Agathion, Leonal

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Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 10 Organized Play characters.


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Hello I can't seem to find it but i need to know does gravity blast push water allowing it to work like water blast does underwater? I've been digging through mark seifters posts trying to find out but have had zero luck.


Forgot about trap spotter. Looked it up and found a way to get it as an alchemist through the crypt breaker archetype. And with that info I think I'm good now on how to get my build ready for the campaign. Thank you everyone!


Ok good to know but I'm more worried about beating the checks to spot them and disable them as I'm not sure how bad the checks can be since this is the first campaign I will be in that will have traps present


hey all I'm building an alchemist trap breaker for a campaign I've been invited to and as the class suggestes my main goal is finding and breaking all the traps. So for the advice I need is how much should I invest to raise my disable device and perception? I've settled on a LG Tiefling with a tail and claws as well as the deamon heritage and thats as far as I've gotten I can't seem to settle on traits and feats. And please limit spoilers as much as possible.


Unfortunately not ratfolk aren't available as a pathfinder society race


Slim Jim thanks for the advice but I will keep my build there's at minimum 5 players at my pfs table not counting the gm so gang up is viable for me and let's me and my friend benefit for both outflank and teamwork feats that require us to be next to each other.also my rogue is intended to shine outside of combat when their profession comes into play aka walking through air port security with 10+ weapons and just leaving an extra 5 more like its nothing hence why I will be getting gear for hiding stuff on me and increasing my DeX. And as for my friend he is new to pathfinder as a whole so I'm letting him learn and play at his pace and enjoyment so as much as I want him to be the trap sniffing and disarming rogue I want to team up with he's going for the wand master stuff. And for those who noticed yes our names are a play on Arthur and Merlin


Ok so met up with friend who will play the counterfeit mage rogue and finalized our build or at least early levels

So for my rogue Arlin
Halfling race Knife master archetype with profession smuggler for flavor
Str 5
DeX 20
Con 10
Int 12 (13 at lvl 4)
Wis 10
Cha 16

Faction The Exchange

Traits anatomist(combat) and smuggler(faction)

Lvl 1 unchained rogue
Feat combat reflexes

Lvl 2 unchained rogue
Rogue trait underhanded

Lvl 3 unchained rogue
Feat well prepared
Finesse weapon dagger

Lvl 4 unchained rogue
Rogue talent deft palm

Lvl 5 unchained rogue
Feat combat expertise
Rogue edge slight of hand

Lvl 6 unchained rogue
Rogue talent combat trick
Bonus feat gang up

Lvl 7 unchained rogue
Feat outflank

My friends rogue Merthur
Halfling race Counterfeit mage archetype really want to use magic with out being a real spell caster
Str 8
Dex 18
Con 10
Int 14
Wis 10
Cha 16

Faction unknown

Traits reactionary(combat) and dangerously curious(magic)

Lvl 1 unchained rogue
Feat combat expertise

Lvl 2 unchained rogue
Rogue talent minor magic

Lvl 3 unchained rogue
Feat extra rogue talent
Rogue talent major magic
Finesse weapon rapier

Lvl 4 unchained rogue
Rogue talent signature wand

Lvl 5 unchained rogue
Feat bookish rogue

Lvl 6 unchained rogue
Rogue talent combat trick
Bonus feat gang up

Lvl 7 unchained rogue
Feat outflank

And thats that. Things dont start going till after lvl 4 but we both have to set up our personal builds before teamwork. I'm open to changing my first and second feat. Also gear wise I will have pick pockets outfit and spring loaded wrist sheaths. Friends rogue is harder to work around cause his is more demanding of rogue talents and feats to be able to cast more spells on the fly. My build is focused on smuggling things in and suprising enemies when things go southward. As always I'm happy to receive advice and will answer questions if need be. Also we chose to forgo two-weapon fighting for extra feats to team up with so that's solved.


Thank you all for great ideas my friend will definitely like the rapier stuff when I tell him otherwise a few of the suggestions dont work for knife masters but still work for the other twin who is a counterfeit mage so dipping lvl for more magic would fit his build and alot of those feats mentioned I did not think about will post updated builds for both twins when I get a chance


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So I'm building a knife master halfling rogue for PFS and I'm not sure whether to do two dagger fighting or have one dagger and a free hand for other actions. The rogue will have a twin brother (who is also a rogue) played by a friend. we plan on taking teamwork feats for extra flanking aid and the twin will be doing two-weapon fighting. I'm just not sure what kind of bonuses I can get from not two-weapon fighting. For clarity both rogues are unchained.

Tl;Dr is one-weapon fighting just as good as two-weapon fighting for a rogue


Thank you all for the help and ideas will definitely help me build the character might forget multiclass and just focus the summoner as mundane healing with eidolon as the magic heals


Hi all I'm making a aasimar summoner/healer and am having trouble figuring out how to best go about this. I'm using the unchained summoner and the eidolon is an azata and I want to multiclass into either Paladin or Oracle maybe cleric if it's good. Character will start at lvl 3 and probably go to lvl 20 if the campaign lasts that long and the setting as far as I know is horror in the city. Goal for the summoner half is aasimar calls upon one of their relatives to help them fight while the summoner themselves runs around keeping everyone healed up and buffed if possible. Feel free to give advice for other possible options that can still achieve this.

Tl:Dr aasimar heals while their summoned angel cousin fights things. How do I do this