Iomedae

Brendimar's page

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Another reason to choose Serpentine Eidolon is that they are immune to trip! Having a trip immune mount seems like a smart choice to me!


Instead of trying to modify the vampire race to fit into a PC, just play a Dhampir from the bestiary 2. The Dhampir is the closest thing to a vampire that is a legitimate PC playable race.. I've played a Dhampir type paladin before myself.

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/dhampir


Treantmonk wrote:

Summoner. You don't need the big stat to be able to cast (16 Cha gets you the ability to cast all your spells), and you have a big fighting machine to go into combat for you.

I would probably go gnome, or maybe halfling. Get the Cha boost with either a Dex or Con boost secondary.

I would suggest summoner as well, though with DM approval I would pick the Aasimar race for +2 wis/+2 cha (So you don't take a hit to other stats) and get nice energy resists and darkvision.

Just my 2cp's!


To solve the wis/cha requirement you can ask your DM for permission to use the Aasimar race which gives you +2 wis, +2 cha racial bonus.


I personally like the ring of Feather Falling for 2,200 gp.. Any plate wearing class would benefit from it!


I would think that the feat "Selective Channeling" would be a must have.. if you do any channel energy burst to heal, you could be healing your enemy as well!


I guess thats the debate I'm looking at is whether or not I'll have to actually be personally involved in melee or if the 4th guy is making a melee character and then the eidolon will be for support fighting while my character will buff/heal and cast offensively.

I guess I have to talk with the 4th guy! lol


Hey Guy and Gals,

I'm wondering what the masses thought of a cleric/summoner multiclass? Our group will have 4 players, we all have to have 2 classes and here is what I've been told so far..

We will have the following classes that I know of:

Bard/Rogue
Ninja/Monk
Cleric/Summoner (me)
????

Not sure about the last class as the player might not join us right away.

Seeing as we need healing and melee, I was thinking of the Cleric/Summoner build but not sure how feasible it would be. these are the things I have to work with..

Starting level is 4 and DM rolled the stats and they are:

11
11
11
13
14
18

6,000gp character wealth.. Looking for advice on gear/wands to purchase as well.

The race I will use is Aasimar (+2 wis, +2 cha)

Summoner lvl 3
Cleric lvl 1

We are allowed 1 racial trait (not sure what to take)

Cleric is a Separatist archetype

Domains: Deity (Kelemvor, we are allowed deities from previous books)

Travel (Kelemvor)
Air (Forbidden domain)

Feats:

1. Selective Channeling
2. ????

Summoner will have the Serpentine Eidolon (I was thinking grappling/constricting enemies)

Eidolon gets 2 feats:

1. Final Embrace (Gain grab and constrict abilities, better than spending the evolution points)
2. ???? (I was thinking toughness to boost HP, but perhaps power attack or other melee booster?)

5 evolution points to spend, I was thinking of taking improved bite, reach: bite (has a natural 10' reach I think so would increase to 15'), natural armor +2, Strength +2.

Any ideas are greatly appreciated.. I'm hoping to make a character who can aid in the healing when needed as well as fighting as we don't have a real heavy tank class in the group.

Thanks!


This is what I would place for stats..

20 point buy

Aasimar race:

STR: 16 +3
DEX: 12 +1
CON: 14 +2
INT: 10
WIS: 10 (Original was 8, +2 from Aasimar)
CHA: 16 +3 (Original was 14, +2 from Aasimar)

No need for high dex since heavy armor doesn't give you much to add to your AC. You can always for the first stat point at level 4 into dex, buy an item that adds +2 dex if you want so that will give you 15 dex and you qualify for 2 weapon fighting.

High con for the extra health (plus favored class hit point gives you +3 hp/lvl)

High Str for damage and carrying weight as heavy armor is well.. heavy! lol

If you can afford to have mithral full plate made, I definately consider that a must for any plate wearing class, cuts the weight by 50%, adds up to 2 dex for AC (then you can increase your dex with items) and removes 3 on armor check penalties.

I personally prefer a 2 handed paladin, specifically using the Lucerne Hammer, 1d12 can switch between blunt or pierce as a free action and it has brace and reach abilities (10' reach means you are only within melee range half the time and you threaten a 10' around you not just 5'). Although it also means you'll have a slightly lower AC because of no shield, but all my paladins haven't had any major problems because they had no shield.

Also, the archetype Hospitaler is nice as you have your channel energy and lay on hands separate which gives you more healing power if needed.

Just my 2 coppers! :)


Mike Schneider wrote:
Brendimar wrote:
Cleric Separatist with the domains Restoration and Exploration and will be trained to level 8 #To get dimension door#

I don't get it...

I'd either be a cleric18 or a paladin18, but not an even split -- if you need DimDoor as a 20th-level character, just scrape petty cash to buy an item with it built-in. Or twelve.

If you already have tanks in the party, play a cleric; if there aren't any, play the paladin.

