Darius Finch

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Yeah, I can really see how a reach weapon will help out.

Got that ring and put surprising charge on it.

Can't take the ioun stone, because we're limited to UM and APG, but I changed weapon to a Lucerne Hammer, that should work out, and also changed Extend to quicken, and just got a lesser rod for extend.


How much is grapple worth it if I'm the only divine caster?
(ok, we have a Paladin, but still...)

What ring do you mean?

Quicken spell seems nice, I was going the opposite with Extend, so I could have long duration buffs up instead of buffing every fight.
Sadly, Fate's favored isn't available.

I was considering reach, but without the combat reflex package it didn't look that good.

Yeah, I've been taking lots of non save spells + buffs and some control stuff, lvl 7+ taking the FCB for extra spells known.


So I'm starting lvl 10 in the middle of a Rise of the Runelords campaign, we've got two full Martials and 2 full casters(arcane), so I wanted to build him as a melee support-ish.

Only using APG, UM and Inner Sea World Guide as sources.

Koth - Battle Oracle 10

STR: 14 DEX: 12 CON: 14 INT: 10 WIS: 8 CHA: 16

post levels and racial

STR: 18 DEX: 12 CON: 14 INT: 10 WIS: 8 CHA: 16

Level choices:
1: Battle Mysteries: Skill at Arms
Curse: Clouded Vision
Feat: Improved Initiative
Bonus Feat: Noble Scion of War

3: Feat: Power Attack
Revelation: Weapon Mastery (Falchion? not sure yet)

5: Feat: Big Game Hunter

7: Revelation: War Sight
Feat: Combat Casting

9: Feat: Extend Spell

Not really sure about feat choices, I was thinking of going Extra Revelations into Maneuver Mastery instead of Big Game Hunter.
Also not sure how to spend Wealth by Level (62k GP)

I'm pretty sure he'll wear a Full Plate, one Weapon +1 Giant Bane, Belt +2 STR, Headband +2 Cha, Buckler, +2 Ring of Protection, +3 Cloak of Res, +1 Amulet of Natural Armor.
Maybe upgrade some of those items and get rods/consumables?


Yeah, Bestiary 1~3 is allowed.

I don't think it helps more than gnome I guess, but I can see it working.

Slim Jim wrote:


Dip a level of Sohei and take Mounted Skirmisher as the monk bonus feat

For lvl 5 or later?

And what feat should I get at lvl 5 if Boon Companion is out?


Oh. DERP. I was totally thinking something else when I typed the title. Yeah, it's a Gnome Barbarian.

I'm not that knowledgeable about Companions/Mounts/Leadership rules, but I probably will take that, unless I can get some other way to work around it.


He wants us to run with what they used when wotking on Rise of the Runelords.
"This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Magic and Pathfinder Campaign Setting: Inner Sea World Guide."


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@Magda
I will keep it in mind if my sandbox character dies I guess. I should start working on a backup....

@Claxon and Wonderstell
Yeah, I already searched a bit to see what I could find, and I was already aware of that rule. Still pretty good damage

@Slim Jim
You even quoted it yourself, I'm starting with 16 CON after racials, my SavTech Raging man.

Sadly, Ultimate Combat isn't allowed, but I will try and talk to DM to see if Boon Companion can go through anyway.(or some other way to help my Wolf? Riding needs)


I'm going to be joining the Rise of the Runelords AP at 4th level. The group currently has a Paladin, an Oracle, a Ranger and a Wizard.
The Wizard is leaving, and I'm joining together with another player that is going as a Sorcerer.

The DM has spoken, and we're only allowed to use Core, APG, Ultimate Magic, Inner Sea World Guide and the Rise of the Runelords Player's Guide, obviously.

I was thinking of just building a melee, and trying out horse combat. So I went to a Barbarian, obviously. But a Human Barb would be too polarizing, I'd either destroy most combats, or be a subpar melee character(as built for mounted combat).

Now, I was reading the player guide, and it said Mounts probably won't get used on the dungeons themselves, but I suppose that means Large mounts, which brings us to....

