Help for new PC


Advice


GM deliberately killed my PC off sooooo, here is revenge time. I need something which can wreck combat encounters. Thinking of going ranged archery route unless someone has better suggestions since I can unleash many damaging arrows from wherever I am along with that DR ignoring feat.

Campaign details:
Level 7, rolled stats with rerolls, 20& more standard wbl.

Any resource obtainable online. no 3rd party.

Firearms also allowed (in case some people are thinking of that) No limitations on magic. Tech guide has also been used by me (chainsaws wohoo!)

1/3 of the campaign is urban, the other 1/3 is everywhere else/travelling. Another 1/3 is the main locale which is a desert.

Most of the enemies encountered are either the standard humanoids or some custom aberrations by the GM. On occasion there are also dragons (one being the party's patron and another was the one which killed me last week)

Flying. Lots of flying enemies.

GM has also introduced technology and mechs/robots (constructs) These may be future encounters although that isn't exactly confirmed since so far they have been on our side.

Most of the enemies are Large or bigger with obnoxiously high DR so they won't get wrecked by the already preexisting duo of gunslingers in the party. I'm not counting the minions because they are easily wiped by AoE attacks. Non large BBEGs also have DR (though not as much)

Party composition is a gunslinger, ranger/wizard going on arcane archer and a sorceror DD. I was a primal companion hunter and another was a wizard (he also died, not going to remake a spellcaster apparently)

Party is also not good alignments. (all neutral except the one evil although their approach to everything is blowing stuff up)

If there are any other information you think might be needed feel free to ask.

As for me, I have no preference for characters to play right now (although if I am going to make my own its probably going to be archery for the reason I've stated initially) My playstyle has normally been rogue/martials with as minimal magic as possible to give you an idea. My only magic PCs have been bard (buffing), cleric (more buffing), hunter (buffing animal) and alchemist (self buffing)


Fighter or Gunslinger with appropriate archetypes/feats to get lots of AoOs with ranged weapons. X-laser. Your AoO hits a nearly-half-mile line. You're welcome. Prepare to flee any town you take your Snap Shots in, as you will no longer be welcome there after you incinerate lots of innocent citizens.

I recommend a way to get a much bigger clip or reduce the charge usage of the X-laser if you can find one.


If your GM killed killed your PC like you say. Just dont come back.
And if you come back dont do it for revenge. Find out why he killed your PC and agree with him that you wont act like that again, not you and not him.
But if you want to come back. Make a dex based halfling monk. With pummeling style(and charge at level 9) and risky striker you will be amazing in the damage department. With qinggong you can get great AC and with adaptable luck and fates favored you can Press that little extra out.
But a blockbuster wizard or arcanist sounds like what you really need, and should try:)
Edit: Roll the stats so you know what you have to work with.


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First, a word of forewarning: The pathfinder role-playing game has several built in checks and balances to insure that both players and enemies are at a certain level of power at any given point in the game. These balances can be circumvented by players by taking advantage of feats, class features, and/or items that may not have been thought all the way through by the paizo designers before being written into a book. The GM can circumvent these balances by ignoring them. It's that simple. making a character designed to destroy encounters is a great way to get the GM to kill your character again.

Now that that's out of the way, let's talk about ninjas. more specifically ninjas and guns.

The main problem with sneak attack as a class feature is that between the rogue and by extension the ninja, having 3/4 ths BAB and no built in method of gaining a bonus on attack rolls (something that every full BAB class has access to) ninjas and rogues don't hit frequently enough to deal damage on par with damage dealing classes. As guns target touch AC they allow just about anyone to hit anything that isn't exceptionally dodgy, and those things can be dealt with by getting them flat-footed.

With the ninjas main problem of hitting the opponent out of the way you can reliably expect to deal about your weapon's damage die with each attack +4d6. if you use a revolver that's about 18 damage an attack without any feats or magic to increase that result. You can by default as a ninja make 2 attacks if you choose to spend a ki point as part of that full attack action.

