a free action and begin it again as a swift action but this time using Inspire Heroics and gain +8 AC/+8 Saves during your opponents turn before switching it back out again the next round. They also gain the ability to cast heal spells as a move+swift action, can cast without penalty in light armor and get...

That looks like a ton of fun! I'll definitely keep that build in mind--I enjoy playing strongly Light Side characters. However, the OP is going a...different...route.


Zog of Deadwood wrote:
That looks like a ton of fun! I'll definitely keep that build in mind--I enjoy playing strongly Light Side characters. However, the OP is going a...different...route.

Yeah, I get that - but in my opinion its just a handwave for the GM to allow a character to have the same skill set and be darkside. No reason for the good guys to have all the fun, and the build works almost as well for Humans...


My route was awesome as well.

I grabbed several unsuspecting people and flew high into the air to interrogate them. Gave me a bonus to intimidate if they didn't have the ability to fly (magic or otherwise) or the fly skill. My threat was essentially to drop them if they didn't answer what I asked.
Unfortunately, a few times I failed the intimidation test, which caused them to try and struggle out of my grapple, at a rather interesting altitude. Needless to say, some buildings need new roofs.


This is what my character is going for too. But I'm aimming to be quin-class, Because I think my character need to realize his true self as soon as possible otherwise he won't be able to fight what he will face if he doesn't even know himself. With that, I can't go for deadly stroke still lv 20 if I were fighter 8 after DD 10. So I decided not to take fighter 8 but just fighter 3 instead.

Good luck with your build!

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