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579 posts. Organized Play character for Obsidian.



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Grand Lodge

Which is stronger? Why?

-Both have prepared Wiz/Sorc 6th level casting.

-Warlock has Mystic Bolts / ES has stunted Sneak Attack.

-Warlock can cast in light armor.

I am leaning towards the Warlock due to the strength of Vigilante talents even if you receive fewer than normal.

Grand Lodge

Howdy,

does a U.Rogue's Terrain Mastery increase from levels with Horizon Walker? I know that they nerfed the origional Rogue talent but what I haven't been able to determine is if the base +2 from Terrain Mastery would be increased via levels of Horizon Walker.

Grand Lodge

I find the Luckbringer from Rite Publishing a mechanically tantilizing class but I am struggling to bring one into fruition. The main questions that I have are:

-Whats the best race?

Thoughts:
I would think it would be H/Orc with Sacred Tattoo and Fate's Favored but with the amount of Luck bonuses I could get to my saves, it seems somewhat wasted

-Str or Dex?
Thoughts:
I am leaning towards Str since luckbringers are proficent with medium armor. And it needs less feats (something the Luckbringer is seriously lacking)

-How much Charisma?
Thoughts:
So much of the class utilizes Charisma that it seems like a good idea to invest in however, most of those options are avoidable if I wanted to skimp on it. Would I be ok with a 14 to start or do I really want to start with a 16 or higher?

-What exotic weapon would you choose?
Thoughts:
I was thinking, Elven Branched Spear (combined with opportunist), Fauchard (for crit fishing reach shinanigans), or Falcata (for heavy criticals).

-What are the top 3 abilities you would recommend from Improbable, Nothing Is Written, Long Shot, and Highly Improbable?

-Any feats you can recommend?

Finally
What role does a Luckbringer best fill in a party and what is his Tier?

Edit: As a follow up question does is the Improbable: Improved Weal or Woe limited to once per round? It says that it does not use moments of chance? Does that mean that it has unlimited usage?

Grand Lodge

So I am a big fan of the Stamina system from PF:Unchained and wanted to utilize it to improve the fighter. While I was at it I beefed up his magical defenses. Let me know what you think. Is it overpowered? Would you play this class? Can it hold it's own against the likes of Beast Totem Superstitious Invulnerable Ragers?

Not your mother's Fighter

Grand Lodge

My DM is allowing the Elf rogue FCB to grant +1/2 times per day for Major Magic. This means that with unchained I could end up being able to cast a particular 1st level Wiz spell 20x per day.... which spell is worth so many castings.

Grand Lodge

Is anyone working on guides to the Unchained Class Options? I know that someone already did a solid job on the Unchained Summoner but I am curious about Rogue, Barbarian, Monk, and Combat Stamina (aka Fighter Unchained).

Grand Lodge

I am wanting to focus on the Javalin for flavor reasons but am having a hard time getting past not being able to effectively melee with it. If I were to take Catch Off Guard, would it eliminate the -4 penalty for using it in melee?

Grand Lodge

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I am interested in building a Monster Tactician from the Summoner's Handbook for an upcoming game.
The game will be starting at 5th level and is a 20pnt buy and I plan on playing a human.

I was thinking that my first 4 feats should be
1. Spell Focus: Conjuration
1 human bonus. Augument Summoning
3. Superior Summoning
5. Either Summon Good or Neutral Monster

The big thing I am stuggling with is whether to just focus entirely on spell casting and ignore class abilities like solo tactics and bane, or to go with a moderate wisdom and moderate strength and use spells to buff my combat preformance combined with summons.

What do yall think?

Grand Lodge

Howdy all, I am trying to figure out my feral gnasher for an upcoming game and I have a couple questions.

1st: Should I dip Unchained Monk for 1 level in order to pick up IUS and Improved Grapple as bonus feats? I know I wouldnt be able to advance in monk after switching my alignment to a more suitable non-Lawful alignment but that 1st level could help move things along.

2nd: Should I go standard barbarian or unchained barbarian?

I may be able to talk my DM into allowing the HP gained as a standard barbarian to count as temp HP.... its worked in the past.

Grand Lodge

I am itching to play a dwarven blacksmith type character in an upcoming homegame. I need some help deciding between these two archetypes.

I want to be able to buff (myself and allies) but have fallen out of love with pure melee after playing a high-level caster for the first time.

I see the Forgepreist coming out ahead from being able to choose any blessing (Good for summons) along with not being MAD and having bonus feats and proficencies out the butt.

