Hellknight

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Hello all, I hope I am in the right forum. I am making a warpriest who will be 13th level. I was looking into making a ranged arsenal chaplain. My questions are: do you think 1 level into sorcerer would be worth it?

My rationale is that I would get access to Ability to cast arcane spells, Tattooed sorcerer archetype, tattoo familiar, a bloodline, Arcane Strike and the spell Gravity Bow. Gravity Bow could be abused by casting it after I use Blessings of Fervor so the duration would be doubled.

I will be using a Orc Hornbow which is 2d6, after gravity bow it would go to 2d8. If interested in reviewing my full build idea I can post it.


I apologize if this is the wrong forum for this question. Only posted a few times.
I am struggling with 2 weapon fighting. I have a 26 dex, wep focus & finesse and rapier training.

I am a 5th level Inspired Blade Swashbuckler, BAB is +5 and a 8th level Oracle, BAB is +6/1, so my BAB qualifies me for greater 2 weapon fighting. So I should be at 4 attacks per full attack action?

I am currently using a +2 Keened Rapier with an effortless lace on it in my main hand. My off hand is a +2 Dagger.

Without putting all the details of my complete build I was wondering if one of you more rules experienced people could lay out my full attack routine with the minuses to hit?

Thanks in advance.


We are playing CoCT. I am currently a 10th level swashbuckler. I just assumed the mantle of Black Jack. My DM is giving me a total rebuild option for my class, he is hinting at adding some vigilante, but still up to me.

I was thinking of going with Virtuous Bravo for 10 levels than maybe vigilante. The bravo seems to be a better swashbuckler than the swashbuckler. I can choose anything but rapier is my weapon of choice to stick with the whole thematic of Black Jack.

I am still using first edition, but any official book is okay to pull from. I liked the bravo because of the healing as I am the "tank" of the group and I get my ass kicked every encounter with my whopping 25 AC.

Any advice using the classes above would be great or any class ideas that still incorporates the rapier would also be appreciated.


I have looked at the majority of the guides and most are old and the opinions seem to vary on here about the swashbuckler.

I am playing one right now and am the tank for the group (I know, non traditional). My question is about multi-classing.

I am currently 5th level with a 21 dex and 18chs. I was wondering if multi-classing into a Skald or some other chs based character class makes sense, or should I stick with the swash?

Thanks in advance for any advice.


I am about to hit 5th level and have read that is all I should invest in the class and that I should multi class.

Does the switch to another class over come the loss of precise damage I get from levels and the loss of AC bumps from nimble?

I appreciate any of your insight, I did look up guides and other information on the class but most of the information is old.


I am playing in CoCT right now and am the main fighter. I tried out a Blood rager but was getting really tuned up each fight. With it being early in the campaign the GM gave me leave to try a new character out. I am going to try out a Swashbuckler. I will list my current build, I am interested in your feat suggestions. I won't be multi classing.

Race: Human. Class: Swashbuckler. Favored class: Swashbuckler.
Archetype: Inspired blade. Traits: Addicted friend, Fencer and Focused study.
Strength: 10 Intelligence: 12 Wisdom: 12 Dexterity: 18 (+2) Constitution: 14 Charisma: 18
1st level: Feat: Weapon finesse (C), Weapon focus (C), Combat reflexes and Focused study – Intimidate. Panache pool is 5 points.
3rd level: Feat: Piranha strike.
4th level: Bonus feat: Weapon specialization (Rapier).
5th level: Feat: Dodge.
7th level: Feat: Mobility.
8th level: Bonus feat: Spring attack. Focused study – Acrobatics.
9th level: Feat: Dazzling display.
11th level: Feat: Critical focus.
12th level: Bonus feat: Greater weapon specialization (Rapier).
13th level: Feat: Critical bleeding.
15th level: Feat: Critical staggering.
16th level: Bonus feat: Critical mastery. Focused study – Perception.
17th level: Feat: Critical stunned.
19th level: Feat: Improved initiative. +5 dodge bonus to AC.
20th level: Bonus feat: Iron will.

Sorry for the wall of text and any help/opinions would be greatly appreciated. Thanks.


