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Darkghost316's page
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Hi all,
I am starting a new campaign and I wanted to try a smart warrior build. As well, make him a two weapon warrior like a gladiator. Therefore, I was thinking the student of war would fit the bill.
Here are the stats. As well, all pathfinder content is avaliable.
Level 2 human Slayer
Str 18
Dex 12
Con 14
Int 16
Wis 12
Cha 7
My plan is to go as the following slayer4/brawler1/SoW10.
Slayer 1 - skill focus(Knowledge), combat expertise
Slayer 2 - slayer talent(ranger style[two weapon fighting])
Slayer 3 - iron will
Slayer 4 - slayer talent(combat trick[artful dodge])
Brawler 1 - toughness, improved unarmed strike(free)
Student of war 2 - improved two weapon fighting, bonus feat(kirin style)
Student of war 4 - kirin strike
Student of war 5 - double slice
Student of war 6 - two weapon rend
So basically im going to focus on my abiltiies to boost my attack and damage with studied target and combat feats from martial flexibility.
As well, focusing on knowledges for know your enemy ability and for the kirin style chain. As well i took focused study for the alternate race trait.
I will be using two Gladius as my weapons or should i go longsword and Gladius instead? What are your thoughts on the build? Is it efficient enough to do the job as a frontliner?
Thanks for any input, i appreciate it.
Hi all,
I am playing in a pathfinder game and I built a Dwarf Slayer, Slayer is the new class from ACG. So basically the concept for this character is a pirate. However, I am not sure how to utilize the class for this character. I am not sure if I should go TWF or Two handed weapon. Right now I went with strength and a big weapon. Also our DM gave non casters extra abilities like increase damage dice on category size is one example. Anyway, this is what I have built so far for this character and I am level 4. The DM will allow me to re-change some feats since we are getting use to these new classes. Any advice would be great to fit my pirate concept, thanks .
Dwarf Slayer lvl 4
Str: 20
Dex: 14
Con: 16
Int: 13
Wis:12
Cha: 10
Feats: Improved Initiative, Power attack*, Steel soul
Talents: Trapfinding, combat trick*

Hi all I am making a tough magic killing character for melee. So the barbarian fit that concept real well. We are using 15 point buy and I debating on how to make this character......to get dual talent for human or keep the skill point and feat? I think I won't be too feat intensive for this build but tell me what you think? Thanks :)
This is what I have currently. So I don't think it would be that feat intensive...so maybe I might keep dual talent? We are level 5 and I have a forgotten realms feat called Tireless so I can rage hop easier :), I traded my two traits for it.
The stats: for dual talent
str: 19
dex: 14
con: 15
int: 11
wis: 10
cha: 7
the stats: stay normal human
str: 19
dex: 12
con: 15
int: 10
wis: 10
cha: 7
1st Power attack
3rd raging vitality
5th Iron will
7th extra rage power (witch hunter)
9th Bloster resilience or combat reflexes
11th extra rage power( eater of magic)
13th dazing assualt
15th raging brutality
rage powers:
2nd superstition
4th lesser beast totem
6th beast totem
8th spell Sunder
10th greater beast totem
12th come and get me
14th strength surge
16th reckless abandon
18th Ghost rager
Hi all, I was making a melee character that will be a human barbarian and we had to use 15 point buy. As of now we are level 5, but I don't want to dump all my stats to 7 and have to roleplay really dumb =/. My concept was that he was enslaved and trained to kill mages and hence he is going the spell rage powers. However, I want him to be clever at least, so I was thinking of going the dual talent trait for humans. Therefore, it could help me with my stats adjustments.
So what do you all think for a melee character stuck with 15 point buy....is dual talent worth it for losing the skill point and feat? Thanks for any advice
Here is what I have as of now
Level 5 Human Barbarian
str: 19
dex: 14
con: 15
int: 10
wis: 11
cha: 7
feats: power attack, raging vitality, and open slot(iron will or step up)
rage powers: superstition and lesser beast totem
favor bonus: each point into the superstition power
Hi all, I am making a character to enter a group that consists of 3 fighters, a ranger, a magus, a rogue, and an alchemist. I want to play the role of the support cleric and I was looking for some advice. I have looked through some of the guides for clerics and they definitely give me some insight. Now I want some advice from experience players that have used it or done their own.
My concept is a Dwarf cleric of Cayden Caliaen. He is basically knowledgeable and wise about the course of action and use his divine power to help others. But he loves drinking and the freedom to do what you please lol. So this is what I thought would be a good stat array for him but not sure on what feats to get. Any suggestions?
Thorvin Thunderstriker
(after racial bonuses)
Str: 14
Dex: 12
Con: 14
Int: 12
Wis: 17
Cha: 10
Weapons: Warhammer and battleaxe
Armor: Scalemail and light shield or buckler
Feats: ?? Improved initiative or Toughness or Extra channel
Ok to make this quick, I have a friend that is running a game only in the pathfinder, but he is willing to convert some 3.5 material. I asked him if the warblade would be cool from 3.5. He said yes but will have to convert it.
Now he is doing a pretty big revamp of the warblade class. However, I think the Warblade class is fine as is..........but he said the Fighter can outdo the Warblade by level 6 and he thinks the Warblade needs readjusting to fit in the pathfinder system.
What do you all think, is the fighter than much powerful than the warblade in the pathfinder system?

