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maybe a stupid question but are there people here that made a bow fighter here? and if so what where the other people in your group was there a tank or so and what was your role?


great topic, never tought 'bout asking this myself
thanks


Gauss wrote:

Assuming you were doing a point buy (and not just very unlucky with the two 7 rolls):

Pre Elf stats:
Str 16: 10pts
Dex 15: 7pts
Con 16: 10pts
Int 7: -4pts
Wis 12: 2pts
Cha 7: -4pts

Total: 21pts. Depending on the amount of your point buy you are either under or over.

The trait Rich Parent does not add to your starting gold count, it replaces it. As a result you only have 900gp.

APG p330 wrote:
your starting cash increases to 900 gp.

Personally, I believe that Rich Parent is a trait with short lived usefulness. As a fighter I would choose a trait that boosts Will saves.

- Gauss

I counted something wrong then :-)

and I miss readed the wealth threat ^^


was thinking bout that to yes
but I was getting troubles with the ability scores then :p


owh btw, I go against your guy's advice maybe and you can have the feeling from what is the point for asking advice when you want to push your own idea
I listen to your advice and I think bout it
I just want to let you guy's see what was my idea behind some feats :-)
and then see what response I get on that :-)

my new feat tree:
1) precise shot
1) point blank shot
2) rapid shot
3) weapon focus
4) weapon specialization
5) Point blank Master
6) Deadly Aim
7) Manyshot
8) snap shot
9) Vital Strike
10) greater weapon focus
11) Improved precise shot
12) greater weapon specialization
13) Devastating Strike
14) greater snap shot
15) Clustered Shots
16) Stabbing shot
17) improved snap shot
18) Impact critical shot
19) Improved Vital strike
20) Greater Vital strike

vital strike still in it I know, just looking for other feats :-)


Crysknife wrote:

I'd get pbs and rapid shot at first, precise shot at second, deadly aim at third. Wiggle around the other feats so that you can take manyshot at sixth. Another option is to get deadly aim at seventh. With your current layout your archery will be useless until level 6-7.

By all mean, take improved precise shot as soon as possible.

Some feats are not very good:

bull's eye shot is useless: a +4 to your best attack (which is not suffering from the -2 from rapid shot) is probably overkill, you should already be hitting with a 2. If you really are adamant on that first shot getting in, consider pinpoint targeting, since ignoring NA is probably better than a +4.

stabbing shot is useless: you already got point blank master.

vital strike line (and devastating strike): all those talents for 3d8+6 of damage on a standard action at almost level 20? not worth it IMO. If that was a feat or maybe 2 it would be ok (still not impressive), with 4 it's a huge waste.

greater vital strike:

Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.
Roll the weapon’s damage dice for the attack four times and add the results together
you get 4d8 +6 + str/special :-)
but I see your point, I was just looking around for feats that could be usefull :-)
like I said before in case of 1 enemy this is a good feat :-)

stabbing shot I see what you mean, but then again if you use that feat and push target away you may still attack it
in combination with snap shot if you move 5ft back after that, you get an AOO against that target again.

bull's eye I wasn't sure of myself cause I must spend move action for it, but then again that works great with vital strike :p

I will look into it, probs going to change bull's eye with improved precise shot


Noir le Lotus wrote:

At 1st level, I think it's better to take Precise Shot instead of Weapon Focus => avoiding a -4 penalty is more important than getting a +1 bonus.

I think you forget the HP or SP for your favored class. You'd better take a skill point => Perception is really mandatory for an archer !!

Dumping Int & Cha at the same time is harsh for a character. I don't know what kind of campaign you are going to play but you won't be able to do a lot of things outside of combat. Maybe you could consider lowering our strength to 14 (or your constitution to 12).

Vital Strike and associated feats won't be really useful. As an archer, you have the opportunity to make a full attack at each round.

