Mathus Lelspith

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Tabletop game, 3-5 players currently + GM.

Too smart for our own good, not smart enough for any one else's.

We play every other Saturday, 1 pm - 10 pm or later.

All take turns running campaigns.

Pathfinder 1.0 - All Paizo rules used.

Current players are 30s-50s.

Will teach.

Looking for a gamer, not necessarily a power-gamer.


Right mates, I need a critique of a character I’m bringing into a 7th-level homebrew campaign.

House rule is the character must be 2 gestalted classes and have healing capability.

I want to be able to melee vs undead and evil outsiders and otherwise let the party tank do the melee while I sit back and blast with spells or plink with ranged attacks – undead, ranged, and blasting are areas where the party is weak.

The party is strong on healing of course, as well as melee, sneak attacks, knowledge, perception and skills in general.

Stats –
Str 13, Con 10, Int 10, Wis 10, Dex 20, Cha 20

Race: Ifrit

Classes – Elemental Sorcerer & Virtuous Bravo Paladin

Feats accrue according to House rules and the following are my current choices -

Eschew Materials (Sorc)
Spell Focus - evocation school
Quickdraw – to aid Swashbuckler deeds per Virtuous Bravo
Craft Wands, Rods, & Staves – I’ll make some blasty wands to free daily spells for other uses
Precise Shot
Point Blank Shot
Extend Spell – to keep Mage Armor, Heroism, Protection vs Evil etc up all day
Dodge (Bloodline feat)
Dervish Dance
Next up will be Rapid Shot & Cleave

She will not use armor, but should be walking around with AC 21 as long as Mage Armor is up.

She’ll have the Ifrit alternate racial trait, “Wildfire Heart” for +4 Init, so Init won’t need additional help.

Per Swashbuckler Deeds, she should be using a light piercing weapon and I’m thinking a scimitar will suffice since the Dervish Dance feat makes it a piercing weapon.

Magic items have not been addressed yet, but I’m hoping Str help, bracers of AC or rings of protection are involved.

Suggestions, validating comments, disapproval, wry witticisms – all are welcome ;)


Hello Rapscallions –

I’m currently playing a 1st-lvl N/E Tiefling Sorcerer in a pirate campaign.

The character has powers and abilities and evil impulses but does not know why. Studying isn’t her bag, she can just cast spells and do Tiefling stuff, but, though her irises are red she does not know she isn’t human yet. She had to defend herself on the streets growing up and had a tutor for swordplay and archery in adolescence, giving her some facility with weapons and light armor.

I had a progression in mind through 20th lvl (gearing for Eldritch Knight) though the campaign won’t last that long, but dammit, I started thinking and now have too many permutations in my head! ;)

So what’s a few more?!

My 2nd CL will be ‘Slayer’ from the 2013 ‘Advanced Class Guide Playtest’. If you’re not familiar, it’s a blend of Rogue and Ranger that gives feats every other level, full BAB, and sneak attack abilities, w/o heavy armor, bravery, weapon training, or armor mastery.

This was the DM’s suggestion so it’s fine. Beyond that I’m now unsure.
CR, APG, UM, UC are all allowed, as is other source material cleared by the GM on a per-case basis.

The character’s strengths are Dex & Charisma, but her other stats are all at or above 10.

There are enough NPCs on board so that party make-up and tailoring myself to fit in is not an issue, the only issue is fun, angling for survivability and versatility. I’m a compulsive dipper even though Pathfinder penalizes that in many cases.

“What are you trying to do?” – I’m trying to see what *you* would do in order to either firm up my ideas or give myself a new direction.

So what would you build?

Thanks all …


I need advice from you brilliant gameologists ;)

I'm starting play with a new group which will be running through a pirate setting.

My character is an old one from high school, an N/E dwarf whose orneriness, wantonness, and impulsiveness knows few bounds. He used to be a fighter/thief in the AD&D days. Personality is a combination of Joe Pesci, Tuco from Good, Bad, & the Ugly, and Keith Moon.

Parameters - start at level one; Core Rulebook, APG, Ultimate Magic, & Ultimate Combat allowed. I have no experience outside the Core & APG, and even my experience with those 2 is limited.

Stats - (could be off a tad since I'm going from memory from last Saturday)
Str - 18
Con - 14
Dex - 15
Int - 10
Wis - 7
Chr - 5

Starting as Barbarian for CL 1. This will be his only level in the Barbarian class; subsequent levels will be in Rogue, Fighter, and/or Ranger, but I have, as yet, no ideas on progression, archetypes, weapons, etc., pending lots of reading through the newly allowed books.

Other than eschewing spells, bows & crossbows, and anything heavier than light armor he could go any direction within the limits above.

Any suggestions to get me pointed in a direction would be welcome ;)

Thanks!


Hi All - long-time listener, first-time caller ;)

I'm new to Pathfinder but have been playing DnD since about 1977.

We've started a new campaign and the GM is experienced with Pathfinder.

My stats are -

-Str 8
-Con 8
-Int 16
-Wis 14
-Dex 18
-Chr 10

... and my original character idea was C/G human Ranger-archer, which looks much more interesting in Pathfinder than in 3 & 3.5.

I've read many threads here on the forum as well as Treantmonk's guide to rangers and Lastoth's guide to archery.

We are limited to the Core Rulebook & Adv Players Guide.

I'm getting the vibe that this will a lower magic campaign as far as items go.

As we are still 1st level we're still figuring out where we fit.

I never like playing a one-trick pony so at least a few arcane spells and possibly Arcane Archer and/or Eldritch Knight have appeal.

The other characters in the party are -

- Oracle
- another Oracle
- melee Fighter
- Gnome Sorcerer - draconic bloodline - illusions and evocations
- Monk
- Rogue/Shadowdancer

An important question is, will the Gnome be able to carry the weight of the party's arcane casting needs?

If so, I'll likely go straight Ranger.

If not, I've given myself 3 options - all three take Magical Knack as a Trait - running them up to 15th level for grins ...

I. Ranger 6/Wizard 1/Arcane Archer 3/Eldritch Knight 5 (arcane caster 9)

This option will be heavy on archer and will supplement the gnome if he's doing well with the arcane stuff.

II. Ranger 3/Wizard 3/Eldritch Knight 9 (arcane caster 13)

This option will let my character do more casting and still be a capable archer.

III. Ranger 1/Wizard 1/Eldritch Knight 10/Wizard 3 (arcane caster 15)

This will allow maximum arcane capability and still let me pay lip service to my archer concept and be the party's archer.

All 3 would err toward archery feats throughout the 15 levels.

Am I a flippin' genius? Or am I embarking on a path to frustration and ruin? :)

On the Wizard side, if the gnome will be an Illusionist/Evoker, should I be a generalist, or specialize in some way? I want to keep 'Gravity Bow' in the mix regardless.

I don't usually play arcane casters and with the new game system I have a little trepidation about being on the road to a dead-end.

That said, mini-maxing takes 2nd-place to the character for me. She has some intentional weaknesses - strength & con, not much armor, won't be riding a warhorse in contravention of Lastoth's advice, no Big Cat animal companion, etc. She will be avoiding melee at all costs and will have a good stealth score.

If it was you, what would you do?

Thanks all!