RoW character build advice


Advice


I'm looking at joining a RoW game in a month or so... The character concept that I'm wanting to play is a 1/2 Orc Skald who later goes into Sacred Huntmaster Inquisitor at level 5. It's 20 pt. buy, 1 campaign trait, 1 other trait.

I'm thinking about:

Str 15 (+2)
Dex 12
Con 12
Int 13
Wis 13
Cha 13

Alternate Racial:
City Raised
Shaman's Apprentice
Toothy or Sacred Tattoo - I'm favoring the Tattoo right now.

Traits
Failed Winter Witch Apprentice
Community Minded

Feats:
1) Skald's Vigor, Bonus: Scribe Scroll
3) Combat Expertise
5) Boon Companion
6) Bonus: Outflank
7) Pack Flanking, Bonus: Amplified Rage
9) Diehard???
10) Bonus: Precise Strike???
11) Stalwart???

Does this sound reasonable? Am I forgetting something important? Any other considerations? Thanks in advance!


Hi, If you want rage, I would just go one level of skald/barbarian, then the rest inquisitor. Splitting your levels like you are seems pretty bad.

Also! I would focus your stats more imo. Do you need 13 int? You are playing two classes with 6 skill points / level.

Also, skald does not give you the rage class feature, you need that in order to take amplified rage.

I would go with something like this:

Spoiler:

Unnamed Hero
Half-orc inquisitor (sacred huntmaster) of Gorum 10/skald 1 (Pathfinder RPG Advanced Class Guide 49, 99, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 101 (11d8+43)
Fort +14, Ref +7, Will +13
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bane (10 rounds/day), rage (9 rounds/day), raging song 5 rounds/day (inspired rage)
Inquisitor Spell-Like Abilities (CL 10th; concentration +12)
At will—detect alignment, discern lies (10 rounds/day)
Inquisitor (Sacred Huntmaster) Spells Known (CL 10th; concentration +12)
Domain Anger inquisition
Skald Spells Known (CL 1st; concentration +3)
1st (2/day)—expeditious retreat, vanish[APG] (DC 13)
0 (at will)—detect magic, mending, message, open/close (DC 12)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 14
Base Atk +7; CMB +11; CMD 23
Feats Additional Traits, Amplified Rage, Boon Companion, Endurance, Fighting Frenzy, Lingering Performance[APG], Pack Attack[UC], Power Attack, Quicken Spell, Raging Vitality[APG], Scribe Scroll
Traits community-minded (rahadoum), failed winter witch apprentice, fate's favored, magical lineage
Skills Intimidate +7, Sense Motive +7
Languages Common, Hallit, Orc
SQ animal companion (wolf named Animal Companion), animal focus (10 minutes/day), bardic knowledge +1, hateful retort, hunter tactics, improved empathic link, monster lore +2, orc blood, solo tactics, stern gaze +5, track +5
Other Gear belt of physical perfection +2, 150 gp
--------------------
Special Abilities
--------------------
Amplified Rage +4 to rage attr bonus adj to or flanking with ally with same feat.
Animal Companion (animal companion (wolf named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (10 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Community-Minded (Rahadoum) Any morale bonus you bestow upon allies lasts 2 extra rounds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Failed Winter Witch Apprentice (Spellcraft) +1 to Spellcraft when identify spells or magical effects with the cold descriptor.
Fate's Favored Increase luck bonuses by 1.
Fighting Frenzy Reduce AC penalty from rage by 2 if ally is raging within 60 ft.
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs the one who hit you.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Inquisitor (Sacred Huntmaster) Domain (Anger Inquisition) Deities: Gorum, Rovagug.

Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Divine Rage: At 6th level, you gain the ability to rage l
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Magical Lineage (Divine Favor) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pack Attack Ally's attack allows you to take a 5-foot step
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Song (standard action, 5 rounds/day) (Su) Song can inspire allies in a variety of ways.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +5 Add the listed bonus to survival checks made to track.

--------------------

Animal Companion
Wolf
N Large animal
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 94 (+54)
Fort +11, Ref +9, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +12/+7 (2d6+10)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 20, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +14; CMD 27 (31 vs. trip)
Feats Amplified Rage, Fighting Frenzy, Improved Natural Attack (bite), Iron Will, Pack Attack[UC], Toughness
Skills Acrobatics +3 (+11 to jump); Racial Modifiers +4 to survival when tracking by scent
SQ devotion, multiattack / extra attack
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Amplified Rage +4 to rage attr bonus adj to or flanking with ally with same feat.
Bear +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting Frenzy Reduce AC penalty from rage by 2 if ally is raging within 60 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pack Attack Ally's attack allows you to take a 5-foot step
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Combat expertise doesn't really do anything for you. This gets you a bunch of rounds of rage per day, a +1 bonus to any luck bonus, AND quicken divine favor as a level 4 spell.


Yeah, the only reason that I was picking up Combat expertise and the 13 INT required for it was that it's a prereq for Pack Flanking....And I just realized that I wouldn't get Outflank as a bonus feat because I'm an INQUISITOR not a HUNTER. D'oh! Looks like Pack Attack is just as good!

So, for the stat array, are you basically just suggesting that I drop INT to 10 and pump CON to 14?

On the plus side, my GM says that the Inspired Rage from the Skald counts as a "rage class feature." So I could take another Domain/Inquisition if I was so inclined. Or would you recommend sticking with Anger to get a better rage?


If that is the case, I would probably take another inquisition. Lingering performance plus extra performance should get you through the day. Also, yes that is my suggestion for your stats.

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