Vsevolod

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Organized Play Member. 48 posts (59 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.


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Well if you go herald caller you get the major ones as part of the class, but depending on your aura, sacred summons can be a nice addition. Then look at summon good/evil and decide if you get any solid additions. I would advise talking with your GM to see if they would house rule anything in your favor. For instance I played a herald caller of Torag and my GM let my badger/dire badger count for sacred summons. Then I always thought the metamagic feat that let you increase the range was a good choice. Also doubling the duration would be a solid choice


The two things I'd look at is the Herald Caller archetype. It is a pretty fun archetype. Then I'd look at the reach cleric guide. It is a good way to think about playing cleric's in general.

Are you going high wisdom and charisma? I'd say you probably don't need the healing domain. Liberation/travel domain are considered two very strong domains and Desna has both so it is pretty flavorful.

What does the rest of your party consist of?


I don't think you get the NA and strength. It is a neat archetype. I think finding an animal with multiple abilities is key so that you have options when you use it. Though flight at level 3 is pretty good.


Do you intended for one of them to be the messiah in the end?


I read it as the trait gives you +2 to all craft alchemy. It also gives you a +2 to spellcraft checks specifically to make potions.


I am assuming that the Archon's aura of menace wouldn't stack with the aura from the Archon subdomain. It would be kind of crazy to have a -4 to everything...


That archon subdomain ability is really useful. I am surprised it doesn't have a saving throw.


I could definitely ask about using a subdomain. I looked at them and didn't find any of them wowing me, but if you a have recommendation I'll take a look.

Currently I have the protection domain and the Good. The boost to saving throws from protection is awesome, and I do use touch of Good. My initial thought is the protection domain is kind of null once everyone has access to cloak of resistance. Good is solid domain, and both abilities scale well I think.


I am rebuilding my first character. A dwarf cleric of Torag. 20 pt buy for Rise of the Runelords. My DM is letting me do a free rebuild since this was everyone’s first character. I don’t want to go crazy changing him for narrative reason.

My initial thoughts are I am staying with dwarf, cleric, and Torag mostly for RP reasons. I am also thinking about taking the Herald Caller archetype. I will probably take sacred summons and summon good monster as feats.

I am not sure if I want to go a reach battle cleric (probably taking a level of fighter or something to get heavy armor and martial weapons) or go all caster and really fill the buff/debuff role.

My question is as a Herald Caller I am only allowed one domain, which domain, which is available Torag, would be the best: Artifice, Earth, Good, Law, or Protection. I am unsure if my DM would allow variant channeling.

If it helps, we are currently level 6. We have a slayer who does both melee and ranged, a celestial bloodline sorcerer, an unchained rogue, a fighter, and a fire domain druid.

Please no spoilers for RotRLs.


What abilities would allow multiple attacks with vital strike?


Vital Strike is a standard action. So you can only get one attack.


I will definitely take a look at the Herald. It could be interesting.


I have been looking at the cavalier and archetypes that trade out the mount. I never really thought about just giving her a familiar in place of a mount.


Definitely an interesting archetype and I will show it to her.

I am curious how you might work in the "speeches" aspect, even if it puts the hedgehog second.


I am trying to help my girlfriend make a character for some upcoming sessions. We are starting with some PFS modules and maybe go to an AP if the group stays consistent. She wants something simple and has been clear - No spells!

She wants a character inspired by Gorgo the Spartan Queen from the second 300 movie.

I have kicked around a lot of ideas, but am not pleased with any of them.

I asked her why Gorgo for this character and she said the following:
-Cool outfits
-The way she fights
-And the speeches

So I am going to chalk Cool Outfits up to fluff and not worry about it. This is a home game, and while 3rd party is not off the table, it needs to be approved.

The way she fights means we are probably going with a Falcata and stabbing things. She wants a "fighter", but I think any melee class without spells will probably be good.

Speeches + fighter is where I draw a blank. I have looking at classes that get tactician feature, but I am not sure.

The last bit is she wants a hedgehog. So if we can work a familiar in all the better.