My GM wasn't keen on my bloodrager so I am back to the drawing board. I was thinking of making a fighter and will post below. We have 84 stat points to assign how we want. We will be playing the Curse of the Crimson throne. I chose hobgoblin for flair but willing to change the race.

Race: Hobgoblin. Class: Fighter. Favored class: Fighter.
Traits: Hungry for revenge and Indomitable faith. Racial traits: Mage hunter to replace sneaky.
1st level: Bonus feat: EWP - Wakizashi. Feat: Weapon finesse.
2nd level: Bonus feat: Two weapon fighting.
3rd level: Armor training. Feat: Weapon focus - Wakizashi.
4th level: Bonus feat: Double slice.
5th level: Feat: Piranha strike. Weapon training with light blades.
6th level: Bonus feat: Improved two weapon fighting.
7th level: AAT – None. Feat: AWT – Trained grace.
8th level: Bonus feat: AWT – Focused weapon.
9th level: Feat: Weapon specialization. AWT – Defensive weapon training.
10th level: Bonus feat: Hammer the gap.
11th level: AAT – Armor specialization. Feat: Greater two weapon fighting.
12th level: Bonus feat: Two weapon rend.
13th level: Feat: Improved initiative. AWT – Trained initiative.
14th level: Bonus feat: Staggering critical.
15th level: AAT – Armor sacrifice. Feat: Blinding critical.
16th level: Bonus feat: Critical mastery.
17th level: Feat: Step up. AWT – Cut from air.
18th level: Bonus feat: Step up and strike.
19th level: Armor mastery. Feat: Greater weapon specialization.
20th level: Bonus feat: Weapon mastery.

I apologize for the wall of text and any advice would surely be welcome.


I made an unchained rogue and am wondering where I screwed up and how I could improve the build. I apologize for the upcoming wall of text. We are given 84 stat points, must take a trait from Korvosa module.

Race: Half Elf (Drow blooded). Class: Unchained Rogue. Favored class: Unchained Rogue with human rogue bonus. Archetype: Scout.
Traits: Personal addiction and Reactionary. Racial traits: Ancestral arms (Wakizashi), Behind the veil and Fey magic.
Stats at 1st level: Str: 10 Int: 18 Wis: 12 Dex: 20 Con: 14 Cha: 12
1st level: Feat: Two weapon fighting. Fighting Finesse.
2nd level: Rogue talent: Combat trick – Piranha strike feat.
3rd level: Feat: Dodge.
4th level: Debilitating injury – Bewildered. Rogue talent: Weapon training (Weapon focus with wakizashi). Stat: Dex +1
5th level: Feat: Mobility. Rogues edge – Acrobatics.
6th level: Rogue talent: Minor magic.
7th level: Feat: Arcane strike.
8th level: Rogue talent: Major magic. Stat: Dex +1.
9th level: Feat: Improved two weapon fighting.
10th level: Advanced rogue talent: Double debilitation. Rogues edge - Perception.
11th level: Feat: Improved critical.
12th level: Advanced rogue talent: Opportunist. Stat: Int +1.
13th level: Feat: Critical focus.
14th level: Advanced rogue talent: Hide in plain sight (Urban).
15th level: Feat: Greater two weapon fighting. Rogues edge – Stealth.
16th level: Advanced rogue talent: Familiar - Bat. Stat: Int +1.
17th level: Feat: Hammer the gap.
18th level: Advanced rogue talent: Terrain mastery.
19th level: Feat: Whatever.
20th level: Advanced rogue talent: Greater terrain mastery. Rogues edge – UMD. Stat: Whatever.
Spells: Wizard/Sorcerer: 0 – Penumbra, 1st - Vanish. Druid: 0 (3) – Create water, Guidance and stabilize. 1st - Longstrider.


I hope that this is in the right thread, if not I apologize. I am not a rules lawyer so I often have to ask for clarification.

So a 8th level goblin gunslinger with bolt ace archetype who could have a dex of 28 (assuming 24 stat and +4 dex from a belt), a +2 light crossbow and access to gravity bow spell from the friendly party caster.

