Race: preferably anything without a Strength penalty. Human, Half-Elf/Orc, Variant Tiefling, Variant Aasimar to name a few good options.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
this seems pretty fun.
Volkard Abendroth wrote:
Something like this: Not only are you high defense, you give your opponents a good reason to attack you. By raising your allies defenses while debuffing and damaging your opponents.
By level 13 I'd think a real spellcaster a better idea than a martial-only class or a 4-level caster. A cleric perhaps - 7th level buffs, or quickened 3rd level ones, make a solid argument IMO. Put some of those bonus feats towards overrun to improve mobility & back that up with spells like righteous might and grace. Clerics of Gorum can get armor training via the ironbound master feat for a little more mobility too. With the rage subdomain they might get strength surge to make absolutely sure of overrunning someone.
Already played this character, and usually i play wizard and/or druid so no full casters
Slim Jim wrote:
Chelios wrote:
A tank must have good saves (fortitude and willpower are the best for me), good Ac, good HP or at least the ability to heal himself, the ability to threaten a lot of enemies and the ability for positioning in the best way in oreder to protect allies. (we start from level 13, and i can use all the book, no 3rd party allowed).
Well, assuming you don't want to play an unkillable Fey Foundling/Greater Mercy supercork paladin, or something out of the Occult splat that makes both and you and your GM tear your hair out....
Already played the immortal paladin, what do you means with Occult splat?
Hi guys i want to build a tank.
A tank must have good saves (fortitude and willpower are the best for me), good Ac, good HP or at least the ability to heal himself, the ability to threaten a lot of enemies and the ability for positioning in the best way in oreder to protect allies.
(we start from level 13, and i can use all the book, no 3rd party allowed).
A crossblooded bloodrager is going to have one of the worst will saves around. Be warned. I'd go with just arcane over crossblooded elemental/destined.
Urban bloodrager sounds good but you don't get good dex to damage as a bloodrager. It might be better to bite the bullet, play a standard bloodrager and go with the usual str to attack/damage. Maybe get a reach weapon and combat reflexes to make some use of the dex - this might work well with the bloodrider archetype and a lance, come to think of it.
But does small reach weapon give reach? Sorry sometimes i confuse myself with 3.5 rules.
The elven curve blade can be finessable and you can get 1.5 dex to dmgs in some way.
I actually like Crossblooded Elemental/Destined for Halflings. Two-Handed Weapons are still the best for it, so an Elven Curved Blade with Power Attack is pretty good. It worked out great for my Halfling Paladin a couple years ago.
How do you get exotic proficiency without wasting a feat?
Is a good idea building an halfling bloodrager?
What is the better way to do it?
A slinger? Two-weapons fighting? Intimidate uild? Archer?
Of course the best archetype is the urban bloodrager.
how can you save that stat block( i think you use hero lab)?
Ravingdork actually makes his sheets by hand. If you navigate your way into the tools section of the Gallery, you can find a blank charactersheet that you can open in MS Word or Open Office.
I prefer to go with diehard in stand of power attack that i'll pick at lv 5, now this is my character
Spoiler:
Unnamed Hero
Male half-orc warpriest (molthuni arsenal chaplain) of Iomedae 3 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6)
NG Medium humanoid (human, orc)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 23 (3d8+6)
Fort +7, Ref +5, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron lucerne hammer +9 (1d12+6) or
bite +1 (1d4+2)
Ranged longbow +4 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron lucerne hammer)
Special Attacks blessings 4/day (War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 3rd; concentration +5)
1st—divine favor (2), shield of faith (2)
0 (at will)—create water, detect poison, guidance, light
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 7
Base Atk +2; CMB +6; CMD 18
Feats Combat Reflexes, Diehard, Endurance, Phalanx Formation, Weapon Focus (lucerne hammer)
Traits ancestral weapon (numeria), fate's favored, tusked
Skills Acrobatics -3 (-7 to jump), Bluff -2 (-6 vs. those who have an attitude of indifferent or better), Climb +5, Sense Motive +8, Swim +5
Languages Common, Goblin, Orc
SQ guilty fraud, hero points, orc blood
Other Gear chainmail, longbow, mwk cold iron lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (iomedae bible)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of iomedae incision, 20 gp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Guilty Fraud -4 to bluff vs. those with attitude of indifferent or better.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
I can you help me build a kinetic knight for my friend. He hasn't an accout, so i'm here to ask for him. He wants to deal a lot of dmgs and being a little bit bulky. We are playing Rappan Athuk, we are evel 3 and we use 25 points build. He prefere the water/earth elements.
