Banba

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Combat is a non issue for this segment, so with that in mind: If this is a game about character development, social interaction, and exploration; then how is it about that? What incentives and reward structures support that? Thus is the thesis.

the meat:
Character Development

What does it take to develop a character?

-Background
-Beliefs about the world and Bonds with other characters
-Instincts
-Traits

How can we incentivize and reward this behavior?

-Background:
-Skill bonuses
-Proficiencies
-Access to resources like communities and organizations and NPCs

-Beliefs/Bonds
-XP for honoring them even/especially when it's inconvenient
-Access to resources like favors and faction standing

-Instincts: Reward for changing the dynamics of an encounter based on instincts?

-Traits: Mechanical benefits that can have both positive and negative impacts on certain tasks

Social interaction

(?) combat equivalent XP, resources, favor/faction standing or a combination of all the above

Exploration

What are the elements of exploration?

-Trailblazing: clearing a location
-Discovery: thoroughly searching and gaining lore or finding secrets
-Gathering (?): securing natural resources
-Exploitation: traps and hazards or colorful use of location specific features

How can we incentivize and reward this behavior?

-Trailblazing:
-XP bonus separate from the combat required to accomplish the task
-Mechanical bonuses related to the area
-Bonuses on some skill checks
-Fast/safe travel benefits
-Monetary (cash or discounts) or prestige awards
-Increased “in town” resources

-Discovery
-Hidden treasure
-Secret lore (blackmail or plot points?) that can have a greater impact on the campaign or world around you
-Faction standing

-Gathering
-Investment opportunities and the rewards that come with them
-Money/ discounts
-Favor/ faction standing
-Unique social interactions
-Monster hunter style field crafting opportunities (?)

-Exploitation: Pretty much either XP or adjusted encounters


I am about to join a lvl 13 pbp game, and I know I want to play a sound striker bard. What I don't know is if I want to go dervish of dawn for melee, magician for more spell oomph, or stick with just the sound striker and boost inspire courage and flag bearer.

Party consists of a MoMS monk o doom, Titan mauling barbarian, caster cleric, and dervish magus. Please don't try to sell me on a different class.


I was thinking of clerics getting hvy armor and tower shields, and having wis based channeling. Is that too much too ask? Clerics are almost as MAD as monks, and they don't turtle as well as they should...


Two part request.

part 1: I am building a lvl 7 gestalt rogue/ monk female drow as a recurring skirmishing villain.

20 pt buy, 16- 18 ish str, vanishing trick and wis > dex.

Please, make it nasty.

Part 2: there is a trade route carved through a mountain. Avg of 30 ft wide by 15 ft high. Any advice for hasty made traps or hazards would be great to break up the monotony.

The story behind the road: dwarves carved out a trade route to shave a week off travel time. There is a small outpost on either end. Many goblinoids with the help of a drow city (directly under the trade route) carved a way into the route and supprise ambushed the out posts and have had 1-2 weeks to set up shop before the PCs investigate.


THIS is the PrC as written for 3.5. I see this as an easy conversion that only needs a d6 for HD and the skill requirements need to be reduced by 4, but i will bump spellcraft and sense motive because stealth and perception wrap multiple skills from 3.5 together. That would leave the skill pre reqs: Stealth (4), Perception (4), Spellcraft (4), and Sense Motive (4).

Everything else seems to be in line if a little underpowered compared to say... The arcane trickster. But this class is less strict to get into has has a medium BaB, so I think that makes up a big difference. Any thoughts?


What races give 2nd and 3rd lvl SLAs to qualify for these PrCs?


Mst wk weapon = 200gp/ slot (does not confer +1 bonus to hit)
Mst wk armor= 100gp/ slot (lea sense check penalty by 1, spell failure by 5%)

Rune stones: place the stone in your weapon/ armor to gain the benefit. Ex, an element rune stone in a weapon adds 1d6 of that element to dmg, while in an armor slot adds resist 5.

Replacing a rune stone is a full round action (take one out, put new one in).

Rune stones cost the same as the normal enchantment bonus + 500gp / enchantment bonus.

