Zalsus

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A long while ago, I posted about a PFS character that was a hireling...focusing in aid another and improvised weapons. The end build was a monk with three archetypes that was less than useless in combat. I played it for one PFS game and immediately retired the character.

Anyways, I'd like to try the character concept again. But, I'm not sure which would be the best class or archetype. What I want to do is:
-Hon-human
-Improvised Weapons
-100% no spells
-Aid Another and/or Inspire Courage
-Knowledge Skills
-Light or no armor
-Maybe an animal companion

So, what are some classes and/or archetypes that could be a good hireling?

Thanks,


So i have a hunter in PFS and I was wondering what items and/or spells can increase the size of my crocodile animal companion. I'm looking to boost the usability of the croc's grab and death roll abilities, which have a size limit.

I know that there is the Dire Collar and the Animal Growth spell. Are there any others?

also, is there any way - feat or item - that allows magical increases to size stack?

Thanks!


So, say a character (A) wants to aid his ally (G) who has the Grab special ability. How would this be done and when would the aid another check be made?

Please, no house rules. I plan on using this strategy for a PFS group.

Rules that Apply:

Aid Another wrote:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Grapple: Multiple Creatures wrote:


Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.
Readying an action wrote:


The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. Emphasis mine.

My questions are-

1 - If A aids G with a grapple, is A rolling a grapple check or an aiding another check?
1a - If it is a grapple, is the DC still 10 or would A also need to beat the enemy's CMD?
1b - would A need Imp. Grapple to avoid an AoO when aiding G to grapple?
1c - if the aid was successful, is A now part of the grapple? Does A take on the grappled condition?

2 - Can A aid G while using another weapon, or, does A need to have both hands free (as per grappling rules)?

3 - Assuming A goes first in initiative, in what order would the various move/ready actions take place for A to assist G in their grapple check?

Thanks!


Hi Everyone,

I'm working on a potential PFS character that is a "defender of the sewers" themed Hunter with a crocodile animal companion.

This is a different kind of grappling build - the croc acts as the primary grappler while the hunter supports the croc through Aid Another and various teamwork feats.

However, I still want both the hunter and the croc to deal competent damage when they cannot grapple. That's part of the reason I took Precise Shot at level 2 instead of Outflank.

I'm looking for some advice on fleshing out my feats. Also, what druid/ranger spells support a grappling build?

Hunter:

CN Human Hunter
Eye for Tallent (+2 AmC INT)

STR 16 (+2), DEX 14, CHA 14, INT 10, WIS 14, CHA 7
Traits: Reactionary, Adopted (Helpful)
Feats: Combat Reflexes

Feat Progression:
2 - Precise Shot (b)
3 - Bodyguard, Coordinated Maneuvers (b)
5 - Power Attack
6 - Parried Opportunist (b)
7 - ??????
9 - Lookout (b), Lunge
11- Swift Aid
12 - bonus teamwork feat - ????

Croc Companion:

STR 17 (+2, animal focus), DEX 14, CON 15, INT 3 (+2 EfT), WIS 12, CHA 2

Feats:
1 - Improved Unarmed Strike
2 - Improved Grapple
6 - Power Attack
9 - Greater Grapple
12 - ????

Also, I want to make sure that to aid the croc in a grapple, the hunter follows the standard aid another rules and does not need to have any grappling related feats. The "multiple creatures" section in the grapple rules reads (emphasis mine)...

Quote:
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

Thanks!


Hi Everyone,

I'm working on a grappling build for PFS and trying to decide between a crab or giant leech. But, I am a bit confused on the leech's "attach" special quality.

According to the SRD, Attach says wrote:


The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check. Most creatures with this ability have a racial bonus to maintain a grapple (listed in its CMB entry).

I think attach gives an automatic grapple on a successful attack, but, the text seems contradictory to me (see bolded text). I'm not sure why the target would need to break a grapple if this was not the case.

Or, is attach simply a way for the leech to use their blood drain? And, how useful would this be with a grappling build compared to the crab with the grab ability?

Thanks!


The Vermin Lord (here is a picture) was one of the many character concepts in 3.x that I never got to try. Now, I'm wanting to bring it to PFS but I am having trouble with which class to take.

Vermin Lord RP:

In 3.5, Vermin Lords were evil. But, I'm wanting to go with more of a chaotic neutral version. I'm imagining this character as a disgusting, socially awkward, disease ridden, "friend to vermin" type character. He fears people and wants no part in their lives, but, he doesn't actively try to tear society down and bring it to its knees either. I figured he joined Pathfinder Society to somehow protect his fellow vermin.

I want the character to be focused on summoning but I am having a tough time picking a class. My initial thought was a summoning-focused Arcanist. It's a powerful option.

However, the druid is probably a better fit, thematically. The Animal Companion would give me a "vermin friend" in addition to my summons. But, I am torn on whether I like or need wild shape. I've never played a druid before. Is there an archetype that gives up Wild Shape or would be a good fit for a Vermin Lord?

Thanks for your help!


Hi Everyone,

I'm working on a new character for PFS.

This is an alchemical archer that focuses more on bomb utility over damage via Explosive Missile and crafted alchemical arrows. The build takes Extra Discovery from level 3 onwards. My goal is to have a bomb for every situation. I'd like to be a team player and not a one-man-party.

I hope to be targeting touch AC by level two by crafting dye/tanglefoot arrows in mass. So, I don't think I need Weapon Focus or other feats, though, I could be wrong.

I'm looking for advice on anything areas I have missed or good bomb discoveries that I may have overlooked.

Build:

Human Alchemist (Grenadier)

@ Level 1:
STR 12, DEX 16, CON 12, INT 18, WIS 10, CHA 7

AC - 16, hp - 10
Saves: +3/+5/+0

Traits: Reactionary, Student of Philosophy
Feats: Point Blank Shot, Precise Shot, Throw Anything, MWP (longbow)

Skills: Climb +1, Craft (alchemy) +9, Diplomacy +5, Disable Device +6, Know (Arcana) +8, Know (Nature) +8, Perception +4, Spellcraft +8, Swim +1

Items: Parade Armor, Longbow, Acid Flasks (crafted) x3, Alchemist Fire (crafted) x3, Tanglefoot Bab (crafted) x1, 3gp 4s

Feats/Discoveries by Level:
2 – Heal Bomb, Precise Bombs
3 – Tanglefoot Bomb (Extra Discovery)
4 - Explosive Missile
5 – Ectoplasmic Bomb (Extra Discovery)
6 - Wings
7 - Grease Bomb (Extra Discovery)
8 - Demolition Charge
9 - Confusion Bomb (Extra Discovery)
10 - Blinding Bomb
11- Force Bomb (Extra Discovery)
12 – Holy Bomb

Thanks for the Advice!


