Andoran Cavalier

Lekki Shadowslayer's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Glad I'm not the only one. Wherever your Player Core 2 is, at least it's not lonely!


You were well within your right to ban material that doesn't have a place in your campaign, and the player was well within his right to drop, so he can find a campaign with the content he desires. Sounds like a win-win to me.

Edit: After reading your follow up posts on the players conduct, I have one word of warning: He'll be back. Table-flipper guy always comes back....


It's just the regular white glue and would be with the other glues. Just try to get it, rather than school glue, since they are slightly different products, and the glue-all is a better fit for what you need.


Elmer's glue pancakes out and loses its bulk as it dries, making it less than ideal for filling gaps, especially large ones. And if the space is too big, the middle will be airtight and will stay wet. If you're willing to put on a few layers, it should work, but try to get Elmer's GlueAll rather than their watered down School a Glue or the fast setting, high shrinkage Carpenters Glue.

How big is the area you're trying to fill? Have you considered air dry clay or automotive Bondo?


What about it is giving you the most difficulty? Tips that come to mind immediately: Keep your fingers and your tools moist to avoid it sticking. Work it to a soft, chewing gum consistency with uniform color before applying for best effect. A spatula or pocket knife blade helps with applying it and getting it smooth. If you have to touch it with your fingers as you apply it, use some of the plastic packaging as a finger guard to avoid leaving fingerprints.


If multiple people are not having fun, and you've already made your position clear to the disruptive player and the unresponsive DM, it's time to start a new group, without either or both disruptive members. Life's too short, and gaming time too hard to come by to ruin it for the sake of one player living out his antisocial fantasies.

DMing isn't as hard as it seems. And there's only one way to start: just jump in the deep end.


Grand Lodge

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So, i recently came across this feat mentioned in the songbird of doom thread:

Intrepid Rescuer

So far as i can tell, this lets someone lying down on the job get free attacks of opportunity against anyone that tries to take a swing at them (applying the good old "you are your own ally" logic).

When combined with Monkey Style, you can function with no penalty while prone, kip up as a swift action (when your acrobatics is good enough) move, drop to prone, attack with no penalty, and get free AoOs whenever your opponent tries to attack back.

A human level 1 unarmed fighter (or MoMS Monk) could have money style, combat reflexes and Intrepid Rescuer ready to go, and start lying around the battlefield aggressively.

Are there any AoO-centric builds this would work well with? Teamwork hunter comes to mind with paired opportunists, any other ideas?

Grand Lodge

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Hi all,

Just saw that the weird words ability of the sound striker archetype for bards had an update, making it A) clearer, and B) less cheesy.

Link

This seems like it could combine well with the Duettist bard, to have yourself and your familiar spitting sonic scorching rays all day. Well, until you chew through your Bardic music uses anyway.

Was thinking half elf (for the favored class bonus) and probably picking up lingering song and a couple of extra musics, as the cost can get quite high.

Does this work as I think it does, and is there anything else that can be added to increase the damage?

Grand Lodge

Hi all.

I've been trying to make a halfling inquisitor work for pfs, with a whole bunch of restrictions and requirements on myself. I present it below for your critique.

Str 16(14)
Dex 12 (14)
Con 14
Int 12
Wiz 14
Cha 7(9)

Inquisition - chivalry for a wolf mount (full level)

Sanctified slayer archetype for bonus to attack and damage over the variable uses of the judgement. The +1 to stkatcks dnd damage is better than the +1 to either for the fiest few levels, and can be used infinite times per day. Also sneak attack.

Animal companion with the bodyguard archetype, combined with solo tactics and look out teamwork feat at 3 means I always act in the suprise round, as does my mount. Allows for buffing in the first round.

I am using the chivalry domain over the sacred huntmaster to conserve bane, which is super powerful and handy to have to up my damage.

Traits- fates favoured to combo with divine favour , reactionary

For feats I am not sure. I could go weapon finesse and tweak the stats to get a higher dex, and probably precise strike for extra damage, using the wolfs movement to get the flanking. Possibly also overwhelm to flank large or larger opponents. Along with the sneak attack granted by the archetype, I can stack up some substantial alternate damage sources.

My mount would grab bodyguard and combat reflexes to up my ac, and stay medium, focusing on mobility and defense rather than offense. I've got a hunter with a large wolf focusing on tearing opponents apart, and I would rather avoid that this time.

I am also not super keen to focus too much on charging with a lance. I would need to burn a feat on proficiency, and even then I would need mounted combat and spirited charge to make it worthwhile. I see most of the damage for this build coming from bonus die that wouldn't be multiplied, so I figure it's easier to go elsewhere.

Instead I could grab a Heavy shield and long sword, and focus on sneak attacking and bane for bonus damage.

So, if anyone has any ideas for feats, or anything else, please sound off. Cheers.

Grand Lodge

Hi all. I'm starting up a new PFS character, an alchemist fighter multiclass.

Stats-
Str 15 (17) +2 racial
Dex 14
Con 14
Int 14
Wiz 12
Cha 7

Race- Half elf (dual minded. will save suffers pretty hard without it)

Traits- defender of the society (+1 AC), carefully hidden (that will save again)

Class-
Fighter 1- Combat reflexes, Feat- Power attack
Alchemist 1
Alchemist 2- Discovery- vestigial arm, feat- extra discovery vestigial arm.
alchemist 3
alchemist 4- Iron will/improved initiative/quick draw

The goal is to wield a 2 handed reach weapon, a shield, and a one handed melee weapon all at the same time, chug an extract of enlarge person, and play zone denial with large reach.

