Martial Character help


Advice


So I'm building a Character to play From Shore to Sea (no spoilers), and we currently have a Barbarian, Sorcerer and a Oracle. I was building a Swashbuckler and this is what I currently have.

We rolled stats and I got 18, 15, 15, 14, 13, 10, also using Character Wealth by Level.

Spoiler:

Thinter Shemegal
Half-elf Swashbuckler 6
Str 10, Dex 22, Con 15, Int 14, Wis 13, Cha 18

Traits: Criminal(Disable Device) and Elven Reflexes

1: Ancestral Arms(Katana),Weapon Focus(katana)
3:Steadfast Personality
4:Slashing Grace(Katana)
5:Iron Will

Then I went with common purchases I thought would be the most useful.
mithral shirt, katana +1, headband of aerial agility (cha) +2, ring of protection +1, belt of incredible dexterity +2, cloak of resistance +1, quick runner's shirt, outfit (explorer's), buckler, fighter's kit

+15/+10 to hit for 1d8+13
23AC 5 Fort 12 Reflex 4(7) Will

I wanted to know if there is something that I could just do better, even maybe switching up the class, or a dip? Though not multiclass heavy.

With the other classes we already have a nice damage and buffs/debuffs + control, so I just wanted to play buddy with the barbarian(Maybe Butterfly Sting?) and be able to protect the casters if need be. Even a switch hitter maybe?

Plus I was told to get Disable Device as class skill should we need it.(which I don't have a problem with)


Two levels in Paladin frees up your reliance on Steadfast Personality and Iron Will. You could then grab Combat Expertise and Improved Parry. If those don't interest you can instead grab Piranha Strike, Extra Panache, or Combat Reflexes. The problem is of course missing 2 levels of Precise Strike and delaying Swashbuckler Training but it should be worth it.


Since we're playing as Level 6, and I don't think we'll level up while playing, that wouldn't be delaying Swashbuckler Training, but rather skipping it. And then I think I would just be out of Panache the whole time.


Quote:
I was told to get Disable Device as class skill should we need it.(which I don't have a problem with)

* The Criminal trait may give you Disable Device, but just having that won't permit you to disable magical traps (you need the Trapfinding class feature for that unless the GM handwaves it).

* Not sure why you'd need a Headband of Aerial Agility given that Swashbucklers don't cast fly spells.

* A +1 weapon is a non-negligible money dent in 6th-level WBL for an additional +1 damage in a stand-alone campaign. You're probably better off starting with masterwork equipment and upgrading as treasure accumulates. A few scrolls of magic weapon will handle the odd gargoyle at low level.

* What Thunderlord said about Paladin.

Quote:

We rolled stats and I got 18, 15, 15, 14, 13, 10, also using Character Wealth by Level.

Thinter Shemegal
Half-elf Swashbuckler 6
Str 10, Dex 22, Con 15, Int 14, Wis 13, Cha 18
Traits: Criminal(Disable Device) and Elven Reflexes

1: Ancestral Arms(Katana),Weapon Focus(katana)
3:Steadfast Personality
4:Slashing Grace(Katana)
5:Iron Will

mithral shirt, katana +1, headband of aerial agility (cha) +2, ring of protection +1, belt of incredible dexterity +2, cloak of resistance +1, quick runner's shirt, outfit (explorer's), buckler, fighter's kit....

Hmm.... With a barbarian and two casters in the party, I think your initial idea of some sort of dex-based parkour-master is on the right track, but I think the provided viewed hints toward rogue feature necessities shouldn't be ignored..

Traits: Accelerated Drinker, Elven Reflexes
01 paladin1 [core], Skill Focus(Perception), Two Weapon Fighting
02 uRogue1 [finesse]
03 paladin2 [divine grace], Piranha Strike
04 uRogue2 [evasion], Wis>14, Talent[Combat Trick (Quick Draw)]
05 uRogue3 [finesse:wakizashi], Friendly Switch or FEAT(g)
06 uRogue4 [uncanny dodge], Talent[Canny Observer(Perception+4)]

Equipment (16k WBL):

4500gp - Cloak of Resistance +3 (yes: you'll be the one PC built to not fail saves)
4000gp - charisma headband
4000gp - dexterity belt
1500gp - cracked opalescent white pyramid ioun stone (Wakizashi),
~500 - MW cold iron wakizashi, MW silver wakizashi, MW wakizashi (any other cheap special material)
500gp - cracked dusty rose prism ioun stone (Initiative +1)
~ 250 - MW longbow and arrows (if ally w/Haste, other light crossbow)
110gp - Quilted Cloth armor (you're going to buy Celestial Armor straight up later on)
?? - light quickdraw shield (base, then +1 later)
750gp - wand of mage armor
(n) x 50gp - various "tools" granting +2 circumstance bonuses to skills.
50gp - two scrolls of magic weapon
100gp - two potions of enlarge person
(rest) - assortment of mundane gear: sacks, rope, chalk, string, pepper, ink, etc.

