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Putting together a Master Summoner for a game friend is running. And just wanted to run it by you guys: Starting at level 1. Human race is required (but I can use any of the alternate racial traits), and Stats were rolled in some way that I am unsure of but I have: 18, 17, 16, 14, 13, 12. Heres what I got: Izzacarr As'rael- NG Human Master Summoner 1 Str 13
Traits: Reactionary (+2 Iniative)
Feats: Improved Iniative
Skills: Some advice on skills would be great. I would assume UMD, Spellcraft, K:Arcana, maybe some languages. My Edilon is Tidbit: Small Biped (limbs x2, claws) Free. Skilled x3: UMD, Perception, Stealth We will be trying out some home brewed squad based combat rules so A master summoner won't take to much away the others, I would just be a squad to myself laff. And from what I have been told the other four players sats are equally outrageous so no worries there. I feel like I could pretty much take anything and be ok, but I would like to know what the board thinks. I picture Izzacarr as a battlefield stratigest, that can mix it up if he has too, but prefers to let his summons and spells handle it. I can picture him seeing a battlefield as a oversized game of Archon (loved that game back in the day.) Any advice would be greatly appreciated.
After reading Oterisk's Duelist guide I really want to give one a try and would like to get some help from these forums. We have a favorable Stat Set (17, 16, 15, 14, 12, 10) and can expect a lot ofntough encounters. I was thinking two levels of Master of many Styles and Six levels of Lore Warden fighter. Followed out with all of duelist and finished with fighter if we make it that high. Leaning towards Elf or Half-elf and using a raipier or dagger (dervish dance has been overdone in my group and just as a manner of taste I want to avoid it. GM already said an agile weapon wont be to hard to find.) I figured the levels of MoMS would be used to pick up Crane Style and Snake Style and would come at levels 2 and 3. So basically any advice or even builds would be great. I always run into trouble when I start laying stuff out on paper. This will be a Skull and Shackles game but we are starting at level 3. And all Pazio books are allowed, third party stuff has to be run by the GM. Thanks in advance.
Started a new campaign last night and am looking for advice on my Inquisitor. It is a home brew world and the rest of the group consists of a Wilder, Wizard, Titan Mauler Barbarian, Magus, and my Inquisitor. Will go ahead and warn ya now stats are high, some crazy system of rolling was used where the average comes out to 14 or so, and my stats will be on par with the rest of the group. I want to play a melee build, with skill monkey thrown in, and am afraid that I will turn into the healer. Nothing is set in stone yet and we are starting from level 1. Inquisitor 1 Domain:Investigation (Exploration renamed) Human (kinda non negotiable) Str 17
Diety's weapon is Longsword (this is still negotiable, home brew world, Monotheists, Human saints are the patrons of the different orders and where the favored weapon come from.) Feats:
Like I said nothing is set yet and I would love recommendations on feats, skills and stat placement. Thanks
Working on a back up character for my current campaign and I have decided on a Barbarian. Everyone in the group (7-9 people depending on how many show up) are Human or Half-Elf and I want to play something different. Thus the Halfling. (plus I really just like the thought of a little kid hulking out and throwing everything around) So Halfling is pretty much non-negotiable though I may be convinced of Gnome. I can see the campaign going well in to the teens or even beyond (we tend to play long ones) Stats were rolled: 18, 15, 14, 12, 10, 9 Mongo Halfling Invulnerable Rager Barbarian 5 Str 16 (-2 racial)
Feats/ *Rage Powers
I plan on taking the beast totem line as I progress and Spell Sunder as my level 6 rage power. Do I need to take Improved Sunder and Greater Sunder to go with? What about Trait Sugestions? Highlander I think for Stealth, but else. I am leaning towards Great Axe or Great Sword as weapons. My DM is also currently contemplating allowing Big Game Hunter to work on anything at least one size catagory larger than you. So for the halfling pretty much everything. (Big Game Hunter gives +1 to hit and +2 to damage to creatures who are large or larger) Would you take this at 5th or at all? Yes I know Small races are not optimal for barbarians but it won't make that big a difference in this game since none of the others are really optimized. So what do you think paizo community? Any suggestions?