On the other hand, Improved precise shot is really important.

yeah it's possible I forgot that point :-)

and I know it's kinda harsh to have 2 stat's negative but then again it's more fun to play in my eyes
and yes you can make full attack each round, but when fighting a single character if you can make one attack at your full attack bonus and do equal damage as hitting twice (while you must attack with the -5penalty for second attack) I think it's not bad, but I will think bout it :-) thanks


Hey
I just maked this character as a test version
now I want to know some opinions
the point making this is because I never saw a fighter that focused fully on bow, I wonder if there is a reason for this
I checked the fighter out and you have an archetype archer for it but I don't know if it's that much better then the regular fighter build.
I made my character with the normal fighter build what do you guy's think:

Fighter lvl 1 Elf
Neutral Good
Age 130
Height: 6' 00"
Weight: 133

Str 16 +3
Dex 17 +3
Con 14 +2
Int 9 -1
Wis 12 +1
Cha 7 -2

Fort: 4= 2+2
Ref: 3= 3+0
Will: 1= 1+0

HP= 12
AC: 19 = 10+3+6

BAB: +1

Feats:
Weapon Focus (longbow)
Point Blank Shot

Skills:
Survival: 5=1+1+3

starting gold: 180 +900(rich parent trait)= 1080goldpieces
Weapons:
Masterwork, Composite Longbow +3
+6 (+7within 30ft) on attack 1d8 +3 (+1 within 30ft)
100 arrows

Elven Curve Blade
+4 1d10 +3

Armor:
Breasplate: +6AC Max Dex bonus +3 -4AC penalty

Gear:
Backpack
Bedroll
Flint and Steel
Pouch
Rope Silk
Waterskin
Rations (x2)
Explorers Outfit

68 goldpieces
9 silverpieces

Traits
Rich parents +900gp
killer or warrior of old (not sure wich one yet)

the feats I have for the next lvl's:
2) precise shot
3) Deadly Aim
4) weapon specialization
5) Point blank Master
6) rapid shot
7) Manyshot
8) snap shot
9) Vital Strike
10) Bullseye Shot
11) Devastating Strike
12) greater weapon focus
13) greater weapon specialization
14) greater snap shot
15) Clustered Shots
16) Stabbing shot
17) improved snap shot
18) Impact critical shot
19) Improved Vital strike
20) Greater Vital strike

for the people that don't know the feats here is the explanation:
bull's eye shot:
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.
Benefit: You can spend a move action to steady your shot.
When you do, you gain a +4 bonus on the next ranged attack roll you make before the end of your turn.

clustered shot:
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent,
total the damage from all hits before applying that opponent’s damage reduction.
Special: If the massive damage optional rule is being used (Core Rulebook 189),
that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).

deadly aim:
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls.
When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll and its effects last until your next turn.
The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

devastating strike:
Prerequisites: Vital Strike, base attack bonus +9.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike,
you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum).
This bonus damage is multiplied on a critical hit.

impact critical shot:
Prerequisite: Dex 13, Point-Blank Shot, base attack bonus +9.
Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals,
if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver
or knock that target prone as if from a trip combat maneuver.
If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent, and you must perform a trip combat maneuver to trip an opponent.

improved snap shot:
Prerequisite: Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.
Benefit: You threaten an additional 10 feet with Snap Shot.
Normal: Making a ranged attack provokes attacks of opportunity.

improved vital strike:
Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.
Roll the weapon’s damage dice for the attack three times and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

manyshot:
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.

Benefit: When making a full-attack action with a bow, your first attack fires two arrows.
If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus.
Damage reduction and resistances apply separately to each arrow.

point blank master:
Prerequisite: Weapon Specialization with selected ranged weapon.
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.

point blank shot:
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

precise shot:
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

rapid shot:
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round.
All of your attack rolls take a –2 penalty when using Rapid Shot.

snap shot:
Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you.
You can make attacks of opportunity with that ranged weapon.
You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.

greater snap shot:
Prerequisite: Dex 17, Improved Snap Shot, Point-Blank Shot, Rapid Shot, Snap Shot, base attack bonus +12.
Benefit: Whenever you make an attack of opportunity using a ranged weapon and hit,
you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack.
These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20.

