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Each level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Ok. I've got that, but... Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. Now, is the possible + 1 skill rank for a level in one's favored class in addition to the previously mentioned level/Intelligence modifier skill ranks? If that IS the case, then I could feasibly pick Fighter at 1st level as my favored class, never pick another class except fighter, and I could still get that additional skill rank each time I gained a level of Fighter? Also, would that favored class + 1 skill rank apply at 1st level? For example, say I've got a human first level Fighter with an Intelligence score of 12, and I pick Fighter at first level as my favored class, I could feasibly get 5 skill points per level, correct? 2 for Fighter base.
Sorry for repeating myself. I'm getting back into the game after at least a two year absence and I just want to make sure I'm doing this right. ![]()
From the Core Rulebook... "Upon reaching 4th level, and every four levels
So by my reading this means that a fighter can choose to replace a previously learned BONUS feat in exchange for a bonus feat being gained at levels 4, 8, 12 and so on. Now the fighter doesn't replace and old bonus feat AND learn a new one for that level as well, correct? ![]()
@Zark: As far as the Charisma goes, I'm playing this guy more or less as one step out of the Orc tribe that raised him, and not much more charismatic than a beast himself. I'll check with my GM on Manyshot. @ Mysterious Stranger: Ah! That's what it was. I didn't know where you had put the +2 so I didn't include that in my figuring. As far as your final statement aboux Dexterity, if I didn't have a Dexterity booting item though, I would still have that bonus. Even if I did, anything above a +1 item would be useless much the same, correct? @Father Dale: So what do you think would be an acceptable WIsdom score? You comment about Intelligence is exactly the reason I took a 12! :) We're starting at 3rd, so the timing of my choosing Power Attack and Quickdraw doesn't really matter. That's just the order I wrote them in. I haven't looked at the Spirit Ranger, but that does sound interesting. Primary melee weapon? Most likely either Greataxe (for flavor) or Falchion (for the crits). Honestly, I hadn't thought about carrying a shield/one hander. Thanks for pointing that out. Remember, Intimidation is a social skill! :) ![]()
@Mysterious Stranger: The order of those first three Feat choices isn't really relevant with us actually starting at 3rd level, so my selections at this point are basically simultaaneous. The Quickdraw would enable me to ready my melee weapon as a free action once enemies close, the basic intent of a switch hitter. Your ability scores suggest concentrating on Strength much like an earlier post, and I see both of your points. However, unless I've added my numbers wrong, yours is a 31 point build. I've pretty much settled on leaving the spell casting ability intact for the reasons listed above. The wolf is most definitely my choice for an animal companion. Iconic on it's own, and especially so with a half-orc. ![]()
@Kenderkin: In regards to Precise Strike, I may look into that for a later feat selection once the group gets going and I can plan it out with one of our melee players. @Deadmanwalking: So you're suggesting starting out with something more like Strength: 18, Dexterity: 14, Constitution: 15, Intelligence: 12, Wisdom: 14, Charisma: 7, boosting Constitution at 4th and then putting the rest into Strength? (I was going to raise Dexterity at 4, Constitution at 8, Wisdom at 12 [still keeping up with spell access], and Strength at 16 and 20.). ![]()
I'm looking at playing a half-orc switch hitter ranger (as per Treantmonk's Guide). I realize a human is perhaps the optimal race for this build, but I simply have a love of half-orcs. 25pt build, starting at 3rd level Strength 18 (includes +2)
Feats (starting at 3rd, so order for 1 & 3 don't really matter)
Opinions? Suggestions? Everything else will pretty well follow Treantmonk's guide. I was looking at maybe taking the Skirmisher from the APG, but I've never played a caster before, and figured that even what little spell ability a ranger has could be fun. ![]()
First and foremost, thank you Treantmonk for the excellent work on the guide. I'm looking at playing a half-orc switch hitter ranger. I realize a human is perhaps the optimal race for this build, but I simply have a love of half-orcs. 25pt build, starting at 3rd level Strength 18 (includes +2)
Feats
Opinions? Suggestions? Everything else will pretty well follow the guide. I was possibly going to take the Skirmisher, but I've never played a caster before, and figured that even what little spell ability a ranger has could be fun. ![]()
I'd really like to go ahead and take the plunge and play a full on caster, but do you think one of the "hybrid" casters (ranger...paladin...inquisitor...etc come to mind) first? Seems like if I'm going to play a caster, it would be easier/better to go ahead and go full caster and not have to worry about feats, etc. to try to keep my melee ability up. Seems simpler that way. ![]()