Well, this is a build about utility and using the most out of each class, or atleast out of the paladin and cleric classes.

By training in the way I mentioned you would have a more versitile character imo:

Paladin 10
Cleric 8
Fighter 2

1. Channel Energy 9d6 at 10/day (same as a level 18 cleric)
2. Lay on hands 5d6 at 8/day (vs no lay on hands)
3. Paladin immunity to disease
4. 4th level Cleric and 3rd level paladin spells (instead of no paladin spells and there are some spells a paladin should always have handy!)
5. Smite evil 4/day (vs 1/day for level 1 paladin)
6. BAB will be higher.

Just to name a handful.

Also this is a character designed for support healing and ranged combat, this is a tri-spec campaign so finding a stopping point in training for each class, in my opinion, is a good thing so you get some of the best abilities from each class. As I mentioned before I needed a 3rd class and I chose fighter as a dipping class for 2 levels to get 2 bonus feats that help out a lot at lower levels.

Plus the character would only get better with magic items from adventuring.

Thats my reasoning anyways on why I'd split the classes.


Ok, final classes are Paladin / Cleric / Fighter

Paladin (Divine Hunter)
Cleric (Separatist)
Fighter (Crossbowmen)

The campaign almost has a pirate theme to it so this characters profession will be a bounty hunter as it fits the campaign I think. She will be a ranged fighter type using a heavy repeating crossbow (I had the vision of the old west lawman tracking down the bad guys). She'll be wearing an Armored Coat/Duster for the armor as it fits the theme, eventually have it enchanted.

Paladin Divine Hunter adds ranged abilities and will be trained to level 10.

Cleric Separatist with the domains Restoration and Exploration and will be trained to level 8 (To get dimension door)

Fighter Crossbowman will be the dipping class to gain 2 bonus feats and will only be trained to level 2.


Sangalor wrote:
Brendimar wrote:

Some good idea there.. all this typing is a pain! lol

Do you use ventrilo by any chance? would be so much easier than typing and waiting! lol

No, is that something like skype? I am usually not online very much during the week.

Its like teamspeak, or skype.. just no video only voice.


Sangalor wrote:

Oh, and you are most likely aware of it, but don't forget that 20 level characters usually look good on paper. Getting to that level 20 is often a problem though. I have seen many builds which looked great and were certainly fantastic at a certain level for which I could not help but wonder how that character ever survived long enough to become that great :-/

So I would try to emphasize survivability in the low levels which I feel is better with my suggested combination. Plus you can fill the role of supporter/buffer, healer and fighter adequately IMO (heavy armor, divine spells, distance healing etc.) :-)

If I took cavalier the character would not benefit from using a horse for mounted combat, there are horses in this campaign but the setting is on an island and horse are very rare.


Some good idea there.. all this typing is a pain! lol

Do you use ventrilo by any chance? would be so much easier than typing and waiting! lol


Point blank shot and precise shot imo!


I haven't used the firearms yet, but I think I'd like the revolver for the 6 shots before reloading.. kinda like a repeating crossbow.


You can use acrobatics while prone to crawl 5 feet as a full round action with a DC increase of 5 and it does not provoke AoO's unless you fail the DC roll which would be (DC 5 + hyenas CMD) because of being threatened. If your campaign uses hero points, you spend a hero point to stand up or hopefully on the next round you go before the dire hyena and stand up.

Just my 2 cents! :)


I was thinking alchemist at first but then I started looking into oracle as a replacement.. I'll tell you why, so far the group doesn't have any healer types.

We have:

bard/ranger/rogue
fighter/barbarian/magus
monk/fighter/rogue (I believe thats the combo)

We also have another rogue/??/?? not sure of the other classes and the last player hasn't played the new campaign yet so not sure what he is planning on playing. So you see why I'm picking multiple healing type classes? lol

Paladin 2 - Hospitaler
Cleric 1 - Separatist (I really like the choice of added a forbidden domain)
Oracle 1 - Enlightened Philosopher

Same Race: Aasimar (+2 wis, +2 cha)

I do like your stats placement and I think I'll stick with that.

I don't think I'll play this character too much in melee, more of a support class even though she has levels in paladin. I'll give you reasons for my choices of each class and archetype..

PALADIN (Hospitaler)

Main reasons:
1. Separates lay on hands and channel energy (effect is more healing)
2. Charisma bonus to saves
3. Channel Energy
4. Full BAB class
5. Immunities

The usual benefits from being a paladin.