Hi Everyone,

I'm working on an Alchemical Archer (grenadier alchemist) for PFS.

I want to focus on support and debuff bombs via a longbow and Explosive Missile. I'd like to focus on bombs that provide some utility rather than damage or outright shutting down the enemy.

Tanglefoot and Grease bombs are good options. Are there any other bomb discoveries that would provide some utility without simply ending encounters?

Thanks!


Hello,

I'm working on a Harrow Card thrower for PFS.

I'm wondering if the Surprise Weapon trait and the Deadly Dealer feat work together.

I'm confused on the line from Deadly Dealer that says "throw a card as though it were a dart". Does this mean that Harrow Cards are no longer improvised weapons for the wielder?

Which ruling would most likely fly in a PFS game?

Thanks.


The following is for PFS...

Hi! I'm working on a archer concept that takes the flavor of the Arcane Archer right from level 1 without actually taking levels in the PrC. Essentially, it's a Zen Archer (Monk) that uses the majority of it's normal feats/traits to boost UMD and Spellcraft.

I've played archers before and found the full-attack with arrows extremely boring. This is my attempt to give an archer something more to do than just damage.

With the build below, I should have a +5 Spellcraft and a +10 UMD at level 1. The build is worked out to level 7, but, I'm wondering what to do with my higher level feat slots.

Also, I'd like some advice on using UMD and Spellcraft in PFS. How high do they need to be? And, how useful are scrolls/wands without caster levels?

Build:

Half-Elf Zen Archer

STR 14, DEX 14, CON 12, INT 14, WIS 17, CHA 7

Traits: Pragmatic Activator, Underlying Principles

Feats:
1 - IUS [m], Precise Shot [m], Perfect Strike [m], Skill Focus (UMD) [h], Elvin Spirit
2 - WF (longbow) [m], Point Blank Shot [m]
3 - Point Blank Master [m], Magical Aptitude
5 - Deadly Aim
6 - WS (longbow)
7 - Arcane Vendetta
9 - ????
11 - ???

Thanks for the advice!


Hi Everyone,

I am playing in a game that is only using the Core Rule Book. It's been a nice challenge to make an effective character. I'm not very concerned about over-optimizing. The party is mostly newbies with a very strange party makeup: 2 barbarians, 2 clerics, a monk, a ranger, and me. So, it's very different, but, it's great fun.

I am currently a level 1 rogue. My plan is to take some fighter levels and then go onto shadow dancer at level 6. But, what is the "optimal" combination? 2R/3F? 3R/2F?

And, beyond spring attack and ion will, what are some good CRB feat choices for this character?

My Build:

Human Rogue
STR 17, DEX 15, CON 12, INT 11, WIS 12, CHA 8
Feats: Combat Reflexes, Dodge

Background: A recruitment officer from Lastwall, this character is working with the party to see why recruitment has been low from the area. He is an older, fatherly figure to the rest of the party.

Thanks,


Hi Everyone,

I think this is the right place to post account questions. Redirect me if it is not. Thanks!

I'm sure this happens a lot, but, I have several pbp games on my account that I am either no longer playing in or have been canceled that still say they are "active".

Is there a way for me to remove myself/my character from an active game? Or, is that something that the GM must do?

I'd like to get all of the games I am not playing in listed within the "previous campaigns" section of my account.

Thanks,


Hi Everybody,

I'm working on a human rogue for an original campaign set in Ustalav. This rogue is an aged recruitment officer from Lastwall and I imagine him as a type of advisor to the other players/characters. I may be the only experienced player so I don't want to hog all the spotlight. The rogue is intended to be a way for me to help other players, as needed, while in character.

He is a STR-based, AoO build with a longspear. I plan on using my turn to Aid Another most rounds and attacking with AoOs as they appear.

I've got Combat Reflexes (for the reach) and am looking for a second, defensive feat. The game is Core Rule Book only (absolutely no exceptions). I plan on taking Weapon Training (longspear) and Power Attack at levels 2 and 3, respectively.

While I don't want to go full optimization, I still want the character to survive. Therefore, which would be the "best" defensive option at level 1 for an undead-heavy campaign: Toughness, Dodge, Greater Fortitude, Iron Will?

Thanks!


Hi Everyone,

I'm working on a character (brawler) that quickdraws weapons to boost his CM bonuses. I'm may take Exotic Weapon Proficiency with Martial Versatility to expand his weapon list.

Normally, weapons can only be used to do Trip (drag, reposition), Disarm, and Sunder combat maneuvers. I'm looking for weapons (or a weapon group) that expands this list. An example would be the Dan Bong which gives +2 to grapple.

Are there any exotic weapons that give "unique" weapon bonuses to combat maneuvers - like Dirty Trick or Bull Rush?

Thanks!


So, I really like the brawler class from ACG and am wondering how to go about building a quick changing, versatile combat maneuver specialist for PFS. Damage would be secondary.

I’m considering taking advantage of the various special abilities within the close weapons group and using Quickdraw to grab the right weapon for the right maneuver. Some close weapons give pretty unique bonuses to CMs – the dan bong and tekko-kagi, for example. I would use martial flexibility to pick up the maneuver feats as I need them.

The build could also add Weapon Focus and Martial Versatility to further boost my CMBs. But, I’m not sure if it is worth the feat investment. Or, maybe MV with EWP to get proficiency with all monk weapons?

My intent overall is to add weapon bonuses to as many CMs as possible. I think this would be a unique and fun fighting style.

A potential build to level 5 would be:

1 – Improved Unarmed Strike, Combat Expertise, Power Attack
2 – Quickdraw
3 – Extra Martial Flexibility
4 -
5 – Weapon Focus, Martial Versatility

Would something like this be effective? Or, do the MM and Lore Warden still do CMs better?

