Female Fighter

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52 posts. Organized Play character for RainyDayNinja (RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16).



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Does anyone here play this? I only just started a few weeks ago, and I'm curious if anyone here has tips for new players.

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I'm brainstorming ideas for my next Core PFS character, and I'm looking to blend arcane power with martial prowess. I played around with Eldritch Knight concepts, and I think this is my favorite so far, but I'm looking for suggestions to take it to the next level.

Human Barbarian/Wizard (transmuter)/Eldritch Knight
17/14/14/15/10/7
Traits: Magical Knack, Reactionary
Arcane Bond (amulet)

Barb1: Toughness, Extra Rage
Wiz1: Spell Focus (???)
W2: Arcane Strike
W3: +1 Int
W4: Improved Initiative
W5: Heighten Spell
EK1: Weapon Focus (claw), Power Attack
EK2: +1 Str
EK3: Weapon Specialization (claw)
EK4:
EK5: Dodge, Lightning Reflexes

Starting at level 4, he can use alter self to turn into a troglodyte with 3 natural attacks, and eventually turn into big animals with beast shape.

The transmuter stat bonus goes into Strength until I get a +2 belt, at which point it goes into Con for survivability. Plus, with an amulet of mighty fists as my arcane bond, I can probably get it up to a +4 by retirement.

I'm still a little iffy on the feat selections; not sure whether Weapon Focus/Specialization is worth it since they'll only apply to some of my natural attacks. Any suggestions?

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've got a PFS character that I'm still trying to figure out to do with. I played him through second level as a sword-and-board paladin, got bored, and have put GM credit on him almost up to level 5.

He's a paladin of Shelyn, so I like the idea of him carrying a shield, but no weapon. Here's the build I'm looking at now:

Calomel
Human
17/13/12/7/12/16
Traits: Observant, Deft Dodger

Paladin 1: Dodge, Toughness
Paladin 2:
Brawler 1: Improved Unarmed Strike, Additional Traits (Fate's Favored, Quain Martial Artist), martial flexibility
Brawler 2: brawler's flurry, Weapon Focus (unarmed strike)
Monk* 1: Lunge, Snake Style, fuse styles, Punishing Kick
Monk 2: Outslug Style, Toughness (retrain previous Toughness to Outslug Weave)
Fighter** 1: Outslug Sprint, Snake Sidewind
Fighter 2: Weapon Specialization (unarmed strike)
Fighter 3: close combatant, Snake Fang
Fighter 4: Combat Reflexes

*(Master of Many Styles/Monk of the Sacred Mountain/Hungry Ghost Monk)
**(Brawler archetype)

Fate's Favored lets me use a wand of divine favor in the first round for an easy +2 to attack and damage. Snake Style lets me use Sense Motive in place of my abysmal Touch AC once per round, and eventually Snake Fang rewards my high AC with extra attacks. Outslug Style boosts damage, AC, and mobility.

I'm looking for suggestions on how to tweak this. The main playstyle is set (tanking with unarmed combat), and the stats and first 2 levels are set in stone at this point, but the rest is malleable.

So, any ideas?

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

For my next Core character, I wanted to play around with Two-Weapon Fighting, and I like the advantages of a double weapon over two light weapons. But I'm looking at ways to streamline and optimize him.

Human Fighter
19/15/12/10/12/7
Traits: Dangerously Curious, Reactionary
1: Two-Weapon Fighting, Exotic Weapon Proficiency (two-bladed sword), Weapon Focus
2: Double Slice
3: Skill Focus (UMD)
4: Weapon Specialization, +1 Strength
5: Iron Will
6: Improved TWF
7: Power Attack
8: Greater Weapon Focus, +1 Dex
9: Improved Critical
10: Critical Focus
11: Two-Weapon Rend

Skills: Acrobatics, Climb, Swim, UMD

So nothing too fancy here. The only unusual thing is UMD, which will be mainly for utility and long-term buffs (like Longstrider and Barkskin). I'm a bit iffy on the skills though; I plan on wearing full plate eventually (probably stick with a regular breastplate until armor training 2), so I want to keep my Climb and Swim bonuses high to beat the ACP.

Any other suggestions?


Here's the Discussion thread. Go ahead and ask any questions here, and hopefully we can get started soon.


Rain pelts the windows of the manor house belonging to Senator Stapleton, and shafts of lightning intermittently illuminate the feverish swaying of the trees outside. The storm that cut short your hunting excursion is in full force now. A resounding report and blinding flash of light nearly knock you to your feet, and the house goes dark as the electric lights falter.

Match flames spring into the darkness and soon meet candles, bringing the room back to a soft glow. The murmuring of voices is broken by a horrific shriek from downstairs. You all rush to the basement, where your host had been checking on the electrical systems. There, the maid crouches over a horribly burned body; beneath the charred skin and blackened blood, yellow eyes stare up vacantly out of a green scaled face...


Rain pelts the windows of the manor house belonging to Senator Stapleton, and shafts of lightning intermittently illuminate the feverish swaying of the trees outside. The storm that cut short your hunting excursion is in full force now. A resounding report and blinding flash of light nearly knock you to your feet, and the house goes dark as the electric lights falter.

Match flames spring into the darkness and soon meet candles, bringing the room back to a soft glow. The murmuring of voices is broken by a horrific shriek from downstairs. You all rush to the basement, where your host had been checking on the electrical systems. There, the maid crouches over a horribly burned body; beneath the charred skin and blackened blood, yellow eyes stare up vacantly out of a green scaled face...

This will be a steampunk campaign, set in 190X, in which the PCs discover that a politician with national ambitions is a reptilian imposter. They must unravel the conspiracy, root out the imposters, and confront the alien menace. The plot will start out local, but will eventually include space travel.

