Kilgore Trout73's page

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Hi all -

Wondering if you could comment on my build. I wanted to put together a character that focuses on thrown weapons but can also move in for close combat when needed. Throw something while enemies are flat-footed, then get close to flank or stay at a distance if needed. Sort of a skirmisher.

I know it's not optimal or anything, but the concept sounds fun.

Build and some additional thoughts are below.

Thanks for taking a look - appreciate input and comments!

Build Info:
Name - Peymen
Race - Human
Class - Slayer 1-7 / Fighter 8-11
Human FCB for an extra slayer feat at 6

Trait - River Rat
Trait - Indomitable Will

S - 18
D - 15 (17 by 8)
C - 14
W - 12
I - 10
Ch - 7

Feats

1 - (Human) Two Weapon Fighting
1 - Quick Draw
2 - Precise Shot (slayer/ranger combat style - ranged)
3 - Improved Initiative
4 - PB Shot (slayer/rogue combat trick)
5 - Distance Thrower
6 - Improved Precise Shot (slayer/ranger combat style - ranged)
6 - Rogue Talent - Weapon Training - Dagger
7 - Far Shot
8 - Improved Critical - Dagger
9 - Improved Two Weapon Fighting
10 - Double Slice
11 - Weapon Specialization - Dagger

Thoughts/Questions

-I had a thought to not focus on daggers but instead use other weapons as needed (Spear/Chakram for range & Damage, light hammer for range, etc.) but seems best to focus on one type of weapon to increase to hit/damage and daggers, with their crit threat, seem to be best. Starknife might be fun for flavor. Thoughts?

-Is it worth it to take 7 levels in Slayer just to get studied target as a swift action? 5 levels in Fighter would get me Weapon Training, so maybe better to do that?

-Any Fighter archetypes that would help with the build? Seems like I could get rid of Armor Training and Bravery.

-Will definitely get a Blinkback Belt when Fame allows.

-Is Double Slice worth it? Maybe Iron Will would be better?

-Maybe make CON 12 and WIS 14?

-Delay 2-Weapon Fighting until 3 and take Improved Initiative at 1? Thinking 2-Weapon might be better as BAB increases.

Appreciate any input/suggestions!

KT


Hi -

For PFS:

If a Wizard chooses a Double Weapon as her bonded item, are both ends MW? I know the MW and Enchant costs for Double Weapons is, well, doubled because each end needs to be accounted for.

Just wondering how this would translate to the free MW Weapon the Wizard receives at first level.

Thanks as always!

KT


3 people marked this as FAQ candidate.

Hi -

At what level can a Slayer take the Unwitting Ally talent?

Thoughts/Discussion below - thanks for taking a look!

Issue

Unwitting Ally is an Advanced Rogue Talent, with the prerequisite "Advanced Talents". Rule as written, although Unwitting Ally is listed as one of the Rogue Talents available as a Slayer Talent (non-Advanced), the Slayer has to gain the class ability "Advanced Talents" - by leveling up to Slayer level 10, or having Rogue level 10.

Questions for Thought

If this is the intention, why not list Unwitting Ally as a choice for the Slayer's Advanced Talents? Was this a clerical error? Let's call this Proposition 1.

Or, perhaps, Paizo did mean to give the Slayer earlier access to Unwitting Ally - to give them an edge in combat over the Rogue, that the Slayer is better at slaying enemies? In this case, Paizo's mistake is not having addressed the prerequisite "Advanced Talents" by stating an exception. Let's call this Proposition 2.

Analysis

RAW, Proposition 1 is the way to go.

Personally, I am going along with Proposition 2 - that a Slayer can have Unwitting Ally as early as 2nd level - on a RAI basis. My reasoning is that the sentence "If the rogue talent has a prerequisite, the slayer must fulfill the prerequisite before taking that rogue talent." is meant to address specific prerequisites, for example you need to take the Firearm Training talent before taking Grit. Not a general prerequisite like "Advanced Talents".


Hi -

Looking for feedback on the Unwitting Ally rogue talent as I'm eyeing it for a build.

Curious if anyone has used it and, if so, how well it worked? Were there a lot of opportunities?

It's for a PFS character (Nature Fang Druid) that uses both reach and natural attacks for optimal positioning for flanking.

