Brakiri's page

169 posts. Alias of Alex Fischer.


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Hi folks,

hehe intuitively i did exactly that. I went with CHA 16 and Dex 17+1 as well as STR 12, for the composite short bow +1 extra damage.

Thanks again for all your input, i will adapt the char as suggested above.


@Mysterious Stranger:

Thank you for your thoughts. You are correct of course i should concentrate on spell that don't go "against" the enemies ability to resist (combat spells).
As you said, buff and utility spells. I would like to keep the cure spells, because this part is missing in the party as well.

The problem with the melee build is the fact that i can get more attacks on an ok attack bonus than with the rapier. The fencing-feat speficically states that you lose the dex to damage benefit if you fight with two weapons. So the damage that i can inflict with arrows would be much higher (IMHO). BUT: I noticed the negative side of this approach, i had a lot of AoOs last evening but most of them were unable to hit because the AC of 23 was sufficient to prevent greater damage.

Mirror Image is a good tip, this could also be useful to prevent hits from AoO while using the bow.

Will change the char accordingly.


Hi,

i was really impressed with the Archeologist last evening.
I went for Dex 17+1 and Cha 16 and focused my feats on archery.

I also took the traits suggested and some magic items.

At the end I had a +12 attack bonus with a bow, +16 with luck activated + PBS. Rapid shot did 2x 1d6+5 damage.
I also had enough points to be an ok face with most knowledge skills at 10, and most other dex and cha skills at 11 or above.

Throw in some healing spells and spells like Haste, Confusion etc. and the char was very versatile.

To finish the char, i would love to hear some suggestions from you concerning magic items.

These are the items i "clicked" together because i didn't have time to research it properly:

Belt of Incredible Dexterity +2
Ring of Protection +2
Cloak of Resistance +2
Mithril Chain Shirt +2
Composite Short Bow +1


I have one feat left, can you gimme a hint what would work well for the Archeologist?

Thanks!

Mysterious Stranger wrote:


There is one bard archetype that might work and that is archeologist bard. It trades away all performance for a luck bonus to just about everything. Go with a DEX based build and take fencing grace to get DEX to damage and your combat ability will be fine. You will be a better rouge than an actual rouge except you will not rely on sneak attack for damage. Make sure to take lingering performance to triple the time your luck bonus is active. For traits take Fates Favored to boost your luck bonus and Criminal to get disable device as a class skill. Last thing is to make sure that heroism is one of your second level spells. Combined with Archeologist Luck it will give you a +5 bonus to just about everything.


Hi,

i think, also for time constraints sake, i will go for an Archeologist. He can heal/buff, he is a capable rogue and an ok fighter.

I will bookmark this thread because i found allof your suggestions really helpful. I will use them for the next oneshot :)

Thank you again for your advice and have a nice day! :)


@Deathless One

Nice idea, could you guide me to the feats necessary for the shaman to chose an animal companion?


Wow..a lot of cool ideas.

Will have to look into it, please remember, level 7.
Most likely the character will never see level 8 ;)

Thank you all, but keep it coming!


Hi folks,

I have been out of the game for a while and we are playing a oneshot this evening.
I have some older chars but i would like your advice on the matter:

Pathfinder Society Adventure (in the Linnorm Kingdoms)
Level 7
3 players, a wizard and a plain fighter.
My char would be the third of the bunch.

I'm leaning heavily towards a bard or rogue.
I like the bard more, but i'm not sure he would be optimal because we only have one combatant and the wizard will not profit from buffs THAT much.

I can fling something together other than a rogue or bard, if you have some cool ideas.

Thanks in advance for helping out a starved out (RPG-wise) comrade ;)


Hi,

thank you all for you input!

I made notes. ;)

Will think about ways to improve the experience.


Hi folks,

i was just thinking about the things that make RPG interesting and wonderous.
Or more to the point, what takes all the wonder out of it.

Personally i think there are several things.

1. Magic items are far to frequent and far to easy to obtain. You can even build the stuff yourself for halve the costs.

2. Magic items follow certain rules. They are all mechanically set. There is nothing wonderous or special about them.

3. In general i think most APs, items etc. follow the rules to vigerously. Wonderous stuff is stuff that is rare, special, unique, not easy to understand and non-mundane.