Dwarf two-handed weapon with favorite enemy of giant. Be a giant slayer


That feat/spell combination is pretty cool. I also came upon Glorious Heat. While I probably wouldn't use it, it is the same vein as I was thinking.


I would treat the shackles as unattanded magic item hence having a saving throw of 2 + 1/2 caster level.


Oh! Thank you, those are good. I just find it a little odd that there are feats that power up summon spells without affecting the spell level but almost everything else is metamagic.


I didn't think so. I couldn't find any.


I was wondering if anyone knew of any feats that augmented buff spells (outside meta-magic)?

For instance, there are several feats that affect summoning spells, e.i. sacred summons or summon good monster. Are there feats like that for both other spells? I am wondering specifically for a support cleric.


I am also going to say that raw the dispel doesn't bounce. The language in bouncing calls out two reasons spells that can fail are allowed to bounce. The creators probably didn't want to leave it ambiguous.


Yes I definitely want some heavy armor. I did already get a loan (maybe a donation) from another character for the masterwork dwarven longhammer. I was planning on staying cleric. I don’t want to lose any more spellcasting progression. The vindicator class does look very intersting and has potential down the road. I suppose I could take the feat for two more traits and one of the traits be magical knack to help compensate some.

Thank you very much for the spell suggestions. Those are pretty much what I was looking for. If you have any other ones, I would super appreciate. I try to avoid ones that allow saves from enemies, because my DCs won’t be high enough to make those a reliable. At least not anytime soon.

I will be focusing on raising my wisdom from here on out. Maybe get my strength to 16 with a magic item, but not to worried about that this second.

In terms of feats, that Create Reliquary Arms and Armor is certainly interesting. Though I would need craft Magic Arms and Armor first. With an Int of 10, I am not sure about the spellcraft checks to complete the process. I was thinking about crafting feats, and my gm said that we could get some downtime if people wanted it for profession and crafting so it is an option. I thought it might help even out the character wealth issue. I was thinking about some metamagic feats, but I haven’t spent enough time reviewing them. Though the quicken +4/+4 would be pretty awesome.


Anyone else have any suggestions or did TheMask pretty much sum it up? Or do I need to better articulate what I am trying to accomplish with this cleric?


I appreciate the suggestions. I am not necessary looking to kill everything, but simply control the battlefield and be a roadblock for enemies to my allies. My allies can be afraid to engage sometimes, so I usually have to lead the charge.

I already spent my level 4 increase to get strength to 14.
I was thinking about channeling feats, but outside of the one channel feat I spent, I want to avoid them. My character will never be good at channeling.

I kind of like having my second hand free so I can cast spells and such. I had a buckler but lost it in the ocean. I could get another one I suppose, but it interferes with 2-handed.

I also generally don't want to depend on acquiring magical items. My characters wealth is about 1000 gp at level 4. I hope I will get some gold or items (and I know the game assumes we will have them) but just to play it safe I want to keep magical items as nice extras and not required. Our GM is really good at adjust the encounters so they are challenging, but not impossible.


So I am looking for some assistance. I am playing through Rise of the Runelords and we just finished up thistletop. We left a part of the bottom level untouched because an NPC death and of my fellow PC wanted to try to bring him back to life. I think the party is planning on moving forward with the resurrection (maybe reincarnation), and that will eat up most of the available gold.

Anyways, we are currently level 4 and I am not sure how far to level 5. Our GM is just telling us when we are suppose to level up. Anyways, I am looking for some advice on my character. I don’t need advice necessary towards RotRL, but advice towards what I want my character to accomplish and only for the next few levels. We play kind of inconsistently, so it could be awhile before we make most more progress. Hopefully a level or two before school starts again. When I rolled this character, I had little idea what I was doing, but neither did anyone else in the party. Everyone is far from optimized. I am 100 percent sure the GM is pulling punches.