Appreciate any feedback anyone can share on this rogue talent!

Thanks!

KT


Hi -

Hunter's Howl is a Level 1 spell for the Wolf Domain, so a Druid could cast at Level 1.

However, in reading the description, I don't believe it would be of any use to a Level 1 Druid (in Combat) as the duration would expire before the next round of combat.

Druid would need to be Level 2, so she'd have 1 round to use the bonuses.

Spell Description below.

Am I interpreting this correctly? If so, that's a bummer....makes me re-think this domain...

Spell Description:

EFFECT
Range 20 ft.
Area 20-ft.-radius burst
Duration 1 round/level
Saving Throw Will negates; Spell Resistance none

DESCRIPTION
With a single primal howl, you strike fear in your opponents. Until the end of the spell's duration, you treat those affected by it as if they were your favored enemy, gaining a +2 bonus on weapon attack and damage rolls against them, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them. If an affected creature is already one of your favored enemies, it is shaken instead. This is a mind-affecting fear effect.


Hi -

Have been wanting to build a Natural Attack character for awhile now and stumbled upon the Nature Fang archetype. Sounds fun - here's what I have so far.

Looking for input on feats, traits, and slayer talents.. Haven't dumped stats (i.e. CHA) but doing so would help either CON or WIS most likely. Open to ideas.

Thought about going Horizon Walker (Astral Plain terrain) after level 8, but that would keep me out of level 5 and 6 druid spells. As well as Swift Studied Target and Level 10 Slayer Talent. Wouldn't go with Endurance unless I was doing this.

Anywho, figured he could use spells, trip, and some attacking up until 4, then it would be about Sneak Attacks to get 1d3+1d6+3 twice and then again with bite on a full attack. I know the Crocodile Domain would give additional Sneak Attack, but I don't have that book.

Race - Tengu with Alternate Racial Traits Claw Attack and Glide
Class - Druid, Nature Fang with Wolf Domain

Trait 1 -
Trait 2 -

S - 16
D - 14
C - 12
I - 10
W - 15 (16 at 4)
Ch - 10

Feats

1 - Improved Trip
1 - Toughness
2 - n/a
3 - Weapon Focus - Claws
4 - Rending Claws
5 - Endurance
6 - Eldritch Claws
7 - Blood Beak
8 -
9 -
10 - n/a
11 -


Hi -

Have a character for PFS - I imagine him as a mortician, playing around with dead bodies to study their secrets. As a former soldier for Urgathoa (now reformed and on the side of good), he still has some old habits and fascinations he can't let go.

Anywho, I'm soliciting ideas from the board for Craft skills that tie into this (he's a Fighter/Magic-User so need Craft rather than Profession for the Day Job rolls).

So far I have:

Alchemy (embalming fluids, etc.)
Tanner
Sewing
Taxidermy (not sure if this would count as a craft, but it fits)

What else?

Also would want something that would come into play every once in awhile in the scenario other than the Day Job Roll.

Thanks for your thoughts!

KT


Hi -

Is Defender of the Society, out of Pathfinder Chronicles, Legal for PFS?

In reading the Additional Resource text, it's not specifically called out, but I'd think that it's no longer legal.

Thanks for your help!

Additional Resources Text:
As of 3/7/11, the Pathfinder Chronicles Campaign Setting has been replaced by the Pathfinder Campaign Setting: Inner Sea World Guide. Equipment, feats, and prestige classes already in play remain legal, but no further equipment may be purchased from this book, nor may a character take a feat or the first level in a prestige class from this source when gaining a new level. Any rules element which has been updated in the Inner Sea World Guide (as denoted with an asterisk below) MUST use the version in the World Guide. If the updated version of a feat has prerequisites you no longer meet, you may ignore those prerequisites.

Equipment: wayfinder, all weapons on page 209, all armor on page 211 (except the armored kilt), all gear on page 213*; Feats: Aldori Dueling Master*, Altitude Affinity*, Andoren Falconry*, Arcane Vendetta*, Berserker's Cry, Careful Speaker*, Cosmopolitan, Crossbow Mastery, Demon Hunter*, Desperate Battler*, Fey Foundling*, Focused Shot, Godless Healing*, Green Faith Acolyte*, Katheer Scholar, Massed Charge, Molthuni Discipline* (replaced with Focused Discipline), Necromantic Resistance, Parting Shot, Rugged, Sniper Shot, Stoic*, Storm-Lashed*, Teleport Sense, Twisted Flesh, Warped Mind, Veiled Vileness, Vermin Heart, and Wand Dancer*; Prestige Classes: Low Templar*, Shackles Pirate


Hi -

How do touch spells work when the caster is wielding a 2-handed weapon?