What I am hoping is to cut down on the need for multiple expensive weapons and finding an awesome weapon with enchantments that you aren't proficient in. Also they become useful as "hand-me-down" items for the party. May fudge with the wbl a bit as I foresee PCs collecting rather than selling them.

What do you think?


Imp feint and rogues... I know that it sucks for the TWF rogues (which is a trap in and of itself), but what about a 2h rogue? The way I see it, you move into flank and SA, or imp feint and SA and generally have a better chance to hit against a flat foot ac. Vital strike would actually work with imp feint, because you aren't really investing in your decreased iterations anyway.

Sure you are not out damaging the Barbies and fighters, but you have more reliable dmg more often than a nova magus. And all the skills to compliment other endeavors.

Where did I go wrong in thinking that this actually might work?


Are there any beasties like the xenomorphs from the movie Alien, or the predators from the movie of the same name?


An Updated and condensed resource for my players and you =)

Races:
core races only
Dwarf: small with the powerful build feature. This replaces dwarven racial hatred ,giant training, and unlimited encumbrance

Elf: can choose a +2 to wis instead of int

Gnomes: can choose a +2 to int instead of cha

Halflings: base speed is 30ft.

Classes:
Mostly skill adjustments. Perception and concentration is a class skill for all classes

Barbarian: d10 hp, 6 skills/ lvl, trap sense becomes "danger sense" a competence bonus to all saves.

Bard: 8 skills/ lvl, Versatile Study can be selected in place of Versatile Performance. The bard can select a spell from the sorc/wiz list to add to her spells known.

Cleric: 4 skills/ lvl, heavy armor and tower shield prof added. The cleric adds 1/2 lvl (min 1) to the amount of healing provided by channel when targeting allies.

Fighter: 4 skills/ lvl, Bravery becomes a morale bonus to all will saves

Inquisitor: 8 skills/ lvl

Magus: 4 skills/ lvl

Monk: 6 skills/ lvl, focused strike- by spending a ki point the monk gains a +1 to hit for every 4 monk lvls she possesses. This effect lasts for 1 min.

Oracle: 6 skills/ lvl

Paladin: 4 skills/ lvl

Ranger: 8 skills/ lvl

Rogue: the rogue gains the ki pool and progression of the ninja and rogue styles

Sorcerer: 6 skills/ lvl

Summoner: 6 skills/ lvl

Witch: 4 skills/ lvl

Wizard: 4 skills/ lvl

Feats:

Weapon Finesse: all creatures are able to use their higher str or dex to hit with fines sable weapons. Characters with a 13 str can take this feat for non fines sable weapons.

Imp Finesse: BaB +6, characters can use their dex mod for dmg instead of their str.

Short haft: characters using reach weapons can attack adjacent targets as a swift action

Oversized TWF: str 15, double slice, twf. Characters can wield one handed weapons of appropriate size at no extra penalty.

Imp Unarmed Strike: as the monk

Greater Unarmed Strike: BaB +6, imp UAS. Gain the monks unarmed dmg progression

Combat Expertise: no longer a feat tax

Teamwork Feats: benefits apply even if allies do not have it.


Is there any room in the class for SA? The flavor of the prc begs for it, the (arguably) best two base classes (paladin and ranger) that can become shadowdancers could benefit greatly from it, and it just makes sense.

The class as written . I was thinking of scrapping some of the defensive features for a bit more offense. Like maybe imp evasion, defensive roll, and slippery mind for a full SA progression.


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These are basic tweaks, not major overhauls, that I believe will add even more flavor and options to an already great class.

Superstitious Guide: I'm going for an "old world" superstition kind of feel here. Be it throwing salt over ones shoulder to ward off bad luck, or giving an enemy the "evil eye", these rangers are rife with old remedies and cures, or hexes and curses.
-Hexes: the ranger gains access to the witch's hex class feature. DCs are wisdom based at 10 + 1/2 lvl + wis mod. This replaces favored terrain.

