Search Posts
[Before anyone suggests it I am aware of Dread; I dislike Dreads use of Jenga.] I plan to run an undead invasion outside of a Sarenite church in a small village (specifically Roslar's Coffer). The problem is I'm not a fan of mass battles and keeping track of large amount of units. Between a small group of survivors, and a unending horde of undead, the only thing I plan to track is whether the makeshift wall between them stays up or goes down. The unpredictability of Jenga will emphasise the uncertainty of mass warfare. An unlucky block pull could result in a short encounter, or maybe, just maybe, the tower could hold - though I'm having difficulty figuring out a natural endpoint for before tower falls). After the initial outbreak the PCs will find a small group of villagers holding out, asking for help and advice on maintaining their safety. Before the PCs can answer I'll dump the Jenga blocks onto the table. As the tower is built ill instruct; "A blockade is like a tower, and like a tower this small militia will crumble if its foundations become unstable. Instead of brick, mortar, and steel, this tower is made of archers, pike men, and town guard." I'm confident in my set-up, though fine-tuning the mechanics for a smooth running game has proven difficult. The battlefield will be split into 3 choke points; the PCs will have to choose between attending one battlefront or spreading themselves thin, and where to sent the townspeople to defend. I intend to use faction initiative (all allies act, all foes act, party act, and repeat) for simplicity but I may reconsider. The big question is what mechanics to use to decide how many Jenga blocks need to be pulled. I've thought each choke point could have a d8 rolled which can be reduced to d6, d4 or d2 depending on the level of re-enforcement. I'd love opinions and critique
It has been a huge argument; James Jacobs feels they should always be lawful for lore reasons, while players feel Paladins mechanics shouldn't be exclusive to LG characters. As the 2e rulebook will include Archetypes, Paizo has a unique opportunity to settle this argument to the satisfaction of all. Maybe, instead of Paladin, the core rulebook should have a class called the "Herald." The Herald has all of the Paladins/AntiPaladins abilities - except - they are themed around the deity of the Herald, not around being LG/CE. The Herald also has an archetype called the "Paladin" which has a LG requirement and abilities similar to the 1e Paladin. This allows Paladins to remain part of the lore from day one of second edition, while also making the Paladins abilities available to characters of all alignments. Asmodean "Paladins" can also be a thing now. You're welcome Pathfinder community. I am sure no-one will have issue with my solution. PS. Alternately, Paladins could be a prestige class; it always bugged me that Paladins were meant to be highly warriors, who also happen to start at level 1. I feel Paladin should be an earnt title.
Having trouble with a build. I am working on a Shield Gauntlet Style Gorumite Warpriest who uses Upsetting Shield Style to make every punch a shield bash; free Disarms, Bullrushes and trips with every strike. The problem is it will be quite some time before this level 5 character completes the feat path to go online. Could anyone suggest an alternate fun build I can do with this character? Currently using World is Square rules, which lets me choose weapon groups for Weapon Focus and similar feats, and gives me Power Attack, Deadly Aim and Combat Expertise for free. I don't mind changing the class of this character, Warpriest was chosen to add both damage and AC to the character by raising the enchantment bonus of the gauntlets. Any suggestions would be greatly appreciated, I have kinda hit a wall lately. Spoiler: Unnamed Hero
Human (Taldan) warpriest (molthuni arsenal chaplain) of Gorum 5 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6) CN Medium humanoid (human) Init +2; Senses Perception +6 -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex) hp 43 (5d8+15) Fort +6, Ref +3, Will +5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 spiked gauntlet +8 (1d6+6) or . . +1 spiked gauntlet +8 (1d6+4) Special Attacks blessings 5/day (War: war mind), fervor 3/day (2d6), sacred weapon (1d8, +1, 5 rounds/day), weapon training (sacred weapons) Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 5th; concentration +6) . . 2nd—bull's strength, ironskin . . 1st—ant haul[APG] (DC 12), bless, gorum's armor[ISWG], infernal healing[ISWG], protection from evil . . 