Counterfeit Mage

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Slim Jim wrote:
Quote:
Cpt Dirk Diggler

*snort!*

"Put that bastard-sword away!"

Never! He must have it, I'm not going for the perfect crit fisher.


MageHunter wrote:

Why 6 levels of swashbuckler? It seems more advantageous to do Paladin 10/Evangelist 10.

In that case I would do 5 levels of Paladin, 10 of Evangelist, and 5 of Paladin again.

Even then I wonder if Evangelist is a net gain with the BAB hit in exchange for boons, unless you really wanted more skill points.

Sharing how the character would actually play out would probably help, I want to play him as a weird guy that worships himself to get my holy powers and that uses a bastard sword like a rapier. (It won't show the Evangelist perks I get for some reason in herolab.)

Cpt Dirk Diggler
Male rakshasa-spawn tiefling evangelist 10/paladin (virtuous bravo) 4/swashbuckler 6 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder Player Companion: Heroes of the High Court 12, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +12; Senses darkvision 60 ft.; Perception +16
Aura courage (10 ft.)
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Defense
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AC 21, touch 18, flat-footed 13 (+2 armor, +6 Dex, +2 dodge, +1 shield)
hp 157 (20 HD; 10d8+10d10+56)
Fort +17, Ref +23, Will +14
Defensive Abilities charmed life 4/day, nimble +2; Immune disease, fear; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee (L) +1 keen bastard sword +19/+14/+9/+4 (2d8+1/17-20)
Special Attacks channel positive energy 5/day (DC 18, 2d6), deeds (derring-do, dodging panache, dodging panache, kip-up, menacing swordplay, menacing swordplay, opportune parry and riposte, opportune parry and riposte, precise strike, precise strike, superior feint, swashbuckler initiative, swashbuckler initiative, swashbuckler's grace, targeted strike), panache (8), powerful build, smite evil 2/day (+6 attack, +0 AC, +4 damage), swashbuckler weapon training +1, tragic accident
Paladin Spell-Like Abilities (CL 4th; concentration +10)
. . At will—detect evil
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Statistics
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Str 10, Dex 22, Con 15, Int 10, Wis 9, Cha 22
Base Atk +17; CMB +17; CMD 35
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Deific Obedience, Exotic Weapon Proficiency (bastard sword), Extra Lay on Hands, Extra Panache[ACG], Favored Prestige Class, Improved Vital Strike, Vital Strike, Weapon Focus (bastard sword)
Traits dangerously curious, reactionary
Skills Acrobatics +18, Bluff +19, Climb +12, Diplomacy +10, Disguise +8, Escape Artist +18, Intimidate +10, Knowledge (history) +1, Knowledge (religion) +10, Perception +16, Sense Motive +7, Sleight of Hand +9, Spellcraft +13, Stealth +9, Swim +5, Use Magic Device +21; Racial Modifiers +2 Disguise, +2 Sense Motive, scaly diplomacy
Languages Mharoti (draconic), Trade Tongue
SQ bravo's finesse, lay on hands 10/day (2d6), martyrdom, swashbuckler finesse
Other Gear leather armor, buckler, +1 keen bastard sword
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Charmed Life +6 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Martyrdom (1/day) (Su) As immediate action, when creature within 300 ft. is slain by hp dmg, redirect dmg to yourself resuurecting yourself if you are slain.
Nimble +2 (Ex) +2 dodge bonus to AC.
Paladin Channel Positive Energy 2d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Powerful Build Can function as one size larger where advantageous.
Scaly Diplomacy (1/day) (Ex) +2 Diplomacy with scaly creatures 1/day
Smite Evil (2/day) (Su) +6 to hit, +4 to damage, +0 deflection bonus to AC when used.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.
Tragic Accident (1/day, DC 42) (Su) As part of succesful attack, target foe with inflict critical wounds or poison.
Vital Strike Standard action: x2 weapon damage dice.