CLERIC (Separatist)

1. Domains (Travel domain, Agile feet and dimension door abilities)
2. Forbidden domain (Healing domain, more heals although small)
3. Channel Energy

ORACLE (Enlightened Philosopher)

1. Mystery of Lore
2. Revelation (Side Step, uses CHA instead of DEX for AC, huge bonus imo)
3. Added spells for healing although only cure lights

I plan on leveling the character to this if she ever gets to 20:

Paladin 10
Cleric 8
Oracle 2

Oracle is a dipping class for the AC switch, gaining all knowledge skills. But looking at the character in hero-lab, she looks like a solid tri-spec. I'm far from finishing this character so anything can change! lol


My personal favorite for a 2 handed paladin is the Lucerne Hammer, 1d12 damage and a 10' reach means good damage and you stay out of enemies reach half the time.

EDIT: Plus you can choose which damage type, blunt or piercing before each hit.


Hey Sangalor,

Her life was a bit short to have any memorable scenes lol, was just bad luck with rolls on my part and the DM was much better at rolling that night!

Currently I'm looking into making a Paladin / Cleric / Alchemist

Race: Aasimar (+2 wis, +2 cha)

Stats:

STR: 16 (original stat 15, +1 level stat bonus and helps with carrying weight, heavy armor and melee)
DEX: 11
CON: 10
INT: 10
WIS: 16 (original stat 14, +2 racial bonus)
CHA: 16 (original stat 14, +2 racial bonus)

Cleric will be Separatist archtype.

DOMAINS:

Travel
Healing

Paladin will be the Hospitalor archtype. (favored class)

Alchemist will be the Internal Alchemist.

If the character makes it to level 20, if the campaign goes that far and she doesn't die.. I plan on training like this:

Paladin level 10
Cleric level 8
Alchemist level 2

Level 8 cleric will get me the dimension door (travel domain) ability at 80' per day, and the combined levels of paladin and cleric will get me 8d6 channel positive energy, 5d6 lay on hands and with the hospitalor archtype both healing types (channel and lay hands) are separate which boosts healing usage a lot. The alchemist would just be the dipping class, get a free brew potion bonus feat and 1 mutagen per day to boost strength or dex (more AC).

I'm still not sure if I want to use the alchemist or put another class in there.. I did try sorcerer first but with heavy armor the arcane failure is too high. The best armor she could use would be mithral chain shirt with a 10% failure, not bad mind you but her AC is way to low for a caster/melee hybrid.

Any suggestions...?


UPDATE!!

After all that hard work figuring out this character, she is dead after 2 sessions! :(

Blaming the evil DM, his gunslinger enemy and good rolls! :)

Oh well, back to the drawing board and hopefully last more than 2 sessions!


You can always make some NPC monks to handle their clerics and wizard types. A level 6 monk can have improved grapple and improved trip and with their superior battlefield movement, flurry while grappling, you could even have an enemy caster cast invisbility on the monks so they can move past the parties frontline fighters. Trip the casters and grapple their fighters, casters waste rounds standing up if tripped or trying to break grapples.

As a player I love the monk class and I especially hate fighting them as NPCs. lol

I agree with using limited movement terrain/dungeons its the easiest change to make. Terrain has been one of the main problems my group has when fighting. Difficult terrain plus elevated enemies, either on ledges, roofs or across bridges where ranged combat comes into play and if the melees in the group have no access to ranged then that pretty much takes them out of the fight.


Sangalor wrote:

Well, then congratulations are due, aren't they ;-)

Good luck with your character. If you have time, please share your experience on how it worked out :-) See you!

I will be back at some point to share the experience on the character and thank you very much for all your help.. You definately gave me ideas that I wouldn't have thought of on my own!

Take care and thank you! :)


Sangalor wrote:
Brendimar wrote:
Sangalor wrote:
Brendimar wrote:

I made a mistake on some of the special abilities listed, Hero lab shows that these are available at 1st level but are not actually available till level 20..

Immunities to Acid, Critical Hits, Precision Damage.

Are those the ones you do not have or those you have? I am not sure ;-)

You seem to like changing your build frequently, I can't keep up ;-P

I am not sure why you choose oracle, though. I do not find the cloak of darkness very impressive, especially not with just one oracle level: You can only use it 1/day for 1 hour. That's like a sorcerer's mage armor, only that you can get a different spell list with that other sample build.
Why do you choose the oracle? :-)

The character will not have those immunities until level 20, no point in taking oracle since level 20 isn't going to happen.

I mainly chose oracle for the extra healing with negative energy added to what healing the cleric class gives. I guess taking sorcerer is the best option for this tri-spec build.. my brain hurts and has gone to mush trying to think of a good 3rd class to add to monk/cleric/?.. lol

Perhaps the original sorcerer build with Wildblooded/Empyreal fits the best.

I do not see how you would have received extra healing with the dark tapestry mystery anyway. I only know that the oracle of life gains channel energy, but I may have missed something there :-)

If you want to use channeling to heal yourself better, just take the extra channel feat. You could then even exchange the sorcerer level with fighter for the bonus feat to make room for the extra channel feat. Or you revert to one of my original suggestions: the inquisitor. It uses wisdom as casting stat, so it's great for you, and you could choose inflict light wounds as one of your spells. The judgement would give you great boosts as well, particularly since there are feats for it. Finally, you could choose eldritch heritage with a charisma as high as yours and gain...