Crit range would be 17-20 x4, damage would be 1d10 + 9 dex, + 2 weapon, + 1 from PB, +4 from DA, (Might be more to add that I am missing).

So a max critical could be as much as 26 bolt damage x 4 for a total of 104 for 1 hit.

That seems like it would be kinda OP, but I am sure that I am off on my math somewhere.


I saw the bones of this build online so I spent some time and fleshed it out more to my liking. If you are so inclined might you take a look and see if I screwed up anywhere? Thanks in advance.

Race: Half elf. Class: Fighter. Favored class: Fighter.
Traits: Ancestral arms and Missing child. Racial traits: Ancestral arms, Fey Magic and Fey thoughts.
1st level: Bonus feat: Cleave. Feat: Power attack.
2nd level: Bonus feat: Dodge.
3rd level: Armor training. Feat: Mobility.
4th level: Bonus feat: Combat expertise.
5th level: Feat: Spring attack and retrain Cleave to Whirlwind attack. Weapon training.
6th level: Bonus feat: Weapon Focus.
7th level: AAT – Armored specialization. Feat: Weapon specialization.
8th level: Bonus feat: Combat reflexes.
9th level: Feat: Lunge. AWT – Weapon mastery – Weapon material mastery (Adamantine).
10th level: Bonus feat: Critical focus.
11th level: AAT – Armored juggernaut. Feat: Bleeding critical.
12th level: Bonus feat: Greater weapon specialization.
13th level: Feat: Cornugon smash. AWT – Dazzling intimidation.
14th level: Bonus feat: Hurtful.
15th level: AAT – Armored confidence. Feat: Critical mastery.
16th level: Bonus feat: Blinding critical.
17th level: Feat: Dazzling display. AWT – Defensive weapon.
18th level: Bonus feat: Shatter defenses.
19th level: Armor mastery. Feat: Arcane strike.
20th level: Bonus feat: Riving strike. Weapon mastery.
Etc: I will upgrade the Fauchard to adamantine and keen it as soon as possible. The GM is allowing eastern armor and weapons so I will be wearing Tatami-do as armor. I may be wrong about Arcane strike, the Fey magic has spells that are listed on divine and arcane.

Sorry about the wall of text, gotta figure a better way to post it in the future.


Hello all. I was recently perusing the fighter advanced weapon training and came across 2 options.

Effortless dual wielding and fighters finesse. I am correct in assuming that if the proper feats were taken before that I could be dual wielding Falcata's as light weapons?

If that is the case any idea of how I would construct this character?
I know the basic feats like power attack and such.

Any help or direction would be greatly appreciated since I am to be the meat shield of the party but I want to do as being a DPR nightmare.


Hello all. I am attempting to make a bloodrager. Most of the guides I have found are older and my internet searches for a build I like have been fruitless.

So I was wondering if you would take a look and give some much needed advice. Thanks.

Race: Half Elf. Class: Bloodrager. Favored class: Bloodrager. FCB: Increase rage rounds by 1 per day. Archetype: Primalist. Traits: Missing child and Reactionary. Racial traits: Ancestral Arms (Fauchard) and Fey magic.
1st level: Bloodline: Arcane. Bloodline Power: Disruptive bloodrage. Feat: Power attack.
2nd level: Uncanny dodge.
3rd level: Feat: Raging vitality.
4th level: Bloodline Power: Lesser beat totem and Superstition. Bonus feat: Eschew materials.
5th level: Feat: Arcane strike. Improved uncanny dodge.
6th level: Bloodline feat: Improved initiative.
7th level: Feat: Reckless rage. Damage reduction 1/-.
8th level: Bloodline Power: Beast totem and Swift foot.
9th level: Feat: Bloodline feat: Combat reflexes.
10th level: Damage reduction 2/-.
11th level: Feat: Extra rage power – Greater beast totem. Greater bloodrage.
12 the level: Bloodline feat: Iron will.


Hello all. I am currently going through the updated against the giants. We are at the end and there is an adamantine golem coming our way.

My question is can I magic jar it and take it over? I don't normally look stuff up but I did with the golem and it is an ass kicker and I don't want my ass kicked.