Rogar: Dwarf Cleric 3 (Protection and Good)/ Fighter 1

Stats:
Str: 14
Dex: 13
Con: 14
Wis: 17
Int: 10
Cha:12

Feats
Toughness
Extra Channel
Ancestral Weapon Mastery (Dwarven Longhammer)

Trait (only 1): Student of Faith

Magic Items: Wand of Cure Light Wounds. The wealth distribution is a little weird. Three members played through Black Fang Keep and got mad treasurers from that. The magical items from this AP have pretty much all gone to the same character. So two of us are far below wealth level, but I am trying not to talk about it

Weapons:
Masterwork Dwarven Longhammer
Warhammer
Battle Ax
Longbow

Spells I like to use:
Level 1
Bless (might stop preparing - our sorceror has it on her spell list)
Remove Fear (1 too many times, our fighter fled)
Protection from evil
Shield of faith

Level 2
Align Weapon
Spiritual Weapon
Ironskin

Our party started with a fighter (with the sweet longsword from blackfangs keep), fire domain druid, a celestial sorcerer and myself. The other three people wanted someone who wouldn’t be “squishy”. Then after we hit level 2, we gained a slayer (uses falchion) and an unchained rogue (uses a crossbow, despite being built more around short swords).

I started off by trying to build a buffer/melee cleric. Could have definitely done it better, but I can only go forward with what I have. I am looking for feat/spell suggestions that allow me to help keep myself and others alive in combat. I wade right in there and take a lot of hits and usually end up unconscious. So what are some fun feats that increase my survivability and killing power.

Power Attack looks good. I was also looking at the perfect style feat chain. I also want to get a set of heavy armor eventually. Maybe full plate? I am currently enjoying using weapons two-handed.


Maybe unrelated, but can you alter your face and change the portraits that are valid targets for the spell?


I believe AoO are based on enemies moving out of a threaten space. Not really the round


Where is the "Off hand" defined to include all the arm?


My quick reading of the disguise skill would indicate that you can only use it on yourself. The skill says "You are skilled at changing your appearance."


And there it is. Flatten was what I wanted


I also prefer the ability to see all the latest threads in one spot. Am I just missing a button to switch it back to the old view?


I have been wondering about stat advancement at levels 4,8,12. In theory you get three so having that 17 isn't so bad because it will cap at 20. On the other hand, the 12 level gain is kind of irreverent because your character retires at after 12 if I remembering correctly. Opinions?


Oh! Good catch, thanks!


I am thinking that this is my build for this character. I may design a person who threatens 20 ft with lots of AoO on a later date and play in a home game.

But here is some sort of battlefield control, buff, and decent melee damage
Half Orc
Sacred Tattoos alternate trait

Keyish Items
Cracked Opalescent White Pyramid Ioun Stone: Fauchard
Armor Spikes to threaten everything in 10 ft, 20 if enlarged

Traits
Fate’s Favored
??? Can determine later

Stats
Str 16 +2
Dex 12
Con 14
Int 10
Wis 8
Chr 14

Level 1
Feat - Power Attack
Mystery - Battle
Oracle’s curse - Tongues
Revelation - Skill At Arms
Level 2
Level 3
Feat - Extra - Surprising Charge
Revelation - War Sight
Level 4
Level 5
Feat - Extra - Resiliency
Level 6
Level 7
Feat - Extra - Maneuver Mastery (Trip)
Revelation - Weapon Mastery (Fauchard)
Level 8
Level 9
Feat - Extra - Battlefield Clarity
Level 10
Level 11
Feat - ??? - Can figure out later
Revelation - Iron Skin


It is true that I don't want to be a one-trick pony. Because if something comes up and totally negates the build, then I would be dead weight. I need to digest all the ideas and I may post a build later. I would love to have a dex of 14, and Chr of 14. If I put Con as 12 and take toughness does that get enough HP? Or am I shorting myself for someone on the front-lines? What about an 8 in both Int and Wis to get some extra points?

For that Cracked Opalescent White Pyramid Ioun Stone, is it just from the Seekers of Secrets?


Yes. I think in hindsight bumping the Char to 14 is the better choice.
My idea was with a decent dex, combat reflexes, the bite attack, the enlarge person as a mystery spell, and the reach weapon, he would threaten everything in 20 feet. The natural attack does allow for AoO, right?

I was envisioning him maintaining battle field control and buffing himself/allies to help kill things faster.

I don't think Dual curse is that appealing to me.