PCs will be either VIP guests of the Senator (famous entertainers, scientists, businessmen, athletes, big-game hunters, etc.), or servants in the manor.

For this game, I want to use the Forgotten Futures system, a rules-light steampunk/retro sci-fi system that's available for FREE here.

If people are interested, I'll post character creation and setting notes.


Lately I've had an urge to run a new game, and I'd like to try the Forgotten Futures system, a rules-light steampunk system.

The rules are FREE (and short) and can be downloaded HERE.

The plot begins at a dinner party, hosted by a prominent New York politician, when the PCs discover that their host is a Reptilian imposter. The plot will eventually expand to include international intrigue and interplanetary travel.

Gameplay notes:

-I'm rejiggering the dice mechanics to make them more intuitive and eliminate the use of tables. The core mechanic will be 2d6+Skill vs. a DC (either set arbitrarily, or equal to 7 + a defending skill/attribute). This means high rolls are good, which is opposite of how it works in the book.
-For routine tasks, I'll allow PCs to "Take 5," which is essentially the same as Take 10 in Pathfinder.
-For weapon damage, roll 2d6+Effect vs. 7+Body. A failure results in damage from column A, a success results in damage from column B, and a success by 5 or more results in damage from column C
-For injury recovery, roll 2d6+Body/Doctor/First Aid against 7+Difficulty of the injury

Character Creation notes:

-I'm looking for 3-4 PCs (one spot is already claimed)
-PCs are either guests at the dinner party, or servants or employees of the host. Since the guests are VIPs, and he only hires the best servants, point buy is 25 points in either case.
-Because the PCs are prominent citizens, they are expected to have significant resources at their disposal, including business interests, vehicles, cash, and credentials or titles. Only exceptional resources (such as cutting-edge technology, national political positions, or industrial monopolies) require spending build points. No limits on gear, but keep it reasonable for your background.
-Characters should be pro-active, and interested in opposing the Reptilians when they are revealed.
-Magic and Wizardry are not available options.
-The Medium skill is not available at creation, but may be unlocked during play. Psychic/Occult attacks will attack the Soul attribute, so think twice about dumping it!
-I'm not interested in exploring period social issues; non-white or female characters may be commented on in roleplay, but won't see their options or agency meaningfully affected.

Setting notes:

-The year is 190X. Theodore Roosevelt is president, and Edward VII rules in England.
-Cars are readily available to your characters, but are not widely commercialized. Likewise with radio and indoor electric lights.
-Dirigibles are common, both for commercial freight and transportation, and as military ships.
-Babbage engines are common, and there are rumors of AIs created in the last few years. However they are unpredictable and irreproducible.
-It's common knowledge that Mars has (or formerly had) a canal-building civilization, but there has been no contact with space aliens of any kind. Civilizations on other known planets are the subject of much speculation.
-The existence of psychic and occult phenomena is not widely accepted, but the idea is popular among the intelligentsia.

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

My Oracle has the Divine Warrior trait, which gives any weapon affected by a divine spell of mine +1 damage. I'd like to cast a Heightened continual flame on it so it has a permanent damage boost, and shines in deeper darkness.

The trouble is that I don't have the cash for a page of spell knowledge or mnemonic vestment. I could retrain one of my spells known, but I don't want to give up either of the spells I have, so I'd have to retrain right back (costing a total of 6 PP and 600 gold).

Is there some other, cheaper way that I can cast continual flame, even just once?

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Just a bit of theorycrafting here, as I hadn't seen any mutation mind builds. The idea here is to leverage the Strength boost and mutations from the mutation mind archetype, plus the spell-choosing power of the rebirth discipline, to make this d6 1/2 BAB caster into a melee force to be reckoned with.

Half-Orc Psychic (mutation mind, rebirth discipline)
17/14/14/15/7/10
Traits: Fate's Favored, Armor Expert
Alt. Racial Traits: Toothy

1: Toughness
2:
3: Extra Phrenic Amplification: Enlarged Torso (+2 AC), Claws
4: +1 Str
5: Power Attack
6:
7: ???, Rubbery (DR 2/-)
8: +1 Int
9: ???
10:
11: Enlarged Body, EPA: Recuperation (fast healing 5)

I'm still iffy on a couple of the feats, but the basic framework is there. It doesn't really come online until level 4 (although 17 Strength and a greataxe solves most problems at low levels). At level 4, you can use the rebirth discipline to add divine favor to your spell list and spells known, which gives +2 to attack and damage with Fate's Favored. Between that and the mutation bonus, you'll be attacking with a claw/claw/bite at +10 for 1d4+8 each.

Since you're a psychic caster, Armor Expert lets you wear a mithral breastplate at no penalty, so AC should be decent. The downside is that the mutation gives an enhancement bonus, so it won't stack with a belt. However, that at least frees up the cash for an amulet of mighty fists, and the item slot for a Con and/or Dex belt.

Any suggestions on the remaining feats, or further tweaks?

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So, in the latest part of a series in which I try to salvage my Paladin from the ACG errata, I think I've hit on a plan that will capture the original concept I was going for, while adding some new tricks.

Keep in mind that the first two levels are locked in. He's at 3.2 right now from GM credit, so 3rd level on can be changed.

Human Paladin of Shelyn/Brawler/Swashbuckler
17/13/12/7/12/16
Traits: Observant, Deft Dodger

Paladin 1: Dodge, Toughness, smite evil, detect evil
Paladin 2: divine grace, lay on hands
Swashbuckler 1: Swashbuckler's Finesse, panache (derring-do, dodging panache, opportune parry and riposte), Additional Traits (Fate's Favored, ???)
Brawler 1: Improved Unarmed Strike, martial flexibility 3/day
Brawler 2: Shield Focus, Improved Shield Bash, martial flex 4/day, brawler's flurry
Paladin 3: mercy, divine health
Paladin 4: Shield Slam, smite evil 2/day

I haven't decided where to go from there, but the basic concept is a tank in heavy armor (I already have +1 full plate), with a spiked heavy shield for defense and offense. As a worshipper of Shelyn, I can cast divine favor and wait to parry/riposte with my spiked shield rather than strike first, and the spiked shield is also a close group weapon, so I can flurry with it with my Brawler levels.