0 (at will)—detect magic, light, mending, purify food and drink (DC 11) -------------------- Statistics -------------------- Str 18, Dex 15, Con 14, Int 12, Wis 13, Cha 7 Base Atk +3; CMB +7; CMD 19 Feats Combat Expertise, Deadly Aim, Improved Shield Bash, Power Attack, Shield Gauntlet Style, Shielded Gauntlet Attack, Shielded Gauntlet Master, Two-weapon Fighting, Weapon Focus Skills Acrobatics -1 (-5 to jump), Climb +8, Craft (sculpture) +3, Heal +5, Intimidate +3, Knowledge (Pit Fighter) +2, Knowledge (religion) +5, Perception +6, Sense Motive +9, Spellcraft +5, Survival +5, Swim +5 Languages Common SQ finesse weapon attack attribute, rules changes Other Gear +1 agile breastplate[APG], +1 spiked gauntlet, +1 spiked gauntlet, 4,340 gp
Before anyone attacks me, there is a precedence for this; Pact Servant
The Iron Tyrant form the Armor Masters Handbook is the reason I ask, which screams to me everything Gorum represents in combat. Full BAB, Spikes and Gauntlets getting the Warpriests scaling damage dice, Bonus Feats every 3 levels. I would challenge the Anti-Palidin class suits Gorum more than any other in the game. Gorum isn't about good and evil though, he is about conflict. Smite Good could be replaced with Smite Law or even the Vindictive Bastards Vindictive Smite, because again, Gorum doesn't care against who, just of there is conflict. Other class features could be changed to suit Gorum as well. I know these sort of request generally don't happen, but for someone who is coming back to the game after a long break, I'd appreciate it.
Trying to come up with a Shield Gauntlet Holy Vindicator of Gorum and I realised this. Yes, I know it's stupid, but I still want to do this. Edit; links Shield Champion
I suppose you'll also need this;
I'm trying to create a build to take advantage of the cheap prices of enchanted crossbow bolts. I'm putting it together and am feeling no crunch - nothing super interesting about the build. I know this is a normal symptom of Fighter builds, but the amount of feats required combined with the lack of any versatility make the idea of playing this build feel boring to me. I think swapping to Bolt Ace and forgetting about the Mastering enchanment might be best for the build. I'm happy to do a complete rebuild, my goal is a versatile non-caster who wields a hand crossbow and light shield. here is my previous build; Alcuin
Prerequisites: Fighter level 5th, weapon training class feature. Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Morningstar wrote: A morningstar is a spiked metal ball, affixed to the top of a long handle. That sounds like a hammer to me, hell, even the developers seem to agree they don't belong in the flails group at one point. The only reason they seem to be in the Flails group is they would invalidate the Heavy Mace (same damage, same crit, cheaper, lighter, Bludgioning and Piercing dameage) in the hammers group.
My GM is running a game based Taldor tomorrow night and I just don't know what to run. The current party makeup is Unchained Rogue 5, Vermonis Hunter 5, and Fighter 1 + Skald 4. I've wanted to play Nature Fang for a while, though I don't want to step on toes with a similar spell list to the Hunter, and the Rogues (new player) Sneak Attack. I'm also concidering an Ex Paladin of Aroden; Possibly an Alchemist with the Interrogator Archetype - one of those "well, I don't need to worry about falling anymore" deals. What I really want is a versatile melee character whos interesting to play. 2000 starting gold, 25 point buy, level 5. I'd appreciate suggestions on my current build options, or compleatly new ones :)
for a game I'm running I want to give the PCs a potion of Eagles Splendor that lasts as long as possible, while I can just houserule it, I like to stick to the games mechanics where possible. The best I've figured out is a potion of Amplify Elixir with a potion of Extended Eagles Splendor as a chaser. I was hoping someone can improve on this, any advice would be appreciated.
Wanting this for a level 9 Cult Leader in a game I am running, and I have the NPC where I want for relative power. I just need a way to cast Invisability on him a limited amount of times per day. I do not want to level him up to 10 with the Trickery domain if I can avoid it. Thank you for any help in advance.
Thought it might be fun to run a Lawful-Good Cleric of Asmodeus; A preacher who has convinced himself that the Prince of Darkness is a pretty top bloke and makes himself willfully ignorant of any evidence to the contrary. I know this is supposed to be an evil campaign but would a self-deluded good PC have a chance to fit in the narrative?
