Thorn's End Guard

Falkos's page

* Venture-Agent, New York—Albany 6 posts (359 including aliases). No reviews. No lists. No wishlists. 26 Organized Play characters. 1 alias.


RSS

1/5 ** Venture-Agent, New York—Albany

I have a player trying to retrain into Field Agent. The guide states that field commission status can only be freely chosen at character creation, which to me means it cannot be changed after character creation. I would like clarification on this just to be sure. My response was to him was "I don't think so but I will look into it to be sure"


Foxdie, I certainly understand.

My problem with that is now i need to worry about Str, then armor (and spell failure that goes along with it), while still keeping a decent ammount of dex.

Not sure of the best way to resolve that issue. (where is my 3.5 spiked chain... heh or ANY reach weapon with finesse.

I like the idea of the lucern hammer,

My current plan will probably be along the lines of:

Levels 1-2
Lucern Hammer / great axe

Levels 3-8
Lucern Hammer / Rapier

Levels 9-12
Whip

What i do not like about this build is takes so long to play how i would "want"

I could switch the feats around, go for whip first, but then i would be doing pathetic damage, this way my damage would actually be decent.


After looking into it, scion of humanity is certainly a trait i want to have. I want to be able to enlarge person myself!

Any other advice best as to how to make this work? Maybe i should just stick with the curveblade, but being directly in front line melee scares me. I could also ditch the whip feats and take feats to help with the curveblade as well.


I am new to pathfinder (Have played 3.5 in the past) and wanted some help with a build for pathfinder society. I was given a nudge towards an Aastanar who could become an EK do this at level 3.

My main idea was to control the battlefield without always being directly in melee combat while still having good utility and spells. using combat reflexes to punish those coming after me.

Part of the problem being a built a balance of armor / str / dex / con / int and spell failure.

I'm actually ok with doing less damage overall, but i would want to hit things as power attack / Arcane Strike can (help) make up the difference. This led me to finesse weapons, keeping dex up, armor and spell failure down.

The elven curved blade caught my eye, and still does, but doesn't offer as much control and i would be a little worried about being directly next to an enemy. enlarge person (esp wands) do help fix this to some extent.

This lead me to polearms, alas spiked chain was changed and the only one that remains is the whip (please correct if i am wrong), which i immediately rebuked until i saw the feat chain for them. But what an expensive feat chain it would be!

This would lead to an overall path looking something like:

1-
power attack - (fighter - 1)
combat reflexes - (1st level)

3-
arcane strike - (EK - 1)
weapon finnese - (3rd Level)

5-
Exotic Weapon - whip (5th level)

7-
Weapon Focus (whip) (7th level)

8-
Whip Mastery (EK - 5)

9-
Improved Whip Mastery (9th level)

11-
Weapon Specialization (whip) (11th Level)
Greater Weapon Specialization (Whip) (EK 9)

Any suggestions? Is this viable? I would start off with a polearm/sword and switch to a whip at level 9. What i don't like about this are the essentially "dead" feat levels between 5-8. The advantage to that path too, damage dice become less important then the modifiers so by the time the whip comes into play the modifiers are decently high.

saving wealth on weapons wouldn't be too bad until the whip comes into play, a masterwork weapon with arcane strike with Greater Magic Weapon soon enough.

Could i be survivable enough with the just the curved blade? The whip part does look intriguing and fun though.


I move north 5 feet and east 15 feet positioning south of Ralph, trying to draw its attention and fighting defensively.

attack: 1d20 - 1 ⇒ (19) - 1 = 18
damage: 1d12 + 3 ⇒ (6) + 3 = 9

LOOK MY WAY YOU DAMN CAT!


My brother, Hawktitan will second me

character stats

Corwin Illum
Male Aasimar Fighter 1
NG Medium Outsider(Native)
--------------------
Defense
--------------------
Speed 20 ft
Scale Mail + 5,
Dex + 3
AC 18, touch 13, flat-footed 15
hp 11 (1d10+1)
Fort +3, Ref +3, Will 0

Celestial Resistance:
5 Acid, 5 Cold, 5 electricity
--------------------
Offense
--------------------
+1 BAB
+5 init

Melee: +2 hit (str)
Great Axe - (1d12+3/x3)

Ranged: +3 hit (dex)
Longbow - (1d8) 100'
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 13, Int 14, Wis 10, Cha 9
Base Atk +1; CMB +3; CMD 16

Feats:
Fighter 1 - Precise Shot
lvl 1 - Point Blank Shot

Traits:
Observant (Perception),
Reactionary

Skills: (rank/total modifiers)
Climb (C) 1/6
Swim (C) 1/6:
Preception (C) 1/7:
Know (Dungeon) (C): 1/6
Know (Engineering) (C): 1/6

Combat Gear:
Great Axe
Longbow
40 arrows
Scale Mail

Other Gear
Rope (hemp) - 50ft
Grappling Hook
Pitons - 9
torches - 10

--------------------
Special Abilities
--------------------
Daylight: 1/day
Darkvision
+2 Diplomacy / +2 Preception