vital strike:
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.
Roll the weapon’s damage dice for the attack twice and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

greater vital strike:
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.
Roll the weapon’s damage dice for the attack four times and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

weapon focus:
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

greater weapon focus:
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon.
This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.

weapon specialization:
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

greater weapon specialization:
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon,
Weapon Specialization with selected weapon, 12th-level fighter.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.


in CRB there is a table for wealth after 1st lvl
you can use this to :-)


now that you mention it...
funny one of my DM's came with it himself :D
will discuss with them thanks

but no tips further? :( :p


unless you have hide in plain sight ;-)
then you can go in hiding even when observed


I'm playing a rogue at the moment
it's lvl 6 and hard to play well
I'm using TWF and tough I can sneak attack a lot when your party face more monsters then there are players in the group the sneakdamage falls away almost (unless you go from monster to monster to get the flank bonus from other players but it's hard cause your still in the front line and will get lot of attacks against you)
but beside thisI love playing a rogue, it's fun, my skills beat up most of the other group members and when I sneak I deal equal to more damage then the barbarian in rage (+3d6 sneak, 3bleed, extra damagebonussen cause of traits + using kukri's wich have good crit range (tough ninja is better if he uses wakazaki)
besides I think when it comes to trapfinding rogues still get priority for GM's cause it's not very logic that for example a wizard goes searching for traps (unless with the spell)


well the way I'm planning it I will have stealth 20 at 8th lvl :-)
what isn't so bad either :D


okay first of all I want to say the build isn't very great
if you look at the stats you will see why
I went down alot already and many times been at the break of dead
but somehow I love this character and it's fun to play with it
when I get no damage in a fight I see it as a big victory for my character and the whole group laughs with it
I don't want people complaining bout how I f***** up it's stats
I only want some advice I could build it better.
and I took some ranks in linguistics on purpose (we have a giant ally and it was handy if we could communicate with it)

Name: Mike Surtova
Aligment: Neutral Good
Race: Human
Class and lvl: Rogue Scout Lvl 6
Deity: Pharasma
Homeland: Port Ice
Size: Medium
Gender: Male
Age: 17
Height 6' 1"
Weight: 205lb
Hair: Black
Eyes: Brown

Strength: 12 +1
Dexterity: 18 +4
Constitution: 10 +0
Intelligence: 12 +1
Wisdom: 14 +2
Charisma: 14 +2

Hitpoints: 45
Speed: 30ft
Armor Class: 20= 10+4(armor)+1(shield)+4(dex)+1(dodge)(+2vs traps)
Touch: 15
Flat-footed: 15

Fortitude: 2= 2(base)+0(con)
Reflex: 9= 5(base) +4 (dex)
Will: 4= 2(base) +2(wis)

Base Attack Bonus: +4
CMB: 5= 4(BaB)+ 1(str)
CMD: 19=4(BaB)+ 1(str)+4(dex)

Weapons:
Masterwork Kukri
attack bonus: +10(+8) damage: 1D4+1 critical 18-20/x2
extra: +1damage when flanking
+2damage when flatfooted
+3d6 sneak damage
+3bleed damage when sneaking
Masterwork Kukri
attack bonus: +10(+8) damage: 1D4+1 critical 18-20/x2
extra: +1damage when flanking
+2damage when flatfooted
+3d6 sneak damage
+3bleed damage when sneaking
Masterwork Longbow
attack bonus: +9 damage: 1D8 critical x3
extra: +2damage when flatfooted
+3d6 sneak damage
+3bleed damage when sneaking
Armor:
Mithril Shirt:Armorclass bonus +4
Type: Light
Check Penalty: 0
Gear:
Boots of Elvenkind: +5 acrobatics
Ring of Sustenance
normal gear

Feats:
Weapon Finesse
Weapon Focus (Kukri)
Two Weapon Fighting
Two Weapon Defense
Double Slice
Dodge