For example, if I’m a Wizard with a Quarterstaff for a bonded item, and I want to cast Shocking Grasp, is it assumed that the quarterstaff is in my other hand when I cast and there are no penalties needed to deliver the touch spell?

I ask because I’m working on an Eldritch Knight build for Core PFS. I’m picturing him decked out in Full Plate wielding a Great Sword. Maybe not optimal but I love the image. Anyways, I want to be able to cast Shocking Grasp, Vampiric Touch, and maybe some other touch spells from time to time and want to ensure it’s feasible within the rules, especially since it’s PFS.

Appreciate the input as always.


Hi -

Rime spell states:

Quote:
The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

Dazing spell states:

Quote:
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

How do these work with a spell like Acid Arrow where the spells deals 2d4 damage every round, depending on the level of the caster?

Would it extend the time of entanglement for the Rime Spell? So, if the damage was over two rounds, would the enemy be entangled for 3 rounds? Or just 2?

Same question with Daze - would it require a save every round that damage occurs or be dazed for two rounds?

Thanks!

KT


1 person marked this as FAQ candidate.

Hi -

Elemental Bloodline has the following wording for Bloodline Arcana:

Quote:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Marid has the following wording:

Quote:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell’s descriptors to match this energy type.

Emphasis mine.

So, does the Bloodline Aracana for Elemental change the descriptor as well? It doesn't explicitly state that it does, hence my question.

I ask because I'm building a sorcerer around the Rime Spell feat which states:

Quote:

Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor.

So if Elemental doesn't change the descriptor, then going that route wouldn't allow me to use Rime Spell with those spells which go "cold", so to speak.

Thanks!


Hi -

Been studying up on metamagic feats in advance of a sorcerer build I'm putting together.

Please tell me if I've got this right:

Acid Arrow with Magical Lineage - Cast as a 5th level spell due to the following feats:

Elemental (change to cold)
Extend
Rime
Sickening

Would this mean, if casting it at 9th Level, that it would:

Damage the target for 6 rounds (no save)
Entangle the target for 6 rounds (no save)
Cause the target to be sickened for 6 rounds unless it made a Fortitude save every round

Assuming it would, then would that even be worth it? Seems pretty good to me...

I've been trying to put together some good combinations together beyond some of the standbys (toppling mm, dazing fireball) and also trying to select metamagic feats that could come in handy for other spells.

Would probably need to take other cold-based spells to make Rime worth it, but as long as there's a blast spell for every level, Sickening seems solid.

It would be for PFS, so that's a consideration as well.

Thoughts?

Thanks as always!

KT


So, I’ve been reading Treantmonk’s Bard Guide and was intrigued by the Controller Bard. Have read some of the ensuing threads since the guide was built and have put together a couple of my own versions for PFS. Optimal…no. But I think both could be fun.

I know Maestro for Eldritch Hertitage is more appropriate, but I have a couple of backstories where these builds make sense. Something along the lines of the Hero growing up among feral jungle tribes and coming forth into civilization to champion the rights of animals and indigenous species...

Would love some feedback!

Build #1

Class – Bard – all 11 levels
Race - Half-Orc, Beastmaster alternate racial trait

Trait 1 - Magical Knack, Sorcerer (to keep the eldritch heritage ability in-line with class level)
Trait 2 – Open to suggestions

S - 14
D - 14
C - 14
I - 10
W - 10
Ch - 16

Feats

1 - Skill Focus, Knowledge Nature
3 - Eldritch – Verdant (gives trip, disarm, steal at 15’ with CMB = Level + CHA Bonus)
5 - Improved Initiative
7 - Arcane Strike
9 - Power Attack
11 - Improved Critical – Falchion

This build would have proficiency in Net so there are options to debuff with Net or trip/disarm/steal with Verdant Eldritch Heritage. Could Intimidate single opponents. Spells and Bard Stuff and then skirmishing with Falchion when all else failed.