I'm not sure what other trait to pick up with Additional Traits. Maybe something for +1 Will, since that save will fall behind with multiclassing. There are a couple of good Shelyn-specific traits also, for either +2 vs. charms and compulsions, or a 1/day +4 to one of several skills, including Diplomacy.

EDIT: I could do Snake Style for piercing unarmed strikes, which would fit the "peaceful unarmed Shelynite" look better, but that would mean a competition for my neck slot, which would slow down my AC game. I'm wondering if it's worth it.

Any other ideas for tweaking this build?

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OK, I think I've come up with a pretty good build for this archetype, and I want to have it ready for an upcoming convention. Tell me what you think:

Half-ord Investigator (Psychic Detective)
17/14/14/15/10/7
Traits: Reactionary, Fate's Favored
Alt. Racial Traits: Shaman's Apprentice, City-Raised, Sacred Tattoo
1: Extra Inspiration
2:
3: Power Attack, phrenic amplification (Mindshield), phrenic pool
4: +1 Int, studied combat, studied strike
5: expanded inspiration, EIT: sapping offensive
6:
7: quick study, ???

I'll use spells like false life and mirror image for defense, and heightened awareness for out-of-combat investigating. Gear will be Elven Chain, Heavy Darkwood Shield, and a Longsword. I'm wondering if there's anything better I can do with my feats, though. Any thoughts?

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I just got my mounted Oracle (Cavalier 1/Nature Oracle 8/Mammoth Rider 1) up to level 10, so I'm picking up a Huge-sized Megaloceros as a mount. My previous mount used the Step Up chain, but it never really worked out like I wanted, so I'm looking for another direction now that I have the huge mount. Here's what I'm looking at now:

(Note: I'm using the Aasimar Oracle FCB for +1 to effective Druid level, and the Celestial Servant feat for Resist 10 cold, electric, and acid, and DR 5/evil.)

Benzyl
N Huge Celestial Megaloceros
27/16/20/6/15/5
1: Tribal Scars (Greattusk clan, +2 Bull Rush/Overrun)
2: Iron Will
3:
4:
5: Power Attack
6:
7:
8: Improved Overrun
9:
10: Greater Overrun
11:
12:

With size bonuses, that gives him a +22 to Overrun when I'm at level 10, then the BAB and Strength increase bump that to +24 at level 11. Greater Overrun means that anyone I trip provokes an AoO from not only the mount, but myself and anyone else riding with me.

Has anyone had experiences with Mammoth Rider? What tactics work well with a huge mount?

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Finally, after years of playing, just this weekend I got my mounted Oracle to level 10, and took a level of Mammoth Rider. Now that I'm there, I want to make good use of my huge megaloceros, so I'm looking for tier 7-11 scenarios with wide-open combat spaces where I won't be forced to leave my mount behind for the majority of the mission. What should I be looking to play with her?

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This underground complex was carved into a small rocky island on the southern edge of the Eye of Abendego by a former Storm Kindler, driven to demon-worship by the maddening storm. It channels fierce winds through tunnels shaped into Pazuzu's demonic rune to fuel foul experiments.

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I'm still trying to figure out what to do with my Paladin 2/Something 1 after he got gutted by the ACG errata. I'd like to try something from the new Occult Adventures book, and as a paladin of Shelyn, the spirit dancer medium seems appropriate. Keep in mind that the stats and Paladin levels are set; it's just 3rd-level that I can rebuild.

The build is focused on tanking. He already has a set of +1 full plate, and he fights sword-and-board style, so I'm not getting rid of that. The Spirit Dancer will let me use the Archmage and Heirophant spirits to cast some higher-level buff spells ahead of time (I'm not sure what 1st-level spells I could pick up, since I have to deal with ASF on the archmage bonus spell. Hour/level buffs like false life, defending bone, or greater magic weapon would give me time to put my armor back on). Then in battle, I can go into Champion or Guardian spirits, depending on the situation.

Human Paladin of Shelyn 2/Spirit Dancer Medium 1
17/13/12/7/12/16
Traits: Observant, Deft Dodger

Paladin 1: Dodge, Toughness, paladin stuff
Paladin 2: divine grace, lay on hands
Medium 1: Spirit Focus (champion), spirit dance, medium stuff
Medium 2: spirit aura, +1 Str
Medium 3: Shield Focus
Medium 4: spirit bonus +2, 1st-level spells
Medium 5: Spirit Focus (guardian)

...and so on.

I'm considering swapping in Additional Traits for Magical Knack and something else, but I'm not sure what (Fate's Favored?).

Any thoughts, corrections, or suggestions?

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I had a previous thread with the same sort of concept, but I've done a lot of rethinking, so I want to start this fresh.

The concept is to make a mono-classed Witch into a TWF melee powerhouse. Here's the planned progression:

Human Witch
17/15/14/14/10/7
Traits: Reactionary, Fate's Favored
Patron: Strength
FCB: +hp
Familiar: Armadillo (+1 nat armor) (Protector archetype)
1: Two-Weapon Fighting, Toughness, healing hex
2: divine favor patron spell, flight hex
3: Weapon Focus (quarterstaff)
4: +1 Str, ward hex
5: Arcane Strike
6: greater magic weapon patron spell, water lung hex
7: Double Slice
8: +1 Dex, divine power patron spell, fortune hex
9: Dodge
10: ??? major hex
11: ???