My question with the heavy armor is that "is it worth it?" The Arcane Failure is 35-40 percent on most of them. That means in any given scenario, 1 in 3 spells will fail. That seems rather unreliable. Chances are that it would fail in an emergency situation.


So I am working on developing a Half-Orc for PFS. I will likely start him at level 2 using XP from playing with Pre-gens. Below you will find his stats.

Half Orc
Toothy alternate trait

Traits
Anatomist
Indomitable Faith

Stats
Str 14 +2
Dex 16
Con 14
Int 10
Wis 8
Chr 12

Level 1
Feat - Exotic Weapon - Fauchard
Mystery - Battle
Oracle’s curse - Tongues
Revelation - Weapon Mastery (Fauchard)
Level 2
Level 3
Feat - Combat Reflexes
Revelation -Maneuver Mastery (Trip)
Level 4
Level 5
Feat -Power Attack
Level 6
Level 7
Feat - Extra - Resiliency
Revelation - Iron Skin
Level 8
Level 9
Feat - Extra - War Sight
Level 10
Level 11
Feat -
Revelation - Battlefield Clarity

I am not sure why I want to use a Fauchard, but they seem awesome and I am willing to drop a feat on them. I am not sure what feat to take at level 11 or if my general feats make sense.

Lastly I want some opinions on the Stat Array. I hate the idea of losing a skill point, but maybe one less skill point is better then the -1 to Will saves. Also is 12 charisma high enough starting? I figured I could get an item to boost it later to be able to cast all my spells. Also I figured it would be hard to get the DC high enough and I would take mostly buff spells.

Finally the Strength versus Dex. I could flip the two. I was wondering what people thought about the trade off of +1 to hit/damage, versus 1 more attack of opportunity once I get combat reflexes.

Thanks Everyone!


I am building my first PFS character and I think I want it to be a Air Kineticist. I would rather focus on long range and support, but I am a little lost on what I should build. This is what I have drafted so far and am looking for feedback. I am fine with being an average adventure - no reason to power game too much. I also don't have a lot of books: Only unchained and giant slayer 1/6 when I dm'ed a few home games. I am obviously looking to pick up a few books to make this character happen, but I am hesitate to grab a book for just one thing.

Race: Gnome (Not sure why I am stuck on it)
I have two stat blocks made up.
1 2
Str 8 9
Dex 16 14
Con 18 18
Int 10 12
Wis 10 12
Cha 12 12

Traits: Haven't looked at yet.

Level 1:
Kinetic Blast: Air
Infusion: Gusting Infusion
Feat: Point-Blank Shot

Level 2:
WT: Air's Reach

Level 3:
Feat: Precise Shot
Infusion: Extended Range

Level 4
WT: Air Cushion or Air's Leap - any suggestions

Level 5
Feat: Toughness
Infusion: Pushing or Kinetic Blade - I can't decide which one or something else

Level 6
WT: Wings of Air

Level 7
Feat: Weapon Focus(Kinetic Blast)
Expanded Element - Air
Blast - Electric --> Thunderstorm

Level 8
WT: Celerity

Level 9
Feat: Unsure maybe Extra WT(Magnetic)
Infusion: Snake

Level 10
WT: Engulfing Winds

Level 11
Feat: Extra WT (Wall or Cyclone)
Infusion: Chain

Right now I am more concerned about the first 6 levels or so until Wings of Air. After that is more of an after thought and I have no experience with high level play so I wasn't sure what to look for.


Well with a physics/math approach, what I think would make the most sense is to assume the character jumps at a 45 degree angle to give the longest possible jump. Then take 1/2 the length jumped. Then 1/2 length times the tangent of 45 degrees which is 1. So the max height in a jump should be 1/2 the length? Math isn't a strong suit, nor is this RAW.


That makes a lot of sense and is reasonable. Thank you!


So I have done some searching and can't find anything. How does one calculate how much buying a pre-trained animal costs? Is it possible to buy an animal already trained? This might make sense for APs where downtime is limited. For instance I might want to buy a mule to carry my stuff. A mule trained for riding (come, heel, stay) would work excellently. Does the 8 gp price include this? What rulebook is this information in? A lot of the forms I have read didn't seem to reference any books.