In Pathfinder, magic is mostly mundane, magic items are mundane and most stuff you find is not really useful and will be thrown on top of the large pile of loot destined to be sold. Most things that happen can be explained by rules or plot. But things that defy explaination (at least for the moment) create this feeling of "WTF just happened?" or "Wow, that's awesome!".

And i'm kinda missing these moments in most APs.

I would really love to hear your thoughts about this topic.
Do you think i'm wrong? Do you think there is a problem but for other reasons than those i mentioned?

Or better yet:
If you agree, do you have ideas and measures that can be used to "reintroduce" wonder into Pathfinder, without throwing balance totally out of whack?

Thanks in advance!


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Hi folks,

i was just thinking about the things that make RPG interesting and wonderous.
Or more to the point, what takes all the wonder out of it.

Personally i think there are several things.

1. Magic items are far to frequent and far to easy to obtain. You can even build the stuff yourselfes for halve the costs.

2. Magic items follow certain rules. They are all mechanically set. There is nothing wonderous or special about them.

3. In general i think most APs, items etc. follow the rules to vigerously. Wonderous stuff is stuff that is rare, special, unique, not easy to understand and non-mundane.

In Pathfinder, magic is mostly mundane, magic items are mundane and most stuff you find is not really useful and will be thrown on top of the large pile of loot destined to be sold. Most things that happen can be explained by rules or plot. But things that defy explaination (at least for the moment) create this feeling of "WTF just happened?" or "Wow, that awesome!".

And i'm kinda missing that in most APs.

I would really love to hear your thoughts about this topic.
Do you think i'm wrong? Do you think there is a problem but for other reasons that those i mentioned?

Or better yet:
If you agree, do you have ideas and measures that can be used to "reintroduce" wonder into Pathfinder, without throwing balance totally out of whack?

Thanks in advance!


Thank you for your answers, i think i will let my ruling stand.


Hi,

We were playing Kingmaker and the pcs found a robe of vermin that looked like a robe of bones at first.
This is a cursed item and it is listed at 30k gold in the SRD.

But i cannot imagine that this is the worth of this item. First it is cursed, second it is a robe of bones going wrong. A robe of bones is worth 2400 gold.

My ruling was 50% of the selling price of a robe of bones minus 200gp because it is cursed (1000gp).

Does anyone know what the intended net price for selling it is?
I think they put in the 30k as max. price, because other, more expensive robes that can go wrong are listed as well (for example robe of the archgmagi).

Thank you!


Hi all,

i'm just finishing up my wizard for the CotCT AP (yes i know, i said i would play an evangelist, but somehow it didn't feel right) and i need some advice concerning languages that i should take which would be advantagous in this AP.

At the moment i have chosen the following languages:

Common (free)
Samsaran (free)
Draconic
Infernal
Celestial

So two choices left.
I heard Shoanti, but i'm not sure if this is worth a "fixed" language choice if i can always use comprehend language as spell.
Hmm..on the other side, this can be said about all other languages as well...

Nevermind, please just gimme your opinion if you have experience with this AP..thanks!


@Dave Justus

thank you for the tipp. I think i will try the evangelist. And nice idea with the axe beak, i will try that.

@all:

Thank you all for your tipps and insights, i think i will try the evangelist, but i will keep this thread in mind, in case i need to change the character.

Best to you and good gaming!


You are right, but i don't want to play a specialist wizard. My GM told me that this rule from the academy cannot be broken so i'm "out" ;)
Summon should only be one part of the concept, so i can't invest too much of my feats into it.

I thought about using this concept (see link) which i found really appealing. Guess i have to shelf my wizard fantasies for a while ;)

http://paizo.com/threads/rzs2sv67?Advice-for-creating-a-Mystic-Theurge#20


Man this is hard.

Witch seems ok, but lacks a lot of the battlefield control spells like the create pit series of spells, haste can only be obtained via patron etc.

Hmm..but because i was thinking about playing a samsaran anyway i could take these spells via the mythic past life trait....

The skald is nice, but the problem is that i think we need at least one full caster to prevail.

@Herald Caller.
The concept for the Evangelist was to be able to heal while filling the bard/face-part as well AND, in combination with the animal domain, Boon Companion and Sacred Summons, would also be able to provide melee support if needed.