Thanks for the help!


Hi Everyone,

TLDR - Trying to build a warpriest for an Occult Mysteries playtest. I am the only front line combatant and divine caster. Please advise.

I'm seeking some advice and critique to a dwarven warpriest build that focuses (party) on cleave for an Occult Mysteries playtest. This character is 13th level and uses standard PFS creation rules.

All of the other players are occult-specific classes. The warpirest is meant to be a "control" to compare the power levels between the new classes and the old. We will be playing Nightmare Rift.

Overall, I want this character to be a "tough as nails" holy warrior. Since the rest of the party consists of archers and casters, I need to be able to hold the front lines on my own. This is my first warpriet so I'm having a bit of trouble balancing damage with defense.

build:

Dwarf Warpriest 13
Deity - Gorum

STR 18/24, DEX 12, CHA 18/24, INT 12, WIS 15, CHA 7

AC: 28
HP = 230 = 68hd + 52con +13fc + 13tough + 6ts +78belt
Saves: +17/+8/+12 - +5 vs. Magic, +3 vs. Poison

Attack: Holly Dwarven Double Waraxe
Full Attack: +19/+14, 2d6+11
PA Full Attack: +14/+10, 2d6+23
PA Cleave Attacks: +15, 2d6+23

Speed: 30ft
BAB: +9/+4
Base Saves: +8/+4/+8

Feats
1b – Weapon Focus (Dwarven Double Waraxe)
1 – Steel Soul
3 – Power Attack
3b – Cleave
5 – Goblin Cleaver
6b – Orc Cleaver
7 – Great Cleave
9 – Cleaving Finish
9b – Improved Cleaving Finish
11 – Toughness
12b – Improved Weapon Focus (Dwarven Double Waraxe)
13 – Tribal Scars (raptor scales)

Traits: Deft Dodger, Glory of Old

Blessings: Strength, War

Items: 140,000gp start
18,360 – Holy Dwarven Double Waraxe (+3 weapon)
10,950 – Dwarven Stone Plate +3 (+3 Armor)
9,170 – Heavy Steel Shield +3 (+3 Armor)
90,000 – Belt of Physical Might +6
9,000 – Cloak of Resistance +2
=7,520gp left

Question 1 - Do I need Cleaving Finished and/or Improved? Or, should I switch it out for something more defensive like Lightning Reflexes OR offensive like Weapon Specialization?

Question 2 - What about items? Do I need the cloak of resistance? Should I put more money into my weapon or armor?

Thanks,


Hi Everyone,

I'm wanting to create a backup PFS character for some online games and I want to play an iconic "tough as nails" dwarven holy warrior - a stout, bearded wall of metal and axe-weilding Torag goodness. I'm not interested in Paladin or Inquisitor for RP reasons.

Regardless of class, I plan on taking Steel Soul (feat), Glory of Old (trait), Protection (domain/blessing), and wield some sort of 2h axe at first level.

So, which of these classes best embodies the iconic dwarven holy warrior? Which one has better melee healing/support capabilities?


Hi everyone,

I will be playing a synthesist summoner tank and I am in a quandary about whether to spend my 2 remaining evolution points on increased speed (legs evolution) or energy resistance (fire and cold). We are told the campaign will be very deadly with lots of chase encounters.

Here is the build, thus far:

Human Synthesist (medium biped)
STR 7 (16)
DEX 7 (12)
CON 18 (13), +2 race
INT 13
WIS 14
CHA 14

DEFENSES:
AC: 15 (19 w/ mage armor)
HP: 22/11
SAVES: +1/+1/+4

OFFENSIVES:
Full Attack: Claws x2
Claws: +4, 1d4+3

Feat: Tribal Scars (raptor scales), Toughnes
Evolutions: Imp. Nat Armor, +2 evo points
BAB: +1, CMB: +4, CMD: 15
Favored Class: extra HP

Thanks for the advice!


Hi Everyone,

I've got a dilemma - I'm going to be joining a deadly, wilderness survival game; lots of fey, magic traps and chase scenes. The GM has stated that we will not be starting with equipment. The GM has been silent on future equipment so I can only guess that any kind of item will be hard to come by. We are starting at 1st level, 15 point buy.

I want my character to be fast and unkillable. Because of the low point buy and potential lack of items, I was thinking of a defense-focused dwarf synthesist summoner with the play style of an unbreakable fighter.

I'm considering Dwarf because they have access to some of the best defensive feats, like Steel Soul. Since synthesists don't rely on physical armor, I can put some evolution points on extra limbs (legs) and skilled (acrobatics) to make a crazy-mobile tank.

The problem is, I'm not really sure where to begin with this build. Will the -cha from the dwarf be too debilitating? Which evolutions are most important?


Hi everyone,

I'm looking for some advice to a fast, mobile reach oracle for a homebrew survival game. This character will probably be the primary healer. I'm concerned about my defenses, and if they should be higher.

ATM, we have a swashbuckler and a barbarian.

build:
Human Oracle (metal, wasting)
STR- 16, CON- 14, DEX- 14, INT- 7,WIS- 12, CHA- 12

Movement = 40ft
HP = 11, AC = ??
Saves: +2/+2/+3

Feats: Extra Mystery (human), Combat Reflexes, Fey Founding (campaign bonus feat)
Mysteries: Dance of Blades, Armor Mastery
Spells: Detect Magic, Mending, Purify Food/Drink, Spark, CLW, Enlarge Person

Homebrew Rules:

1 -- 15pt buy
2 -- No traits
3 -- Fey Foundling bonus feat
4 -- No third party
5 -- no starting gear or gold; due to the homebrew setting, I assume we will get what we need
6 -- this is a deadly, survivalist type game. The GM has greatly emphasized PC DEATH

Thanks!


Hi everyone,

I'm trying to decide which would make a better melee healer/tank with high mobility and speed.

This game will focus heavily on chase rules so I'd like to have at least a 40 movement at level 1.

Metal Oracle pros-
-increased base speed by 10
-Full speed in heavy armor
-all speed bonuses permanent
-way more spells, 9th level spells

War Warpriest pros-
-war blessing grants +10 ft movement, temporarily
-better damage
-heavy armor at level 1
-less feat tax (no extra revelation required)
-Travel blessing grants freedom of movement
-channel at later levels

Thanks everyone!