I've changed to monk/cleric/inquisitor, chose the infiltrator archetype.. I think I'm finally done! lol


Sangalor wrote:
Brendimar wrote:

I made a mistake on some of the special abilities listed, Hero lab shows that these are available at 1st level but are not actually available till level 20..

Immunities to Acid, Critical Hits, Precision Damage.

Are those the ones you do not have or those you have? I am not sure ;-)

You seem to like changing your build frequently, I can't keep up ;-P

I am not sure why you choose oracle, though. I do not find the cloak of darkness very impressive, especially not with just one oracle level: You can only use it 1/day for 1 hour. That's like a sorcerer's mage armor, only that you can get a different spell list with that other sample build.
Why do you choose the oracle? :-)

The character will not have those immunities until level 20, no point in taking oracle since level 20 isn't going to happen.

I mainly chose oracle for the extra healing with negative energy added to what healing the cleric class gives. I guess taking sorcerer is the best option for this tri-spec build.. my brain hurts and has gone to mush trying to think of a good 3rd class to add to monk/cleric/?.. lol

Perhaps the original sorcerer build with Wildblooded/Empyreal fits the best.


I made a mistake on some of the special abilities listed, Hero lab shows that these are available at 1st level but are not actually available till level 20..

Immunities to Acid, Critical Hits, Precision Damage.


Ok, I've completely changed this character again.. though I'm much more happier with this combo..

RACE: Dhampir

Deity: Kelemvor (We can use any Deity, not just pathfinder)

STATS:

STR: 10 (Original stat)
DEX: 16 (includes +2 racial bonus, original stat is 14)
CON: -9 (includes -2 racial bonus, original stat is 11)
INT: 10 (Original stat)
WIS: 16 (includes +1 level stat bonus, original stat is 15)
CHA: 16 (includes +2 racial bonus, original stat is 14)

CLASSES (Currently level 4):

Monk 2 (Maneuver Master)
Cleric 1 (Separatist, 1 domain plus 1 domain outside deity's)
Oracle 1 (Enlightened Philosopher)

BONUS FEATS:

Dodge
Improved Grapple

TRAINED FEATS:

Toughness (offsets -9 con)
Agile Maneuvers

RACIAL TRAIT:

Magical Knack (Oracle for boost to healing)

CLERIC DOMAINS:

Exploration (1st level ability, cairevoyance through walls/doors)
Artifice (1d6+1 damage per cleric level against constructs, also can mend objects at will)

CLERIC VARIANT CHANNELING:

Undead variant (+50% healing, nice for this character since she is healed by negative energy)

ORACLE MYSTERY:

Mystery of the Dark Tapestry

REVELATION:

Cloak of Darkness (+4 AC and +2 stealth for 1 hour/day per caster level)

ORACLE CURSE:

Tongues

_______________________________________________________

Right now at level 4 these are the special abilities/bonuses this character has..

1. AC Bonus +3 (monk)
2. Agile Maneuvers (Use dex instead of str for CMB)
3. Artificer's Tough (6/day)
4. Aura (cleric)
5. Channel Negative Energy (6/day)
6. Cloak of Darkness (Oracle, +4 AC and +2 Stealth for 1 hour/day per lvl)
7. Damage Reduction 5/-
8. Darkvision 60 feet
9. Door Sight (6/day)
10. Evasion
11. Flurry of Maneuvers
12. Immunity to Acid
13. Immunity to Critical Hits
14. Immuntiy to Precision Damage
15. Improved Grapple
16. Improved Unarmed Strike
17. Light Sensitivity (-1 attack, -1 perception in bright light)
18. Low-Light Vision
19. Magical knack: Oracle
20. Negative Energy Affinity
21. Resist Level Drain
22. Spontaneous Caster (cleric)
23. Stunning Fist (2/day)
24. Tongues: Auran (oracle curse)
25. Undead Resistance (Dhampir, +2 save vs disease, mind affecting spells)
26. Undead Variant Channeling (Cleric, enhanced healing for undead)

I'm liking this set up a lot and I think I'm finally done messing with this character. The one thing that hasn't been approved by the DM yet is the variant channeling abilities but I'm sure that if its pathfinder supported then it might be allowed. I have the cleric and oracle who can use it but I chose the cleric with the channel negative energy, +50% healing with channeling is nice since her channeling won't get past 4d6, might get to 6d6 with a phylatory of channeling though.

I know its almost pointless to have two healing type classes together, but when each class provides different abilities or bonuses it seems to work out good for this character as her main focus is the Monk class anyways. If she didn't train in Oracle and have the dark tapestry mystery then she would lose immunity to acid, critical hits and precision damage which I think will be a huge factor later in levels if she lives long enough lol!

