Chrisasaurus_Rex's page

Organized Play Member. 33 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


I have recently rolled up a paladin for Emerald Spire and decided on going the Shield bashing route. Down the road I intend to use a heavy shield and compliment it with armor spikes. Allowing a free hand for Lay on hands and spell casting. Though not super optimized here is my planned feat progression.

Suli Paladin
1- Improved Shield Bash
3- Two Weapon Fighting
5- Double Slice
7- Shield Slam
9- Spiked Destroyer
11- Shield Master
13- Bashing Finish

Shield slam and spiked destroyer have great synergy IMO, and free attacks and damage is always welcome. Though might need to tinker around to see if Dual Enchantment could be worked in there somewhere.


1 person marked this as a favorite.

Might suggest taking a look at Investigator. Will be able to rock quite a few of those social skills. Inspiration can re-flavored as noble upbringing. Not only that you are proficient in the sword cane, a noble's weapon if there ever was one.

If you are not a fan of the alchemy/extracts side of it, sleuth archetype replaces it with a pool of luck that again fits your flavor better.


Greetings all,

Thought I would seek some feedback for an encounter I plan on running during a one shot session next week.

Quick Background, running a pretty standard village in the middle of nowhere has the baker's daughter go missing. Final confrontation is planned with a harpy but before that the party takes off down a rocky road with a another wagon in hot pursuit.
Click on spoiler for details, pardon the mess of grammar and any spellings.

Spoiler:
5. The Chase
Silas urges the horses down the old dirt road and the last thins the party sees is Boris and the other deserter head to the 2nd wagon.
The wagon is bouncing down the road, only the light of the moon helping them see. Each round a character must make DC 8 Acrobatics to not be jostled allowing a full turn. A fail by 3 or less allows for either a standard action or a move action. 4 or less loses a turn as a sudden lurch leaves them stumbling.

Silas yells back that there might be some oil flask in one of the crates, but ask that they don't use it all. A DC 15 perception check will also spot a Quick striker, allowing the oil wicks to be lit as a free action. Otherwise the wicks must be lit by a torch as a move action with a 5% chance of spilling oil on the wagon, causing 1d4 fire damage and damage point of the wagon.
Each wagon has 8 damage points.

The party soon sees the other wagon come barreling down the road quickly covering the distance. The lighter wagon has a single driver with Boris standing at the seat, using his whip to urge the horses to a breakneck speed. Either Boris or the wagon driver can be targeted but the unsteady terrain gives each a partial cover ac of 22. The wagon has a touch ac of 12, and each lit oil flask will due two points of damage.

On the 2nd round after Boris appears along with another deserter, riding the other wagon, they slam into the side of the party's wagon. The impact inflicting 1 point of damage and needing a DC 12 Reflex save to prevent the party from falling prone, and allowing Boris to jump over. He proceeds to fight using his whip.
Rd3, A shadow crosses the party, and Mildrana screams. The dc to retain a full action increases to DC 10 as Silas panics and takes the wagon off the road and down the rocky hills. The enemy wagon again slams into them with again each preceding rounds till caused to be destroyed, each slam requires a DC 12 Reflex.

Rd4, Instead of attacking the party, if Boris remains alive he attacks Silas , wrapping his whip around his throat. in a panic Silas drops the reigns. mildrana alerts the party. A PC may attempt to grab the reigns and take control with a DC 14 ride or handle animal.
Rd5, The harpy returns and begins her song DC 14. If Silas was still driving he immediatly is captivated, dropping his reigns as listed above. If Boris is still alive he stops fighting.
Rd6, A DC 13 Perception finds the current path suddenly drops off, if able the one holding the reigns can attempt a ride check of DC 15 to pull the wagon short. If the check fails, or no one holding the reigns the wagon goes over the drop. The wagon breaks its axle and the PCs each take 1d4 non-lethal damage as they are scattered. If Boris was still alive he is thrown from the Wagon, hitting a rock and breaking his neck.

I suppose what I am looking for most is the answer to the golden rule; Is this fun?