Skills:
Acrobatics: 16= 4(ranks)+ 4(dex)+ 3 +5
Bluff: 9= 4(ranks)+ 2(cha)+ 3
Climb: 8= 4(ranks)+ 1(str)+ 3
Diplomacy: 11= 5(ranks)+ 2(cha)+ 3
Disable Device: 15(17)= 5(ranks)+ 4(dex)+3 +2(masterwork tools) (+2trapsense)
Escape Artist: 12= 5(ranks)+ 4(dex)+ 3
Knowledge (Local): 10= 6(ranks)+ 1(int)+ 3
Linguistics: 6= 2(ranks)+ 1(int)+ 3
Perception: 11 (13)= 5(ranks)+ 2(wis)+ 3+ 2(trapsense)
Sense Motive: 10= 5(ranks)+ 2(wis)+ 3
Sleight of Hand: 11= 4(ranks)+ 4(dex)+ 3
Stealth: 13= 5(ranks)+ 4(dex)+ 3

Special abilities:
Extra feat (human)
+1skillpoint/lvl (human)
Sneak attack (rogue)
Trapfinding (rogue)
Trapsense (rogue)
Scout charge (rogue scout)
Noble born: +2damage vs flat-footed enemies
Dirty fighter: +1damage vs flanked enemies
Combat trick: extra feat (rogue)
Weapon Training
Bleed

I'm planning on letting a teammate make me a Cloak of Elvenkind and Eyes of the Eagle

other hints or advice?


but back to topic
other idea's or people that say I follow him or him?


havoc xiii wrote:
It makes me think of Aoshi from ruroni kenshin after his loss.

true true :-)

he was directly alot cooler :p

Kalshane wrote:


Hitokiri Battosai wrote:

reminds me of the movie with that blind guy that fights with a concealed katana :p

Zatoichi.

thanks :D but I was thinking more of blind fury :D


so it's up to the DM to decide then?
I see it like this: you draw the blades out of the quarterstaff and have a pair of swords (plus a scabbard).

reminds me of the movie with that blind guy that fights with a concealed katana :p


sorry yes quarterstaff is multiplier x2
and indeed the it counts as a bluntweapon
even if you are using the blades
I asked my DM and he wasn't sure either
he said that it's not very logic that the blades counts as Bludge weapons
cause it say's:
This single case conceals a pair of matched fighting swords perfectly balanced to be wielded as a pair. Despite their name, the blades more closely resemble the shorter wakizashi.

bout the weapon finesse: if the blades are in the case it's logic it doesn't count but Wakizaki's are light weapons so then it could count...

in my eye's it's like this:
if the blades are in the case it counts as a quarterstaff with the given stats
if you get the blades out of the case, they count as wakizaki's and you use the stats from the wakizaki (so you can use weapon finesse on them to cause wakizaki is a light weapon)
opinions?


5 people marked this as FAQ candidate.

I have a question considering the Katana, double walking stick
this weapon details tells that it's like a quarterstaf when the blade are sealed
the damage stats behind it are the same as a quarterstaff (1d6/1d6 critical x3)
but if you use the 2 blades (consider it are wakizaki) do you still use the 1d6/1d6 critical x3 or do you use the stats from the wakizaki 1d6 critical 19-20/x2 also do the blades gain the deadly ability from the wakizaki
furthermore can you use the blades with the weapon finesse feat?


Louis IX wrote:

Interesting for a rogue because opponents' flat-footedness is interesting to them.

Also interesting for a monk because flat-footedness triggers Medusa's Wrath. Put in Cornugon Smash for extra sweetness.

Turn 1:
Power Attack, Flurry of Blows
On each hit, Cornugon Smash
If target properly intimidated, Shatter Defenses triggers Medusa's Wrath for two additional attacks
Let's not forget that fear conditions stack, too
End of turn: the enemy is banged up pretty badly, and cowering in the corner

Okay, it's situational. Alright, it uses several feats to work (and at least monk level 10 to take MW without its prereq). Still interesting, though.

I'm going for it with my dwarf fighter, if you work good with your party this can be very intresting, deadly stroke to finish the job