Bount Hunter: the death nail in the coffin of rogues... Don't know if I should keep it at 5d6 SA or bump it up to full progression. The thought behind full progression is that you are losing the cullmative +2's to hit your favored target for almost a complete wash in damage, you just get it vs more targets if you can flank... You decide.
- Sneak Attack: the ranger gains access to the rogue's SA class feature at a progression of 1d6 @lvl 1, 5, 10, 15, and 20. This replaces the rangers favored enemy.

Any thoughts or concerns?


Bioware has made some great games over the years... Several great games with the same repeating characters (types). I want to match these characters, choose the best of them, and then stat them out into the uber BW party... It's easiest to make the comparison from the big 3: KotOR 1 & 2, ME 1-3, and DA 1 & 2. Round 1: FIGHT!

The "stick in the mud":
Carth vs Rand vs Kaiden vs Alistair

The "badass":
Cancerous vs Wrex vs Ohgren

The "mentor":
Bindo vs Treya vs Anderson vs Wynne

The "Plucky one":
Mission vs Tali vs Leliana

The list goes on...


First question, when a wolf has enough HD to become large, can a samurai or cavalier choose these as a mount? Can they have them at earlier lvls "in training" so to speak?

Second question, what is the point of challenge? It's a ultimately inferior version of smite, and the other class features don't compare to a paladins either. Sure it targets non evil characters, but the worst things are evil anyway, and the paladin gets double lvl to smite against the worst of the worst.

Sword saints: does the extra precision dmg from ijatsu strike count as SA to qualify for PrCs? At lvl 10, can you apply vital strike to your standard action ijatsu strike?

I'm sure there are more questions out there, I just wanted to give them all a home.


Got a line on an upcoming game, and I'm not sure what to run with here.

Council of thieves
15 pt buy
All paizo material
3pp at DM approval.
No super dump stats please.
No pure casters
3 traits, one must be a CoT trait.
6 players, no foreknowledge of their builds.

5 lvl build, what would you play?


Ok, I have been carefully combing over the base class and 2 existing archetypes to find a good balance for the VG archetype. As I have it now, it can stack with either the force blaster OR bonded scion for maximum customizability.

The Vanguard: these scions of battle act as shock troops, penetrating behind enemy lines, targeting casters, archers, and enemy commanders. The vanguard is a brave (if brash) stalwart companion who lives for the thrill of battle and releshes the chance to draw first blood in combat and soften up the enemy ranks for his party.

the archetype:
Combat mastery: at 4th lvl the VG can choose to specialize in offensive or defensive training.

combat mastery:

@ lvl 4 the VG gains weapon training as the fighter class feature. Her VG levels count as -3 for determining what feats she meets pre reqs for.
@ lvl 9 the VG adds her int bonus to confirm critical threats.
@ lvl 14 the VG adds x1 to her bonus crit dmg, and gains a second weapon training group.
defensive mastery:

@ lvl 4 the VG gains DR 2/-, and gains proficiency with tower shields.
@ lvl 9the VG gains an additional DR 2/-, and lessens her penalty from tower shields by 2.
@ lvl 14 the VG gains an additional DR 2/-, and no longer incurs a penalty while wielding a tower shield
*combat mastery replaces fighter training at lvl 4, spell tactician at lvl 9, and the bonus feat at lvl 14.

Force Strike: at lvl 7 and 9, the VG can choose to modify her force blast into one of the following effects.

force strike:
Force charge- the VG can make a charge attack against a target up to 60ft away that she can see. The VG bolts in a straight line, ignoring difficult terrain, hazardous terrain, and pits and does not provoke attacks of opportunity. Any enemies caught in the path of the charge receive half this dmg (save for none).
Concussive Burst- the VG can strike the ground causing a 10ft burst (centered on the VG) of force dmg to all creatures in the radius (except the VG herself)

Shockwave- the VG slashes her weapon in the air, and a blast of force emminates from her and travels in a 30ft line or 15ft cone damaging all creatures in its path.

This ability replaces the spell tactician ability at lvl 7 and 13.


Is there any way to tweak your character after you played at lvl 2? I started at lvl 2 thanks to xp from a pre gen, and made an unfortunate 3rd lvl decision. Is there any way to get this back?