Build #2

Class – Brawler (Exemplar) 1 then Bard 10
Race - Half-Elf

Trait 1 - Magical Knack, Sorcerer (to keep the eldritch heritage ability in-line with class level)
Trait 2 – Reactionary

S - 14
D - 14
C - 14
I - 10
W - 10
Ch - 16

Feats

1 - Skill Focus, Knowledge Nature
1 – Combat Expertise
3 - Eldritch – Verdant (gives trip, disarm, steal at 15’ with CMB = Level + CHA Bonus)
5 – Weapon Focus - Longsword
7 - Arcane Strike
9 - Power Attack
11 - Improved Critical – Longsword

This build loses out on Net proficiency, but given the touch AC and the added BAB with a level in Brawler could use it with no proficiency at it wouldn't totally flop. Or flex into proficiency if scoring a hit was vitally needed. Can flex into a variety of feats depending on what the situation needed: better chances to trip/disarm/steal, dazzling display, some other Combat Maneuvers once Power Attack is obtained. No Falchion, but the Longsword is still a good weapon for a skirmisher. Not sure if I like the 11th level feat…anything better? The Exemplar ability is a nice complement to other bard abilities. Lose out on some bonuses for no 11th Level in Bard, but not losing out on any new additions.

What’s tough is I like both these builds for different reasons!

Would love to hear your thoughts and, as always, appreciate the feedback of the forums!

KT


Hi

As always, thanks in advance for your help.

Question on how additions to spell DCs stack.

Let's say I'm playing a 9th level kitsune sorcerer with the maestro bloodline. 20 charisma. I've taken the kitsune FC Bonus every level as well as spell focus enchantment and greater spell focus enchantment.

Lesser geas is a spell with the enchantment, verbal only, and language dependent notations.

What is the DC of this spell?

Is it a 24? In other words, doed every modifier stack?

Level +4
Kitsune magic +1 to all enchantment spells
Kitsune FC Bonus +2
Maestro arcana +1 (treats verbal only as 1 level higher)
Maestro bloodline power +1 (+1 to language dependent spells)
Charisma +5
Base +10


Hi -

I know in the handbook it says:

"You are able to keep all treasure, Prestige Points, special
boons, and XP that you have earned and apply them to
the character once you retrain as long as the character
meets the criteria above."

But here's my question:

Let's say I'm ready to go to Level 2. I've accumulated a total of 505+538+509 in my first 3 adventures for a total of 1552. Including starting gold of 150 that's 1702.

Do I get to "rebuy" all of my equipment? In other words, would I have a total of 1702 GP to spend on the 2nd level character, or would it be whatever gold is left as a result of the spending I've gone through in my first 3 levels?

Seems like the latter to me is more realistic, but it does say "all treasure" so the former gives more gold to spend in the 2nd Level rebuild (since you wouldn't have to sell back things for half-price).

I've poked around the threads for an answer but was unable to find anything specific addressing this query, so I appreciate the help!


Hi -

Would love some critique on this build. It is for PFS.

Have been mulling over a couple of ideas - one is utilizing Combat Reflexes/Bodyguard to help buff companions and a Fighter type that specializes in Dirty Tricks to help debuff opponents. And want him to have some ability to damage as well. So, I thought, why not make him a Fighter and combine the two?

As I researched Dirty Trick builds, came across some folks combining it with rogue. That intrigued me. Then, I thought, why not the Unchained Rogue?

Also, saw a lot of mention of a dip in Monk Maneuver Master. That's not of interest to me, so it's not included.

However, for what I have built, would love some critique and comments! It's my first shot at multi-classing, so I want to ensure everything is legal. More I think about it, the more fun it sounds to play.

Thanks as always!

Concept:
Orphaned during a goblin raid, Meric was taken in by an elder Halfling and raised by the Tufftoe Halfling Clan - a den of tight-nit thieves and assassins. While he didn't take to all of their larcenous habits, they instilled within him a deep sense of loyalty and honor, but only when it comes to his kin. In battle, he's industrious and quick, protecting his companions from harm, but isn't afraid to play cheap to gain an advantage.

