Aspis Agent

Captain Odair's page

2 posts. Alias of Archpaladin Pardieu.




Ok so my friend wants to make a character who specializes in using a knife, well many knives really but basically an expert in hiding the knives all over his body and able to use them with great effect. This includes throwing them over a distance, using them to attack at close range/sneak attack maybe, but overall a knife fighter who focuses on acrobatics and stealth.

Essentially he wanted to make an Apache styled knife fighter, quick and agile and deadly accurate with his smaller blade.

He sees his character as a former carnival Knife Show entertainer who has taken to adventuring to escape the life in the carnival. He said he is not above spell casting, but he would rather like to be able to use tricks.

I thought a Ranger with the Skirmisher archetype to trade in spells for tricks but not sure what combat style would work best with that? How to build a character focused on that style of play and he is not very good at character creation and I typically make his profile sheets (He works a lot and I have some downtime so I help out.)


Ok so I wanted to play a Bard character, because I freaking love Bards and just how cool they can really be.

But with the new VMC I wanted to try tagging on some aspects from the Magus onto the base, and sure it gives up feats but I can handle that I think, Bard only needs a few feats to really bring a type of build online.

So I was thinking of using Human for the Bonus feat. But making that bonus feat amateur swashbuckler for Parry and Riposte.

Well at level three I trade my feat for Arcane Pool, which is nice because now I can work on buffing my sword up and then further buff it by buffing the party and myself up.

At level 7 I can take an Arcana which would be Flamboyant Arcana. At this point I will retrain amateur swashbuckler for Extra Arcana and pick up Precise Strike. At this point I can actually start throwing some very nice damage with my bard while buffing and screwing with people as a bard typically does.

If I didn't go human and we started later I would eat the CR 2 and go Leprechaun which nets me all kinds of ability score bonuses, Improved Initative and Weapon Finesse as bonus feats and loads of Spell-Likes that are just gravy for a Bard to have spares of.

That would allow me to take Fencer's Grace at level 5 taking Weapon Focus at level 1 and bringing on my Dex to Damage plus Precise Strike build a little easier.

We typically do start at level 5, by then I could buy off 1 CR down to being a CR 1 + Class Levels by level 5. But that is just an idea which I thought might be kind cool.

With the now super limited feat progression how can I best build the bard to make use of the deeds, as well as be a great party buffer.


Has anyone ever let a player play a Mummy in their campaign, if so what kind and how did it go? Why did you let them play the Mummy?

I know of a handful kinds of Mummys
1. Savage Species pg 187 Mummy Monster class (13 character levels, CR 3)
2. Dragon Mag 300; CR 2 Here
3. Mummified Creature Template Savage Species pg 126 Here
4. Dune (Desert) Mummy CR 3 Here
5. Dread Mummy CR 3 Here

I think out of those the general agreement is CR 3 fits the Mummy pretty well. But some of those are insanely powerful, look at the Dread Mummy with its spell like abilities.


For a Gestalt build I wanted to mix the two divine fighter classes. I have access to the Serenity feat from Dragon Mag 306, this allows the Paladin to be based off Wisdom.

So I was thinking of matching the classes up.
1. Is this an effective build for: Combat, Face, Skill monkey
2. What features should I focus on more out of the Judgements to make a Paladin shine?
3. What style of spells should I focus on for the Inquisitor spells known, I am curious because I don't know the Inquisitor class much.


I wanted to make a Paladin character, because having read through the Paladin I am really liking the Paladin and with my recent move to PF I wanted to try my hand at a Paladin. However, I am a bit stuck in my ways and we are easing into PF with a bit of a mix of 3.5 and PF updating things as we go.

So as I said I want to make a Paladin but I am not sure if my favorite race from 3.5 makes the transition well. And that would be the Killoren, the reason I am liking the new Paladin is due to my Killoren's Aspect of the Destroyer and its smiting abilities.

Now its smiting abilities work how the 3.5 Paladin's Smite works. Now I feel if I updated its smiting powers my Paladin would have virtually limitless Smites. 7/day from the class and can smite once an hour equal to his Cha times per day (So if I had a +4 Cha bonus for example I could smite 4 extra times per day just once in an hour.)

Is there any feats I really need to focus on in PF, is there any races that might be better for a Paladin? I was thinking pushing this toward a LG Paladin who might worship Erastil since that is the only Nature themed LG god. But I am not sure if I want to focus solely on a Bow, though I hear PF does wonders making the Bow a lethal weapon, and Smite can be channeled into a Ranged weapon without that special feat right?

I do have access to Serenity from 3.5 Which makes my Paladin powers go off Wis instead of Cha. So I thought if I did put this in a Gestalt game would be to tie it with a Druid (Killoren do amazing with Druid)