Its utility depends upon whether or not you're two-handing, and how far ahead of the curve your total attack-bonus is. (And also if you're an AoO-generating machine, or have an even spread of three iteratives down to -10.)
I fight with a lucern hammer, 2 handed weapon and i make a lot of AoOs, can i use dirty trcik on AoO? Because i prefer it to trip
Thank you for all your advices, i am the one with the higest dmgs in the party and i am a monster with enlarge person, i have some troubles in the room with 9 giant leeches also if i killed 2 in a round with AoOs, that room was really terrible and difficult i have the impression that the DM leave us live, now we are level 3 and i think i'm gonna take the phalanx feat, i don't know if i want power attack
What do you think about my warpriest for Rappan Athuck?
In the group there are a fighter with tower shield, a ranger( the one with trap finding), a paladin-oracle( the oradin build) and an Arcanist.
hero:
Male half-orc warpriest (arsenal chaplain) of Iomedae 2 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6)
NG Medium humanoid (human, orc)
Hero Points 2
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 17 (2d8+5)
Fort +7, Ref +4, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron lucerne hammer +8 (1d12+6)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron lucerne hammer)
Special Attacks blessings 4/day (War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 2nd; concentration +4)
1st—divine favor (2), shield of faith
0 (at will)—create water, detect poison, guidance, light
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Weapon Focus (lucerne hammer)
Traits ancestral weapon (numeria), fate's favored, reactionary
Skills Acrobatics -2 (-6 to jump), Bluff -2 (-6 vs. those who have an attitude of indifferent or better), Climb +5, Intimidate +0, Sense Motive +7, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ guilty fraud, hero points, orc blood
Other Gear scale mail, longbow, mwk cold iron lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (iomedae bible)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of iomedae incision, 20 gp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Guilty Fraud -4 to bluff vs. those with attitude of indifferent or better.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
I think it's a pretty bad deal. once a day you can spend a move action to get a feat for 1 minute. Which feats are you thinking of flexing in once a day that is better than having 1 feat all the time?
barroom brawler + abudant tactcics + stamina points( that ever DMs out there must leave to their fighters to use)
The combat feat barroom brawler gives an ability similar to martial flexibility class ability of the brawler to get temporary feats, giving lots of options. The advanced weapon training abundant tactics lets you use barroom brawler more times per day, equal to the fighters weapon training bonus.
this seems really pretty solid, so Barrom Brawler is a must have feat at 4th level.
Hi guys, it's like 2 years i didn't play pathfinder, but now i'm back. I read there are a lot of new stuffs for Fighter( starting from advanced weapon/armor training), so what are the new builds for the fighter? I remember the trip one with a reach weapon was one of the best one, but now, for exemple, i think dirty trick is a better way.
Some advices please.
I think Mysterious stranger could be a wand user, it has a great Charisma and a little bit of utility deeds, so i'm thinking about building around a "support" gunslinger who stays in the back of the battlefield helping spellcaster defending themselves. I also think the blatherskite can be a fun archetype. Can ypu help me move around this build idea( levels don't really matter).
So i'm thinking about a PC who is a kid( only for flavour) and his borther died in a war, so he remains all alone since the brother comes back as ghost/spirit
At first i think to do a Summoner character since Summoner is really a strong class and i can make an eidolon for being his borther, than i think about the Spiritualist, but it is a bit hard to build or i can't understand how to build it so i made 2 characters:
1)Race: Human with Dimdweller e Focused Study
Traits: Heirloom Weapon (longbow), Highlander
STR: 10 DEX: 16 CON: 14 INT: 12 WIS: 18 CHA: 7
Spiritualist LV: 5
FEATS: Skill Focus( stealth), Point-Blank Shot, Precise Shot, Rapid Shot.
Skills: Stealth +15 ( +2 in hilly/rocky areas, +2 in dim o lower light areas), +4 Swim, +4 Climb, +5 Knowledge (arcane), +5 Knowledge (nature), +5 Knowledge (religion), +6 Use Magic Device, +13 Sense Motive,+9 Perception .
