Reiko

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Organized Play Member. 776 posts (1,412 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 3 aliases.



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Sovereign Court

Hello all,

I have a PFS character that's about to hit 10th level and I plan on this character being the first one that I take into Seeker levels. I'm highly considering dipping into Monk and could use some suggestions.

Separatist Cleric 5 / Exalted of Irori 6 / Sensai Monk 2:
Race – Human
Alignment – Lawful Neutral
Deity – Irori (Lawful Neutral)

Traits:
• Magical Knack (magic)
• Fate's Favored (faith)

Domains:
• Memory [Knowledge Sub-Domain]
• Tactics [War Sub-Domain, accessed by Separatist]

Exalted Domain:
• Healing

1st lvl stats -
Str: 12
Dex: 14
Con: 14
Int: 12
Wis: 18
Cha: 7

current stats at 9th lvl -
Str: 12
Dex: 14
Con: 16 (+2con belt)
Int: 12
Wis: 24 (+4wis headband)
Cha: 7

1) Cleric 1: Bab +0, Spell Penetration (lvl 1), Focused Study: Knowledge Religion (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Deific Obedience (lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, Snake Style (lvl 5)
6) Exalted 1: Bab +3,
7) Exalted 2: Bab +4, Greater Spell Penetration (lvl 7)
8) Exalted 3: Bab +5, Focused Study: Sense Motive, +1 Wis
9) Exalted 4: Bab +6/+1, Snake Sidewind (lvl 9)

future levels -
10) Exalted 5: Bab +6/+1
11) Exalted 6: Bab +7/+2, Snake Fang (lvl 11)
12) Sensei 1: Bab +7/+2, +1 Wis
13) Sensei 2: Bab +8/+3, Additional Traits or Quicken Spell (lvl 11)

Why I want to go Monk?:
Going two levels of Sensei adds:
* Stunning Fist (decent DC with high Wis)
* 10 rounds of Inspire Courage
* Insightful Strike (use Wis for attack/CMB on unarmed and ALL Monk weapons, that's a +7atk/cmb boost for me.)
* All knowledge skills are class skills (Allows me to retrain Memory sub-domain to something else. Would lose Recall knowledge reroll ability, but I'd at least not lose the class skill bonuses)
* Gives Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim as class skills, somewhat useful.
* +3 to fort/reflex/wis saves
* bonus feat & increase to unarmed strike damage (1d3 to 1d6)
* my soon to be +8wis modifier will add +8 to AC and CMD. Increases touch AC defense and vs grapple/etc.

current gear:
Spellguard Bracer
+3 cloak of resistance
+1 amulet of natural armor
+1 ring of protection
+2con belt
+4wis headband
boots of the cat
lesser rod of extend
+1 mithral kikko armor (will need to sell once going monk)
+1 mithral heavy shield (will need to sell once going monk)

Maybe Greater Spell Penetration is overkill and should be retrained? I could grab Additional traits for Wisdom in the Flesh and something else. WitF I could use on Acrobatics or Escape Artist for a +7 boost (not sure which would be a better choice here).

I could buy a +1 Keen Spell Storing Temple Sword for a 1d8 17-20/x2 crit range Monk weapon that'd go off my Wis modifier. Or I could save the money and get Deliquescent Gloves, and a Shocking/Cold AoMF?

With Snake Fang later, I can get free attacks pretty regularly and I use my Sense Motive checks to confirm crits instead. Maybe I should forget buying a +1 Keen Spell Storing Temple Sword and just focus on increasing my unarmed strike damage?

Any thoughts or suggestions?

Sovereign Court

I'm trying to come up with a sneaky, lying, deceptive character for PFS play and it seems like the Inquisitor might be a good choice.

Here are the requirements I have down so far for the character:

Inquisitor:

Race: Human, Half-Elf, or Elf
Stats: 20pt buy, no idea.
Archetype: Sanctified Slayer
Inquisition: Not sure. Maybe Clandstine, Heresay, Conversion, or Tactics?

I have no clue on what my stats should be (20pt buy), but I don't want to dump Charisma (RP reasons, even though inquisitions/traits can swap charisma to int or wisdom for some skills. Minimum of 10 charisma required, this is not an ugly or awkward character. She's more-so a seductress and honeyed tongue backstabber.)

I was thinking with Human, 12int, and the Skilled feat would give me 7 skill points a level. I'd like to focus on Bluff, Intimidate, Disguise, and Sleight of Hand.

What stats, inquisition, feats, race, etc would you pick to flesh out this character?

Liberty's Edge

I'm debating between making either a Spell Binder or Magus in PFS as a dagger wielding Gish. Spell Binder is 9th level spells whereas Magus has lower level spells but Arcane Pool? Can someone sell me on why I should play one over the other in PFS play between 1-12?

Sovereign Court

Well, I've decided to scrap my Stealth Rogue idea and go more with a violent/menacing Rogue flavor for the character I'm building. Here's what I got so far.

(Bandit+Thug) Unchained Rogue 4 / (Mutagen Warrior) Fighter 6 / (Sohei) Monk 1:

1) Fighter 1: Bab +1 | FREE (lvl 1), FREE (Human), WFocus: Daggers (Fighter)
2) uRogue 1: Bab +1 | Weapon Finesse (Rogue)
3) uRogue 2: Bab +2 | Deific Obedience: Pharasma (lvl 3), FREE (Talent)
4) uRogue 3: Bab +3 | +1 Dex
5) uRogue 4: Bab +4 | FREE (lvl 5), FREE (Talent)
6) Sohei 1: Bab +4 | Deflect Arrows (Monk)
7) Fighter 2: Bab +5 | Accomplished Sneak Attacker (lvl 7)
8) Fighter 3: Bab +6/+1 | +1 Dex
9) Fighter 4: Bab +7/+2 | (lvl 9), FREE (Fighter)
10) Fighter 5: Bab +8/+3 | Improved Critical: Daggers (Fighter)
11) Fighter 6: Bab +9/+4 | Critical Focus: Daggers (lvl 11), FREE (Fighter)

--Benefits--
1) Bandit's "Ambush" ability + Sohei's "Devoted Guardian" ability = Always act in a surprise round and take a full action.
2) 3d6 Sneak Attack
3) Evasion and dex to damage for daggers
4) Lots of feats
------------

I've got a lot of feats/talents free and could use some suggestions on Styles that would work best. I've looked at Spring-Heeled Style, Wyvern, and Outslug. Some options I'm considering are Spring Attack route, TWF Outslug lunge route, and Cornugon Smash route to frighten enemies.

I'm also considering a Rapid Shot + Manyshot build to full-attack during a surprise round to start combat with 12d6 sneak attack with 4 shots to someone within 30ft? I'm not sure if it's a viable build though. Your thoughts?

Give me some suggestions on what would work best for a thug'ish bandit character. What Style or feats would you pick? I need some ideas! :)

Sovereign Court

I'm trying to build a character that is in stealth most of the time (similar to Sora from .hack//sign or Clementine from Overlord) that stabs enemies/monsters in the back when they least expect it. I took Eerie Disappearance + Rogue's Edge: Intimidate as it looks like a decent aoe debuff to inflict shaken or frightened.

I'm limiting this build to either Human or Half-Elf as I'm trying to "re-create" a character theme/concept, just an fyi.

Class – Unchained Rogue 6 / Shadowdancer 3 / (Eldritch Guardian & Mutagen Warrior) Fighter 3:

Race – Human
Alignment – CN
Deity - Pharasma
Traits – Reactionary, River Rat

Stats -
Str: 11
Dex: 18 (16+2)
Con: 14
Int: 10
Wis: 12
Cha: 12

TWF Dagger
1) Fighter 1: Bab +1 | Dodge (lvl 1), Focused Study: Stealth (Human)
2) uRogue 1: Bab +1 | Weapon Finesse (Rogue), FCB: 1/6 talent
3) uRogue 2: Bab +2 | Deific Obedience: Pharasma (lvl 3), Fast Stealth (Talent), FCB: 2/6 talent
4) uRogue 3: Bab +3 | +1 Dex, FCB: 3/6 talent
5) uRogue 4: Bab +4 | Mobility (lvl 5), Combat Trick-Combat Reflexes (Talent), FCB: 4/6 talent
6) Shadow Dancer 1: Bab +4 | HiPS
7) Shadow Dancer 2: Bab +5 | Hellcat Stealth (lvl 7)
8) Shadow Dancer 3: Bab +6/+1 | Eerie Disappearance (Talent), Focused Study: Intimidate (Human), +1 Dex
9) uRogue 5: Bab +6/+1 | Dampen Presence (lvl 9), 5/6 talent, Rogue’s Edge: Intimidate
10) uRogue 6: Bab +7/+2 | Weapon Training: Daggers (Talent), Combat Trick: TWF (FCB Talent), FCB: 6/6 talent
11) Fighter 2: Bab +8/+3 | Improved Critical: Daggers (lvl 11)
12) Fighter 3: Bab +9/+4 |

--Fighter Benefits--
Eldritch Guardian-Familiar for +4initiative or +4stealth animal choice.
Mutagen Warrior to get +4 alchemical dex bonus mutagens.
If I take fighter 2 levels higher I can use Weapon Training along with Gloves of Dueling for +3atk/+3dmg.

I feel that this build is a bit messy at the moment. The feats needed to go Shadowdancer limit me a bit on my available feats.

What can I do to improve Stealth, Damage output, or other effectiveness? Could really use some help. :)

The Exchange

Well, I noticed Archives of Nethys didn't list any of the Expanded Bloodlines from Legacy of Dragons as PFS legal....but when I went to the Additional Resources page it says only the Outer Dragons Expanded Bloodline is not legal. So I've not see much talk yet about these Expanded Dragon Bloodlines but what are your thoughts on Esoteric Dragons and Primal Dragons?

It appears that you could get Bludgeoning resistance via Astral or Etheric or Piercing resistance via Crystal.

Esoteric seems like it allows you to add some Psychic spells to your list? Are there any decent spells that someone would pick to make this really worthwhile?

Primal allows you to re-roll dice equal to half the spells level if it matches your draconic bloodline's energy type.