Two goals in mind, allows the harpy to use her song without putting the party in any real danger if they fail the save.

Thank You in advance.


Might be worth considering the Aldori Swordlord. Flavor is perfect for what he might be looking for that and can lead directly into the Prestige class of the same name. Slashing Grace makes a Dex build less of a trap as far as damage. Not only that but Swordlord also stacks with gladiator, makes a very impressive dueling character.


I like it.
"Special: This feat is available to weretigers, weretiger-kin and those who associate with these creatures."

Might take some DM permission, but I think it can fly.

The only tweak I see if taking Deadly Range as the FCB on level 6. Having a range of 40' to sneak allows a lil more wiggle room for a 5' step back once I get my scare on.

Thanks


Thought I would try an Archery focused build.I guess the group I'm playing with just finished chapter 1. Pretty high rolls for abilities so I really don't need to be over optimized.

Human, Slayer,
Str 14
Dex 20
Con 14
Wis 16
Int 14
Cha 12

Traits- Giant Hunter, Child of the Streets (Sleight of Hand as class skill)

We play with the house rule that if you take a flaw you can have a bonus feat.
1st level Feat - Point Blank Shot
Human Bonus- Deadly Aim
Flaw Bonus- Weapon Focus (longbow)
Combat Style Feat- Precise Shot
3rd level Feat- ?

I'm not sure what I want to build towards at this point. Should I go along the Snap Shot route? In which case I would think Combat Reflexes would be the next choice, either that or Rapid Shot.

My other question would be is it worth it to put any feats, talents into sneak attack. My first thought is that for such a ranged focus character it might not be worth the investment into something that isn't a guarantee.

There is a good chance that things might go Mythic as well.


I would think Slayer would jump up to the top of some list. Full BAB, Archery Combat Style + Combat Trick Slayer talents will give him the feats needed. Studied Target will nearly cover any attack bonus lost to Deadly Aim as well as adding even more static damage on every arrow. Sneak Attack really doesn't come into play that often, but is pure bonus when it does.


@ DeltaOneG. Thanks for the heads up, that kind of exactly what I was looking for, more behavioral. I just went about asking for it in an odd way. Thanks to everyone for their suggestions. I think the ghost template might have to wait for a bigger plot consideration. This might be a good warm up introduction to the fact there was once a much older society in this "quiet region."


Both are still level 1, so I have to watch the potential to kill them in one bad roll of the dice. I like the Ghost variant, might run with that. Might see about the "possessor" being an object inside the ancient structure more then a actual being. Depends really on how they handle it. As new players they are coming up with very creative solutions. I half expect them to just rig some explosives and blow the tunnel.


Hi Everybody!

I am currently running my brothers through a home-brew world. Both are pathfinder novices and as I am still new to GMing I've been keeping things pretty simple. Core only options for them, while I run things more like syndicated tv show then a standard save-the-world quest. Our third session is coming up later on tonight and I was looking to bounce some ideas around the internet.

Character 1 is human a sword and shield fighter who just looted a masterwork longsword from a bandit leader. Character 2 is a switch-hitter ranger. The pair is traveling with a dwarven cleric of Cayden Cailean and their current employer a halfling merchant.

The small party is approaching a small mining camp where the next adventure awaits. Trope and cliche heavy as it is, think I am going to with a cave in type problem. Mining operations have stopped, monthly quota needs to be met or lose charter, etc. On top of it all there has been desertions every night, even stalwart and committed miners have left one by one every night since the cave in. This is of course not desertions at all but the deliberate murder by the only "survivor"

Cave in revealed an ancient structure (don't you hate it when that happens) that is filled with negative energy. Centuries of menace and hopeless all that.. The "survivor" died with his co-workers but is currently possessed by the malicious negative energy spirit.

The question I have, is there a Possessed template? I was thinking of the dread zombie one, but I want the players to solve the mystery rather then the cleric spotting it right away. The previous sessions have been me introducing combat and wilderness skills to them, this one might gear around gather information and sense motive. With the zombie underneath will be introducing undead and damage reduction mechanics.