My idea is to demoralize foes or help my friends in my round and using bodyguard + combat reflexes in enemy round, for this i want to pick 1 lv in cavalier for the tactician ability. In my round i can start a song, guide my allies or demoralize enemies.
Yeah, Spell Warrior or Urban Skald can help a lot, depending on what you want to do. Spell Warrior slightly depends on what level you're expecting to play at. Spell Warrior tapers off late game (since with higher bonuses, you can buff fewer weapons.) And Urban Skald/vanilla Skald get a lot better at 10/11 when you can hand out Greater Skald's Vigor.
I'd figure out what sort of buffing you want to do. Specifically, I'd look at what Rage Powers you might want to hand out. You can also look at Totemic Skald, which has a bunch of other options from Animal Focus powers.
You could make a very defensive healer-y Skald for example:
Mouse Totem - Everyone gets Evasion (combine w/Heightened Reflexes spell)
Guarded Life/Guarded Life greater - Everyone converts twice your level damage into nonlethal when they would go below 0.
Greater Skald's Vigor - Everyone gets Fast Healing 4.
I m gonna play S&S so i think spell warrior is better because we start from lv 1.
I'm thinking about something like cavalier/skald...
Unnamed Hero
Human (Ulfen) skald (urban skald, warlord) 1 (Pathfinder Player Companion: Heroes of the Street 25, Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Ultimate Intrigue 49)
CN Medium humanoid (human)
Init +2; Senses Perception -1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+2/19-20)
Special Attacks raging song 6 rounds/day (controlled inspired rage, inspired rage)
Skald (Urban Skald, Warlord) Spells Known (CL 1st; concentration +4)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Dazzling Display, Intimidating Prowess, Skill Focus (Intimidate), Weapon Focus (longsword)
Traits touched by the sea
Skills Bluff +7, Climb +6, Diplomacy +7, Intimidate +12, Knowledge (geography) +3, Knowledge (local) +7, Perform (oratory) +7, Profession (sailor) +5, Swim +5, Use Magic Device +7; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Aquan, Common, Polyglot, Skald, Undercommon
SQ adoptive parentage (weapon focus), bardic knowledge +1, heart of the sea
Other Gear longsword, 135 gp
--------------------
Special Abilities
--------------------
Adoptive Parentage (Weapon Focus, Elf) Gain Weapon Focus with an appropriate weapon.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Dazzling Display (Longsword) Intimidate check to demoralize can affect those within 30' who see you.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Raging Song (standard action, 6 rounds/day) (Su) Song can inspire allies in a variety of ways.
I'm not sure about skill focus, probably power attack is bettere, i don't know
i really like to build around intimidate debuffing, because YAAARRH I'M A PIRRRRRRRATE ESCPAPE FROM ME
If you go with a melee build with a slashing weapon you can go with the Blade of Mercy/Enforcer combo.
Blade of Mercy lets you do nonlethal damage with slashing weapons at no penalty, plus +1 bonus damage. (officially requires worship of Pharasma)
Enforcer makes it so that every time you do nonlethal damage you get to do an intimate check so that they're shaken for a # of rounds equal to the damage. On a crit they are frightened for one turn.
To be pirate-y, you could say that you go nonlethal because you want the chance to decide whether to hold them for ransom.
That combined with the occasional Blistering Invective seem to fit the bill.
i never understand how non lethal damage works, the bucaneer archetype makes non-lethal dmg from lv 1 with all weapons
One thing to consider - if your BIG BRUTE FRONTLINER can be convinced to dip a level or two of barbarian (I find Wild Rager is an excellent choice for this), the benefit he receives from a Skald jumps significantly.
We had a fantastic four-man half-orc party for Giantslayer based loosely around the concept for the movie 'Four Brothers' where one player was a Skald and the others were two Fighters and a Scarred Witch Doctor (original rules) but all four of them took a Barbarian or Blood Rager dip to represent the wildness in their blood... the effects were devastatingly effective.
