A long while ago, I posted about a PFS character that was a hireling...focusing in aid another and improvised weapons. The end build was a monk with three archetypes that was less than useless in combat. I played it for one PFS game and immediately retired the character. Anyways, I'd like to try the character concept again. But, I'm not sure which would be the best class or archetype. What I want to do is:
So, what are some classes and/or archetypes that could be a good hireling? Thanks,
When it's all said and done, a -2 STR from being small is not that big of a deal once you begin to add in the bonuses from items, spells, etc. If your a druid, Carry Companion turns your mount into a tiny statue. Put the mount in your pocket until you need it or until you get in a fight. Narrow Frame is also a good feat to have for the mount.
Browman wrote:
But is the symbol is unique to one specific individual? Or, do we not have any idea?
Two ideas: -When the woodsman is rusted, treat it as an enchanted mechanical trap. Maybe there is something the players need that the woodsman is holding and they have to "deactivate the trap" to get it. After a few rounds, the woodsman comes to life and the real encounter begins. -If story trumps rules, have the woodsman be under a "magical slumber" with a keyword deactivation. When the players walk by, whatever they say just happens to be the keyword needed to deactivate the spell. It could be something like "hey look, a rusted man"
Scott Wilhelm wrote:
^This is very true. I typically plan out major plot points, some NPCs, maybe a few encounters, and let the players take things from there. Something as simple as the player saying "can I roll X knowledge check about Y?" can turn things in a very different direction than what you had planned. Especially if Y was not something you had thought of originally. But, this process can make adventures become awesome journeys.
Hunters actually make excellent CM beasts. The trick is having a companion with something like Trip or Grab and and letting it do all the work. All the hunter needs to do is be adjacent to his companion and use his turn to Aid Another. The teamwork feats from the hunter just boost the CM check through the roof. This is a hunter with a crocodile companion I am working on. At level 1, the croc has a +11 Grapple. But, this same strategy can be used with any combat maneuver available to an animal companion. level 1 math:
Croc STR = 17(15 base + 2 from Hunter's Animal Focus - Bull) Croc INT = 3 (1 base + 2 Eye for Talent) Hunter Feats:
+11 Grapple Check = +1 BAB +3 STR -1 Size +4 Aid (Helpful trait) +4 Grab At level 3, it is at +21. And, that's without magic or items and still while the croc is small.
level 3 math: Croc STR = 18 (16 base + 2 from Hunter's Animal Focus - Bull) Croc INT = 3 (1 base + 2 Eye for Talent) Croc Feats: IUS, Imp. Grapple Hunter feats:
+21 Grapple Check = +2 BAB +4 STR -1 Size +4 Aid (Helpful trait) +4 Grab +2 Imp. Grapple +4 Flank (outflank feat w/ Pack Tactics) +2 Coordinated Maneuvers
Who is the person on the outside? And, why are they helping you? If they are doing a favor to your wizard. Favors to friends who haven't been around for a while tend to be friends no more. Or, if the person on the outside dies, then your stuck in your timeless dimension. This could be an excellent intro/background for your BBEG though.
The Confirmation is a great intro adventure, but, if your experienced players have played any PFS, chances are that they have played it. Its an extremely popular adventure. You could take a look at the First Steps mods for PFS. Its a set of three adventures that takes characters to level 2 while introducing them to the game. It was originally designed for newbies who were playing in their first convention. This one is also one that "everyone has played". But, it's been retired from PFS for a few years now so it may be a better option.
Sorry, I meant Evolved Summons. It lets you apply any 1pt evolution to a summoned monster. If you summon multiple monsters with one cast, it apples to all of them. 1 point evolutions include: Reach, Skilled (+8 to any skill instantly), (Improved) Bite, Climb Speed, Bleed damage, Gills, Magical Attacks, mount, etc. Basically, it turns every summoned monster into a unique utility spell.
What about a "living battery" build - a character that takes someone's life force and directs it to heal allies and hinder foes? This would be a duel-cursed oracle with the Life and Battle mysteries. Channel, Life Link, and Combat Healer would all give you plenty of healing potential. For offense, focus on Bull Rush and related feats. Use Maneuver Mastery to get full BAB for bull rushing in melee and the force channel feats to get the same effect as a nova. Max CHA and STR. For 1st level, take either Extra Revelation or Noble Scion. Power Attack at 3rd and Imp Bull Rush at 5th. After that, start focusing on your channel feats. Extra Channel is almost a must because Oracles get fewer channel attempts.
Farastu wrote: Any published RPG material that make use of sites similar to these that perhaps I should look at? For Paizo stuff, take a look at Sargava. It may be a bit tropical for what you are doing, but, the country is jam packed with ancient ruins. Very Aztec/Inca flavored.
Al Khazneh is the lost city to beat lost cities. Its the one featured in Indiana Jones and the Last Crusade.
Why not just go witch? The witch will give you more versatility and 9th levels of spells (many taken from the Cleric/Oracle list). Specializing against undead is one thing but a good number of PFS scenarios do not include undead. Unless you really like to play the support roll, I recommend you find a more offensive plan b, imho. Witches can do a bit of everything. They can make excellent healers with the Healing Hex and the Accursed Hex feat - that's two free heals per party member for every game. Plus, you can also use that against the undead. Combine that with Crackle, Fortune, and Scar, your party will love you. As a human, you can have all of that at around level 3, giving you plenty of room to focus on other things at the mid to high levels.
