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Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Any thoughts on this? Going to play a goblin bard and wondering if I should do some rogue also or just go full bard.
Still trying to read everything to figure it all out.


So I did some searching and cannot seem to find much on this.

It will not be PFS. But no third party.

Planning on making an Ifrit Life Oracle (Channel revelation) and then going mostly control. Maybe grab Life Link also.

Any thoughts on how to go about this? Thinking maybe spirit guide archetype. Can switch things up as needed. Or duel cursed because misfortune would be nice for control.

And once I figure out what spells I can gain access to I would look at feats.

Also what curse does anyone suggest? I am thinking of going with deaf. I am just not sure how to roleplay it. Or I can just take tongues.


So I am going to play a Eldritch Knight in our next campaign. This campaign will be RP heaving so optimization is not as important. But I prefer to over optimize and just scale back as needed.

I really want to try the monk/sorcerer build. This is what I have so far.
We are starting at level 3.

Traits Magical Knack, Reactionary

1) Monk Weapon Finesse, Bonus Monk not sure, combat reflexes or deflect arrows? Will have one hand free...
2) Sorcerer empyreal
3) Eldritch Knight Dervish Dance, Arcane Strike? Don't think I need too many swifty's
4-13) EK. Thinking of grabbing Weapon Specialization at EK 5. And other feats will focus on the magic end of things.

Just don't really know if I should grab a second level in monk for evasion and a bump to the saves? If there was feats I wanted its a no brainer but the bonus feats are kinda useless.

Any thoughts or a better way to gear him out?


So we are starting a new campaign in a month or two. I have been forewarned it is heavily undead based.

I have been wanting to build a reach cleric for quite a while now. I really want to play an ifrit but I don't know if the other abilities can offset the -2 to wisdom. It really hurts.

We are starting at level 2. If the Ifrit does not work out I can go human. I was just hoping to make the Ifrit work.

This is what I have so far.

War (tactics domain)
Travel Domain
Ifrit - wildfire heart +4 initiative (makes up for not being human, bonus feat)
Efreeti Magic - enlarge person once per day
Fire Insight - if a summoned fire elemental would help in a situation
Traits - Reactionary, fates favored? (anything better to suggest?)
Feats - Combat reflexes
Power Attack
Sacred Summons
Improved Initiative etc

So do I gain enough other abilities (enlarge etc) to justify the -2? Or am I wasting my time and rally should go human?
Or any other things that would help with undead that I should be looking at?


Hi There

So I am looking for some help. I am currently building an Archaeologist/Gunslinger for a home campaign we will be running. It will be ocean based. I thought a Gunslinger/Archaeologist skill monkey would be interesting but I am trying to build him half decently. He needs to pull his weight.

I originally was going to use the Buccaneer archetype to use charisma instead of wisdom for the grit to have some synergy with the bard stats. And to fit the theme nicely. But after doing some reading Quick Clear seems like an almost mandatory ability Gunslingers have. And Mysterious Stranger gives it up also. So that throws those ideas out the window.

Do I just live with low grit points? (would be 2 most likely) or am I ok
without Quick Clear and just risk gun jams and use Jury Rig when needed?

I am hoping someone has a better way to overcome this.