Hydra

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Organized Play Member. 2 posts (9 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




I'm beginning the Jade Reagent adventure path soon and I've decided to play an Invulnerable Rager.

My dilemma (and I know its silly), is how to arrange my stats. We're using 20 point buy. So far, here is what I've put together:

16 (+2 Racial)
14
15
10
12
7

OR

17(+2 Racial)
12
15
10
12
7

The 15 Con is for Raging Vitality. I plan on bumping it to 16 at 4th level.

I know there's not a huge difference. I'm just wondering if I'll be kicking myself for not having that 14 dex when I take combat reflexes later on, or if waiting till 12th level instead of 8th level to get that 20 strength will matter.

These are small things, but I'm neurotic so they matter to me. Thanks in advance.


I'm looking for some good, post-APG fighter builds. I've spent hours and hours going through the forums and I've gotten a lot of good ideas. The problem I'm having is that there are so many options as far as feats go, that I'm having a hard time deciding on a fun, effective build.

To those of you who've played PF Fighters, what has been fun for all of you? The campaign I'll be playing in allows the Core Rulebook, and the APG. No 3.5 sources.

I know this kind of question has been asked before, but nothing I've read is as comprehensive as I'm looking for.


I'm looking for some good, post-APG fighter builds. I've spent hours and hours going through the forums and I've gotten a lot of good ideas. The problem I'm having is that there are so many options as far as feats go, that I'm having a hard time deciding on a fun, effective build.

To those of you who've played PF Fighters, what has been fun for all of you? The campaign I'll be playing in allows the Core Rulebook, and the APG. No 3.5 sources.

I know this kind of question has been asked before, but nothing I've read is as comprehensive as I'm looking for.

Sovereign Court

Hi everyone.

I've been playing around with a couple of variations on the Sword and Board TWF build for a fighter, and I'm getting ready to start playing in a new game fairly soon.

After reading some optimization guides, and spending hours searching through the forums, I've come up with a couple of build ideas:

The first follows Rogue Eidolon's build closely, with a few things changed here and there. Basically, Improved and Greater Bull Rush, along with weapon focus and the critical feats at later levels.

The second involves trading out some of the weapon focus feats for Combat Expertise and Improved/Greater Trip.

I'd like some feedback from those who may have played TWF Sword and Board Fighters. Is the investment in Trip feats worth the loss of some stats in order pump int to 13? Have you found Trip to be useful at later levels? Will the loss of critical feats serve me better?

Any feedback would be greatly appreciated. Thank you all in advance.

Full Name

Jakarno

Race

Wayang

Classes/Levels

Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Gender

Male

Size

3' 5"

Alignment

CN

Deity

Sivanah

Location

Absalom

Languages

Wayang, Tien, Shadowtongue, Taldane (Common), Draconic, Halfling, Osiriani, Gnomish, Goblin, Tengu, Varisian, Thassilonian, Dwarven, Undercommon

Strength 8
Dexterity 14
Constitution 12
Intelligence 24
Wisdom 8
Charisma 11

About Jakarno

Stat Block:
Jakarno
Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2
CN Small Humanoid (Wayang)
Init: +7, Perception: +6
Senses: Darkvision 60ft
------------------------
Defense
------------------------
AC 13 (+2 Dex, +1 Size), touch 13, flat-footed 11
HP 39 (7d6+7, +2 Favored Class)
Fort +4, Ref +5, Will +5 (+2 more vs Shadow, +1 more vs Fear or Confusion)
------------------------
Offense
------------------------
Speed: 20ft
Melee: Dagger +3 (1d3-1, 19-20/x2), Club +3 (1d4-1)
Ranged: Light Crossbow +6 (1d6, 19-20/x2), Dagger +6 (1d3-1, 19-20/x2), Club +6 (1d4-1)
Special: Spell-Like Abilities: 1/day, Ghost Sound, Pass Without Trace, Ventriloquism
------------------------
Statistics
------------------------
Str 8, Dex 14 (11), Con 12, Int 24, Wis 8, Cha 11
Base Attack: +3, CMB +1, CMD 13
Feats: Spell Focus: Illusion, Improved Initiative, Cosmopolitan (Bluff, Perception), Greater Spell Focus: Illusion, Extend Spell
Traits: Uskwood Hunter (+1 Stealth, Stealth a Class Skill), Adopted - Goblin: Ugly Swine (+2 Disguise, Disguise a Class Skill)
Skills:Acrobatics +2, Appraise 1 +11, Bluff 7 +10, Climb -1, Craft: Puppets 3 +15, Disguise 7 +12, Escape Artist +2, Fly 7 +9, Knowledge: Arcana 3 +13, Knowledge: Dungeoneering 2 +12, Knowledge: Engineering 1 +11, Knowledge: Geography 1 +11, Knowledge: History 1 +11, Knowledge: Local 2 +12, Knowledge: Nature 2 +12, Knowledge: Nobility 1 +11, Knowledge: Planes 3 +13, Knowledge: Religion 2 +12, Linguistics 5 +15, Perception 2 +6, Ride +2, Sense Motive -1, Spellcraft 7 +17, Stealth 5 +21, Swim -1