Hi Everyone,

I am playing a human rogue in a Oregon Trail-inspired campaign. We just hit level 2 and we do not have a healer. Since the rest of the party are all "dumb fighter" types, the task of healing has fallen onto me.

I usually don't play healers or rogues, so I could really use some advice on how to combine the two.

A few things about the game/character:

Game:
-There is no "open market" in this game. Getting UMD and buying a wand really isn't an option
-Magic (especially arcane) is seen as a crime. Those that are caught casting magic are seen as witches and burned at the stake. Even clerics can be misunderstood as "witches"
-Divine spells are not automatic. A cleric getting off a spell is a "tiny miracle". I'm not sure of the mechanics on this.
-We have not yet seen a magic item. We are all still using our starting gear. This is a survival game and equipment is hard to find.
-Game started CRB only (see terrible feat selection below) but now anything in the SRD is open.
-Cannot make changes to my rogue. Can only add to what already exists.

Rogue:
-Chaotic Neutral. Background = NY newsman on the run, I've been playing him as cowardly, but, manipulative
-STR 11, DEX 16, CON 12, INT 14, WIS 12, CHA 14
-Exotic weapon proficiency (firearms) - free campaign feat, Weapon Finesse, Dodge
-Acrobatics +7, Appraise +6, Bluff +6, Diplomacy +6, Disable Device +6, Handle Animal +3, Knowledge (Local) +6, Perception +5, Profession (Newsman) +5, Sense Motive +5, Stealth +7
-I'm focusing in being a face and skill-guy. Leaving combat for the rest of the party.
-Need to add a bit of healing in the mix, somehow.

My gut tells me to go lore or heavens oracle for the CLW and/or channel. Are there any other/better options?

Thanks for the help!


Hi Everyone,

TLDR I have a very "basic" rogue in a game that is only using the CRB. Party face and skill-guy. Not sure where to go after level 1. Good CRB rogue talents? Please help!

I really need some help. We finally reached level 2! But, unfortunately, I don't have any long term goals for my rogue.

We are using 20pt buy, CRB only, and no traits. The game is set in the 1830s so we got Firearms proficiency for free.

My character is a muckraker newsman that is the party's face and skills go-to person. I'd like to keep that focus. The game hasn't been too combat heavy and the GM lets us talk ourselves out of encounters, when the opportunity arises. The party is fighter heavy, so I don't mind not excelling in combat.

build:

CN Human
STR 11, DEX 16, CON 12, INT 14, WIS 12, CHA 14
Exotic weapon proficiency (firearms), Weapon Finesse, Dodge

Acrobatics +7 (1, +3 DEX, +3 Trained)
Appraise +6 (1, +2 INT, +3 Trained)
Bluff +6 (1, +2 CHA, +3 Trained)
Diplomacy +6 (1, +2 CHA, +3 Trained)
Disable Device +6 (1, +2 DEX, +3 Trained)
Handle Animal +3 (1 +2 CHA)
Knowledge (Local) +6 (1, +2 INT, +3 Trained)
Perception +5 (1, +1 WIS, +3 Trained)
Profession (Newsman) +5 (1, +1 WIS, +3 Trained)
Sense Motive +5 (1, +1 WIS, +3 Trained)
Stealth +7 (1, +3 DEX, +3 Trained)

As you can see, I didn't have any real plans when I made this character - and that's ok. I just need advice on where to go from here. Specifically, which CRB-only Rogue Talents would work for a face-rogue.

I've considered going Shadowdance, because I've never played one. Also thinking of cross classing with Bard because we lack a healer. Not sure what to do...

Please help!

Thanks,


Hello,

I've got an idea for a Shoanti Brawler who uses his "tattooing tools" as weapons for PFS. I am looking for two things from this build: 1) high damage and 2) versatility. I'm not sure what to do about my skills.

build:

LN Human (Shaonti)
STR 18 (+2)
DEX 14
CON 14
INT 8
WIS 12
CHA 10

Traits: Bread for War, River Rat
Feats: IUS (b), Power Attack (h), Combat Expertise

HP: 13, AC: 16
SAVES: +4/+4/+1

ATTK (1h): +5, 1d4+5
ATTK (1h, PA): +4, 1d4+7
ATTK (2h, PA): +4, 1d4+10

EQUIPMENT: chain shirt, punching dagger

Background: This once-great warrior was exiled from his tribe and now uses his talents to ink pirates and thieves in Asbalom's harbor district. Despite his excommunication, this Shoanti still holds to values of his tribe. He finds non-Shoanti brash, vulgar, and foolhardy.

This is my first time working with the brawler class. Thanks everyone for the help!


I'm wanting to play a different type of grappler - a canine unit-styled Order of the Penitent cavalier whose animal companion grapples a foe while the cavalier ties up that foe in ropes. Basically, I want to Tie Up enemies in one round.

However, I have some concerns. Please let me know if these are legitimate:

1 - the GM will not allow the AC to make a grapple check.
2 - space. PFS is known for the small dungeons. I'm worried that I wont be able to get the AC and the cavalier adjacent to the same enemy.

So, is this a viable build? Or, are there too many logistical flaws?

Would it be better/easier to go for a grappling monk or other class?

Thanks!


So I have this crazy idea of a Halfling charging into combat on a pony, jumping from the back of his mount, grappling a very confused and unsuspecting enemy, and tying them up all in one round...all by 3rd level.

Crazy Halfling Mounted Grappler:

LN Halfling MoMS 1/Emissary Cavalier 2/MoMS 9

Order of the Penitent

Racial Substitution - Outrider (+2 Ride)

FCB - Monk

STR 10 DEX 18 CON 14 INT 9 WIS 14 CHA 7

Traits: Adopted (Bred for War), Born Rider

1st: MoMS 1 - IUS (bonus), Imp Grapple (bonus), Agile Maneuvers

2nd: MoMS 1/EmCa 1 - Mounted Combat 1, Coordinated Maneuvers (Tactician- Standard Action)

3rd: MoMS 1/EmCa 2 - Boon Companion, Expert Captor (Order)

INTENT: I hope to combine the Monk of Many Styles and the Cavalier's Order of the Penitent to flurry grapple - one check to grapple, and a second to Tie Up via Expert Captor - thus rendering the opponent helpless in one round. The mount is there to get the Halfling into combat FAST- with 50ft movement on the charge. With a DC 20 (+13 at 3rd level) to quickly mount/dismount to get to the next enemy. The mount will focus on movement related feats.

