Killian Paltreth

Iced2k's page

245 posts. No reviews. No lists. No wishlists. 1 alias.




I've been toying with a new ninja build in an upcoming adventure.
My current line of thinking is that finesse is a trap.

Here's the character at level five (starting level 1 but this gives a flavour of the build):

"The Black Moon"

Human Lawful Evil Assassin of Achaekek

Fighter 1/Ninja 4

STR: 19 (+2 Racial, +1 Level 4)
DEX: 14
CON: 12
INT: 8
WIS: 10
CHA: 14

Traits: Reactionary, Indomitable Faith

Feats/Abilities

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?


1 person marked this as a favorite.

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.

And here is the character:

Character:
Rambosa Level 1 human Scarred Witch Doctor

Patron: Tokato (Deception)

STR: 10
DEX: 14
CON: 20
INT: 10
WIS: 10
CHA: 8

Feats: 1) Racial Heritage Orc. 2) Improved initiative

Scarshield

Traits: Boarded at Mwangi, Reactionary

Now I wonder if I'd be better served by toughness or perhaps Ironhide? These might suit the character a bit better?

The other consideration I had was maybe Spell Focus conjuration and then Augment summoning later on.

I really like the idea of witch spells like 'vomit swarm' and I think they'll add a nice dimension to the character.

Any suggestions for a first level feat? Or am I right going with Improved Initiative.

Sex in advance


GRAPE = The Grapple Ape

I could really do with some help on this.

Currently I'm Druid (Ape shaman) 2.

Feats: Eschew materials and Dodge

STR: 17
Dex: 14
Con: 14
Int: 10
Wis: 14
Cha: 6

I have the ape shaman totemic transformation giving me two slam attacks and +2 to grapple CMD.

My dilemma is this. As far as I can see I have two options.

1) Unarmed fighter at 3rd. Getting Improved unarmed strike, Improved Grapple (3rd level) and Snapping turtle style.

My BAB goes up by one as does my CMD and I gain some pretty nice feats.

2) Tetori monk. I gain Improved unarmed strike, improved grapple and can take snapping turtle style as my third level feat.

Roughly the same. BUT option (2) gives me my wisdom to AC when I'm wild shaped later on (admittedly level 8) and one less to hit.

From then on I'd stick with druid until 7th level, gaining improved natural attack at 5th and snapping turtle clutch at 7th.

For levels 8-10 I'd continue with either unarmed fighter or tetori depending on.

Opinions/Discussion


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.

Opinions please?


Here's the situation.

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?

Thanks in advance.


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?


1 person marked this as a favorite.

Starting a new campaign this weekend. I've decided to build an Ifrit (ARG) Dawnflower Dervish.

Stats are:

STR: 8
DEX: 18 (+2)
CON: 12
INT: 10
WIS: 10 (-2)
CHA: 16 (+2)

Feats: Weapon Finesse (GM's house rule that Dervish Dance requires Weapon Finesse), Dervish Dance*

Traits: Strength of the Sun (Legacy of Fire), Resilient

I was originally thinking a two level dip into Paladin, but not sure if it's worth it really?

Any suggestions or ideas?


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?


Before you're minds start wandering please note the following house rules in effect:

Core+APG+Golarion source books only. (NO UM, UC)

Paladins alignment must match their deities.

Paladins smite damage = 1.5x for two handed weapons and .5x for off hand.

Paladins gain a +1 to hit with their deities favoured weapons.

So, now that's out of the way, here's the important stuff.

My stats are: [Rolled]

Str: 10
Dex: 16
Con: 12
Int: 11
Wis: 11
Cha: 16

I want to play a Paladin of Cayden Cailean. A real swashbuckler type character.

I'm thinking Paladin 2 then rogue for the sneak attack, evasion and skills. I think it would make a really interesting character.

I'm thinking of finessing a rapier, possibly a rapier and a dagger, remember I'll gain a +1 to hit with a rapier.

Can anyone see any problems with this? Do you think it's wise? Do you think Paladin/Bard could work instead?


I remember seeing a while back a website that specialised in recording your RPG/Pathfinder game in an online wiki for all the players.

I can't seem to find it anywhere. Does anyone know what I'm talking about and where to find it?


Looking for one or two more players to join our weekly game in London.

We are currently playing Star Wars Saga Edition, but regularly play Pathfinder too.

We have two campaigns open at the moment:

1. Dark Times Saga edition.

2. KOTOR Saga edition.

Minimum requirements: Experience with the D20 system, sociable and able to make weekly games.

Preferred requirements: A love of the Star Wars/Pathfinder settings and some knowledge of them.

We have a game that currently runs on a Saturday afternoon (level 3 currently) and a new game starting on a week day evening (KOTOR).

Drop me a PM if you're interested.


A friend of mine is joining our group at the start of Kingmaker part 2.

He's relatively new, and has asked me to build him a character. He's pointed me towards the Crusader archetype for Cleric.

My instinct was A Cleric of Ragathiel for the Bastard Sword Proficiency, which he likes the sound of.