That being said, having a 14 Int isnt hard or to painful for a dwarf especially and most importantly, the Forgemaster is still a 9th level caster. And that's the big sticking point.

Which would you choose and how would you build him with a 20 point buy?

Grand Lodge

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What is the best class/build for reach weapon AOO combat?

I think that something like a fighter is solid for pure damage but I am tempted to say a 3/4th BAB caster would probably be better since their standard action is worth so much.

This post was inspired by wanting an elf, with combat reflexes weapon finesse and an +X Fortuitous Elven Branched Spear.

Grand Lodge

So my I am playing a barbarian and just got my familiar via Familiar Bond and I am planning on grabbing at 7th level Improved Familiar. I am looking mostly at the Fey familiars (and the Cat Sith & Dweomercat Cub) for flavor reasons, What do you think is the strongest option?

I personally thought that the Pooka and Brownie are the top front runners considering they will have my Full BAB and half my hitpoints: I am lvl 6 with 98 hp.

Also, how does the Familiar bond feat interact with the new familiar archetypes? Do I need to get Improved Familiar bond before being able to apply an archetype?

Grand Lodge

I am playing a barbarian (a 3rd party archetype without DR) and I am wondering how much AC I should shoot for at the mid-levels? ATM, my AC is 17, but when raging and using Reckless Assault it drops down to 13... and then to 11 after a charge...

I am thinking of trying to invest in AC boosting things to get it up to about the 22 range so I am only down to 16 when all my negatives kick in.

I rolled pretty outstanding and have a +4 to my Con which has me sitting happily at 78 hp.

Grand Lodge

Hey guys tell me what you think of my channel focused cleric. Is it balanced? I would imagine that at lower levels it would be fairly strong, but around time time normal clerics get 4th level spells he would start falling behind.

Divine Current

I had originally considered removing spells all together but I ran out of class abilities that were a suitable replacement.

If I did remove spells all together here are some thoughts:

Channel Mercy/Cruelty: At 3rd level and every three levels thereafter, a divine current chooses a mercy or cruelty (from the paladin or anti-paladin list) to add to his channel.

or

Bonus feats:
1st level: Channel Smite
3rd level:Bless Equipment
6th: Improved Bless Equipment
9th: Channel Revival
12th: Greater Bless Equipment
15th: ????
18th: ???

Possibly a combination of the two?

Grand Lodge

Are there any finessable reach weapons that could be used with a Aid Another/AOO/Bodyguard build?

I know whips kind of work but I would need to be able to threaten at 10ft (that way I can stand behind the meat shield).

Grand Lodge

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Silverbacked Skinwalkers are exceptionally large and intelligent. They tend to live in tight-knit communities and have a natural sense of chain-of-command. These traits make them natural soldiers and their lycanthrop heritage is often over-looked by their superiors due to their incredible battle prowess.

Silverbacked:

Ancestry: were-gorilla
Typical Alignment: LN
Ability Modifiers: +2 Int, –2 Cha (+2 Str while shapechanged)
Alternate Skill Modifiers: Climb, Intimidate
Alternate Spell-Like Ability: Swallow Your Fear 1/day
Bestial Features:

- Bite attack that deals 1d6 points of damage

- +2 Racial bonus on Grapple checks

- Powerful Build: The physical stature of Silverbacks lets them function in many ways as if they were one size category larger. Whenever a Silverback is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Silverback is treated as one size larger if doing so is advantageous to him. A Silverback is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A Silverback can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of abilities and spells that change the subject's size category.

- Climb Speed 20ft

Critiques are welcome :-)

Known Possible Issues:

1. Ability Score Bonuses: I really like Strength being a bonus for these guys but I really struggled with the other two. Gorillas are incredibly intelligent, but they are also social and intimidating. Perhaps a Wisdom penalty would make more sense than Cha. But I see these guys being natural Tetori Monks...

2. Finding a good SLA was really tricky, and I am not sure SYF is the best option but given the challenging and intimidating nature of gorilla society, I figured an anti-fear SLA was fitting.

3. Powerful Build is...Powerful. But I think it is in-line with +2 saves of the Witchwolf and See In Darkeness ability of the Fanglord.

4. Also not married to the name. Provide suggestions if you find it warranted.


While combing through archetypes I noticed the Squire Herald (cavalier) and Groom (ranger) archetypes. Has anyone ever applied one of these to their primary PC? I was thinking Squire Herald (cav)3/Dawnflower dervish (bard)2 / battle herald could be a pretty fun support character that can still kick but when he needs to get it done himself (battle dance).

As a bonus question, does anyone have any experience with playing then cohort/sidekick to another PC? How did it work out? Any tips you can recommend?