Does Esoteric or Primal seem like a stronger choice? Also, would Bludgeoning or Piercing resistance be more universally useful compared to an elemental resistance? Thoughts on these new Draconic Bloodlines?

Sovereign Court

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So, I'm not familiar with playing melee frontliners but I'm interested in making a Samurai themed frontliner/tank. Searching the forums for Samurai info I wasn't able to find much recent tank of the class. What's the best way to build a 2handed Katana wielder these days?

I'm guessing either:

1) Full Vanilla Samurai build
2) 8 Yojimbo Samurai / 3 Weapon Master Fighter
* I'm assuming the weapon training ability from Weapon Master works with Gloves of Dueling?

Guidance please?

Silver Crusade

Hello all,

I've never played a Cavalier or a mounted character really... The majority of my characters have been Support or Divine Casters. So, I'm a bit lost with how to build a decent Halfling Cavalier that works well mounted with dealing damage and keeping himself, his mount, and his allies alive.

Traits: Helpful
Racial Trait: Caretaker or Outrider? Which is best?

Stats: Best suggestion for Strength based Cavalier? I'd rather deal with the small penalty instead of spending extra feats. I'd like to use feats for more defensive or mounted stuff.

Orders: Order of the Dragon, Paw, or Sword?

Cavalier Archetypes: Honor Guard seems great, is it worth taking Emissary in conjunction or is the loss of tactician and banner too much? Free Mounted Combat, Mobility for myself and mount, and Trick Riding seems useful.

Character Concept: My main plan is to use Ride checks to prevent my mount from getting hit, to bodyguard my mount or nearby ally from attacks, my mount bodyguard or In Harm's Way to protect me from danger, and have decent focus on dishing out damage.

------------

So what pitfalls should I avoid and how can I make this bodyguarding mounted knight in shining armor kick butt and save lives?

Liberty's Edge

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I'm playing in a West Marches style world using a 32pt buy system for character creation and Core races allowed only. Pretty much all official Paizo stuff is allowed but I've never made a Dragon Disciple and I'm wondering if this would be a good idea.

For simplicity sake I'm thinking either full Sorcerer or maybe a dip into a melee class for proficiencies but I'd like to try and keep my spell level high so I still have some decent spells to use.

I'm not sure of what bloodlines to take, if crossblooded is the way to go, or if I should be using Eldritch Heritage to pickup the Arcane bloodline or something else. I'm not too worried about being min/maxed as I don't want to break the world (if that's possible), but since I've never really played a sorcerer or a dragon disciple I could really use someone to cast guidance on this build for me. Appreciate any advice you guys could give! :)

Silver Crusade

I'm just running through a build I have written down and wanting to know what everyone's thoughts on it are. It probably won't out-do most Wild Shape builds but it has a "San" from Princess Mononoke feel to it.

Nature Fang Druid:

Class – Nature Fang Druid
Race – Half-Orc
Deity - Gozreh
Nature Bond - Feather Subdomain
Animal Companion - Lion, Wolf, or Axe Beak?
Traits -
* Transmuter of Korada (magic)
* Almost Human (race)

Stats -
Str: 10
Dex: 16 (+2 racial)
Con: 14
Int: 12
Wis: 14
Cha: 8
0, 10, 5, 2, 5, -2 (20pt build)

1) Druid 1: Bab +0 | Pass for Human (lvl 1)
2) Druid 2: Bab +1 |
3) Druid 3: Bab +2 | Weapon Finesse (lvl 3)
4) Druid 4: Bab +3 | Aspect of the Beast: Claws of the Beast (talent), +1 Dex
5) Druid 5: Bab +3 | Boon Companion (lvl 5)
6) Druid 6: Bab +4 | Trap Spotter (talent)
7) Druid 7: Bab +5 | Accomplished Sneak Attacker (lvl 7)
8) Druid 8: Bab +6/+1 | Trapfinding (talent), +1 Dex
9) Druid 9: Bab +6/+1 | Lunge (lvl 9)
10) Druid 10: Bab +7/+2 | Multiattack (talent)
11) Druid 11: Bab +8/+3 | Divine Interference (lvl 11)

Mechanics:

Almost Human trait and Pass for Human feat are there to mechanically be disguised at all times as a Human. I'm not a fan of looking Green and Orc'ish so having a +20 Disguise and being able to take 10 in most areas means only the GM really knows that I'm not a human. ;)

Went the Dex route to help shore up low AC and bad Reflex save. Will cost me an Agile AoMF to regain my dmg but I figure this will help me from spreading my stats too thin or drastically tanking stats.

Attacks:
Primary Bite (toothy orc trait)
Claw x2 (Aspect of the Beast: Claws of the Beast)
Gore (Helm of the Mammoth Lord)

Boon Companion to get my Animal Companion back to full level. Accomplished Sneak Attacker to raise SA to 2d6, animal companion makes for an easy flanking buddy. I added Trapfinding and Trap Spotter since Rogues are not entirely common in PFS, allows me to detect and disarm mundane/magical traps. Lunge for that extra range. Multiattack I'm thinking I don't need because all my attacks count as Primary?

So here's a few questions I have presently with a build like this.

1) What are the big Pros/Cons of Tiger, Wolf, or Axe Beak animal companions? I might pickup Teamwork feats and/or consider using my AC as a mount?
2) What changes would you make to help boost the effectiveness of this build?
3) Would you go with the stats listed or would or would you go with a 16 total STR and 14 Dex and focus on boosting STR instead?

Grand Lodge

So Apocryphal subdomains require a trait to take normally but the Separatist archetype allows you to pick one that is not normally available. Does the Separatist allow you to bypass the trait requirement?

Separatist Archetype wrote:

Forbidden Rites: A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.

Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal. In all other respects, this ability works like and replaces the standard cleric’s domain ability.

The Exchange

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Hello all,

I'm not used to playing a Spontaneous caster and I'm a bit used to playing Clerics that have access to all spells known and being able to switch spells in and out daily.

I'm aware that some races FCB allows them to add more spells known but what are some of those really important spells that Oracles should most definitely take?

Scarab Sages

I'm building an Ascetic Oracle that is Cha/Dex focused, using Oracular Spellstrike to deliver touch spells with an attack. I'm currently at level 7 with the following gear. Would love to hear some suggestions on what to purchase in PFS.

Build:

Race: Human
Deity: Pharasma
Racial Traits: Dual-Talent (+2dex, +2cha)
Curse: Haunted & Blackened
Traits: Adopted: Bifurcated Magic (Half-Elf), Fate's Favored (faith)

STR 7
DEX 16 +2
CON 14
INT 10
WIS 7
CHA 17 +2
-4,10,5,0,-4,13

1) Scaled Monk 1: Bab +1, Weapon Finesse (lvl 1), Dodge (monk)
2) Ascetic Oracle 1: Bab +1, Martial Disciple (revelation)
3) Ascetic Oracle 2: Bab +2, Crane Style (lvl 3)
4) Ascetic Oracle 3: Bab +3, Ascetic Armor (revelation), +1 Cha
5) Ascetic Oracle 4: Bab +4, Combat Casting (lvl 5)
6) Ascetic Oracle 5: Bab +5, Misfortune (revelation)
7) Ascetic Oracle 6: Bab +5, Crane Wing (lvl 7)
8) Ascetic Oracle 7: Bab +6/+1, Oracular Spellstrike (revelation), +1 Cha
9) Ascetic Oracle 8: Bab +7/+2, Osyluth Guile (lvl 9)
10) Ascetic Oracle 9: Bab +8/+3
11) Ascetic Oracle 10: Bab +8/+3, Crane Riposte (lvl 11)
12) Ascetic Oracle 11: Bab +9/+4, Fortune (revelation), +1 Cha
13) Ascetic Oracle 12: Bab +10/+5, Toughness (lvl 13)
14) Ascetic Oracle 13: Bab +10/+5, Absence of Form (revelation)

Current Gear:

Headband of Alluring Charisma +2
Belt of Incredible Dexterity +2
Rod of Extend, lesser
+2 Cloak of Resistance
Eyes of the Eagle

Current Gold: 7,378

I'm not sure if I should wait a few scenarios and pickup a +1 Agile Bodywrap of Mighty Strikes and then a Holy Amulet of Mighty Fists or if I should just grab an Agile AoMF now and later add Frost to it and pickup a +1 Shocking BoMS?

I currently have 7,378 gold, but would love to also hear about gear that I should consider grabbing later down the road also.

Scarab Sages

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Been trying to come up with an effective Ascetic Oracle build.

The build:

Race: Human
Archetype: Dual-Cursed
Racial Traits: Dual-Talent
Curse: Deaf & Covetous
Traits: Magical Knack: Oracle, Fate's Favored

STR 7
DEX 16 +2
CON 14
INT 10
WIS 7
CHA 17 +2
-4,10,5,0,-4,13

1) Scaled Monk 1: Bab +1, Weapon Finesse (lvl 1), Dodge (monk)
2) Ascetic Oracle 1: Bab +1, Martial Disciple (revelation)
3) Ascetic Oracle 2: Bab +2, Crane Style (lvl 3)
4) Ascetic Oracle 3: Bab +3, Ascetic Armor (revelation), +1 Cha
5) Ascetic Oracle 4: Bab +4, Spell Penetration (lvl 5), Misfortune (revelation)
6) Ascetic Oracle 5: Bab +5,
7) Ascetic Oracle 6: Bab +5, Extra Revelation: Fleet (lvl 7)
8) Ascetic Oracle 7: Bab +6/+1, Oracular Spellstrike (revelation), +1 Cha
9) Ascetic Oracle 8: Bab +7/+2, Osyluth Guile (lvl 9)
10) Ascetic Oracle 9: Bab +8/+3
11) Ascetic Oracle 10: Bab +8/+3, Divine Interference (lvl 11)
12) Ascetic Oracle 11: Bab +9/+4, Absence of Form (revelation), +1 Cha
13) Ascetic Oracle 12: Bab +10/+5, Fortune (revelation)

I dumped strength, but once I can afford an Agile Amulet of Mighty Fists it solves the damage penalty.