Roles you're good at:
* Face
* all-around skill-monkey including UMD
* going early in combat (even without traits or feats)
* murderhobo'ing adjacent evil opponents that can bleed

Opponents the party barbarian is better at facing than you are:
* non-evil
* immune to precision damage and/or crits
* can drop you from full-up with a single crit

Opponents you are better at facing than the party barbarian:
* evil things that eat crits
* multi-attack monsters with a mediocre attack bonus (i.e., that would get through the barbarian's raging AC)
* creatures that might elect not to fight in the first place after a great Diplomacy check
* anything that drops a ton of saving-throw effects


There is a paladin archetype that makes you a swashbuckler so 6 level in that will just flat out replace 2 level in paladin and 4 in swashbuckler.


@Slim Jim

So the Headband was suposed to just be a Charisma one and I messed up when picking on PCGen.

Nice one on the +1 weapon, didn't realize it.

I liked the Paladin dip for the saves which wouldn't be possible for Swashbuckler since I'd be losing the Improved Critical

Since the one who told me to get Disable Device were two other players, as I already had the idea of playing a Dex character, it would just be some sort of insurance I guess.

I did want to avoid going the Rogue route, but I guess that's how it ends when playing Dex Martial builds, because of the free dex to hit+dmg.

I also really liked how it has an insane Perception score. (+19 I think, from the top of my head?) And the Saves are lookin pretty sweet.
Though I think the +1 on Charisma for Level 4 would give to 3 Saves + UMD and Social skills, vs +1 on Will and Perception.

Quick Draw also looks interesting so I can start shooting with the Longbow and then drop it for Melee fighting(even though I won't have that much damage with it)

I just have some doubts as to how some things work, and the reason for the choices.

So, is Accelerated Drinker worth if I'm just taking two potions? Also, why Enlarge Person potions?

How good is UMD if I'm just taking Mage Armor wand?(Since I think I can cast the Magic Weapon scroll as normal, because I'm a Paladin)

As I said earlier, Wis to 14 instead of Cha to 16(18 with Headband)?

I'm not getting how TWF, Quickdraw shield, and the Feat are supposed to work.(As in, how I'm supposed to fight with it)

Is the Scout Archetype worth it? Because I'm not seeing ways to Sneak Attack besides flanking with the Barbarian.(And Surprise Round)

Quote:
There is a paladin archetype that makes you a swashbuckler so 6 level in that will just flat out replace 2 level in paladin and 4 in swashbuckler.

That could also work, if I could take Improved Critical somehow, as that looks pretty important to keep Panache up.


You said you were open to different classes so how about this:

Elf investigator (questioner) 5/swashbuckler (inspired blade) 1 (Pathfinder Player Companion: Magic Tactics Toolbox 26, Pathfinder RPG Advanced Class Guide 30, 56, 125)
Medium humanoid (elf)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex)
hp 52 (6 HD; 5d8+1d10+17)
Fort +6, Ref +11, Will +6; +2 vs. enchantments, +4 bonus vs. poison
Defensive Abilities trap sense +1; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +11 (1d6+6/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4), studied combat (+2, 3 rounds), studied strike +1d6
Investigator (Questioner) Spells Known (CL 5th; concentration +8)
2nd (3/day)—heroism, mirror image, versatile weapon[APG] (DC 15)
1st (5/day)—cure light wounds, grease, heightened awareness[ACG], vanish[APG] (DC 14)
0 (at will)—detect magic, light, mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 14, Int 16, Wis 12, Cha 8
Base Atk +4; CMB +3; CMD 19
Feats Fencing Grace[UI], Great Fortitude, Piranha Strike, Skill Focus (Perception), Weapon Focus (rapier)
Traits forlorn, indomitable faith, reactionary
Skills Acrobatics +14, Bluff +3, Climb +3, Diplomacy +3 (-2 to improve other creatures' attitudes towards you), Disable Device +18, Escape Artist +14, Intimidate -1 (-6 to improve other creatures' attitudes towards you), Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +13, Sense Motive +5, Sleight of Hand +9, Spellcraft +8, Stealth +14, Swim +3
Languages Common, Elven
SQ condescending, inspiration (5/day), inspiration for subterfuge, inspired panache, investigator talents (quick study[ACG], trap spotter), keen recollection, know-it-all, swift alchemy, trapfinding +2
Other Gear +1 mithral chain shirt, +1 rapier, belt of incredible dexterity +2, effortless lace, handy haversack, ring of protection +1, masterwork thieves' tools
--------------------
Special Abilities
--------------------
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Eidetic Recollection (Su) Can always take 10 on Knowledge checks, use 1 inspiration to take 20.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspiration for Subterfuge (Ex) A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill.

This ability alters inspiration.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Know-It-All +2 (Ex) At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the percept
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+2, 3 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

This is my back up character for an ongoing game so the race and the drawback are selected for RP’ing purposes rather than any real advantage—you could easily go human to get another feat and even more skill points or HP’s or spells known as there is no particular reward to being elf as an investigator.

