Fighter (1) [Feat1]Power Attack, [Human]Dodge, [Fighter]Furious Focus
Ninja (2) Sneak Attack +1d6, Poison use
Ninja (3) [Feat2]Mobility, Ki pool, Vanishing Trick
Ninja (4) Sneak attack +2d6, No trace
Ninja (5) [Feat3]Spring Attack, Shadow Clone
Weapon choice: Katana
The idea would be to use positioning and Spring attack to set up my sneak attack dice with Power attack for 1d8+12 +2d6 Damage. If I need to stand toe to toe I can using shadow clones.
Perhaps later Combat reflexes at 7 and 2 levels of Shadowdancer at 8 and 9 for HiPs, Darkvision and Evasion.
Opinions very welcome, anything I've missed here with this deadly blade?
Here's my character for an upcoming campaign. Serpents Skull.
Character Description:
Rambosa
This pot bellied freak of a man was outcast from his village at the age of seven. The elders believed he had brought a curse on them and that he was possessed by an ancient and evil wendu spirit known as 'Tokato' the master of deception and lies.
Branding his body with a horrific scar which he still keeps to this day, a long gouge across the side of his face they left him tied in the jungle of Mwangi to die.
Rambosa survived however, gnawing his way through his bonds and surviving on his own in the harsh wilderness. To cover his horrific face he used a wooden mask which later he would start to adorn with markings.
It was in this time of need that the ancient spirit Tokato made him self known to Rambosa, teaching him in the ways of the dark wendu magics that would allow him to survive.
Led by this super natural force Rambosa is asked to leave his jungle of Mwangi to seek out the source of his magic and abilities.
I'm pretty certain I haven't, my DM I can tell is itching to take away my powers and may have already. While I know anything on this forum won't change his mind, or plain reason and logic for that matter, I'm interested personally.
I'm NG Paladin of Sarenrae. (House rule Paladin's can match deities alignment)
We're playing curse of the Kobold King. My actions up until now have been valiant and self sacrificing for the good of my party and those of Falcon's Hollow.
We approach the Monastery and come across a band of Kobolds. I approach with weapon sheathed and try to engage with them through sign language. No luck. One member of the party is anxious to start killing, I decide we will withdraw and let the Cleric memorise Comprehend Languages and try again the next day.
Again I enter, weapon sheathed, hands up in the air. I am fired at by a Kobold sentry. I deal non lethal damage to him and tie him up. I continue back to the main band of Kobolds and again try to engage them in conversation using sign language and allowing the cleric to relay instructions.
One tries to rush for the exit to alert the rest of the compound and I move to stop him. I am attacked and we battle it out with the kobolds. The cleric and myself had dealt some non lethal damage to begin with until our side started taking casualties.
At the end of the combat we tie up a survivor and I interrogate him, successfully intimidating him and trying to get him to speak. I am clear and concise. He does not say anything other than 'Don't kill me'.
I give him a clear 5 second count down. And then judge him with my sword, running him through.
My reasoning is this:
I had tried everything in my power to communicate peacefully with the Kobolds. I was attacked twice and both times kept my cool. However, ultimately there are five human children being held captive and time is short.
I offered them redemption and they turned away from it so they were redeemed by my blade.
I'm a NG Paladin of Sarenrae from Katapesh. I've travelled from my homeland to Falcon's Hollow in Andoran specifically for the festival of the everflame. However as we all know, things are never simple in Golarion.
My first task when reaching Falcon's Hollow was to try to cure the town of a terrible plague. There was a local shop called 'Roots and Remedies' run by a woman called 'Laurel'. Her shop was overrun with the infected and I promptly set off with my new adventuring companions to find the required ingredients.
Once we returned to the town, we handed over the ingredients so that the towns people could be cured. Laurel's eyes immediately lit up with the thought of what she could charge for this remedy, which irked my character (Jalij) somewhat. I offered my services for free helping her administer the cure and donated my share of the gold from the mission to her so that people wouldn't have to pay.