So on one of my last posts I asked for ways to optimize my Sashbuckler by taking:

- 6 Swashbucker
- 10 Evangelist
- 4 Virtuous Bravo Paladin

I just wanted to know what the optimal order would actually be?


pad300 wrote:

Ok, why are you going Swash 19/Evangelist 1? As opposed to

Swash10/Evan10, given Evangelist has :
"Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class."

Thus the 10/10 distribution gets you a lot more...

Further, for optimization, I might consider adding some Virtuous Bravo Paladin into the mix for Divine Grace and Lay on Hands, as it stacks with Swash & Evangelist for Panache and Deeds.

S10/E6/VB4 (not in that order, of course), gets you Divine Grace (huge for saves), Lay on Hands for a 11X2d6 swift action healing (and there are cheap items to make this even better), Detect Evil, Aura of Courage, Smite Evil, and Divine Health (oh yeah, and Channel Energy, although that is not that useful), medium armor proficiency, and strong fort and will saves. At the cost of 19th level deeds (which are generally considered weak), 1 use of charmed life (superseded by Divine Grace anyway), a bonus feat, and +1 worth of weapon training.

I was just told it was a half decent idea, that's why I put the sheet here in the advice, so I could get some help. This idea is much nicer to be honest though.


pad300 wrote:

Why are you using a bastard sword & why is it doing 2d8? A falcata is a better choice of exotic weapon (if you really want one - a plain rapier with the largest crit range might be the best choice, especially as it frees up several feats), and I would recommend Improved Critical in place of Agile Maneuvers.

PS for equipment, look up Effortless Lace...

I have the Tiefling Race Trait that allows me to use a large weapon. And improved critical doesn't stack with the weapon as the threat range is already increased by double.


After trying to figure out where to go with my Swashbuckler I've decided to go 19 Swash/1 Evangelist (Don't have the Herolab book so left it out), I kinda need help with my feats and such and ways to make myself the stronkest boi. I also meant to take Signature Deed: Opportune Parry and Riposte but wouldn't let me.

Cpt Dirk Diggler
Male rakshasa-spawn tiefling swashbuckler 19 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +13; Senses darkvision 60 ft.; Perception +10
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Defense
--------------------
AC 42, touch 23, flat-footed 29 (+9 armor, +8 Dex, +5 dodge, +5 natural, +5 shield)
hp 232 (19d10+114)
Fort +16, Ref +25, Will +10; +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities charmed life 7/day, evasion, fortification 25%, improved uncanny dodge, nimble +5; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee (L) +5 holy shock shocking burst mithral bastard sword +38/+33/+28/+23 (2d8+18/17-20+19 Precision plus 2d6 vs. evil and 1d6 electricity and 1d6 electricity)
Special Attacks deeds (bleeding wound, cheat death, deadly stab, derring-do, dizzying defense, dodging panache, evasive, kip-up, menacing swordplay, opportune parry and riposte, perfect thrust, precise strike, stunning stab, subtle blade, superior feint, swashbuckler initiative, swashbuckler's edge, swashbuckler's grace, targeted strike), panache (11), powerful build, swashbuckler weapon training +4
--------------------
Statistics
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Str 10, Dex 28, Con 21, Int 10, Wis 9, Cha 28
Base Atk +19; CMB +28; CMD 43 (47 vs. disarm, 47 vs. sunder)
Feats Agile Maneuvers, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Extra Panache[ACG], Signature Deed[UC], Slashing Grace[ACG], Weapon Focus (bastard sword)
Traits dangerously curious, reactionary
Skills Acrobatics +22, Bluff +15, Climb +6, Diplomacy +14, Disguise +11, Escape Artist +13, Intimidate +19, Knowledge (local) +8, Knowledge (nobility) +8, Perception +10, Sense Motive +9, Sleight of Hand +16, Stealth +12, Use Magic Device +23; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Common, Draconic
SQ swashbuckler finesse
Other Gear celestial armor, +4 arrow catching arrow deflection light fortification mithral buckler, +5 holy shock shocking burst mithral bastard sword, amulet of natural armor +5, belt of physical might +6 (Dex, Con), boots of speed, gloves of dueling[APG], headband of alluring charisma +6, plume of panache[ACG], ring of resistance +5
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Charmed Life +9 (7/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (when Panache left) (Ex) If succeed on Reflex save for half dam, take none instead.
Fortification 25% You have a chance to negate critical hits on attacks.
Improved Uncanny Dodge (Lv >= 23) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 23+.
Nimble +5 (Ex) +5 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Powerful Build Can function as one size larger where advantageous.
Signature Deed (Deed: Dizzying Defense [Signature Deed] [Ex], 1/round) Perform chosen deed for 1 less grit (min 0). Must have at least 1 grit to use.
Slashing Grace (Bastard sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +4 (Ex) +4 attack and damage with swashbuckler weapons.