25 point build. He'll either be human or half-orc, so there's the + 2 to deal with. I would very much appreciate suggestions on how to place the stats for both a melee build and a caster build. I think I MAY have it down ok for a caster build... Str 12
If you think this needs tweaking for a caster cleric, please let me know, and how you'd suggest going about it. Melee builds...I just can't make up my mind how to place them for an effective melee cleric. Any help you could give me will be very much appreciated. Only one other time have I played a character that wasn't a fighter or barbarian (All D&D. I'm new to Pathfinder). I just felt it was time to branch out a bit and I want to get it right. I'd ask for help with the feats as well, but my GM has his own home brew pantheon of gods and has yet to tell me what their domains are (I expect that to be done tomorrow when we actually get together). Thanks in advance! ![]()
Ok folks. Looking at the Holy Vindicator prestige class, and I see this... "At the indicated levels, a vindicator gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the
AND "The vindicator’s class level stacks with levels in any other class that grants the channel energy ability." So if I am a cleric and I take ONE level of Holy Vindicator, am I really losing a whole lot? As far as I can tell, the only things I may be losing are some granted domain powers that would require 20 levels of cleric, and even that would depend on which domain I took. ![]()
Starting to lean towards the human cleric now. First, there's the bonus feat...'Nuff said. Then of course the Skilled racial trait and/or the Favored Class bonus could help me with skill points and allow me to lover Intelligence to apply the point to other things. With a more support oriented cleric, I'd use that last set of ability scores I posted... Str 12
Put one ability increase into Charisma and the other four into Wisdom. Any other suggestons on this part? Also, anyone have any suggestions for feats? ![]()
Not arguing here, but simply offering my explanations. He wouldn't fall behined the curve as far as gaining access to the higher level spells. With the starting Wisdom of 15, he'd be able to cast everything up to 5th level spells. By the time he got to 11th level and had access to 6th level spells, he's had two ability increases, taking his Wisdom to 17, giving him acess to up to 7th level spells. Following this same pattern of putting all his ability increases into Wisdom, he stays ahead of the spell access curve. He DOES fall behind a bit in bonus spells per level, and ultimately without 20 full levels of cleric misses out on two slots to his spell total, and some of the other assorted increases that come with that final level. I see the character mostly as a support character, primarily with spells. I know he can't do everything, but I also don't want him to take a full fledged hit to anything he does, so taking an ability below 10 is not something I want to do. Our GM uses a home brewed list of deities. The closest Pathfinder versions of the gods I'm considering are Torag, Desna, Cayden Cailean, and Pharasma. Wide variation there I know, but still deciding. Personality...I suppose that would largely be influenced by which god I decide on, his personality more or less fitting the god. ![]()
He's going to be either a human, half-elf or a half-orc, adding the +2 ability score bonus to Wisdom [already figured in] regardless. 25 point build, starting at 2nd level. Strength 14
I was likely going to start him out with a level of fighter for the weapon and armor proficiencies and the feats (especially with a human) and then going straight cleric from there. Would this be a wise choice? I'm new to clerics so would not getting that 20th level of cleric be a big loss overall? ![]()
Honestly, except for perhaps the drow and drow noble, I don't see a big jump in balance between those races I previously listed and the "core" races. Almost all of them have some sort of darwback/weakness that helps offset any sort of power spike, and the ones that don't REALLY aren't all that much more than your standard races. ![]()
I haven't seen anyone pick up on this quote from the op... "In addition he takes a -2 to charisma b/c he is a half orc." So you obviously have a house rule that gives this penalty to a half-orc (It's not in the Core Rulebook), and yet tou're kind of complaining about a half-orc taking a low Charisma? I don't know, maybe...don't give them this hit to their Charisma right off the bat? ![]()
Thanks for the advice so far, folks! As silly as it may seem, what I'm wanting to do is strictly use the fighter bonus feats for his combat skill and use the standard feat selections for the more...mundane things, like skill bonuses...saving throw bonuses...etc. Seems kind of silly and I know I will be behind the curve in some respects with combat, but I just wanted to do something a little different and make this fighter more than just "Hulk smash!". Keep 'em comin'! :) ![]()
Starting with the fighter class presented in the Core Rulebook and using only the bonus fighter feats (not using the standard lvl 1,3,5, etc. ones that everyone gets) could you suggest some builds for both a two-handed weapon fighter and a sword and board fighter? Starting stats are as follows: Str: 19, Dex: 13, Con: 15, Int: 10, Wis: 12, Cha: 10. ![]()
