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Organized Play Member. 78 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




This may not even be the correct board for this, but looking up some other stuff prompted me to take a look at this fighter archetype, which there are two different versions of.

Looking up WHY there are two versions, it turns out the objectively worse one is more recent, and is explicitly a nerf meant to replace the old one entirely in pfs. I dont necessarily agree with this; the idea of trading your 2nd level feat and bravery to not need 13 int for a forced feat you dont get to ACTUALLY benefit from until 4 levels later on an archetype specifically meant to make not dumping int into the toilet offer something akin to actual value seems like really questionable design. But that's not what this is about.

The thing is, archives of nethys marks BOTH versions with its play-legal symplbol. Not even the red ring of "well, yes BUT". I'm wondering what that's about. I thought the old version was meant to be explicitly illegal now, and I havent found anything stating the contrary. Is it a chained/unchained situation like the barbarian where you pick pick based on your build (although why would you ever use the new version of lore warden)? Is AoN just WRONG?


1) is it possible for a cleric, paladin, oracle, or whatever else gets the feature to channel energy secretly in any way? Particularly for variant channeling that can give select individuals (by Selective Channeling of course) like the caster themselves beneficial effects? I haven't seen anything, but I could just have missed it.

2) when qualifying for feats, prestige classes, or other things that require a certain amount of skill, is that based on your TOTAL (permanent) skill including traits, skill focus feats, attribute bonuses, class skill bonuses, and so on? Or just the RANKS you put in that skill (iirc no more than equal to your HD)


In the interests of simplicity - well, such as 1e is capable of simplicity - I've decided to stick to only stuff that's PFS-legal, which rules out anything that puts too many bodies on the table, breaking WBL over your knee with crafting, potentially unbalanced 3rd party materials, and...other stuff I dont really understand the reasoning behind but whatever who cares. Also I'm working on like...several different possible next characters to use depending on the table and specific campaign. This is just one of them.

Since Primalist is on the ban list (for good reason, Barbarians would like to be relevant still) this Bloodrager is only a Metamagic Rager and Urban Rager. Because of Metamagic Rager in particular, I'm going with a Human, putting Favored Class Bonus into Extra Bloodrage rounds across the board. I only have up to ECL 4 typed out, because that's when a Bloodrager first gets their spells and well...they don't get many.

So here's the nitty gritty.

Gail Ryder (working name):

Okay the name sounds stupid and awful and I'm open to suggestions but it's not COMPLETELY pulled from my butt. Gail is a middle-english given name that also can be used to refer to "a disturbance or commotion", and Ryder was the profession-based surname given to Warriors.

Race: Human (Bonus Feat, Skilled)
Class: Bloodrager (Metamagic Rager, Urban Rager)
Favored Class: Bloodrager
Traits: Deft Dodger (+1 Reflex),  ???
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (Local), Linguistics, Perception, Profession, Ride, Spellcraft, Swim
Skill Points Per Level: 4+0 (Int Mod)+1 (Skilled)
Languages: Common
Alignment: Neutral

20 pts buy (PFS)

Str: 14 (+2 Racial)
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 13

This provides pretty balanced stats across the board, though a bit more wis couldnt hurt. As an Urban-type, I have the ability to use most skills even while raging, so I didnt want to dump int too hard and hurt potential flexibility out of combat. Slight emphasis on strength since I want to make with the smashy-smash and just supplement with spells here and there. Charisma is 13, because it doesnt need to be 14 until lv4 when spells are possible.

Starting Wealth: 150GP (PFS) + 1 Outfit worth 10GP or less (spent: 146.1 GP)

Starting Weight (assumes 20 pts buy): 76 Lbs (carrying: 38 lbs)

>Large Bastard Sword (70GP/12 Lbs)
>Padded Armor (5 GP/10 Lbs)

>Sling (FREE/WEIGHTLESS)
>Sling Bullets x10 (1SP/5 Lbs)
>Cold Iron Morningstar (16 GP/6 Lbs)

>CLW Potion (50 GP/WEIGHTLESS)
>Bedroll (1SP/5 Lbs)

+ Soldier's Uniform (1GP Outfit)

As you can see, there's still a bit over 3GP still available, not sure how best to use it. The BS would cost too much to be non-steel, so I picked up a morning star of cold iron i can sell off later on when my damage is more flexible. The sling has no cost, so will just be discarded. For now it's just a way to attack at range in case there are enemies with flight early on. Best to be prepared. CLW pot is pricey, but could literally be the difference between winning or an embarassing 1st level death.