Skills:
Acrobatics +2, Appraise 1 +11, Bluff 7 +10, Climb -1, Craft: Puppets 3 +15, Disguise 7 +12, Escape Artist +2, Fly 7 +9, Knowledge: Arcana 3 +13, Knowledge: Dungeoneering 2 +12, Knowledge: Engineering 1 +11, Knowledge: Geography 1 +11, Knowledge: History 1 +11, Knowledge: Local 2 +12, Knowledge: Nature 2 +12, Knowledge: Nobility 1 +11, Knowledge: Planes 3 +13, Knowledge: Religion 2 +12, Linguistics 5 +15, Perception 2 +6, Ride +2, Sense Motive -1, Spellcraft 7 +17, Stealth 5 +21, Swim -1

Gear and Coin:
6243gp, 9sp, 1cp
Bedroll (1/1.25), Belt Pouch (1/0.125), Flint & Steel (1/-), Ink (8/-), Inkpen (1s/-), Bell (1/-), 5 Candles (5c/-), Candle Lamp (5/1), 5 Chalk (5c/-), Earplugs (3c/-), 2 Fishhooks (2s/-), Magnet (5s/0.5), 4 Parchment (8s/-), Sack (1s/0.125), Scroll case (1/0.5), Sewing Needle (5s/-), 50ft String (1c/0.5), Vial (1/-), Waterskin (1/1), Whetstone (2c/1), Spell Component Pouch x2 (10/4), Spellbook (-/3), Explorer's Outfit (-/-), Hat (1/-), Mask (1/-), Disguise Kit (50/2), Smokestick (20/0.5), Dagger (2/0.5), Club (-/1.5), Light Crossbow (35/2), 20 Bolts (2/1), Spring-Loaded Wrist Sheath (5/0.25), Potion of CLW (50/-), Potion Sponge of Air Bubble, Silver Mirror, Air Crystals (50/-), Antiplague (50/-), Smelling Salts (25/-), Smoke Pellet (25/-), 3 Tindertwigs (3/-), Vermin Repellent (5/-), Masterwork Artisan's Tools (55/5), Holy Water (25/1), Wand of Infernal Healing (46ch), Wand of Mage Armor (2 ch), Wand of Burning Hands (13ch), Wand of Magic Missile (49 ch), Pocketed Scarf (8/0.125), Potion of Enhanced Diplomacy (25/-), Noble's Outfit (75/-), Jewelry (100/-), Headband of Vast Intellect +2 (Fly), Cloak of Resistance +1, Handy Haversack, Cracked Dusty Rose Ioun Stone (+1 Init), Cracked Magenta Prism Ioun Stone (+2 Comp to 1 skill, change skill 1/day), Pnakotic Manuscripts (+4 circ. bonus on Spellcraft and Knowledge: Arcana on Conjuration spells and effects, and on Knowledge: Religion on Old Cults), Pathfinder Pouch, Stalker's Mask (+5 Comp Stealth, 1/day, full-round, +10 disguise to appear as 1 individual creature of the same general size and shape for 1 hour, +1 to attack and damage vs. that individual.) Miniature Shovel (10/-), Potion of Remove Blindness, Pearl of Power 2

Scrolls:
Scroll of Expeditious Retreat (25/-),
Scroll of Mage Armor (25/-),
Scroll of Magic Weapon (25/-),
Scroll of Disguise Self (25/-),
Scroll of Protection From Evil (25/-),
Scroll of False Life
Scroll of Cat's Grace
Scroll of Summon Monster II
Scroll of Minor Image
Scroll of Mount
Scroll of Glitterdust
Scroll of See Invisibility
Scroll of Fly
Scroll of Gaseous Form
Scroll of Haste
Scroll of Find Secret Doors
Scroll of Suppress Charm and Compulsion
Scroll of Command Undead
Scroll of Knock x2
Scroll of Obscuring Mist
Scroll of Daylight
Scroll of Silence

Special Features:

Wizard School: Illusion
Opposition Schools: Divination, Evocation
Extended Illusions (+3 round duration to Concentration Illusion Spells)
Blinding Ray (30ft, Ranged Touch, Blinded for 1 round, if higher HD Dazzled 1 round)
Shadow Magic (+1 to DC of Shadow Spells)
Wayang Favored class bonus: +1 CL Shadow Spells
Light and Dark (1/day, immediate action, treat positive and negative energy effects as though were Undead, 1 minute duration)
Shadow Spells (Replaces Arcane Bond, may prepare one additional spell level per class level per day if prepared in dim light.)
Spell-Like Abilities: 1/day, Ghost Sound (DC 10), Pass Without Trace, Ventriloquism
Veil Pool: 9, expend 1 point to Disguise Self 1 hour/level as one of the Races for which you have Sivanah's Veils
Sivanah's Veils: Human (Add 1 Illusion Spell to your spellbook per level of Veiled Illusionist)
Sivanah's Veils: Halfling (At 2nd level, a veiled illusionist can spend 1 point from her veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it's being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist's veil pool) or misidentify the spell as a spell of the illusionist's choice. The illusory spell must be the same level as the true spell, and must be one the illusionist can cast.)