I was thinking this could be a very potent combination. It deals with one of the main problems Tactican builds have; defensive abilitiess like Duck and Cover are uselss unless you know what's coming ahead of time, without hurting Tactican progression. I'm trying to think of the best Teamwork Feat combinations ATM. Outflank is an obvious contender, Shared Ownership seems like it could be useful as well. I'd love to hear some more opinions on this.
I've gotten back into GMing lately - I had a break from it because I usually find the experence stressful. One of the core reasons for this is the need to flick through the book constantly especially when the encounter involves multiple different foes. Picking out specific informatin in the wall of text is also difficult for me. I am the sort of person who likes to see my options in front of me when running a combat, and would love to have informatin more clearly available than is possible when using a book. I have tried other methods such as HeroLab, but often the resulting sheet has too much information visible for quick and easy use; when running a combat I really dont need to know what portion of an NPCs AC comes from armor, DEX, or dodge bonus, I only need the final number. So I have been working on something I call the Quick Encounter Sheet. The goal of this project is to present all important information of a creature in the most minimalist form possible. Below I will post the first page of the sheet I am working on. Warning: Very minor Hells Rebels spoilers. The black bar below the characters name is covering a more major spoiler, I covered it avoid revealing this to anyone. This is my own personal build of the character being used, so it wont spoil her strat for players sticking to the book. The sheet in it's current form is made to be printed at A5 size. The front sheet focus on basic information and non-passive feats; this is done for the case of a Fighter build - as a standard Fighters class features are mostly passive, only the information on the front sheet would be needed to run an encounter (though this wouldn't work for intimidate builds due to lack of a skill line.) The numbers in bright red next to HP are max HP; this is for quick difficulty adjustment, such as when running for 5 players. Passive feats (such as dodge) go on page 2, which I am still working on. My goal is to fit all information on two pages, but this might not be possible for more advanced caster builds. I will upload sheet 2 as soon as it is compleated. Untill then any criticism would be appreciated. Once the 2nd page is compleated, I would love to do a playtest and hear opinions of actual in game use (though I would need to remove the offical character art if I am distributing the sheets for more than my personal use, I'm sure this one time for my example will be ok, but I'd like not to push it).
I am so frustrated right now, my postman keeps folding my subscriptions to fit them in the letterbox. He has now damaged around $175 (AUD) worth of books. Never mind the fact that those little blue cards are specifically for packages that don't fit in the letterbox, never mind the fact the package clearly says "do not bend." I've made several complaints in the past; after you email them your complaint, they send you a "are you sure you want to complain?" email which sends you to a webpage that does not work, as you are unable to respond, AusPost decides you didn't really mean your complaint. There has been no movement from their formail complaints process. So I went directly to Australia Post, where they told me it wasn't there problem, as it came from their ditribution centre. So I went directly to the distribution centre, who also told me it's not their problem. I honestly have no idea how to progress, he doesn't do it every month, but it's annoying that there is ZERO method for making a complaint that works. I'm nearly at the point of cancelling my subscriptions and going purely PDF.
Spoiler:
Looking at Nox's build for book 1 I saw a key problem; Step Up can only hit adjacent opponents. In response, I rebuilt her to be better at maintaining reach. I also gave a Dex of 12 for Nox to use Combat Reflexes for more than a prerequisite. This build is made keep pressure on the party and disrupt their positioning.
Nox CR 6
I'm happy with where this build is at, but I would love feedback/suggestons. Also note a house rule; characters that meet the prerequisites get Power Attack for free in my games.
Currently working on a level 6 Sohei build who wields a Glaive. I want a way for them to maintain reach with their foes. I dont have the BAB for Punishing Kick and Pushing Assult requires a 2-Handed Weapon, which I don't have at 5ft. I know 5 foot steps back could achieve this, but the characters personality suits them standing their ground more. Imp. Bullrush is an option, but I'd like to keep damage pressure up. Spiked Destroyer with Quick Bullrush would work, but I don't have the BAB, and adding Armor Spikes to a Chain Shirt seems silly. Can anyone think of an option I havent thought of?