Is Osyluth Guile too good not to take? I can't fighting defensively or use Flurry of Blows when using "Oracular Spellstrike" though. Fighting defensively would add +12 dodge bonus to AC though (+1crane, +1acrobatics, +2fighting defensively, +8 osyluth guile).

Using "Oracular Spellstrike" I can deliver touch spells along with a melee punch (some examples: Inflict spells, Bestow Curse, Force Punch, Poison, Slay Living, and Harm.) I picked Dual-Cursed for Misfortune to force re-rolls to make spells stick better.

Is there a way to add Touch of Fatigue as a 0 level spell known to use with "Oracular Spellstrike"? (not a spell-like ability)

Any suggestions to improve this build?

Scarab Sages

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The builds listed are for PFS

I'm building a character and I'm debating between the following builds to make a divine caster that has a monk feel to it.

Ancient Lorekeeper Ascetic Oracle / Scaled Monk:

Race: Half-Elf
Racial Traits:
* Kindred-Raised - +2cha & +2 to another stat.
Curse: Haunted
Traits: Bifurcated Magic: Oracle & Monk, Fate's Favored

STR 7
DEX 16+2
CON 13
INT 10
WIS 8
CHA 17+2
-4,10,3,0,-2,13

1) Scaled Monk 1: Bab +1, Weapon Finesse (lvl 1), Dodge (monk)
2) Ascetic Oracle 1: Bab +1, Ascetic Armor (revelation)
3) Ascetic Oracle 2: Bab +2, Extra Revelation: Fleet (lvl 3)
4) Ascetic Oracle 3: Bab +3, Martial Disciple (revelation), +1 Cha
5) Ascetic Oracle 4: Bab +4, Additional Traits (lvl 5)
6) Ascetic Oracle 5: Bab +5,
7) Ascetic Oracle 6: Bab +5, Crane Style (lvl 7)
8) Ascetic Oracle 7: Bab +6, Oracular Spellstrike (revelation), +1 Cha
9) Ascetic Oracle 8: Bab +7/+2, Osyluth Guile (lvl 9)
10) Ascetic Oracle 9: Bab +8/+3
11) Ascetic Oracle 10: Bab +8/+3, Divine Interference (lvl 11)
12) Ascetic Oracle 11: Bab +9/+4, +1 Cha, Absence of Form (revelation)

Additional Traits: Aldori Defenses + Magical Lineage: X Spell

@ lvl 12
HP: 75
AC: 44 (58 fighting defensively)
Skill Points: 48
Flurry of Blows Atk: 6dex + 9bab + 5dpower + 3gmw = 23/23/18
Dmg: 2d8 + 6dex + 5dpower + 3gmw = 2d6 + 14 (monk's robes included)
Saves: 10Fort/11Reflex/12Will (with a +3 Cloak of Resistance)

Spells:
1: 6+2
2: 6+2
3: 6+2
4: 6+2
5: 4+1

Ancient Lorekeeper Spells: 0: Touch of Fatigue, 1: ???, 2: Scorching Ray?, 3: Vampiric Touch, 4: ???, 5: ???

AC: 10base + 6dex + 8cha monk + 8armor + 3aona + 4sofaith + 3mvest + 1ioun + 1dodge feat +1 monk's robes = 45ac
Fighting Defensively: + 6crane + 8cha osyluth = 59ac

Wandering Swords(wo)man:

Sacred Fist Build
Race: Human
Deity: Cayden Cailean
Traits: 1st - Fate’s Favored, 2nd - Free

1st Blessing: Charm
2nd Blessing: Travel

STR 16+2
DEX 14
CON 12
INT 12
WIS 15+2
CHA 7
10, 2, 2, 2, 10, -4

1) Sacred Fist 1: Bab +0, Deflect Arrows (lvl 1), Weapon Prof: Rapier (WP), IUS (SFist)
2) Sacred Fist 2: Bab +1,
3) Sacred Fist 3: Bab +2, Wfocus: Rapier (lvl 3)
4) Sacred Fist 4: Bab +3, +1 Wis
5) Sacred Fist 5: Bab +3, Crusader’s Flurry (lvl 5)
6) Sacred Fist 1: Bab +4, Toughness (WPFCB)
7) Sacred Fist 2: Bab +5, **FREE (lvl 7), Snake Style (WP Style)
8) Sacred Fist 3: Bab +6//+1, +1 Wis
9) Sacred Fist 4: Bab +6/+1, Dimensional Agility (lvl 9)
10) Sacred Fist 5: Bab +7/+2
11) Sacred Fist 6: Bab +8/+3, Divine Interference (lvl 11)
12) Sacred Fist 7: Bab +9/+4, FREE (WPFCB), +1 Wis

**Retrain 7th level feat at 10th level to Quicken Blessing: Dimensional Hop

@ lvl 12
HP: 87
AC: 35
Skill Points: 36
Ki Pool: 11
Fervor: 13
Charming Presence (Sanctuary) DC: 23 Will
Attack: 9/4 + 5dpower + 1wfocus + 3gmw + 1ioun + 6str = 25 -2flurry = 23
Full-Attack with Ki Strike & Divine Power: 23/23/23/23/18/18/13
Dmg: 1d6 + 6str + 5dpower + 3gmw = 1d6 + 14dmg (Keen Rapier: 15-20/x2 crit)
Saves: 11Fort/9Reflex/18Will (with a +3 Cloak of Resistance)

Spells:
1st: 5+2
2nd: 5+2
3rd: 4+2
4th: 3+1

AC: 10base + 1dodge + 3sfist + 3bracer + 7wis + 2dex + 4sofaith + 1ioun +1mrobes +3mvest = 35

I'm trying for a Dr Strange / Avatar / mystic monk vibe. Sacred Fist has a Sanctuary & Teleport (Not sure if Dimensional Hop blessing counts for Dimensional Agility feat). The Oracle build uses high AC and delivering offensive spells through punches.

Any major flaws stick out with either of these and does one seem particularly stronger than the other?

Liberty's Edge

I'm working on a build for an Ancient Lorekeeper Oracle with the Ascetic Mystery that pumps AC up extremely high and uses the Ascetic SpellStrike at level 9+. Could I get some good ideas for Wizard/Sorcerer spells that would be great to deliver through melee attacks?

The few I have in mind already in taking are Shocking Grasp, Scorching Ray (It's not melee but it gives me a ranged option), and Ghoul Touch. Not sure if there's better choices or what to take after 2nd level spells.

Sovereign Court

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Restrictions: PFS

I've been toying with the idea of an Irorian Cleric that mimics the combat effectiveness of a Monk while still having the benefits of a being a Cleric.

The Evangelist Evangelist:

Traits: Fate's Favored, Magical Lineage (Divine Favor)

Starting stats:
Str: 14
Dex: 14
Con: 14
Int: 12
Wis: 15 (17 with racial stat boost)
Cha: 7

1) Evangelist Cleric 1: Bab +0, Weapon Proficiency: Unarmed Strike (lvl 1), TWF (human)
2) Evangelist Cleric 2: Bab +1,
3) Evangelist Cleric 3: Bab +2, Boar Style(lvl 3)
4) Evangelist Cleric 4: Bab +3, +1 Wis
5) Evangelist Cleric 5: Bab +3, Deific Obedience (lvl 5)
6) Evangelist Prestige 1: Bab +3,
7) Evangelist Prestige 2: Bab +4, Quicken Metamagic (lvl 7)
8) Evangelist Prestige 3: Bab +5, +1 Dex
9) Evangelist Prestige 4: Bab +6/+1, ITWF (lvl 9)
10) Evangelist Prestige 5: Bab +6/+1
11) Evangelist Prestige 6: Bab +7/+2, Divine Interference (lvl 11)

Boar Style switched to Pummeling Style at 9th level.

Vanilla Cleric:

Traits: Fate's Favored, Magical Lineage (Divine Favor)

Starting stats:
Str: 14
Dex: 14
Con: 14
Int: 12
Wis: 15 (17 with racial stat boost)
Cha: 7

1) Cleric 1: Bab +0, Weapon Proficiency: Unarmed Strike (lvl 1), TWF (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Boar Style(lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, Quickdraw (lvl 5)
6) Exalted 1: Bab +3,
7) Exalted 2: Bab +4, Quicken Metamagic (lvl 7)
8) Exalted 3: Bab +5, +1 Dex
9) Exalted 4: Bab +6/+1, ITWF (lvl 9)
10) Exalted 5: Bab +6/+1
11) Exalted 6: Bab +7/+2, Divine Interference (lvl 11)

Boar Style switched to Pummeling Style at 9th level.
Quickdraw for Quickdraw shield (extra AC).

Exalted Cleric:

Traits: Fate's Favored, Magical Lineage (Divine Favor)

Starting stats:
Str: 14
Dex: 14
Con: 14
Int: 12
Wis: 15 (17 with racial stat boost)
Cha: 7

1) Cleric 1: Bab +0, Focused Study: Knowledge Religion (lvl 1), TWF (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Boar Style(lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, Deific Obedience (lvl 5)
6) Exalted 1: Bab +3,
7) Exalted 2: Bab +4, Quicken Metamagic (lvl 7)
8) Exalted 3: Bab +5, +1 Dex
9) Exalted 4: Bab +6/+1, ITWF (lvl 9)
10) Exalted 5: Bab +6/+1
11) Exalted 6: Bab +7/+2, Divine Interference (lvl 11)

Boar Style switched to Pummeling Style at 9th level.

Info and Stats:

I'm unsure on which domains to select but Fist domain seems very attractive for both the Evangelist and the Vanilla Cleric builds as that's +5dmg to all attacks and useable as a free action. Bramble armor is also quite nice. For a second domain Heroism looks decent for Heroism spell buff. Is there any other really good domain choices?

Typical combat would be...
1st round: Cast Haste or Righteous Might (standard action), Divine Favor (swift action), if Evangelist-- Inspire Courage (move action 7lvl+)
2nd round: Boar or Pummeling Style (swift action), then Kill stuff

I theorycrafted a Warpriest build but honestly it didn't seem like much benefit doing so. TWF and ITWF along with Haste allows 5 attacks total. Boar Style should be ok till I switch it to Pummeling Style and Pummeling Style should allow me to overcome the majority of DR I run into.