That's about 36 damage with a single full attack action that you can get sneak attacks off with. An average monster at your CR might have about twice that many hit points. This is just what you can do as gun ninja out of the box. Some tips to optimize:

Vanishing Trick (ninja trick): not directly related to your DPR but it's a great way to set up for sneak attack, be sure to pick up Invisible Blade when you hit 10th level.

Rapid shot: take a -2 to hitting their flat-footed touch AC and make an extra attack, going from ~36 DPR to ~54 in a round.

Two weapon fighting: reduce the penalty for firing with two weapons in a round from "could conceivably miss" to "I still hit" same results as taking rapid shot, but you can use them both at the same time jumping you up to ~72 DPR a round. be sure to pick up improved two weapon fighting at the next level.

Merciful guns and Sap adept + sap Master:
Guns deal bludgeoning and piercing damage and if you make them merciful they deal nonlethal damage. Which allows them to qualify for sap adept and sap master. Taking your average damage from weapon damage +4d6 to weapon damage + 16 + 8d6 per attack, between that and the 1d6 points of damage that you get from merciful that's about 50 points of damage. per attack. Even if you only take this combo and nothing else you'll wreck average CR encounters.

Sniper goggles: Sneak attacking from more then 30 feet away is cool, gaining a +2 on damage rolls for each sneak attack die you roll is even cooler, works great with sap master and sap adept.

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s.

deadly aim: This is normally the go to feat for most ranged characters, but gun ninja only gets a +4 bonus on damage rolls out of the deal. Not terrible but not useless either.


Cap. Darling wrote:

If your GM killed killed your PC like you say. Just dont come back.

And if you come back dont do it for revenge. Find out why he killed your PC and agree with him that you wont act like that again, not you and not him.
But if you want to come back. Make a dex based halfling monk. With pummeling style(and charge at level 9) and risky striker you will be amazing in the damage department. With qinggong you can get great AC and with adaptable luck and fates favored you can Press that little extra out.
But a blockbuster wizard or arcanist sounds like what you really need, and should try:)
Edit: Roll the stats so you know what you have to work with.

Expanding on the pummeling style bit; you could play a human brawler instead, take pummeling style and pick up the martial versatility feat. That way you can use pummeling style with everything in the fighters monk weapon group. You'll want to pick up a keen urumi this would allow you to make your entire full attack action with pummeling style and if any of those dice come up 15 or greater (and you can confirm at your highest BAB, not hard) you act as though you had critically hit with every attack in your full attack action. And if you can spare the feats you may want to pick up racial heritage (sylph) So you can eventually pick up Wings of Air so that you can run at the thing 30 feet off the ground and kill the bajeebus out of it.


Robot_nachos wrote:
Cap. Darling wrote:

If your GM killed killed your PC like you say. Just dont come back.

And if you come back dont do it for revenge. Find out why he killed your PC and agree with him that you wont act like that again, not you and not him.
But if you want to come back. Make a dex based halfling monk. With pummeling style(and charge at level 9) and risky striker you will be amazing in the damage department. With qinggong you can get great AC and with adaptable luck and fates favored you can Press that little extra out.
But a blockbuster wizard or arcanist sounds like what you really need, and should try:)
Edit: Roll the stats so you know what you have to work with.
Expanding on the pummeling style bit; you could play a human brawler instead, take pummeling style and pick up the martial versatility feat. That way you can use pummeling style with everything in the fighters monk weapon group. You'll want to pick up a keen urumi this would allow you to make your entire full attack action with pummeling style and if any of those dice come up 15 or greater (and you can confirm at your highest BAB, not hard) you act as though you had critically hit with every attack in your full attack action. And if you can spare the feats you may want to pick up racial heritage (sylph) So you can eventually pick up Wings of Air so that you can run at the thing 30 feet off the ground and kill the bajeebus out of it.

Not a bad trick but two extra feats(one for pummeling style and one for pummeling charge) is a bit expensive. It will eat the brawler extra feats. and it will cost the options given by Ki and qinggong monk like extra attacks. And it will cost risky striker and adaptable luck.