The character may be more of a caster than you intended but it’s mainly focused on self buffing and retains the swashbucklery feel IMHO with dex to damage and access to the early deeds. You get trapfinding proper, you bring all the knowledges (boosted with heroism and heightened awareness) and a ton of other skills (boosted with heroism), you have all good saves (boosted to all great saves with heroism), you hit surprisingly hard with good accuracy and have a good AC. The biggest drawback is that you have a persistent 10% ASF because of the way the questioner casts. I’m gambling it will not be too detrimental but I haven’t actually played this character yet.

You mentioned a desire for improved critical...it requires BAB +8 so I don’t know of any way to get it on any level 6 character.

Silver Crusade

If your GM is open to cross-campaign traits, the Trap Finder trait does essentially what it says.


Personally, I think your character is pretty good as is. Certainly optimized enough to be fun in most groups.

Disable device is worth having even without trapfinding especially at the level where you are going to be playing. Magical traps are going to be somewhat rare, and you can spot them with perception even if you can't disable them, so usually you can find a way around them. Mundane traps and plain old locked doors are going to be quite common at level 6 though, and it is certainly worth it to have someone that can do that. That said, if the Trap Finder trait is allowed, take it.

If you later decide that you need trapfinding a one level dip into seeker oracle or sorcerer (I'd suggest oracle) wouldn't be too painful.

Rather than a Ring of Protection, I'd start off with +1 armor and +1 buckler. More AC for the buck, especially since you have a fairly good touch AC anyway.

Personally, I'd keep the +1 weapon. Having magic always on is worth it to me, and +1 damage does add up. And when you need magic to hit something (starting to become fairly common at level 6) getting out a scroll, casting it (or worse getting someone else to cast it) and then being ready to fight takes too long.


Hellz wrote:

That could also work, if I could take Improved Critical somehow, as that looks pretty important to keep Panache up.

Bonded weapon->keen


@ Slim Jim

You got the Cloak of Resistance +3 written down as 4,500 gp. I'm assuming that's a mistake?

*

@ born_of_fire

You might want to use spoilers, or ease up the formatting.
Also, have you considered taking the Student of Philosophy trait? I feel it's such a waste to not get some social skills with all those skill ranks.

*

@ Hellz

Can't tell if you noticed it, but Slim Jim bought exotic proficiency for 1,500 gp. The (cracked) Opalescent White Pyramid Stone Ioun Stone allows you to treat an exotic weapon as a martial one. This would allow you to take the Dual Minded racial trait for a +2 to all will saves instead of Ancestral Arms.

If you place it in a Wayfinder, you may also get Weapon Focus, freeing one of your precious feat slots. Proficiency and Weapon Focus would cost you 4250 gp on average.

As for my own 2 copper, I feel the 6th level in Swashbuckler isn't really giving you anything exciting. I'd dip into something full BAB, probably with Disable Device as a class skill. Also, I'd switch your Int for Wis, giving you +1 Will.

If you get Disable Device as a Class skill from a dip, I'd recommend the Sound of Mind trait for a +2 vs Mind-Affecting effects.

Trapper Falconer Ranger Dip:
Trapfinding class feature.
Bird animal companion (with half HP)
Favored Enemy +2
6+Int skill ranks
+2 Fort/Ref

If you bought Weapon Focus, you have one feat over. If you didn't, then Steadfast Personality has lost a bit of worth as it's only a +2 to Mind-Affecting if you have Wis 14.
Either way, make room for Boon companion.

Your Bird Companion is now level 5, has 3 feats and 16 HP.
It has used its 4th HD increase on Int, and takes the following feats:
Iron Will
Familiar Bond
Improved Familiar Bond

It chooses a Raven familiar with the Sage and Figment archetypes.
The Raven familiar places 5 ranks in Perception, and takes the Skilled (Perception) Evolution.
It has +6 in five knowledge skills, 4 HP, and a +21 Perception modifier.

Since it's a raven, it can speak common with you and speak bird with your animal companion (as it is its master).

****

Or if it's too complicated, a Trapper Tidal Hunter Ranger would give you Trapfinding and the ability to breathe underwater for 10 minutes per day.


Hellz wrote:
So, is Accelerated Drinker worth if I'm just taking two potions? Also, why Enlarge Person potions?
My assumption is you'll find or buy more. Why enlarge w/weak-str character? Occasionally you'll run into things with extreme reach (assassin vines?), and you'll need to deal with them (a whip helps here, not to mention a size bonus to grapple + Escape Artist if you're worried about that).
Quote:
How good is UMD if I'm just taking Mage Armor wand?(Since I think I can cast the Magic Weapon scroll as normal, because I'm a Paladin)
Think of the money you're saving on armor by going straight to Celestial. Mage Armor (UMD out of combat) also adds to touch-AC.
Quote:
As I said earlier, Wis to 14 instead of Cha to 16(18 with Headband)?
I assumed CHA 18 as in the OP; raising it at 4th leaves a useless odd number. (I guess it depends upon how quickly this campaign gets you to 8th.)
Quote:
I'm not getting how TWF, Quickdraw shield, and the Feat are supposed to work.(As in, how I'm supposed to fight with it)
Read up on light quickdraw shields (you can deploy them at the end of your turn, and their AC protects you off-turn, which will be significant once you start enhancing it. At the beginning of your turn, swivel it back and TWF or whatever. --I just like Quick Draw; you're never stuck without something to do in combat.)
Quote:
Is the Scout Archetype worth it? Because I'm not seeing ways to Sneak Attack besides flanking with the Barbarian.(And Surprise Round)

When you're a wakizashi TWF crit-fisher smite-machine milking huge numeric bonuses, you don't care about a few sneak-attack dice; they'll be a relatively low contribution to overall damage.