Small characters can go Mounted with Medium mounts so it shouldn't be that hard, and I can do my "thing" often enough, but I'm not going to be demolishing like the human barbarian would either, and that's exactly what I want.

I want to improve this, and plan where to go after this, until about lvl 10, but I want to keep it Gnome AND Barbarian(maybe 1 dip or something, if it's REALLY GOOD). Mounted combat is heavily preferred, but I just want to make him the best gnome barbarian I know he can be.

This is what I have for now:
STR 18 DEX 14 CON 14 INT 7 WIS 11 CHA 7 10 pt buy

STR 16 DEX 14 CON 16 INT 7 WIS 11 CHA 9 (After racials)

Gnome Barbarian(Mounted Fury) 5 CN

Traits: Indomitable Faith and Outlander (Exile)

1:Mounted Combat
2:Beast Totem, Lesser
3:Ride-by Attack
4:Reckless Abandon

Beast totem is building up for Pounce, and I don't know what else to plan for besides Spirited Charge and Power Attack.


I was accounting for the Deadly Aim (-4), Rapid Shot(-2),and that I wouldn't have both study and Bane up on first turn, so both maths are right.

It's not only the VMC.VMC fighter gets me +5 will vs fear, +2 AC, +3 hit and damage.

I guess you meant the Battle Mystery, which gives Wpn Focus/Greater/IMP.Critical

I actually like the War Sight way better than that, since Dex+Wis(16) to initiative + rolling 3 times mean I pretty much always go first, besides always acting in the surprise round.


Yes, I understand.

But it's just that there are other,better, ways to get Wis to Ranged attack, like Darklone said.

The Guided Hand just feels like I'd be gimping myself every way possible, for a few spell slots that I'd end up using on self buffs to compensate the loss.

If I did my math right, with swift Study, Bracers of Archery and Gloves of Dueling I should be shooting at +32 (Manyshot)/+32/+27/+22 for 1d8+25+holy

If I can hit that without anything else I can just keep Divine Favor up when needed and use the other slots to help out the team. Studied Target should help my DC for spells and I just need a good selection I guess.

Shine with the bow when I can, and if it's not possible I can help out with the spells since I won't be using them all for myself.

The team is Me,Half-Elf Spell Warrior Skald,Half-Orc Barbarian and ???? Ranger?


Heather 540 wrote:
When I was building the same class, the teamwork feats Coordinated Shot and Friendly Fire Maneuvers were suggested to me.

Yeah, I was thinking about Coordinated Shot, but Friendly Fire Maneuvers looks kinda bad since I have Imp.Precise Shot, and can't make AoOs with my bow.

BadBird wrote:


Personally I wouldn't start with 20DEX; one extra modifier point there costs a fortune in point buy on a build that could use points in other stats.

Sanctified Slayer must Study every new target, which can get in the way of using Bane. Not a huge problem, but it's one issue you don't get from using Judgement.

Surprise Charge from Battle Mystery can be very useful for an archer, since you can reposition and still full attack. Nothing worse than losing full attacks because of obstructions or terrain.

One unique option for a ranged attack character at high level would be to use a Sharding weapon with Guided Hand (Life Mystery for Channel). An Inquisitor of Ra with Two-handed Thrower, Rapid Shot and Guided hand and a Sharding spear would get to make all attacks - ranged or melee - with the same weapon, using WIS on attack, and adding two-handed STR damage to all hits. They can focus on STR/WIS, which is very efficient for attack and damage. Sharding works on any melee weapon, so while spear has better ranged increments, you certainly could hurl anything from daggers to Greatsword with the same setup.

Guided Hand can also be useful for a longbow Inquisitor (Erastil or Cernunnos), since your ability scores can focus on WIS, take just enough DEX for Multishot, and put the rest into STR. This is way more efficient for items, and grants really high WIS for Inquisitor stuff. To modify your starting scores: 14STR(+6item), 15/17DEX, 12CON, 10INT, 16/18WIS(+6item), 7CHA.

Yeah, but Dex is worth a lot more than anything that isn't Wisdom. I'm probably adding that Dex on AC for a Celestial Armor because of the Armor Training II, also adds a lot of skills and Ref/Init rolls. Also To Hit should be adding a lot more to damage until I can get past 34 To Hit consistently.