So I started to doing a lil tinkering with my build, well a whole of tinkering to be honest. I took the build up to level 8 just to see how he would look. He's lacking in defense but is pretty tough if you look at his damage. What I run into is his to hit is not as high as I would like. First time building a monk so want to make sure I'm not missing something important.

Breakdown of Feat and Abilities

Spoiler:

Trait- Heavy hitter: +1 damage to all unarmed strike
LVL 1-Master of Many Styles Monk
Fuse Style
Improved Unarmed Strike
Two Weapon Fighting
Double Slice
Dragon Style
Lvl 2- Brawler Fighter/monk1
Weapon Focus (Unarmed Strike)
Lvl3- Fighter 2/ monk1
Bravery
Boar Style
Power Attack
lvl 4- Fighter3/monk1
Close Combatant
lvl 5- Fight4/Monk1
Dragon Ferocity
Weapon Specialization
lvl6- Fight4/monk2
Evasion
Boar Ferocity
lvl7- fight4/Monk3
Fast movement
Maneuver Training
Still Mind
Improved Bull Rush
lvl8- Fight4/Monk4
Ki Pool
Bark Skin

Phew! That's a lot of words. Time for some context.

STR- 22
Dex- 16
Con- 14
Wis- 20
Int- 14
Cha- 8

Without any magic items saves are going to be 10/8/10. Full attack using Power Attack for Unarmed Strike is going to be +10/+10/+5 for 1d8+21 a hit. Those strikes can count as magic for DR and can choose between Blug, Pier, or Slashing. When unable to get full attack I can still use Bull rush to control the battlefield with a +17 CMB.

AC is a little low with out items. 19 Base with the option to use KI points for both barkskin and to add a +4 on a round by round basis.

So I am asking for criticism. Did I build something unplayable? Is my to hit to low? AC going to be an issue? Did I put to much focus on trying to raise Unarmed Strike Damage at the cost of some of those cooler monk abilities?

Also double check my maths when it comes to damage please

Spoiler:

Str- +6
Str .5- (dragon ferocity) +3
Trait- +1
Close Combatant- +3
Weapon Specialization- +2
Power Attack- +6
= +21

A mighty thanks to the board.


Far as trait choice I'm torn between Bullied and Heavy hitter. If I stick with current build I think the heavy hitter might be the best. That +1 damage has more long term usage.


Thought I might see if I can bounce some ideas off the boards. This is for a back up character for a RotRL games. Playing a witch right now, and his lawful good cackling behind has seen 3 party members fall in the past 48 hours of in game time. Both he and I are thinking about his mortality.

Want to give monk a shot, board-hate aside. Stats rolled are 16,16,16,14,14,8. Plus 4 points to add to that as I will. Array wise I'm thinking of taking the Dual talent racial trait for human for final stats of

STR- 20
Dex- 16
Con-14
Wis-20
Int- 14
Cha- 8

Now for crazy monkiness- Hungry Ghost Qinggong Master of Many Styles. Other then the problem of fitting it onto the character sheet he's shaping up pretty good. We play with a system that allows an extra feat at level 1 when you take a flaw so I'll be taking advantage of that. If witch bites it I'll be jumping in at least 2nd level.

Feats-
1st- Two-Weapon Fighting
Flaw- Double Slice (DM ruled that in order to have full strength bonus apply to 2nd attack need to take this feat)
Monk Bonus1- Dragon Style
Monk Bonus2- Boar Style

I think there is a trait or two that help unarmed fighters so will taking that to go with a Runelord trait that fits concept.

All in all he's a packs a punch. To hit isn't terrible either. +4/+4 for 1d6+5 a hit.Tactic wise I'm thinking a charge in the 1st round (ignoring any possible difficult terrain and ally positioning) and if he looks like trouble or pesky mage hit him with a Punishing kick. At +8 to hit and a fort dc16 save for him to stay standing. Round two hit him while he's down for a +8/+8. If they both connect his flesh is torn for 2d6 bleed damage.