With our current deeds resounding in people's ears we were selected for the task of lighting and bringing back the everflame lantern. After a gruelling and difficult mission fighting undead minions and skeletal champions we return once more to Falcon's Hollow victorious.
However, one of our party, a Barbarian by the name of Gallat has fallen ill and comes to me for aid. I diagnose the problem as a virulent form of zombie plague. I decide to revisit Laurel at Roots and Remedies. The shop has been completely re-decorated and when asking if she remembers me, her eyes gleam again and says 'ofcourse, it was thanks to you I've paid for all these renovations'.
I ask her for discretion, and mention that Gallat has fallen ill with zombie plague. She throws me a healers kit and locks the door.
The next day, while I begin treating Gallat in my room, there is a commotion, Thaldrun Kreed, his cronies and the sheriff have come for Gallat having heard a 'rumour' of zombie plague. I manage to hold them at the stairs while Gallat escapes out of the window.
So, to cut this story short. Here is my predicament:
Laurel of Roots and Remedies has clearly profited off my generosity and aid. To have found out the profit she made off my bringing back the ingredients was considerable angers me.
Secondly, she has betrayed my confidence and trust by reporting what I'd asked her to keep a secret to the sheriff and to the head of the lumber consortium. The sheriff then told me he'd been tasked with executing us if he'd found Gallat and he was infected.
While Sarenrae is certainly merciful, I feel like I've been made a fool of, and it nearly cost a friend his life.
I am intending to speak to her when I return, what could I do to punish her for this that would be fair?
Fantastic first adventure for the Age of Worms campaign.
My Paladin of Sarenrae worked a treat, almost flawless performance!
I'm really liking my character, I love the 'fluff' for Sarenrae and am using a Scimitar. Now to the question:
I'm really tempted to stop Paladin after second level and multiclass Bard - Dervish Dancer archetype. It seems to make sense to me?
Pros: +1/+1 hit and damage which will scale
Arcane spells
Many more skills
Perma haste on Full attacks from Bard 6th
+1 Attack rolls, AC and reflex saves from 6th
Con: Lose lots of sweet Paladin abilities
Lose AC from having to wear Light Armour
Inspire Courage wouldn't benefit the party
Lose smite damage
It makes sense to me in terms of the character, but on paper I'm not sure if it adds up.
We already have two Sword and Board characters. Our cleric's AC is already 20, we also have a barbarian in the party.
What do you think? I'd certainly become more of a 'Striker' than a bruiser.
I was thinking of taking feats like Intimidating Prowess and Cornugan Smash, perhaps if I multi classed DD I'd have to look at things like Dodge and Mobility to help keep me up?
Trying to come up with a good representation of a Witch Doctor. Assume Core rules + APG + golarion sources only.
Here's a few options I came up with:
1. Black blooded Juju oracle. - Obviously a focus on necromancy and undead. My issue here is how to keep myself useful on my own turns, should I blow feats on longbow proficiency and ranged feats?
2. Pestilence bloodline sorcerer. This feels a little more versatile to me, and I think the bloodline fits well. I could focus on conjuration for a good controller.
3. Summoner, with a kickass voodoo themed eidilon (edit after writing this post)
Can anyone think of anything else that would fit well with the witch doctor idea?
I think, after alot of theory-craft I've come up with a pretty viable and effective build for TWF.
My thinking went like this:
What we need are static bonuses that we can apply to both blades. Paladin's smite was the first one that came to mind. When you apply a static +5 to a Two handed weapon, it's only ever +5. But when you apply it to both blades you double it!
Secondly, you take a -2/-2 to hit with the weapons. For a full BAB class this is ok, but for a 3/4 BAB class it's too much of a loss to keep up.
Then it struck me, the Bard class gets not one, but two static bonuses. Inspire Courage and Arcane Strike. Not only this, but the Dawnflower Dervish gains double inspire bonus. Not only this but IC also counts as a to hit. So right from the off you are negating these penalties, and by 6th you're equal to full BAB.
+1 becomes +2, +2 becomes +4 etc. And with Two weapons it's doubled AGAIN.