I am planning on running Hells Rebels for my Girlfriend, and two other friends (playing a Water Kineticist and Underground Chemist/Vivisectionist) and my GF wants a certian character concept. She wants to be a hippy, have a big sword she can polish to use as a mirror (because she is a narcissist) and try out spellcasting and have an Animal Companion. The problem I can't figure is what would fit the rational while also preparing the PC enough for an urban, social campaign. After talking to her about gods, Shelyn seems to suit the artist side of hippy culture, so the hope is to give the nature flavor through Class abilities. A Ranger seems like the best option to me, but I can't find an archetype that fits. The main fear for me is under-equiping her for social situations, and abilities like Woodland Stride will be effectively useless. The Urban Ranger is terrible, I once wanted to play one before seeing how utterly stupid their favored terrain variant is. I also concidered Feral Child but I rather Player Characters avoid summoning spells (you can see my opinion of the issue here) There is also the issue that they can't take urban terrain, which is fixed very easily with any Prestiege Class without the limitation (such as Horizon Walker or Nature Warden) but it doesn't seem optimal. I've also concidered an Order of the Green Cavalier, maybe a Huntmaster. I don't want to over complicate conditional modifiers, as I think she will forget when to apply them. I'm just looking for a simple class with lots of flavor for a beginner player. I think I have too much thought and concern about making the perfect character, I can't be content with any solution I come to. Starting level 2, 20 point buy. She wants to play an Elf of Gnome, could probably convince her to take Half-Elf.
I got a peak at a subscribers PDF of Inner Sea Races and there is definately some cool stuff; giving Dwarves Toughness as an option work great for prereqs and Half-Elves finaly get access to Elven Weapon Training (which I'd love to see expanded to Drow and Aquatic-Elf variants in future) and giving all Geniekin a way to count as Human is a great asset to GMs who don't want to contigentcy plan. But there are lots of problems. Half-Elves now have a new Racial Trait that gives them a +2 to Charisma in addition to their existing Ability score increase. The problem is it trades Adaptability, Elven Immunities, Keen Senses, and Multitalented. By Paizos own race creation rules this reduces a Half-Elf from a 10 RP race to a 4. The trade also strips basically everything other than Low-Light Vision that makes Half-Elves unique. Tieflings now have their own version of Scion of Humanity, which specifically prohibits a character from having any physical atribute that would make said Tiefling from looking different from a Human. Paizo has not felt the need to include this limitation on simular features for Aasimars or Geniekin. There are more than a couple of these weird tradeoffs. I personally think the Half-Elf trait is the worse. Multitalented is easily worth a +2 to Charisma alone.
It was allowed in Council of Thieves, I'm just wondering if not naming the resistance "Sliver Ravens" is going to break the AP at all. the Silver Ravens of the past will still of existed; this rename will only affect the new movement. This question is probably more to developers than people who have read the book, I've seen a lot of J.Jacobs posts around here lately.
I'm only getting 17% I am buying a Combat Pad and Cheliax, Empire of Devils as a PDF if niether are appropriate for the cumulative 25% I'm holding off on ordering for the discount
I'm running RotRL for my gaming club tonight. I have started this AP half a dozen of times just to do the inital combat and not continue; with my Universities club I rarely have players turn up two weeks in a row. I HATE that combat. I have done it far to many times and I refuse to run it again. I am just sick of Goblins as a whole, and while I can't remove the green bastards entirely, I'm going to reduce the amount of them drastically. I'm planing to have the party arrive into Sandpoint after the Goblin attack and start the campaign with players trying to find the missing barkeep. They will have to gather information and hear about her altercation with her father, leading them to the glassworks. Tsuto would be found at the glassworks as usual, and I'll use the plotpoint that the gates have been heavily guarded since the attack, which required Tusto and his Gobbies to flee into hiding at the glassworks. I figure the PCs bringing back Amako will be enough to bring them into the "get to know Sandpoint" phase as local heros. They can meet Aldern and have their way with the shopkeeps daughter then. At the Runewell, Nualia, Lyrie and Orik will replace Erylium entirely. If anyone can strengthen this plot alteration I would appreciate any suggestions. I know what 3 of the 4 PCs will be, so here they are;
The recent Bolt Ace errata did a lot to clean up the class, giving greater weapon proficentcy with crossbows, removing the battered firearm, and barring abuse of Sharp Shoot. crossbows are still inferior to guns, and at best the Bolt Ace is a poor impression of its base class. I've made a couple of additions to expand the archetype without overpowering it. I'd love some opinions. changes in bold Spoiler: Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well. A Bolt Ace only adds half her Dexterity modifier to off-hand damage rolls while Two-Weapon Fighting. This ability replaces gun training. Deeds A bolt ace can perform any Grit Feat and the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death's shot, and stunning shot. The bolt ace swaps the following deeds. Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. As long as she has at least 1 grit point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action and does not require a free hand This deed replaces lightning reload.