Mock Example of a typical full attack at 9th level -
Attack bonuses: BAB 6/1, +4 Divine Favor, +5 Str (+2str/dex belt & Righteous Might), +1 Cracked Pale Green Prism Ioun Stone, +2 Greater Magic Fang, +1 WP (Unarmed), -2 TWF =

Attack Total: 17/17/12/12 or 16/16/16/11/11 if I use Haste instead of Righteous Might.

Damage bonuses: 1d3 unarmed, +5str, +4 Divine Favor, +2 Greater Magic Fang, +5 Wooden Fist, + 2d6 Acid AoMF =

Damage Total: 1d3 + 2d6 + 16dmg x 4 or 5 hits

Heroism spell isn't included (+2atk/+2dmg) and if I went Evangelist that would be another +2atk/+2dmg.

Any suggestions on missing feats, domain choices, or which route looks the best?

Sovereign Court

1 person marked this as a favorite.

Hey,

I'm trying to come up with some sort of iconic Halfling Rogue build that uses daggers but having a hard time figuring out how to increase the damage consistently.

Are there any good routes to go with 3 levels of Unchained Rogue? Would dipping into Hunter, Slayer, Warpriest, or Inquisitor work at all? I'm not convinced that staying Rogue after level 3 is the best option to increase damage. Any suggestions?

The Exchange

Hello all,

I'm going to be running a 6th level Cleric in PFS (saved credit) and I have a lot of gold and not sure what all to buy.

Here's the stats and gear I had planned out for starting.

Stats & Gear:

Separatist Cleric 5 / Exalted 1 of Irori
Race – Human (Mwangi)
Alignment – Lawful Neutral
Deity – Irori

Traits:
• Reckless (combat)
• Seeker (social)
• additional traits: Focused Mind (magic)
• additional traits: Fate’s Favored (faith)

Domains:
• Strength
• Madness

HP: 56
AC: 19

Str: 17 (+2 racial)
Dex: 14
Con: 14
Int: 12
Wis: 14 (+2 wisdom headband)
Cha: 7

Feats: Toughness (lvl 1), Focused Study: Knowledge Religion (human), Additional Traits (lvl 3), Deific Obedience (lvl 5)

Gear I'm thinking of starting with:
+1 adamantine longspear
+1 Mithral Agile Breastplate
Cloak of Resistance +1
lesser Rod of Extend
Eyes of the Eagle
Headband of Inspired Wisdom +2
CLW wand (2 prestige)
3k gold left


----------------------

What gear would you start out with as a Reach Cleric if you had 23k gold? Curious to see what everyone suggests.

The Exchange

Hello all,

I have credit to start out as a level 6 Cleric in PFS and I'm considering the following build.

Cleric of Irori:

Cleric 5 / Exalted 7 of Irori
Race – Human
Alignment – Lawful Neutral
Deity – Irori (Lawful Neutral)

Traits:
• Reckless (combat)
• Seeker (social)
• additional traits: Wisdom in the Flesh (religion)
• additional traits: Fate’s Favored (faith)

Domains:
• Fist [Strength Sub-Domain]
• Love [Domain]

Exalted Domain:
• Healing

1st Level Stats - 20pt buy

Str: 14
Dex: 14
Con: 14
Int: 12
Wis: 17 (+2 racial)
Cha: 7

1) Cleric 1: Bab +0, Additional Traits (lvl 1), Focused Study: Knowledge Religion (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, FREE (lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, FREE (lvl 5)
6) Exalted 1: Bab +3,
7) Exalted 2: Bab +4, Combat Casting (lvl 7)
8) Exalted 3: Bab +5, Focused Study: Acrobatics, +1 Wis
9) Exalted 4: Bab +6/+1, Spell Penetration (lvl 9)
10) Exalted 5: Bab +6/+1
11) Exalted 6: Bab +7/+2, Divine Intervention (lvl 11)
12) Exalted 7: Bab +8/+3, +1 Wis

------------------------------

So the benefits of this Cleric is not obvious, I admit. But my goal is to be a caster Cleric that can go ham in melee, with an Irori feel, when she wants.

Inner Sea Gods: Worshipers of Irori have access to spells Stone Fist, Haste, Transformation.

Exalted Prestige Class:
* 3rd Domain with all spells as 1/day Spell-like abilities which includes Breath of Life, Heal, and more.
* 50% healing boost at 11th level with Healer's Blessing from the Heal Domain.
* 11th level 3/day I can cast conjuration (healing) spells at 30ft range which means ranged Breath of Life spells.
* Perma Protection from Chaos and Detect Chaos at will.

Why am I trying to go melee?:
I noticed that the Irori spells from Inner Sea Gods would work well with Divine Favor/Divine Power/Righteous Might spells. I dropped Wis a tad and upped Str, but I'm not sure if there's any other ways besides Power Attack to increase damage further. The Fist subdomain does give +1/2 cleric level to dmg but is Wooden Fist, Force Punch, and Stoneskin worth taking the Fist domain of some of the other choices?

The highest attack I could come up with was 21/21/16/11 at 11th level. (Transformation=11bab, +4str mod, +2greater magic fang, +4divine power)
Highest damage output roughly 2d6 + 15 (monk robes, +4str mod, + 2greater magic fang, +4divine power, +5fist domain). If I used Power Attack then it'd be 17/17/12/7atk for 2d6+23dmg each. Are the attack bonuses and damage output decent for level 11?

I know I'm pretty much looking at the end of my PFS career with these calculations and some of the benefits but I plan on taking this character into level 12+ PFS games (Seeker I think is what it's called).

------------------------

Are there any feats besides Power Attack that would help this character work better in melee while keeping the Irori concept and flavor? Also, any thoughts on whether I should use Wooden Fist domain and Stone Fist spells for using a weapon or would going with a spiked gauntlet be a better choice?

The Exchange

Hey all,

Been gone a while but just came back and trying to find out how to continue onward with my Rogue.

Class/Level - 8 (Ninja/Scout 7 + Crusader Cleric 1)
Race – Half-Orc

Traits:

* Fate’s Favored
* Acrobat
* Darkvision 60ft
* Sacred Tattoo: +1 luck bonus to saves
* Orc Blood
* City Raised: +2 Knowledge Local

Languages:

Common, Orc, Tien, Ancient Osiriani, Ancient Thassalonian, Undercommon, Giant, Abyssal

Stats at 8th level:

Str: 18 (+2 racial included)
Dex: 14
Con: 14
Int: 10
Wis: 10
Cha: 14

Saves:

Fort: 10
Reflex: 11
Will: 8

Levels so far:

1) Ninja 1: Bab +0 | Dodge (lvl 1)
2) Ninja 2: Bab +1 | Ninja Trick: Weapon Training (Weapon Focus: Katana)
3) Ninja 3: Bab +2 | Power Attack (lvl 3)
4) Ninja 4: Bab +3 | Ninja Trick: Vanishing Trick, +1 Str
5) Ninja 5: Bab +3 | Mobility (5)
6) Ninja 6: Bab +4 | Ninja Trick: Combat Trick Spring Attack
7) Crusader Cleric 1: Bab +4 | Furious Focus (lvl 7), Heavy Armor Prof (Crusader)
8) Ninja 7: Bab +5 | +1 Str

Gear:

Cloak of Resistance +2
Boots of the Cat
Swarmbane Clasp
+2 Katana
+1 O-yoroi
+1 Heavy Darkwood Shield

Reason I took 1 level of Cleric:

+2 to Fort/Will saves
Luck Varient Channels 5/day
Travel Domain: +10 move speed, Agile Feet 3/day
Crusader Feat: Heavy Armor Proficiency
Cantrips and ability to cast Cleric spells from Divine Scrolls.

So now I'm currently at 61hp, 25 AC, 10 Fort, 11 Reflex, 8 Will, 5 uses of Vanishing Tricks, and 4d6 Sneak Attack while Power Attacking at no penalty.

What suggestions for next levels and especially what suggestions for gear? I'm at 7901 gold and I don't have a lot of equipment. Could really use some suggestions since I've been gone from PFS for about a year or more.

Sovereign Court

Hello all,

First and foremost, I enjoy building and playing clerics of many sorts. I'm looking for some suggestions though on building a CORE ONLY Cleric that focuses on Archery, Rays, and ranged touch attacks.

I'm considering the race Elf, and my 1st and 3rd level feats being PBS and Precise Shot. What deities would be good candidates and any CORE suggestions to improve? I've thought of going mostly high Dex with secondary Wis, turning into an archer cleric that uses blasting spells when it's more advantageous.

The majority of scenarios in PFS I've played so I'm just trying to come up with something "fun" for CORE only PFS. Oracles are not an option.

Sovereign Court

Hello all,

I've been playing my aasimar character recently and due to some changes (they removed the FCB for increasing 1 bardic performance) I've decided to multiclass and take on more of a "Michael the Archangel" style. I'm not sure where to go with a few of my feats and some of my earlier feats could probably use retraining.

My main source of damage is "Thunder Call" bardic performance but outside of that I don't feel very capable of defending myself. I believe Paladin is capable of improving that, which is why I've decided to start taking my last 4 levels into Paladin and stopping at 7th level Bard.