Key buff spells:
1: divine favor, mage armor
2: false life, defending bone
3: heroism, greater magic weapon
4: divine power, threefold aspect

Between 14 Con, Toughness, the FCB, false life, and eventually threefold aspect, he should have enough HP to survive as a melee combatant.

The familiar gives +1 AC, and the Protector archetype gives it Combat Reflexes and Bodyguard, which it can use without threatening the attacker. I can also outfit it with benevolent armor (since I won't need any for myself) to boost the AC bonus from aiding. Unfortunately, it has a low attack bonus (I think it should be -1, but the stat block lists it at +0). I could use the Beast-Bonded archetype to let it take Weapon Finesse, which will be an effective +5, but that means giving up one of my few feats.

Between heroism, divine favor/power, and Arcane Strike, I should be able to keep my attack and damage bonuses up at a good level (at level 6, I'll be attacking at +11/+11 for 1d6+11/8, even without heroism), and the money I save on armor and weapons can go toward other defense-boosting items.

Any other thoughts or tweaks?

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Banshee's Tongue
Aura moderate necromancy and transmutation; CL 10th
Slot none; Price 34,320 gp; Weight 2 lbs.
Description
This +2 thundering rapier hums with a constant low drone. The sound grants its wielder a +4 bonus on saving throws against sonic and language-dependent effects, but also a –5 penalty on Stealth checks, and on Perception checks involving hearing.

Three times per day as a swift action, the wielder can transform a banshee's tongue into a blade of semisolid sound. While in this form, the above penalties and the bonus to saving throws are doubled, and any attacks with the rapier deal sonic damage instead of piercing damage, but its properties are otherwise unchanged. This form lasts for one minute.

While a banshee's tongue is in its sonic form, the wielder can use it to counter sound-based attacks. Whenever a creature within the wielder's reach is targeted by, or included in the area of, a sonic or language-dependent effect, the wielder can spend an attack of opportunity to make an attack with the banshee's tongue, against an AC equal to the DC of the effect. If successful, that creature is unaffected by that effect.

In an area of magical silence, all of a banshee's tongue's magical effects are suppressed, and it is treated instead as a masterwork rapier.
Construction
Requirements Craft Magic Arms and Armor, blindness/deafness, sonic form, creator must have the well-versed class feature; Cost 17,320 gp

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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This archetype from Occult Adventures intrigues me, but the loss of alchemy and access to alchemist discoveries seems like a big hit. I haven't finished digesting the psychic spell list that he gets. Does anyone have builds they've worked on, or ideas about how to use the different spell list to make a viable character?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've got a level 2 GM credit blob that I'm looking to create a character for, and I'd like to try one of the new Occult classes. Right now I'm leaning toward an Elf Occultist (I've not played an Elf yet, and they have a great FCB). Here's what I have so far:

CG Elf Occultist
9/16/12(+2)/19/10/8
FCB: +1/2 mental focus
Traits: ???
1: Extra Mental Focus, Implements (evocation, transmutation)
2: Implement (divination)

Spells:
0 - Light, Read Magic, Message
1 - Burning Hands, Heightened Awareness, Liberating Command

Focus Powers:
Trans: Legacy Weapon, Size Alteration
Evoc: Energy Ray
Div: Sudden Insight

Mental Focus:
Trans: 5 (+2 Constitution)
Evoc: 2 (+1 blasting damage)
Div: 2 (+1 Perception)

Skills:
Knowledge(arcana) +9
Knowledge(engineering) +9
Knowledge(history) +9
Knowledge(planes) +9
Knowledge(religion) +9
Linguistics +9
Perception +8
Spellcraft +9

The idea here is to focus on support, with a little blasting thrown in. What he lacks in sheer power compared to a 9-level caster, he makes up for in versatility and staying power, using focus powers to hand out buff spells more generously than a wizard could afford to do.

Any thoughts or suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

My Paladin 2/Kata Master Monk 1 got hit hard by the ACG errata, losing the ability to Parry and Riposte, which is main reason I took the level of monk in the first place. He would have continued in Paladin after the level dip.

The character is focused primary on being a melee tank, and the good monk saves, free Snake Style (to use Sense Motive in place of my abysmal touch AC), and Parry/Riposte were all important to that concept. Now that the Opportune Parry and Riposte were taken away, it looks like I have 3 options:

1) Change the Monk level to Swashbuckler, so he can still Parry/Riposte.

This keeps the swashbuckling feel I was going for, but means an effective -2 hit on Fort and Will saves compared to the monk, plus losing Snake Style. Also, my weapon will have to be downgraded from a temple sword to either a rapier or a Morningstar. On the other hand, the Inspired Blade archetype would get me more panache and free Weapon Focus.

2) Keep the Monk level, but take a level of Swashbuckler next.

This would keep all the other goodies from the monk level, and still let me Parry/Riposte, although I'd still be downgrading the weapon as before. Also, it would slow down the progression of my Paladin features even more.

3) Retrain the level into Mesmerist, and continue in Mesmerist.

This would give me a chance to explore one of the new Occult classes, but it would be a completely different play-style than I originally intended. However the Painful Stare ability seems like it would fill the place of Smite Evil, and the magical support would be interesting to play with. The Vexing Daredevil archetype is especially intriguing. However a 2-level delay into a 6-level casting class makes me wary.

Any thoughts or other suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've been trying to theorycraft a Fey Zealot for possible PFS play, but I'm coming up totally short on how to make it viable in combat. The problem I'm running into is that it's a 3/4 BAB class with almost no bonus feats or other class features to boost accuracy or damage. And the druid/ranger spell list has almost nothing in terms of accuracy or damage buffs.

That is, except for natural weapons, but then the Fey Zealot has no way of gaining natural attacks (although the Abyssal Zealot does).