Chelios wrote:
Charon's Little Helper wrote:
Chelios wrote:
stalker is dex based
In that case definitely go Bard. The Skald is great with STR characters, but the Skald's song is pretty worthless for dex based characters. (boosts their saves while lowering their AC)
There are quite a few ways to build them. Do you want to be pure support? Would you prefer to fight? Bards can also be pretty decent combatants - either melee or archery.
I don't think to go archery because we are gonna play S&S and DM suggests to not use ranged weapons( i trust him). I would like to go buffer and a lttle debuffer via intimidate skill.
No ranged weapons in Skull & Shackles? That seems... odd... to me. Well, I'm sure he has his reasons.
As far as de-buffing via Intimidate, make sure you have access to the 2nd level spell Blistering Invective, its excellent in that it doesn't require a feat or saving throw to work well - the fire damage is just a bonus.
Warlord and urban skald can archetype toghter, i can start from here.
In that case definitely go Bard. The Skald is great with STR characters, but the Skald's song is pretty worthless for dex based characters. (boosts their saves while lowering their AC)
There are quite a few ways to build them. Do you want to be pure support? Would you prefer to fight? Bards can also be pretty decent combatants - either melee or archery.
I don't think to go archery because we are gonna play S&S and DM suggests to not use ranged weapons( i trust him). I would like to go buffer and a lttle debuffer via intimidate skill.
It will depend a lot on the players. If the stalker is strength based, a normal Skald should be fine -- especially if the sorc/arcanist brings in summons. Otherwise a bard that doesn't give away inspire courage is likely to work better with the group. If no one is interested in the normal raging song, you might look at urban skald. Their song is less powerful, but it doesn't get in the way of AC or skill checks.
I would lean towards skald because spell kenning will help fill in some of the healing/condition removal spells starting at level 5.
i'm here thinking to build a water kineticist for my next campaign in S&S, but i really don't know where to start, my other friends are going to play a witch, a stalker( PATH OF WAR), a sorcerer and a fighter, and i'm afraid to be underpowerd next to them.
What do you think about my Teisatsu Vigilante for S&S?
LV 1
Spoiler:
Unnamed Hero
Half-elf (Shoreborn) vigilante (teisatsu) 1 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (elf, human)
Init +6; Senses Perception -1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +2; +2 trait bonus vs. divinaton effects, +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +2 (1d6+1/18-20) or
wakizashi +2 (1d6/18-20)
Ranged underwater light crossbow +4 (1d8/19-20)
Special Attacks hidden strike +1d8/+1d4
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, reactionary
Skills Acrobatics +8, Bluff +6 (+10 when in your social identity), Climb +5, Diplomacy +6, Disguise +2 (+22 to appear as part of polite society while in your social identity), Profession (sailor) +7, Stealth +8, Swim +13; Racial Modifiers +4 Profession (sailor), +8 Swim, water child
Languages Common, Elven, Polyglot
SQ elf blood, seamless guise, social grace, social talent (social grace), vigilante specialization (stalker)
Other Gear leather armor, crossbow bolts (10), underwater light crossbow[ARG], wakizashi[UC], wakizashi[UC], 9 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Water Child You may always take 10 on Swim checks.
LV 6
Spoiler:
Unnamed Hero
Half-elf (Shoreborn) vigilante (teisatsu) 6 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (elf, human)
Init +7; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 48 (6d8+18)
Fort +4, Ref +10, Will +5; +2 trait bonus vs. divinaton effects, +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +7 (1d6+4/18-20) or
wakizashi +7 (1d6+3/18-20)
Ranged underwater light crossbow +9 (1d8/19-20)
Special Attacks hidden strike +3d8/+3d4
Vigilante Spell-Like Abilities (CL 6th; concentration +8)
—vanishing trick[UC]
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 12, Wis 8, Cha 14
Base Atk +4; CMB +5; CMD 20
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, reactionary
Skills Acrobatics +14, Bluff +11 (+15 when in your social identity), Climb +7, Diplomacy +11 (+15 when in your social identity), Disguise +9 (+29 to appear as part of polite society while in your social identity), Escape Artist +10, Intimidate +2 (+6 in your area of renown while in your vigilante identity), Profession (sailor) +9, Sleight of Hand +10, Stealth +14, Swim +16; Racial Modifiers +4 Profession (sailor), +8 Swim, water child
Languages Common, Elven, Polyglot
SQ elf blood, ki pool (5 points), seamless guise, social grace, social grace, social talents (many guises, renown, social grace), startling appearance, unshakable, vigilante specialization (stalker), vigilante talents (lethal grace, shadow tricks)
Other Gear leather armor, crossbow bolts (10), underwater light crossbow[ARG], wakizashi[UC], wakizashi[UC], 9 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hidden Strike +3d8/+3d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +6 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Water Child You may always take 10 on Swim checks.