Please keep it coming :)


Dear all,

we will start the above mentioned campaign tomorrow and i'm still at odds with myself what to play.

I'm one of those players who like to be useful in as many situations as possible. So i like to play spellcasters, the "face" (Bards) and so on.
But i also like playing martial characters from time to time because i can also drool about me making ludicrous amounts of damage. ;)

The main problem is, that martial characters often lack other strengths and that they are less useful in most other situations besides combat than other classes.
What i'm trying to say is, that it would be hard for me to play the whole campaign with a martial character.

So i need a little advice from players and GMs who already played this campaign.

For information, the other characters are:
Barbarian, Magus, some oracle/something hybrid and my humble self.

So in effect we lack a full spellcaster, either wizard or cleric (and a face). Problem with a cleric is, its really hard to do anything else besides healing and buffing, but playing a wizard makes us short on healing powers.

In effect i had two ideas:

1. an aasimar evangelist cleric of Erastil with an animal companion later and sacred summons for support.

2. a samsaran exploiter wizard with mythic past life as trait and 3 healing spells from the bard list (CLW, CMW and CSW).

I would be very grateful if you could point me in the right direction, which would be more helpful or even better: more fun, while considering the whole campaign.

If you have other character ideas, please feel free to offer them.

Thanks in advance.

EDIT: I know that there are other threads asking for advice about this, but i wanted to ask from my personal perspective of RPG-"needs" and also from the perspective of playing the whole campaign with one character.


Okay, then i imagine it is a combination of "flawed" GM work, the disconnect between the adventures, and the lack of real allies in the city.

The reality is, that we were really friendly and helpful to a lot of the NPCs (even the Storm Blades!). But as the AP progressed, most of them were insulted and pissed of by the slightest mistakes (which we weren't even realizing were mistakes) we made. So we are now without real support and we are close to switching sides to Marvu. I suppose that is due to the "hard-assness" of the NPCs played by the GM. I have never experienced NPCs as touchy as these before or since.

I was really taken aback during the last crisis, where the Academy was totally uninterested in helping the city out with the riots over the taxe increases and the St.Cuthbert high priestress was on the side of law and order unwilling to even provide medical care for the wounded as this escalated.

In short: I don't like the nobles, i don't like where the cities policies are going and i don't like the touchyness or lack of interest of most of the involved parties. They don't give a s$&~, why should we?

To be honest i would like to have the "talk" with the GM you suggested, but i'm not sure how to phrase the issues we have.

But i will think about it, before i lose interest in this camapign completely.


Hi,

is there any rule that prevents me from creating a potion or an oil of make whole?

I'm just asking, because it is not on the list of possible potions/oils presented on the PF SRD website.

Thank you!


@Haladir

Player. I suppose if you are DM and you can see the plot and all the stuff that is going in in Couldron you lack the feeling of being lost between the cogs of intrigue.

@zylpgryx

We have been receiving hints as the story goes on, but as i said these clues are getting us nowhere. We don't have a loremaster (Wizard/bard) so we have to rely on the library and NPCs for information, but nothing we have uncovered forms any usable clue.
Yes we are level 9 and we are beginning to get some clues what is going on, but at the moment the city treats us like unimportant mercenaries and the people we though were allies now turn on us as soon as we start to disagree with some of their positions.

I just don't feel any connection to the city and the other players feel the same.
Buying a house is possible but not "encouraged". The GM said the prices for real estate are so high, we have to spend at least 20k gold for a small house barely enough for one small family. Our ideas about buying a Lyre of Building and building our estate a couple hundred meters outside of the city or in Kingfisher Hollow was deemed either too dangerous due to jungle wildlife or she complained that we won't catch all the stuff that is going on in the city. There were times in which i thougt: "Even if so, who gives a s&*#".

But i thank you for your insights. That kinda points more in the direction that this type of campaign is no my thing and in addition that the DM is not making is easy either.

I just retired my old rogue-character and i was planning on bringing in a new character (Exploiter Wizard) but my level of anticipation to play again is nearly zero, so i will most likely step down and DM Kingmaker every second session we play.

But coming back to railroady:
I think that is okay, plot-wise if you have enough other things to do. A good example to integrate the players more into the world and give them a hint of home is Rise of the Runelords. The authors did a good job integrating the party into the small town of Sandpoint. The tavern and all.