Eh, I think that having a one in three chance to critically hit with all of the attacks that hit in a full attack action is worth losing out on risky striker damage. The Ki options are a fair point but he's asking for absurd damage, not notably above average damage.


Robot_nachos wrote:

...

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s...

This is not good advice the avarage damage bonus pr sneek dice is 0,16666 so by level 11 this will be one more damage(2 with sap master)

Edit: sorry if i Sound like a jerk.


Robot_nachos wrote:
Eh, I think that having a one in three chance to critically hit with all of the attacks that hit in a full attack action is worth losing out on risky striker damage. The Ki options are a fair point but he's asking for absurd damage, not notably above average damage.

yes it is a neat trick and the weapon will be cheaper than AoMF and you can make it of special materials. But it will be a character that lags behind on defense unless i miss somthing. The short monk will still get crits quite often(but not every time like your build)

Edit: to remove nonsense.


What is your character's backstory?


Cap. Darling wrote:
Robot_nachos wrote:

...

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s...
This is not good advice the avarage damage bonus pr sneek dice is 0,16666 so by level 11 this will be one more damage(2 with sap master)

It is towards the bottom for a reason; however, keep in mind that gun ninja works best when he's making as many attacks as the game will let him get away with in a round so all of the ones that he can no longer roll add up. Like, if gun ninja has 4d6 sneak attack, he will, on average deal an extra 14 damage with each attack. Powerful sneak changes that around to 16 damage per attack (I'm not accounting for AC in this because there's no easy way to calculate the average monsters flatfooted touch AC) so that is only a net gain of two damage, on that attack. A fully spec'd gun ninja can make 4 attacks at 7th (5 with haste) so that's 8 extra damage over the round. And this gets better the more die the character rolls. however it really shines when you can pick up deadly sneak and never roll less then average damage.

Cap. Darling wrote:


yes it is a neat trick and the weapon will be cheaper than AoMF and you can make it of special materials. But it will be a character that lags behind on defense unless i miss somthing. The short monk will still get crits quite often(but not every time like your build)

While the brawler does get (basically) a +1/4th level bonus to AC it would be up to Omnitricks to find a way to get that AC up to a level he feels comfortable with, it's not impossible it's just a bit more reliant on items then the monk is in that department (and even then, not by much).


Robot_nachos wrote:
Cap. Darling wrote:
Robot_nachos wrote:

...

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s...
This is not good advice the avarage damage bonus pr sneek dice is 0,16666 so by level 11 this will be one more damage(2 with sap master)

It is towards the bottom for a reason; however, keep in mind that gun ninja works best when he's making as many attacks as the game will let him get away with in a round so all of the ones that he can no longer roll add up. Like, if gun ninja has 4d6 sneak attack, he will, on average deal an extra 14 damage with each attack. Powerful sneak changes that around to 16 damage per attack (I'm not accounting for AC in this because there's no easy way to calculate the average monsters flatfooted touch AC) so that is only a net gain of two damage, on that attack. A fully spec'd gun ninja can make 4 attacks at 7th (5 with haste) so that's 8 extra damage over the round. And this gets better the more die the character rolls. however it really shines when you can pick up deadly sneak and never roll less then average damage.

...

If deadly Aims 4 extra damage pr shot is unamazing how can this stuff shine?

I have made a thread on a gun ninja in here at some time and reload is gonna be problematic if he use TWF just like for every other gun person. Using a double baral pistol is a option but no matter what feats is gonna be in short supply. The need to have the bad guy flatfootet is also gonna be problematic unless you dont go scout and only shoot once pr round. Edit and scout trick wont work before level 8.


Omnitricks wrote:
GM deliberately killed my PC off sooooo, here is revenge time...

I don't recommend playing in an atmosphere like that... Though from what you say he does sound like he is simply adjusting encounters to neutralize party abilities.

I've been playing around with Bleed builds lately, take a look at Splintering Weapon feat combined with Obsidian weapons.

You can do 1D4 bleed right from level 1, in addition to weapon damage. Make something with Warpriest and shurikens and you can start doing some scary scary stuff.

Get a whetstone from the UEG for a +1 to damage on each of those...