Tom S 820 wrote:
It your game. If was mine I would say yes. Do you use unchained rouge or base rouge?

For better or for worse, I have everyone use unchained.

Cyrad wrote:
There's already a thread on making an unchained ninja. LINK

I did see that early, but I didn't process it correctly. With a second look, this is what I was interested in. Thanks.


I am a new GM for a group of new players, besides 1 person. One of the players is interested in playing a Ninja and since it was based off of rogue, I was wondering how people felt about granting them Dex to to Damage in the same fashion as the unchained rogue. Does this make the ninja to powerful? Should it be done through Ninja tricks? Or does it not need to happen at all?


Charon's Little Helper wrote:

As to needing a 14 Wis - you don't get 4th level spells for quite some time, so by the time it's required you'll be able to easily afford a Headband of Wisdom +2.

Thank you! Makes sense.

Chess Pwn wrote:
Sneak attack isn't that great to dip for. The rogue lowers BAB and HP for sneak attack. To sometimes add 3.5 damage to hits. If you like it though going slayer gets you sneak attack instead of a pet and spells.

Can't go slayer. It is outside the rulebooks we are using.

Thank you for everyone's help!!


Scott Wilhelm wrote:

@OP,

What 2 weapons do you want to use and why? I think that's an important next question. You might pick all kinds of combos for all kinds of reasons.

You could develop a Tripping Build: use a Warhammer in one hand and a Sickle in the other. You'll be the Soviet Union!

I haven't decided on weapons, yet. But the double weapon does should like it would be the best choice.

What I was sort of envisioning is taking a Wolf and hoping for trips. I could build myself a trip, but then I would need int 13.

Does anyone have opinions on taking a dip into rouge for the sneak attack damage? If the Wolf is taught to flank, then it shouldn't be a problem getting that extra damage.


Charon's Little Helper wrote:
Gwyndrath wrote:
Cleave might not be the best idea... I might suggest getting TWF at first level and then Double slice as your bonus feat, save power attack for later. If you wanted to play slayer instead Two weapon feint might be a good idea. What are you thinking for weapons?

He can't take TWF at level 1 as his stats don't qualify him for it. I agree that cleave is a poor choice. It's only decent for reach two-handers, and not great even then. I'd replace it with heavy armor proficiency and pick-up a suit of mithril full plate around then as it should be affordable by 7ish and be +3 AC.

@OP - you might consider dumping Cha or dropping Wis a bit to get Str up to 16. Also of note - PA isn't that great for TWF. It's not horrible - but there are better feats. I'd take Weapon Focus myself.

As to race - half-orc would be a solid choice. Weapon Familiarity would get you the double-axe proficiency, and double-weapons are solid choices for strength TWF builds. (Let you get 1.5x strength when moving and do a point more damage than matched light weapons.) Darkvision is always great - and you can grab a bite attack.

Tengu isn't a great strength TWF race as their stats are wrong for it.

I was thinking that having Wisdom at 14 so that I qualify 4th level spells. And a lot of people have suggested dumping Cha. Is it not that important, despite being used for handle animal?

I was actually leaning towards a half-orc. I should have mentioned that we trying to stay within the Core Rules and Advance Player guide. It will be everyone's first full AP. Most of us have played a game or two just using the Core Rule book.


Hey this is my first post, so be gentle. We are starting a new AP: Giantslayer. I have an idea bouncing around for a TWF strength based ranger. I have no decided on a race so those racial bonus aren't included in my stats and it will likely be a 20 point buy.

Stats:
Str 15
Dex: 14
Con: 14
Int: 8
Wis: 14
Cha: 10

Feats:
1. Power Attack
2. TWF Feat: Two-weapon fighting.
3. Double Slice
5. Two Weapon Defense
6. TWF Feat: Improved Two-Weapon Fighting
7. Cleave
9. Feat undecided
10. TWF Feat: Greater Two-Weapon Fighting
11. Two-Weapon Rend

If I am set on playing a TWF Ranger, what do you think? Is this viable? Does it take too long to come online?
What would you change?
Thank you!