Hello all, you guys have been very helpful in the past so I thought I would seek advice for my quandary.

I am in a 4 man party with a rogue, wizard and cleric type but no front line fighter type.

I am left with that role and while I enjoy the fighter class and some of it's archetypes I was looking for a bit more flavor.

I was thinking of the following classes and any opinions offered would be greatly appreciated.

An oracle either metal or battle, bloodrager primalist, inquisitor or a brawler.

Generally we level to 11 with only legal Pathfinder books in play, no 3rd party writings.

Thanks in advance.


Hello all. I did search the site but did not find the answer I was looking for.

I am wondering if since Delayed consumption has a day/level duration does it only cost me the slot on the day I use it? or is it a slot for every day I choose not to use it?

Thanks in advance. I am a level 14 Investigator if that makes a difference.


I am trying to understand and use this right so any insight provided would be appreciated.

I am playing an investigator with the accelerated drinker trait. I am wondering if I take the rogue talent Eldritch conduit would I be able to drink 3 potions in a standard action?

The trait allows a potion to be drank instead of a move action and the talent states that you can drink two potions during a standard action.


Hello all, long time lurker, intermittent poster here. I am looking to make a Goblin character.

I want to take advantage of the dex of a goblin and the RP flare of it. I was thinking of the following classes.

Swashbuckler, ninja, unchained monk or barbarian. I am trying to limit it to the aforementioned classes due to not having played them before and I like to play test new classes.

I am partial to swashbuckler or unchained monk. I know that the community here is well versed and knowledgeable in all things Pathfinder so would love any suggestions.

Thanks in advance.


Hello all and thx in advance. Admittedly I am not the sharpest knife in the drawer.

I am confused about the Skinwalkers. I like the flavor of playing one just not sure what I actually get when I choose to play one.

I am interested specifically in the were tiger. Do I get all the racial abilities listed when I shift? They get a bite, claws, +10 to speed and see in darkness.

Do I get all of those or do I choose 1 then have to use the extra feature feat to choose additional abilities?


Hey all, anyone else play the app Injustice: Gods among us? Even if you don't you might be familiar with the character Doomsday.

I would like some help creating him in pathfinder. I would assume he has barbarian levels maybe Tiefling race for all the horns everywhere.

If you have any thoughts post away ... thanks.


Hey all, anyone else play the app Injustice: Gods among us? Even if you don't you might be familiar with the character Doomsday.

I would like some help creating him in pathfinder. I would assume he has barbarian levels maybe Tiefling race for all the horns everywhere.

If you have any thoughts post away ... thanks.


The list for the variant abilities is long and some of them are great. I am confused as to what I am giving up from the core Tiefling if I choose a variant ability.

Say I wanted small size or the telepathy which of the main features would I be giving up?

Apologize if this is obvious and I am just missing it.


Hello all and thx in advance. A while ago I got some help making a mad bomber build using a goblin and their archetype.

After reading Ogre's and Jolly's guides I became interested in the Hyde build. We roll dice for stats and the GM is generous so my starting aggregate is 94 ... I believe.

Can't use 3rd party books, only stuff Pathfinder books, modules. So onto the request.

I am interested in playing a Tiefling Mr Hyde (but not limited to that race). There is alternative racial trait that would give me claws and possibly a bite attack at first level.

Once again any help would be appreciated. Only really need it spec'd out to 10 or 12th level, GM kills us all or we start anew.


Hey all, my fellow players are worse at creating builds than I am so they often come to me for help. I am putting together 2 oracle options for my friend, Battle and Life. Below are the 2 builds, feel free to adapt, change or comment on either or both. Thx in advance.

Human Life Oracle

1st level Dual Cursed Oracle of Life: Favored class is Oracle. Traits are Magical Knack and Reactionary. Feats are Fey foundling and Improved initiative. Curses are Haunted and Sickened. Revelation is Channel. Focused study for an alternate racial trait.
2nd level Bard with the Dervish of Dawn archetype.
3rd level Oracle: Feat is Selective channel. Revelation is Energy body.
4th level Oracle: Revelation is Misfortune.
5th level Oracle: Feat is Quick channel. Revelation is Fortune.
6th level Oracle: Revelation is Enhanced cures.
7th level Oracle: Feat is Extra revelation of Life link.
8th level Oracle: Revelation is Safe curing
9th level Oracle: Feat is Extra channel.
10th level Oracle: Revelation is Spirit Boost.