Thats the plan at least.
Any suggestions other then the standard "Don't play a monk!"?


Well the good news is my newly painted mini will live to see another battle mat. The ninja was not so lucky as she came down with a quite acute strain of death at the hands of a coup-DE-gracing gecko maw. Our two person unlikely commando unit entered the fortress relatively quietly after dispatching some sleeping goblin dogs and pickle loving goblin sentries. We were able to gain access to one of the parapets but didn't have anything to signal in case our fighter friend was able to mount a rescue. Buying a mirror will be the first of my witch's purchases.

We went back into the outpost more to look for anything to start a signal fire then anything else. A door or two later we run into a goblin tribal leader/king and his kamikaze warriors. The resulting scuffle alerts another band of goblins behind us, cutting off our escape. A ten foot wide 15 foot long hallway kept them enveloping us as my witch filled the corridors with flames, unleashing burning hands as little more then a delaying tactic. A spirited charging goblin chief was too finally too much and things were looking grim. At the last moment our fighter appeared with a motley crew of reinforcements and we were able to turn the tide.

So a little good positioning, a little dm help, and just a touch of dumb luck and the witch survives. His friend is dead, and now he is going to have to come to terms with 3 deaths within his party in 2 days. The session ended as a female goblin came walking into the room oblivious to the carnage around them. On impulse my witch grabbed the the crown that was on the goblin chiefs head and put it on his own. We'll see if my witch who can't lie his way out of anything can do with this.


Session is tonight, so I should have a fun recap up tomorrow. I just finished painting my mini last night so of course I am expecting a hubris influenced death. Last campaign I put off filling out a player folio. When I finally cave and fill it out, the session I bring it to ends up being the last one for that particular campaign.


My character was very suspicious of the bridge, I had the DM describe it several times. I lacked any true knowledge engineering then bombed my straight INT roll. Instead I suggested the most sneaky of us ( ninja) cross and inspect it. She interpreted it as look for enemies. If she was a straight rogue her trap finding would have kicked in but not so much for a ninja.

I'm liking the spell tactics I'm here, just worried about action economy. Those little vicious goblins mve pretty fast and usually in groups. If ninja can keep them off me I think we'll be okay. I think the thing I'll take to heart is play the super Intelligence correctly. I have a bit of habit of over thinking and elaborate planning while the rest of the group is an act first type of mind set.

To be honest I'm excited how it worked out. Gives the surviving heroes a chance to play against type. The Witch has always been more then happy to let others get their hands dirty, now he's forced to step up and get involved. The Ninja is an painfully shy fletchling who is suspicious of everything, now her life is the hands of another. Their survival depending on how much they trust each other. The fighter is laid back follower, now has to lead a rescue to save her friends.. That's good story telling. Accidental but man if it isn't fun.


The swimming to shore idea might be worth thinking about. Its not quite Leroy Jenkins time, but it is tempting to think about going in like Big damn heroes.
Here's a list of the spells my witch knows.
lvl 1
Burning Hands, Charm Person, Command, CLW, Ear Piercing Scream,Lock Gaze, Mage Armor, Obscuring Mist Peacebond, Ray of Sickening, Sleep, Unseen Servant, Ventriloquism
Lvl 2
Enthrall, Glitterdust.
Like I posted previously I loaded up on Burning hands as its the only crowd control I have. Sleep is full round and would make too good of a target with all my hand waving.
Hexes
Cackle, evil eye, fortune, misfortune.

In a pinch, say we get surrounded, I can keep the ninja under fortune while raining fire out of my hands.


She's a stealth focused high dex fletchling. Stealth isn't her problem, but it is mine. Even with a decent dex I've pulled a "I ROLLED A 4!" stealth check. Doesn't help that one of my flaws is guileless, so I take a penalty to any bluff checks. Hard to even convince goblins when you don't believe your own lies.

I think our best bet might be to pick favorable ground and try to put them into a choke point. She's got a reach weapon and combat reflexes and plus it maximizes the potential of burning hands to be effective. I of course can see that going very badly. The other option is creative use of charm person, but again run into the guileless character flaw.