Please tare the build apart if it is wrong. Oh ya, this is for PFS, so be as strict with your rules lawyering as possible :)

Thanks in advance!


When using a rope, does the +1 bonus from Rough and Ready apply to grapple checks when attempting to Tie Down an opponent (which, in the description, requires a rope)?

How about R&R bonus and using the rope's CMs available with the Equipment Trick feat?


Hi Everyone,

I'm looking for critique on a rodeo/cowboy styled cavalier that rides a camel for my next PFS character. The elements I tried to put in the build are:

1 - Rope Tick and Entangle
2 - Mount/Cavalier grapple synergy
3 - Able to Tie Down the opponent in one round by level 2

Eventually, I'd like to use the mount and the cowboy to act as a grappling tag team that uses their individual standard actions to 1) grapple the enemy (camel) and 2) hogtie them (cavalier) in the first round of combat. Since this is for PFS, I need this build to work when the cavalier can't ride the mount.

At mid to high levels, I plan on using the camel spit ability and the rope's entangle (via Throw Anything/Equipment Trick) to bring enemies with higher strengths down to size. When all else fails, the mount and the cavalier can still full attack.

This is what I've got so far. Any and all suggestions are welcome.

Camel Rodeo Build:
LN Human Emissary Cavalier - Order of the Penitent
STR 18, DEX 14, CON 12, INT 10, WIS 12, CHA 7
Mount = Camel

Traits: Rough and Ready (Rope), Bread for War

Feats:
1 - Mounted Combat (Emissary)
1 - Improved Unarmed Strike
1 - Improved Grapple
3 - Equipment Trick (Rope)
5 - Mobility (Emissary)
5 - Throw Anything (entangle w/ rope)
6 - Greater Grapple (Bonus Feat)
7 -
9 - Trick Riding (Emissary)
9 -
11 -

Any advice on this build? Is it viable? And, how can I make the camel a better grappler?

Also, is the +1 bonus from Rough and Ready applied when attempting a Tie Down grapple check?

Thanks!


Hi Everyone,

I'm looking for critique on a rodeo/cowboy styled cavalier that rides a camel for my next PFS character. The elements I tried to put in the build are:

1 - Rope Tick and Entangle
2 - Mount/Cavalier grapple synergy
3 - Able to Tie Down the opponent in one round by level 2

Eventually, I'd like to use the mount and the cowboy to act as a grappling tag team that uses their individual standard actions to 1) grapple the enemy (camel) and 2) hogtie them (cavalier) in the first round of combat. Since this is for PFS, I need this build to work when the cavalier can't ride the mount.

At mid to high levels, I plan on using the camel spit ability and the rope's entangle (via Throw Anything/Equipment Trick) to bring enemies with higher strengths down to size. When all else fails, the mount and the cavalier can still full attack.

This is what I've got so far. Any and all suggestions are welcome.

Camel Rodeo Build:
LN Human Emissary Cavalier - Order of the Penitent
STR 18, DEX 14, CON 12, INT 10, WIS 12, CHA 7
Mount = Camel

Traits: Rough and Ready (Rope), Bread for War

Feats:
1 - Mounted Combat (Emissary)
1 - Improved Unarmed Strike
1 - Improved Grapple
3 - Equipment Trick (Rope)
5 - Mobility (Emissary)
5 - Throw Anything (entangle w/ rope)
6 - Greater Grapple (Bonus Feat)
7 -
9 - Trick Riding (Emissary)
9 -
11 -

Any advice on this build? Is it viable? And, how can I make the camel a better grappler?

Also, is the +1 bonus from Rough and Ready applied when attempting a Tie Down grapple check?

Thanks!


Hi Everyone,

I have a PFS character idea that is a “take them alive”-type mounted Blackjacket of Druma – a net/lance wielding debt collector that rides a camel.

The idea here is to:
1st round – Camel spits, foe is sickened (-2 everything, 1d4 rounds); Dragoon does net attack (-4 Dex, -2 AC)
2nd round – attack/charge with a lance (w/ enemy at -6 AC/CMB)
Enemy’s turn – 3 AoOs or negate 4 attacks to the camel

Also, the “tow rope” for the net will be always tied to the camel – forgoing the need for the Net and Trident Feat.

I’d like to go fighter and either half orc or human for this build.

I’m not sure how net focused I want to be – Net’s are rather useless beyond level 5 because monsters start getting freedom of movement. And, I would only want the net adept feat anyways.

Also, I’d rather go Roughrider than Dragoon as the former would be better for the combats when being mounted isn’t possible. If I go roughrider, and take the Shield Ally feats, do I need a full Animal Companion, or, are those feats enough to keep the animal alive?

Human Dragoon Fighter:
S 18 D 14 CO 14 INT 10 W 10 CH 7

Traits: Combat Reflexes, Adopted (Helpful)

Feats:
1 - Mounted Combat – Dragoon archetype
1 – SF (Ride) – Dragoon Archetype
1 – Nature Soul
1 – Combat Reflexes
2 – Bodyguard
3 – Quickdraw
4 –
5 – Animal Ally
6 –
7 – Boon Companion

Half Orc Dragoon Fighter:

S 18 D 14 CO 14 INT 10 W 10 CH 7

Traits: Combat Reflexes, Adopted (Helpful)

Feats:
1 – WP (Net) – Beastmaster racial sub
1 - Mounted Combat – Dragoon archetype
1 – SF (Ride) – Dragoon Archetype
1 – Combat Reflexes
2 – Bodyguard
3 – Nature’s Soul
4 – Quickdraw
5 – Animal Ally
6 –
7 – Boon Companion

Human Roughrider Fighter:

S 18 D 14 CO 14 INT 10 W 10 CH 7

Traits: Combat Reflexes, Adopted (Helpful)

Feats:
1 - Mounted Combat – Dragoon archetype
1 – Nature’s Soul
1 – Combat Reflexes
2 – Bodyguard
3 – Quickdraw
4 –
5 – Animal Ally
6 –
7 – Boon Companion

Half Orc Roughrider Fighter:

S 18 D 14 CO 14 INT 10 W 10 CH 7

Traits: Combat Reflexes, Adopted (Helpful)

Feats:
1 – WP (Net) – Beastmaster racial sub
1 - Mounted Combat – Dragoon archetype
1 – Combat Reflexes
2 – Bodyguard
3 – Nature’s Soul
4 – Quickdraw
5 – Animal Ally
6 –
7 – Boon Companion


Hi Everyone,

I've always wanted to try some type of mounted warrior. But, I also don't want to put all of my eggs in one basket in case the mount dies or can't fit inside the dungeon. I like the idea of a human/animal tag team that occasionally rides into battle together.