Sanctified Slayer was picked because of the Slayer Talents mostly, since the Fighter VMC takes 4 away, but allows me to pick Point-Blank Master, and fits just right the Feat number needed for Archery.

And, with the going first always, I probably can put those Sneak Attack Dice(5d6) to use, which allows me to skip Bane the first turn and probably keep the same damage going, sometimes.

Guided Hand takes -> Weapon Focus, Improved Critical, Greater Weapon Focus + 2 Feats(for Channel Smite and itself) and the ability to pretty much always go first (War Sight) looks like a big price to rearrange the point buy and to spend a bit less on items.


So, i'll be playing The Witchwar Legacy(no spoilers) starting at Lvl 17 with some friends.

I chose to build an Archer Inquisitor, since I'm really liking Archery as of late.

Valliriam Guspark ,CG Aasimar(Garuda-Blooded) Ravener Hunter Sanctified Slayer Inquisitor of Desna (VMC) Fighter

STR: 12
DEX: 24 (2 racial, 4 levels)
CON: 12
INT: 8
WIS: 16 (2 racial)
CHA: 7

1: Point-Blank Shot, Battle Mystery [Weapon Mastery(Longbow)], -Weapon Focus: Longbow-
2:
3: -Bravery +1- -Demon Hunter-
4: -Sneak Attack 1d6-
5: Deadly Aim
6: Teamwork feat.
7: -Armor Training 1-
8: Battle Mystery (War Sight), Slayer Talent[Ranger Combat Style I(Archery)] Precise Shot -Improved Critical: Longbow-
9:Rapid Shot, Teamwork Feat.
10:
11: -Weapon Training 1 (Bows)-
12: Teamwork Feat, -Greater Weapon Focus: Longbow-
13: Manyshot
14:
15: -Armor Training 2-,Teamwork Feat
16: Slayer Talent: R. Combat Syle II - Point-Blank Master
17: Clustered Shots, Slayer Talent: R. Combat Style III - Improved Precise Shot

I'm having some doubts.
A) Does this look good enough vs pure Inquisitor? Anything to change up?
B) Trait choices. Should I still pick Reactionary? What else is good for Ranged?
C) What Teamwork feats to pick?
D) Where to spend money? WBL, so 410.000 GP. I'd rather avoid Ioun Stones.

Also, how would I play this out when starting an Encounter?


Toblakai wrote:
Level 10 ranger, Instant enemy spell makes this moot.

He isn't a level 10 ranger. He's a multiclass wizard/arcane archer/ranger that's level 10 total, so no Instant Enemy yet.

He gets 2 Combat Style feats and 5 feats for the odd levels.(also not a human)

Point Blank Shot/Precise Shot(combat style)/Weapon Focus/Rapid Shot/Point Blank Master(combat style)/Manyshot/Deadly Aim(Or Clustered Shots I guess).

Weapon Focus is a requirement for a Ranger to pick Point Blank Master as his combat style feat.

Improved Precise Shot requires +11 BAB, he can pick that instead of Point Blank Master I guess. We do really need his character sheet, otherwise we can only guess. But he can't have both Point Blank Master AND Improved Precise Shot for now.

He can't skip Weapon Focus, Point Blank Shot or Precise Shot anyway, if he picked Arcane Archer, so what I said should be close enough for his feats.

If you can pick his character sheet, we can go through it, but outside of that we can only speculate what he's got, but what everyone else has said about it should be good enough.


What Toblakai said.

My core only Fighter archer hits for 1d8+11, 4 arrows at level 6. Which is about the same what your ranger is hitting if my math checks out.


Have mobs rush at him? He PROBABLY doesn't have the feat that allows him to shoot at melee.

Don't use Humans/Undead enemies as often?

Sunder his bow?(Unless he has a spare bow you're basically telling him to sit out of play in combat)

Use buffs other than AC to determine hit/miss? Like Blur, Mirror Image and Displacement.

Play around cover.

Get some DR on those mobs. It should take a lot from those arrows.Also Piercing Resistance/Immunity?