Rise of the Runelords

Spoiler:

This is the goblin fort at Thistletop.

The only way to and from the outpost was the bridge that was burned. There is a little beach area but no signs of any watercraft. We already discovered that the waters may not exactly be friendly and neither of us are geared towards a long swim anywhere.

The ninja is a walking armory but of the eastern exotic variety. I have my handy dandy knife but loss my crossbow when the bridge snapped. We did a little circuit of the outpost and there is barely 5 feet on most sides before an 5 story fall into the ocean below.


Things took an interesting turn last session.

Spoiler free long- version goes like this.

Spoiler:

Party consist of a ninja, magus, dual-wielding fighter, a witch(myself), and an NPC cleric. Ahead of us is rope bridge about 10 feet wide. We walk up to and test the rope, inspect to make sure its sturdy enough, looks legit. Ninja crosses without incident, followed by the magus. Everything seems great at this point and so I start to cross. As I am about halfway through fighter and cleric both start their trek.

Rope bridge comes apart as an unseen trap is triggered. Only one rope now crosses the chasm and luckily the witch and fighter grab hold of it. Not so luckily the cleric does not, down she goes. Red mist the only sign of her when someone glances down. Fighter quickly pulls herself up the ledge where we started, and witch hooks his legs up to start the treacherous swaying rope towards the ninja and magus. The two of which are so busy looking at what happened to the bridge that they don't notice a band of goblins who also have to investigate.

Things only get worse as two goblin commandos appear. Soon the ninja and magus are fighting them off while witch is moving very slowly the rest of the rope. When the witch finally crosses he sees that the only goblins left standing are the two commandos. He calls out for the fighter to cross as fast as she can things being desperate. Being forced to make the choice between using a potion to bring back the bleeding out ninja or fighting off the goblins with the magus he decides on the former before moving towards the magus. The magus not telling anyone he was staggered, kills one of the goblins, falling unconscious himself. The last goblin goes for the killing blow and with only a fool's chance to stop it the witch fails his attempt to disarm the horse chopper. He watches in horror as the goblin strikes the magus' head from his body.

Dead magus is bad enough, but due to his strange heritage the moment he dies a fiery explosion takes place. This fire kills that homicidal goblin, but also catches the remaining rope on fire. Witch grabs ninja, pulling her away as there is nothing they can do about the rope. More goblins and their goblin-dogs approaching, the two run off to find someplace to hide. Fighter is making her way no back to the original ledge avoiding arrow fire as the goblins make a game of it. Fire finally burns through the rope, cutting her off from her allies, but allowing her to climb up. Alone, wounded, the fighter does the only she can think of, heading back to town for healing and to muster reinforcements.

Sum up time- and what Im asking for.
Witch and ninja are stranded, an entire goblin outpost knowing they are there. Fighter is heading to town to try to mount a rescue. Magus and cleric are super dead. Ninja is at about 1/2 health and witch isn't too much of an offensive power as he much prefers hexing and assisting then direct firepower. Forced into a much direct role he's prepared quite a few of his spells as burning hands, CLW.

There any clever ideas or tactics I can go into the next session with?


My favorite Crit so far as been a critical fumble, but a truly epic one. Our group had just started the Crypt of Everflame module and me and another player had spent two weeks making up a twin brother sister half orc combo of hurt. With the sister being a bard and the brother a barbarian with a cross-class skill point in perform so he could keep time on the drum slung on his hip. So Bard-barian is ready for some action.

We leave town and come across 3 threatening orcs, our attempts to engage are met with threats and one attacking Drohgo the Barbarian, combat ensues. Sister bard uses a whip to trip the orc right next to her brother. Orc attempts to stand up, AoO, awesome! Because Drohgo is in a rage, already using power attack,

Roll 1, draw car from deck.. Roll for damage against adjacent party member..