ECL 1) BLOODRAGER 1

>Favored Class Bonus: +1 Rounds Bloodrage per day (Max 7)

>Skills: Perception 1, Profession (Soldier) 1, Ride 1, Knowledge (Local) 1, Acrobatics 1

Mostly setting up background abilities as a former soldier turned Society merc. Suboptimal, but I think it represents the kind of training they would receive.

>Human Bonus Feat: Exotic Weapon Proficiency (Bastard Sword)
>Feat: Power Attack

EWP to use his primary weapon, which I intend to keep for his entire career and periodically upgrade, including modifying it into a different material like adamantine or something. Power attack to...attack. Powerfully.

>Bloodline (Arcane)
>Bloodline Power (Disruptive Bloodrage)
>Controlled Bloodrage
>Fast Movement

>HP: 12
>AC: 3 (+1 Padded Armor, +2 Dex)
>Saves: Fortitude +4, Reflex: +3, Will: +1
>Movement: 40 Feet

So that's my first level load out and reasoning why. There are gaps I'd like advice filling, and of course recommended adjustments I'm willing to take under advisement (may not ACTUALLY change certain things though)

It gets more vague and ill-defined as we go. Advice welcome.

ECL 2-4:

ECL 2) BLOODRAGER 2
>FCB: +1 Rounds Bloodrage per day (Max 10)
>BAB: +2
>Saves: Fortitude +5, Reflex +3, Will +1
>HP: 14+1D10
>Uncanny Dodge
>Skills: Perception 2, Use Magic Device 1, Acrobatics 2, Intimidate 1, Diplomacy 1

WBL: 1,000 GP
> ECL 1 Items (150 GP)
>better armor?
>more consumables?
>staffs/wands?

ECL 3) BLOODRAGER 3
>FCB: +1 Rounds Bloodrage per day (Max 13)
>BAB +3
>Saves: Fortitude +5, Reflex +4, Will +2
>HP: 16+2D10
>Restrained Magic
>FEAT
>SKILLS

WBL: 3,000 GP
> ECL 2 items (1,000 GP)
> Runestone of Power 1st (2,000 GP)

ECL 4) BLOODRAGER 4
FCB: +1 rounds Bloodrage per day (max 16)
>ABI: +1 Cha (14)
>BAB +4
>Saves: Fortitude +6, Reflex +4, Will +2
>HP: 18+3D10
>Blood Casting
>Eschew Materials
>Daily Spellcasting Slots: 1st Level x2, 2nd Level x1, Any Known x1
>Known: 1st Level x2 (Shield, Snowball)
>Bloodline Power: Arcane Bloodrage
>SKILLS

>WBL: 6,000 GP
>
>
>

Open to suggestions moving forward as well.

Note that as an Urban Bloodrager with the Arcane Bloodline, I'll be able to claim at least two spells from the magus or bard lists before 12th, barring using UMD on various devices and Wondrous Items to poach even more spells from other classes.

I HAD thought I could get a Familiar or Arcane Bond, and a Wizard spell too, but it was a misunderstanding caused by a link error on Archives of Nethys - looking at Bloodline Mutations shifts classes from Bloodrager to Sorcerer, and the bloodline for sorcerers has different effects.

For spell choices, I was considering Bladed Dash at 7 to burn bloodrage rounds on a Quicken and make a psuedo-pounce attack, or close the gap between myself and a priority target with a move->cast combo. And at 11, use it with Greater Bloodrage to save rounds for other stuff. Not the best use, buffs probably better, but I think it feels good for the character.

Not sure what else would be appropriate, especially if I can get more spells known.


I made a new thread since this isnt really specifically to do with the barbarian I'm working on. It's just something I thought of while browsing the SRD

For a Human character that wanted to use say, an Elven Curveblade or a Dwarven Longhammer, or a Flickmace, is it too cheesy to use your 1st level Bonus Feat on Exotic Weapon Proficiency, or even trade it away for Adoptive Parentage to get your weapon and also an extra Language?

But at the same time it seems unlikely to randomly come across the weapon you want later on and then start practicing with it (taking the feat next available level).

Either way it's probably easiest for a fighter. A lot of other weapon-using classes strike me as a bit feat starved. I was just thinking that there are potentially some really nice options available while looking at the weapons tables. Curveblade might be nice for a Magus looking to score spell crits for example, or a tanking paladin/fighter/cleric or w/e could benefit from the Flickmace's reaching trips to open enemies to other allies wrecking them. A longhammer would be a really nice big beatstick if you have options for enemies who manage to live long enough to get inside your range (like natural weapon attacks)


Hey everyone. Been a while, hasn't it?