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What I was thinking about, was making a med BaB class with full access to all 0 lvl spells and maybe the ability to buff them a bit. Like add int to dmg spells and the like. The concept is a character who is a failed Mage, has the spark, but not the capacity to develope it further than 0lvl spells. so he pours his focus into them, increasing their potency.

How would you suggest I go about building this class? Think of the movie Dragon Slayer...


Is there a PrC for rogue/ cleric that I am missing somewhere? I'd even settle for ranger/ rogue...


So I am looking for a PrC that combines rogue/ ninja with cleric/ oracle. Or maybe paladin/ ninja maybe 1/2 or 3/4 spell progression with SA and channel progression. I was thinking of something like this:

Pre req: knowledge religion 5, stealth 5, channel energy, SA 2d6
1) SA 1d6, channel smite, +1 spell lvl
2) channel 1d6
3) +1 spell lvl
4) rogue/ ninja talent
5) SA 2d6, +1 spell lvl
6) channel 2d6
7) +1 spell lvl
8) rogue/ ninja talent
9) SA 3d6, +1 spell lvl
10) channel 3d6


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I wanted to compile a list of tweaks and changes I use for my Homebrew games so I can give my players easy access to it. I wanted to run it by you guys to check for balance and see if I missed anything obvious. Give it a gander and see what you think.

Race Tweaks:

Dwarves- are now small, but can weild medium sized weapons, and count as medium sized creatures for cmd and cmb purposes. They are also now encumbered by armor and lose their hatred racial feature.

Elves- can choose to receive a bonus to Wis instead of Int

Gnomes- can choose to receive a bonus to Int instead of Cha

Halflings- speed is 30ft

Class Tweaks:

Alchemist- nadda

Barbarian- 10 hp, 6 skills/ lvl. trap sense become danger sense, a competence bonus to all saves

Bard- 8 skills/ lvl. versatil performance becomes versatile study. The bard can add any wiz/sorc spell of a level she can cast to her list of spells known.

Cavalier- 6skills/ lvl

Cleric- 4 skills/ lvl and heavy armor prof + tower shields.

Druid- nadda

Fighter- 4 skills/ lvl. Bravery becomes a flat bonus to all will saves.

Gunslinger- nadda

Inquisitor- 8skills/ lvl

Magus- 4 skills/ lvl

Monk- 6 skills/ lvl. Can burn a ki point to get a +1/4 bonus to hit for 1 round.

Oracle- nadda

Paladin- 4skills/ lvl.

Ranger- nadda

Rogue- rogues gain the ninja's ki pool, tricks, and this: this . Trap sense becomes danger sense, see barbarian.

Sorcerer- 6 skills/ lvl

Summoner- 6 skills/ lvl

Witch- 4 skills/ lvl

Wizard- 4 skills/ lvl.

More to come...


I have been messing around with some builds and such and I have been wondering about skyrocketing certain abilitie scores sometimes to the detriment of others. This is PFS that I am talking about here because a 1-20 campaign follows a bit of a different guide line.

So here is the crux. Full casters and 2hw brutes pretty much need the highest stat possible for save DCs or dmg output, because that is what they do... Alot of your 3/4 BaB melee + other classes need diverse stats and are generally called MAD because of it. But I don't think that "optimal/ maximum" dmg is the point of these classes.

You want to be competent in melee, sure, but there are other things these classes bring to the table as well. So what is a good and reasonable balance for stats? If You get a free +3 from lvls and can assume a couple +4s from ability increasing items, then where do you draw that soft line in the sand?


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Ok, this is kinda home brew also, but I want to design a vanguard-esque PF class that is centered around the biotic charge. Barbarians with their pounce ability springs to mind, as does charge/ bull rush/ trample/ overrun... But I want a 1/4 casting full BaB class like the ranger and paladin that has a biotic charge ability. High init, is probly a must, and maybe some self-centered aoe dmg auras as well.

What can be done about this?


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Ok, so here is an idea for a home brew base class buff to the rogue class. The purpose behind it is to address some of the main issues that people are having with the class, ie: MADness, poor combat performance (to hit, and dmg), saves, lower comparative power lvl, and so forth. Admittantly, MADness is still a bit of an issue, but I keyed most of these abilities off of int so that each individual rogue can keep individual flavor like str vs dex, ranged vs melee, and the like. So without further ado, and please forgive some of the wording and phrasing...

