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20 posts. Organized Play character for BoseMenschJS.



Grand Lodge

So this is my first attempt at a multiclass archetype build for PFS, so I thought I'd post it up and get some input. I am pretty sure that it is PFS legal, but I may have missed something. I eliminated several options I would normally take, but are not PFS legal, so I think I verified everything. Also, I'm kinda stuck as to what to do after level 10 (assuming he survives that long, that is...). I suppose he could Fighter dip for extra feat goodness, but would lose some spells. At any rate, the concept is an archer build with a companion to add some additional action economy and protection for the squishy ranged character, along with a bit of spellcasting and social skills... A large hurdle, but I am hopeful that it works. Let me know what you think! Or don't, that's okay too.

Unnamed Character (I will get to this).
Human Monk: Zen Archer 3/Inquisitor: Sacred Huntsman 9

Starting stats:

STR 12
DEX 13
CON 10
INT 12
WIS 20 (18 + float)
CHA 7

Traits:
Magical Knack
Deadeye Bowman

Deity: Erastil
Inquisition: Conversion

Animal Companion: Babou, Small Cat: (Ocelot, of course!)

Level, class level, Feats:

1: Zen Archer 1: precise shot (ZA bonus), point blank shot (lvl), imp. unarmed strike (M), perfect shot (ZA), Dodge (racial)

2: Huntsman 1: No feat, sadface. Animal Companion, etc.

3: Zen Archer 2: Weapon Focus (compound crossbow) (ZA free), Rapid Shot (ZA bonus), Deadly Aim (lvl)

4: Zen Archer 3: Point blank master (ZA free); DEX +1

5: Huntsman 2: Ranged Trip OR Ranged Disarm (lvl); (Leaning more towards Trip)

6: Huntsman 3: Intercept Charge OR Coordinated Shot (SH)

7: Huntsman 4: Boon Companion (lvl) (recover lost companion levels from Zen Archer dip)

8: Huntsman 5: No feat, sadface. CHA +1

9: Huntsman 6: Clustered shots (lvl); Coordinated Shot OR Intercept Charge (SH free teamwork)

10-12 Huntsman 7-9. Relentless Shot at 11 and teamwork feat TBD at 12, based on experience with build at that time, assuming character survival. Stat at 12 doesnt really matter, but can be assigned to any odd number created with magic gear.

My reasoning here: the Magical Knack keeps me from losing too much spell power by adding back my 3 level dip to my CL for spell effects (not to spell list or spells per day, I know). Deadeye Bowman means that my animal companion (or anyone, really) does not give soft cover to a target if they are the only one providing cover. Zen Archer at lvl 3 uses WIS to attack bonus for ranged instead of DEX, and the Monk bonus gives WIS to AC and CMD while unarmored. Zen Archer's flurry of shots gives multiple attacks at lower penalty than rapid shot until level 6 (when BAB exceeds monk level), so taking it at level 3 as the bonus feat makes sense. Conversion Inquisition adds WIS to Intimidate, Diplomacy, and Bluff instead of CHA, plus 1/2 inquisitor level from stern gaze. At Inquisitor level 3, I add DEX and WIS to my initiative, basically giving me improved initiative feat +1 for free.

The concept was to try to get one stat to do the work of several, in this case WIS turns into DEX, STR, and CHA, and I think it works. His skills are fair, as he gets 8 per level (6 class, 1 race, 1 INT), which isn't awful. With I could turn WIS into INT for skill monkeyness, but couldn't find a way to do that. My thoughts on intercept charge feat is that the companion will have a very respectable AC and a 50 foot movement speed, and can therefore get in the way and block anyone coming after the archer and any spellcasters near him. The real downside is not getting clustered shot until level 9 to bypass DR, and not being able to take manyshot, but I think the companion balances out the manyshot.

Anyhow, what do you all think of the build? Alternate suggestions? Constructive criticism?

Grand Lodge

1 person marked this as FAQ candidate.

So I have had this debate now twice in a game I'm running, and while I have made a hard ruling on this, I wanted to make sure I didn't get this wrong, as I'm new to GMing pathfinder....

Situation: Character has essentially a ring of freedom of movement. Character enters pools of water that are very deep (30+ feet deep, 60+ feet wide, sloping downward away from point of entry) . Player argues that freedom of movement allows full movement speed vertically, not just horizontally. My argument is that no, you can move horizontally up to your full movement speed, but that unless you have a swim speed (character does not), you cannot move vertically at full movement speed due to the freedom of movement. Have now had this argument twice during the game, and I have rule both times that freedom of movement allows standard travel (i.e. you can walk on the floor up to your movement speed), but does not grant you a swim speed to travel vertically up to your movement speed.

To facilitate discussion, here is the full spell description:

"This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing."

Aaaand, argue!