That is sorely missing in ShC. I know that their is a way to get a city estate but we have no clue how this is possible with the low level of real allies in the city.


I like to add a few things:

3. The campaign is extremely railroady:

You can't really do your own stuff. Yes there are off-times but you can't change anything in the city. You can't buy a house, property is at a premium, so you are always feel like a stranger in Couldron and you never actually "connect" with the city in any way.
As i said in 1. you can't really follow up on most of the things. You can try, but the AP will block your attempts at avery step because you either have no clue left on which to continue while all the others you followed up fizzled out without any result.

Also what the PCs do has little to no effect on what comes next. You are in essence just a background actor just in for the money ride.

This is one of the main complaints i have about several andventures in systems like Midgard or the black eye as well. There are so many powerful people doing the really important stuff, while the players are more or less background actors.

It should be about the PCs, they should be the ones making the difference. I don't play RPG to be on the sideline.


Dear all,

at the moment we are playing the "Shackled City" campaign which is a D&D campaign in origin.
While Shackled City is not a Paizo-product i would very much like to hear your opinions about this campaign. I will start in expressing my opinion / impressions and i'm eager to hear about your experiences and feelings with this campaign.

We are playing it for quite some time now (Level 9) and i'm extremly underwhelmed.

My major complains are as follows:

1. There is no discernable plot:

You are always out of the loop. There are plotpoints to which you have no access, you can't follow up on a lot of things because it is not envisaged and you are not high-level enough (and will come up later). You have to wait until level 9 or 10 to get a hint(!) of what might be going on and you are still just a background actor with strings attached.

2. Overbearing dungeon crawl:

As there is no discernable plot, or at least no plot that is open to the players to experience or follow up, half of the campaign you are just roaming through more or less (mostly less) interesting dungeons from one room to another, killing monsters which seem to have no connection to the plot whatsoever. The loot is uninteresting and consist mostly of standard valuables. No fun magic items, just useless stuff to sell.

My constant feeling is, that powers beyond my understanding are controlling our every move and for the city we are just some mercenaries
without any grasp off plot, story or any knowledge about whats going on.

This has been one of my most joyless and frustrating experiences in a campaign until now, which says quite a lot, considering that i've been playing for almost 20 years now.

So, what is your opinion about this campaign?

EDIT: I like to add a link to a review i found which also raises most of my points but with improved eloquence ;)

http://nicolaigrunnet.blogspot.de/2011/08/d-shackled-city-review.html


Dragonchess Player wrote:

One note on armor: There is no such item as a mithral lamellar cuirass.

Ultimate Equipment wrote:

LAMELLAR CUIRASS

Price 15 gp
Armor Bonus +2
This armor consists of a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt.

I think this is debatable, because if you look at this description in the PFSRD (below), BUT the lamellar with steel is a heavy armor, so technically you are correct.

Quote:


Lamellar Armor

Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though steel and heavier iron are most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.


How about finding an armour that protects with 4 AC but don't apply ACP?
While Mage Armor is good, it eats a slot every day and there are times i'm not prepared and need to use one standard action to cast it.
A Mithril Lamellar Cuirass should do the trick. At +1 it provides +3 AC and it's not THAT expensive. Plus i can fool the enemy (for 1 or 2 rounds anyway) by posing as a fighter, because most wizards don't wear metal armor ;)

Quick Draw is a good idea, thanks.


Addendum:

As i will be using multiple rods:
Can you think of a way to use them quickly without the need of using up a move action?
The only thing i could find is the Springloaded Wristsheath, but i don't know if the rods aren't to big for those.
Is there a rod-sash (like for throwing daggers) or something like that?


Maybe you could help me out on another question: Defense

As my AC will suck and i'm really vulnerable in combat, can you give me some advice on defense to survive in hairy situations?

My top contenders would be: Vanish (because it's cheap), regular Invisibility/Improved Invisibility, Mirror Image, Dimensional Slide (to get out of reach) and fly.

Any tactics and spells you can think of that reduces the chars chances for being a contender for the "endangered animals list"?

Thanks!


Thank you for the tipps.

@Serisan: I took Extra Reservoir and Clever Wordplay..good tipps, thanks!