I think that to make the Fey Zealot combat-viable, in addition to the druid/ranger spell list, the it should pick up some key cleric buffs, such as divine favor/power as a pseudo-domain spell list, just like the other Zealot specializations, or have a way to gain natural attacks to put the druid/ranger spell list to good use.

Or is there something I'm missing?

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I may be putting together a Vigilante for the playtest for some PFS games this weekend, and I'm particularly interested in using a Kitsune, for the stats and the disguise aspect. I'd like to try the Fey Zealot option, and I'm looking for a combat style that works.

I have a boon that lets me take Elven weapon familiarity, so I could go for a Finesse build with an ECB. But with my Str penalty, it would be prohibitively expensive to get up to 13 Str for Power Attack, and it doesn't qualify for Piranha Strike. The Fey Zealot only gets Druid/Ranger spells on his list, so is there anything outside of lead blades that could boost my damage? I'm already planning on taking Zealot Smite, which should keep my damage up for the big fights, and I can get the sword agile eventually, but that's not much.

Alternatively, I could go with archery, but since I only have the GM credit to start at level 2, I'd have to go without Precise Shot, which I really don't want to do.

Any suggestions?

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John Compton wrote:
For those wondering whether to risk a new character built using GM credit, note that we’re explicitly allowing rebuilding once the hardcover book hits the shelves.

Do you mean rebuilding within the Vigilante class (such as dumping nerfed talents, or picking up an archetype), or complete rebuilding?

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I'm planning out a writing project that involves travel to parallel universes, a la Sliders. But I'm having trouble coming up with ideas for parallel universes that go beyond the gimmicky "The world has been taken over by such-and-such civilization/technology/biome/natural disaster!"

I tried searching for random articles on Wikipedia for inspiration, but it turns out most of Wikipedia's articles are for obscure Eastern European villages, football clubs, and Bollywood actors.

So now I'm turning to the Paizonians. What are some cool/fun/dramatic parallel universe ideas to explore? (And I'm excluding cosmic-level differences, so no deadly meteors or tinkering with the fundamental constants of physics.)

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Just a bit of theorycrafting here: What's the best way to build a character specializing in the Inflict Wounds spells?

Human Inquisitor (Sanctified Slayer)
8/16/14/8/19/7
1: Weapon Finesse, Spell Focus (necromancy), studied target +1
2:
3: Spell Specialization (ILW), Precise Strike
4: (change SpSpec to IMW), +1d6 sneak attack
5: ???, studied target +2

I'm not really sure where to go from there. Precise Strike and sneak attack keep damage up if you can get flanking, and studied target boosts your touch attack, damage, and save DC.

Any other ideas?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So I have a level 10 Monk of the Four Winds/Qinggong Monk in PFS, and I'm looking at using the free rebuild to make him Unchained. The big problem is that I would lose my Elemental Fist stuff (sure, I could take it as a regular feat, but that wouldn't scale like the archetype does). Between Elemental Fist + Shaitan Style, a shocking amulet of mighty fists, scorching ray and hydraulic push as ki powers, he had a very elementalist flavor to him that I hate to lose.

The Elemental Fury ki power is nice, but I don't like how the type is locked in permanently. Picking up the dragon's breath ki power will be really nice, but I'm looking for a little more. I'm consiering picking up Elemental Fury for something like cold damage, then deliquescent gloves for acid damage, so I'd have 2 or 3 d6's of different energy damages on all my unarmed strikes. Is there anything else I can do to get more elemental-style powers?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

This is just a bit of theorycrafting I've been playing around with lately, and I'm wondering if the wisdom of the Internet can make it a little more viable. The idea is to stack buffs to make a full-classed Witch into a decent melee fighter.

Half-elf Witch (Bonded Witch)
16/15/14/15/10/7
Traits: Fate's Favored, ???
1: Two-Weapon Fighting
2: divine favor patron spell
3: Double Slice
4: +1 Int
5: Arcane Strike
6:
7: Dodge
8: +1 Dex, divine power patron spell
9: Toughness
10:
11: ???

The combination of divine favor/power, heroism, and Arcane Strike keep the attack and damage bonuses adequate, and hex selection is still wide open for utility stuff like Flight. Choosing a quarterstaff (or more powerful double-weapon using Ancestral Arms) as a bonded item allows both ends to be enchanted for cheap, plus a free greater magic weapon every day.

The main downside is the lack of good defensive buffs. Witches get mage armor, false life, and ironskin, but miss out on barkskin, shield, mirror image, blur, etc. Are there any other tricks we could use to keep her physical defenses up?

Any other suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'll be taking this character to a convention this weekend, and I want to make sure I've got the build worked out. He's sitting at 3.0 right now (so the 3rd level is still completely mutable).

Human Paladin of Shelyn 2 | Kata Master/Master of Many Styles 1 | Paladin X
17/13/12/7/12/16
Traits: Observant, Deft Dodger
Paladin 1: Dodge, Toughness, detect evil, smite evil
Paladin 2: lay on hands, divine grace
Monk 1: Snake Style, Additional Traits (Magical Knack, Fate's Favored), panache pool (opportune parry and riposte, derring-do), Improved Unarmed Strike 1d6, other monk stuff
Paladin 3: +1 Str, mercy, divine health, aura of courage
Paladin 4: Weapon Focus (morningstar), spells, channel energy
Paladin 5: divine bond
Paladin 6: Shield Focus or Extra Panache, mercy
Paladin 7: +1 Dex
Paladin 8: Extra Panache or Shield Focus, aura of resolve

The goal here is to tank with high AC and saves, plus parry and riposte for extra attacks. He fights with a heavy shield and a morningstar (which will eventually pick up the answering enchantment).