Spellbook:
L0: All
L1: Cause Fear, Color Spray, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Forced Quiet, Grease, Illusion of Calm, Infernal Healing, Mage Armor, Magic Weapon, Mount, Obscuring Mist, Protection From Evil, Reduce Person, Shadow Weapon, Shield, Silent Image, Sleep, Summon Monster I, Vanish, Vocal Alteration
L2: Alter Self, Glitterdust, Invisibility, Mirror Image, Web, False Life, Summon Monster II, Minor Image, Cat's Grace, Levitate, Spider Climb, Silence
L3: Fly, Dispel Magic, Major Image, Summon Monster III, Haste, Sleet Storm, Invisibility Sphere, Gaseous Form, Loathsome Veil, Spiked Pit, Slow, Heroism, Magic Circle against (alignment), Stinking Cloud
L4: Dimensional Anchor, Black Tentacles, Summon Monster IV, Shadow Conjuration
L5: Lesser Planar Binding, Overland Flight

Spells Prepared:
L0 4+1: Ghost Sound, Detect Magic, Read Magic, Prestidigitation, Acid Splash
L1 4+2+1+1: Color Spray x2 (DC 19), Shield, Vanish, Expeditious Retreat, Feather Fall, Vocal Alteration, Silent Image (DC 19)
L2 3+2+1: Glitterdust, Alter Self, False Life (X), Mirror Image, Invisibility, Silence
L3 2+2+1+1: Haste, Dispel Magic, Slow, Spiked Pit, Fly, Summon Monster III
L4 1+1+1: Summon Monster IV, Black Tentacles, Shadow Conjuration (DC 24)

PFS # 61161-6
XP: 20
Fame: 33
Prestige: 29

Boons:
The Paracountess' Debt: Receive one item of 1500gp or less. (Pathfinder's Pouch)

Respect of the Nail: You have earned the respect of the leadership of Varisia's Hellknight order, the Order of the Nail. At a future date, should you encounter members of this order, they will remember you for standing up for the law, even if doing so meant opposing them.

Fighting that Which Lies Between the Stars: +1 on saves vs. Fear and Confusion effects.

Insight Into the Dark Tapestry: You may gain one bit of useful information about a single aberration as though you had succeeded at a knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle Sheet.

Impressive Influence: During the course of the wedding festivities, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential members of Inner Sea society.
Nigel Aldain
Alexander Bedard
Hamaria Blakros
Tancred Desimire
Jeon Raeng-Woo
Rubaani Shafar

Pawn of the Grandmaster: +1 permanent bonus to one ability score (Intelligence)

Fool me Once: Grandmaster Torch's sudden betrayal and subsequent escape have had you questioning the motives of everyone around you - particularly your allies. You gain a +1 bonus on Sense Motive checks against current and former Pathfinders.

Nemesis of the Aspis: During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force and enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Evenhanded Investigator: +2 Circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Evoking Day Boon: +5 Circumstance bonus on a single Knowledge: Arcana or Spellcraft check. After using this ability, cross this off the Chronicle Sheet.
Ignore the scribing cost of for a single spell or formula. Once you have used this boon, cross it off the Chronicle Sheet.

Year of the Risen Rune - Well Informed: +2 Intimidate checks vs. Pathfinders.

Legend of Urglin: In a short period of time you claimed your place in the oral history of Urglin, and orcs carry somewhat inconsistent but nonetheless positive sotries of your exploits to other settlements in the region. You gain a +2 bonus on Charisma-based skill checks with Orcs in Varisia and any country that directly borders it.

Chronicles:

Wayang Race Chronicle
Evoking Day Chronicle
Year of the Risen Rune Chronicle

1. Tide of Twilight
2. Echoes of the Overwatched
3. The Dalsine Affair (DM Credit)
4. The God's Market Gamble
5. Severing Ties
6. Mists of Mwangi
7. The Veteran's Vault
8. Voice in the Void
9. Rivalry's End
10. The Blakros Matrimony
11, 12, 13. Carrion Hill
14. Fortress of the Nail
15. You Only Die Twice
16. Halls of Dwarven Lore
17. The Price of Friendship
18. Storming the Diamond Gate
19. Feast of Sigils