Hezzilreen the Cunning

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I'm building a level 9 kinetic chirurgeon as a cohort for my party in the Emerald Spire. Our party, all level 11,has a witch, a bloodrager, and a Razmiran (false priest for the d20pfsrd users) Sylvan Sorcerer. So we have no real healing as the witch (quite reasonably) doesn't want to prepare more than one or two healing spells.

Oh the GM has stated that kinetic Healer counts as lay on Hands for feats and magic items.

I hope to have this character be a Healer mainly with a little bit of battlefield control as we will be good for damage. That being said I would like for her to do something interesting with her open feats and constant invisibility and massive telekinetic lifting capabilities.
Here is what I have so far :

STR: 7 DEX: 12 CON: 20 +2 level +4 belt INT: 11 WIS: 12 CHA: 12
Human
1 Toughness
HB Tribal scars (Raptorscale)
3 ?
5 ?
7 ?
9 extra mercy

Mercies
3 fatigued
5 shaken
7 dazed
9 frightened
Feat exhausted

Aether expanded (Air )
Utility
1(B) Kinetic Healer
2 kinetic cover
4 Kinetic haul
6 self telekinesis
B(Human favored class bonus) telekinetic finesse
8 telekinetic invisibility


I have a couple of fun ideas to consistently use the Bushwhack feat but want some clarification on when it can apply.

Bushwhack:
Bushwhack (Combat)
Source Monster Codex pg. 20
You can subdue an unsuspecting foe quickly.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.
Benefit: When a flat-footed creature is unaware of your presence and you successfully grapple it, you can attempt a second grapple combat maneuver check to pin the creature as a free action. If you have the Chokehold feat (Pathfinder RPG Ultimate Combat 92), you can instead use this second combat maneuver check to initiate a chokehold.

Specifically, I am unsure as to what situations exactly an opponent is flat-footed and "unaware of your presence".

So it clearly applies to when you were using stealth and grapple an opponent who did not successfully detect you.

What if you have been detected by your enemy, become invisible, then attempt to grapple them the next round?

For an even more specific case what if you were observed, cast Obscuring Mist, and then attempted to grapple the target from a distance greater than 5' via reach?


So I had a crazy idea to play a Dual cursed Oracle 1/Witch 11 with an emphasis on ensuring my hexes and other spells stick through the use of the Misfortune revelation and the Misfortune hex. (An added benefit is that I will get to see GM's hopes of critting consistently crushed).

However I am having trouble determining what Patron and mystery to choose.
Here is what I have so far:

Human 20 PB STR: 7 DEX: 13 CON: 13 INT: 20 WIS: 10 CHA: 11
Traits: Magical Knack, Bruising Intellect
Witch 1/ Oracle 1/ Witch 10
Feats: 1: Extra Hex (Cackle)
HB: Accursed Hex
3: Extra Revelation
5: Improved Initiative
Patron: ?
Hexes:
1: Misfortune, Cackle
3: Evil Eye
5: Slumber

Oracle
Mystery: Battle
Revelations: Misfortune, Battle Sight

Any opinions if the one level dip in Oracle be worth it? The delay in spellcasting and reduced hex DC seems like it would be made up for by the forced reroll but I would like to hear other opinions.


So I just hit level five with my human Razmiran Priest with the Sylvan Bloodline.
Stats are Str 7 Dex 10 Con 12 Int 14 Wis 10 Cha 21 .
I took the alternate racial traits Eye for Talent and Silver tongued to trade my bonus feat for +2 to any stat of my animal companion, and +2 to Bluff and Diplomacy.
My feats are 1: Noble Scion (War)
3: Boon Companion
5: ?

My main focus is buffing my animal companion and then my allies. I also enjoy pretending to be a druid ( so a high bluff) and being the party face. I think the relevant quote was "Speak softly but carry a big ape" but I might be slightly mistaken.

My question for everyone is what feats should I pursue from this point? I would prefer something more interesting than improved initiative, which is my current working idea. ( Item crafting is unfortunately not allowed.)


24 people marked this as FAQ candidate. 3 people marked this as a favorite.

Does the Max Dex limit on armor apply to CHA when an oracle has Nature's Whispers?