Okay, I wrote all that before the edit.

One is really different than the other.

Ask him to have the same sheet as other people, and to also roll physical dice? I don't use Hero Lab but surely he can just print a PDF and send you every time there is a significant change.

I don't think you should call him out for cheating just because of that, because I can definitely see those numbers with a "pure" archer build. They're probably the strongest DPS wise, if you can keep full attacking away.


Go full Fighter for Core(that's what you're playing right?)
I don't know anything about ROTRL.

14,16,15,12,10,7 stat, for 20 pt buy.

14,18,13,14,10,7 for an Elf.

Reason for this, is you don't get much damage from STR from going higher, and melee weapons are just a backup. You will suffer a bit on Will saves like this. Could get Iron Will on 7 instead of Quickdraw, to shore up. Or the Endurance you want.
Melee weapons HAVE to be a backup, since you don't have that much CON. d10 +2 HP SHOULD be fine for a ranged, since your AC should be good.

This is, obviously, a more Ranged focused approach. Building Ranged is just too feat intensive, but since it's Core only, you pretty much got all of the feats by lvl 6. You could go further and get Grt. Weapon Focus/Grt. Weapon Spc, but I don't know how good that is.

1.Point Blank Shot. Precise Shot.
2.Rapid Shot.
3.Weapon Focus.
4.Weapon Specialiation. (Boost con to 14)
5.Deadly Aim. Pick Bows Weapon Training
6.Manyshot.
7.Quickdraw.(Iron Will/Endurance)

2+2(int) skill points should get what you want, or you can just spend the favored class bonus to hit those 5 skill points.(since you said 5/level is fine)

Use a Buckler, it doesn't penalize your Longbow if you're wearing while shooting, so it's easy to switch up if you get surrounded.

Quickdraw on 7 let's you do a full attack when you need to drop the bow.


Sadly we'll retire the characters at 10th level, so I can't plan to "get online" later, or rely on spells I'm yet to get.


Core only, so I can't pick alternate racial traits or archetypes.(Or pick Traits)

I'm not sure if Pages of Spell Knowledge is in Core, but I'm pretty sure they're not.


So, I've been plaing a game Core only, and we had a TPK when the party decided to fight a Frost Worm. Sadly, that's how my Rogue passed away.Killed in one hit.

Now the DM allowed everyone to start at the same level as we were, so I'm going to build a Sorcerer, at 6th level. We have Wealth by Level(so, 16.000), and I can also pick one magic item worth 2.000 or less outside of that spending money.

20 PT buy, Bestiary 1 races are also allowed(Aasimar, Goblin, Tiefling, etc...)

I was thinking of going Fey Bloodline Gnome Sorcerer.
5 STR(-2) 12 DEX 16 CON(+2,+1) 10 INT 12 WIS 20 CHA(+2)

I play with multiple random people, so I can't build around them, but there should be a healthy mix of martial/casters.

I was thinking of going Toughness, Spell Focus and Greater Spell Focus(Enchantment), and try to pick any spell that gets boosted by Fey bloodline to pump those saves.

Also, 3rd level spell and purchase advices.And what skills to throw my points on, since I only get 2 per level....(which after playing a Rogue hurts)


Wow. I loved this.

6th is Fighter 3 right?
Why Cleric?

Also, do I still take Community if the casters are probably going to cheese out of combat healing by just getting CLW/Infernal Healing Wands?


Quote:
Yeah....that's the hard part about being a Swashbuckler

Yeah, that's why I threw Steadfast Personality and Iron Will in there.

Quote:
Are you committed to a half-elf for any particular reason?

Not really. It was just the easier way to get Katana prof that I found.

For as much as that build looks cool, the Barbarian is building Natural Weapon Barbarian, so I fear I may be stepping on his... "thing".

Though I didn't know Dwarf had so many of those + on save vs spells.

I also don't particularly mind not having high Cha(or even dumping it), since it was just because of Steadfast Personality and Charmed Life that I pumped into it.


Quote:

How far is the character expected to level (if at all) during the one-shot?

(If the answer is "not at all", then definitely be BAB6 as a martial.)