If anyone is still out there.. opinions are still welcome!

Thanks!


Yeah, I figured the dhampir would be interesting to play and a real challenge if she took the monks vow of celibecy. She won't be able to be healed by the group, since negative energy heals her. She is taking cleric with negative energy to be somewhat self sufficient. Sorcerer for the AC buffs (using wands) and monk for all the combat maneuver abilities.

I think I will keep the monk/cleric/sorcerer combo..

I changed the sorcerer to have no sub-class, chose the bloodline of Serpentine that gives the character the ability to grow fangs (perfect for a dhampir race) which gives a bite attack with poison (1 con damage) at 1st level. Although its only a DC 9 to avoid being poisoned right now because its based off the dhampirs CON bonus, I can purchase things to boost CON or even put a stat point or two into it from leveling up.

I put sorcerer in for the magical knack trait since the sorcerer level most likely won't go beyond level 2.

So I think this is what will end up happening:

Monk 12

Cleric 6

Sorcerer 2

About the cleric channel energy, I can always buy a phylactory of channeling which adds +2d6 to make it 6d6 healing if needed which help more than 4d6.


Benjamin Robson wrote:
Brendimar wrote:

•Light Sensitivity: Dhampires are dazzled in areas of bright sunlight or within the radius of a daylight spell.

"Dazzled gives you a -1 to attack and -1 to perception (not a big deal considering this character is CMB dependant."

This looks like you might be overlooking the rules of Combat Maneuvers where you add bonuses to attack rolls as well as penalties to attack rolls on CMB checks.

Relevent PRD quote:

PRD wrote:

Performing a Combat Maneuver: When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Now this also means that you apply penalties from Combat Expertise/Power Attack and bonuses from charging on CMB checks. Furthermore, you can add attack roll bonuses from Weapon Focus and a weapons enhancement bonus to the CMB check, provided you are using that weapon to make the CMB check.

Now in your case, using unarmed CMB you can apply weapon focus(unarmed) to CMB checks and if you cast magic fang/magic weapon on your fists then the enhancement bonus applies to grappling. Amulet of Might Fists will apply its enhancement bonus for all your unarmed CMB checks

Yeah, I use hero lab which does all the math for you and also provides a menu tab where you can add +/- bonuses or penalties. I've added the -1 to attack as well as -1 perception to the menu and it gives you the option to check or uncheck the penalty or bonus when needed. Very handy software while playing the game!

I appreciate your input! :)


I completely changed this up a bit so bear with me lol..

Race: Dhampir

Deity: Irori

STR: 10 (Original stat)
DEX: 16 (includes +2 racial bonus, original stat is 14)
CON: -9 (includes -2 racial bonus, original stat is 11)
INT: 10 (Original stat)
WIS: 16 (includes +1 level stat bonus, original stat is 15)
CHA: 16 (includes +2 racial bonus, original stat is 14)

Explanation for my DM so he knows I'm using the right stats! :)

CLASSES (Currently lvl 4):

Monk (Maneuver Master) lvl 2
Cleric (Separatist) lvl 1
Fighter (Brawler) lvl 1

"Thinking of using fighter instead of sorcerer to get feats practically every level."

BONUS FEATS:

Dodge
Improved Grapple
Defensive Combat Training

TRAINED FEATS:

Agile Maneuvers
Toughness (Helps offset -9 con stat)

TRAIT:

Magical Knack (Cleric)

CLERIC DOMAINS:

Thought
Exploration

NOTES: The brawler class of fighter will be a nice addition to the style of monk I plan on playing since most if not all the abilities of the brawler are close combat abilities.

She can still use wands for AC boosts with training in UMD and with level 1 or 2 wands the DC to use them are 11 and 13 respectively.

I swapped out the stats STR, CON and CHA.. Raising CHA gave her 2 more uses of channel negative energy to heal herself which I know will be a must have!

Using Sorcerer I had the following in place of fighter:

SUB-CLASS:

Wildblooded

DOMAIN:

ARCANE

Note: Arcane gave her a familiar ability which she took a monkey familiar (I know pretty funny!), but the monkey gives her +3 acrobatics if within 1 mile of her. Plus a monkey can have so many uses as its a better climber and acrobat than the monk right now.. Pretty handy monkey IMO!

You would replace the defensive combat training bonus feat for the eschew materials feat.

I'm still messing with this character but I think I'm getting closer to finishing it! Just weighing the pros and cons of keeping sorcerer, fighter or perhaps a totally different class.. sooo many choices!


Sangalor wrote:
Pappy wrote:
Sangalor wrote:
I could imagine it would be surprisingly strong, maybe even more than your DM intended with that tri-class rule :-P

Now, now. Let's not assume the DM is a jerk. Asking players to build something that they normally would never consider can lead to memorable and unexpected outcomes. I fully expect that this party will generate some combinations that will outperform, while others will not. Such a multi-class requirement is an interesting twist that may or may not work. Still fun.