Slim Jim wrote:
Yep. By RAW, it doesn't even have to be a one-handed weapon as far as I can see (which is where Versatile Design gets ridiculous, since it'll let you flurry with anything for the what-were-they-thinking? price of +500gp).

Using Versatile Design, would it technically be possible to make a Huge Bastard Sword which I should have to use 2 hands for at that size a 1 handed? Or is there any other way I could pull that off and possibly ditch the Flurry?


BadBird wrote:

The Virtuous Bravo Paladin gains most of the important Swashbuckler abilities like Precise Strike and Nimble at level 4, and if you have the same abilities from levels of Swashbuckler, they add together.

So trading 4 Swashbuckler for 4 Virtuous Bravo Paladin, you keep all the Precise Strike and Nimble. You lose 4 levels of other Swashbuckler stuff, like Swashbuckler Weapon Training, but it's not really that important. You gain 4 levels of Paladin stuff like Smite Evil.

Kata Master Monk loses one level of Swashbuckler abilities, but gets Flurry of Blows. You have to trade charisma for wisdom, but using wisdom and having levels of Monk and Paladin makes your Will saves way, way higher, which is really good.

Flurry just adds BAB from other classes, and flurry always counts Monk levels as full BAB. So if you are Kata Master Monk 1/ Swashbuckler 4/ Virtuous Bravo Paladin 4 and you use Flurry of Blows, you count as having 1+4+4 = 9 BAB (same as pure Swashbuckler), and you trade 2 attack bonus to gain another attack.

I can post an example build in a bit.

Cheers that would be really helpful.


BadBird wrote:

The work-around bastard sword option is to take Kata Master Monk. This permits using a Crusader's Flurry weapon with Swashbuckler features regardless of what that weapon is.

Edit: Virtuous Bravo Paladin stacks with Swashbuckler levels for deeds and provides Channel at level 4, so a Cleric level is unnecessary.

I like this idea a bit since I still think flurrying would be ruthless, but wouldn't going 4/4/1 screw me up a bit or is there more upsides to downsides?

Also could you help me understand the trade of flurry if I multiclass to the extra attacks I gain as I level solely in Swashbuckler?


BadBird wrote:
Come to think of it, instead of 4 levels of Sacred Fist, there's also taking 1 level of Scaled Fist Unchained Monk and 1 level of Crusader Cleric of Ragathiel. Costs only 2 levels, and uses CHA for Monk AC, and has two great bonus feats. No swift Divine Favor, but no flurry penalty.

I like this idea a bit more to be honest makes my life easier.


BadBird wrote:

The item Swordmaster's Flair: Blue Scarf is extremely good, though technically it might not work with Slashing Grace.

Power Attack allows you to take Cornugon Smash, which is very good on a Swashbuckler - damaging enemy attack rolls helps Parry. Menacing Swordplay kind of sucks because it takes a swift action that Swashbucklers really want to use for other things, while Cornugon Smash is a free action.