So sister orc, who has such a lovely voice, takes a ill aimed Greatax to the throat, 1d12+10, rolling a 9 for a total 19 points.. The math for that = one very dead half orc bard

At that point I did the only thing possible, had drohgo throw his ax as hard as he could in one direction, and have run away tears in his eyes in the other..

Needless to say it ended that session and Drohgo bad-Brother was born.


I get what you guys are saying, but I think I was over selling his versatility a bit. By going arcane Duelist for my bard levels he becomes quite a bit more of threat in combat.

Lets look at lvl6, and a 25 point buy.

Mazjek the Brave

25 pt buy.
Str- 16 (15 + 1 lvl4 increase)
Dex- 16
Con- 12
Wis- 12
Int- 9
Cha- 16 (14+ 2 Racial)

BAB is a +4, Same as it would be for any 3/4 class.
Saves are pretty darn solid, Fort= 4, Refl= 9, Will= 4

Feats-
(lvl 1) Weapon Focus - Glaive-guisarme
(Fighter 1) Combat Reflexes
(Fighter 2) Gang up
(Lore Warden Bonus) Combat Expertise
(lvl 3) Lingering Performance
(Arcane Duelist Bonus) Arcane Strike
(lvl 5) Spear Dancer
(Ninja Trick) Combat Trick- Dazzling Display

Round One- Inspiring Courage
Round two- Dazzling Display at a +15
Round three- Attack at reach twice (use of ki point)

If targeting someone being attacked by two other allies can also apply sneak attack damage.
And plus gets 3 potential AoO per turn, which if they hit leaves the attacker at dazzled.


So I will be giving the exact details of the build later,including some links for the specific feats, but thought I would throw out my concept right away.

I'm thinking of a multi-class build focusing on a reach weapon. My thought is using the synergy in charisma with the bard and ninja. Namely the feats Gang up, and Spear Dancer, & Dazzling display.

A two level dip into Lore Warden would help with some hp, fort saves, and as well as all those lovely feats.

Half elf alternate racial ability into a single exotic weapon proficiency is nice, but a Suli could be fun as well for an exotic touch.

My concept is a melee controller who can debuff (Dazzlings with spear dancing, Intimidate which would be a pretty high number to save against) inspire confidence and the ability to use a wand of CLW, as well as scoring some sneak attack damage & ninja tricks.

This character is also going to be an ultimate skill monkey for out of combat, and a good chance of being the face.

Full build up will be posted later, but would love some feedback on the idea.


Good point about being vulnerable while summoning. I totally agree with you as far as the utility of Summon Monster. Plus they can be great mage killers too.

"Oh look a drow sorcerer is blasting up on the ramparts to busy to look up...and now a aurochs is dropping from the sky right above him.. Well, that takes care of that."

Hopefully the pure archer ranger and blood thirsty fighter draw more attention. In combat I see myself more of buff/debuff controller type. Never being flashy unless things go south. that and focus on enemy casters.

Question about ScrollMaster, is Weapon Finesse available for Scroll sword?
I think I remember reading that. Might be worth a feat to at least use the Dex to keep people off my squishy wizard.


I was thinking of the combination of Spell Focus (Conjuration) Augment Summoning combo for my two 5th level feats. Summon Monster 3 becomes available at that point, which I believe to be the first of the Good summons. Plus +1 Dc to save for spells like Stinking Pit, Black Tentacles, etc would be nice.

7th level I think will go to Improved Familiar, unless I change to the Scrollmaster archetype which I might still do. Though I already have named my hawk Haran...

So for feats I think I have the following plan, and I know its not very Optimized but it should still help on my way to become arcane demi-god.

1st- Cypher magic (flavor & +1 cl of scrolls is sweet)
1st( because dm let me trade in two traits for extra feat) - Breathe of Experience- +2 to all knowledge checks, all checks untrained. My INT is already high and being a knowledge dump screams wizard to me

3rd- Craft Wand - this I think helps make up for the lack of school slots with enough money.
3rd- (Arcanium Crafter) This is the one most in the air, but Spell Focus or maybe even Toppling Meta-magic

5th- Spell Focus Conjuration
5th- Augment Summoning

Then, if im still alive, who knows.