After reading a certain book, I am really in the mood to play a bard. I have read Treantmonk's guide and looked around the boards a bit and have decided I want play a melee bard (really more support, but can get into melee if needed, really don't want to do an archer) I just really wanted to get everyone's thoughts on the Arcane Duelist (doesn't really give up anything I will miss) or the Magician (loses a few of the Bard's best music, but picking spells off other arcane lists is awesome) So what do the great minds here think? Arcane Duelist or Magician and why?
As a back up character for the campaign I am currently in I was thinking of putting together a goblin fighter. It is a large group and all roles are covered so I figured I would play something I can have some fun with. So here he is any comments and advice are welcome. Tolbert Level 4 goblin fighter
str 13 (-2 racial)
Traits: Goblin Bravery (+1 attack against larger foes, and no allies adjacent with a non-reach weapon.) looking for ideas on the second trait, probably something to shore up will save. Feats: 1. Power Attack
Tolbert is obviously going to wield a scimitar, and I think that dirty trick would be lots of fun, especially coming from a goblin. at 4th level he would have a +11 attack bonus with a master work scimitar and it would do 1d4+6(dex)+ could still powerattack as well. Not great but not horrible for a fourth level character. Not exactly sure where to continue from here, so like I said any advice is appreciated.
I have been really looking at this class and at first I didn't care much for it, but the more I look the more I like. Me and some friends are starting a game in a week or so at level 4 and I was wondering on what is considered an effective summoner. Oh and off the top of my head, our GM has ruled that Augment Summoning will effect the Eidolon. Is a Mounted Gnome Summoner good? Or a human or half-elf battlefield controller, with a body guard better? What is the opinion on Eidolons using manufactured weapons over natural ones? Any ideasa on Eidolons builds for a fourth level character would be great. For the campaign all the party are a part of a large caravan, and I am pretty sure we are all aligned to different political factions that may or may not have the same intersts. Thanks in advance for any advice.
Ok really thinking about building a Vivsicetionist for an upcoming campaign and I need a little help. Here is what I have so far: starting at 4th level Half Orc: I intend to use a Great Axe because I love the thought of sneak attack with a great axe. I rolled well:
Should I go ahead and add the point from leveling to Wis to shore up the weak will save, or go str all the way? trading orc ferocity for sacred tatoo (+1 saves is great especially with bad will save) Traits: Indomitable Faith (+1 wil saves) any suggestions for the second (maybe reactionary, +2 intitive)? Feats: 1st Iron Will (or should I take Toughness)
I'm not really sure what to take for my discoveries. Feral Mutegen seems like a no brainer, so that is going to be my first one, but what about my second. I kinda like Preserve Organs, Light Fortification is nothing to sneeze at. Also any input on the Ragechemist from UC? Looks like it could be a good fit too.
Some friends of mine are starting a new campaign and I intend to play a dwarf monk. Yes we still roll and the rolling system the GM uses usually ends up with higher stats, I rolled fairly well. Str 16
I intend to put the fourth level stat point in Con (cause I can't stand looking at that odd number). We are starting our characters at fourth level. Thing is now I am just stuck. Feat wise this is what I got: 1)?
I was thinking Deadly Aim (Gm has rulled that since we are starting at first level, it will be fine even though I don't qualify for it at 1st level) Was also thinking of taking the Sacred Mountian archtype. Any thoughts and insight would be greatly appreciated. The campaign will most likely go up into the higher teens and maybe to 20 but not sure. What I know of the rest of the party consists of a Duel Wield Rogue, Ranger (all I know about him), an Oracle of Battle, Magus, Wizard (no idea on speciality, but I know the guy and think he will try to make a blaster), and I believe an Anti-Paladin (not looking forward to that) Thanks for any help. |