The Fate's Favored trait lets me prebuff with a wand of divine favor for +2 attack and damage. I'm skipping Power Attack, because the penalties work against my parrying, and instead relying on divine favor, an answering morningstar, and smites for damage boosts. Snake Style boosts Sense Motive for diplomatic encounters, plus gives me a 1/round defense when someone targets my abyssmal touch AC.

Are there any other tweaks I can make to improve?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm playing my first Core PFS game this weekend, and I'm looking for a character idea I like. I'd like to play a spellcaster, because it seems the local Core population is heavily weighted toward melee, and I'm leaning toward illusion. I've never played a Gnome, so this looks like a perfect opportunity for that. I'm not quite sure whether to build him as a wizard or sorcerer, though:

Wizard (Illusionist)
6/14/14/18/12/9
Traits: Reactionary, Wisdom in the Flesh (Swim)
Opposition Schools: Evocation, Conjuration
1: Spell Focus (illusion), Toughness
3: Greater Spell Focus (illusion)
5: Improved Initiative, ??? Metamagic Feat
7: Spell Focus (necromancy)
9: Greater Spell Focus (necromancy)
10: Quicken Spell
11: ???

Sorcerer (arcane)
6/14/14/12/10/19
Traits: Reactionary, ???
1: Spell Focus (illusion)
3: Toughness
5: Greater Spell Focus (illusion)
7: Improved Initiative, Spell Focus (necromancy)
9: Quicken Spell
11: Greater Spell Focus (necromancy)

They've each got their advantages...

Wizard
-More flexible and versatile
-More skill points and better Knowledges
-More bonus feats, and faster feat progression
-Faster spell access
-Good school powers

Sorcerer
-Leverages racial Charisma bonus for higher DCs
-Better Bluff skills to complement illusions
-More total spells
-I don't have another Sorcerer in PFS already (I have a Conjurer wizard planned)
-No opposition schools

So I'm torn. Anyone have tie-breaker points to pitch in? Or tweaks to consider in the builds? Or general advice on how to use illusions effectively?

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as FAQ candidate.

I just picked up Eldritch Heritage (arcane) on my level 7 bard, and for the bonded item, I'd like to do a wand, and enchant it as a wand of heroism. Since I'm crafting it myself, does that mean I bypass the usual requirement of getting it as a Wizard spell, and can get it as a 2nd-level spell at CL4? That would be a huge discount, letting me craft it for only 3000 gp, so I wanted to double-check to make sure that's how it would work. Am I missing anything?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Apparently the nominations open tomorrow. Is anyone nominating or voting for these this year? I paid for a membership last year, so I'm entitled to nominate this year, although I've got nothing to offer for most of the categories. Anyone care to share what they're nominating?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've got a Paladin character who I haven't played in a couple of years, but his last adventure got him to level 3. I was brainstorming what I could do with him to make him a little more interesting to play (he was built as a sword and board tank), and I'm looking at multi-classing into Swashbuckler from here.

Calomel the Mercurial
Human Paladin of Shelyn 2/Swashbuckler (Mysterious Avenger) 1
17/13/12/7/12/16
Traits: Observant, Deft Dodger
1: Dodge, Toughness, smite evil, detect evil
2: divine grace, lay on hands
3: Feat???, swashbuckler's finesse, panache (opportune parry and riposte, dodging panache, derring-do)

Right now he's sitting at 24 AC with +1 full plate and a heavy wooden shield (I'll switch out to a buckler before I get precise strike, the only class feature that forbids a heavier shield), and has +7 on all his saves. Pretty solid.

For the record, the only Swashbuckler class features that don't work for him are swashbuckler's finesse (who cares? He's got Strength), dodging panache (he's got good AC in full plate), nimble (again, don't need the AC boost), and charmed life (because the Cha bonus won't stack with divine grace). The Mysterious Avenger archetype trades out nimble, and lets me use charmed life on AC (in addition to giving me 3 more uses). That's pretty good, but I do also lose my bonus feat and free Improved Critical.

My current plan is to go with a morningstar as my main weapon, just to be weird. That means I don't miss the lack of Improved Critical as much, and the d8 damage die puts me at a sweet spot for enlarge person if I so choose.

Here's what I'm still mulling over:

1) Is the Mysterious Avenger archetype worth it for me? Is the loss of a bonus feat and a weaker Swashbuckler Weapon Training too much to make Greater Charmed Life worth it?

2) What should my third-level feat be? I'm considering Power Attack, but it may not be necessary with precise strike and eventually an answering weapon. Since I won't be getting as many crits, would Extra Panache be better? Or something else entirely (like Shield Focus)?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So I have a Paladin that I haven't played in a couple of years, because I kind of got bored with him. He was intended to be a tank, but that playstyle wore out quickly for me, and right now he's sitting at level 3.0. I'm looking for ways to breathe new life into him with retraining. Here's what I have right now:

Human Paladin of Shelyn
17/13/12/7/12/16
1: Dodge, Toughness
3: ???
Traits: Deft Dodger, Observant(?)
Gear: Mwk. Full Plate, Mwk. Scimitar, Heavy Wooden Shield

I'm not sure whether I want to build from those 2 levels of Paladin and then go into something else, or just retrain entirely. My two ideas so far are:

1) Go into Bloodrager at 3 (Steelblooded to keep the full plate, Destined bloodline for extra AC and saves) and be a tank but with more tricks.