Build:

Name - Meric Tufftoe
Race - Human
Traits - Adopted (Halfling - Helpful), Indomitable Faith (worship of Norgorber)

S - 10
D - 18 (improve Dex at 4 and 8)
C - 14
I - 13 (need this for dirty trick feats and who doesn't love more skill points)
W - 12 (because will saves suck)
Ch - 10 (because I try not to dump)

8 Levels Fighter (Lore Warden Archetype) and 3 Levels Unchained Rogue

(1) - Fighter 1 - Combat Reflexes (Level)
(1) - Fighter 1 - Bodyguard (Class)
(1) - Fighter 1 - Two Weapon Fighting (Race) - BAB 1
(2) - Fighter 2 - Combat Expertise (Class - Lore Warden Bonus)
(2) - Fighter 2 - Agile Maneuvers (Class) - BAB 2
(3) - Rogue 1 - Improved Dirty Trick (Level)
(3) - Rogue 1 - Weapon Finesse (Class) - BAB 2
(4) - Rogue 2 - Rogue Talent - Improved Initiative - BAB 3
(5) - Rogue 3 - Finesse Training: Short Sword
(5) - Rogue 3 - Weapon Focus: Short Sword (Level) - BAB 4
(6) - Fighter 3 - BAB 5
(7) - Fighter 4 - Greater Dirty Trick (Class) - BAB 6
(7) - Fighter 4 - Dodge (Level) - BAB 6
(8) - Fighter 5 - BAB 7
(9) - Fighter 6 - Improved Critical (Class) - BAB 8
(9) - Fighter 6 - Quick Dirty Trick (Level) - BAB 8
(10) - Fighter 7 - BAB 9
(11) - Fighter 8 - Improved Two Weapon Fighting (Class) - BAB 10
(11) - Fighter 8 - Pin Down (Level) - BAB 10

Potential Issues:

-Low AC

-Low HP for front-line (maybe take toughness or dump CHA for more CON?)

-Will struggle to hit anything until Level 3 unless I take Rogue at 1st Level (if I take Rogue at 1st will lose out on 2 hit points...)

-Adding the 3 Levels of Rogue delays the Dirty Trick portion of the build by a couple of levels, but that might still be OK because he'll be doing fair damage and protecting his allies which is part of concept

-Was considering the Knife Master archetype and going with Daggers or Kukris...any thoughts on that?

-Not sure about Pin Down and Improved Two Weapon Fighting Feats...anything better? Maybe Iron Will and Improved Iron Will?


Thinking about rolling up a Shadow Bloodline Sorcerer for PFS. The Wayang looked fun, but as I start to plan out the build, I'm noticing the Gnome looks just as good, especially since I want Illusion to be a big part of the spell strategy. Gnome gets +1 to ALL Illusion DC, wheras the Wayang only gets it to Shadow spells.

Other than flavor, are there any good reasons to take Wayang over Gnome?


Hi -

Sorry for the dumb question, but I always get confused on these stacking bonuses:

Reactionary, +2 trait bonus to Initiative
Fleet-Footed, alternate Elven Racial Trait - Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks

These would stack to give a total of +4 to Initiative, yes?


Hi -

Always appreciate the input of the board, so thanks in advance for taking a peek.

Putting together a Gunslinger Build for PFS.

Wanted to do something different, make him more versatile out of combat.

He's a wanderer - has traveled most of Golarion in search of answers to the spirits of the dead that whisper their secrets to him. It nearly drove him mad in his youth, but after a hundred years of traveling, he's come to accept the ghosts, even to rely on them.

Build as well as rationale behind choices, where appropriate, is below.

Question I have for folks is my investment of the UMD skill - been reading a lot of opinions on this skill and many indicate it's great, but not so sure it's great for a martial character. But it sure sounds fun - what do you guys think?

Build Details:

Class - Gunslinger 1 (Musket Master), Investigator 1 (Spiritualist Archetype), then Gunslinger 3 - 11

-I wanted a dip that would get me all knowledge skills as class skills. Someone in another thread suggested Investigator and I thought it fit in great with the theme. I like the Spiritualist Archetype because I don't feel like i'm losing a whole lot with losing Alchemy, and I still have ability to disable magic traps and gain access to UMD, among many other skills, including Diplomacy.