Just realized my post could be seen as intentionally being contrary. Not the case. All input is appreciated.

I thought about witch, if only for the mental image of taking the hex which would allow me to strangle two halflings* with my handlebar mustache.

*See also kobolds, children, gnomes...

OUr Ranger is in fact going skirmisher, so there won't be any cure help from her. But Our Dm likes to run tag along npcs, and already is making a heal bot to help with some of that.


Thanks for the quick responses!

I was looking at scrollmaster, and i did like the flavor of it. Arcane bond isn't too much of a price to give up either. Though I was looking at starting with a hawk. seemed a good fit in the wilderness. Then Improved Familiar at 7.

There is a good chance I might be able to overcome my "But I want to cast All the Magic!!" tantrum, but I don't see why I generalist can't be effective in Pathfinder.

The extra slot per spell level is nice, and I am already feeling the famine of only have 2 level 1 spell slots, but with enough time and resources to compile a scroll collection what other benefit is there? Some school abilities are cool but nothing world shattering.

My goal is to be extremely flexible both in and out of combat. Kingmaker seems to have enough downtime for this build to be possible.


Group I am in is starting Kingmaker here in a week or so and Im going to be playing my first wizard. Stats were rolled, and can still be reassigned.

17
16
15
14
13
10.

Those are pretty good rolls all things considered. Was leaning towards elf, so final stats would go like this

Str- 10
Dex- 18 (+2 rac)
Con- 13 (-2 rac)
Wis- 13
Int- 19 (+2 rac)
Cha- 14

Typically Charisma would be the 10, but my other three teammates are a human Ranger, human monk, and a homebrew fighter. Average Cha is a 7. If they want to let the wizard do the talking, we might be in for some interesting social encounters.

My concept for the character is to be Knowledge expert, Swiss army knife, Crafter, and Counter-speller. Far as combat damage I figure I'll just let the melee people do what they do and always be ready with an ace in the hole.

Wizard school I am going for the Arcanamirium Crafter Universalist, one for the free feat, two I just had a hard time picking opposing schools. I know the lack of extra spell slot might hurt, but i hope to augment some of that with making scrolls.

DM is letting me forgo two traits in lieu of extra 1st level feat. I went as far breadth of Experience and the Cypher Magic from the Inner Sea Guide. The experience lets me play the knowledge dump i enjoy playing, where as the Cypher Magic goes hand in hand with my plan of being a walking library of scrolls...

Still none of this is set in stone and would like to hear some suggestions critiques. Here is my current out look for feats

1- 1st level
1- DM kindness
3- 3rd level,
3- School power
5- 5th level
5- bonus feat.

6 feats before lvl 6 isn't too bad, but I still don't want to waste one.

thanks in advance.


Hello there,

First off thanks in advance for any advice. Starting Kingmaker here in a week of so and I am having trouble deciding what character class I want to go with. I am leaning towards either a Wizard or a Sorcerer with the Sage bloodline.

My concept is a very intelligent, plotting, Machiavellian, "power behind the throne" concept. This will be my first arcane casting character. The group is so far, a back-stabby rogue, 2 handed fighter, monk, barbarian, and a cleric. because of the prevalence of front line fighters I was planning on being more of a controller. Which again fits in with my concept idea of a mastermind who prefers not getting his hands dirty.

Far as Race I am leaning heavily towards Human primarily for the favored class alternate bonus of getting a new spell known which would work best with the sorcerer to close the gap between versatility.

I much prefer the spontaneous casting aspect of the Sorcerer, plus he opens himself up to plenty of rping potential due a being the "black sheep" of a arcane family.

The wizard's advantages are larger knowledge skills, better suited for magic item crafting, ever expanding spell book. The arcane discoveries in UM have some interesting possibilities.

I am interested in seeing the community's thoughts. Feat ideas are welcome too, as well as some 1st level spell suggestions.