I'm not really sure. If anyone who has played could say tell us I'd appreciate that, but I don't want to look since I may spoil us (more than DM has spoiled session 0).

I'd say levelling to 7 is likely, but we won't have much choice to change equipment.

Quote:
, "I'm not playing a trap-disabler just because I was the last person invited to this table after no else wanted that job"

Almost like that, but I was the one late on session 0. Though we had already said beforehand what we would go with.(so, both Oracle and Sorcerer likely choose that BECAUSE I'd be a dex based parkour class, and we had a barbarian)

Something with casting would be fine, as long as we're definitely on the martial side of the spectrum. Such as Bladebound Magus? Don't know if there's a Hex class like that either, or even Inquisitor.

I'm not feeling the Samurai, because of the Mount, so if it's unreliable I'don't have to go walking around with Heavy Armor, when I wanted to be able to switch between front with barb and back with casters.

And since I can pick Trap Finder, I can cover trapfinding, so I just lack the feeling of mobility and having a bit more options/saves than my swash on OP.

I think it's more like this:

Goal1: Have good/respectable saves.
Goal2: Go around hitting people with decent damage + condition or better damage and being able to Nova.
Goal3: Protect the casters.
Goal4: 1 trait for trapfinding. (Or coming with class)


@Slim Jim
One thing I forgot to mention, is that we don't plan on continuing playing after the module. It could happen but it's really unlikely, so it's basically a one shot.(Which now does seem like it changes a lot of how we'd plan this out)

Really liked both builds! Very different ways of doing what I was looking for. I wanted to get the Blue Scarf on my original buid, but couldn't see what to drop for it.

@Wonderstell
I don't really like playing around with Animal Companions/Summons/Familiars, but the other archetype looks nice.

@Gray
Yeah, seems like it is allowed, so it's straight better than Criminal for what I want.

@Dave Justus
Yeah, it was looking fine to me, but I guess that's just how swashbucklers are. They have a lot loaded on the kit, so it's hard to mess up.

@doomman47
Yeah, I missed that. Still, it's once a day, so if we have a good encounter pace I'm going to lack panache still.


@Slim Jim

So the Headband was suposed to just be a Charisma one and I messed up when picking on PCGen.

Nice one on the +1 weapon, didn't realize it.

I liked the Paladin dip for the saves which wouldn't be possible for Swashbuckler since I'd be losing the Improved Critical

Since the one who told me to get Disable Device were two other players, as I already had the idea of playing a Dex character, it would just be some sort of insurance I guess.

I did want to avoid going the Rogue route, but I guess that's how it ends when playing Dex Martial builds, because of the free dex to hit+dmg.

I also really liked how it has an insane Perception score. (+19 I think, from the top of my head?) And the Saves are lookin pretty sweet.
Though I think the +1 on Charisma for Level 4 would give to 3 Saves + UMD and Social skills, vs +1 on Will and Perception.

Quick Draw also looks interesting so I can start shooting with the Longbow and then drop it for Melee fighting(even though I won't have that much damage with it)

I just have some doubts as to how some things work, and the reason for the choices.

So, is Accelerated Drinker worth if I'm just taking two potions? Also, why Enlarge Person potions?

How good is UMD if I'm just taking Mage Armor wand?(Since I think I can cast the Magic Weapon scroll as normal, because I'm a Paladin)

As I said earlier, Wis to 14 instead of Cha to 16(18 with Headband)?

I'm not getting how TWF, Quickdraw shield, and the Feat are supposed to work.(As in, how I'm supposed to fight with it)

Is the Scout Archetype worth it? Because I'm not seeing ways to Sneak Attack besides flanking with the Barbarian.(And Surprise Round)

Quote:
There is a paladin archetype that makes you a swashbuckler so 6 level in that will just flat out replace 2 level in paladin and 4 in swashbuckler.

That could also work, if I could take Improved Critical somehow, as that looks pretty important to keep Panache up.


Since we're playing as Level 6, and I don't think we'll level up while playing, that wouldn't be delaying Swashbuckler Training, but rather skipping it. And then I think I would just be out of Panache the whole time.