Hi all, I have been wanting to make a transmuter wizard to be able to do all the cool mage tricks (like Blasting, BFC, Utility, Debuffing, and Buffing), but also able to fight back when he has to. I remember in 3.5 the polymorph spells were pretty powerful to help you out there.
However, this is a Pathfinder game and sadly all the polymorph spells are not as powerful in giving you the smack down you need when you need it. So my question is what would be a good build for a wizard that can fight? My concept is based off the fact that this guy didn't know magic and he was actually going to be a militiamen. However, during an attack he realized he could do magic and then continued to pursue in training for it after the incident.
So would a full normal transmuter Wizard succeed at this? Or would a Wizard/Eldritch Knight be better to portray this?
We are playing a forgotten realms campaign. So I was thinking of getting the militia regional feat to get proficiency in all MW to portray his little time in training to be a militiamen and I can enter EK asap after level 6 from wizard. Either case I am going for the militia feat to portray his background and flavor.
We are level 3 as of now and using 15 pt buy. Also only Pathfinder books are allowed. Here are the two builds I thought of. Tell me what would be better for a Wizard that can fight. Thanks all.
Human Transmuter 3 (all wizard til 20)
Str: 10
Dex: 14
Con: 14
Int: 17
Wis: 10
Cha: 8
Feats: additional traits( eyes & ears of the city, reactionary), toughness, and Spellcasting Prodigy. Regional feat: Militia
______________________________________________________________
Human Transmuter 3 (after level 6 of wizard will go into EK)
Str: 12
Dex: 14
Con: 14
Int: 16
Wis: 10
Cha: 8
Feats: Feats: additional traits( eyes & ears of the city, magical knack), toughness, and Spellcasting Prodigy. Regional feat: Militia
I notice the addition to the psionic classes to the pathfinder game from the psionic unleashed book. So I was wondering is the psychic warrior good as the main melee of the group? Or does it suffer too much from the 3/4 bab and d8 hit die. Does the Warmind PrC class try to mitigate that loss and gives it some nice abilities or is it not worth it? What kind of build would be efficient in providing melee power in a group? Thanks

Hi all, I am making a Fighter that will wield a Two-Handed weapon. In the last game session I was a human magus and I got cleaved in half by a confirmed critical from a barbarian =/. Sadly that character was awesome with stats and background but he's dead now.
So now I have to build a new character with 15 point buy and since we had no front line fighter, might as well make a fighter :). I like two handed weapons for their damage and I will go that route. So what feats are good for a fighter of this type? Also what good archetypes could I use or should I stay vanilla fighter? I can use Core, UC, UM, APG, and some forgotten realms books from 3.5. Also I will be level 3 and will have WBL of that level.
I was thinking stats like this: Str: 17 Dex: 14 Con: 14 Int: 10 Wis: 10 Cha: 8
Also whats better as a race Human or Half-Elf? We are using the slow progession, so maybe Human would ease the pain for feats and skill ranks? Thanks for any advice, hopefully this guy will survive the horrors :).