Tengu Battle Oracle
1st level Dual Cursed Oracle of Battle: Favored class is Oracle. Traits are Reactionary and Focused mind. Feat is Improved initiative. Curses are Haunted and Sickened. Revelation is Skill at arms.
2nd level Bard with the Dervish of Dawn archetype.
3rd level Oracle: Feat is Extra revelation War sight.
4th level Oracle: Revelation is Weapon mastery.
5th level Oracle: Feat is
6th level Oracle: Revelation is Iron skin.
7th level Oracle: Feat is
8th level Oracle: Revelation is Combat healer.
9th level Oracle: Feat is


Hello all and thx in advance for any help rendered. I searched the forums for help with alchemist build but the one in the class guide is older and I am not sure of the relevance of it now.

My GM is making all players take their 1st level as Bard. So I will be starting at 2nd level as a Bard/Alchemist.

I have chosen Goblin as my race due to the interesting archetype "Fire Bomber". My GM is really generous with letting us roll stats so I ended up with Str: 10, Int: 18 Wis: 16, Dex: 22, Con: 16, Chs: 10.

I obviously want to concentrate on fire and lobbing bombs. I am extremely open to any advice, using the actual books and no 3rd party publishers.


My GM has a campaign in mind which is forcing us to take either our 1st or 2nd level as a Bard. I have looked through all the guides and am still stuck on a few feats. I would appreciate any help and/or advice.

We roll our stats an old fashioned way, 4d6, drop lowest and reroll any 1's. So no stats so far.

Aasimar Oracle/Bard

1stlevel Oracle: Traits - Magical knack, Reactionary and alternate racial trait Heavenborn. Feat - Extra Revelation. Revelations - Channel and Energy body. Mystery – Life. Curse – Haunted. Favored class is Oracle.
2nd level Bard: Arcane duelist archetype.
3rd level Oracle: Feat – Improved initiative. Revelation – Life Link
5th level Oracle: Feat –
7th level Oracle: Feat –
9th level Oracle: Feat –
11th level Oracle: Feat –

Thx in advance.


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Hello all. This is like my 5th post and everyone has been helpful in the past so thought I would post my quandry.

I am starting a new campaign where one of my first 2 levels has to be bard then I can switch to whatever I want.

For someone reason I am drawn to Goblins and am wondering if anyone can point me to a build that has Goblin as a race, 1 level of bard and 1 of the following classes: Samurai, Alchemist, Oracle, Inquisitor, Barbarian or Witch.

Thanks in advance.


My GM and other players have come up with a campaign scenario in which we are a band or traveling troupe, if you prefer.

We will start as 2nd level characters with the caveat of 1 of the levels as bard.

I thought of making a gnome bard/heavens oracle due to the synergy of the both classes being charisma based and becuase the heavens oracle sounds awesome.

If anyone has any advice on the build it would be greatly appreciated or if you have a different concept I would love to hear it.

Thanks in advance.


Using the Goblin as my race am I correct in my math and understanding on what his 1st level stealth will be. Assume a 22 dex due to the +4 racial dex bump.

+6 dex, +4 racial, +4 size, +3 class skill, +2 trait of color thief and +1 for the lvl 1 rank. So I see the total as being 20 stealth at 1st level.

Seems mighty nice. Please tell me if I got that right because I believe it's my next character that I am making.

Thanks


I am confused on how many attacks and what the bonuses would be by combining the 2 feats.

I just reached the +6/+1 BAB level and was wondering, would it be 3 arrows total, 2 at highest bonus and 1 at the +1?

Or would it be 4 arrows? 2 from many shot at +4, and 2 from Rapid shot at +4 and -1?

I apologize if this is a simple answer or already asked, I did search the forum but gave up.

Thanks in advance for any answers.