Nature's Whispers:
Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

There are many threads in which people have debated this, but that is no help in PFS when the GM is unsure about it.
Is there any official/semi-official(anyone that works at Paizo) FAQ/ruling/comment/allusion to this that I have missed?

If not I believe this is a reasonable FAQ candidate and think the community could be well served by this issue being addressed.


How does one know which type of large animal companions are? I know that things like camels and horses are long, but what about an axe beak companion to someone with at least an effective druid level of 4?

It is not specified in the AC stat block but in the bestiary entry it does have a reach of 10ft when large. I would like to think it does but I just wanted to be sure.


I have been wanting to play a gunslinger recently for PFS but have been held back by the lack of out of combat abilities of them. I would rather not be the guy that goes in "guns-a blazin'" and would rather have at least a small amount of tact.
An inquisitor dip would round out the build with added utility and flavor.

Here's what I have so far:
Garuda-Blooded Aasimar
STR: 7 DEX: 20 CON: 11 INT: 14 WIS: 16 CHA: 7
OR
STR: 7 DEX: 18 CON: 10 INT: 15 WIS: 18 CHA: 7
Traits: Reactionary
???

1 Inquisitor(Conversion Inquisition) 1: Point Blank Shot
2 Gunslinger(Musket master) 1: Rapid reload ( musket), Gunsmithing
3 Inquisitor 2: Precise shot
4 Gunslinger(Musket master) 2:
5 Gunslinger(Musket master) 3: Deadly Aim

What I am needing help with is mainly deciding which stats to use and to mix and match the class levels most effectively. I know I want at least two levels of inquisitor for Cunning Initiative and Detect alignment and at least 3 levels of gunslinger for Fast reload and 5 levels for Dex to damage.

Has anyone played something along these lines/ seen one in play to know if it will be effective?


After playing a string of ranged based characters I am looking to build a sturdy tank character that is more versatile than a pure fighter or paladin.

The current build I am looking at is going to be Oracle ( Nature mystery )1/ Paladin 2/ Oracle 3/ ? with stats as follows.
STR: 18 DEX: 7 CON: 12 INT: 12 WIS: 10 CHA: 18
Angel-Blooded Aasimar
Traits: Extremely Fashionable
Dangerously Curious
1 Oracle 1 (Nature), Legalistic Curse: Nature’s Whispers Revelation, Power attack
2 Paladin 1
3 Paladin 1 :?
4 Oracle 2
5 Oracle 3:Natural Divination Revelation (for faction missions) ?
6 Oracle 4

The plan is to use full plate with a heavy shield for an early AC of 25 and switching to a two handed weapon if necessary. My oracle spells will mainly be self or party buffs so I am not worried about my caster level.

The problem is that I can't decide what feats I should take and what I should focus on.

Should I try to buff my AC even further with Combat Expertise, and then pick up a combat maneuver? Take feats such as iron will or lightning reflexes to boost my saves?

Any ideas/suggestions are welcome. I really enjoy the idea of this character but am having a hard time nailing down what I want to do with him.


I am planning on playing a mounted Musket Master in an upcoming game and I was wondering if there was a way to use the double hackbut and still remain on my mount.
In case you don't know the double hackbut requires a small cart to be set up(a full round action) to fire properly. If the stand is not set up you take - 4 to hit and are knocked prone. The double hackbut page goes on to say that a creature who is a size category one larger than the gun can shoot it without being knocked prone albeit with a penalty to hit for using an inappropriately sized weapon.

My question is that if the double hackbut is mounted on the saddle of a mount (which must be at least one size category larger than its rider) would the rider( or the mount) be knocked prone or take penalties to hit when firing the attached gun? I was thinking it would look something like this.

Also what about a medium mount with a small gun (and rider) mounted on it?


I am currently building a Wild Rager/ Internal Vivesectionist Alchemist focusing on two handed fighting and the Shattered defense feat tree to ensure sneak attack. I will be starting at level 8 with the average WBL of 33000gp.