Sorry, did not mean to imply that the DM was a bad one :-( It's just that I understood that the purpose of 3 classes was to reduce power levels - and this one will be pretty strong :-)

No harm done or intended I'm sure. :)

My only problem with this character now is, if this character gets to level 20.. how am I going to train each level? But I guess I kinda figured that out already since at monk 12 she will get abundant step (dimension door), 2d6 unarmed strike damage plus some other things. That would leave only 8 levels for the other classes and she may have to rely on just herself to keep herself alive with healing which making her cleric 6 would give her 4d6 negative energy.. not a lot but it helps. That would leave just 2 levels in sorcerer, doesn't seem too powerful other than her monk abilities.

I'm not sure if I'm willing to sacrifice monk levels since that is really her main class that will be utilized the most.

Any thoughts? Right now I'm open to any suggestions, even if lowering the monk class a little..

Current training idea:

Monk 12
Cleric 6
Sorcerer 2

I'll post the character details shortly.


Pappy wrote:
Brendimar wrote:

lol I knew it was you Crispy! So much for the element of surprise! I'll email you my character 5 minutes before game time so you can't prepare!

Oh, and I'm completely changing this build! :P

Dang it! Foiled again by my incessant need to type things on the interwebs. Oh well. I'm heading for the exit now.

Thank you for the flattering words though as its nice to know that someone else thinks I'm doing a good job. Also, I can't make any promises but my character will try to be nice if you are! :P


Pappy wrote:

Brendimar deserves some credit for this build idea. Our resident paladin devotee has branched out. Wasn't too long ago that Brendimar, who had never played anything but a paladin, schooled the rest of us with just how deadly a monk can be. I'm glad I wasn't DM for that character. Ouch!

Now he is coming up with some very cool concepts that are far from your plain vanilla paladin. Well done sir. Well done.

Oh, and of course he still has all things paladin completely mastered. Great player, glad to have him in the gaming group. (Now that I have said all these flattering things, Brendimar better be careful in that first encounter!) **Insert more evil DM laughter**

lol I knew it was you Crispy! So much for the element of surprise! I'll email you my character 5 minutes before game time so you can't prepare!

Oh, and I'm completely changing this build! :P


Pappy wrote:
Sangalor wrote:
I could imagine it would be surprisingly strong, maybe even more than your DM intended with that tri-class rule :-P

Now, now. Let's not assume the DM is a jerk. Asking players to build something that they normally would never consider can lead to memorable and unexpected outcomes. I fully expect that this party will generate some combinations that will outperform, while others will not. Such a multi-class requirement is an interesting twist that may or may not work. Still fun.

Oh, the DM is definately not a jerk.. maybe a little twisted though! ;P

I've never liked tri-speccing, or even dual speccing but after hashing out this new character I think its going to be really fun playing as I don't really play a caster type, even if the sorcerer class doesn't get leveled up much. But just looking at the character I see a lot of utility available and not just run up and start swinging at someone. Like I mentioned earlier, low power high utility character mixed with 5 others and it will definately be interesting and fun!


Sangalor wrote:

Thinking about it I would suggest you change your stat assignment to be more effective:

Str 14 = 14
Dex 14 +2 = 16
Con 11 -2 = 9
Int 10 = 10
Wis 15 +1 = 16
Cha 10 +2 = 12
The -1 HP hurts, but you can even it out with favored class bonus HP and toughness. Your saves are great anyway, so there should not be a problem. You will be much better at performing CMBs this way, and your CMD will also be better.
If you do not like this, I would suggest exchanging your DEX and STR above. Your CMD will remain the same, but your CMB will improve a lot. And the loss of AC should be overcompensated by spells anyway.

It will be interesting to see the full sheet of this character with all abilities in the end. I could imagine it would be surprisingly strong, maybe even more than your DM intended with that tri-class rule :-P

I've taken Agile Maneuvers feat which allows you to add your DEX bonus to CMB instead of STR.


Sangalor wrote:
Brendimar wrote:

I'm not sure about a theme yet, the DM needs to give us some backstory for the campaign and once we have that info he will give us till next session to provide a character bio. I just know how I want the character played, trying to get away from the traditional attacks and using combat maneuvers for crowd control of casters/archers.

I think I will stick with the sorcerer as you mentioned before it will be more handy to use wands of shield and mage armor without having to use UMD skill. Plus, those wands only cost 750 gp each for 50 charges. Plus that will free up spell slots for something else if I use wands for shield buffs.

Regarding the sorcerer spells, you could choose

lvl - spell
1 - true strike
1 - grease
0 - detect magic
0 - read magic
0 - spark
0 - message
You can use true strike not only for ordinary attack roles, but they also add to your combat maneuver bonus. So you could grapple/trip/... even giants very early in the game.
Grease has a 1 minute duration. With your wisdom the DC will be decent, and you can use it to effectively trip opponents, disarm them (grease their weapon) or help yourself or someone else escape (grease them for bonus on escape artist). This would fit well with your theme.