Style Paths: at lvl 3, a rogue can choose a style path to pursue. Each style has 3 tries of abilities that progress at lvl 3, 7, and 11. At lvl 11 the rogue can choose an additional style path that progresses at lvl 11, 15, and 19. The style paths are as follows:

the Arcanist:
@3: 4 0lvl spells at will and arcane bond/ familiar = to 1/2 lvl.
@7: 2 1st lvl spell likes usable = to int mod/day
@11: spell strike as the magus class feature

the Blade:
@3: int mod to AC.
@7: add 1/2 lvl to dmg with light weapons and 1h piercing weapons
@11: telling blow- when a rogue confirms a crit, she adds SA dmg. If she already would get SA, she adds 1d6 on that crit.

the Bruiser:
@3: focused rage as urban barbarian class feature. Rage rounds = con +3 + 1/2 lvl min 1.
@7: rage power
@11: rage power

the Fortunate:
@3: reroll any d20 roll as a swift action = to int mod/day
@7: add 1d6 to any roll as a swift action = to int mod/day
@11: you automatically crit on a successful attack roll 1/ day.

the Infiltrator:
@3: cunning defense- the rogue adds her int mod to all saving throws
@7: alter self at will
@11: vexing flanker- the rogue is considered to be flanking any target she threatens that is threatened by at least 1 other ally

the Poisoner:
@3: poison use, poison resist = to int mod
@7: poison expert- reduce the time to apply poison to a weapon down to a swift action
@11: poison bomb as alchemist class feature useable = to int mod/day

the Scourge:
@3: add int mod to hit
@7: monster lore as inquisitor class feature keyed off of int
@11: inquisitors bane- as inquisitor class feature useable = to 1/2 lvl

the Scoundrel:
@3: agile combatant- the rogue can use dex to dmg instead of str with any finessable weapon
@7: the rogue gains the imp feint feat even if she doesn't meet the pre reqs
@11: glibness spell like = to int mod/day

the Shadow:
@3: HiPS useable = to int mod/day
@7: shadow jump (40ft) as the shadowdancer class feature
@11: shadow jump (80ft), summon shadow as the shadowdancer class feature

the Superstitious:
@3: +2 luck bonus to fort and will
@7: mettle- like evasion, but for fort and will saves
@11: an additional +2 luck bonus to fort and will

I welcome all feedback, tweak ideas, and additions. Please let me know if anything needs clarification. Thanks in advance!


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I want your biggest, baddest, nastiest divine themed builds. For sake of standardization, assume PFS legal. I want to populate a temple that has a twist.

In my setting, all the faiths comprise a council of sorts. There are good, neutral and evil deities in this council who convene and make sure that a balance is maintained between faiths and their operatives. Individual agents are sanctioned, and if an agent goes rogue, then the council appoints a team to retrieve/ neutralize them. Druids have their own council, but do have emissaries that act as liaisons between the two councils and vice versa.

The pcs are about to do alot of work in and out of the council hall, and I am looking for champions, leaders, laymen, and agents to populate it. It doesn't need to be deity specific because my gods are not your gods. Let her rip and let's have fun!


Is there a good one for a stealthy nova type of character?


I want to test the viability of this character for PFS. As the title suggests, I am looking to be competent in melee while functioning as a heal/ buff bot and undead scourge. To this end I am going for a human cleric of Sarenrae with sun and healing domain, scimitar/ mace and heavy shield with b-plate.

Str: 14 (+2)
Dex: 14
Con: 12
Int: 7
Wis: 15
Cha: 14

Feats are: selective channel and weapon focus: scimitar.


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I want to build one of these guys as recurring villain using PFS guidelines. I want to focus on only 1 dog, 2 at most. I was wondering if I could use riding dog stats, as they are a bit more impressive. I am aiming for that lvl 11 ability where if you are adjacent with your pack and an enemy, then you are flanking. First thing that springs to mi d is the teamwork feat that gives you 1d6 while flanking. Other than that, I am open to suggestion.