Kysune Heyoku:

Class: Thundercaller Bard 7
Race: Aasimar (Azata Blooded)
Resists: 7 cold, 7 electric, 7 fire, 7 cold
Alignment: Lawful Good
Deity - Undecided

Traits -
* Reactionary (+2 initiative)
* Unscathed (increase existing energy resistances by 2)

Stats -
Str: 10
Dex: 16
Con: 14
Int: 10
Wis: 10
Cha: 22

Saves -
Fort: 8
Reflex: 10
Will: 9

1) Bard 1: Bab +0 | Imp Initiative (lvl 1)
2) Bard 2: Bab +1 |
3) Bard 3: Bab +2 | Lingering Performance (lvl 3)
4) Bard 4: Bab +3 |
5) Bard 5: Bab +3 | Angelic Blood (5)
6) Bard 6: Bab +4 |
7) Bard 7: Bab +5 | Angelic Flesh (lvl 7)
**I'm currently here and JUST leveled to 8th level
8) Paladin 1: Bab +6/+1 |
9) Paladin 2: Bab +7/+2 | Undecided (lvl 9)
10) Paladin 3: Bab +8/+3 |
11) Paladin 4: Bab +9/+4 | Undecided (lvl 11)

Masterpieces -
Triple Time – +10 move speed for 1hour, string

Gear:
+1 mithral chain shirt
+1 masterwork buckler
Headband of Alluring Charisma +2
+2 Cloak of Resistance
Shortbow
Dagger

Gold: 29,233

Wands:
Lesser Confusion
Magic Missle
Hideous Laughter
Infernal Healing
------------------------

A few things I have planned:

1) I'm thinking of retraining Lingering Performance as it's not been too useful as of lately and Improved Initiative if there's some feats that would serve me better.
2) I will be retraining one of my feats at 10th level to "Angel Wings" to gain permanent flying.
3) I'm thinking of retraining "Triple Time" to "Symphony of the Elysian Heart" and retraining my "Versitile Performance" ability from Performance String to Performance Wind.
------------------------

Here are a few pictures to show what I'm attempting to mold my character into: Picture 1 and Picture 2

I'm considering selling my +1 mithral chain shirt and picking up a +1 mithral agile breastplate, which still allows me to cast my bardic spells without penalty, isn't very heavy so I stay in light load category, and doesn't reduce my speed while boosting my AC more. In the past, I've not considered my character to do anything outside of Inspire and Thunder Call but now that I'm multiclassing and have access to Smite I'm wondering how to best build into a more offensive tank. Should I go with a finesse weapon, reach weapon, or a ranged weapon? Is vanilla Paladin typically the way to go or are there any archetypes worth my consideration?

Really looking forward to hearing your suggestions!

Silver Crusade

Few things:

1) Poisoned weapons are not practical, are expensive generally, and aren't the most effective method of winning combats.
2) I'm interested in how to build a character for PFS that's built around poisons, even if it sucks.
3) With that being said, lets see how well we can actually build a character that uses poisons.

It seems that going Separatist Cleric of Norgorber (to pickup the Venom subdomain) and later going into Exalted prestige class is a decent option. But I also noticed that Alchemists seem to get some good bonuses to Poisons and the ability to craft poison.

Are there items, feats, or traits that I'm missing? Or are there other classes that get boosts to using poisons? I'd really like to mesh something together and see how far it would go in PFS despite some of the difficulties.

Some things I found interesting for a Poison build:

FEAT
Poisoner's Channel - 1/day, all who are harmed take -4 penalty on saving throws vs poison effects for 1 minute. Combine with Poison variant Channeling? It's labeled as a "poison effect."
Powerful Poisoning
Daggermark Lore
Deep Toxin

TRAITS
Poisonous Slayer - +1atk when wielding a weapon treated with poison.
Venom-Drenched - ingest a poison which remains in your system for 24hours, any creature that bites you during that time is subject to the poison's effects.

DOMAINS
Venom Subdomain's Venomous Saliva - swift action, Life-Stealing Venom (fort DC 10 + 1/2 cleric level + wis mod) frequency 1/round for 3 rounds, effect 1 con dmg; cure 1 save. 3 + wis mod per day.

SPELLS
Pernicious Poison (Venom Subdomain)
Poisoned Egg

EXALTED Prestige Class
2nd Boon from Exalted of Norgorber - +2DC for any saving throw of poison you use.

ALCHEMIST
"Concentrate Poison" - spend 1 minute and apply 2 doses of a poison to extend frequency by 50% and increase save DC by +2.
"Sticky Poison" - weapon remains poisoned for number of strikes equal to alchemist's Int mod. Must be 6th level Alchemist.

ITEMS
Poisoned Sand Tube - use 3 doses of inhaled or contact poison to disperse in 15ft cone.
Serpent Belt - +4 to all Poisons

The Exchange

Hello all,

I have a Half-Orc that's level 6 Ninja / Scout combined archetype in PFS (Yes, this is 100% legal). I'm currently level 6 with base 17 Str and 14 Dex and just picked up Spring Attack. I've been trying to decide where exactly to take this character and most recently I've been thinking that going Archery may be a better choice.

I currently don't have a belt of any kind so I could easily be at 17str and 16dex right now if I decided to get a +2dex belt. Or I could grab a +2 Composite Bow and I believe I'd be looking at +9atk, 1d6+6 dmg and +3d6 sneak attack. Normally sneak attack is not really an option for an archer but once I hit 8th level I get sneak attack on a shot after moving 10ft....so I'm limited TYPICALLY to 1 shot but get SA with it. For moments where I can hit an enemy flat-footed I'm able to get more attacks with SA, all while staying out of melee range. Once I hit level 10 I have improved invisibility via Ninja Trick which would make ranged Full-Attacks quite lethal.

I have enough prestige to retrain 2 feats which would get me PBS and Precise Shot for now, and at level 7 pickup another archery feat.

I'm currently at 49hp and 18AC (yeah, my AC is horrible) with no Evasion and no Uncanny Dodge (gave both up to be Ninja / Scout). I'm finding that being in the frontline is pretty dangerous for me and doubting that Spring Attack is going to be the "Answer" to all my problems.

Ranged Tactics Toolbox has an Assassin's Scope that you can set to do SA from 30-60 range or 60-90 range...or I could save up for Sniper Goggles which would let me get SA from further distances after moving at least 10ft. Taking archery feats would also make Flurry of Stars worth grabbing which I'd easily do 1d2+5 (more if deadly aimed) per shuriken, or more with sneak attack.

So What are your thoughts with this? I've got 12k gold and 12prestige and could easily turn my MW Composite Shortbow into +2 and retrain 2 feats (still giving me some gold left to help cover for getting rezzed if I died). With no Evasion, Uncanny Dodge, and horrible AC I'm leaning more towards ranged.

Scarab Sages

So, I have a lot of characters that do pretty well at destroying enemies and I want to create a new character that's a bit different. I'm curious on what is the best route / plan to make a defensive divine caster that's capable of keeping everyone alive and making sure that PFS missions don't fail. I'm essentially thinking of a character that has the ability to walk into a room, not give a crap about getting killed, and save his allies from impending doom.

I've thought of Life Oracle - seems a bit dull and super heal'ish. Which is great for keeping people alive but I'm not seeing anything that really keeps HIM alive when the bad guys decide to tackle him.

I've also considered an Abjuration focused Sanctuary caster. Which I've found to be able to get up to an impressive 25-27 Will save DC by level 7-9'ish. BUT, it means that the 1st turn in every combat is used up by casting Sanctuary. It keeps enemies off the caster...but, you're kind of forced to burn your 1st turn all the time. Maybe there's something better?

So, what are your thoughts on a super defensive divine caster? Some really cool defensive abilities? Insane AC? Some go-to spell that shuts majority of enemies from just outright 1shotting the healer? Would love to hear everyone's thoughts on how to make a character with healing access that is hard to kill or shut down.

Liberty's Edge

Hey all,

Was wondering if anyone had some ideas on how to build a small race that can either dance around enemies to get into position easily or move opponents (reposition, bull rush, drag, etc?) into a favorable position for myself and teammates.

I really don't know what combos, builds, etc to merge to make this fly well. But got to thinking about this setup after playing a PFS scenario where we went to a monk temple and fought their prized "champion" who danced around us, pushed people off the pillar, and had made reach with a longspear. Any thoughts / suggestions would be great. Race probably not a big concern, but mostly feats and some suggestion builds would be great! Thanks.

Silver Crusade

I've been trying to think of how to make a Fighter alternate of the Far Strike Monk with similar amount of additional attacks. I know Manyshot works only for arrows but I'm curious if TWF & ITWF would work for the Rope Dart?

I'm playing PFS and going full Fighter would allow access to some useful Fighter only feats and full BAB would let me take Improved Snap Shot at 9th level, whereas Far Strike Monk would get that at the end of the character's career (11th level).

So, does TWF & ITWF work for Rope Dart and any good build suggestions for using a rope dart?

Scarab Sages

I'm basing this character off of using Necromancy touch attacks and other save or suck spells, having Wisdom as high as possible for highest DC's. I'm a bit fond of Irori as an option since it offers -
1) Inevitable subdomain
2) has a decent obedience bonus
3) later gets 3/day uses of making a Conj (healing) touch spell into a range close (Breath of Life, Raise Dead, etc? Yes please.)
4) later gets perma hover and can levitate if necessary.
5) Can choose to spontaneously cast Inflict spells and negative channel while still picking perma Protection from Evil with Exalted. Resurrection subdomain offers 1/day spell like healing spells to offset spontaneously casting inflict spells.
6) Can use a heavy shield for more defense while still having a hand free to cast and hold spell charges.

Cleric of Irori:

Cleric 5 / Exalted 7 of Irori
Race – Human
Alignment – Lawful Neutral
Deity – Irori (LN)

Traits:
• Wisdom in the Flesh (Acrobatics)
• Fate’s Favored

Cleric Domains:
• Inevitable [Charm subdomain]
• Reformation [Inquisition]

Exalted Domain:
• Resurrection

1st Level Stats -
Str: 7
Dex: 14
Con: 14
Int: 14
Wis: 19 (+2 racial added)
Cha: 7

1) Cleric 1: Bab +0, Weapon Finesse (lvl 1), Focused Study: Knowledge Religion (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Improved Initiative (lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, Deific Obedience (lvl 5)
6) Exalted 1: Bab +3,
7) Exalted 2: Bab +4, Combat Casting (lvl 7)
8) Exalted 3: Bab +5, Focused Study: Acrobatics, +1 Wis
9) Exalted 4: Bab +6/+1, Spell Penetration (lvl 9)
10) Exalted 5: Bab +6/+1
11) Exalted 6: Bab +7/+2, Divine Interference (lvl 11)
12) Exalted 7: Bab +8/+3, +1 Wis

Taking Reformation inquisition changes my character to be a party face. Int is a bit high but I feel like it allows plenty of skill points to max acrobatics, diplomacy, and dabbling in other skills. I'm partially convinced that my stats are in a decent place but I'm a bit scattered on what feats I should definitely take. The Weapon Finesse, Focused Study, and Deific Obedience are pretty necessary.