The problem then becomes the fact that the bard reuires a hand free for somatic components. Not a problem. The answer? The Doublesword.
Below is my proposal for the deadliest TWF build. It's at level 7 as I believe this is the 'sweet spot'.
So tomorrow, we have a PVP arena. 6 players enter, one man leaves.
I'm expecting to see alot of 'toothy' Barbarians with Greatswords charging around. It's level 5 only. No wands and only 2 consumables.
There's no cover, just the battlemat. 1 round to prep then initiative.
I'm trying to think outside the box a little.
I'm wondering what people think the strongest class will be?
I'm trying to think outside the box. And I'm thinking Heavens oracles/Sorcerer. For Color Spray @ DC 19. If they fail they drop unconcious and I CDG them with a Katana for a big Fort save...
Alternatively, what about a Cavalier with Ride By Attack and a lance. Keep mobile, keep charging.
Any suggestions on what 5th level character would have an advantage here?
If I'm going to go Shadow Dancer I need to decide now as it'll require three feats I don't have. Master Spy could work too, I wonder what people think?
If I'm +7/+7 to hit with a Double Sword for instance and I am then 'hasted'. (+1 Attack and +1 to hit) +9 to hit normally with a Double Sword when not TWF.
I've come up with a fantastic character, a Dervish Dancer wielding a scimitar who's almost as viable as a Fighter!
I've painstakingly taken hours in Herolab, trawling through the books and SRD to optimize him as carefully as I can.
I've wrestled with Weapon Finesse, eventually throwing it out for a strength build. I've considered Exotic Weapon proficiency on an already feat starved class.
So, I have the character, he's a level 4 Dervish Dancer and can keep up as a striker for two of three fights a day. I'm happy with him, it all fits.
However, I keep looking at him and thinking, what is this guy offering that a Fighter or a Rogue or a Ranger isn't?
Why play a bard? There are a few nice spells dotted around the list, but most is extremely situational and not as good as a sorcerer.
Can anyone please shed some light on what I'm missing? What does a bard bring to the table that a Fighter or Sorcerer doesn't?
I've just started a new campaign and have rolled up a Sorcerer. He's Djinni bloodline and originally was meant to have a focus on Evocation and Conjuration.
18 Charisma, 14 Con, 14 Dex and 13 Int.
He's from Katapesh and deeply inspired by Genies and their kind.
I'm kind of regretting going the path I am now and want to throw in some Master Summoner.
What do people think? Should I switch to Summoner straight away? Having gained the nice bloodline abilities? Is there a sweet spot to switch to Master Summoner? Or should I take one level for the free feat and 2 more 1st level spells known?
Or should I just continue as I was?
I'm worried the one level in sorcerer will affect me too much to go full MS now?
I've noticed that your 'bonus spells' as a sorcerer come one level after you could normally take them.
My gut instinct was to choose a bloodline with bonus spells that I'd want on my list, i.e. Fireball. However Fireball is gained at 7th, one level after you gain 3rd level spells.
This leads me to wonder if you should pick a bloodline with spells you think are nice, but wouldn't normally choose. Meaning I could take fireball at 6th and at 7th I'd get another nice spell that wasn't on my 'must have' list.
1: Fighter (Weapon Master) - Exotic Prof = Bastard Sword, Power Attack, Weapon Focus = Bastard Sword
2: Fighter (Weapon Master) - Furious Focus
3: AntiPaladin - Intimidating Prowess
4: AntiPaladin - Charisma to saves
5: AntiPaladin - Dazzling Display, Aura of Cowardice (-4 to fear effects)
Basically the build is based around fear and intimidation.. I have to wait until 7th unfortunately to get Shatter defences, but when I do it will mean I'm demoralizing all foes within 30ft with a huge intimidate, and hitting them all for flat footed AC!
The build throws in two more levels of fighter until 7th for Shatter defences and Weapon specialization. Then more AntiPaladin....