Be aware that Wind Wall and Fickle Winds can shut down an archer, so see if you can get 'Cyclonic Enchantment' (ranged tactics toolbox, +2 enchantment).

Use the above mentioned whetstone trick for your arrows. Some GMs say they don't apply to arrows, as they aren't 'bladed'. Ask him if a rapier has a blade. Ask him is a rapier is piercing. Ask him if an arrow is piercing.

If leadership is allowed, abuse the crap out of that. Build a blaster or secondary archer. Take teamwork feats!

Build an archer but also have an animal companion! Seriously:
Nature Soul, Animal Ally, Boon Companion, Huntmaster (Human), Spirits Gift (Life Spirit), Evolved Companion

The first three feats get you an animal companion equal to a Druids by level 7. Huntmaster adds a level to it (so it can be higher level than a druids), Spirits Gift gives it Fast Heal 1, Evolved Companion gives it evolution points as per a Summoners Eidolon.

I think you could take Huntmaster at level 5, so by level 7 you could be a level 7 fighter with a level 8 hunting dog (or small cat, or falcon) companion. I would go small cat or bird.


Pathfinder should not be GM vs PC. Have you tried talking to your GM about what happened and find out why it happened?


Cap. Darling wrote:
Robot_nachos wrote:
Cap. Darling wrote:
Robot_nachos wrote:

...

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s...
This is not good advice the avarage damage bonus pr sneek dice is 0,16666 so by level 11 this will be one more damage(2 with sap master)

It is towards the bottom for a reason; however, keep in mind that gun ninja works best when he's making as many attacks as the game will let him get away with in a round so all of the ones that he can no longer roll add up. Like, if gun ninja has 4d6 sneak attack, he will, on average deal an extra 14 damage with each attack. Powerful sneak changes that around to 16 damage per attack (I'm not accounting for AC in this because there's no easy way to calculate the average monsters flatfooted touch AC) so that is only a net gain of two damage, on that attack. A fully spec'd gun ninja can make 4 attacks at 7th (5 with haste) so that's 8 extra damage over the round. And this gets better the more die the character rolls. however it really shines when you can pick up deadly sneak and never roll less then average damage.

...

If deadly Aims 4 extra damage pr shot is unamazing how can this stuff shine?

I have made a thread on a gun ninja in here at some time and reload is gonna be problematic if he use TWF just like for every other gun person. Using a double baral pistol is a option but no matter what feats is gonna be in short supply. The need to have the bad guy flatfootet is also gonna be problematic unless you dont go scout and only shoot once pr round. Edit and scout trick wont work before level 8.

Ok so after sitting down an doing the math it turns out that the damage gain from deadly sneak and deadly aim is actually almost identical, powerful sneak is a little ahead until 16th level and then they even out. Reloading's not too much of a problem, rapid reload and alchemical cartridges can get you down to a free action reload. And yes, getting something flat footed is hard for gun ninja until he can get vanishing blade and have greater invisibility as a swift for a ki point, however with the right portieres you can get away with making one attack for a few levels, or you can act before your enemies on the first turn of combat, or you can get gang up (getting into Schrodinger's build territory I'll admit).


Robot_nachos wrote:
Cap. Darling wrote:
Robot_nachos wrote:
Cap. Darling wrote:
Robot_nachos wrote:

...

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s...
This is not good advice the avarage damage bonus pr sneek dice is 0,16666 so by level 11 this will be one more damage(2 with sap master)

It is towards the bottom for a reason; however, keep in mind that gun ninja works best when he's making as many attacks as the game will let him get away with in a round so all of the ones that he can no longer roll add up. Like, if gun ninja has 4d6 sneak attack, he will, on average deal an extra 14 damage with each attack. Powerful sneak changes that around to 16 damage per attack (I'm not accounting for AC in this because there's no easy way to calculate the average monsters flatfooted touch AC) so that is only a net gain of two damage, on that attack. A fully spec'd gun ninja can make 4 attacks at 7th (5 with haste) so that's 8 extra damage over the round. And this gets better the more die the character rolls. however it really shines when you can pick up deadly sneak and never roll less then average damage.

