I stumbled across this build before Slayers were around and it still remains one of my favorite "rogue" type of characters. You hit more than hard enough to disable bad guys and you have a pile of skills to be useful outside of combat. While the damage is non-lethal, my party actually found it more useful than killing everyone because we could question the survivors. Really, just a lot of fun to play and almost pure rogue. Human Unarmed Fighter 1 / Scout Rogue 9 1- Two-Weapon Fighting
I really like the builds you have created. The issue I have, as a somewhat new player, is that I can't always determine mechanically/conceptually what makes the build unique. I think for some of your most interesting builds, there are threads that explain them and I think that is what leads a lot of people to look deeper. I know there are a ton of builds, but maybe something that describes some of the concept behind each build would help. That way, people at a glance could see if it is a concept that works with what they had in mind. As it stands, I still have to give you kudos for coming up with so many builds.
I am a big fan of the "Erza Scarlet" concept from the show "Fairy Tale." Instead of a SciFi beast, think of it more as suit of armor that morphs to fit the situation. Use basic "buff" evolutions to represent the strength of the armor and then use the evolution spells for things like Skilled, Scent, Resistance, Fly, to change your suit into whatever is needed. It isn't as min/maxed as it could be, but you are more unassuming from a play standpoint. Nothing to see here but just another armored fighter. The great part is that the evolutions can give you a lot of utility if you're not so focused on melee crushing. From an imagery standpoint, there something entertaining to me about needing to be slightly more diplomatic in a situation and your armor morphing into something more fashionable and fancy in order to help with your diplomacy check. Or, you need to swim someplace and your armor changes into something resembling a speedo and some water wings.
I can't take credit for this build, as it came out of one of the threads on "building a better rogue." I have been playing this build for a couple of months now and it seems to be very close to what you are looking for. Perhaps there are more optimized builds, but I have found it to be very effective in and out of combat. You can hit for a ton of non-lethal and when needed you can talk, steal, or intimidate the answer to questions you may have. I play with a pretty low optimization group, so this build can be pretty scary with how much damage it throws around. However, the balancing factor is that you are essentially always going to be on your own separate damage grid. As an added bonus, if you play with a really blood thirsty group similar to mine, it is always nice to give the GM an opportunity to advance the story with one of the survivors you've knocked out. Human Unarmed Fighter 1 / Scout Rogue 9 Feats: (H=human bonus, R=rogue talent, F=fighter bonus)
Skills :
1. Alchemist Bomb Healer (Fun with AoEs and splash would be different, plus I think there is some potential for interesting status and CC stuff) 2. Skald (Not out yet, but I like hearing peoples thoughts about them) I would second a Battle Herald or any interesting "Buff" build. I"m trying to find an interesting support character and keep coming up short every time I look at Bards.
To answer some of the questions: -All of the encounters have been designed to take into account the lower magic level. For the most part, it hasn't been an issues just due to the size of the party. -The DM is ok with letting armor scale up if you go into tree form. Appropriately sized weapons would have to be made with wooden weapon. In the setting we are in, walking/talking tree shapes of different sizes are not unheard of. -The ranged build seems like an interesting variation and something we really don't have in the group. Although, it does minimize the usefulness of a number of the Wood Oracle revelations. It might be better to use a different mystery at that point (Ancestor?). -I have thought about playing a Buff/Debuff Witch (scar, fortune/misfortune) or a Bard. Your comments have me rethinking that. I don't really have any experience in either, so I'd have to make a new post.
The group is rather large but made up almost entirely of martial characters: 2x Inquisitor
We are playing in a world based on "Warhammer." Magic and magic items are pretty limited and dangerous in this setting. The magic rules are kind of weird: Level 1-5 you are caster level 1-5 and get the appropriate spells known and spells per day
I know that the group is pretty one dimensional, but with very little magic, it keeps things simple, fun, and fast. With this group, it is better to kind of go with the flow, but I wanted to bring something that had a bit more utility and could essentially make it's own magic items.
Hello everyone, I am very new to Pathfinder and am trying to create a Wood Oracle for a "low magic" campaign. In this setting, magic items are rare and essentially level 5 spells are as high as you can go until higher character levels. The reason that I want to build a Wood Oracle is that the revelations and spells seem like a really good way to make my own items and buffs in a world where a +2 or higher item is fairly rare. Additionally, there are some interesting RP items with the "Speak with Wood" and "Tree Form" revelations. For the builds sake, I would like to plan something through Level 10 or higher, with a 25 point buy. I'm really new to the game, so I am kind of basing things off of other stuff I have read, but here are my thoughts: Str>Con>Cha>Dex>Wis>Int Str 18 (+2 human)
I am really lost on Feats to take. My initial thoughts are that Wood Oracle revelations seem to give the most bang for the buck and it might be worth grabbing them as early as possible. H - Power Attack
Revelations
I know I'm not going to be as great as a true martial, but my thought was to create a decent combat character with a bit of utility. I also really like the idea at later levels being able to morph into a tree and create a club to beat on things. I know that technically you can't morph into a Treant until much higher levels, but I think my DM might allow me to use at least the "skin" of a Treant at lower levels. My question is what plant(s) would be good to change into? If I can give him some ideas, I think he'll work with me. Additionally, I'd love some help on spells and skills. I know the Wood Oracle spells are pretty good (shillelagh, barkskin, tree stride) but I'd welcome any suggestions on other spells and skills to look at. Extra heals in the group would probably be welcomed, so I guess I need to keep that in mind. Any help would be appreciated, as I am still learning a lot of this stuff. The only restrictions I have is nothing 3rd party. |