What can I do to improve this character more? Are there any severe weaknesses? I can fix the weight encumbrance issue with Ant Haul but I'm sure there's other issues I'm missing. Suggestions?

Liberty's Edge

1 person marked this as a favorite.

Ok, I've been messing around with a few different builds on the forums and on spreadsheets and I'm down to 2 final builds that I'm almost convinced are about the most interesting & fun Reach Bad Touch cleric builds.

This is for PFS and I'm starting at 6th level. I've lined out levels 1-12 but I'll be playing this character is PFS modules/arcs past 12th level though so I've added some consideration for levels beyond 12th.

Cleric of Shelyn:

Cleric 5 / Exalted 7 of Shelyn
Race – Human
Alignment – Neutral Good
Deity – Shelyn (NG)

Traits:
• Fate’s Favored
• Seeker

Domains:
• Love [Charm subdomain] lvl progression after 5th stops due to Exalted
• Heresy or Conversion [Inquisition] lvl progression after 5th stops

Exalted Domain:
• Defense [Protection subdomain]

1st Level Stats:
Str: 14
Dex: 14
Con: 13
Int: 10
Wis: 17 (+2 racial)
Cha: 10

1) Cleric 1: Bab +0, Combat Reflexes (lvl 1), Skill Focus: Know Religion (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Power Attack (lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, Deific Obedience (lvl 5)
6) Cleric 6: Bab +4,
7) Cleric 7: Bab +5, Spell Focus: Necromancy (lvl 7)
8) Cleric 8: Bab +6/+1, +1 Wis
9) Cleric 9: Bab +6/+1, Greater Spell Focus: Necromancy (lvl 9)
10) Cleric 10: Bab +7/+2
11) Cleric 11: Bab +8/+3, Divine Interference (lvl 11)
12) Cleric 12: Bab +9/+4, +1 Wis

Advantages:
• Cleric Deity Spells: Charm Person 1st lvl spell, Good Hope 4th lvl spell
• 6th level, Divine Brand (essentially free trait Birthmark)
• 6th level, 1 Knowledge skill becomes Class Skill
• 7th level, +2 sacred bonus on Fort saves and Con checks to stabilize
• 8th level, Boon #1 (unbreakable heart 3/day, calm emotions 2/day, or good hope 1/day)
• 9th level, +2 comp bonus on Bluff, Diplomacy, & Perform (oratory)
• 10th level, +1 domain, gain domain benefits equal to Exalted level and domain spells are chooseable for domain spell slot, also all of this domain’s spells become 1/day spell like abilities.
• 11th level, Boon #2 1/day Lillend Azata summon for 1min per HD
• 12th level, Pick 1 “Permanent Protect from Chaos, Evil, or Law”
• 13th level, Pick 1 “Detect Chaos, Evil, or Law”
• 14th level, Boon #3 “Plumed Blade” ability
• 15th level, “Perform Miracle” ability

BAB: +10 at 15th level (Full attack with Divine Power & +3 weapon +21/+21/+16) (If PA: minus -3atk)
Dmg: 1d10 + 12 (If PA: add +9dmg)
AC: Better than Urgathoan Build (Barkskin castable & Love domain’s “Adoration” ability to block 10 individual attacks per day DC 18 Will)
-------------------------------------------------

Cleric of Urgathoa:

Cleric 12 of Urgathoa
Race – Human
Alignment - Neutral
Deity – Urgathoa (NE)

Traits:
• Fate’s Favored
• Magical Lineage: Ghoul Touch

Domains:
• Undeath [Death subdomain]
• Blood [War subdomain] OR Conversion or Heresy [Inquisition]

1st Level Stats:
Str: 13
Dex: 14
Con: 12
Int: 11
Wis: 19 (+2 racial)
Cha: 7

1) Cleric 1: Bab +0, Channel Smite (lvl 1), Potion Glutton (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Guided Hand (lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, Persistent Spell Metamagic (lvl 5)
6) Cleric 6: Bab +4,
7) Cleric 7: Bab +5, Power Attack (lvl 7)
8) Cleric 8: Bab +6/+1, +1 Wis
9) Cleric 9: Bab +6/+1, Combat Reflexes (lvl 9)
10) Cleric 10: Bab +7/+2
11) Cleric 11: Bab +8/+3, Divine Interference (lvl 11)
12) Cleric 12: Bab +9/+4, +1 Wis

Advantages:
• Cleric Deity Spells: Ghoul Touch 2nd lvl spell
• Potion Glutton: Swift action Enlarge Person or any other Potion available
• Pallid Crystal necklace – Both Cure & Inflict spells heal wearer
• Undead domain’s ability “Death’s Kiss” allows Inflict spells & Negative Channels to heal living people (Roughly 11 uses per day at 12th level, each use affects target for 6 rounds)
• 5th level, Persistent Ghoul Touch lvl 3 spells
• 8th level, Negative Channels no longer hurt cleric, instead he/she is healed for amount of damage that would normally be received.
• Blood domain has some nice battlefield control spells (Wall of Thorns, Blade Barrier) but tempted to swap this domain out for Conversion or Heresy inquisition to become a skilled diplomat and/or liar.
• Conversion or Heresy domain would get full Cleric level bonus to obtain 8th level ability. Exalted of Shelyn’s Cleric domains stop at 5th level since 6th level onward are Exalted levels.

BAB: +11/+6/+1 (Full attack with Divine Power & +3 weapon +28/+28/+23/+18) (If PA: -3atk)
Dmg: 2d4 + 10 (If PA: + 9dmg)
AC: Not as good as Shelyn but decent (somewhere around 28 AC) but protected from Inflict Spells & Negative Energy / Channel damage.

Note: Tempted to NOT take Channel Smite -> Guided Hand but with Potion Glutton I can use a move action to take a potion of Enlarge Person out and swift action drink it. I’m not sure if I can make Attacks of Opportunity with only a held spell charge, plus after discharging it I’d not be threatening. When enlarged 2 AoO’s per round.

Unlike Shelyn build, Can Persistent Ghoul Touch enemy then next turn full round Coup de Grace enemy. Damage to kill enemy would most likely have to come from Channel Smite, or an Inflict or better spell in a Spell Storing Weapon.
-------------------------------------------------

The one thing I cringe about with the stat builds is dumping Charisma below 10 as our local PFS group likes to use Charisma to go off looks and I'm not fond of playing an ugly person lol.

These may not be the "typical" bad touch build ideas seen on the forums without Madness or Protean domains but I'm going for a +1 Spell Storing Weapon (starting at 6th lvl, I can get this now.) and using spells such as Hold Person, Persistent Ghoul Touch, Inflict, Slay Living, Harm, Bestow Curse, Enervation, or etc touch spells through the weapon. Both builds have reach starting at 1st level (Urgathoa has Potion Glutton, swift Enlarge Person).

Could really use some advice and suggestions Magda, Malag, Fruian, and/or anyone else. :)

UPDATE: Adjusted Urgathoa build to 13st and swapped Weapon Finesse out for Power Attack. Damage is much better and Coup de Grace with x4 Scythe would probably now kill even without a dmg spell stored in it.

Silver Crusade

Can someone advise what the standard stance is with someone that has Irori as a favored deity with Guided Hand, granting them +Wis instead of +Str to IUS strikes, if that also correlates to using +Wis to melee touch attacks?

Both actions are using your hand/fist to deliver the action so I'm confused if you'd still have to use +str to touch or instead be using +wis because of Guided Hand with Irori.

Liberty's Edge

I'm playing my 3rd PFS scenario soon and once hitting 2nd level I have 4 levels worth of credit (from Dragon's Demand) that I'm adding to raise the character to 6th level.

The character is a Cleric, deity Urgathoa, and I'm focusing on high Wis and Guided Hand with a Spell-Storing scythe for the most part. Negative channels will be party heals with Death's Kiss ability from Undead subdomain or a part of my melee attack with Channel Smite to add additional damage.

I'm a bit stuck on whether I should dump strength to raise Int and Charisma to 12 or to keep all 3 stats at 10 (no stat dumping). Gear wise I'm thinking of a Mithral Agile-Breastplate, Mithral buckler, and either an Adamantine or Mithral scythe (not 100% sure though as these options are an extra 3-5k gold). I could always prep Ant Haul if necessary which could last 24 hours with an extend metamagic rod....but I'm still taking penalties in some areas with the -2 str mod.

Option #1:

Str:7
Dex:12
Con:14
Int:12
Wis:19
Cha:12

-2 to dmg, -2 penalty to Str based skills, touch attacks, CMB & CMD, and possibly other things I'm forgetting at the moment. But... +1 to Charisma based skills, +1 Negative Channel per day, +1 language, +1 to Int based skills, +1 skill point per level.

Note: No issues with attack bonus, because of low Strength, since Guided Hand uses your Wisdom mod as attack bonus.

Option #2:

Str:10
Dex:12
Con:14
Int:10
Wis:19
Cha:10

No penalties to Str based skills, touch attacks, CMB or CMD. Lose out on the benefits of Int and Cha bonuses that Option #1 has.

I'm not focusing on Negative Channeling but I can't bring myself to dump Charisma though as I want this character to be "physically appealing," since Charisma affects looks, and I want her to be somewhat persuasive. I'm currently leaning towards Option #1 but not sure if it'll be a bad mistake. What would you choose?

Liberty's Edge

Hey all,

I'm considering playing a bad touch cleric, in PFS, who specializes in Necromancy spells (Inflicts, Slay Living, Boneshatter, Harm, and etc.) Although I'm focusing on Necromancy spells I'm not looking to cast anything in regards to raising undead, controlling undead, or etc. I'd think stuff regarding raising undead would not be favored or allowed by most Good aligned deities but wondering if Good aligned deities have issues with Necromancy spells being cast to harm enemies.

I'm particularly wondering if Shelyn would have major issues with Necromancy spells being cast and if a cleric could exist as one that prepares and uses necromancy spells while worshiping Shelyn.