Detect magic and read magic allow you to use arcane and divine scrolls at leisure (up to sixth level with your current score) without putting ranks into spellcraft.
Spark is cool to start campfires or do some other minor tricks. Message helps you while scouting ahead.

As for domains: Exploration is a solid choice and will help you prepare accordingly (you can essentially scry what's on the other side of the door - cool). Rune domain on the other hand does not really seem worthwhile to me. Air domain would achieve a similar result, but you could at least shoot a lightning arc at them; matter of taste. Knowledge domain on the other hand would greatly expands your knowledge checks. Repose domain provides you with the opportunity to stagger opponents or even make them...

I actually never thought of using no deity, that would certainly help with not being so restricted for domain choices. I currently don't have the ultimate combat book but I use hero lab to create and play my characters and I have all the books including ultimate combat. There are a lot of domains to choose from and the program is not too descriptive which makes it hard to pick one since you have to choose the domain and then see what changes were added to the character.

I will keep the exploration domain but will have to take the time to thoroughly go through the other domains and pick a good match for my intended play style. I do like your idea though and will just purchase wands for some spells, we are allowed 6,000 gp to start with so buying 2-4 wands won't be a problem.

Why did I choose separatist? Don't know to be honest lol.. I figured sub-classing the other classes so might as well do all three.


I'm not sure about a theme yet, the DM needs to give us some backstory for the campaign and once we have that info he will give us till next session to provide a character bio. I just know how I want the character played, trying to get away from the traditional attacks and using combat maneuvers for crowd control of casters/archers.

I think I will stick with the sorcerer as you mentioned before it will be more handy to use wands of shield and mage armor without having to use UMD skill. Plus, those wands only cost 750 gp each for 50 charges. Plus that will free up spell slots for something else if I use wands for shield buffs.


To answer your questions:

Vampire like character and one rule I left out that the DM is using is that the whole party has to play a female character.

1. Dhampir Characters:

Dhampirs are defined by class levels—they don’t possess racial Hit Dice. Dhampirs are fast and seductive, but closer to death than most mortals. All dhampirs have the following racial traits.

•+2 Dexterity, +2 Charisma, –2 Constitution:

•Senses: Low-light vision and darkvision 60 feet.

•Manipulative: +2 racial bonus on Bluff and Perception.

•Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

•Light Sensitivity: Dhampires are dazzled in areas of bright sunlight or within the radius of a daylight spell.

"Dazzled gives you a -1 to attack and -1 to perception (not a big deal considering this character is CMB dependant."

•Negative Energy Affinity: Dhampires are alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it.

•Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.

•Resist Level Drain: A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

•Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

2. Alignment is Lawful Neutral (monk requires any lawful)

I took the sorcerer class as you suggested with the Empyreal bloodline which helps keep all 3 classes wisdom based, except for channeling negative energy which is charisma based. Being a Dhampir, she can heal herself since taking the vow of celibecy she won't be getting any help from the group.

3. Deity is Irori, monk deity with unarmed strike as favored weapon.

4. I actually changed the cleric sub-class to separatist and took the Rune domain and Exploration domain. Rune domain for the ability to place rune traps that deal 1d6 energy damage of my choice, and the exploration domain for the ability to see through doors or walls as if using the clairvoyance spell. I may change the rune domain since 1d6 damage later in levels isn't much.

The sorcerer got eschew materials as well as a bonus feat. I actually may consider using wands like you mentioned and perhaps removing sorcerer and adding a melee class..

I'm still kinda tweaking this character so nothing is set in stone until game time!


Hey guys,

I just wanted to run by what I decided to make...

Race is Dhampir and starting level is 4, must be a tri-spec character.

Original stats given to us that were rolled by the DM are:

10, 10, 11, 14, 14, 15

Stat placement after racial and 1 stat increase are:

STR: 11
DEX: 16
CON: 12
INT: 10
WIS: 16
CHA: 12

Level 2 Monk (Maneuver Master) / Level 1 Cleric (Crusader) / Level 1 Sorcerer (Wildblooded, Empyreal)

Character will be mainly a monk grappler/brawler type, vow of celibecy (for the challenge of it). Cleric with the rune domain and channel negative energy for healing since the dhampir is healed by it. Sorcerer (Empyreal) for the AC buffs since monks wear no armor.

Current feats at level 4 are:

Monk Bonus Feats: Improved Grapple, Dodge
Cleric Bonus Feat: Scribe Scrolls (bonus), Weapon Focus (Unarmed Strike)
Trained: Toughness, Agile Maneuvers

I did use the magical knack trait, just not sure if I should boost cleric or sorcerer level? I'm thinking sorcerer as it will add 2 caster levels to the shield/mage armor timers?