The character is level 4, 20 pt buy. Here's what I've come up with.

Str: 19 (+1 4th)
Dex: 12
Con: 14
Int: 8
Wis: 14
Cha: 10

+1 Bastard Sword

Human Feat: Toughness
Level 1 Feat: Heavy Armour Prof
Crusader Feat: Weapon Focus (BS)
Level 3 Feat: Power Attack

Am I right in thinking he should use a buckler so he can still cast spells? I'd also give him full plate, putting his AC on 21.

This seems like a pretty solid build for a new player. Can anyone suggest some good spells he should take?

He'll be hitting on a +8 (Inc buckler) for 1d10+7 damage. 1d10+12 on power attack and smite at +7.

I've given him the Destruction domain for the destructive smite ability at +2 which I think is a nice bonus for him.

Anyone think of anything I've missed?


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'.

Human Fighter 1/Bard 6 (DD)

Traits: Magical Knack, Reactionary

STR: 18 (+2 Racial, +1 @ 4th)
Dex: 16
Con: 12
Int: 8
Wis: 8
Cha: 14

Fighter 1: Exotic Wep - Doublesword, Extra Performance, TWF
Bard 2:
Bard 3: Double Slice (This adds more damage than AS at this point)
Bard 4:
Bard 5: Arcane Strike
Bard 6:
Bard 7: Weapon Focus DoubleSword

So @ Level 7 We have a +1/+1 Double Sword and a belt of strength (20 str)

Our To hit/damage while dancing is:

+14/+14 for [1d8+12][1d8+12]

With Allegro [Haste] we get one more attack at exactly the same.

And this only scales better as we level up in Bard.

It's my opinion that the Doublesword bard is one of the most efficient uses of the TWF feat.


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?


There doesn't seem to be a London Society game anywhere?

I'm keen to start one, is anyone else?

How does one go about starting up a weekly PFS game?


I'm having difficulty narrowing down a direction for my now level 5 Arcane Duellist.

He's certainly going Dimensional Dervish from 11-15, but I'm looking for something that will synergise well.

I'm thinking he'll apply to join the Twilight Talons later on, so I thought possibly Shadow Dancer for two levels.

Here's the stat-block @ level 5 (minus 5th level feat)

QUELLAN SZEREBAN:

Male Half-Elf Bard (Arcane Duelist) 4 Fighter 1
CG Medium Humanoid (Elf, Human)
Init +5; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 deflection)
hp 35 (1d10+4d8+5)
Fort +4, Ref +7, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Curve blade, elven +11 (1d10+8/18-20/x2) and
Unarmed Strike +9 (1d3+5/20/x2)
Special Attacks Bardic Performance (standard action) (15 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1
Bard (Arcane Duelist) Spells Known (CL 5, +9 melee touch, +7 ranged touch):
2 (2/day) Mirror Image (DC 14), Allegro (DC 14)
1 (4/day) Cure Light Wounds (DC 13), Forced Quiet (DC 13), Restful Sleep (DC 13), Timely Inspiration (DC 13)
0 (at will) Resistance (DC 12), Message, Prestidigitation (DC 12), Detect Magic, Lullaby (DC 12), Unwitting Ally (DC 12)
--------------------
STATISTICS
--------------------
Str 18/20, Dex 16, Con 12, Int 8, Wis 8, Cha 14
Base Atk +4; CMB +9; CMD 23
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Furious Focus, Power Attack -2/+4, Weapon Focus: Curve blade, elven
Traits Elven Reflexes, Magical Knack: Bard (Arcane Duelist)
Skills Acrobatics +6, Climb +4, Escape Artist +2, Fly +2, Perception +9, Perform (Dance) +9, Perform (Sing) +6, Ride +2, Stealth +10, Swim +4, Use Magic Device +10
Languages Common, Elven
SQ Bardic Performance: Rallying Cry (Su), Elf Blood
Combat Gear +1 Chain Shirt, +1 Curve blade, elven; Other Gear Belt of Giant Strength, +2, Ring of Protection, +1
--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike
Bardic Performance (standard action) (15 rounds/day)
Combat Casting +4 to Concentration checks
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep
Furious Focus
Low-Light Vision
Magical Knack: Bard (Arcane Duelist)
Power Attack -2/+4

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?


I have 24 hours to decide, and I really can't do the maths.

I'm playing a bard with a smattering of Fighter.

I'm Half Elf so I get Exotic for free.

What's better?

Double Sword + TWF or Falcata/ECB +Power Attack + Furious Focus.

I get Arcane Strike for free as an Arcane Duellist, and I'm going straight bard until 10th.

TWF would make both attacks @ -2 for a + 1d8+8/1d8+6 (Inspire + Arcane @ 8th as an example)

Falcata would give me 1d8+15/1d8+15 (-2)

clearly I've just answered my own question and PA/FF is superior? Especially as I'm going to be hasted too!