Wonderstell wrote:

@ Slim Jim

You got the Cloak of Resistance +3 written down as 4,500 gp. I'm assuming that's a mistake?

*

@ born_of_fire

You might want to use spoilers, or ease up the formatting.
Also, have you considered taking the Student of Philosophy trait? I feel it's such a waste to not get some social skills with all those skill ranks.

*

@ Hellz

Can't tell if you noticed it, but Slim Jim bought exotic proficiency for 1,500 gp. The (cracked) Opalescent White Pyramid Stone Ioun Stone allows you to treat an exotic weapon as a martial one. This would allow you to take the Dual Minded racial trait for a +2 to all will saves instead of Ancestral Arms.

If you place it in a Wayfinder, you may also get Weapon Focus, freeing one of your precious feat slots. Proficiency and Weapon Focus would cost you 4250 gp on average.

As for my own 2 copper, I feel the 6th level in Swashbuckler isn't really giving you anything exciting. I'd dip into something full BAB, probably with Disable Device as a class skill. Also, I'd switch your Int for Wis, giving you +1 Will.

If you get Disable Device as a Class skill from a dip, I'd recommend the Sound of Mind trait for a +2 vs Mind-Affecting effects.

** spoiler omitted **...

It's a standard Herolab character sheet but, yes, a spoiler is a good suggestion for the future.

As far as student of philosophy goes, it's also a good suggestion however I've made a few less than optimal choices on this character for RP reasons. He's not supposed to be terrifically agreeable by design, hence the condescending drawback. Even so, it's not very long before he's got diplomacy out the hoohaw because investigators are so ridiculously skilly. I do appreciate the suggestion and on any other character, it would be a very advantageous fit.

Cheers!


Wonderstell wrote:
@ Slim Jim You got the Cloak of Resistance +3 written down as 4,500 gp. I'm assuming that's a mistake?
Yeah (that's the creator cost); a +2 for 4000gp is the "store-bought" cost. ....But 500gp saved frees up half the cost of upgrading the shield to +1 (or 2/3rds a 2nd wand of MA).
Quote:
Can't tell if you noticed it, but Slim Jim bought exotic proficiency for 1,500 gp. The (cracked) Opalescent White Pyramid Stone Ioun Stone allows you to treat an exotic weapon as a martial one. ...If you place it in a Wayfinder, you may also get Weapon Focus, freeing one of your precious feat slots.

Wayfinders won't resonate with a cracked ioun; a flawless one is cost-prohibitive for awhile.


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Swashigator

1 Inspired blade swashbuckler
5 Investigator.

You get your disable device, plus a little combat boost, lots of panache points, a few daily potions, and sooooo many skills.


Slim Jim wrote:
Quote:
Can't tell if you noticed it, but Slim Jim bought exotic proficiency for 1,500 gp. The (cracked) Opalescent White Pyramid Stone Ioun Stone allows you to treat an exotic weapon as a martial one. ...If you place it in a Wayfinder, you may also get Weapon Focus, freeing one of your precious feat slots.
Wayfinders won't resonate with a cracked ioun; a flawless one is cost-prohibitive for awhile.

Oh? I wasn't sure if this was a for a PFS legal character or not.

If it's not, then the cracked ioun stone has a 25% chance of resonating.


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More single-strike-damage/lower saves "But I don't wanna play a paladin or TWF!" version of the previous build, keeping the OP's attribute distribution (not counting items) of: Str 10, Dex 20, Con 15, Int 14, Wis 13, Cha 16.

half-elf, worship Desna

Traits: Dangerously Curious, (Trap Finder or Criminal or ?)
01 barbarian1 [urban or savtech], Extra Rage, Skill Focus(Perception)
02 swashbuckler1 [finesse][panache][deeds]
03 swashbuckler2 [charmed life 3/day], Divine Fighting Technique (Desna's Shooting Star)
04 swashbuckler3 [nimble:AC+1]
05 swashbuckler4 [Feat: Quick Draw], Agile Maneuvers
06 swashbuckler5 [Swashbuckler Weapon Training (+1 att/dmg + Improved Critical]

This build melee fights with a rapier, because I don't think that +1 attack and +1 damage (via rapier>katana) are worth blowing three feats (Ancestral Arms, Weapon Focus, and Slashing Grace) to obtain. I also loathe the "one trick pony" aspect of Weapon Focus, even though it's required for either Fencing Grace or Slashing Grace. --But why take either when they're obviated by mere money?