...

If deadly Aims 4 extra damage pr shot is unamazing how can this stuff shine?

I have made a thread on a gun ninja in here at some time and reload is gonna be problematic if he use TWF just like for every other gun person. Using a double baral pistol is a option but no matter what feats is gonna be in short supply. The need to have the bad guy flatfootet is also gonna be problematic unless you dont go scout and only shoot once pr round. Edit and scout trick wont work before level 8.
Ok so after sitting down an doing the math it turns out that the damage gain from deadly sneak and deadly aim is actually almost identical, powerful sneak is a little ahead until 16th level and then they even out. Reloading's not too much...

Unfortunatly you need a free hand to reload a pistol:( And Unfortunatly being invisibel dosent make anybody flat footet but with high dex good stealth and improved initiative getting a surprise round and a full round on who ever you are killing is very likely. My gun ninja was a goblin(Ronal MC Goblin) had at least good chances in that. He also used the Bludgeoner feat to du subdual. I think TWF is a good thing to wait with pehaps a alchemist (vivisectionist) 2 dip would be a good plan to get a extra arm to facilitete the reload.


Heh X laser. I'll keep that for another game if I ever need it but I'm not the type to max collateral damage. I need places to buy stuff and spread legends of my awesomeness you know? Still, now I want to play a game as a space pirate or something along those lines even more. Tagline: "Now with X-Laser!"

I'm actually thinking of not going back. He is my friend and the group is cool and all (eventhough extremely chaotic) but its more a matter of principle. I hate it when GMs ignore/change rules to kill/screw me over because sadly, I'm an extreme rule lawyer being unable to munchkin. Rule mastery is the only means I can use to keep up with the party/survive which is why I'm a bit vindictive now.

I also can't agree to not kill NPCs which threaten me despite me giving ample warnings. Just saying. Not fun to have to worship the ground named NPCs walk on just because it might be a favorite of his.

That said, the monk idea pleases me (especially since it uses halflings) but unfortunately I have no experience playing monks (although some of my PFS friends have been trying to convert me to Zen Archerism) I'm also quite unsure of the ki powers. The only extra AC I can find is barkskin?

I've made a sneak attack gun rogue before as well and despite being underpowered and situational it was pretty fun. The ninja seems better in terms of being able to throw out more attacks although I can't agree with powerful sneak since there are better talents to go for even in terms of damage.

Also if I'm not mistaken...I heard something about pummeling only being applicable to unarmed strikes. Not sure if Martial Versatility would allow me to bypass that.

Heh I normally don't start chargen with backstory in mind. I normally only figure out the vague details of my PCs backstory after I got all the crunch settled and then wing it from there. I've played under one of those crazy killer GMs with high PC turnover for 1-2 years so I realized there was never a reason to put effort into backstories, especially when it gets ignored once the campaign gets started. At least by winging it I can decide on aspects of my PC which is relevant to the game as well.

My contribution of the TWF gun bit is that you could always use gun twirling and quick draw. Now that is a lot of feats for a rogue but it is always an option. Personally the only time I'd ever TWF guns is if I can use a revolver (which is actually allowed in this game in case you were wondering)

I've looked at bleed builds before and if I remember right the reason I didn't go through with them was because they are easily healed and they don't stack (although I heard about another benefit being able to mess up mages which is something I haven't been able to pinpoint in the rules)

Forgot about the magical defences against ranged attacks. That's another thing I have to remember about, thanks. I was playing a hunter before this actually. Primal companion hunter. When my AC awakens "troll mode" he is dealing like 3d6+6 x4 (x5 if both claws hit damage or x6 if my hunter uses the betrayal feat) or something along those lines but it take a round to build up since I also need strong jaw (actually come to think of it I misremembered the previous encounter and was doing my damage on 2d6. Opps) Including haste this was probably one of my first PCs doing a significant amount of damage if not one of the rare instances.