LV 13
Spoiler:
Unnamed Hero
Half-elf (Shoreborn) vigilante (teisatsu) 13 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (elf, human)
Init +8; Senses Perception -1
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+2 armor, +6 Dex)
hp 101 (13d8+39)
Fort +6, Ref +14, Will +8; +2 trait bonus vs. divinaton effects, +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +13/+8 (1d6+7/18-20) or
wakizashi +13/+8 (1d6+6/18-20)
Ranged underwater light crossbow +15 (1d8/19-20)
Special Attacks hidden strike +7d8/+7d4
Vigilante Spell-Like Abilities (CL 13th; concentration +15)
—vanishing trick[UC]
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 12, Wis 8, Cha 14
Base Atk +9; CMB +10; CMD 26
Feats Dimensional Agility[UC], Dimensional Assault[UC], Extra Ki, Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting, Weapon Finesse
Traits carefully hidden, reactionary
Skills Acrobatics +22, Bluff +18 (+22 when in your social identity), Climb +10, Diplomacy +18 (+22 when in your social identity), Disguise +13 (+17 when in your social identity, +33 to appear as part of polite society while in your social identity), Escape Artist +18, Intimidate +2 (+8 in your area of renown while in your vigilante identity), Profession (sailor) +12 (+16 when in your social identity), Sleight of Hand +11, Stealth +22, Swim +20; Racial Modifiers +4 Profession (sailor), +8 Swim, water child
Languages Common, Elven, Polyglot
SQ elf blood, frightening appearance, ki pool (10 points), seamless guise, social grace, social grace, social grace, social grace, social talents (great renown, immediate change, many guises, mockingbird, quick change, renown, social grace), startling appearance, unshakable, vigilante specialization (stalker), vigilante talents (hide in plain sight, ki power, lethal grace, shadow tricks, up close and personal)
Other Gear leather armor, crossbow bolts (10), underwater light crossbow[ARG], wakizashi[UC], wakizashi[UC], 9 gp
--------------------
Special Abilities
--------------------
Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Frightening Appearance (DC 18) (Ex) Free action when att unaware, demoralize check vs. foe and allies in 10 ft. Target is also frightened 1 rd (Will neg).
Hidden Strike +7d8/+7d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Hide in Plain Sight (Ex) Can hide while being observed as long as within 10 ft of dim light.
Immediate Change (Ex) Change identities as a move action and no the need to adjust appearance and persona.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
Mockingbird (Ex) Can nonmagically alter and throw voice and mimic many sound effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Renown +6 (area of renown) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Disguise) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Profession [sailor]) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +13 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Up Close and Personal +7d8/+7d4 (Ex) As a swift action when use Acrobatics to move through foe space, make att with hidden strike dam.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Water Child You may always take 10 on Swim checks.
Totally agree although I'm not sure if you can classify a D8 HD 3/4 BAB class as martial.
But here's the rundown of what Teisatu adds over Ninja:
Pros
-Vigilant Talents over Ninja Tricks (Talents being superior)
-Access to (1) Monk Ki-Powers
-Better Saves
-Social Talents
Cons
-Less Skill points
-No access to master tricks
-One less Talent (less than Ninja Tricks)
-Sneak Attack (for a generic build it's prolly slightly better)
-Access to more Ninja Tricks
-Access to regular Rogue Talents
-Evasion + Uncanny Dodge
-Poison Use (yeah that's a class feature...)
I think teisatsu is really strong for a non-caster class( TY PAIZO) and you can build one in differente manner. Laso he can copntribute really also in out oif combat situations, is a good archetype.
Yeah. that can sure be a problem. Although there are underwater crossbows.. Granted pretty harsh range increment (20? i think underwater but can fire normally).
I'm told fireballs are rather nasty in that kinda game though. For turning incoming ships into pyres of doom. I would imagine a fair number of people would have a solution for that though.