Equipment: This build starts without the stat-bumping items in order to round out flexibility and spend money rather than feats to obtain dex-to-damage. You'll get the belt and headband soon enough.

8000gp +1/Agile spiral rapier (Well that saves two feats right there! Isn't parachuting in at 6th-level grand?); next upgrade is Furious
2500gp Swordmaster's Flair (you'll wear that blue scarf out)
1500gp cracked opalescent white pyramid ioun (spiral rapier)
1000gp +1 buckler
1000gp +1 cloak
750gp wand mage armor (or two "partially-used" wands if possible)
750gp snapleaf
500gp cracked dusty rose prism ioun stone
110pg quilted cloth armor
80gp Courtier’s outfit w/jewelry
...few hundred for.mundane gear, including several starknives, backup rapier, and a locking gauntlet

* thanks to Agile Maneuvers, your CMB isn't trash with a strength of 10, so start disarming with that spiral rapier
* dex-to-damage with rapier and cha-to-damage with thrown starknives
* raging dexterity of 24 w/o belt already near max capacity of Celestial Armor
* BAB6 out of the gate is good for whipping those starknives and lunge/Flair-stabbing
* can be Charmed Life 4/day (instead of 3) or +1 Panache from FCB at the cost of 4hp


@Slim Jim
One thing I forgot to mention, is that we don't plan on continuing playing after the module. It could happen but it's really unlikely, so it's basically a one shot.(Which now does seem like it changes a lot of how we'd plan this out)

Really liked both builds! Very different ways of doing what I was looking for. I wanted to get the Blue Scarf on my original buid, but couldn't see what to drop for it.

@Wonderstell
I don't really like playing around with Animal Companions/Summons/Familiars, but the other archetype looks nice.

@Gray
Yeah, seems like it is allowed, so it's straight better than Criminal for what I want.

@Dave Justus
Yeah, it was looking fine to me, but I guess that's just how swashbucklers are. They have a lot loaded on the kit, so it's hard to mess up.

@doomman47
Yeah, I missed that. Still, it's once a day, so if we have a good encounter pace I'm going to lack panache still.


How far is the character expected to level (if at all) during the one-shot?

(If the answer is "not at all", then definitely be BAB6 as a martial.)


I'll argue again for the swashigator.

With studied combat they're effectively a bab6 minus the almost guaranteed to miss attack, and the extracts + skills + inspiration are way better than barb levels or anything else.


Quote:
So I'm building a Character to play From Shore to Sea (no spoilers), and we currently have a Barbarian, Sorcerer and a Oracle. I was building a Swashbuckler and this is what I currently have. We rolled stats and I got 18, 15, 15, 14, 13, 10, also using Character Wealth by Level.

Alternative take: "Play nice" rules: 1) can't step on anyone else's toes (so no barbarian because there's already a barbarian in the party. 2) no "significant" spellcasting (or any variant, such as extracts/mutagens/spirits/hexes/psionics, etc.) because there are already two casters in the party. 3) fill in the party "holes" (aside from traps). Therefore, a BAB6 heavy-armor martial. --Because those do *great* in water mods, right?

~ ~ ~

Goal1: to shred anything witless enough to grapple us

Goal2: not fail crucial saves as a strength-based martial who is neither a paladin nor a dwarf nor wearing expensive headgear

Goal3: to look our GM in the eye with steely resolve and declare, "I'm not playing a trap-disabler just because I was the last person invited to this table after no else wanted that job. Well, too bad. Let the casters learn some new spells or hire some minions to blow up when they step on the pressure-plates. Or just have the barbarian do that. *I* want to have fun, so I made this character!"

Str+ 20
Dex: 15
Con: 15 (bump 4th)
Int: 13
Wis: 14
Cha: 10

Half-elf; alignment chaotic-neutral

Traits: Bestial Wrath, (Eyes and Ears of the City -or- Seeker)
01 Samurai1 [Resolve:1/day][Challenge], Two Weapon Fighting, Skill Focus{Perception or Ride)
02 Samurai2 [Order of the Warrior][Honor in All Things]
03 Samurai3 [Resolve:2/day][Weapon Expertise(Wakisazhi)], Boon Companion
04 Fighter1 [Weapon Master1 (Wakisazhi)], [Feat:Power Attack]
05 Fighter2 [Weapon Guard], [Feat:Weapon Focus], Weapon Specialization
06 Fighter3 [Weapon Training +1]

8000gp +1/Keen Wakizashi
4000gp Belt of Giant Strength
3700gp +1/Buoyant O-yoroi armor
~ 300 for other mundane including wakizashi for off-hand, some javelins, silk rope, locked gauntlet, a lance, and a saddle & tack

HP: 58
AC: 21

Attack:
6 BAB
6 Str
1 WF
1 WT
1 enh
-2 PA
-2 TWF
= +11/+11/+5 (TWF/PA)
+1 (higher ground vs targets smaller than mount)
+4 to critical threat confirmation (15-20/x2 main, 18-20/x2 off); you are 58% to see at least one threat every TWF full-attack

Damage: d6+6(str)+4(PA)+2(WS)+1(WT) = d6+13 (main x2), d6+8 (off-hand), +3 (if Challenged)

Saving throws: ...nothing to write home about, but the combination of Resolve (Resolute) and Honor in All Things order ability represent an ace-in-the-hole when it comes to any one particular save per day. (So don't waste it.)

