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?
About Pytho-7Certs:
Initial Build - 4cred #1-07: The Solar Sortie - 727cred #1-09: Live Exploration Extreme! - 740cred #1-02: Fugitive on the Red Planet - 719cred Received Tot - 2190 cred
Total Creds 840 creds Boons:
Active None Available Envar’s Attention (Ally Boon): During your mission to the space station Brilliance, you managed to impress Arch Energy’s notorious chief procurement officer, Envar Tamm. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with Envar Tamm—for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons. Solar Powered Weapon System (Starship Boon): The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can be improved only by a single copy of this boon, but copies of this boon can be applied to different weapons. Budding Media Celebrity (Social Boon): Following your stint on Live Exploration Extreme!, your face and name appear in images, videos, and memes across countless media platforms. This recognition lasts only a few days before the next major media phenomenon arises, but you can use this to launch your media career. If you have the icon theme, you gain a +5 bonus to Profession checks when performing a Day Job check. If you do not have the icon theme, when you slot this boon, you can gain the icon’s celebrity ability in place of your own theme’s 6th-level ability. Dwarven Admittance (Personal Boon; Limited Use): Your heavily publicized encounters with dwarves has inspired a new generation of dwarven Starfinders—possibly even recruited from the Marbleheart clan found in Salvation’s End. You can apply this boon in one of two ways. Select one of the following uses, and cross the other use off this Chronicle sheet. New Character: You can play a dwarf character, beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character. Existing Dwarf: You can apply this boon to an existing dwarf character in your possession that you earned from another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once. Salvation’s Delver (Slotless Boon; Limited Use): Salvation’s End has proven an incredible find with untold potential for further exploration, and discovering this would not have been possible without your efforts. You can check the box that precedes this boon when purchasing a mk 1 synaptic accelerator (Starfinder Core Rulebook 212) to buy it at the discounted price of 1,200 credits. AbadarCorp Acquaintance (Social Boon): During your hunt for a renegade Starfinder on Akiton, you interacted with a representative of AbadarCorp. Depending on this interaction, you may have earned the ire or respect of the Pact World corporation. Both outcomes for this boon could have positive repercussions in future scenarios, which you will be told of prior to slotting your boons. Your GM will cross out the affiliation you failed to earn. - AbadarCorp Annoyance True Savior of Tasch (Slotless Boon; Limited Use): You helped ensure a measure of prosperity for the Akitonian town of Tasch by enticing AbadarCorp to set up a shipping outpost in the town. You can forgo making a day job roll to instead devote time to assist with the growth of Tasch. Any time you opt to do so, check a box on this boon and make a note on the Chronicle sheet associated with that scenario, indicating you partook in this endeavor. Once all five boxes on this boon are marked, you receive 500 UPBs as recompense from the people of Tasch for helping to develop their now-thriving town. These UPBs cannot be converted to credits and must be used to craft some form of equipment. Listed Items:
azimuth laser pistol (350; item level 1) basic medkit (100; item level 1) battle staff (80; item level 1) brown force field armor upgrade (1,600; item level 3) engineering specialty tool kit (445; item level 2) freebooter armor I (750; item level 2) golemforged plating I (250; item level 1) hunting rifle (240; item level 1) longsword (375; item level 1) mk 1 ring of resistance (735; item level 2) second skin (250; item level 1) spell gem of remove condition (450; item level 5; limit 1) static arc pistol (750; item level: 2) stickybomb grenade I (170; item level 1; limit 4) survival knife (95; item level 1) tactical semi-auto pistol (260; item level 1) basic iridishell (755; item level 2) business stationwear (2,600; item level 5) ember flame doshko (750; item level 2) goblin battle jack (950; item level 2) ifrit-class flamethrower (780; item level 2) jump jets (1,000; item level 2) red star plasma kukri (3,200; item level 5) spell gem of tongues (1,400; item level 8) static arc pistol (750; item