@all

What do you think about the following:

Change race to Elf:
Feat: Breadth of Experience, +2 to all knowledge Skills

Or:

Change race to Samsaran:
Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class.

I could take bard spells that have a lower spell level. Haste etc.

I also took a Lamellar Cuirass+1 (Mithril): No spell failure and +3 AC.
Or how about Arcane Armor Training and buying a +1 Mithril chainshirt for 5 AC?

I'm not sure when the next offtime will be in the campaign but i'm actually thinking about keeping half of the money and craft most of the stuff myself in the campaigns off-time. It's painful to buy this stuff at full price while the char took Craft Wondrous Items at level 5.


@0o0o0 O 0o0o0

How can i make Diplomacy using the Int bonus instead?


Do you have a particular empyreal lord in mind?
There are over 40 and i don't own the book in which they are described, with their obedience rituals and boons etc.
If i know specifics, i could investigate :)


Dear all,

i have retired my old character in the Shackled City campaign and i would like to play something that was painfully missing the whole time we played this campaign: A loremaster and arcane caster.
So because I dislike the Vancian slotsystem I thought about an Arcanist because he has more freedom in what he can cast, paired with more spells known as a sorcerer. But because of the limited spell progression I shifted my focus to an Exploiter Wizard (in combination with the Quick Study exploit). As always, my time and abilities to burrow through all the material that can be used to build a good character is severely limited and I like to fall back on your immense expertise again :)

The character will be level 9 and is planned mostly as a buffer and battlefield controller.

At the moment my draft was this (Point buy 25):

STR 7
DEX 14 (16) +2 Belt
CON 14 (16) +2 Belt
INT 18 (26) +2 Human, +4 Headband, +2 Level
WIS 12
CHA 10

Starting Money is 46k so I thought about the following items:

Headband of Int + 4 16000 (Skills: Diplomacy, Sense Motive because he is a mercenary)
Belt Dex/Con+2 10000
Ring of Sustenance 2500
Lesser Metamagic Rod Merciful 1700
Lesser Metamagic Rod Elemental Spell (Acid) 3000
Goggles Perception +5 2500
Handy Haversack 2000

= 37700, 8300 left

For the Exploits I planned “Quick Study”, “Dimensional Slide”, “Potent Magic” and “Metamixing” (maybe).

Traits: Magical Lineage, 1 left to fill

For my 6 feats I’m not really sure yet. I need “Extra Exploit” once because I gain only 3 exploits for my level, but there are still 5 feats left. “Craft Wondrous Items” (Bonus feat at level 5) and “Combat Casting” are obvious choices.
Going summoner might be powerful, but it will take a lot of feats to get competent as a summoner.
My primary goal is to be as versatile and flexible as possible in regards of spell access and knowledge. I pushed all relevant knowledge skills to 15+

It would be great if you could help me in filling the gaps. If you think summoner is the way to go because a few powerful battlefield control spells are conjuration as well, please suggest a good build. In addition, the race is not fixed as well. If you think Samsaran, Elf or an Aasimar-subrace would be better, please suggest it.

Thank you in advance!


Hi,

i did add the agile stuff to my attacks via 4 levels of unchained rogue, so i have specialized (Knife Master), my TW-Damage is 14d+8 and 1d4+4.
But for enemies with over 150HP, that's not doing much ;)

Don't worry, GM approved this build.


Scott Wilhelm wrote:

Circling Mongoose and Canny Tumble seem like feats for achieving flanking with your Paladin Friend. But you were saying,

I think someone (me or you) misread these feats.

There nothing in these feats that says something about needing someone else.
Circling Mongoose can be done without a flanking body. It doesn't NEED "loose dex to AC" it grants it.

Anyway thank you all for your advice. My char retired last Friday, BUT i will mark this thread for the future because i like rogues and i will play one again. :)

Thanks!

Best wishes
Brakiri


Kileanna wrote:

I've played a ninja and even though my build wasn't similar to yours I sometimes had some encounters in which I wasn't very useful as I was depending on my sneak attack to deliver large amounts of damage.