Reading through Unchained, I saw this; Pathfinder Unchained wrote:
What this does is give anyone who takes this access to Flamboyant Arcana, which through Extra Arcana can give a PC Arcane Deed; Precise Strike by level 9. I think we are going to see some powerful Taldan Duelists and Aldori Swordlords soon.
I recently got into a roll20 Reign of Winter, im caoming in after a Player was asked to leave The party is lacking knowledges, with no one to bluff and diplomacy, and no Arcane caster. I want to be a utility Bard that can be useful in non-combat situations Starting level is level 8, I get 60% of the starting level 8 gold, but can buy anything I want. I really dont know what I'm doing and would love any help for items, spells, feats and the like I'm also no oposed to swapping to Dawnflow Dervish or another archetype.
I'm currently trying to get my girlfriend into Pathfinder, and after looking through the books she decided to be a Half-Elf for her first character, specifically a Half-Drow who wields Crossbows. A Bolt Ace was the obvious choice for this, but something was missing - a Drow would never fight in a straightforward way. After seeing the Drow Nobility feats, I saw a lot of power for a Half-Drow. A lot of people might say that 3 feats arn't worth a handfull of level 0-3 spells, but when you arn't slowing your progression in a full BAB class, and getting to use those spells unlimited times a day, I think it could be a very strong combination. Especially when combined with the Cavern Sniper Architype. The Light-Blindness could be an issue at early levels before her character gets access to Lenses of Darkness; as the GM I think I can have it come up enough for it to challenge her without being frustrating. here is my suggested build for her Nephys
Drow Blooded and Drow Magic Racial Traits
Level 1: Cavern Sniper - Half-Drow Paragon
Level 5: Bolt Ace - Improved Drow Mobility
Level 9: Bolt Ace - Rapid Shot
Level 13: Bolt Ace - need an idea I need suggestions for two traits, (she will be taking a drawback) any feats alterations, and anything else anyone can think of. I'm concidering encouraging her character to collect poisoning items over the course of her adventure. ..I just typed that all on a Wii U gamepad because my computer is broken - took forever...
lets avoid the RAW vs RAI arguement, this clearly not a RAI situation, but I'm curious if this would be an option; Precise Stike wrote: To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. Buckler Duelist wrote:
So I am not attacking with any weapon in my hand (as my Buckler is strapped to my arm) and I am not using a shield other than my Buckler. Sound legit to you guys for TWF with Precise Stirke?
I was wondering if anyone knew if you can two hand a Dueling Sword (to get 1.5xStr) and still get Precise strike damage. Precise stirke says you can't use your off hand, but if you're two handing a weapon you really dont have an offhand. it's really a sub optimal way to attack with a Swash, seeing how MAD they are, but it would be nice to have the option.
Wanting to play a bow only archer, deciding which way to go about it. I like the idea of Parry and Reposting, and attacking exclusively with a bow; I can achieve this with the Snap Shot tree, though I'm still not sure if the +2 to AoOs are worth the Greater Feat. The ability to counter attack any reasonable melee range (15ft) is a big draw. There are two paths I'm concidering. The Alchemist path: Three levels of Hooded Champion for the Combat Style Feat and Champion's Initiative. One level of Inspired Blade for Intellegence to panache; I will only use the Rapier at early levels before I can use my Bow in melee, and then it will be restricted to being a backup weapon. I Double up on the Darring-Do and Dodging Panache deeds, but I do gain Opportune Parry and Riposte, with a huge Panache pool that refills with Bow hits and kills. Then, all Alchemist; I focus on being an Explosive Missile Archer, taking bomb enhancements for my Discoveries. This build does suffer from a lower BAB, but the access to mutagens can correct that. I fell this is the stronger option. The Kata Master Path: Four Levels of Kata Master Monk to get me two Bonus Feats, and a Wisdom Ki Pool, which flows into my Panache Pool. One drawback of this route is that I am effectivly wasting my Flurry of Blows, as I can't do that with my Bow. I could take a level of Cleric to get access to Crusaders Flurry, but I'd rather avoid that if there is an alternate route. Sucks that there is no "Ki Grit" feat like Ki Arcana. A Crusader Cleric would get Weapon Focus Longbow for me so that's an option. The rest Hooded Champion; I only sacrifice one level of my BAB for this route, (two for the Cleric level) the pattern of needing Dex, Wis or Cha definatly gives me a boost. Any ideas to flesh this guy out? I am also looking for any options to raise my attack rolls for parrys and bow strikes.
