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*** Pathfinder Society GM. 128 posts. 1 review. No lists. No wishlists. 7 Organized Play characters.




Anyone have any suggestions on how you can make this work?


So I am looking fro some help on my next character. The idea I have is that it bring some really solid buffing to the group, with personal damage a secondary concern. Probably on a small race.

Option 1:
Magical Knack, maybe Fate's Favoured
Level 1 Order of the Dragon Cavalier
Level 2 Skald
Level 3+ Nature Oracle

Skald song w Lingering Performance brings a strong, easy to maintain buff, the Cavalier can spike the buffs a couple of times per day, the Companion will be pretty decent for action economy. Nice stat synergy with no need for Dex (although this is also a down-side in that the character's Initiative will suffer). The main disadvantage is the inability to cast Oracle Spells while being affected by Raging Song.

Option 2:
Level 1 Order of the Dragon Cavalier
Level 2+ Evangelist Cleric w Animal Domain
Again, a nice Animal Companion for Action Economy, this build has the advantage of being able to take advantage of Sacred Summons for added party buffs at higher levels, and higher level spells.
I understand there is a lack of synergy with Inspired Courage not stacking with the Order of the Dragon buff, but I think I can just see the Order group buff as being a once a day Swift-Action of the Bard Song, good for those occasions when you need to get a buff off as well.
I think this build potentially works better if wielding a bow 'threatens' (even if the minimal Feat allocation into shooting means the bow is actually light on overall value) for the purposes of the Order of the Dragon, as it seems better as a Dex build to be less MAD and means better Initiative for earlier buffs.
Option 3:
Level 1 Witch with Cackle and Fortune
Level 2+ Wizard or Bard?
At early levels Fortune is just amazing for characters rolling to hit, and Fortune is much better than any +1 or even +2 to hit. From level 5-6 when Fortune has started to become less of a thing, better buffs come online for the Wizard.


So I am rolling a new PFS toon. I do like utility and options in my characters and building them with synergies, even if those synergies aren't that powerful per se.
The concept is for a Dragon-heritage Nagaji, he's got the Cha and slightly haughtiness of the Dragon-heritage and innately above average Int of Dragons too.

S17, D7, Con14, Int12, Wis10, Cha 17

1. Draconic Bloodrager (6 rounds of claws per day), Gold Dragon
2. Lore Oracle 1 (Sidestep Secret)
3. Draconic Sorcerer (6 rounds of claws pd) taking Mage Armour and Enlarge Person, Silver Dragon
4. Draconic Eldritch Scion Magus (8 round of claws per day) probably taking the usual suspects of Shocking Grasp and Burning Hands, Bronze Dragon
5. DESM again
6. Dragon Disciple
7-12. DD levelling Magus for spells

The idea is to take a Reach weapon (probably a HorseChopper for Trip as well) early on until the build has enough rounds of Natural Weapons online. Later on it will be combining spells and the Natural Weapons. With Lamellar Leather and SSSecret on a Nagaji the AC will be 18, or 22 with Mage Armour which is not amazing, but is decent.
Socially it should be fun to play with decent knowledge bonuses and a relatively decent number of skills.
The question is Feats wise, what do I need?


Hi all,

New Pathfinder initiate well and truly hooked on this great hobby.

I have a Cleric and I am trying to understand his progression better. I gather that Channel Energy does not scale particularly well, but I am trying to get a guide as to when this is noticeable? ie by level 3 does it start to be noticeably weak, or is it more like level 13?

Cheers,
Conjoy