Human (Heart of the fields)
Rolled stats: 17,15,12,12,11,9

Str 17(19 Human bonus +4th)+2 Belt
Con 15 (+1 8th)+2 Belt
Wis 12
Dex 11
Int 12
Cha 9

Traits: Carefully hidden
Blade of Mercy

Wild Rager Barbarian 1:Power attack
HB(1): Enforcer
Wild Rager Barbarian 2:- Rage Power : Auspicious mark
Alchemist ( Internal Alchemist vivisectionist)3:Weapon Focus( Falchion)
Alchemist ( Internal Alchemist vivisectionist)4: Discovery (iron Will)
Alchemist ( Internal Alchemist vivisectionist)5:Dazzling Display
Fighter (gladiator)6: Intimidating prowess
Alchemist (Internal Alchemist vivisectionist)7:Discovery (Lingering Spirit),Shatter defenses
Alchemist ( Internal Alchemist vivisectionist)8: Discovery (Infusions)
Alchemist ( Internal Alchemist vivisectionist)9:Raging Vitality

Equipment:
+1 merciful Falchion 8000
Belt of Physical Might +2 (Con,str)10000
Cloak of Resistance +2 4000
Headband of Vast intelligence +2 4000
Mwk Falchion 375
Chain shirt 100
Chakram x5 5
Boots of Springing and Striding 5500

First off, to address the Wild Rager uncontrollable rage issue. The DC is DC 10+2+-1 =11 and while raging I will have a will save of +9 meaning I only fail on a nat one or two and the auspicious mark rage power to ensure I only fail on a natural one. I do plan on voluntarily failing the save when necessary to extend my limited rounds of rage per day.

I have built this guy with the groups approval and as they are a Ninja/ Zen archer and a God wizard they feel that they will not be in any danger from me.

Is there anything that I have missed that will benefit the build? Does this seem viable? My AC is abysmal (10 when using my uncontrollable rage) but I figured it will never be that great and I decided to focus on mobility to make this a game of rocket tag.


Experimental gunsmith is really flavorful and I would like to use but it seems like a rather weak archetype with the loss of gun training.

The innovations seems pretty weak, with the exception of expanded capacity. Expanded capacity seems to be the only way that the gunslinger can make up for the loss of dex to damage. To maximize the damage gained through this it makes sense to give something with large base damage, any two handed firearm really, an extra barrel.

However, the experimental gunsmith can not be used with musket master and as such it will require a move action to reload if you don't want to deal with the massive misfire chances of alchemical cartridges.

What do you think a good way to get around this issue? Use a double barrel double hackbut/culverin or a triple barrel musket and hope you kill the enemy in the first salvo or spend the next two turns reloading?


In a recent session my character killed a well known ruler.Because of that he has been a large bounty has been placed on his head.
Normally this would not be a problem but there is a large number of assassins(of the assassin PRC) in the area. The threat of instant death if I fail to notice an invisible enemy for three rounds is a big one.

I have already been attacked by one invisible assassin and only escaped because of my eversmoking bottle and a lucky perception roll.

The character in question is a gunslinger( Musket master) 6/ Wizard(spellslinger)1/ Arcane marksman( gun version of arcane archer) 1.

What are some good ways to not killed in this manner? Other than walking around constantly surrounded by smoke, preventing them from observing me I am drawing a blank.


The powergamer in me makes me want to build a Wild rager barbarian that can be used without putting my party at risk.

Why I am even considering this is that there seems to be a way to bypass the uncontrollable rage disadvantage entirely. As written uncontrollable rage only occurs when you reduce a creature to 0 or fewer hit points. If I am correct in my thinking, using nonlethal damage (via bludgeoner or the Blade of mercy trait) to knock someone unconscious would not trigger uncontrollable rage.

The problem that will inevitably occur is when the GM throws monsters immune to nonlethal. When that happens is having a high will save, a negative charisma modifier, and hoping for the best the only option?

If I do fail my save what would be the best strategies be to incapacitate/remove my self from combat?


So I have a newly fifth level gunslinger with stats as follows.
Goblin Gunslinger(Musketeer) 5
Dex 24
Str 9
con 12
Int 12
Wis 16
Cha 7
1:Rapid reload ( musket) Gunsmith ( gunslinger) point blank shot
3:Precise shot
4:Deadly shot
5:?

Since I just reached a major break point for the gunslinger (dex to damage)I though it may be fun to dip into spellslinger next level. I have no plans on being an effective caster I just want the "free" and flexible weapon enchantments.

Any suggestions on what I should take for my fifth level feat? Is there a feat that I could take to help me be a better spellslinger?

How does the enhancement bonus from mage bullets stack with already enchanted weapons and itself?