Skills: Perception, Sense Motive, Swim, (smattering of points in all remaining class skills)

Options:
* your mount may not get much play in this module, so trade out Boon Companion for any other general feat...and you could ignore it entirely and not put any emphasis in Ride. (But you might kick yourself if an aquatic companion option shows up; this is not a spoiler, btw; I have not played this and know nothing about it aside from the cover art and promo blurb.)
* drop the Keen and free up 6000gp for a +1 buckler (2k), a +1 cloak, and 3000 more, or either of the buckler or the cloak and then a cracked pale green ioun (+1 attack or +1 saves, pick one)


Quote:

How far is the character expected to level (if at all) during the one-shot?

(If the answer is "not at all", then definitely be BAB6 as a martial.)

I'm not really sure. If anyone who has played could say tell us I'd appreciate that, but I don't want to look since I may spoil us (more than DM has spoiled session 0).

I'd say levelling to 7 is likely, but we won't have much choice to change equipment.

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, "I'm not playing a trap-disabler just because I was the last person invited to this table after no else wanted that job"

Almost like that, but I was the one late on session 0. Though we had already said beforehand what we would go with.(so, both Oracle and Sorcerer likely choose that BECAUSE I'd be a dex based parkour class, and we had a barbarian)

Something with casting would be fine, as long as we're definitely on the martial side of the spectrum. Such as Bladebound Magus? Don't know if there's a Hex class like that either, or even Inquisitor.

I'm not feeling the Samurai, because of the Mount, so if it's unreliable I'don't have to go walking around with Heavy Armor, when I wanted to be able to switch between front with barb and back with casters.

And since I can pick Trap Finder, I can cover trapfinding, so I just lack the feeling of mobility and having a bit more options/saves than my swash on OP.

I think it's more like this:

Goal1: Have good/respectable saves.
Goal2: Go around hitting people with decent damage + condition or better damage and being able to Nova.
Goal3: Protect the casters.
Goal4: 1 trait for trapfinding. (Or coming with class)


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I was the one late on session 0. Though we had already said beforehand what we would go with.(so, both Oracle and Sorcerer likely choose that BECAUSE I'd be a dex based parkour class, and we had a barbarian)

Previous build, with a few changes in boldface:

Str 10, Dex 20, Con 15, Int 14, Wis 13, Cha 16
half-elf, worship Desna
racial alternative trait: Drow Heritage
Traits: Dangerously Curious, Trap Finder

01 barbarian1 [Savage Technologist], Extra Rage, Skill Focus(Perception)
02 swashbuckler1 [finesse][panache][deeds]
03 swashbuckler2 [charmed life 3/day], Divine Fighting Technique (Desna's Shooting Star)
04 swashbuckler3 [nimble:AC+1]
05 swashbuckler4 [Feat: Quick Draw], Agile Maneuvers
06 swashbuckler5 [Swashbuckler Weapon Training (+1 att/dmg + Improved Critical]

8020gp +1/Agile spiral rapier (next upgrade is Furious)
2500gp Swordmaster's Flair
2000gp +1 Spider-Silk Bodysuit armor
1500gp cracked opalescent white pyramid ioun (spiral rapier)
1000gp +1 cloak
6gp buckler

This is over-budget by 26gp; I'd inquire if the GM is OK with the niggling change. If not, seriously consider starting in rags +980gp (sans the cloak) as if you just clawed your way out of the Underdark, pick up what you need after the first encounter, then buy the cloak to bump your saves. (Alternatively upgrade the buckler...the skills saves are more important IMO.)

Raging AC: 22
Raging saves (w/cloak): F+6/R+11/W+5
~ ~ ~

Drow Heritage in a half-elf dex-monkey is a total gimme, sacrificing absolutely nothing to get access to the best mundane armor in the game: +3 with a +6(+2drow) dex bonus, and upon making magical, drops to ACP=0. It's not quite as good as a UMD'd casting of mage armor (esp. vs touch-attacks), but it's close enough, and you can sleep in it. (Unlike a rogue4+ or barbarian2+, the Swashbuckler won't have Uncanny Dodge, and will occasionally find themselves flatfooted even with a stellar dexterity score.)