Liberty's Edge

Hey all,

Starting a Cleric of Fumeiyoshi but I'm having a hard time getting into character as a worshiper of this deity. There's not much more than a paragraph on this deity and a few key words under his "portfolio". Anyone have suggestions on how they'd play this character in a PFS setting? Trying to make him not seem entirely evil as I'm trying to convert people over to my deity.

Pathfinder Wiki - Fumeiyoshi

Liberty's Edge

So, I'm a big fan of the Cleric class and I've wanted to create a bad touch or negative channeler for quite a while now. I've been messing with builds and ideas and could use some help / suggestions on the following.

*NOTES: This is for PFS! Also, I have credit saved to start out at 6th level, so having issues between levels 1-5 is not a concern for me.

The build!:

Class – Cleric
Race – Human
Alignment - Neutral
Deity – Urgathoa

Domains:
* Undeath [Death subdomain]
* Blood [War subdomain]

HUMAN
Stats -
Str: 10
Dex: 12
Con: 14
Int: 7 (-2 racial)
Wis: 16
Cha: 17 (+2 racial)

1) Cleric 1: Bab +1, Selective Channel (lvl 1), Fey Foundling (human)
2) Cleric 2: Bab +2,
3) Cleric 3: Bab +2, Channel Smite (lvl 3)
4) Cleric 4: Bab +3, +1 Cha
5) Cleric 5: Bab +4, Guided Hand (lvl 5)
6) Cleric 6: Bab +5,
7) Cleric 7: Bab +5, Shatter Resolve (lvl 7)
8) Cleric 8: Bab +6/+1, +1 Wis
9) Cleric 9: Bab +7/+2, Command Undead (lvl 9)
10) Cleric 10: Bab +8/+3
11) Cleric 11: Bab +8/+3, Divine Interference (lvl 11)
12) Cleric 12: Bab +9/+4, +1 Wis
--------------------

After messing with feats for a while I decided to throw in Channel Smite & Guided Hand to use my Wis bonus to hit with a scythe. This seems to be a better way to load massive damage onto my target of choice. Using Divine Favor & Guided Hand my to hit bonus is pretty decent, I'd be using a Spell Storing scythe to store spells like Inflict Wounds, Slay Living, and Harm. I also have the option to activate Channel Smite to add my negative channel dice to the attack.

I could have went with Quick Channel, Improved Channel, & Extra Channel but it seems channels are limited and its effectiveness falls off at levels 9+ (or so). I'm considering Potion Glutton as a feat since I could heal myself as a swift action with a Chalice (from adventure's armory) at level 8+.

For a headband, I'll be using a +Wis headband unless convinced otherwise....my other option is starting with 17 Wis and 16 Cha and adding lvl 4,8, & 12 stat bonuses to Wis and taking a Negative Channeling Phylactery or +4 Charisma headband.

One of my main concerns is my defenses and survival/hp. Any thoughts or suggestions would be most helpful!

-----
P.S. - Example attack at lvl 9.
Weapon: +1 Spell Storing Scythe
To-Hit Bonus: +16 [7 base + 4 Divine Favor w/ Fate's Favored + 4wis mod + 1 scythe]
Dmg: 2d4+5 + Channel Smite [5d6, save for half] + Slay Living [12d6+9 or 3d6+9 on a save]

Liberty's Edge

Hey all,

I'm making a Halfling Arcanist for PFS and having a hard time filling in a few feats. I've thought about taking a trait to make bluff a class skill and pickup "Childlike" or to take a trait to make Stealth a class skill and later get a Ring of Invisibility to make it harder for things to detect me while stealthed.

Any suggestions on Feats or ideas on some useful Skills that I should make as a Class Skill with a trait?

Halfling Arcanist
Lvl 1: Improved Initiative
Lvl 3: Undecided
Lvl 5: Extra Exploit
Lvl 7: Improved Familiar
Lvl 9: Spell Penetration
Lvl 11: Undecided

Sovereign Court

1 person marked this as a favorite.

I've been messing around with my Arcanist build for quite a while and still having trouble on a few things (Stats, Opposition Schools, & Feats). I decided to go with Elf due to Elven Immunities, Elven Magic (free Spell Penetration), and Fleet-Footed racial trait (+2 initiative). Is there anything I should change or does everything look about right?

Arcanist - School Savant Build:

Class – Arcanist (School Savant)
Race – Elf

Traits -
* Clever Wordplay: Use Int for UMD
* Dangerously Curious: +1 UMD & Class Skill

School Focus: Teleportation School
Opposition Schools: Illusion & Necromancy

Stats at 1st lvl -
Str: 7
Dex: 16 (+2 added)
Con: 12 (-2 added)
Int: 20 (+2 added)
Wis: 11
Cha: 7

1) Arcanist 1: Bab +0, Improved Initiative (lvl 1)
2) Arcanist 2: Bab +1,
3) Arcanist 3: Bab +1, Spell Penetration (lvl 3)
4) Arcanist 4: Bab +2, +1 Int
5) Arcanist 5: Bab +2, Extra Exploit: Quick Study (lvl 5), Familiar (exploit)
6) Arcanist 6: Bab +3,
7) Arcanist 7: Bab +3, Improved Familiar (lvl 7)
8) Arcanist 8: Bab +4, +1 Int
9) Arcanist 9: Bab +4, Extra Exploit: Potent Magic (lvl 9), Metamagic Knowledge: Persistent (exploit)
10) Arcanist 10: Bab +5,
11) Arcanist 11: Bab +5, Extra Exploit: Spell Tinkerer (lvl 11), Greater Metamagic Knowledge: Dazing (exploit)

Improved Familiar: Planning on getting a Mephit familiar at 7th level.

I wrote down Spell Penetration for 3rd level because I don't actually get my first Exploit till 5th level. I could retrain my 3rd level feat at 5th level to Extra Exploit: Potent Magic and take Spell Penetration at 9th level.

The Exchange

Does True Seeing negate all bonuses from the spell Blink? I know it negates the +2 attack bonus but does True Seeing remove the miss chance penalty for melee attacks and targeted spells?

Liberty's Edge

I have a 10th level Monk in PFS and we are going up against a possibly level 12-15 Wizard that's supposed to be pretty scarey. I'll have probably about 15-20k gold available but not sure what I should get to keep from getting destroyed by this upcoming Wizard. My saves are all 11+ and I have 101hp, but I don't have any SR. Are there any items/consumeables/ or other suggestions to help when going against an Arcane caster that's a good 2-5 levels higher than you?

Silver Crusade

I was in a conversation recently at my local PFS venue and we got to talking about Wizards and illusion magic. I brought up Gaara from Naruto who controls sand around him to create armor, a protection bubble, forms sand to blind, slam, and grab opponents and it got me wondering if there's actually an effective way to recreate him in Pathfinder.

My initial thoughts would be a red headed gnome with the Effortless Trickery feat to maintain an illusion of a sand wall for cover or etc. as a swift action while being able to move and cast other spells. Someone mentioned that one of the classes from the Occult book could work also. The idea would be to use illusion magic, earth spells, and shadow conjuration/evocation to create creatures/objects/and effects with sand and earth. Anyone care to give a shot on how to best create someone that uses the element of sand to fight for him/her?

Gaara

Just wondering how to recreate this character just for fun and flavor.

Liberty's Edge

1 person marked this as a favorite.

My monk, Kyoko, in PFS is level 9 and currently has 23,000gold to spend.

She's a level 7 Drunken Master Monk and level 2 Ninja.

Stats:
22str, 14dex, 16con, 8int, 14wis, 7cha

Current Gear:
Jingasa of Fortunate Soldier, Swarmbane Clasp, +3 Cloak of Resistance, +2str Belt of Giant's Strength, Boots of the Cat, Eyes of the Eagle, Bracers of Armor +1 (bought this before I realized it didn't stack with Mage Armor...)

She also carries: 1 CLW wand, 1 Mage Armor wand, and shurikens. (wands for party members to use on her)

Feats:
Dodge, Toughness, Improved Grapple, Dragon Style, Dragon Ferocity, Improved Trip, Weapon Focus: Unarmed Strike, Ninja Trick: Shadow Clone, and Extra Ninja Trick: Pressure Points.

Typical Full Attack Flurry Dmg:

First attack: 1d8+12 + 1d6 SA + 1dex damage.
2 additional attacks: 1d8+9 + 1d6 SA + 1dex damage each.
1 more additional attack of 1d8+9 + 1d6 SA + 1dex damage if I spend 1 ki.

Backstory:
She had a rough run for a while between levels 4-8, dying 3 times due to various circumstances (Quick Channel negative channeling Cleric, 2x Vampiric touch Witch creature, and Empowered Holy Word dealing 100dmg to my Neutral aligned Monk (trait: Adopted - Aasimar, Enlightened Warrior to be a Neutral Monk). So after losing about 12k gold and a ton of Prestige I had been saving up gold in case things went bad again and I've now reached 23k gold.

Since hitting Ninja 2 at 9th level my defenses have quadrupled with Shadow Clone, so I'm not super worried about my low AC. I have 91hp atm and Shadow Clone's mirror image does a decent job keeping me up now. I'd really like some suggestions on what gear or items I should take to cover my bases.

The Exchange

Class – Unbreakable Fighter 1 / Master of Many Styles 10
Race – Halfling
Traits -
* Helpful
* Fate’s Favored

Weapon - Scimitar
Armor - Mithral Breastplate (should count as light armor for Evasion.)