So I'm building a Character to play From Shore to Sea (no spoilers), and we currently have a Barbarian, Sorcerer and a Oracle. I was building a Swashbuckler and this is what I currently have.

We rolled stats and I got 18, 15, 15, 14, 13, 10, also using Character Wealth by Level.

Spoiler:

Thinter Shemegal
Half-elf Swashbuckler 6
Str 10, Dex 22, Con 15, Int 14, Wis 13, Cha 18

Traits: Criminal(Disable Device) and Elven Reflexes

1: Ancestral Arms(Katana),Weapon Focus(katana)
3:Steadfast Personality
4:Slashing Grace(Katana)
5:Iron Will

Then I went with common purchases I thought would be the most useful.
mithral shirt, katana +1, headband of aerial agility (cha) +2, ring of protection +1, belt of incredible dexterity +2, cloak of resistance +1, quick runner's shirt, outfit (explorer's), buckler, fighter's kit

+15/+10 to hit for 1d8+13
23AC 5 Fort 12 Reflex 4(7) Will

I wanted to know if there is something that I could just do better, even maybe switching up the class, or a dip? Though not multiclass heavy.

With the other classes we already have a nice damage and buffs/debuffs + control, so I just wanted to play buddy with the barbarian(Maybe Butterfly Sting?) and be able to protect the casters if need be. Even a switch hitter maybe?

Plus I was told to get Disable Device as class skill should we need it.(which I don't have a problem with)


Eldritch Scion would fit pretty well, except the divine magic bit.
Even better at the "becoming a demon" thing.Also can pick up one of the Obedience feats, and damned disciple for the evangelist boon.

Otherwise, if divine magic is that important, Oracle does look like what you want.


Okay, so first things.
Thanks for the help! Also, I talked to my DM and he said we could roll stats and either keep them or do a 15 pt buy, so I was bold and got
S:18 D:15 C:12 I:18 W:10 C:9
Now I'm thinking of just playing a STR magus(oni-spawn) for this adventure.

BUT, we're also going to start a module called City of Golden Death, with lvl 5 characters and 25 point buy.(or 2d6+6 rolling in order, but I'm staying away from that this time)

One thing I didn't get was why the +2 STR would make that much difference for the Bloodrager when Urban looks just as solid.(obviously accounting for agile AoMF)
Is it because STR goes 1,5x and Dex would be 1x? Or Power Attack?

Assuming Bloodrager won't work even with 25 pts, would a Sorcerer like this be good?

Krowleeie, Kobold Draconic Sorcerer 6

Racial Trait - Dragon Affinity, Day Raider
Taking favored class bonus for extra damage.

S: 8 D:16 C:10 I:13 W:8 Ch:18

1:Blood Havoc(mutation), Kobold Confidence(feat)

2:

3:Spell focus:Evocation

4: +1 in Dex

5:Spell specialization ( prob keeping on Scorching ray?)

I'm not sure what else I could take on those levels, or if there were better choices. It's an oneshot, so I would want to be as strong as possible, though I'd like to avoid being too cheesy


Not exactly what I was looking for, but thanks!
I'm going to keep those ideas in mind.


I'm joining a group mid adventure, so I'm starting third level. 20 point buy. Only 3K to spend.

Pretty much anything that's not third party or really campaign specific goes, but I'm a bit new to pathfinder, and I want to play a Kobold, and I don't want to go there and feel useless.
The party right now is: Dragon Oracle, Old Wizard,Synthesist Summoner, Half Orc Barbarian, Dwarf Fighter.

I want to either focus on natural attacks(probably with Dex), with a bit of spellcasting, or pure blasting. Any bloodline is fine for Bloodrager, but Sorcerer would have to be Dragonic. Kobold is obviously non-negotiable.

S: 8 D: 16 C: 12 I: 10 W: 8 Ch: 14 (after Kobold racial mods) is what I was thinking for the Rager, probably going Urban so I can live with the dump on STR.

S: 8 D: 14 C: 12 I: 13 W: 8 Ch: 16 For the blasting Sorc, maybe going tatooed sorc? I don't really know.

Please help me, either one would be fine.(changing stats is obviously fine, those are just what I thought would be good)