2) Continue into Swashbuckler at 3 (Mysterious Avenger to trade out Nimble, leaving me with only one deed unusable in full plate, and giving me something to do with my Charmed Life besides a non-stacking Cha to saves)

Any other ideas or suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'll be debuting this character, sitting at level 2 right now with GM credit, this Saturday, and I'm looking for any last tweaks to get him in tip-top shape:

Mr. Tickle
Half-Elf Bloodrager (Aberrant, Steelblooded)
17/14/14/10/10/12
FCB: +1 rage/day
Traits: Accelerated Drinker, Elven Reflexes
Alt Racial Traits: Dual-Minded

BR1: Power Attack, staggering strike, indomitable stance
BR2: armored swiftness
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Str, Eschew Materials
BR5: Improved Bull Rush, armor training 1
BR6: retrain Combat Reflexes -> Greater Bull Rush, Bonus: Combat Reflexes
BR7: Quick Bull Rush, blood deflection
BR8: aberrant fortitude, +1 Con
BR9: Raging Throw, Iron Will, armor training 2
BR10:
BR11: Improved Initiative, greater rage

The schtick is to use Accelerated Drinker to get enlarge person and long arm off in the opening round, then get ready for AoOs. Weapon will be a Tepoztopilli for the reach, threat range, and two damage types. If I get both buffs off, I'll threaten in the 15'-25' range now, and 15'-30' when I hit level 4. Bull Rush will let me knock anyone who closes with me back into the gauntlet to provoke again. Anything else I should consider?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm getting ready to pick up Eldritch Heritage (Arcane) on my bard, and I'm trying to decide what bonded item to take. I really want to take advantage of the 1/2 price discount on enchanting it, so I'm looking for the best amulet, ring, or staff (not interested in a wand, and he doesn't use weapons).

Here's what I'm looking at so far:
-Ring of Wizardry II (Pro: I can hand out heroism like candy. Con: Still expensive, even at half price)
-Necklace of Fireballs (Pro: Cost-effective way to bring AoE damage. Con: Super-dangerous if I fail the wrong save, though I have a few ways to reroll saves)
-Staff of Healing (Several restorations per scenario, plus good heals if I need them)
-Staff of Radiance (Spamming glitterdust, and the odd daylight or searing light if I need it)

I know there are some great staves with 4th-level spells on them, but I don't want to wait until level 10 before I can recharge my own staff. Is there anything I'm missing?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm playing around with ideas for a Kitsune archer build (I have a boon that would get me proficiency with bows), and I'm interested in the Eldritch Scrapper archetype for sorcerers. It gets me martial flexibility like a brawler, which would make up for the lack of combat bonus feats, while allowing full arcane casting (for buffs like heroism and haste). But I'm not sure if that will make up for the loss of BAB compared to something like an Oracle or Ranger, especially at early levels. So here's where I need some crowdsourcing:

1) What low-level (1st or 2nd level) spells would buff my archery?

2) What bloodline would fit best, in terms of bloodline arcana and powers, and bonus feats?

Imperious bloodline would be best, but this has to be a Kitsune, not a human, so it's out. Any thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've got a monk, my very first PFS character, whom I haven't played in almost two years since his third death in a TPK at Con of the North 2013. In the meantime, I've put some GM credit on him to get him up to level 9, and I'm stuck on what feat to give him. His stats are something like this:

Dwarf
18/14/15/10/20/5
Monk of the Four Winds, Qinggong
Traits: Adopted by Gnomes - Rapscallion, Freedom Fighter
Feats: Dodge, Ironhide, Weapon Focus (unarmed), Shaitain Style, Improved Trip, Improved Grapple, Deflect Arrows

Ki Powers: Scorching Ray, Barkskin, Hydraulic Push

Key Gear: Shocking Amulet of Mighty Fists, +2 Wis headband, +2 Str belt, Bracers of Armor +2

My ideas for feats so far are:
-Shaitan Skin: I can combo it with Medusa's Wrath at level 10 to get extra attacks. Also, I can pick up Shaitain Earthblast at level 11 for cool stuff.

-Arcane Strike: It's a damage boost on a character who has lackluster damage, but the swift action cost conflicts with my ki abilities.

-Toughness: Because he's died 3 times already. Come on!

Any other thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka RainyDayNinja

3 people marked this as a favorite.

Everyone who has voted in previous RPG Superstar competitions knows that there are some item concepts that keep showing up, no matter how many times they've been done before, or how many times people are warned against them. But with the switch to other types of magic items, how might those cliches change? Here are my predictions:

On the way out:
-Magic Walkie-Talkies (they'll still be here, mostly as rings, but I predict a lot less of them)
-Camping items

Here to stay:
-Spells in a can (will any staves avoid this?)
-Skill bonuses in a can
-Blood, gore, and mutilation
-Elaborate backstories (on steroids this year)

The new cliches:
-Life-stealing swords
-Metamagic feats disguised as rods
-Items intended to "fix" the ACG classes
-Weapon/armor special abilities instead of unique items

What are your predictions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I've been looking over these new classes, and I'm not seeing any good options for making martial characters that can keep up with existing full-BAB classes. None of the new classes have full BAB, and if I'm not mistaken, the only bonus combat feat in the whole playtest document is Weapon Finesse for one of the Medium spirits (and since it can be swapped out on a day-to-day basis, it can't be used as a prerequisite).

The classes as they are seem to focus too heavily on utility. They're loaded up with situational abilities that are nice to have, but at the expense of bread-and-butter boosts to combat or spellcasting that can make them excel at any role.

Or am I missing something?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm leveling up a PFS bard to level 5, but I'm not quite sure where to take him. I play him exclusively alongside my wife's Fighter (Elf with Weapon Finesse/Power Attack on an Elven Curve Blade), and right now he looks like this:

Emberkin Aasimar Bard 4
7/14/14/16/12/18
Traits: Reactionary, Desperate Resolve
FCB: +1/2 to level for Inspire Courage

1: Lingering Performance
2: Versatile Performance (Oratory)
3: Improved Initiative
4:

Spells:
1st: Feather Step, Grease, Feather Fall, Charm Person
2nd: Heroism, Ghostbane Dirge

Until now, I've been spending my turns in combat juggling a Lingering Inspire Courage and taking pot shots with a crossbow, but now I'm looking to kick it up a notch. I need a new feat (and now that I have more rounds of performance, I'm open to retraining Lingering Performance), and another 2nd-level spell (and I get a free spell swap on top of that), but I don't know what to take. Some ideas I've considered are:

1) Retrain Lingering Performance to Skill Focus, then take Eldritch Heritage to pick up a familiar.