Stats -
Str: 14 (-2 added)
Dex: 16 (+2 added)
Con: 14
Int: 10
Wis: 10
Cha: 9 (+2 added)
10, 5, 5, 0, 0, -4

1) Unbreakable 1: Bab +1, Cautious Fighter (lvl 1), Die Hard (Unbreakable), Endurance (Unbreakable)
2) Monk 1: Bab +1, Crane Style (monk 1), Improved Unarmed Strike (monk), Stunning Fist (monk), +1hp fcb
3) Monk 2: Bab +2, Power Attack (lvl 3), Crane Wing (monk 2), Evasion (monk), +1hp fcb
4) Monk 3: Bab +3, +1 Str, Maneuver Training (monk), Still Mind (monk), +1hp fcb
5) Monk 4: Bab +4, Stalwart (5), +1hp fcb
6) Monk 5: Bab +4, Purity of Body (monk), +1hp fcb
7) Monk 6: Bab +5, Risky Striker (lvl 7), Crane Riposte (monk), +1hp fcb
8) Monk 7: Bab +6/+1, +1 Str, +1hp fcb
9) Monk 8: Bab +7/+2, FREE (lvl 9), +1hp fcb
10) Monk 9: Bab +7/+2, Improved Evasion (monk), +1hp fcb
11) Monk 10: Bab +8/+3, Improved Critical: Scimitar (lvl 11), Improved Disarm (monk), +1hp fcb

Wearing a Mithral Breastplate I will lose Fast Movement and Wisdom bonus to AC but it should provide more protection and I should be able to still use Evasion.
---------
[/spoiler]
Using a 1 handed Scimitar with the other hand free to block an attack and make an AoO against someone that misses me. Power Attack & Risky Striker should tear through large or bigger opponents. I'm able to fight defensively at all times at a -1 penalty to hit for 5/- DR. Maybe I should take Deflect Arrows since I'm keeping 1 hand free?

I believe the class combo is perfect, but I may be missing some key feats or I may have missed or arranged the feats wrongly. Any advice?

Liberty's Edge

Hey all,

This is a character concept / build for a PFS game. Below are the requirements that I'm wanting for this character.

1) Halfling
2) Mild ability to Disarm weapons (Improved Disarm. I don't think I want to invest a ton in Disarm.)
3) Does not have any innate magical abilities but always wishes she could cast spells (uses UMD with magical items instead.)
4) Wants people to believe she's a caster. (False Casting feat.)
5) Is disruptive to casters and ranged units (Step Up, not sure if anything else would be necessary.)

Lore Warden Halfling:

Class – 11 Lore Warden Fighter
Race – Halfling
Faction - Liberty Edge
Traits -
* Fighter Society (Combat trait, +1 AC if wearing medium or heavier armor)
* Dangerously Curious (Magic trait, +1 UMD & class skill)

Stats -
Str: 14 (-2 racial added)
Dex: 16 (+2 racial added)
Con: 12
Int: 13
Wis: 10
Cha: 12 (+2 racial added)

1) Fighter 1: Bab +1, Skill Focus: UMD (lvl 1), Power Attack (fighter)
2) Fighter 2: Bab +2, Weapon Focus: Scimitar (fighter), Combat Expertise (LWarden)
3) Fighter 3: Bab +3, Risky Striker (lvl 3)
4) Fighter 4: Bab +4, +1 Str, Weapon Spec: Scimitar (fighter)
5) Fighter 5: Bab +5, Medium Armor Proficiency (5)
6) Fighter 6: Bab +6/+1, Improved Disarm (fighter)
7) Fighter 7: Bab +7/+2, Additional Traits (lvl 7)
8) Fighter 8: Bab +8/+3, +1 Str, Improved Critical: Scimitar (fighter)
9) Fighter 9: Bab +9/+4, Magical Aptitude (lvl 9)
10) Fighter 10: Bab +10/+5, Step Up (fighter)
11) Fighter 11: Bab +11/+6/+1, False Casting (lvl 11)

Additional Traits:
* Captains Blade: Faction trait, +1 to Acrobatics and is a class skill
* Convincing Liar: Social trait, +1 to Bluff / Intimidate and Bluff is a class skill

Note: I don't think going the Weapon Finesse route would be best. It would require more feats and I don't want to drop Strength and lose out on Power Attack. (Piranha Strike is available but it's for light weapons which means I can't two-hand if I want.)

Use of Disarm: I'm using my offhand to disarm weapons when necessary, taking the -4 penalty but allowing me to essentially equip their weapon and use it against them if necessary....also prevents them from picking their weapon back up too. That's why I'm using a 1handed weapon and Lore Warden gives CMB boosts to help offset the offhand disarm penalty.

Medium Armor: I figured taking advantage of the +1AC fighter trait would be a smart move. Added Medium Armor Proficiency at 5th level (Maybe Armor Expert trait would be better though and negate the need to take Medium Armor Proficiency? Either way I'd be using a Mithral Breastplate.) Grabbing Acrobatics trait to make it a class skill later in preperation for Lore Warden's 11th level ability which goes off Acrobatics.
--------------------

I have most of what I want figured out. The arrangement of my feats is probably pretty poor though. I might also be missing some great options for a Fighter also. Feel free to point out anything you notice that could use some improvements! Thanks.

Sovereign Court

I'm messing around with a few rogue builds and came up with a couple that seem "interesting."

Rules: PFS 20pt buy.

Sap Master / Demoralizer Rogue:

Stats: 12str, 18dex,14con,8int,14wis,10cha
Cavalier Order: Order of the Cockatrice

1) Daring Champion 1: Bab +1 | Enforcer (lvl 1), Bludgeoner (Human), Weapon Finesse (Cavalier)
2) Daring Champion 2: Bab +2 | Dazzling Display (Cavalier), +2atk vs demoralized (Cavalier)
3) Thug 1: Bab +2 | Sap Adept (lvl 3), [1d6 SA]
4) Thug 2: Bab +3 | Befuddling Strike (Rogue), +1 Dex
5) Thug 3: Bab +4 | Two-Weapon Fighting (lvl 5), [2d6 SA]
6) Thug 4: Bab +5 | Offensive Defense (Rogue),
7) Thug 5: Bab +5 | Sap Master (lvl 7), [3d6 SA]
8) Thug 6: Bab +6/+1 | Combat Trick: Improved Two-Weapon Fighting (Rogue), +1 Dex
9) Thug 7: Bab +7/+2 | Iron Will (lvl 9), [4d6 SA]
10) Thug 8: Bab +8/+3 | Weapon Training: Iron Brush (Rogue)
11) Thug 9: Bab +8/+3 | Shatter Defenses (lvl 11), [5d6 SA]

TWF Rapier/Pistol Rogue:

Stats: 12str, 18dex,14con,8int,14wis,10cha

1) Pistolero 1: Bab +1 | Point-Blank Shot (lvl 1), Two-Weapon Fighting (Human)
2) Fighter 1: Bab +2 | Precise Shot (fighter)
3) Fighter 2: Bab +3 | Dodge (lvl 3), Rapid Reload (fighter)
4) Scout 1: Bab +3 | [1d6 SA], +1 Dex
5) Scout 2: Bab +4 | Mobility (lvl 5), Weapon Finesse (Rogue)
6) Scout 3: Bab +5 | [2d6 SA]
7) Scout 4: Bab +6/+1 | Deft Shootist Deed (lvl 7), Combat Trick: Improved Two-Weapon Fighting (Rogue)
8) Scout 5: Bab +6/+1 | [3d6 SA], +1 Dex
9) Scout 6: Bab +7/+2 | Extra Talent: Befuddling Strike (lvl 9), Offensive Defense (Rogue)
10) Scout 7: Bab +8/+3 | [4d6 SA]
11) Scout 8: Bab +9/+4 | Iron Will (lvl 11), Befuddling Strike (Rogue)

Note: TWF Pistols till 5th level, then able to fight in melee when necessary. At 7th level either sword & pistol to qualify for flanking and sneak attack or if you have a natural attack can TWF pistols in melee while flanking.

The object here is to flank and use pistols to land ITWF attacks for sneak damage. You also have the option of moving 10ft and getting 1 sneak attack with pistol in 30ft or less range, thanks to Scout.


---

Just some build ideas I drafted up. Let me know what ya think. ;)

Silver Crusade

Hey all,

I'm wanting to build a character that's a painting artist and owns a profitable painting or art line. He's decided to join the PFS to gain some more publicity and show of his great paintings and artistry. So that's the background.

Here's the meat and potatoes though. I want this character to fight with a paintbrush (and possibly a shield, being used as a paint palette but that's optional). I'm debating between making this character some type of Rogue variant, Monk variant, or something else if it fits well. The two Monk classes that stick out are Far Strike since improvised weapons have a 10ft throw range so he's auto proficient with it or a Monk of the Empty Hand would work. Both of those would be able to flurry but I'm not sure how well that would work. Rogue with Catch Off-Guard may be useful as he surprises people by jacking them with the paintbrush handle or just whips the brush at their face. The question on that is how would I build to disarm people and that would only work vs Humanoids with no natural weapons.

I'll be taking the trait "Surprise Weapon" which gives a +2atk bonus with Improvised Weapons. I don't think the trait "Rough and Ready" is necessary since I'll probably either be proficient (Far Strike or Monk of the Empty Hand monk) or I'll probably be grabbing Catch Off-Guard which makes me proficient anyways.

So, I need your help with making this Picasso painter a reality with a 20pt stat buy in PFS. Class suggestions and how to make fighting with this improvised weapon are needed. Let me see what you can come up with.

Requirements
1) PFS, 20pt Buy
2) Uses Paintbrush as a weapon
3) Half-Elf or Human (Because all good painters in history have been Human....and also because I have a certain idea/plan in mind that only works with Half-Elf or Human.)

The Exchange

Hey all,

So I've been pondering for a while on playing a Halfling character with the -10 penalty (instead of -20) alternate racial trait to snipe while stealthed. This has led me to want to play a high Dex, low Str stealth class in PFS and make it work decently.

So my question is, "How do you make a Crossbow user work the best in PFS?"

Originally I considered the Farstrike Monk as they reduce the sniping penalty an additional -10, to a 0 penalty...but the issue with thrown weapons is once you throw them you no longer have them to throw again. Also, the other two problems are that thrown weapons generally aren't far range (10-40ft generally) and if the weapon returns (Returning enchantment) then you get it back at the end of turn which means you can't flurry with it, leaving you with common mundane weapons to throw during a flurry or a very expensive wardrobe of weapons.

So, I decided Xbow would probably be the option that would fit best but I didn't know what class would work better. Some classes that come to mind that would work well - Xbow Fighter archetype, Sohei Monk, Inquisitor, and Ranger.

What class would work best? I would want to stealth and snipe during combat so that would be my primary focus. Class and build suggestions please?

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