Iomedae

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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!


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!