Please show me what you got.


I want to build a PFS half orc sorcerer/ ninja. The favored class option for sorc is 1/2 lvl to fire dmg. What I want to do is dmg buff 0 lvl spells with that and set up for SA. That is the main tool I want to use, beside all the other sorc/ninja goodness. This kills the arcane trickster option for me because favored class options don't apply to PrCs.

Anyone have any ideas how to best make this work? Or is this a hopeless option?


Can you make a trip attemp as an AoO or as part of an iterative attack?


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I have an infrequent player. When she doesn't show, I run an NPC hireling- esque character. The NPC died and I have the opportunity to bring in a new one. What I need is some ideas for a terrible character. Not sub-optimal, just thoroughly trained in the arts of douche- baggery. Please regale me with your worst experiences of players or classes that have caused inter party grief. The characters name shall be Fargin Isole'...

The party consists of a barbarian, cleric, wizard, and infrequent bard.
Let me have it!


Thinking of weapon master fighter and maybe crane style. Don't know if a MoMS dip would be worth it though... Any suggestions? I am shooting for high AC with a decent dmg out put. 13 str for power attack, and only 11 cha to get the most out of that 1-3 bard dip. PFS guidelines, all suggestions welcome. Lvl 5 build

*ps: this is a back up char*


Rogues should have built in specialization options. 3 PrCs in specific that rogues could work towards that should be built in combat styles to choose from: duelist, shadow dancer, and arcane trickster. Take those 3 PrCs and boil them down into combat styles like the ranger, and you have some pretty great optimization options for the base rogue.

This is my fix idea, the question is how to flesh it out, fit it in to the base class, and make it balanced. This is for my home brew classes options. Thanks in advance for all theories and suggestions!


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They just released the show on Netflix, so I wanted to see how people would build this character. I had originally thought the straight samurai class would work, but I am thinking that more is needed.


How much does a +1 keen, holy, cold iron nodachi cost. I'm having a hard time getting it all down.


10 people marked this as FAQ candidate. Answered in the FAQ.

Here is a quote from their stat entry:

Other Racial Traits

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Question: does a half elf qualify for:

Fast Learner (Human)
You progress gain extra versatility.
Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

If this is the case, what are the best two racial favored class bonuses to combine in a multiclass?


Are there any of these forthcoming? Are rogue archetypes legal for ninjas in PFS? Same question goes for the samurai. I'd ask about the anti-paladin, but I know they are not legal at all.


I have a bug to play one of these for PFS. I was looking for any kind of feed back the boards might offer to pull this off. I'm looking for a paladin heavy lvl progression to keep smite damage feasible, with enough ninja lvls to pack a real punch with sneak attack. I was thinking maybe ninja 8/ paladin 12 (ninja 4/ paladin 8 for PFS) but not quite sure what lvls to take and when.

Oath of vengeance for sure, and Elven curve blade probably (or scimitar and dervish dance). Any suggestions are welcome!


If a medium sized creature turns into another medium sized creature, do they still get the plus 2 to str?


Is it possible to use TWF with a 2 handed weapon and unarmed strikes? If those unarmed strikes come from a monk (not flurry!) would they retain full str damage?

Thanks in advance.


Elf was going to be the race of the character, but this is flexible... Basically, I am looking to do some TWF with a 2hw (eleven curve blade), and 1.5 str unarmed strike via dragon style. I'm thinking a 1-2 lvl dip in monk for the d6 dmg plus the ability to deliver full str as an "off hand" weapon.

Lore warden or two handed fighter was my first thought. But I could also do barbarian if I go martial artist monk. Other options could include paladin, but suffers a bit more from dipping.

Any suggestions are welcome.


I have a LN tiefling urban ranger in PFS. He is a member of the shadow lodge. He was a slave who made a deal to join the SL in exchange for his freedom. The character isn't real big on the good/ evil axis, and really isn't opposed to bending or breaking the law if the need arises, but is VERY adamant about honoring his word and tries to obey the law whenever possible.