Race - Elf - Envoy and Fleet-Footed (I like the spell-like abilities and the +2 to initiative)

S - 11
D - 17 (will increase to 18 @ Level 4)
C - 12
I - 14
W - 14
Ch - 10

Traits - Pragmatic Activator, Reactionary

Feats

1 - Breadth of Experience (want him to be able to handle any knowledge or profession roll for out of combat encounters - always seems like there's a lot in PFS scenarios.)
3 - Deadly Aim
5 - PB Shot
5 - Precise Shot
7 - Rapid Shot
9 - Clustered Shot
9 - Improved Critical
11 - Signature Deed

(Thinking of replacing one of the Level 9 feats with Skill Focus - UMD)

I know this guy won't be as spectacular in combat as a straight-up Gunslinger build. It's obviously not optimized as I wasn't going for that. I wanted him to be good at combat and also be able to fill in gaps out of combat. Plus, the flavor behind him is fun as hell.

Not married to the UMD focus (although it is fun to imagine him with a variety of wands and maybe even scrolls, able to fill in gaps especially when you have a group with no spellcasters...), so I could easily drop that, but I do like the rest of the concept quite a bit.

Thoughts?


Hi -

Gamed with a guy at PFS yesterday who was playing a Brawler/Monk. Didn't have time to ask him how he did this after the game, and when another player asked during the game, he said it would take awhile to explain, mentioning Dragon Style, Brawler Armor, and a high strength score.

He was getting +16 to damage with each unarmed strike. Level was 4 or 5 (I could tell this by the 1d8 for base damage and the scenario we were in).

Any idea how he might have done that?

I'm guessing he was Monk of Many Styles for 2 levels, Brawler for 2 or 3 levels.

Using Dragon Style, Power Attack, 18 strength, and Brawling Armor, I'm seeing the following:

Strength: +4
Power Attack: +4
Brawling Armor: +2
Dragon Style: +6

Well, shoot, I guess that is +16.

But on a Flurry of Blows, wouldn't the Dragon Style only apply to the first punch? So it would be +16 / +10 for damage?

Any thoughts around how he did this would be much appreciated.

It seemed a little....excessive for the tier, but I guess if the rules allow for it, more power to him!

Also, he mentioned Pummeling Style. I think there's something in MoMS that allows you to combine two styles, yes? So he could be using Pummeling and Dragon at the same time? Sounds wicked....

KT73


Hi -

Have been toying with creating a Gunslinger for PFS and have read some of the guides out there, so I have a good idea as to what feats, attributes, etc. are needed for an effective character in combat.

But I have a character concept in mind and am soliciting ideas for how to make this work effectively. This gunslinger would be something of a wanderer, gathering knowledge and experience about all things wherever he travels, knowing a little bit about everything as he satisfies his unquenchable curiosity about the world and life.

So, the base of this Gunslinger is Breadth of Experience Feat at Level 1. Would also take Fleet Footed Racial Trait for Elf for initiative bonus. Then, I would proceed with Gunslinger (Musket Master) feats, i.e. pb shot, precise shot, deadly aim, rapid shot, etc.

I was thinking about how I could gain more knowledge skills as class skills, and this is where I'm soliciting advice from the forums. Here are my thoughts:

1 - Dip 1 Level in Wizard - added bonus of Divination or Transmutation special abilities as well as bump to will save...not sure which spell would come in handy, maybe Grease or Shield?

2 - Dip 1 Level in Bard - added bonus of lots of skill points and additional class skills...good flavor, too. Charisma likely wouldn't be high, so wouldn't get a lot of use out of Inspire Courage, but that would be OK. Also wondering what kind of spells might come in handy if I went this route.

3 - Take a couple of traits that add Nature and Arcana (open to other suggestions as well) as class skills and just focus on those, especially since not all Knowledge Skills get a lot of play. That would give me 4 knowledge skills as class skills and ALL skills could be used untrained which would work, too. Advantage of not slowing down Gunslinger progression (BAB, HP, etc.)

I kind of like all 3, for different reasons.

Open to other ideas on this concept as well - especially any Elven racial traits that might be better suited than Fleet Footed.

I know it's not optimized or anything like that, but I thought it might be fun to play a character who is still formidable in combat but has the added out-of-combat advantages as well.