level 2) static arc rifle (4,200; item level 6) armorcrafter engineering specialty tool kit (445; item level 2) austere bone cestus (600; item level 2; Starfinder Alien Archive 31) autotarget rifle (755; item level 2) basic medkit (100; item level 1; limit 2) casual stationwear (1,300; item level 3) fire extinguisher (15; item level 1) hidden soldier armor (465; item level 2) least graviton crystal (2,900; item level 5) mk 1 ring of resistance (735; item level 2) mk 1 serum of healing (50; item level 1; limit 3) radiation buffer armor upgrade (200; item level 1) second skin (250; item level 1) smoke grenade (40; item level 1) sprayflesh (440; item level 5; limit 2) spy drone (4,550; item level 6) standard datajack (625; item level 2) standard hideaway limb (150; item level 1) survival knife (95; item level 1) tactical doshko (240; item level 1) tactical semi-auto pistol (260; item level 1) Pytho-7 Android outlaw operative 2 N Medium humanoid (android) Init +6; Senses darkvision 60 ft., low-light vision; Perception +6 -------------------- Defense SP 12 HP 16 RP 5 -------------------- EAC 16; KAC 17 Fort +0; Ref +8; Will +3 -------------------- Offense -------------------- Speed 30 ft. Base Attack +1, Base Melee +1, Base Ranged +6 Melee battle staff +1 (1d4 B; critical knockdown; analog, block) Ranged needler rifle +6 (1d6 P; critical injection +2; analog, injection) or . . pulsecaster pistol +6 (1d4 E nonlethal; nonlethal) Offensive Abilities trick attack +1d4 -------------------- Statistics -------------------- Str 10 (+0); Dex 20 (+5); Con 11 (+0); Int 16 (+3); Wis 10 (+0); Cha 8 (-1) Feats Longarm Proficiency, Skill Focus (Computers), Skill Focus (Engineering) Languages Aklo, Common, Eoxian, Shirren, Vesk, Ysoki Other Abilities constructed, hacker specialization, evasion, operative exploit(Holographic Clone) Combat Gear medpatch; Other Gear second skin, battle staff, needler rifle, pulsecaster pistol, basic medkit, computer/datapad (tier 1), engineering tool kit, industrial backpack, professional's tools, toolkit (hacking), zero gravity environmental clothing, credstick, 25xDarts (4 credits) Skills Skills per level 13 = 8 + 3 (+2 free)
Lvl2: SP+6, HP+6, Base Attack +1, Saves: Ref +1, Will +1, Skills 8+3 = 11,Skills(Acrobatics, Bluff, Disguise, Life Science, Medicine, Perception, Pilot, Prof(elec), SoH, Stealth, Survival)
Level 1:
Android outlaw operative 1 N Medium humanoid (android) Init +5; Senses darkvision 60 ft., low-light vision; Perception +5 -------------------- Defense SP 6 HP 10 RP 5 -------------------- EAC 15; KAC 16 Fort +0; Ref +6; Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee battle staff +0 (1d4 B; critical knockdown; analog, block) Ranged needler rifle +4 (1d6 P; critical injection +2; analog, injection) or . . pulsecaster pistol +4 (1d4 E nonlethal; nonlethal) Offensive Abilities trick attack +1d4 -------------------- Statistics -------------------- Str 10 (+0); Dex 18 (+4); Con 11 (+0); Int 16 (+3); Wis 10 (+0); Cha 8 (-1) Skills Acrobatics +9, Athletics +5, Bluff +0, Computers +10 (hacker specialization: +4 to Computers checks to make trick attacks) (1 ranks), Culture +8, Diplomacy +0, Disguise +0, Engineering +10 (1 ranks), Intimidate +0, Medicine +8, Perception +5, Physical Science +5, Piloting +9 (1 ranks), Profession (electrician) +12, Sense Motive -1, Sleight Of Hand +10, Stealth +9, Survival +5; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld) Feats Longarm Proficiency, Skill Focus (Computers), Skill Focus (Engineering) Languages Aklo, Common, Eoxian, Shirren, Vesk, Ysoki Other Abilities constructed, hacker specialization Combat Gear medpatch; Other Gear second skin, battle staff, needler rifle, pulsecaster pistol, basic medkit, computer (tier 1), engineering tool kit, industrial backpack, professional's tools, toolkit (hacking), zero gravity environmental clothing, credstick, 25xDarts (4 credits) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Initial pre-herolab creation:
Name : Pytho-7 Race : Android Theme : Outlaw Class : Operative Specialization: Hacker Health and Resolve
Defence
Attack
Feats and Abilities
Associated Skills: Computers and Engineering. You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers). Specialization Exploit: Elusive hacker. Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal. Trick Attack 1st LevelYou can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. Feats
Skills Skills per level 13 = 8 + 3 (+2 free)
Equipment:
Spent 750 Credits
Spell Descriptions(None):
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