Hi all, in a week or so my group will be continuing our pathfinder campaign. we are level 8 right now and until then I was playing the main melee character as a barbarian. However, even with the high BAB, rage powers, and damage he did. I feel I want a change of pace and a touch spell power . So i was thinking of going a battle cleric. I know in 3.5 they were beasts, but can they still be in PF? Right now our group consist of elf wizard, elf paladin(archer), human sorcerer, halfling bard, and dwarf cleric. So I think my concept of a battle cleric would fit well, if I focus on the melee part, but also I would like to keep my wisdom up to get the 9th level spells.
So here is what I thought of, Human Cleric of Gorum. Domains I thought would be good would be War(tactics) and Glory(Heroism). What do you guys think of Ftr1/Clr7? Would that help me more or is full cleric class is better? Well here is what I thought as a build for now. 25 point buy and only pathfinder books allowed.
Human cleric of Gorum level 8
Domains: War(tactics) and Glory(heroism)
Str: 18 (racial +2, +1 level bump)
Dex: 12
Con: 15
Int: 12
Wis: 16 (+1 level bump)
Cha: 10
Feats:
H. Toughness
1. Heavy Armor Prof.
3. Improved Initiative
5. Power Attack
7. Furious Focus
9. Extend Spell
11. Combat Casting
13. (open)
15. (open)
17. (open)
19. (open)
That is what I came up with. Honestly I'm not sure what other feats to focus on after level 11, More combat or metamagic feats? Also for level stat bumps, I was thinking going Con for level 12 and then Wis for the rest of them. If you have an magic item that boosts your wisdom, that affects what spell level you can cast, correct? Thanks for any advice, I want to be a melee combat beast.
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Hi all, i need some advice on building my magus for a STR build. I have read walters magus guide and its very helpful but there are a lot of options to pick. So what would be the most optimal. Also i know dervish dance and the DEX build is a little more power at lower games, but the GM only allowed the CRB, UM, UC, APG, and so forth. That is why i am a STR build. Also we just hit level 2 and here are my stats.
Human Magus lvl 2
Str: 18
Dex: 14
Con: 18
Int: 16
Wis: 11
Cha: 10
Weapon: scimitar
Feats: toughness, improved initiative
I know my stats are high, we rolled 1d12+6 and i got 2 18s :). Also when i made the character at that moment i chose human for the extra feat. However, i know i messed up big time optimization wise and should have gone with an Elf. I dont think i can change races :(, so i ask for any wisdom on making the character as best as he can be for a frontliner. Thanks! And Happy gaming! :)

Hey all, I posted about switching from barbarian to ranger in my last thread, but I decided to keep my character as a full barbarian. However, I do need help with reworking him. He is the main melee character in our group and I made him to be offensive and defensive with the archetype Invulnerable Rager. However, not sure if I should add in superstition to my rage powers or do the intimadate route instead. Here is what I have so far. We recently hit level 7.
Level 7 Human Barbarian(Invul. Rager) DR: 3/-
HP: 79 AC: 20 Ini: +7 Traits: Charming, Veteran of Gorum
Str: 21 (+1 level, +2 from belt)
Dex: 14
Con: 16
Int: 12
Wis: 12
Cha: 7
Feats: Power Attack, Iron Will, Raging Vitality, Improved Initiative(free), Step up, and (Open Slot)
Rage Powers: Lesser Beast Totem, Guarded Life, and Beast Totem.
For future rage powers I was thinking of getting these to help supplement my frontliner approach: Clear Mind, Greater Beast Totem, Flesh Wound, Come and Get Me
For feats for the future I was thinking these: Toughness, Combat Reflexes, Dazing Assault
If I wanted to go the intimdation route, how would I approach it. I would need to make room for those feats and sadly one is weapon focus for a prereq and then I would have to make room for the rage powers that benefit from that as well. Can you combine Dazzling Display with Intimadating Glare? Thanks for any advice, because I'm not sure how to make room for these ideas in an optimal way.
Hi all, I am currently in a pathfinder game and I have been playing a Barbarian recently and we hit Level 7. Its been fun killing stuff and taking the hits, but I feel like my barbarian is going to become boring and not that useful besides just killing stuff. I got DR from the invulnerable archetype, high HPs and some good rage powers like the beast totem. However, I feel like this character isnt going to be used much beside killing stuff.
Therefore, I was wondering can a Switch Hitter Ranger be a good dedicated melee character with his companion, spells and now more skills too? Or should I just stay as my barbarian because its better as the main melee character?
Our group make up is a elf paladin, half-elf rogue/magus, elf wizard, dwarf cleric, a halfling bard, and a human barbarian(me). I don't want to step on other people's shoes, so thats why I havent chosen magus or paladin because we have those classes already.
Thanks for any advice in advance! Happy gaming! :)
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