Grand Lodge

I am playing a scarred witch doctor in an upcoming game and cannot narrow down my patron.

We have a support:

casting/melee inquisitor
reach cleric (Ferocity & Travel domains)
void-touched sorcerer
ninja
tactitian fighter
brawler

Everyone outside of the sorcerer is melee focused.

The patrons I am considering most are Time (Haste :-) ) or Transformation (to jack DCs through the roof). However what are your thoughts on:

Boundaries::

2nd—protection from evil, 4th—see invisibility, 6th—magic circle against evil, 8th—dimensional anchor, 10th—control summoned creature, 12th—banishment, 14th—ethereal jaunt, 16th—dimensional lock, 18th—gate.

Devotion::

2nd—divine favor, 4th—martyr's bargain, 6th—magic vestment, 8th—greater magic weapon, 10th—flame strike, 12th—mass bull's strength, 14th—bestow grace of the champion, 16th—holy aura, 18th—mass heal.

or should I just be considering transformation, time, deception, and shadow?

Originally I was playing a Bolt Ace Gunslinger but I figured we could use the Battle Field Control and Arcane spell help more.

We are only 2nd level.

Grand Lodge

It is my understanding that a Scarred Witch Doctor's fetish mask acts in all ways as witch's familiar. Does this mean that the mask grants Alertness when worn? Does it have the Empathic Link? Any of the other special abilities? Does it have intelligence? Can it communicate?

Grand Lodge

I am building a Bolt Ace, which would be the best crossbow to specialize in? I do not plan to take Crossbow Mastery therefore I am primarily looking at Light Crossbows, Stonebows, or a Repeating Heavy crossbow (but I would prefer one of the first 2 because repeating bolts are expensive, as is the crossbow itself).

The biggest advantage I see for the Stonebow is that there at B/P/S sling bullets to help with DR. However Light Crossbow has better crit/damage/range and is more likely to be treasure.

Grand Lodge

I am looking at using a Stonebow with my Bolt Ace in order to deal with DR/Bludgeoning. If I were to shoot Sharpstones from my stonebow, would I encure a lack-of proficiency penalty since sharpstones are exotic ammunition?

Grand Lodge

Party is:
Human Fighter
Human Alchemist
Human Cleric
1/2 Elf Rogue

After talking with the DM we decided I would play an arcane caster:

My main choices are:

Scarred Witch Doctor h/orc
Human Skald
Human (Debuff focused) Sorcerer

edit:
I'm starting at 3rd level

Grand Lodge

Half-Orcs can take Human and Orc feats/traits/items/classes. This is due to having both the Human and Orc subtype.

This being said, can hobgoblins take goblin feats because they share the goblinoid subtype?


Are there any great martial classes for the Jade Regent AP?

I was thinking either a halfling Order of the Flame Daring Champion cavalier or a human inspired blade/bolt ace/chevalier.

Would either of these be of particular use?

Any other classes/races that are particular standouts?

Grand Lodge

So I live in Germany and havent found a local gaming group since moving here and online games are somewhat challenging due to timezones. I have almost all APs but have never actually run any of them. My questions are:

1. Which AP would you recommend running?

2. How many characters should I try to run though the adventure?

3. If the answer to Q2 was 1 or 2, which class(s) would work best?

4. Should I mix in Mythic to make it more survivable?

5. Any other tips?

Grand Lodge

My DM is going to let me use craft: Fletcher to come up with unique crossbow bolts for my bolt ace. Help me come up with some cool ones please.

Grand Lodge

I am going to be starting reign of winter at level 2 with 1 Bolt Ace/ 1 Inspired Blade then going Bolt Ace the rest of the campaign
He is human and the traits I have selected ATM are Northern Ancestory, Carefully Hidden, and Ice Walker. Any better traits I should be considering?

Grand Lodge

Would a 1 level dip for inspired blade swashbuckler be worth it at 2nd level for a bolt ace to have a quality melee backup? Since swashbuckler levels count towards gunslinger I should still be able to get signature deed at 11.


I am playing a half-elf synthesist summoner in an upcoming Reign of Winter campaign. Which of the two racial options will I get more milage out of?

Cold-Honed:
Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait

vs.
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

How does icewalker compare to Cold-Honed?


I am considering a Synthesist Summoner for an upcoming Reign of Winter game. It is a 20 point buy (cant dump anything lower than 8 including racial adjustments).

I am considering 3 main options for my race:

Half-Elf with Ancestral Weapon: the FC bonus is oh-so-sweet and immunity to sleep can help with witches (ive heard its a theme) or Cold-honed to help with moving in snow.