I don't tend to diversify much beyond my usual paladins and monks, so I'd like to borrow a bit of your collective expertise for this.

Inspired by Kingmaker's Staglord's Armor, I was thinking my next character (for tabletop play) might be my first Barbarian. I was wondering how many magic item slots I would potentially be able to fill mechanically without sacrificing aesthetics. I'm going for a sort of Conan the Barbarian look, maybe with some Woad paint.

The main slots I think will prove difficult are the Head, Body and Chest slots, though maybe an open Robe on the body would still be fine.


What, in your opinion, is the clase or multiclass best able to flex over time into any party role?

It doesnt need to do everything from level 1, just be able to be aimed in different directions and fill a specified job effectively based on party composition.

If I were to guess, I would assume a cleric, probably war rather than cloistered for the superior martial proficiencies. Seems like it would have acceptable early flex and then just pick a different multiclass depending on what's needed, but you guys would know better than me.

I want to make up a nice "just in case" 1st level template I can take down different paths down the line so have something to use when I don't have much or any advance information.


Is this the right board for discussions about those?

If not, can someone direct me to the appropriate location?

If so, id like to hear your thoughts on potential options for an unarmored charisma build for use with the nereid's grace spell.

(Druid/Witch spell list, 1 round per level duration, +CHA mod to AC while unarmored,

Its been a long time since last i was playing (and referencing this forum), and i gathered previously that too much multiclassing was unviable, so that's also a thing. I will probably save up funds to get a magic item with the appropriate spell effect instead of taking witch or druid manually.

I was thinking a monk and/or oracle of some description to limit the necessity of weapons by using unarmed combat feats and/or spellcasting.

Unfortunately I don't have a lot of information on the game itself since the DM is still sorting out what kind of campaign they want to run in terms of setting or tone. I only just received the invite earlier today. Likewise I have no idea who I'll be playing with or what they'll be playing as, so the ability to flex into different party roles as needed would be a massive benefit.

For race, ill most likely either play a human or mostly-human subspecies of a demihuman race for the bonus starting feat. Personally i always have a hard time passing that up.


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So I've been mucking about on D20PFSRD checking on various things, and I've noticed some interesting class changes through archetypes. You guys probably already know all about these, but I thought I'd share, and see if you all knew any others, just for funsies.

Eldritch Scion Magus - Magus is normally a Prepared Intelligence Arcane caster with a strong "Mage Knight" flavor. Like a Wizard/Fighter hybrid who solves his problems with swords instead of Fireballs. This swaps it to Spontaneous Charisma, and picks up a Bloodrager Bloodline, so its more like a Sorcerer/Barbarian. Like Bloodrager, except more sorcerer-y instead of the Bloodrager's more Barbarian-y. It's an absolutely huge shift in strategy compared to normal either way.

Wildblooded (Sage) Sorcerer - This Wildblooded Sorcerer from with the Arcane Bloodline uses Intelligence as their casting stat, even though all other sorcerer as far as I can tell use Charisma. It's still a Spontaneous Arcane caster, and doesn't prepare spells in advance or gain access to a spell book. Potentially one-of-a-kind as the only Spontaneous caster running on Intelligence?

Seducer Witch - The opposite of the Wildblooded Sage, the Seducer uses Charisma when most other Witches run on Intelligence. Unlike the Eldritch Scion Magus though, it doesn't change from being a Prepared caster to a Spontaneous one, and spellcasting works the same way it always has besides changing one stat for another. Like the Wildblooded Sage, I think this might potentially be completely unique, as the only Prepared Charisma caster.

I'm not saying any of these are good or bad, I just thought they were interesting. Have you guys discovered any other strange takes on a Class? Feel free to share!


So I wanted to make a character that could do a little bit of everything baseline, and decide what to specialize in later. Backstabs, poisons and acids, explosives, healing, noncombat skill stuff like sneaking around to scout and spy, and ranged attacks as a backup or while closing in on the enemy, all without any magic (okay alchemy technically runs on magic, but its really more science. mad science.) like a really badass fantasy james bond almost.

as far as i can tell i'd need a dex/int build anyway, and would probably dump str/cha to allocate more of the stat budget to them and con (dead spies can't achieve anything meaningful).

for character flavor i was thinking of keeping a two-handed gun (or rather, crossbow, because fantasy) and a nice, big knife. and maybe a few spare concealed smaller knives for dual wielding/throwing as a backup if i'm disarmed. fighting dirty with pocket sand and kicks to vulnerable areas is completely encouraged.

so with all of that, which class is better suited to the job of Her Undying Majesty's Secret Service?