/Discuss please


Quellan Szereban

Arcane Duelist 13/fighter 2
Str: 20 (+1 4th, 8th, 12th)
Dex: 16
Con: 12
Int: 8
Wis: 8
Cha: 14

Traits: Maestro of the Society, Magical Knack (Incase I take some fighter and want to keep Arcane Strike up)

Feats:
1: Exotic Weapon Proficiency Double Sword
AD 1: Arcane Strike
2: -
AD 2: Combat Casting
3: Weapon Focus Double Sword
4: -
5: Two Weapon Fighting
AD 5: Inspire Courage +2/+2 - Arcane Strike ++2 - Arcane Bond
6: -
AD 6: Disruptive
7: - Step Up
8: -
9: - Following Step
10 -
AD 10: Arcane Armour (0% spell failure in medium) - Arcane Strike +3 - SpellBreaker
11: Dimensional Agility
[Fighter] 11: Improved Critical Double Sword
12: -
[Fighter] 12: Step Up and Strike
13: Dimensional Assault
AD 13: Inspire Courage +3/+3
14: -
AD 14: - Penetrating Strike
15: - Dimensional Dervish
AD 15: Arcane Strike +4


How does haste + TWF work together?

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.

Am I hitting at +10/+8/+8 or +8/+8/+8

?


Please indulge me.

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?


My Character has unfortunately had to be retired due to alignment issues.

I now have carte-blanche to create a new character and I'd like him to be pretty quirky.

I'm thinking A Gnome chef/alchemist who's recipes are deadly bombs and helpful extracts.

I've never played an Alchemist, gunslinger, monk or bard and would welcome any suggestions!

Really use your imaginations here, I'm keen to try something completely different.

He's still gotta be optimised, just quirky!

Any ideas?


Does it scale?


My character is level 3 and starting to accumulate some cash.

I can't think what magic items are necessary for a Sorcerer, apart from the obvious Charisma headband.

Can anyone point me in the right directions of what items should be on my shopping list?


The Diavrat Prestige class gains a Zhyen familiar at level 7 as an Improved Familiar.

In general all familiars grant a 'Special ability' to it's master.

For example a Toad gives it's master +3hp.

It seems to me they have left this out when writing up the prestige class?

Does anyone know what bonus a Zhyen would bestow on it's master to keep it in line with other Familiars.

Secondly, if not, what would people suggest?


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.

Am I missing something here?


I'm looking at the Daivrat prestige class.

One of the abilities is a +2 caster bonus when summoning genies.

But I don't see any genies on the summon monster tables?

It seems to make sense to me that a Efreeti sorcerer with Daivrat levels should be able to summon genies?


Here's my Fighter/Anti-paladin up to 5th.

Human Fighter
Rich Parents, Deft Dodger

18
12
14
8
10
14

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!

Here's what I'm thinking!

Terevar The Crafty

Level 1 Goblin Pistolero

10
20
12
12
14
7

HP: 11 AC: 19 w/ Studded L, Ranged touch = +7
Feats: Rapid reload.

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.

Anything I'm clearly missing?


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?


What is the current consensus on Deadly Aim and Firearms/Gunslingers?

Have any of the Dev's come out and made a clear statement on this?


I cannot seem to get my head around this.

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?

Thanks


Hi guys,

I'm currently playing King Maker. Here is my current character:

Talos Armana

Character:

Human TWF 1/Rogue 3

HP 25
AC 19

Str: 16
Dex: 16
Con: 12
Int: 14
Wis: 10
Cha: 10

To hit: +6/+6 w/ MW

Feats:

Exotic Prof Sawtooth Sabres
Two Weapon Fighting
Weapon Focus Sawtooth Sabres
Dodge

Traits:

Bastard
Dodge

Rogue:

Pressure Points
Evasion
Sneak Attack 2d6

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

I'm currently +5/+5 to hit. With +4 Str


I'm currently Fighter 1/ Rogue 1.

My current feats are

Weapon Focus : Sawtooth Sabres
Two Weapon Fighting
Exotic Weapon Prof : Sawtooth Sabres

I'm human, and currently play as the parties DPR. We also have a Human greatsword fighter who deals plenty of damage and has very high HP.

I also only currently have 16hp.

Next level I will get a rogue talent and a feat.

I'm thinking Dodge and possibly skill focus acrobatics to help me get into those flanks. Alternatively Dodge and toughness for the extra resiliency.

Can anyone suggest a must have rogue talent that I've overlooked.

Finally the other feat I was thinking of would be quick draw..

Thanks.


Hi guys,

I've just commenced a new campaign. It's Kingmaker.

I'm currently a level 2 Two Weapon Warrior/ Rogue.

2x Sawtooth Sabres, EWP, WF and TWF

The rest of the party comprises of a Cleric, Sorc/Ranger, Greatsword fighter and a Wizard.

Obviously I'm eyeing up the Red Mantis Prestige class, and was intending to go 2F 3R before Red Mantis.

Can anyone think of any smart alternatives of how I can mix it up a little?

Just a heads up, I am +0 Int and Cha. I wish I'd taken more Cha, but didn't have the points to spare.

I was also thinking of mixing in Monk for the stunning fist, but I don't have the Wis to make it worthwhile.

Any advice would be great!