Fatespinner wrote:
So, a feat that specifically caters to healing would effectively have an 11-level lifespan before becoming almost totally useless, while a general feat that could benefit all kinds of variable spells would be considerably more functional. Food for thought.

Would this be something that applied to all "Cure-Like" spells and abilities? Because I could see this coming in quite handy when applied to Channel Positive Energy and even Lay on Hands.


I had a thought. You could take a page out of the Rogue Talents for more efficient sneak attack damage. Where you would exchange all 1's rolled for 2 or 3. Seems like you would get a higher then average result that would scale with the player.


Thanks for the quick responses.

I am basing my little mini adventures on some material from pre-made modules. And my current DM said he's more then happy yo guide my through those first few stumbles.

Now to a few specific notes..

meabolex:

Quote:
What about simply standing trial? If the PCs are truly innocent, they have no need to escape. What will happen if the PCs decide to simply be lawfully tried?

Nothing is stopping them. But I wanted to perhaps either have the evidence stacked against them, either through circumstantial evidence, or an overzealous Inquisitor who will act as the first act's main antagonist. The idea being that the PCs are all strangers and this is what binds them together. I think it acts as a good bridge for just about any alignment. Finding the Truth,clearing their names, or punishing those who would try to use them. Whatever the motivation.

Also noticed that there is strong recommendation to stay away from achievement feats, but I see them very similar to the way traits work. I do think they could be very game breaking when the characters get to mid level or higher. What about making them more specific. Taking the Gilded Tongue example, maybe it would only be good against a specific race?

Also the links are much appreciated. Plenty of reading material for the weekend.


Well howdy there.

Let me start by saying I found this message board infinitely helpful. I’m brand new, wet behind the rping ears sorta speak, and have been playing pathfinder only for about 2 months. Thanks to the forum my first few character builds have been quite enjoyable to play. My Urban Ranger’s arrows were scary. Unfortunately he was put in a Save or die type will save vs a succubus..So there might be tieflings for our party to fight soon enough. My current Paladin is shaping up nicely, especially with his Keen elven curved blade..

My group’s DM is really looking forward to the Ultimate Combat and especially looking forward to playing a gunslinger. So I went ahead an volunteered to start dming. Its my first time, and although I already have a very solid idea about the start of the adventure. I was just looking for some advice for building the encounters, the pacing of how many challenges a party can face in one day or so.

Here’s a summary of what my plans are. The party is going to be either 4-5 people all starting at lvl1.

The Setting:

With at least one character playing a gunslinger I think a little adjustment to the tech in the world needs to be tweaked. Its either that or he’s going to have to make his own ammo, otherwise his bullets will become very scarce. I have a few different thoughts on this, but would love to hear some ideas.

The starting region is little backwater kingdom that had been conquered two generations ago. The adventure will start in the ruins of the old capital that has become the grounds of a grand fair for the local communities. during the festivities a diplomat from a neighboring kingdom is killed. And lo and behold the party is blamed. Either they escape capture right there, or break out of the makeshift jail. They learn that the only way to clear their names is to travel to the current capital, a two week journey or so away.

This is where the adventure really kicks off. I want to give the players a tough choice of how they get there. Prior to the diplomat’s death, I want them to meet a traveling circus/menagerie as well as merchant train. Giving them the option to join either, travel with them to the capital, or forgo that route and hoof it on their own. I have different game-play mechanics. The Circus I was thinking of giving them a chance to “perform” using their skills and make some extra money. Where as the merchant route might give them access to a mine or trading post they can invest in.

The on foot approach is more “typical” DNd adventuring, though its also the only path i currently have that has a more loot driven reward quest.

There will be four main roads/paths to the Capital, and on each path are different “quests” they can encounter. So even if they decide to go with the Merchant there will be two different ways they can get there.

I like the idea of adding “achievement” like mini-feats that are rewarded as the players progress. “Gilded tongue” might be a +2 bonus to Diplomacy checks if a character has in the past succeed against 10 Dip checks with a DC 15 or higher. For example. Of course all of these involve me tracking them in secret.

I would really appreciate any advice, or insights that you all may have.