What is the best class/archetype that can:
1) have a mount at lvl 1
2) can ride said mount (preferably medium sized)
3) and have the mount and rider be effective as a tag team when the space/combat prevents the mount from being ridden.

Thanks!


Hi Everyone,

I've always wanted to try some type of mounted warrior. But, I also don't want to put all of my eggs in one basket in case the mount dies or can't fit inside the dungeon. I like the idea of a human/animal tag team that occasionally rides into battle together.

What is the best class/archetype that can:
1) have a mount at lvl 1
2) can ride said mount (preferably medium sized)
3) and have the mount and rider be effective as a tag team when the space/combat prevents the mount from being ridden.

Thanks!


Hi Everyone,

I've always wanted to try some type of mounted warrior. But, I also don't want to put all of my eggs in one basket in case the mount dies or can't fit inside the dungeon. I like the idea of a human/animal tag team that occasionally rides into battle together.

What is the best class/archetype that can:
1) have a mount at lvl 1
2) can ride said mount (preferably medium sized)
3) and have the mount and rider be effective as a tag team when the space/combat prevents the mount from being ridden.

Thanks!


Hi Everyone,

Most of the classes with some form of the Mount ability let you select either a horse or a camel if your character is medium sized.

So, my question is - who selects the camel as their mount? And, why?


Hi Everyone,

I'm wanting to make a summoning-focused caster for my next PFS character with liberal use of the Summon Good Monster and Augment Summoning feats. His background is that he is a Mwangi hermit that was sent by a Couatl to aid the Pathfinder Society; the hermit a small part of the winged serpent's grand plan. This character is good to the core but ignorant of most social customs and laws (he's a hermit) and this tends to get him into trouble or convince the general populace that he is one coin short of a full purse, probably both.

I'm having trouble decided on a class. I originally thought summoner but the eidolon would be a waste. I also thought conjurer wizard (can have SF, Augment Summoning, and Summon Good Monster all at 1st level), but, I'm not sure if I want to deal with prepared spells. I've also been thinking of either Sorcerer or Oracle, but, I don't see any good summoning focused bloodlines/mysteries.

So, I'm stuck. Please help. Thanks for the advice...


Hi Everyone,

I'm wondering what familiar would be best for a 1st level summoning focused wizard with the Acadamae Graduate feat for PFS?

Acadamae Graduate:
Prerequisites: Specialist wizard level 1st, cannot have conjuration as a forbidden school.

Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.

I'm thinking of taking a familiar that gives a +2 Fort save so that I can actually beat the DC to become fatigued.

How bad are the fatigued and exhausted conditions for the wizard?


Hi everyone,

I'm trying to figure out a place of origin for
my next PFS character. He will be a summoner with a serpentine skill-don.

I want this character to come from a place where ancient jungle temples are common.

Besides the Mwangi Expanse, where in Golarion would fit that description?

thanks,


Hi Everyone,

Elf Summoner FCB:
From the SRD wrote:
Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.

Most FCBs say something like "+Y bonus every X level(s)" but this one is worded differently, so I am a little confused.

Normally, it takes a summoner a full minute to summon their eidolon - or, 10 rounds.

So, is this saying, that if the elf takes this bonus at lvl 1, the time to summon the eidolon is reduced to 9 rounds? So, by level 10, the summoner can summon his eidolon in one round?

Is this FCB that TERRIBLE? Or, am I missing something?


Hi Everyone,

I'm attempting to build an Elvin First Worlder summoner for my next PFS characters. I'm new to both the elf and the summoner so I could use a bit of advice. Thanks!

I'd like to play a summoner who exemplifies the "artful dodger" literary archetype. During a job, the elf acts as the plant while the eidolon is the true master thief. I went with a with a small, dog-like (quadruped) eidolon w/ disguise so that the eidolon can be included in most social situations.

While the elf isn't the most optimized choice for a summoner, I picked it for RP reasons and the FCB will let me summon my eidolon at a moments notice when needed - a good tactic that I can exploit for a thief.

I went with First Worlder to add some needed utility to my summons - again, focusing on versatility over damage.

Character Background: One day, an Elvin street urchin witnessed his furry, best friend get run over by a rich-man's carriage. The next day, the dog returned, healthy as ever. They have been thick as thieves ever since. It's been over 100 years since that event. To summon his eidolon, the elf plays a short, melodic tune on a simple dog whistle.

TLDR: Elf "artful dodger" type - Summoner distracts while dog eidilon steals. Small quadroped eidolon for optimal scouting/thievery. Build (spoilers) below.

Everlos aka Riches:

A tall, lean, dark haired, Elvin gentleman thief. His friends call him "Riches" because of his fancy dress. He usually appears to be jovial but aloof as his eyes wander, keeping a look out for his dog and companion thief.

CN Elf First Worlder Summoner

Racial Substitutions: Envoy, Urbanite

FCB - Summon/Dismiss Eidolon in 1 round

STR 10, DEX 16, CON 12, INT 16, WIS 10 CHA 14

Feat Progression: 1- Extra Evolution, 3- Extra Summons, 5- Extra Evolution, 7- Extra Summons, 9- Extra Evolutions, 11- Extra Summons

Traits: Fast-Talker, Reactionary

Skills: Bluff 1 (+7), Diplomacy 1 (+5), Handle Animal 1 (+6), Linguistics 1 (+7), Spellcraft (+7)

Spells:

0 - Acid Splash, Detect Magic, Open/Close, Message

1 - Reduce Person, Unfetter

Summon Nature's Ally: 5/day

Raggs, the Thieving Dog:

This eidolon appears as northing more than a small dog with a well-groomed coat of shiny, black and brown fur. He follows his master everywhere, is well behaved, and is a favorite with local townspeople. None suspect, however, that this dog stole the crown jewels.

