Eranex

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Organized Play Member. 33 posts. No reviews. No lists. No wishlists. 14 Organized Play characters.




Alright, so I've had a build for a while and overlooked a massive issue regarding getting sneak attacks off and it is a bit of a bummer. The build is a PFS Grenadier Alchemist + Underground Chemist Rogue and has a lot of actions taken up. Usually in combat, I have my move and standard taken up by Alchemical weaponing a crossbow bolt and then Explosive Missileing it. The problem I encountered was with a Sipping Jacket and didn't work for two-reasons: the wearer (which precludes my tumor familiar) has to pour the potion into jacket, and the action of pouring into can only be done once per day.

So, I've been sorting through some of the ways to gain ranged sneak attack. So far, I have come up with the following:

Deny the opponent's vision (Ex. Darkness Bomb, having superior darkvision, smoke/fog)

Deny the opponent their dexterity bonus to AC (Ex. Surprise round, win initiative)

Gain concealment (Ex. Stealth, Cover or better, Invisibility)

Niche item, feat, or effect that just makes it work. (Ex. Gang Up, Shadow Fletching)

The things I currently plan on doing are using the Gang Up feat at range with Sniper Goggles and/or having my familiar light a Smokestick every turn and have me 5-foot-sneak around.
Outside of that, do you guys have any ideas on how to gain ranged sneak attack?


I've been wanting to do a Stonelord build for a long time now, and I think I just have been nudged enough to do it. I just got a race boon for a really cool race (that isn't generally legal in society play) and have been inspired to make a Stonelord from the race. The problem is that the race in question is neither Dwarf nor Human (I'm looking at you, Racial Heritage). I am trying to keep the race and build generally vague as I have been haunted by Paizo hitting some of my builds with the nerf-faq-ratta stick, so I won't go into much detail.

Does anyone know how to make a Non-Dwarf, Non-Human Stonelord in Society play and have it be legal?


Before I get into my question, I would like to point out how awesome the Divine Anthology is. Great stuff in there for martials and spell casters alike.

I'm looking for some help on items for a PFS fighter I plan to create. I know the obvious stuff but I just have an aching feeling that there are some specific items out there just for me.

So you guys have an idea what I'm working with...

Spoiler:

Emo Haemomaniac Cutter Girl, CN, Lamashtu
Nikki Slaer
Human

Str: 18 + 2 = 20
Dex: 12
Con: 12
Int: 8
Wis: 14
Cha: 7

Traits:
Deep Wounding (your bleed DC is now 20, magic cures as normal)
Berserker of the Society (+3 rounds of rage)
Indomitable Faith (+1 will) [BONUS TRAIT FROM 7-00 SUPER BOON]

Two-Handed Fighter
Good Ol' Barbarian

1st
Barbarian 1
Rage, Fast Movement, Lamashtu's Carving (Bonus human), Power Attack (1st)
2nd
Fighter 1
Weapon Focus: Falchion (Fighter 1)
3rd
Fighter 2
Shattering Strike: +1, Furious Focus (Fighter 2), Iron Will (3rd)
4th
Fighter 3
Overhand Chop
5th
Fighter 4
Dirty Fighting (Fighter 4), Toughness (5th)
6th
Fighter 5
Weapon Training: Heavy Blades: +1
7th
Fighter 6
Shattering Strike: +2, Combat Reflexes (Fighter 6), Improved Trip (7th)
8th
Fighter 7
Backswing
9th
Fighter 8
Greater Trip (Fighter 8), Improved Critical (9th)
10th
Fighter 9
Weapon Training: Heavy Blades: +2
11th
Fighter 10
Shattering Strike: +3, Vicious Stomp (Fighter 10), Scorpion Style (11th)
12th
Fighter 11
Piledriver
13th
Fighter 12
Gorgon's Fist (Fighter 12), Medusa's Wrath (13th)
14th
Fighter 13
Weapon Training: Heavy Blades: +3
15th
Fighter 14
Shattering Strike: +4, Greater Weapon Focus: Falchion (Fighter 14), Critical Focus (15th)
16th
Fighter 15
Greater Power Attack
17th
Fighter 16
Cornugon Smash (Fighter 16), Dreadful Carnage (17th)
18th
Fighter 17
Weapon Training: Heavy Blades: +4
19th
Fighter 18
Shattering Strike: +5, Staggering Critical (Fighter 18), Stunning Critical (19th)
20th
Fighter 19
Devastating Blow

TLDR, dis mah build, wut items?


I recently joined a homegame and have a bunch of people from PFS who joined. Since I haven't done a mele-beasty type character in 8 years, I decided to do a bloodrager. The build doesn't so much matter (mostly since I have almost no build set in stone at this point) but I could use help with a background. The setting is around Belkzen, and my character is a Qlippoth Tiefling with Maw alternate racial trait and his first feat is Armor of the Pit. He is a Aberrant/Abyssal Xbloodrager who will be serving as the tank/mele DPS of the party.

I've looked through some books (Inner Sea World Guide, Blood of Fiends) and haven't found really what I'm looking for. The current idea is being an enslaved Qlippoth from the Abyss who killed his masters during a surface raid just outside the Worldwound. He has hated his demonic slavers since childhood and wants his Abyss (swamp hehe) back. He heard in the Abyss from his Qlippoth "family" that the mortals sin and sin feeds the demons who occupy their world. He also heard that there are different races of mortals who tend to sin more, and has heard a bit about Belkzen. After his escape, he plans to go to Belkzen and quench his thirst for sinful Orc blood.

Ideas?