Opinions are welcome! The campaign starts this tuesday.

Thanks!


Brendimar wrote:

Awesome ideas Sangalor, I appreciate the info.. one thing about what you mentioned is that Wisdom will be the primary stat of importance with the monk/sorcerer/inquisitor combo but sorcerers use charisma for their spells now. BAB really isn't a concern for this character as most if not all attacks will be combat maneuver related and he will be taking the defensive combat training to use his total HD instead of BAB.

I didn't find any mention of a Empyreal Sorcerer? I probably just missed it though.

Thanks!

Cancel that about not finding Empyreal Sorcerer lol, I use Hero Lab for all my character building and didn't realize it was a new bloodline. lol


Awesome ideas Sangalor, I appreciate the info.. one thing about what you mentioned is that Wisdom will be the primary stat of importance with the monk/sorcerer/inquisitor combo but sorcerers use charisma for their spells now. BAB really isn't a concern for this character as most if not all attacks will be combat maneuver related and he will be taking the defensive combat training to use his total HD instead of BAB.

I didn't find any mention of a Empyreal Sorcerer? I probably just missed it though.

Thanks!


Thank you for the input guys, I was pretty much just using the alchemist class for the benefits of the mutagens and that Vivisectionist sub-class gives sneak attack progression like the rogue. I've been trying to weigh the benefits of using the alchemist class vs rogue class (Higher skill point progression). I'm starting to think that the characters higher skills specifically stealth, acrobatics, climb, swim, maybe even UMD would help out more with the style of play I'm thinking about (unarmed grappler brawler on enemy casters/archer types) vs a 10 minute+ buff to str or dex that limited use per day?

I just want to get it somewhat right the first time and not be like... oh, I should have done that last level! lol

One benefit of taking rogue instead of alchemist might be that I would have 2 potential dump stats (int, leave at 10 and charisma, drop to 9 or even 8).

So thinking maybe Monk/Fighter/Rogue or Monk/Fighter/Alchemist, definately a half-elf though for the dual favored class bonus and the +2 stat going into either wisdom or dex.

If I went the Monk/Fighter/Rogue path I probably will have the fighter the dipping level, at least for 2 levels to get 2 bonus feats. Keep monk level the highest with rogue 1 level lower.

If I went the Monk/Fighter/Alchemist path I would do the same except have alchemist the dipping level just enough to get 2nd level of extracts like mentioned in previous response.

I forgot to mention earlier that this character is for a campaign with a party of 6. The requirements for the campaign as mentioned in the first post will make it a low power high utility party with no restrictions on classes currently available in pathfinder (no gunslingers though). Basic races plus Aasimar, Goliath and Tiefling.

Thanks!


Hey guys,

I haven't posted at all really but I've spent lots of hours reading other posts and I'm looking for some suggestions about a tri-spec monk/fighter/alchemist. I'll give you a some details..

My group has been playing pathfinder since the core rulebook came out (use to be 4E) so I'm very familiar with pathfinder, though not an expert yet! It is a second part homebrew campaign.

The character has to be 3 classes, minimum starting level is either level 4 or 5. The Monk will be the sub-class "Maneuver Master" and possibly the dominant level, the Fighter will be the sub-class "Brawler" (mainly taking fighter levels for the extra feats and combat maneuver abilites of the brawler class), the Alchemist will be the sub-class "Vivisectionist" (no bombs, but still has mutagens and gains sneak attack ability). Maybe I should do rogue instead of alchemist lol. Stat selection will most likely be 25 point buy. My original intentions of the character is an unarmed, move around the battlefield, grapple, trip, etc.. basically not depending on his low BAB to hit anything with his fists but to continually use combat maneuvers to handle enemys. I think its either the brawler sub-class or the maneuver master that will give the monk the ability to sneak attack while grappling someone, main reason I'm chosing this path.

Ok, so my main question is.. stat placement, which order would you place stats? Monks are usually wisdom, str or dex based, fighter is usually str and con, alchemist is int based so I've got to get everything but charisma up to good levels. Feats will all be combat maneuver based such as grapple, trip, disarm, bullrush.. improved, greater etc.. plus some of the new feats from ultimate combat.

I plan on leveling this character like this..

1. Monk
2. Monk
3. Fighter
4. Alchemist
5. Monk
6. Monk
7. Fighter
8. Alchemist
And repeats till 20..

Any other input is appreciated, perhaps my leveling idea should be fighter dominant, use rogue instead of alchemist? Or perhaps every level just alternate the 3 classes?

Thank you in advance!


Hello, I would be interested in joining a PbP game.. I've never played one before either. I do play in a homebrew campaign with 8 friends using pathfinder rules/classes on tuesday nights. We also use the d20 pathfinderSRD website for the updated gear/items selections. I mainly play a Paladin of which I love the class (pretty much know the class very well).

If I could be added to the list, that would be appreciated!

Thanks!