That is not including other shenanigans like the feat from ACG which gives me AC DR5, the riders I'm able to use on my turn thanks to hunter skirmisher tricks and the chainsaw I deliberately make my AC use despite being a nerf because of the rule of cool. I really do recommend the hunter even if you do not take primal companion just because of the tricks.

Yes well, I did talk to him about it after I found out because of rules one of the abilities he relied on to kill my PC wouldn't have worked and if he retconned that part onwards to be in line with the rules (the last minute of the session) I would be alive. Extremely badly wounded but alive. He wouldn't have it and eventually went on a tirade about how shitty my PC was, that he had no motivation or investment to bring him back and asserted that "punishing" me for killing his favorite NPC is more important than the rules. I was just about to make a mounted rogue/noble scion for the giggles until he said that which made up my mind to cheese the hell out of whatever I can to show that things could be even worse compared to my hunter (who wasn't exactly optimized except for the AC which was already nerfed by me with fluffy playstyle)

Speaking of Noble Scion, yes Leadership was allowed. It was actually what I wanted to use for that noble scion so I can do a double rogue after I read somewhere that rogues in parties are normally considered crap because there is only one whereas thieves guild (and similar) rogues are better because they are many rogues. Was trying to go for a knife master-lookout combination to see how far a build aimed at doing the most damage on surprise/first round would go.

Again to add to the ninja/rogue thing, Warpriest also gets greater invis at level 10 while the cult archetype has 1d6 sneak/3 levels. Just in case you want to try theorycrafting with that. I did try to build one which specialized on hidden weapons (looks good on paper as far as functionality goes) but I haven't the chance to test it yet.


Robot_nachos wrote:
Like, if gun ninja has 4d6 sneak attack, he will, on average deal an extra 14 damage with each attack. Powerful sneak changes that around to 16 damage per attack (I'm not accounting for AC in this because there's no easy way to calculate the average monsters flatfooted touch AC) so that is only a net gain of two damage, on that attack.

Minor quibble here. Powerful Sneak increases a sneak attack of 4d6 from 14 to 14.67. It would increase to 16 if you were allowed to reroll 1s instead.

((1+2+3+4+5+6)/6)*4 = 14
((2+2+3+4+5+6)/6)*4 = 14.66666666667
((2+3+4+5+6)/5)*4 = 16

Edit to add: Factoring in the loss of accuracy, you're doing 13.2 (10% less) compared to the regular sneak attack. Not accounting for other factors in accuracy which would impact both attacks.


Cap. Darling wrote:

Unfortunatly you need a free hand to reload a pistol:( And Unfortunatly being invisibel dosent make anybody flat footet but with high dex good stealth and improved initiative getting a surprise round and a full round on who ever you are killing is very likely. My gun ninja was a goblin(Ronal MC Goblin) had at least good chances in that. He also used the Bludgeoner feat to du subdual. I think TWF is a good thing to wait with pehaps a alchemist (vivisectionist) 2 dip would be a good plan to get a extra arm to facilitete the reload.

...

Oh, I'm sorry that's a bit of short hand at my table that's made it's way into my common vernacular. Technically yes they aren't flat footed, you're just invisible. In either case they don't get their dex so gun ninja gets his sneak attack. And If you pick up a glove of storing you can at least mitigate some of those issues with reloading.

Omnitricks wrote:

Also if I'm not mistaken...I heard something about pummeling only being applicable to unarmed strikes. Not sure if Martial Versatility would allow me to bypass that.

I'm positive that it's not rules as intended but rules as written seems pretty cut and dry. you take a feat that only has a benefit with one weapon (unarmed strikes) and applying it to everything in the monk weapon group.

Skaldi the Tallest wrote:

Minor quibble here. Powerful Sneak increases a sneak attack of 4d6 from 14 to 14.67. It would increase to 16 if you were allowed to reroll 1s instead.

((1+2+3+4+5+6)/6)*4 = 14
((2+2+3+4+5+6)/6)*4 = 14.66666666667
((2+3+4+5+6)/5)*4 = 16

Edit to add: Factoring in the loss of accuracy, you're doing 13.2 (10% less) compared to the regular sneak attack. Not accounting for other factors in accuracy which would impact both attacks.

