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So I got my Tiefling boon, and for it, I was considering making a fighter that is obsessed with wielding the largest weapon he can find. Starts off with 1-3 levels of Titan Fighter (1 just to get the ability to wield a large 2 handed weapon, 2 for the bonus feat, 3 for the 1 point reduction in attack penalties) Takes at least 8 levels of primal companion hunter next, with one level of living monolith for my 6th character level (to be able to enlarge). After my pet dies, I'd enter a period of indefinite mourning for it, not replacing it and gaining access to the evolutions for myself. At 8th level, I'll be able to evolve myself to large for 8 minutes a day. With the swift enlarge from Living Monolith, I'll go huge. Equipment wise, I'm going to need a Large 2hander for when I'm not eidolon size increasing, and a huge 2hander for when I am. (Yes, I know huge weapons aren't always available, so I'll need the fame. I'm not going to need this till 8th level, I'll be able to afford at least a +1 enhancement on the huge weapon) I'm thinking either a great sword or an earth breaker as a primary. Eventually, I'd like to have both just for DR purposes, but as a primary, I'm trying to decide between the higher crit mod, or the higher crit chance. Either way, they are both going to have the impact magic special ability to treat the weapon as a size category bigger. So the way combat against a BBEG looks is: Round One: Buffs! Double Enlarge (YAY, I'm HUGE now!) Lead Blades. Round 2: Charge! So, starting off with the 2d6 for a medium sized Greatsword: 3d6 Large, 4d6 Huge, 6d6 Gargantuan (because the enlarge also enlarges my equipment) 8d6 Lead blades 12d6 Impact. My STR is +10 from both the enlarges (+2 from enlarge, +8 from evolution). The advice I'm seeking: Are there any other damage dice increasing effects that I missed? Are there any PFS legal ways to decrease the penalty for wielding a weapon that's too big for you? I see that effortless lace isn't legal for PFS... Is there anything that I might have missed?
So I'm in the process of creating a character for PFS. I've envisioned this grippli that rides a snake that shows up and defends towns from evil cultists and rides off into the sunset before ever getting a thank you. While adventuring with companions, he stays back on his horse, inspiring confidence in his allies with tales of "The Siege of Ashimar" and the "defense of the nine mountains" battles. (Example battles are examples!) Essentially, class build is: 1: Mysterious Stranger Gunslinger
Sacred Huntsmaster, because I got a cool boon for a special snake that I want my froggy to ride. Infiltrator because I think it'd be fun to detect as evil for a day, also- opposing alignment spells. Inquisitor is pretty much how I'm going to be getting all my super cool magical bonuses. I understand that Mysterious stranger is Cha based instead of wis based like a normal 'slinger, and that inquisitors are wis based instead of cha based like the mysterious stranger. I'm okay with having average stats. I think my stats are: Str 8 Dex 18 Con 10 Int 10 Wis 14 Cha 16. Willing to reconsider spread. Eventually I'd put 1 point into wisdom for access to fifth level spells (probably at 12, if I want to do Eyes of the Ten with this character). I've considered "calling" myself a mysterious stranger but playing as a musket master... Not as interesting, I think. I like the idea of dual pistols later on. I plan on using gloves of storing to be able to free my hands and reload the pistols. The one level of bard literally for the inspire. Having access to 2 or 3 abundant ammunitions is nice, too. I've considered taking Magical Knack Bard for increased caster level to let the ammunition last a couple extra minutes. Inquisitor for access to bane, essentially. Oh, and the mount. The inquisitor spell list has some cool spells as well. The biggest problem I see with this build is having to use the first round of combat to buff up my pistols. Second round of combat... Or maybe first... I'd also inspire my allies. I think this could be a fun character. It's been fun planning him out, at least. Suggestions? Anyone try this before? Suggestions for feat progression? My first idea for feats are: Rapid Reload, Point Blank Shot, Rapid Shot, 2 Weapon Fighting, Improved 2 weapon fighting, Tandem Trip (bonus), Precise shot, Mounted Combat, Target of Opportunity(bonus). I'd like to get dead eye (deadly aim?) In there. The ranged power attack feat. Not sure where at, though. I've thought about splashing a level or two of fighter to get a couple extra feats, but I'm not sure if it's worth delaying inquisitor or gunslinger things even more for that.