Pyromaniac Gnome with Master Tinkerer: awesome ability score bonus, solid SLAs, the ability to make weapons and be proficient, and people shouldn't call foul for gnome.

Truespeaker Scion of Humanity Idyllkin or Emberkin Aasimar: great ability bonuses, solid FC bonus, and resistances which can be bumped to 7 with Unscathed.

I plan to use the "Slugger" build so weapon proficiency is a big must. With the Aasimar I would probably make him Shoanti and give him Shoanti Tattoofor Earthbreaker proficiency.

Is a synthesist able/advised to dip into a martial class for proficiency/saves/bonus feats? I was considering 1 level for Mutation Warrior (bonus feat, fort save, and Mutagen 10/day) or 2 levels of Paladin.

I am starting at lvl 2.


What are the best class/race combos for reign of winter using a 20 point buy?

Grand Lodge

What is the best melee class/archetype for RoW besides an invulnerable rager?


Can a Tetori monk survive and contribute in this campaign?

I was contemplating either a dwarf (I've heard its the best for RotRL) or a skinwalker. The thing I like about the skinwalker idea is that when grappling isnt an option I can bust out some natural attacks and stay competitive with the other meleers.

Its a 20 pointbuy and with 4 other characters although I don't know what the others are playing.

Grand Lodge

I have a pretty regular gaming group of friends, most are not optimizers despite high system mastery. I on the other hand love to put all the pieces of the puzzle together in such a way to make an efficient machine. I never struggle to RP my characters and am one of our better roleplayers however it comes up almost every campaign that my characters are too powerful.

Does anyone else expeience this and if so what do you do?

I hate the idea of not making strong the stronger of two choices when it fits the character...

Example: I am considering a skinwalker Beastmorph/Vivisectionist alchemist who is trying to come up with a way to rid his genes from the lycanthrope taint. Now I could take Scaleheart which have beautiful racial modifiers for the build but would only have 3 natural attacks with feral mutagen... or Rageborn and have 6 NAs... at level 2.

Both are solid options but I think the Rageborn would wind up with someone throwing a book at my head.

In your experience, how much is too much for a game with friends?

Grand Lodge

Which is the better Full BAB Mutagen combatant?

Mutagenic Mauler

Mutation Warrior

Which is better for a 1 or 2 level dip?
What are some cool character concepts and builds using these archetypes?

Grand Lodge

Can I select my claws (skinwalker) for Way of the Weapon Master?

If not, and I selected my IUS for Way of the Weapon Master, would it then be boost my claws when I eventually had Feral Combat Training?

If WF:IUS does add to my claws with FCT, then what becomes of the WF:Claws?

Grand Lodge

I'm contemplating the following... Would it be effective in this campaign?

Mr. Cleaver:

Dwarf
Mutagion Warrior (fighter)
16/12/16/10/15/8
Traits: glory of old, defensive strategist

1. Power Attack
1b. Cleave
2. Goblin Cleaver
3. Orc Hewer
4. Great Cleave
5. Steel Soul
6. Cleaving Finish
7. Improved Cleaving Finish
8. Surprise Follow Through
9. Improved Surprise Follow through
10. Iron Will
11. Giant Killer


Would this be fun to play? I know its pretty one dimensional but I've never utilized cleaving as a combat style so I was thinking this campaign could be my magic ticket to try it out.

Grand Lodge

I've got a RotRL game coming up and could use some help picking out my character (a problem when you have lots of time to build lots of characters). Try to avoid providing any spoilers please.

- Skinwalker Tetori Monk (natural attack fighting when grappling isnt ok)

- Skinwalker Mutagenic Mauler Brawler 1/ Feral Hunter X (natural attack with huge flexible bonus ans spells.)

- H/Orc WildChild Mutagenic Mauler Brawler 1/ Sacred Huntmaster X (with a wolverine pet and focused on raging with a greatsword)

- Skinwalker Vicisionist/Beastmorph Alchemist (more Natural Attacks)

- Ragebred Skinwalker Invulerable Rager [Beast Totem] (even more NAs)

- Dwarf Fated Champion Skald (this one is risky because I dont know what the group will look like yet)

- Halfling Order of the Flame Daring Champion Cavalier

-Dwarf Zen Archer (boring but ohsogood)

-Dwarf Mutation Warrior Fighter (specializing in cleaving)

Grand Lodge

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What is the best class/combo for a natural attacker?

The primary race that I have in mind are Skinwalkers, given the different variants we should be able to come up with just about any class as a possibility but I want to figure out whats best.