I recently joined a homegame and have a bunch of people from PFS who joined. Since I haven't done a mele-beasty type character in 8 years, I decided to do a bloodrager. The build doesn't so much matter (mostly since I have almost no build set in stone at this point) but I could use help with a background. The setting is around Belkzen, and my character is a Qlippoth Tiefling with Maw alternate racial trait and his first feat is Armor of the Pit. He is a Aberrant/Abyssal Xbloodrager who will be serving as the tank/mele DPS of the party.

I've looked through some books (Inner Sea World Guide, Blood of Fiends) and haven't found really what I'm looking for. The current idea is being an enslaved Qlippoth from the Abyss who killed his masters during a surface raid just outside the Worldwound. He has hated his demonic slavers since childhood and wants his Abyss (swamp hehe) back. He heard in the Abyss from his Qlippoth "family" that the mortals sin and sin feeds the demons who occupy their world. He also heard that there are different races of mortals who tend to sin more, and has heard a bit about Belkzen. After his escape, he plans to go to Belkzen and quench his thirst for sinful Orc blood.

Ideas?


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Here's what I have:

Str: 10-2 (8)
Dex: 15 (15)
Con: 10+2 (12)
Int: 18 (18)
Wis: 10 (10)
Cha: 7+2 (9)

Alt. Racial Traits:
Gift of Tongues (hatred, defensive training)
Pyromaniac (gnome magic, illusion resistance) +1 lvl for bomb dmg (includes rogue)

Traits:
Alchemical Adept (+2 alchemy, dont fk up by 5 or more)
Reactionary

1st
Alchemist
Alchemy, Bomb 1d6, Throw Anything, Chameleon Mutagen, Point-Blank Shot (1st)
2nd
Alchemist
Alchemical Weapon, Precise Bombs, Discovery: Explosive Bomb
3rd
Alchemist
Bomb 2d6, Swift Alchemy, Precise Shot (3rd)
4th
Alchemist
Discovery: Explosive Missile
5th
Rouge
Sneak Attack 1d6, Trapfinding, Ricochet Splash Weapon
6th
Rogue
Chemical Weapon, Rogue Talent: Bomber
7th
Rogue
Sneak Attack 2d6, Trap Sense +1, Extra Bombs
8th
Rogue
Precise Splash Weapon, Uncanny Dodge
9th
Alchemist
Bomb 3d6, Extra Discovery: Bore Bomb
10th
Alchemist
Directed Blast, Discovery: Wings
11th
Alchemist
Bomb 4d6, Iron Will
12th
Alchemist
Discovery: Frost Bomb

Plan:
Hybridization funnel tangleburn bag and acid flask precombat. Imbue the hybrid into your bomb using your Grenadier ability as a move action. Place your bomb on your crossbow bolt using Explosive Missile as a standard action (Weapon of choice being Heavy Underwater Crossbow) and fire! You need not spend an action to reload due to Explosive Missile. Also, the weapon should have the Conductive ability, so you can spend 3 uses of bomb (2 must be of same type) and effectively get 2 bombs off in one attack. The bolt damage, magic damage from bow, bomb damage from Conductive, bomb damage from Alchemical Weapon, damage from the hybrid tangleburn/acid flask and potentially sneak attack damage.

Note:
The Conductive ability allows you to say whether or not you want to imbue the ability until you “strike the opponent.” (official wording: When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. ) This means you can see if you hit, then do even more damage!

I realize bows are just better than crossbows (generally) and for thematic purposes of being small size and a gnome, I decided to go with a crossbow to not deal with the strength issues and just go for raw damage. I'm just here looking for general advice. Items, alchemical stuff, vague feats/discoveries that would be thematic and effective.

Also, I based this character off Gaetan 'The Mole' Moliere from the 2001 film, Atlantis.


Ok, so heres the build and concept.

Gnomish life oracle

Str: 13
Dex: 11
Con: 18
Int: 7
Wis: 7
Cha: 18

Traits:
Sacred Touch
Reactionary

Feats:
toughness
fey foundling
divine protection
fast healer
selective channeling

1st
Oracle 1
Lame, Orisons, Revelation: Life Link, Fey Foundling (1st)
2nd
Fighter 1
Endurance (bonus), Diehard (bonus)
3rd
Oracle 2
Mystery Spell: Detect Undead, Toughness (3rd)
4th
Oracle 3
Revelation: Channel
5th
Oracle 4
Mystery Spell: Lesser Restoration, Divine Protection (5th)
6th
Oracle 5

7th
Oracle 6
Mystery Spell: Neutralize Poison, Selective Channeling (7th)
8th
Oracle 7
Revelation: Energy Body
9th
Oracle 8
Mystery Spell: Restoration, Fast Healer (9th)
10th
Oracle 9

11th
Oracle 10
Mystery Spell: Breath of Life, Extra Channel (11th)
12th
Oracle 11
Revelation: Spirit Boost

So its a bit wordy and such but my main focus is how to not be stuck at 10ft movement (gnome+lame+armor=suck)

I am just looking for suggestions on how to go faster, excluding the obvious. Ex. Boots of striding, longstrider potions, mithril.


Druid is the parent class of HUNTER, and they gain the bonus language of Druidic. I have searched in the ACG and on the Pfsrd, but cannot seem to find anything on bonus languages. The way it appears is that Hunters do not have any additional languages, but that just doesn't seem right. Druid is it's PARENT class. It makes just too much sense for Hunters to not have it, or even have their own language. So, as it is right now, Hunters don't have extra languages. If anyone has any info on it, please, let me know.