So I'm playing character of the above classes. My deity is Imbrex. I'm an Oath of Vengeance paladin and I'm Order of the Gate Hell Knight. Order of the Gate Hell Knights summon Bearded Devils. Not a power I plan on abusing lightly, but I figure I'd be perfectly fine (Just as the oath of vengeance states) working with a bearded devil (lesser devil) to take out a greater devil, or a demon. Thoughts? Anyone run across this before? I know I can't be the first.
About Lilo DeepburrowLevel 3 COMBAT Hit points 20 BAB 1 AC13[10 +2Dex +1natural] Fort:+4 Ref: +4 Will:+4 CMB:-1 CMD:11 Fire Resistance 5[bloodline power] Weapons Claws attack +1 damage 1d3-1 Sling(small) attack +4 damage 1d3-1(1 point with stones) Morning star(small MW) attack +2 damage 1d6-1 Feats : Combat Casting, Eschew Materials,Point Blank Shot Traits Colonial Spirit (Campaign): Whether through a long family tradition of exploration and conquering new lands, or a strong personal determination, you excel at tight situations where others would despair and give up. You know that life on the frontier means no back-up or relief if things go poorly and you have to buckle down to get the job done. Whenever you are in a situation where half or more of your party is incapacitated, you receive a +1 trait bonus to attack rolls and a +1 morale bonus to saves versus fear. These bonuses last until the encounter is over or enough allies have been revived that more than half of your force is back in the battle. Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you
Spells known 0 lvl cantrips[unlimited] DC14:Flare,Disrupt Undead,Detect Magic, Read Magic, Acid Splash 1st level[6/day] DC15:Burning Hands, Enlarge Person, Mage armour, Colour Spray Skills 5pts/lvl Appraise +6 [1 rank +3 class +2 INT] Bluff +10[3 ranks +3 class +4 CHA] Intimidate +10[3 rank +3 class +4 CHA] Knowledge Arcana +8[3 ranks +3 class +2 INT] Profession:Sailor +4 [1 rank +3 class] Spellcraft +8 [3 ranks +3 class +2INT] Stealth +8[1 rank +4 race +3 dex] Use Magic Device +9 [2 ranks +3 class +4 CHA] Linguistics +3[1 rank +2 INT] Perception +6[1 rank +3 class,+2Race] Acrobatics +5 Climb +1 Equipment Morningstar (MW) Sling..pouch off 20 bullets Knife Travellers Outfit Backpack Belt Pouch Flint and Steel 1 Flasks acid 3 Sunrods Vial antitoxin Potion of CLW Map Case 10 sheets of good parchment 3 vials of ink and 5 pens
tent bedroll 6 sewing needles 12 candles, 12 pieces of chalk 12 fishhooks 6 doses of the sea sickness herbs explorers outfit 9sp and 6cp Halfling Racial Traits
Draconic Bloodline Class Skill:Perception Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fea(9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness. Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Background Lilo Deepburrow is a happy go lucky halfling always looking on the bright side no matter what comes his way. Born into a family of halflings who escaped from Cheliax into Andoran shortly after the latter's successful secession from the Devil worshipers he was known from an early age as a helpful willing and cheerful sort who would go out off his way to help anyone who asked. So when his cousin Bertram asked him to join a trading mission to Taldor he jumped at the chance. The mission was going well until the unfortunate incident with the rats and the serving wench..whilst trying to impress the latter by burning out a nest of the former Lilo accidentally set fire to the inn..a fire that soon spread to the local bakery..fire and loose flour don't mix and the resulting explosion flattened 20 houses the death tool was weoll into double figures but miraculously Lilo survived..much to the delight of the judge who sentenced him to be broken on the wheel for mass murder.. It is said that the prospect off death concentrates ones mind wonderfully and that has indeed been the case with Lilo in his time awaiting execution certain dormant powers have begun to take shape within him.. Lilo stands just over 3'6" tall and has corn gold hair and catlike green eyes..neither trait is common amongst his family or indeed amongst halflings ..he can feel the stirrings of something deep inside him..something that fills him with a sense of wonder at the same time as it scares him half out of his wits. The prospect off escaping seems remote to him but he will seize any chance that is offered to him. |