Getting ready to play a half-orc character. Charisma-wise, I'm playing him as a generally friendly person. Not someone who would inspire you enough that he could lead you through the gates of Hell or anything like that, but someone you probably wouldn't mind having a beer and making friends with. Number-wise, somewhere in the 10-11 range, so not really special, but not a pariah either. Now that's all related to his personality. Then there's his looks... I'm going to be taking the Beastial trait from the Advanced Player’s Guide (p. 19). Should that have enough of an effect on his Charisma to knock him below that 10-11 range? I know there's no rule covering it, but since the book definition of Charisma mentions a character's appearance, I thought I'd ask for opinions. ![]()
If you have a min/max player in the group, he's going to have one or more dump stats, period. His roleplay should reflect this, as should his combat role. The mental stats are obvious. If the min/max bottoms out charisma like so many seem to do, then he shouldn't be good in social situations no matter how well the player could potentially roleplay. If a character bottoms out strength, he shouldn't be able to hit as hard. If they bottom out, dex, the shouldn't be able to hit as skillfully. Power gamers shouldn't be rewarded in rp situations. There is plenty of leeway in how to make one of a class different from another. Feats. Alternate class types aside from the core ones. Certain classes are going to be able to do certain things better than other classes as well. A player has plenty of choices to find a fit for what he wants to play. ![]()
I don't think that orcs would be very tolerant of homosexuality at all. Male orc + female mate = offspring = more offspring = more status, power and prestige. I would think that in a same sex relationship between two male orcs that the less dominant of the pairing would be seen as weak anyway, perhaps even seen a "property", the same way female orcs are seen, and the more dominant male, since his sex with his partner wouldn't produce offspring, would be seen as dishonoring his people since he wasn't producing more warriors or breeding stock. And before everyone starts flaming me, please remember that these are NOT my opinions, but the way I see orcs thinking! ![]()
Funny thing is, there are many of us who don't see the issue here. There was actually a time when you'd sit at a gaming table and not see a single laptop plugged in. Well...because there WEREN'T any laptops, but... Buy from your local brick and mortar store if you have one in your area. These are the people who gave this hobby we enjoy life to begin with AND it's money into your local economy. Paizo will make their money too. Having a PDF file of a book is a luxury. For those who just HAVE to have one, perhaps some sort of one use only unique redmption code provided by Paizo that the retailer gives you when you purchase the actual book. I'm not big on the idea of the PDF'S anyway. I have to wonder how much money has been lost to Paizo AND local hobby shops because people have simply made copies for their friends.
About BD's NPCCIMRI STAELISH Female Human Rogue 4
DEFENSE AC 18, touch 15, flat-footed 18 (+3 armor, +3 Dex, +2 deflection, )
OFFENSE Speed 30 ft.
STATISTICS Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 14
SPECIAL ABILITIES No Racial Subtype You have chosen no racial subtype.
Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).
Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Heirloom Weapon When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, a +2 trait bonus on one kind of combat maneuver when using that specific weapon. Local Tough You were born and raised in the town of Longacre on the southwestern fringes of the Whisperwood, or at least have lived there long enough that you're considered a native. You've never been one for the quiet life, and have been considered a miscreant and reprobate since you were a child. As an adult, you've made something of a name for yourself as a thug, enforcer, and petty thief in town, hiring yourself out to anybody who needs muscle in exchange for a few coins. In the course of such employment, you've worked with another local troublemaker named Cimri Staelish and have become friends. Cimri has recently gotten involved with some shadowy, though powerful, characters, and as Hell's Vengeance begins, you and a group of other ne'erdo-wells have agreed to help Cimri burgle a tannery just outside town. With luck, this could be the start of bigger and better things than just working as hired muscle. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. In addition, you gain a +1 trait bonus on weapon damage rolls when you are flanking a foe with an ally. Magical Expertise (Ex) A counterfeit mage adds +2 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps. Minor Magic (Mage Hand) (Sp) You can cast Mage Hand. This spell can be cast at will as a spell-like ability. The caster level for this ability is 4. The save DC for this spell is 12. One of the Multitude City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. Power-Hungry You're addicted to power. You take a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Signature Wand (Ex) A counterfeit mage can spend 1 hour practicing
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. Weapon Choice (Kukri) (Ex) Dexterity to Damage with Kukri |