The top 3 in my option are
Invulnerable Rager Barbarian
Mutagenic Mauler Brawler 1/ Feral Hunter X (this give insane bonuses)
Natural Attack Combat Style Rangers.

Grand Lodge

I posted this up in the conversion thread but since it also qualifies as HB I figure I would post it here in the hopes that it gets a bit more traffic.

Totem Shaman

My initial playtests revealed it to be about as powerful as a ranger. Let me know what y'all think.

Grand Lodge

2 people marked this as a favorite.

Totem Shaman

The idea behind this class is to embody the WoW enhancement shaman in a pathfinder game. I realize some abilities are missing but I hope that I captured the spirit of the class while giving it flexibility for different types of characters and concepts.


2 people marked this as a favorite.

Protective and ferocious, Furybred skinwalkers make terrifying barbarians, druids, and rangers who will protect their territory with their life and believe that they are a match for any enemy.

Furybred:

-Ancestry Werebadger

Typical Alignment: CN

Ability Modifiers: +2 Wis, –2 Cha (+2 Str while shapechanged)

Alternate Skill Modifiers: Intimidate, Survival

Alternate Spell-Like Ability: Create Pit 1/day

Bestial Features:

Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Burrow speed of 20 feet
Scent to a range of 30 feet

What do you guys think? I was thinking this could be a cool base for a Lord Brocktree character from Redwall.

I wasn't super sure about the spell-like ability but given that badgers are burrowing creatures I figured that was a solid pick.


I'm considering an melee inquisitor for a RotRL game. Do you think that Sacred Huntmaster is worth the loss of Judgement?

Grand Lodge

Would a Skinwalker's natural attacks when shifted be effected by the rageshaper's

Bestial Aspect (Su:

At 4th level, whenever a rageshaper gains a natural attack through the use of a polymorph spell, he can increase the damage done by that attack by one die. If the spell grants multiple natural attacks, the rageshaper must choose one kind of natural attack for the ability to enhance. At 9th level, if the rageshaper's altered form grants him a new mode of movement, that movement's base speed increases by 10 feet. This is an enhancement bonus. If the rageshaper's bloodrage powers already grant natural attacks or alternate modes of movement, then the bonuses granted by bestial aspect also apply to these bloodrage powers.

This ability replaces blood sanctuary.

Grand Lodge

I am looking into the order of the flame daring champion and I'm having a hard time with picking a race. Given that its pretty powerful I was thinking it could be fun to go with a slightly less optimal race. This got me thinking about gnomes, halflings, kitsune. I plan to use the character in an upcoming RotRL game. Which makes for the stronger race/class combo?

For the Kitsune/ Halflings I was thinking of a 11/17/14/8/14/14 spread.

And for the Gnome 10/16/15/8/14/14.
Gnomes do benefit from defensive training and spell-like abilities which would grant access to arcane strike.

Grand Lodge

Human barbarian with superstition->spellsunder
Skald with superstition->spellsunder
Arcane Primalist Bloodrager with superstition and witch hunter.

Any other ideas?

Grand Lodge

Spellscar drifter
This archetype has an unofficial errata stating that the challenge is supposed to work with firearms.

What is the best order?

Grand Lodge

My gaming group is about to start up with RotRL or Reign of Winter here in a few weeks and I'd like to get some help sussing out my character.

IMPORTANT!!!: No Spoilers please, I haven't played either Adventure Path.

I am looking at:
- A Human Invulerable Rager with the Spell-sunder line (over beast totem)
- An Order of the Flame Daring Cavalier (could work as the party face and major DPR)
- Arcane Bloodline Bloodrager.

I tend to enjoy smashy types more than casting but I figure that the Bloodrager has alot to offer and should be considered.

I have no idea on party composition yet and if you can think of another martial class that would work well/best in either of these campaigns I would appreciate the help.

Grand Lodge

I have a 6th level Nature Fang Druid in an eberron campaign.
I cannot seem to figure out what would be the best slayer talent for 6th level.

He is an assassin/druid focused on stealth and "spell strike"
My feats/talents are:
1. Spell focus: necromancy
3. Weapon focus: double bladed scimitar
4. Slayer Talent: Two weapon fighting
5. Blessed Hammer (works with dbl scimitar instead of warhammer)

I plan to grab improved 2wf at 8 and 2w rend at 10.

What would be the best for the 6th level talent?

Grand Lodge

I was thinking Rise of the Runelords, does anyone else have any suggestions? I am actually going to be converting whatever AP int 5th Edition D&D because that what my local group wants to try out.

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