Title says it all; I have a character that would greatly benifit from being able to put one away at a moments notice. A Glove of Storing can't store anything that weighs more than 20 pounds. A Tower Shield weights 45 pounds by defalt. The Darkwood special material will reduce the weight of the shield by half, which means I'm still 2.5 pounds over, does anyone know how I can trim that last little bit off?
I posted this on the Rise of the Runelords board but only got responses on how Nualia should be a AntiPaladin, I was hoping I could get some opinions on this build. Spoiler: I am going for a Sword and Claw build with this, two handing the Sword for raw damage and using the Claw for status effects. I feel having her strikes cause pustules or madness flavors well for a follower of Lamashtu
Diminuendo wrote:
After all that effort of sacrificing her father for that Demon Talon it seems such a waste for her to not use it, so here is my rebuild, I would appreciate any input; *In my games any character that meets the prerequisites gets Power Attack, Deadly Aim and Combat Expertise for free. I'm going with Cleric of Lamashtu 3 / Weapon Master 3 as the fourth level of Cleric doesn't add enough, and Weapon Master can be used to remove the need for Weapon Focus, since she doesn't really benifit from a higher max Dex for her Breastplate. The build uses a Demon Talon to deliver vicious touch effects. Exotic Weapon Proficiency: Bastard Sword is ditched as the Sword will only be used two handed, to do damage (as she can not Power Attack with her Talon) or Cleave. Her Bastard Sword is also given the Mighty Cleaving Enchantment. Here is the basic progression outline: Lv1 Cleric 1 - Skill Focus: Heal, Domains: Nightmare and Ferocity (works great with the Yeth Hound howl)
Thoughts? Any suggestions for variant channeling would also be great.
So I rolled up a 6th level Thunder and Fang Skirmisher Ranger. I chose to use the Weapon and Shield Combat Style, since it skips some pointless prereqs for a Thunder and Fang build, Improved Shield Bash I'm looking at you. I chose Shield Slam at level 6, and once the GM found out he pronounced that I must be mistaken, "Look it up" is my response. He checked both HeroLab and the APG. He immediatly houseruled against me using it, because "a Fighter has to wait five more levels to get that feat." I explained to him the entire point of Combat Styles is to skip prereqs and get feats early but he has already made up his mind. The thing is he even admitted that he didn't think it was unbalanced; just that it "bugged him" that the Ranger got it so early compaired to a Fighter ...Ugh...
I am working on a build that will full attack as often as possible; a defacto pounce will be achieved by using the Stags Leap Hunter Trick. The Long Jumper trait will proobably see good use too, as well as grab ing some magic items to add to the check. We start at level 7, I will be taking at least 6 levels of Ranger (second archetype suggestions welcome), and after that I'm not sure whether to multiclass or what to. A level dip into Inquisitor might be nice to run my social stats off wisdom, (as Clerics can take Inquisitions a Crusader is also an option) but I want to stay as close to full BAB as possible. I like fighters but I could be conviced to go Barbarian. I will be taking the Weapon and Shield combat style for the Ranger, to gain Shield Master and Shield Slam. As this skips Improved Shield Bash, which is useless for a Thunder and Fang user. Aside from the Key Thunder and Fang Feats, Hammer the Gap is planned for down the line, as the goal is to get the highest amount of attacks possible a turn. For other feats I think Missile Shield, Ray Shield, Disruptive, Spellbreaker and Spell Sunder sound good. Monkey Style is also an option if I can get Unarmed Strike for free somehow. The character Dwarf BTW, but can be chaged to a Human if needed.I originally wanted relentless, but realisng that it does not add to Shield Slam it seems a little pointless. I was hoping someone could help me with ideas for this build. |