Thanks for your input!

KT73


Hi -

Would a character need 9 fame to purchase the Mithral Chain Shirt? http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/mithra l-shirt

It's listed under Magic Items in the PRD, but I know that characters can add Masterwork and Mithral to armor regardless of fame so I wasn't quite sure.

The Mithral Shirt's bonuses are slightly better that just adding Mithral to a Chain Shirt (2.5 lbs lighter is all) so I'm not sure why it's listed as a magic item, but want my 2nd level mobile cleric to purchase it and he's only got 6 fame.

Thanks!

KT


Hi -

I would love to build a Madness and Chaos Debuffing Cleric in PFS Core, but I am having a hard time thinking of why a Priest of Lamashtu would become a Pathfinder.

Any thoughts out there.

I'm thinking a human, touched by deformity (hence his 8 CHA), raised in a Lamashtu cult, somehow touched by Goddess even though he lacks a truly evil thought. While normally such a creature might be ripped to shreds within the cult, Lamashtu's dark glory shines in this one and, every so often, she decides an emissary of her church should travel among the civilized races, "helping" them. As a demon goddess, she realizes her war against her greatest enemies, Urgathoa, Rovagug, Pazuzu some times requires agents outside her monstrous demonic army. Just as agents of Good sometimes employ evil (I'm thinking the Suicide Squad or Dirty Dozen), sometimes Evil must employ, well, not-so-evil. Hence this character's entrance into the Pathfinder Society.

Does that sound plausible at all? Any other ideas?

I played a Chaos/Charm Calistria Cleric tonight in a Core PFS and Chaos was really devastating to the enemies. Charm...not so much. Thinking of how I might tweak the build before leveling to 2 and Madness really seems perfect.

Thanks for any feedback/ideas. I might just keep the goddess as Calistria and change the domain to Luck....a little bit of debuffing, a little bit of buffing, and spells to do either.


Hi -

Putting together a debuffing cleric for some CORE PFS this weekend.

Character Concept - Mobile and maneuverable throughout the battlefield , able to dart in and out of combat to deliver touch attacks that would debuff (From the Chaos and Charm Domains, and spells as well) the opponents.

Would not want armor to encumber, so would stay with a Chain Shirt until a Mithral Breastplate was available.

Since it would be a Cleric of Calistria, would use the Whip to trip and disarm when not debuffing.

Sickle as a backup weapon for damage, but not looking for this character to do damage unless there aren't other options - want character to take away options from the enemy.

Please let me know what you think - appreciate the feedback!

Build Details:

Class - Cleric
Race - Human
Domains - Chaos and Charm (Calistria)
Traits - Deft Dodger and Focused Mind
Skills - 1 pt. in Linguistics every level (to help with charm spells) + 1 misc.
FC Bonus - HP for every level (although I LOVE skills and would like to find a way to have more SP< don't think it's possible with this build)

S - 10
D - 16
C - 13 (xtra point at level 8)
I - 10
W - 17 (xtra point at levels 4 and 12)
Ch - 10

Feats

1 - Weapon Finesse
1 - Dodge
3 - Mobility
5 - Combat Casting
7 - Spring Attack
9 - Extend Spell
11 - ?????

Note on Feats - Initially thought about going with Combat Reflexes and Improved Trip, but knowing how Trip declines in later levels, not to mention it's getting away from purpose of build, went with the above. Given that it's CORE, not sure what other feats may come in handy given my concept. Appreciate any and all input!

Thank you!

KT73


Hi -

I am making a Level 11 Brawler (Stranger) and would like some assurance that the bonuses below would stack. I've been doing quite a bit of research but still not sure that all of these would be able to come into play. If anyone could comment, it would be much appreciated.

Thank you!

Base CMB: 15

Grapple CMB: +29 = 15 (Base) + 2 (Improved Grapple) + 2 (Greater Grapple) + 3 (Grapple Maneuver Training) + 2 (Gauntlets of the Skilled Maneuver - Grapple) + 1 (Armbands of the Brawler) + 2 (Mithral Chain Shirt of Brawling) + 2 (Masterwork Dan Bong - only applicable if used)

Would I really have a +29 to CMB for a Grapple attempt in using all of the above?