2) Retrain Lingering Performance to Spell Focus (evocation), pick up Spell Specialization with Ear-Piercing Scream, and add a little blasting to my toolbox (Thundering Drums looks like fun when I get to level 7).

3) Pick up a more broadly useful Spell Focus, such as Enchantment.

Any other ideas on where I can take this? I'm not terribly interested in using a whip or focusing on Intimidate (I don't have any ranks in it yet) for Dazzling Display or anything like that, but I'm open to suggestions.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm trying to develop a character build to go alongside my fiancee, and I wanted to get it down on (virtual) paper. We'll both be playing Kitsune archers, and hers will be a Hooded Champion/Trapper. Here's an oracle that I'm considering playing with her:

Kitsune oracle (Warsighted, Wood mystery, lame curse)
10/17/12/12/12/16
Traits: Fate's Favored, Reactionary
FCB: -1 non-proficiency penalty (longbow)/hp

1: Point-Blank Shot, martial flexibility
2:
3: Precise Shot, wood bond
4: MWP (longbow), +1 Dex
5: Rapid Shot
6:
7: Deadly Aim, martial flexibility (2 feats)

...and so on and so forth, picking up the various archery feats.

Martial flexibility from the Warsighted archetype helps make up for the lack of bonus feats, and Wood Bond and divine favor make up for low BAB and Strength.

Any thoughts or suggestions? Are there any good group buffs before prayer that I can use to help out my fiancee's archer?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So my fiancee wants to make a pair of Kitsune archers for PFS. She's going to go with a pretty simple Ranger build since she's still learning the game, but that's not good enough for me. I want something with a little more oomph to it, so I'm soliciting suggestions for an archer to play alongside her. I'm looking for versatility, lots of tinkering under the hood, and a combination of archery and support. Here's what I've thought of so far:

-Bard (bog standard archer build)
Pros: Good stat synergy, good support capabilities
Cons: I already have a bard I play with her other character, not much original about it

-Summoner (archer eidolon with support/archer summoner)
Pros: Haste at level 4, better action economy
Cons: Too cheesy? Super feat starved

-Swashbuckler (flying blade archetype)
Pros: Cinematic feel, good stat synergy
Cons: Short range, not really archery

-Oracle (warsighted + maybe psychic searcher + wood mystery)
Pros: Flexible, full spellcaster
Cons: Already have a martial oracle

Any other suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I had an idea for a build that I probably won't get to play, but I thought I'd post it anyway. The idea is to make good use of Combat Patrol, so the focus is on mobility and AoOs.

Elf Bloodrager (Aberrant)/Fighter
16/16/13/10/8/12
FCB: +1' movement

BR1: Power Attack, fast movement
BR2:
BR3: Combat Reflexes
BR4: +5' reach, +1 Con
F5: Mobility, Combat Patrol
BR6:
BR7: Iron Will, ???

So at level 5, while raging and in Combat Patrol, he has 15 feet of reach, 4 AoOs, and 45 feet of movement to maneuver in between attacks. Investing in UMD for a wand of longstrider wouldn't be a bad idea either. His main weapon is something with an 18-20 range to take advantage of the staggering strike ability from the bloodline.

Any thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm planning a new PFS character, and I'm intrigued by the new Investigator class. I'd like to try a half-orc for a few reasons: because I still haven't played one in PFS, to take advantage of the racial weapon proficiency, and to subvert the stereotype of the big dumb half-orc fighter. Here's what I have so far:

Half-Orc Investigator
Traits: Fate's Favored, Reactionary(?)
Alternate Racial Traits: Skilled, Sacred Tattoo, Shaman's Apprentice
17/14/14/14/12/7
Gear: Greataxe, Elven Chain
1: Extra Inspiration
2:
3: Power Attack, IT: Mutagen
4: +1 Str
5: ???, Expanded Inspiration

With the favored class bonus, this gives me 10 skills/level, which is nice. But since all of his extracts are essentially buffs, I'm looking for more tricks to have up my sleeve in combat. What should my feats focus on at 5 and past? And what other Investigator Talents would be worthwhile for a Str-based build like this?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as FAQ candidate.
Balanced Summoning wrote:
You maintain balance by calling on opposing forces when summoning. Whenever you cast a summon monster spell, you can summon two creatures from a single list 1 or more levels lower than the level of the spell. The two creatures must have alignments that are opposite along at least one axis (chaotic and lawful or evil and good). For example, if you cast summon monster III, you could summon a celestial wolf and a fiendish hyena from the 2nd-level list.
Superior Summoning wrote:
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

If I combine these abilities, do I get 2 of one alignment and 1 of another? Or do they simply not combine?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Since the School Savant arcanist archetype can select a wizard school specialization, does that apply to the Thassilonian sin magic in Inner Sea Magic (I have the boon that lets me select those for a new character)?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I recently got the boon that allows me to use the Thassilonian "sin magic" wizard schools, and I'm intrigued by the idea of focusing on Conjuration/Sloth and going into the Magaambyan Arcanist PrC to get the Aura of Good to use with Sacred Summons.

The trouble is that they only get an Aura of good, and not law or chaos, so the only monsters I can get with Sacred Summons are those with the Good subtype and NOT Law or Chaos. The Summon Good Monster feat adds a couple of options (the notable ones being Foo Dog at SM3 and Foo Lion at SM4).

Are there any other ways to expand my summon list to include more NG-aligned outsiders?