Maxed skills: Acrobatics, Disable Device, Escape Artist, Perception, (grab bag other two per level; do not neglect Swim)


Slim Jim wrote:

snip

~ ~ ~

Drow Heritage in a half-elf dex-monkey is a total gimme, sacrificing absolutely nothing to get access to the best mundane armor in the game: +3 with a +6(+2drow) dex bonus, and upon making magical, drops to ACP=0. It's not quite as good as a UMD'd casting of mage armor (esp. vs touch-attacks), but it's close enough, and you can sleep in it. (Unlike a rogue4+ or barbarian2+, the Swashbuckler won't have Uncanny Dodge, and will occasionally find themselves flatfooted even with a stellar dexterity score.)

Maxed skills: Acrobatics,...

Do you mean Drow-Trained? Drow heritage lets you count as a Drow but the Spider-Silk Bodysuit says that you need Drow Weapon Familiarity to get the bonus. Drow-Trained might not even work but it seems RAI and its bonus is trash so I'd allow it. Maybe srd has it wrong again but my copy of AA2 matches with srd's.


Hellz wrote:
I'm not really sure. If anyone who has played could say tell us I'd appreciate that, but I don't want to look since I may spoil us (more than DM has spoiled session 0)
Can't help with that, but I'll reveal the module cover art: tentacles are grabbing a guy off a boat, and the word "sea" is in the title. Plan accordingly.
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I think it's more like this: Goal1: Have good/respectable saves.

Yeah....that's the hard part about being a Swashbuckler (who, unlike a skulking rogue, is right out in the open begging for attention). You have Charmed Life, but got to trigger it before the roll (meaning it's usually wasted on the high or low side). Fort and will saves are so lackluster to begin with that four or so more from charisma barely get you to even-steven versus anything seriously intending harm.

Are you committed to a half-elf for any particular reason?

~ ~ ~

Saltbeard Dwarf Sailor

"Dwarves occasionally found in cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning."

Str: 15
Dex: 18
Con+ 17 (bump 4th)
Int: 13
Wis+ 16
Cha- 8

(With that charisma score, we avoid a lot of MAD issues, but Swashbuckler is right out, so....)

Racial alternative trait: Saltbeard
Traits: Glory of Old (racial), Trap Finder (campaign)
01 barbarian1 [Savage Technologist], Steel Soul
02 brawler1 [Martial Versatility][Improved Unarmed Strike]
03 brawler2 [Brawler's Flurry][Feat:Weapon Finesse], Extra Rage
04 brawler3 [Maneuver training +1 (grapple)], CON>18
05 brawler4 [AC+1][knockout 1/day], Additional Traits [Armor Expert (combat), Heavy Hitter (regional)
06 brawler5 [Feat: Weapon Focus(Unarmed Strike)]

9200gp +1/Brawling* mithral breastplate
1000gp Quickrunner's Shirt*

(*both of these will be taken from Ultimate Equipment 1st edition, i.e. prior to the almost universally-reviled 2016 Nerfstorm. When buying this book for use in non-PFS play, always seek out a 1st edition.)

4000gp Amulet of Mighty Fists (Furious)
1000gp +1 cloak
500gp Armbands of the Brawler (+1 grapple)
1sp Dan Bong fighting sticks (+2 grapple)
~ 300gp left (get a dwarven longhammer and a half-dozen harpoons and javelins)

Raging AC: 22
Raging saves versus spells/SLA/poison (w/cloak): F+15, R+13, W+12

Attack:
6 BAB
6 dex-rage
1 WF
2 brawling
2 furious
... +17, +21 (grapple), +15/+15/+10 (flurry)

Damage (unarmed strike)
d8 +4(str) +2(brawling) +2(furious), +1(heavy hitter) = d8+9

Martial Versatility: you'll usually pick either Improved Grapple, Power Attack, or Weapon Specialization (Unarmed Strike). At 7th, pick two, or one as a swift action. A more purely offensive version would swap strength and dex, up damage +2, and cash out Weapon Finesse; AC-2. Ref -2, dex skills -2.


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Yeah....that's the hard part about being a Swashbuckler

Yeah, that's why I threw Steadfast Personality and Iron Will in there.

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Are you committed to a half-elf for any particular reason?

Not really. It was just the easier way to get Katana prof that I found.

For as much as that build looks cool, the Barbarian is building Natural Weapon Barbarian, so I fear I may be stepping on his... "thing".

Though I didn't know Dwarf had so many of those + on save vs spells.

I also don't particularly mind not having high Cha(or even dumping it), since it was just because of Steadfast Personality and Charmed Life that I pumped into it.


Thunderlord wrote:
Slim Jim wrote:
Drow Heritage in a half-elf dex-monkey is a total gimme, sacrificing absolutely nothing to get access to the best mundane armor in the game: +3 with a +6(+2drow) dex bonus, and upon making magical, drops to ACP=0. It's not quite as good as a UMD'd casting of mage armor (esp. vs touch-attacks), but it's close enough, and you can sleep in it. (Unlike a rogue4+ or barbarian2+, the Swashbuckler won't have Uncanny Dodge, and will occasionally find themselves flatfooted even with a stellar dexterity score.)
Do you mean Drow-Trained? Drow heritage lets you count as a Drow but the Spider-Silk Bodysuit says that you need Drow Weapon Familiarity to get the bonus. Drow-Trained might not even work but it seems RAI and its bonus is trash so I'd allow it. Maybe srd has it wrong again but my copy of AA2 matches with srd's.