I think the Occultist wins out. By sacrificing spells, you will get the most summons per day and 9th level spells without spending a single gold piece. Grab a familiar and Imp. Familiar feat to have a buddy cast buffs spells from wands to further boost the power of your summons. Also take the Evolved Familiar feat, if it is allowed.
I'm playing a rogue that will take at least one level in Shadow Dancer for the HiPS. It's not the most optimized build, but, it works for me. He is a reach rogue with a longspear. He is only level 1 and the game only uses the CRB. We rolled for stats. This is the general plan for feats: STR 17, DEX 15, CON 12, INT 11, WIS 12, CHA 8 1 - Combat Reflexes, Dodge
When I can't get a sneak attack, I use the Aid Another action to boost my ally's attack or defense. The attacks of opportunity don't get the sneak attack damage BUT they DO let me distribute some extra hurt in a big fight.
Honestly, I would skip the fighter levels. At 15+ levels, a few extra feats isn't all that much for a stealth build. Besides, evasion (from the shadowdancer) does not work in anything but light armor. You should also pick one method to get enemies flat footed - either feint or HiPS or flanking with the shadow- you don't need all three. This will also save you on feats. If you do need more feats, Combat Trick and Weapon Training can both be taken as a slayer talent. Reach is a good option for rogues. But, remember that if you go for an attack of opportunity build, only the first attack will deal sneak attack damage.
I also suggest you take Channel Smite instead of Channeling Ray. Channeling to heal in combat usually isn't the best way to heal unless your GM goes for the TPKs. Healing out of combat is much more effective. Besides, at lower levels, your spells should be sufficient to heal most/all damage. Channel Smite lets you add your channel damage to a single melee attack. With Channel Ray, you still need to hit the willing target with the ray, they just ignore the save. That means you need Point Blank and Precise Shot. Even with a fighter dip, the cleric doesn't have that many feats. For a channel focused build, I would recommend this for levels 1-5.
A flame or heavens oracle might be up your ally. Flame makes for a very good mobile melee combatant with tons of blasting potential. Heaven's gives you access to a bunch of ray spells, including Color Spray. Heavens works better as a range build. If you want channeling, you could go duel-cursed to take Life mystery. But, your casting would suffer.
So i have a hunter in PFS and I was wondering what items and/or spells can increase the size of my crocodile animal companion. I'm looking to boost the usability of the croc's grab and death roll abilities, which have a size limit. I know that there is the Dire Collar and the Animal Growth spell. Are there any others? also, is there any way - feat or item - that allows magical increases to size stack? Thanks!
I took Precise Shot instead of Outflank because I did not think it would add to grapple checks. So, new hunter feats outline looks like: 1 - Combat Expertise
At level 1, with aid, the croc's Grapple bonus is: +11 = + 1 BAB +3 STR -1 Small +4 Grab + 4 Aid
The croc already gets Death Roll at lvl 4. Death Roll wrote:
So, are the constrict feats needed? Would they stack on the damage of death roll?
I did consider half orc, but, I figured Eye for Talent was a better option. This will give the Croc Imp Grapple at lvl 2 instead of when it finally gets 3 INT at 9. Crocs only go to medium size (without magic) so I needed a way to get him grappling without relying 100% on the Grab ability. Are there any good grappling feats that would improve the Croc's damage?
Thanks. That's exactly how I thought it worked...but, I wasn't sure. My confusion was because aiding a grapple is mentioned within the grapple section of the rules, not the Aid Another section. Probably some editing mistake... Since aiding in a grapple is a standard Aid Another check, (A) can use any weapon (including a reach weapon) to aid (G)? And, the Helpful trait (+4 Aid Another) would apply, as normal?
The Factotum (3.5) could do this. The class was all about mimicking the abilities of other classes. The False Priest sorcerer archetype in can do this too. But, that focuses on False Focus. If your GM allows 3rd party material, there is the Savant class which are "ultra bards" in that they not only tell the stories of heroes, they re-live the lives of those heroes. The Savant is a class that mimics other classes - including casting divine spells.
So, say a character (A) wants to aid his ally (G) who has the Grab special ability. How would this be done and when would the aid another check be made? Please, no house rules. I plan on using this strategy for a PFS group. Rules that Apply:
Aid Another wrote:
Grapple: Multiple Creatures wrote:
Readying an action wrote:
My questions are- 1 - If A aids G with a grapple, is A rolling a grapple check or an aiding another check?
2 - Can A aid G while using another weapon, or, does A need to have both hands free (as per grappling rules)? 3 - Assuming A goes first in initiative, in what order would the various move/ready actions take place for A to assist G in their grapple check? Thanks!
Evilserran wrote: I would agree with Avr, in order to add the bonus to the croc it would go simo, and you would get an AOO against you, aid another would assist in future rounds. Sorry, I don't understand all of this. Can you please rephrase what you wrote? What if I did this sequence in combat- Hunter - move to target, hold standard action to aid another with the condition "immediately after croc succeeds on its attack, but, before the grab check".
Would that work?
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