Just out of curiosity what AC are you tabulating against?


Ok from my understanding magic is covered (a bit too arcane for my taste), your ranger wizard should have a lot of skills so that is covered too, two of your guys dealing damage are mainly ranged.

Your party has a distinct lack of divine casters, proper "tanks" and melee abilities. May I suggest the oracle?

Race: half-orc
Stats CHA -> CON -> DEX -> WIS -> STR -> INT
Apply you Racial bonus on CHA.

Traits: Reactionary
Burden: Lame (immunity to fatigue is awesome in a desert setting)
Aspect: Wind (Your GM killed you this one will give you many tools to survive)
Revelations: Gaseous Form, Invisibility,Wind Sight (your GM will hate you), Wings of Air.

For feats (at level 7 you have 4 only) I would suggest to pick from following Selections:

-Skill focus Knowledge (engineering) -> Eldritch Heritage (Arcane)-> Improved familiar
with that you get yourself a neat familiar like the fairy dragon that can go and deliver touch spells to buff/heal allies.

-Extra Revelation
Self explanatory

-Spell focus: Conjuration -> Augment summoning -> Ferocious Summons
This little chain is great conjuration will work well vs a lot of construct based enemies, coupled with your air powers you can just fly up and call a lot of tanks to fight for you, ferocity add a little over 10 hp for each summoned creatures.

-Toughness
Lot of HP = you not dead again

-Improved Initiative
Going first will be very important for you especially if you want to summon/control the battlefield.

For spell selections pick whatever level 0 spells you want, level 1 try to get "Liberating Command" & "Bless". For level 2 spell "Cure Moderate Wounds" & "Find Traps" (combine with Wind Sight). Level 3 must have spells are "summon monster 3" and maybe a spell that would be easy for your familiar to deliver like "Bestow Curse".

Pick any gear you like, rods and wands should be your priority.


Robot_nachos wrote:
Just out of curiosity what AC are you tabulating against?

I'm not. That's just the average on 4d6. Then the average on 4d6 if you count all 1s as 2s. Then the average on 4d6 if you reroll 1s.

The 13.2 is just the second option with a 10% reduction. You have a -2 to attacks when using powerful sneak, which is a 10% reduction in expected damage.


Skaldi the Tallest wrote:
Robot_nachos wrote:
Just out of curiosity what AC are you tabulating against?

I'm not. That's just the average on 4d6. Then the average on 4d6 if you count all 1s as 2s. Then the average on 4d6 if you reroll 1s.

The 13.2 is just the second option with a 10% reduction. You have a -2 to attacks when using powerful sneak, which is a 10% reduction in expected damage.

But that makes no sense, you can't know how a penalty to attack rolls effects your average damage unless you know the AC of what you're targeting. You get average damage by taking the result of every roll on the D20 and averaging the ones that hit against the ones that don't. If you had a 50% chance to hit the thing you were aiming at and took a minus 2 on that roll you'd lose about 10% of your damage because two results turn from hits into misses. But if you had a 110% chance to hit (hard capped to 95% due to natural 1s) It wouldn't matter if you took a -2 because any roll you can get on the D20 that isn't a 1 still hits.

Also, I am modeling powerful sneak dice on anydice as 1d5+1 which may be skewing my results.


You are playing a rogue. The chances of you having a 110% chance to hit are slim. Not impossible, but slim.

If you hit your opponent on a 2 at all times, a -2 to hit will be a 10% reduction in damage. You will be hitting 10% less than if you didn't take that penalty. The only times you wouldn't be affected would be, as you said, with a 105%+ hit chance, or a 5% hit chance.

If I was trying to produce hard numbers for DPS and such, I'd have to provide ACs and the like. I'd also need an entire build instead of 1 feat. As it is, I know that the impact of that -2 (by itself) is a 10% reduction in damage. It's actually a bit higher than that as you're also 10% less likely to confirm a critical hit if it happens.

Yes, 1d5+1 is the equivalent of 1d6 reroll 1s.

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