My concern is that allegiance to the SL may sway my character away from LN. He does not really care for the faction, but his word is bond, and a deal is a deal. The Shadow Lodge is shady at best, and I am wondering if I can reconcile the difference.


Building a character for PFS, and I need some help pulling it together. So far I am thinking of doing a tiefling ranger (urban tracker/ guide) with a 2 lvl dip into monk (MoMS), but I may need to go human to grab combat reflexes early on. I also need some good traits. Here is a mini build of what I am aiming for:

Str: 16
Dex: 15 (+2)
Con: 12
Int: 14 (+2)
Wis: 13
Cha: 8 (-2)

1) ranger- dodge
2) ranger- TWF*
3) monk- snake style, snake fang*
4) ranger (+1 dex)
5) monk- crane style, crane wing*
6) ranger
7) ranger- combat reflexes
8) ranger- ITWF (+1 wis)

I'll be maxing the following skills: perception, disable device, survival, sense motive, acrobatics, and stealth. With a few ranks in: knowledge (dungeoneering, local, and nature), climb, swim, and ride (?).

I also will be starting with about 1300 extra gold. I know I want a mstwk scimitar, buckler, and chain shirt. But don't know if there is anything else I should be looking for. All help and suggestions are appreciated, and I am on the clock to put this together.


I was thinking of playing this as my first PFS character:

http://paizo.com/threads/rzs2pkpq?Poor-mans-Hound-Archon#1

Then I got to toying around with this one some more. It's alot less combat optimized, but can do a bit more in and out of combat.

Tiefling (traits?)

Str: 16
Dex: 16 (+2 from racial)
Con: 11
Int: 14 (+2 from racial)
Wis: 12
Cha: 8 (-2 from racial)

1) alchemist (vivisectionist)- dodge
2) fighter (unarmed)- snake style
3) Monk (MoMS/ sacred mountain)- snake fang, crane style
4) Monk- crane wing (+1 con)
5) Alchemist- alertness
6) sleepless detective (PrC)

The concept is kind of like a Sherlock Holmes (RDJ movies) with less int. the reason I chose alchemist is for the mutage boost to dex + the nat armor boost to help with snake style. The other lvls are solely to develope the two styles that I want. The rest of my lvls will go to sleepless detective. The rest of my stat points will go to str.

I know this is less than optimal, but do you think it will work, or should I stick with my paladin?


I finished the first module for shattered star, and when the DM gave out the chronicle sheet, we all realized that I was not registered with society... Feeling kind of newbish...

Anyway, how can you apply the rewards and gold to a new PFS character? this is not an alternate character for an existing member.

Thank you in advance.


I have toyed around with the lunge feat a bit, and I am not entirely sure that I like it... As it is that is... I have a problem with a character who occupies a 5 ft space, but by no means fills up that space, lunging with a dagger or any other 1- 4 foot weapon to reach an enemy who is ten feet away. While the mechanics of lunging incurring a -2 to AC makes a ton of sense if not a little lenient. Here is my proposed fix.

The "Lunge" weapon property: any weapon that is 5ft in length that does not have the reach property can increase its normal melee reach by 5ft until the end of your turn by taking a -2 penalty to AC until your next turn.

What this means is that a greatsword weilders can "lunge" from lvl 1, a dagger weilders can never lunge, and weapons with the reach property will just have to enjoy the reach property by its self without the benefit of lunging out to 15 ft.

What other weapons are at least 5ft long? Spear, quarter staff, great axe (?), great club (?), halberd, anything else?


I like magic, but 9lvls of spells is a bit too much. The trick is building full caster classes for arcane and divine magic, keeping the flavor and versatility, but beefing up the class mechanics to account for the hit to power levels as compared to the other classes.

Honestly, I don't think much tweaking is required as the last 3 spell lvls skyrocket full casters in terms of power.

Any thoughts or suggestions... Other than playing a bard, inquisitor, or magus?


I have no idea where to start on this one. It seems that besides a full BaB progression, all the hero characters have epic saves and reflexes with supernatural acrobatics. I had a 3.0 ranger build for Dante, but it seemed to be a weak injustice by and large. How would you approach these characters?

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