I don't know of anyway, other than a few spells (though their names slip from my mind) that can help with ranged under water though.
And there is something to be sad about having dimensional door, and rapier with your teammates.
Hard choice; although it sucks to be onesidedly hit by ranged attacks from another ship, that is outrunning your ship so you can't escape nor catch them close enough to board.
My necrocculist in a home game is working wonderfully. Level 12 mythic 1, so take this with a grain of salt but I was able to have both a high int and str, boosted by a transmutation implement. Wade into melee with a falchion and enjoy. Abjuration is a great school to stay alive in melee, necromancy is better than people give it credit for (excellent save or suck), trans to hit harder and get around the battlefield. I also took evocation because we didn't have an arcane caster. Main point is occultist can do whatever you want it to, just place your mental focus carefully. I made an incredibly versatile character for my party's odd needs, but I'm loving the class.
^this, i want to be the utility character, the fill all the roles. In my group there are a barbarian a Fighter and a rogue
In last days i tried to build an occultist for a S&S campaign.( we use 25 poiints build and hero points- i choose to take a feat and no heropoints)
I pick the half elf for race( with child of the sea and fey toughts)
For stat i use
STR: 14 DEX: 14 CON: 14 INT: 19( +2 is here) WIS: 11 CHA: 7
Feat: skill focus( linguistic) - bonus - orator - 1st lv - amateur investigator - heropoints -
trait: Vagabond Child, Pragmatic Activator
skill: linguistic, profession( sailor), swim, sense motive, UMD( only to odds lv), 1 rank in knowledge( any level a different one) are the top ones.
One of the implements is divination, the other one i don't konw and i'd like you help me to choose.
Unnamed Hero
Male human (Ulfen) occultist 1 (Pathfinder RPG Occult Adventures 46)
CN Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee rapier +0 (1d6/18-20)
Ranged light crossbow +2 (1d8/19-20)
Implement Schools (6 generic focus)
Conjuration (mirror, 0 points) Resonant—casting focus; Focus—servitor
Illusion (ring, 0 points) Resonant—distortion; Focus—minor figment
Occultist Spells Known (CL 1st; concentration +6)
1st (3/day)—cure light wounds, illusion of calm[UC] (DC 16)
0 (at will)—create water, ghost sound (DC 15)
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Statistics
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Str 10, Dex 14, Con 14, Int 20, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 12
Feats Orator[ACG], Skill Focus (Linguistics), Wasp Familiar
Traits pragmatic activator, swamp rebel, touched by the sea
Skills Knowledge (arcana) +9, Linguistics +12, Perception +5, Profession (sailor) +5, Sense Motive +5, Sleight of Hand +6, Spellcraft +9, Stealth +6 (+8 in swampy terrain), Swim +5, Use Magic Device +9
Languages Aquan, Common, Elven, Halfling, Infernal, Polyglot, Skald, Undercommon
SQ implements 2, mark of slavery, mental focus (6/day)
Other Gear leather armor, crossbow bolts (10), light crossbow, rapier, 84 gp
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Special Abilities
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Cloak Image (1 minute) (Sp) 1 focus: hide your appearance behind an illusion, as disguise self.
Conjuration (mirror) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.
Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion (ring) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.
Implements: Crystal, hat, mask, prism, ring.
Implements (Su) Gain a series of items which grant access to schools and powers.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
this is what i build, first level i pick orator because i like to speak a lot with my charcters. He was enslaved when he is a child, but when the slaver goes in a brothel he was freed by the prostitues and he works here like handyman. he found the "implement item" and start to study secretly the arcane power, than he decides to leave for going to peril port etc etc
That's the psychic-casting occultist class, not the occultist archetype of the arcanist class?
Assuming the former it depends what you want the sorc/wiz replacement to do, and when. They can get teleport... but at 13th+ level, not at 9-10. They can get fly (& similar effects) at 7th+ level, & overland flight at 13th+. They get a bunch of battlefield control & disabling spells but not all of the best - color spray & create pit are missing for example, though glitterdust is available.
While they won't have enough endurance out of their spells alone they will be able to use their implements to cover some combat actions, and they may even be able to swing a sword usefully. It really depends if the restricted and delayed spell access is too much of a problem for you or not.