Drow-trained gives you proficiency in the weapons, but doesn't actually grant "Drow Weapon Familiarity" (if we're being hard-ass RAW about it to the PFS level of things in an alternative trait that isn't legal in that campaign anyway).

However....

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Drow Heritage: Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.

Since "Common" is a language on the Drow list available to those with an intelligence score bonus, you don't even need to dump a point into Linguistics to be able to speak with your allies. Hence: "sacrificing absolutely nothing to get access to the best mundane armor in the game".


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Hellz wrote:
Quote:
Are you committed to a half-elf for any particular reason?
Not really. It was just the easier way to get Katana prof that I found. For as much as that build looks cool, the Barbarian is building Natural Weapon Barbarian, so I fear I may be stepping on his... "thing". Though I didn't know Dwarf had so many of those + on save vs spells. I also don't particularly mind not having high Cha(or even dumping it), since it was just because of Steadfast Personality and Charmed Life that I pumped into it.

So the party barbarian wants to be a face-chewer, eh? ...Good: That means you can be the "awesome reach-weapon guy".

Let me dust off my very favorite dwarf martial chassis of all time, give it your rolled stats, and slightly tweak it for water action....

Str: 18
Dex: 15 (bump 4th)
Con+ 17
Int: 13
Wis+ 16
Cha- 8

Racial alternative trait: Saltbeard
Traits: Glory of Old (racial), Trap Finder (campaign)

01 barbarian1 [Savage Technologist][Drunken Brute], Steel Soul
02 cleric1 [Kurgess(Community+Travel domains)]
03 fighter1 [Weapon Master(Fauchard)][feat:Combat Reflexes], Extra Rage
04 fighter2 [feat:Power Attack], Dex>16
05 brawler1 [martial flexibility], Extra Martial Flexibility*
06 fighter2 [Weapon Training(fauchard)+1]

(*...or Additional Traits[Berserker of the Society (or other combat trait) + Magical knack(cleric)]

8014gp +1/Furious fauchard
4220gp mithral breastplate + armored kilt (medium armor: AC+7/Dex+5)
1500gp cracked opalescent white pyramid ioun (fauchard)
1000gp +1 cloak
750gp wand of Longstrider (or two "partially-used" wands if possible)
500gp Wayfinder (to keep the OWP ioun safe)*
8p Gauntlet, Locked
5gp Wrist sheath (spring loaded)

3gp unspent. -- Items to grab after first treasure haul & shopping expedition: armor spikes, and potions of Enlarge Person, by the 12-pack. Or skip the wand, wayfinder, or cloak and start with a crate of 'em. Tuck them into the spring-sheaths (and get a second one of those)

Move (in medium armor): 30, 40 w/Longstrider up.
Raging AC: 22 , -2 Enlarged, +2 vs aquatic/water subtypes
Raging saves versus spells/SLA/poison (w/cloak): F+16, R+12, W+14

Attack:
5 BAB
6 str-rage
3 +1/Furious
-2 Power Attack
= +12, +1 if Enlarged, +1 if Blessed the party, , +1 vs aquatic/water subtypes

Damage d10 +9(str) +6(Power Attack) +3(+1/Furious) = d10+18 (2d8+19 Enlarged)

Martial Versatility: combat feats you'll occasionally swap in include Aquatic Combatant, Pushing Assault, Point-Blank Shot, Shield of Swings, and Weapon Focus.

Features:
* Darkvision
* all divine item use
* saving throws better than most paladins
* 6 daily uses of ignoring difficult terrain, and canceling fatigue
* Acrobatics, Escape Artist, Diplomacy, and Perception are all class skills
* gain AC+1 from Armored Kilt for 20gp without being slowed in medium armor
* daily healing potential: 3d8+1(spells), 2d6(channels), 6d6+6(Community) = ~50hp
* Saltbeard bonuses versus a predictably significant fraction of opponents
* AoO-fishing with 20' Enlarged reach using an 18-20 threat weapon


Wow. I loved this.

6th is Fighter 3 right?
Why Cleric?

Also, do I still take Community if the casters are probably going to cheese out of combat healing by just getting CLW/Infernal Healing Wands?


Hellz wrote:

Wow. I loved this.

6th is Fighter 3 right?

3rd in the Weapon Master archetype nets you Weapon Training two levels earlier than regular fighter (meaning it's perfect for a low-level one-shot).
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Why Cleric?
The Travel and Community domains are very synergistic to a mobile barbarian (esp. one that forfeits the +10 move); you get +10 move, the ability to ignore difficult terrain, more move via Longstrider. And +2 to both fort and will save.
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Also, do I still take Community if the casters are probably going to cheese out of combat healing by just getting CLW/Infernal Healing Wands?

Yes, because you're going to be a target for nerf effects, and getting rid of the fatigued, shaken, and sickened conditions is a good deal (especially if you're a barbarian).

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