You mention your flanking buddy is slow. I usually delayed my initiative to match my flanking buddy so I let him attack first and then I got my flanking.For a ninja/rogue possitioning is very important and can make the difference between making 0 damage and being a killing machine. Even though your initiative is probably impressive there are many situations you don't want to go first. Initiative is cool when you are attacking invisible and you want to end your fight before it starts.If you need flanking it could be wiser to wait until your casters have buffed and you're flanking buddy has attacked. You're not only getting sneak attack bur also +2 on your atacks.As your BAB is not high that usually makes a difference.

Hi Kileanna.

you are right, but we had a lot of fights in which i had to work alone. In the last 3 i waited for the right moment which never came so i was completely useless. That is the reason i would like some advise concerning the mentioned feats.
I would like to change my build in the direction that i can work alone if necessary.


Greetings,

i need your help.
I'm playing an unchained rogue/ninja character (combi allowed by the GM) and my usefulness in combat is next to 0.
A lot of enemies can see through invisibility so my vanishing trick is not really helping and without a flanking buddy i can't do much (our Paladin is very slow and can't help much in this regard).

We have reached level 9 now and for this level up i like to do the following:

I've thought about following the "Canny Tumble", "Circling Mongoose"-line of feats.

So now my questions:

1. Is there a feat in this direction i have missed? I'm rather sure there is one additional feat that might help with this line of fighting style. But i can't remember what feat that was..had something to do with more movement during the attack or somthin..

2. Due to the fact that i don't like to retraint too many of my feats, i like to add one level of a martial class that would grant me one of those feats mentioned above (or an ability that would grant me one on those feats like the Brawler) as bonus feat OR on of these feats: Mobility, Spring Attack.

It would be very nice if you could help me out here..i often don't have the time to go through the whole online-SRD to find something that i need.

Thank you!


Melkiador wrote:
Beware that you can't inspire competence in yourself though.

That's fine, my "relevant" skills are beyond 20. That should be enough for most situations.


Upps..must have missed that..:D

Thanks!


Hi,

is there any way, a bard can make the bardic performance affecting him as well?
A feat, a class ability, a spell, anything?
I tried to make my bard a half-competent archer and the +2 from Inspire Courage.

Thanks!

Best regards

Brakiri


I think reaching Level 7 will get the juices flowing.
With access to Haste, Slow, Confusion etc., the "badassery" concerning Battlefield Control really kicks in ;)

Can you actually gimme a hint what spells to take on Level 7?
I was thinking about Haste and Confusion (only get 2 on level 7).

Confusion is such a b*%&@..last time my other group nearly passed away because of the confusing gaze of 2 Umber Hulks we encountered..that was NOT funny at all ;)


Hi,

thank you all for your input.

I will sort your advices and comments on the weekend and think how i can proceed. The common theme seems to be, that i have either to rebuild the feat selection to get more proficient in combat or to stay with the purely supportive role and improve upon it in that area.


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MeanMutton wrote:

Some bad news for you - The bardic performance you want is Inspire Courage, not Inspire Confidence. Inspire Courage and Bless are both Morale bonuses so they do not stack.

When you have a cleric and a bard in the same party, you need to be very careful about your buffs because they tend to step on each other's toes.

As far as your second level spell, Blindness/Deafness is a fun one although you already have Glitterdust. Silence can be an absolute killer debuff.

Not true, inspire courage grants a morale bonus on saves vs. charm and fear, but the attack and damage bonuses are of the type "competence":

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.


I meant Inspire Courage, sorry :)

I already use Alchemists Fire.

Arcane Strike is a nice idea, thank you.


Dear all,

i’m playing a bard in our new campaign and while i’m having a blast playing him socially, i like to develop a second „leg“ how to support in combat besides bardic performance and spells. One relevant example would be as an archer or something. Also, i haven't chosen the third spell known for the second spell level yet. Maybe you can help here as well?