At level 5 I'm +9 to hit with a Masterwork weapon for 2d8 + 12 damage, If I've Dazzling displayed, it's +11 to hit. I'll have 43 HP without Toughness yet, oh and my saves are +10/+5/+6
How do people feel about a Cross class Gunslinger/Sorcerer.
The Mysterious Stranger archetype could work really well with Sorcerer, and firearms would even out the difference between the Sorcerer's low BAB and it's chances of hitting targets at range.
Sorcerer levels would also help boost the gunslinger from a Tier 4 class and give it some more operability both in combat and out.
The only issue would be that you'd lose alot of the higher level deeds.
Has anyone experimented with this? Or can see some obvious reasons why it wouldn't work.
Gunslinger 12/Fighter 1/ Sorcerer 7 could work quite nicely?
So, I start a new campaign next week. One of the other PC's is a good friend of mine, but we are extremely competitive.
I'm pretty sure he's going for a LE Cleric or a Psion.
I'm going to be playing a CG Goblin Pistolero. And I want to make sure I'm optimized to frack, mainly just to keep the competitive edge, but also to keep my poor goblins safe!
There isn't much to write home about at level 1. But I think he'll be pretty nasty in combat. Hitting everything he aims at, for between 1d6 and 2d6 damage depending on grit levels.
I am rolling up a Goblin Gunslinger for a game starting next week!
I must have played too much WOW when I was younger. But for some reason I really want to play it, and Goblin suits gunslinger so well with the Dex bonus.
Another player in my group is having kittens over it! He's convinced that a Goblin PC just wouldn't work in Golarion.
I think it could be fluffed really well, having to stay out of sight in busy towns, disguising myself etc.
I also really like the parallels to playing a race that's discriminated against. Having never had that problem in real life.
What do people think? Am I being stupid? Will I just get lynch mobbed as soon as I rock up into town and my stealth/disguise check fails?
As a Gunslinger with the Rapid Reload feat and a pistol, you can reload as a move action.
So once per round I can either:
Fire my weapon and reload it.
Move 30ft and reload my weapon.
What happens when I get two attacks per round? I.e. When my BAB reaches +6/+1? Obviously I'm still restricted by the fact I can never Full attack with a pistol?
Can I 5 ft step, reload and fire?
It seems to me that gaining extra attacks per round is useless for a gunslinger?
Finally, Can I use the Rapid Shot feat with a firearm? Is it still useless for the same reasons I've mentioned above?
I'm going to take One more level of Rogue for the Uncanny Dodge the +1 BAB and the Rogue Ability. Then go fighter for a bit, before Assassin.
Here's the issue.
I'm torn between maximising my combat potential, Mobility, Combat Expertise, Toughness, Weapon Spec, Double Slice ETC or concentrating on being more stealthy with abilities like, wall climnber, fast stealth etc
Obviously combat is alot more common than me stealthing around and using skill checks.
Basically I'm wondering what your experiences are. Playing a character like this, how rewarding is it focusing on situational skills and abilities, or is it going to be more beneficial to just optimise the character for combat?
I'm thinking of taking toughness next round for sure, and either mobility, wall climber or Combat Expertise to start opening up that chain.
Seeing as I've had such brilliant feedback in the past, I thought I'd seek some more.
I'm currently playing Fighter 1/Rogue 2.
Two weapon Fighting with dual Sawtooth Sabres.
I'm thinking about taking Vivisectionist Alchemist to compliment my character. A dip to lvl 4 in it most likely.
So I'm thinking: Fighter 1/ Rogue 4. And then Four levels in Viv alch.
Bringing me to Fighter 1/ Rogue 4/ Viv Alch 4
I loose 2 BAB over those levels but gain Mutagen (+4 str), some nice spells (Shield, Invisibility, true strike) and keep my Sneak attack.
Is this silly? Should I just stick Fighter/Rogue?
Alternatively, the only reason I'm taking Rogue to 4 is for the Uncanny Dodge and the rogue talent. Am I better ditching Rogue at 2 and going straight for Viv Alch.
My feats so far are:
TWF
Exotic Prof: SS
Weapon focus: SS
Dodge
Rogue Talent: Pressure Points