If you want to build a *really* crazy STR-based bastard sword wielding Swashbuckler, you can multiclass 4 levels of Sacred Fist with Swashbuckler and take Crusader's Flurry, so that you can *flurry* a large bastard sword.

You my sir are a genius. Although, what about wearing armor? Taking Sacred Fist makes you lose flurry and the AC bonus, is it worth the trade off?


I decided to play a very odd swashbuckler that specialises in using an 8ft Bastard Sword, we are playing in a campaign with mostly constructs. Looking for ideas on how to improve the build and feats I could choose.

Cpt Dirk Diggler
Male rakshasa-spawn tiefling swashbuckler 4
N Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+2 armor, +5 Dex, +1 dodge, +1 shield)
hp 45 (4d10+12)
Fort +3, Ref +9, Will +0
Defensive Abilities charmed life 3/day, nimble +1; Resist cold 5, electricity 5, fire 5
--------------------
Offense
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Speed 30 ft.
Melee (L) bastard sword +10 (2d8+5/19-20+4 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), powerful build
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 15, Int 10, Wis 9, Cha 20
Base Atk +4; CMB +4; CMD 20
Feats Exotic Weapon Proficiency (bastard sword), Slashing Grace[ACG], Weapon Focus (bastard sword)
Traits dangerously curious, reactionary
Skills Acrobatics +10, Bluff +9, Climb +3, Diplomacy +9, Disguise +7, Escape Artist +10, Intimidate +10, Perception +3, Sense Motive +5, Sleight of Hand +8, Use Magic Device +11; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Common, Draconic
SQ swashbuckler finesse
Other Gear leather armor, buckler, bastard sword


MrCharisma wrote:

Just 1. You only provoke one* AoO for movement, no matter how far you move. You can decide which square you want the AoO to occur in though).

*one AoO per enemy who is threatening you

Cheers man


So my current character has a 5ft and 10ft reach with his sword, if I take the Combat Reflexes feat he can make 5 more AoOs, if an enemy moves from my 5ft treaten to 10ft and out do I get 2 attacks or just the one for leaving my range?


Mysterious Stranger wrote:

Derklord is right about playing a rogue. The original rogue was so bad that two of the NPC classes were actually stronger. The unchained rogue made major improvements to the class so now it is simply the weakest of the PC classes. The problem is that to really get a lot out of the unchained rogue requires a great deal of system mastery. That is why I recommend that only experienced player take it.

You may want to look at other classes instead of playing a rogue. An archeologist bard makes an excellent rogue. Another option would be slayer for a more combat focused rogue. A lot of the other classes have archetypes that allow you to play a rogue like character.

I've looked in to some of the other classes and am considering a Monk, maybe as less of a Rogue but still with a bit of stealth?


We're playing Unchained Rogue.


Didn't really have anything in mind specifically, just wanted to be your stereotypical sneaky man, I was planning on moving on to being an Assassin when I can. But cheers for the other stuff, we're still early in the campaign but will grab those other things as I level.


So me and a few friends have just started playing for the first time and they all seem to have grasped everything quite quickly whereas I know the basics of what I'm doing. I tried to read the class guides but couldn't rap my head around them, any tips?

I'm playing a 50 Year Old Gnome Rogue with:

- 13 (+1) STR
- 15 (+2) DEX
- 16 (+3) CON
- 11 (+0) INT
- 13 (+1) WIS
- 14 (+2) CHA

I've got the following feat and the skills:

- Two Weapon Fighting
- Acrobatics (+6)
- Bluff (+6)
- Diplomacy (+6)
- Disable Device (+6)
- Disguse (+6)
- Intimidate (+6)
- Perception (+7)
- Sleight of Hand (+6)
- Stealth (+10)


I got this Begginer's Box all payed for on the 4th of March and apparently it is still pending (March 26th) for "Backordered products"? Pretty confused to be honest.