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![]() Hey there! I was making an investigator build for no special reason and was wondering how good can it be from level 1 to 3 or just level 1 since he won't get studied combat until level 4 and mutagen until 2 (if I don't take another talent) So far he is an human, with 14 str, 14 dex, 12 con, 18 int, 10 wis and 8 cha, his feats are fast learner and medium armor proficincy, the idea is get as many skills as possible since he will be the skill monkey of the party, fast learner gives me both 1hp and a skill rank per level from the favored class, it looks like a nice deal to me and medium armor gives him decent AC and lets me forget about dex, the point is that he can survive at melee, be the most freaking skill monkey and be capable of help in battle if just a little. He is also an empiricist and will become quite sad from level 2, one of his traits is student of philosophy so he can be the face too the other trait is left blank in case the GM ask for a campaing trait or so, the weapon of choice is sword cane for flavor even if rapier is a better option and after he gets both mutagen and studied combat he'll be just fine in combat, I'm just worried for his first level. So any suggestion? Are the feats okay or I should pick something else like toughness? ![]()
![]() So I had this idea Inspired blade Swashbuckler 1 or 3 and then Arcane duelist Bard. The idea is taking dex to damage with fencing grace at level 1 and then become a gish arcane duelist bard, the problem is that I'm unsure if I should take 1 or 3 levels of Inspired blade, a single level gives dex to damage and a few deed to play around but by taking 3 levels I get Swash Initiative, precise strike, nimble +1 AND menacing swordplay.
Before you mention it I'm avoiding dawnflower dervish because I want my inspire courage to work on my whole party, neither I'm considering any archetype that trades Inspire courage. Any suggestion? ![]()
![]() So hey everyone! I'll be playing/running the carrion Hill module this weekend and would like your opinion about the two tentative builds I've so far. Firstly lets get some context regarding the rules and stuffs, we'll use 20 point build and two traits, only core and featured races are avalible, starting level is 5 and as I understood we won't level up soon, we also get average wealth, 10500 gp if I remember correctly to spend in whatever we want, samurai, ninja, anti-paladin and gunslinger -with the exception of crossbow ace- aren't usable, neither we're looking with kind eyes at any build that focused at summoning, having 1d4+1 or more monsters running around the battlefield tends to slow our games, lastly both rogue and monk are unchained, barbarian is optional.
So... My two possible build, both are generalist skill monkey gishes. A- Half-elf Archeologist Bard, this guy isn't the best at dealing damage but the luck bonus to saves and his bonus to skills are great, with five levels I got 3 feats to work with as well as skill focus, feats are: SF perception, W. finesse, W. focus: Rapier, level 4 rogue talent combat trick: Fencing Grace and toughness.
B- Tiefling Empiricist Investigator, This one doesn't get as many bonuses as the bard but is even more sad when it comes to skills, he uses STR rather than DEX and all of his feats are devoted to improve his combat prowess, combar reflexes, power attack and furious focus, allows him to power attack at no penalty and move around at reach using a two handed weapon, throw in a few AoO per round and a long lasting buff like mutagen or a enlarge person/longarm and he's a beast. IMO The bard has a better form of spells since he doesn't need to take infusion to buff the party but the investigator has mutagen and studied combat which makes him much batter at fighting and skill wise both do a nice job as the skill monkey, HP are about the same if you don't put toughness in the equation and I think that the bard wins in AC due to his higher DEX but then again mutagen also boost AC... And that's about it, any suggestion or ideas? which one do you think is better for this module and in a generalist way, like for PFS in which you must be ready to handle as many roles as possible? ![]()
![]() As the title says which class would do better at using natural attacks and how get more of them? the race is already set as abyss tiefling with maw or claw to get a bite so abyssal bloodline bloodrager is quite flavorful and it nets me two claws and a bite and enlarge person when raging, an enlarge person that doesn't care if I'm humanoid or native outsider. Barbarian however isn't a pushover, beast totem also gives claws and pounce on top of that which is the dream of most melee characters and a some rage powers are awesome to say the least. Feats so far include Raging vitality and power attack, lunge is also under consideration for the bloodrager as well as arcane strike. Before you suggest it, Primalist isn't an option as this guy is supposed to be pfs legal and I'm just making this build up to level 12, it's unlikely that the game will last beyond that point. Any suggestion about feats and so on is welcomed too. ![]()
![]() So I'm about to start a new game without an specific theme and I decided to play a full caster and end choosing Oracle as it has okay armor and some interesting stuffs, while looking at the mysteries and archetypes I finally get this idea: angel Aasimar Lunar Oracle with the psychic searcher archetype, the first feat is extra revelation to start with both prophetic armor and primal companion, the curse is haunted and don't appear to get in my way. The idea is poke my foes with a longspear from a fairly safe distance and throw my tiger companion at them, pump my CHA as much as possible and cast buff and heal spells Is this okay? It looks good to me but I have never played any class with an animal companion, is the tiger a good pick? what feats or strategies should I take or use to improve it? So far celestial servant seems very flavorful but I've no idea if it's worth a feat, A celestial Tiger sounds awesome, Also I'm not adding martial weapons but I want to carry a weapon around and okay STR to be able of do something without burning a spell every turn. Gimme your opinion. |