Small Quadruped (fey)

STR 10, DEX 16, CON 11, INT 7, WIS 10, CHA 11

AC 16, HP 3

Attack (bite) +5, 1d4+0

Feats: Combat Reflexes

Evolutions: Bite (0), Limbs x2 (0), Climb (1), Skilled- Disguise (1), Skilled- Stealth (1), Skilled- Perception (1)

Extra Skills: Disable Device, Disguise, Escape Artist, Slight of Hand

Skills: Disable Device 1 (+7), Disguise (+12), Perception 0 (+8), Stealth 1 (+19), Slight of Hand 1 (+7)

Here is a discussion about this character's functionality in a PFS group

Thanks for the advice!


Hi Everyone,

My next PFS character idea is an "artful dodger" Elvin summoner and his dog-like eidolon. The summoner and his eidolon are a pickpocketing team - the summoner acts as the plant/distraction while the eidolon commits the crime. Because, no one expects the dog to steal someone's coin purse. Right?

Anyways, I've been playing PFS for some time now. I fully understand the need for cooperation and "not being a jerk" rulings. I don't want to upset the players, the GM, or try to get extra loot by pickpocketing during play. I just think this is a cool RP concept and I would like to explore it to bring some fun and comic relief to the table.

Essentially, I want to do more with the concept than just having a Profession skill and saying "my character is a pickpocket. Let me roll my Day Job". But, I also want to respect the rules, table expectations, and my fellow players.

RP Example:

Summoner begins to distract NPC - "Hello Sir. Nice day we are having, eh? Say, my friends and I are looking for some information. Can you help us?"

Meanwhile, the dog (Disguise +12) sneaks around the NPC (Stealth +19) and attempts a to steal the coin purse (slight of hand +7).

Success - "Well thank you sir. You have done us a great service. May [Insert local god] bless you and yours". Sucker.

Fail - "Oh, I'm sorry sir. I'm not sure what got into my dog. Bad dog! Bad! Here sir, here is your coin purse back". Fail, but, a clean getaway.

On to the rest of the mission.

So, is pickpocketing a viable thing to do in a typical PFS game?

If I explain my intent before the game, will the GM allow it?

Can I pickpocket without automatically becoming evil and have the character banned from PFS?

And, how far can I take this idea without annoying or upsetting my fellow players?

Thanks!


Hi Everyone,

Title says it all - what do you think is the best base form for a skill focused Eidolon?

I'm wanting to spend about 1/4 of my total EPs on combat oriented evolutions. Maybe grappling, maybe some other CM. But, this eidolon will not be built for full out damage.

Thanks!


Hey Evereyone!

I've been doing a lot of research on the boards reciently into eidolons. I’ve seen a lot of talk on the boards about eidolons and trying to make them into walking trees. Because, you know, Pippin and Treebeard rock!

So, is there a way to do this?

My Initial Thoughts:
My first idea (i.e. my only idea) was to take the quadruped base form and add limbs (arms) and claws to simulate the branches and/or tentacles for the roots.

Other evolutions like Large/Huge (it’s a big tree), Skilled: Disguise (hey look, it’s a tree), Skilled: Know Nature (it knows about the forest), Imp NA (its bark is thick), etc. could work to make the eidolon more tree-ish.

But, I'm not sure what to do with the quad's bite attack

How would you do it?

How would a tree eidolon compare to other builds?


Hi Everyone,

Let me preface that I love playing tongue-in-cheek characters. I enjoy the RP and fun that they bring to the table and the crazy ideas that I have to come up with to survive because my characters lacks pure optimization. Moving on...

I'm stuck between two Halfling Summoner ideas. Both are of a stealthy Halfling Summoner named Little Teddy (think of a short Theodore Roosevelt in Safari gear) whose eidolon is a a Girallon. His slogan is "Speak softly and have a big gorilla."

So, that's my concept, but, I'm not sure where to go with it, mechanically. My first idea is to have Little Teddy ride the Girallon into battle - a sort of "Aid Another" specialist/caster for the eidolon. My second idea is an AoO Tag Team build inspired by this guide.

Little Teddy, Girallon Rider:
STR 12, DEX 16, CON 14, INT 10, WIS 12, CHA 14

Racial Substitutions - Outrider

Feats: 1- Extra Evolution; 3- Mounted Combat; 5- Ride-by Attack; 7- Extra Evolution, 9- Swift Aid; 11- Extra Evolution

Traits: Reactionary, Helpful

EIDOLON

Quadruped

1st level Evolutions (4 Epts)- Limbs (arms) x1, claws x1, Mount

Additional evolutions (+16 Epts) - claws x1 (2 sets of claws total), reach (claws), Improved Damage (claws), Rend, Pounce, Large/Huge,

Feats: 1- WF (claws), 3- Power Attack, 5 - 11 = ?

Little Teddy, Tag Team:
STR 14, DEX 14, CON 14, INT 10, WIS 10, CHA 12

Racial Substitutions - Fleet Foot

Feats: 1- Combat Reflexes, 3- Arcane Strike, 5- Paired Opportunist, 7- Broken Wing Gambit, 9- Outflank, 11- Improved Shared Spells

Traits: Reactionary, Heirloom Weapon (longspear, +1 AoOs)

EIDOLON

Biped

1st level Evolutions (3 Epts)- Limbs (arms), Claws x1

Additional Evolutions (+14 Epts)- Improved Damage (claws), Reach (claws), Rend, Large/Huge

Feats: 1- Combat Reflexes, 3- Power Attack, 6- Paired Opportunist, 9- Broken Wing Gambit, 11- Outflank

Which would be more beneficial to the party?
Which is most effective from levels 1-12?
Which would be more versatile?
Which would have more overall damage output?
And...which would you rather play?