Hello all, much appreciation for the knowledge you will drop on me in advance.

Hellcat Stealth

General

Skill Focus (Stealth), Stealth 6 ranks.

You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.

I am wondering about this feat, does it circumnavigate the -20 stealth check in combat?

I apologize if it's obvious to the rest of you, not much of a rules lawyer, just a simple player who is trying to hide and sneak attack with a ranged weapon.


Hello all and thanks in advance for your expertise on this upcoming rules question. I am a frequent reader of this forum but an infrequent poster and not the most savy on Pathfinder rules.

Character is a Rogue/Fighter/Shadowdancer who is attempting to always be able to make sneak attacks while remaining ranged.

On to the question. I am attempting to circumnavigate the -20 stealth check when you attempt to stealth after making a ranged attack.

Wind stance says it gives you 20% concealment when you make a move of at least 5 feet.

So can I win initiative, fire my first shot and apply sneak damage, take my 5 ft step and hide without the -20 because I have concealment due to the feat?

Sorry for the long winded question.


Forgive me if I posted this in the wrong area. I was wondering if anyone could point me in the direction of a good form fillable character sheet?

I have been using Ogre's but it doesn't have the Magus class rules yet applied.

I did review the message boards but all the original post dates were at least a year old to several years old and I don't have the time to review every single post that references character sheets.

Thanks in advance.


I looked at a copy of UC recently and the Kensai archetype seems interesting. I was wondering what the overall opinion of it is.

Is it worth the decrease in casting ability to increase melee? I am currently using a dervish dance/bladebound build.

My GM gave use permission to recreate (we are only 2nd lvl) so I was curious. I have looked at Walter's guide but didn't see the archetype included.

Any thoughts, concerns or potential builds would be appreciated.

Thanks.


Sorry for the length of the post, looking for advice on a build. I did search the message board but couldn't find what I was looking for.

Start 1st level as a human. The reasoning is the extra feat, all the human stuff, +2 on any stat and every 6 levels as a rogue you gain an extra talent. The reason you will start as a fighter is the access to the extra 2 feats, the weapons and armor. Thieves are limited to simple weapons.
1st level – Fighter: 3 Feats: Point Blank Shot, Dodge and Mobility.
2nd level – Rogue: Sniper Archetype: Accuracy - At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This replaces trap finding.
3rd level – Rogue: Feat: Precise Shot and Talent: Minor Magic (light)
4th level – Rogue: Sniper Archetype: Deadly Range: At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This replaces trap sense.
5th level – Fighter: 2 Feats: Shot on the Run and Deadly Aim.
6th level – Rogue: Talent: Major Magic (Gravity Bow).
7th level – Rogue: Feat: Focused Shot.
8th level – Rogue: 2 Talents: Combat Trick – Vital Strike and Snap Shot.
9th level – Rogue: Feat: Rapid Shot or Many Shot.
10th level – Rogue: Talent: Stealthy Sniper.
11th level – Rogue: Rapid Shot or Many Shot.
12th level – Rogue: Talent: Bleeding Attack.
13th level – Rogue: Feat: Improved Initiative.
14th level – Rogue: Talent: Hunter’s Surprise.
15th level – Rogue: Feat: Improved Vital Strike.
16th level – Rogue: Talent: Fast Stealth.
17th level – Rogue: Feat: Improved Precise Shot.
18th level – Rogue: Talent: Powerful Attack.
19th level – Rogue: Feat: Far Shot.
20th level – Rogue: 2 Talents: Deadly Sneak and Another Day.


Hello all. First time poster, long time troller of this message board. I am going to start playing the Kingmaker series and am looking for a viable barbarian build.

I will admit that I am a bit of a min/maxer for my characters. I just finished playing a Falchion using paladin so I want to stay away from any 2 handed weapon build.

I had a concept in mind (which may be lame) of Sabretooth from the X-men. I would the beast totems rage powers to get claw attacks and other goodies.

I wouldn't mind a grappling build if that is at all possible in Pathfinder. I will be using the core book and the APG for feats, powers, traits, etc ...

Thanks in advance for any input or direction you may be able to give or offer.