I'm pretty happy with the build up to level 5, but I'm not sure what to do from there. Do I go more martial, grab another level of fighter or two, and keep my BAB up, or do I commit to full alchemist, maybe branching out into master chymist later (very late in a PFS career). Also, im not sure what (if any) archetypes i should take on my alchemist and fighter levels.

Thanks all!

Grand Lodge

Hi all.

I’m messing around with a build for a PFS society character, mixing a few concepts I’ve got hanging around in my mind. The basical build is as follows:
Race- half elf (dual mind to shore up the will save)
Str 16 Dex 12 Con 16(+2) Int 10 Wiz 12 Cha 7

Lvl 1- Barbarian (invulnerable rager?) feat- Power attack

At level 1, standard barbarian. Bit more Con than Str, for reasons that will become clear down the line.

Level 2- Hunter (verminous hunter)

Don’t get an animal companion, and use the worm focus full time to get fast healing 1 permanently (and 25% fortification). From this point on, the character tries to fix as many problems in life as he can through using hit points. Trapped room? Stroll on in, take it in the face. No feather fall? Face plant from 50ft. The ability to be at full health at the start of every fight, and not care how much damage you take during the fight (assuming you don’t die) is glorious, and one of my favorite things to do for a martial character.
Level 3>

This is where I need your help community. There are several directions I could take the character, n dim not sure which is best.

1- Unbreakable fighter dip 1/2/3. Grab endurance and diehard; maybe go another level for a bonus feat, maybe even one more for armour training to get 40ft movement in medium armour. Definitely a strong option, and the diehard will help with that whole “not dying” thing I mentioned earlier.
2- Straight barbarian. Continue down the barbarian line, grabbing superstitious, additional damage reduction and generally just hulking out.

3- 1 level dip cleric. This is a strong flavour option for me, and has some great utility, but does hurt the combat ability somewhat. Buffs the weak will save, which is nice, but loses me a point of base attack bonus. As a cleric of Cayden Cailean, I could grab the travel domain and something else strong (liberation maybe). Travel would up the base land speed to 50 ft, with longstrider 1/day to go to 60ft. Also, as a cleric of Cayden Cailean, I can use summon water to conjure wine instead, which is great fun.

Other feats I would look at picking up would be toughness and raging vitality to get those hit points nice and high to reduce the chance of being knocked off in combat.

I’m dead set on the first two levels of the build, but where to go from there is less certain. I don’t normally play full martial characters, generally preferring things like bards and inquisitors with some problem solving and less of a melee focus. I’m keen to be relevant in a fight, but I figure between rage, power attack and two handing the biggest stick I can get my hand on, that aspect should basically cover itself.

Thanks for your feedback all!

Grand Lodge

The Blood Rager has me interested in making a blood theme character. And by that I mean quite a lot of using my own hit points in some way to help me or harm my opponents.

The first thing that came to mind is the vicious weapon, to get a great sword dealing 4d6 damage base. Does anyone else have any ideas on how I can spend my hit points to help me out?

Also, apart from toughness, maxing con and raging/blood raging, are there any other ways out there to gain bonus hit points?

There are two I can think of-
Raging vitality- to get additional con during rage
Tribal Scars- bonus 6hp, and another small bonus. Alright, but 6hp isn’t much when you can have 100 at level 6.

Thanks all.

Grand Lodge

So, new book, new builds.

the verminous hunter archetype allows the hunter to swap his animal for a vermin animal companion. It also swaps his animal focus for vermin focus.

One of the class options is, if your animal/vermin companion is dead, you can put their permanent animal/vermin focus on yourself.

worm focus gives you (or your companion) fast healing 1 at level 1.

So, 1 level hunter, get an ant companion, sacrifice it to your gods/empyreal lord/ whim and then put the worm focus on yourself for permanent fast healing.

Does this work as i think it does?

Grand Lodge

I see a lot of posts spring up on the forum that are basically "make me a barbarian", and I was wondering if it might be worth having someone (not me I'm lazy) make up a sticky post for a welcome to the board/ etiquette sort of set up similar to what used to exist in the 3.5 boards of old

Ie:http://community.wizards.com/forum/previous-editions-character-optimizat ion/threads/867791

Just a thought.

Grand Lodge

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So, tucked away in the bowels of the adventurers armoury, there is a magical rock, called a meditation crystal-

http://www.d20pfsrd.com/equipment---final/goods-and-services/toys-games-puz zles#TOC-Meditation-Crystal

This item, as intended, allows a cleric to fuel a monk or paladins ability to lay on hands or use ki powers. If the cleric has a fairly low powered channel, or has dipped cleric for only a single level, such a tool is quite handy.

Normally a paladin could also utilise this item, spending two lay on hands to channel energy, and then using this channel to power the crystal. However, he would basically be spending 2 lay on hands to get one back.

The hospitaller paladin, however, gets to channel energy x times per day as a cleric of 3 levels lower.

This seems massively powerful, as it would basically give a hospitaller 3 plus charisma extra lay on hands per day for 100 gold. Additionally, if the paldin then dipped 1 level cleric and one level oracle, he would get 9+3x charisma extra lay on hands.

Is there something I'm missing here, or are hospitallers (with this item) just the best self healers around?

Also, is this legal for pfs?