We are at level 5 (just reached it) at the moment and my stats are as follows:

ST:11
Dex:14
Con:14
Int: 14
Wis:10
Cha:20

Feats:

Skill focus (Perform)
Lingering Performance
Craft Wondrous Item

Spells:
1st Level: Grease, Charm Person, Comprehend Languages, Hideous Laughter
2nd Level: Glitterdust, Tongue, <open spell known>

Highest Skills:

Perform (string): 23 (Versatile performance: Diplomacy and Bluff = 23)
Perform (sing): 16
Perform (dance): 15
Intimidate: 13
Spellcraft: 11
Disguise: 11
Use Magic Device: 11
Knowledge: 8-11

Relevant Items:

Circlet of Persuasion
Headband of Charisma +2

I tried using my bow last time in battle and due to my Inspire Competence and the Bless from our cleric i wasn't so bad. +8 to hit and 1d8+2 damage. I also rolled a 20 and confirmed the crit, dealing 21 points of damage with one shot. (In the aftermath i realized that the char is not proficient with a longbow *embarrassed* )

So, are there any items, feats and stuff that i should take? Point-blank shot and go through the archer-feats or do you have another idea for the next few levels?

Another point: How can i prepare for enemies i can't talk to death or which will not be influenced by charm spells etc. like undead or oozes or stuff like that? For these enemies i have nothing in my repertoire.

Thank you!

Best regards

Brakiri


Hi folks,

thank you all very much for your input.
My bard is still alive, but as soon as i see that my "talking out of stuff" is not working any longer, i will get back to this thread and use some of your advice. :)

Thanks again and have a nice and sunny week!

Best regards

Brakiri


Hi all,

thank you for the input.
Played the bard and while he was super-effective as a face (convinced unfriendly orcs not to take toll or attack us but instead to invite us to play for their warchief ;) ), his combat usability was a bit lackluster. Our DM has a magic die so my DC 16 Glitterdust was no match for his rolled 17s and 19s ;)
Maybe i can pimp up his ranged abilities with Arcane Strike and a few ranged feats, but with Dex 14 and 3/4 BAB he will never be a good damage dealer.

For me, a well rounded char is important because you are not in combat all the time. A fighter with no skills would be extremly boring for me to play.

This threat is bookmarked in case i need a change of character.

Thanks again, and please..keep it coming :)

Best regards

Brakiri


Dear all,

With your help, I build my bard for the new Paizo adventure module starting today.
In case my bard dies very quickly (which I hope will not happen), I would like to have something in reserve. Can you help me in finding the, or ONE of the most versatile yet powerful/useful characters at level 4 with the additional restriction that this build should stay versatile/powerful until at least Level 7?
Unfortunately I have very little time at the moment for extensive char-option research so I would greatly appreciate your help.

Thank you!

Best regards

Brakiri

PS: Restrictions:
20 point buy, only PAIZO-stuff and NOT the "occult"-books.


I've negotiated with my DM that i can use the spell research rules to research these spells during off-times.
Menas, that i don't have to bend the character out of his way.

Thank you all for your participation and your contribution. :)

Best regards

Brakiri


Claxon wrote:
Brakiri wrote:

We just reached level 7, i'm using 2 daggers, so TW-Fighting.

Two attacks for a full attack action.

That's the reason i'm talking about "one" attack, because i only have one after the feint action, sorry for omiting that.
You are right of course, more attacks in the future..was just to focused on "today" ;)

As for doing it at your level....

It's just not really going to work.

Jupp, that's the reason for our misunderstanding :)


Samish Lakefinder wrote:
If you go with the Decoy Ring it has a great secondary effect. It's last line is "Allies of the wearer always know her true location and can freely provide aid or assistance to her." This lets your party avoid hitting you with AOEs when you are invisible or being stealthy.

Hi Samish,

yeah as i said, your suggestion was awesome. It's not only incredibly useful but stylish as well :)
But the ring is kinda pricy so i have to save up for it ;)


Diminuendo wrote:

A Voice of the Wild or Watersinger (use Racial Heratage; Undine) Bard can access Aqueous Orb with their spell list.

Haven't come up with anything for Create Pit though.

While being a nice find it beautifully demonstrates the problems of low granularity template systems like PF.

For ONE meager spell i have to switch from a good fitting template to a worse fitting template, while i only wanted to grind off one corner of the first template i wasn't totally satisfied with ;)

For this solution i have to take an archetype, lose a lot of bard-powers and have to invest in a 12k item...that's tough.

@QuidEst

Thats very interesting. For me it's the opposite. My character concepts are often extremly detailed in my head, but PF and other class/levels systems like Rolemaster, PF etc. don't provide modules that are granular enough to contruct exactly what i want.

But thank you for the insight..as TimD said..it's really different strokes :)

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