I welcome any and all advice. Thanks!


Hi Everyone,

I've been working on this Eidolon build for some time now. Please take a look and see what you think. Any and all advice is welcome.

Background:
This Eidolon was once a BBEG assassin who gave his life to save an innocent as his final act ala Tale of Two Cities. He has now been given a second chance to prove himself. If he fights on the side of good he can earn himself an improved afterlife. His celestial parole officer (the summoner, an Aasimar) guides the Eidolon through this endless trial.

I imagine the Eidolon as a sort of risen martyr. Basically, a lawful good shade/wraith.

Build:

Biped
HP 6, AC 13
DR 1/evil (Aasimar FCB)
Saves +3/+1/+2

Falcata (two handed):
Attack +3, Damage 1d8+4, 19-20x3 (10% ctit)
Avg Dmg 8, Avg Crit Dmg 24

STR 16, DEX 12, CON 13, INT 7, WIS 10, CHA 11

Perception +12, Stealth +13

Evolutions:
Claws x2 (free)
Legs (free)
Arms (free)
Skilled Perception (1)
Skilled Stealth (1)
Shadow Blend (2)

Feat:
EWP (Falcata)

My intent with this build is to create a ghost-like, skills-focued eidolon that can still dish out some damage. I intend on taking Shadow Form later and still want to have "respectable" damage despite the net 50% less damage from being quasi-incorporeal. I know I won't be out damaging the fighter or barbarian, but, I would still like to contribute to the party DPR in a pinch.

The best way to do this, I think, is to specialize in a two-handing high crit weapon like the Falcata.

I plan on getting a keen Falcata about the same time I pick up Shadow Form. Will the 17-20x3 crit be enough to overcome the overall 50% damage?

Thanks,


Hi Everyone,

I'm trying to build a ghost-like Eidolon for my next PFS character (Aasimar summoner). So please, try to keep it RAW.

If I give the Eidolon the Shadow Form and Shadow Bend evolutions, it gets total concealment 24/7 - the Eidolon becomes quasi-incorporeal.

Now, how would this affect stealth checks in combat? Would the eidolon be able to attack and then stealth in the same turn- essentially, a legal HIPS-like ability at lvl 1?

My intent is to eventually give the Eidolon the Poison evolution (re-flavored as Ability Drain)- thus letting it attack, deliver it's "poison", and then sneak back into the shadows all in one turn. This will come online at lvl 7.

I don't mind taking feats like Hellcat Stealth to accomplish this trick, but, I want to know if those feats are required before I go down that path with this build.

Important Rules Stuff:

Shadow Blend (Su)* wrote:
In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.
Shadow Form wrote:
The eidolon's body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon's melee attacks deal only half damage to corporeal creatures.
Concealment in Combat wrote:

Concealment and Stealth Checks

You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check.
Stealth Skill (emphasis mine) wrote:
Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment....If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth...While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Thanks for your feedback!


Hi Everyone,

I’m working on a few ideas for my 2nd PFS character. One of the characters I have in mind is a Summoner that is a “redeemer of souls”. By that, I mean he is sort of a supernatural parole officer – one who guides a spirit of a once murder/fallen-hero/evil-doer through the martial plane so they can do good works to obtain a better afterlife.

The intent is to have a good character and a good undead/shadow companion – something similar to the Undead Lord cleric, but, allowable in PFS.

Summoner:
This summoner is weak and close to death. His final act in life (so he believes) is to travel the world to help redeem the soul of his supernatural companion.

Aasimar

STR 10, DEX 14, CON 14, INT 14, WIS 12, CHA 15
FEATS: Extra Evolution
TRAITS: Reactionary, +1

SPELLS: Enlarge Person, Mage Armor(?)

That’s the easy part…I’m not sure what to do about my eidolon.

I picture this eidolon as a type of ghost or other shadow creature with a mix of the flavor/personality of the Risen Martyr from Exalted Deeds.

Basically, I want it to eventually have all of the undead/shadow eidolon abilities. But, I’m worried about how effective it will be in combat – especially once the eidolon becomes incorporeal via Shadow Form. I’m thinking of having the Eidolon focus more on stealth/skills than damage, but I don’t know how good of an option that is. I'm not out to make a combat brute, but, I do want something that can contribute to the party.

Eidolon at 1st level:

Biped, 4 Evolution points

Skills: Bluff, Craft, Disable Device, Heal, Intimidate, Know Planes, Perception, Sense Motive, Stealth, UMD

Feat: ??????

Evolutions: Claws (B), Legs (B), Arms (B), Shadow Form (2), Skilled: Stealth (1), Unnatural Aura (1)

Thanks for the help!


Hi Everyone,

Expanded Arcana:
Benefit: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.

Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, and sorcerer. You can gain Expanded Arcana multiple times.

I've read that Expanded Arcana is the worst feat EVER for sorcerers because:
1) lack of specialization for high spell DCs- forgo Spell Focus, Spell Specialization, etc.
2) lack of feats to improve the "vital" low-points for sorcerers - forgo Toughness, Dodge, etc.
3) forgo metamagic feats
4) It does not scale with higher levels

Now, this is very true for the traditional CC, damage, or any other sorcerer build that needs those high DCs so they can wreak havoc on the enemy.

But, what if...

A Sorcerer instead focuses on the arcane support (Enlarge Person, Haste, Protection from X, Animate Rope, etc.), utility (Mount, Image Spells, etc.) and various communal spells INSTEAD of the typical spells picked by every sorcerer.

Would this sorcerer benefit from Expanded Arcana because they do not need a high CHA or feats to increase spell DCs and can spend those resources elsewhere. Expanded Arcana would give them a wide variety of spells to they could help out in any situation.

Or, are other feats still better overall?


Hi Everyone,

I’m itching to play a “support” sorcerer for PFS - a character that bends the fabric of reality to help out in weird, random, and all-around chaotic ways…think “the Genie from Disney’s Aladdin”. But, I would like this character to be a bit more focused on party buffs than the “sorcerer who thinks he is a god wizard” type build. But, I’m not sure were to begin. Any suggestions?

Also, are there any good party-wide buffs like Bless and Heroism on the arcane spell list? Or, is this idea of a “support sorcerer” just an oracle wannabe?

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