Erastil

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Organized Play Member. 32 posts. 1 review. No lists. No wishlists. 6 Organized Play characters.


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My latest character idea for PFS is a kitsune (unchained) rogue. I've never actually played a rogue, but judging by what I've read online, a major weakness of the class is its lack of access to magic. So I thought, "Hey, kitsune get a bonus to charisma, so why not add in some magic?" My first thought was to take some levels in sorcerer for some fun enchantments or buffs, but would it even be worth it to set back my rogue class features and BAB? I've heard that multiclassing isn't as good in Pathfinder as it was in 3.5, but I've been wanting to try it.


Okay, so dagger it is. While we're on the subject, do you think Distance Thrower would be a worthwhile feat to pick up since the dagger's throwing range is only 10 feet?


Well, I've got another PFS build idea in my head. This time it's for a kitsune flying blade swashbuckler. The only problem is that I'm shoehorned into using either a dagger or a starknife. Both have d4 as their damage die, so it comes down to whether I want a wider crit range and lower price (dagger) or a larger crit multiplier and longer range (starknife). Thoughts?


I'd recommend going with azata-blooded over angel-blooded for your bloodline since it gives you bonuses to your two most important stats (dexterity and charisma). You've also used 22 points instead of 20, so here's a new stat array you can use:

STR 14
DEX 18 (16 + 2)
CON 12
INT 10
WIS 8
CHA 16 (14 + 2)

I've also written a guide to being an archer paladin, which you can find here.


1 person marked this as FAQ candidate.
stuart haffenden wrote:

Has to be Witch as base, nothing else makes sense.

Which ones are not on the Witch list? And more importantly why aren't they!

Curses aren't unique to the witch class. One such spell which isn't on the witch list is Brand, but that only appears on the inquisitor list, so it's obvious what level the hexcrafter casts it at. I think you could also make the case that the hexcrafter casts these spells at the wizard level because the magus class itself is essentially a fighter/wizard hybrid. Even though it's not an official source, I think it's worth mentioning that Hero Lab uses the wizard levels.

More importantly, the whole reason why I bumped this thread was because the OP is marked as answered in the FAQ when it doesn't appear to be.


Kudaku wrote:
Paragon Surge is best for spontaneous casters, so as a magus you lose out on some of the better options. That said, have you read the Paragon Surge Guide?

I hadn't seen that before, but now that I've read it, it does like Paragon Surge isn't nearly as good for prepared casters as it is for spontaneous ones. Skill Focus or Extra Arcane Pool might be good feat choices, though. Oh, and what about Blind-Fight? Would that be practical?


So I've got a half-elf hexcrafter magus in PFS who hit 5th level recently, so I can use scrolls of 3rd-level wizard spells that are also on the magus list without a caster level check. I've heard a lot about the crazy things the Paragon Surge spell can do, but I can't seem to find anything especially useful for my build aside from grabbing Extra Hex -> Tongues to speak any language I need. Thoughts?


Apologies in advance for the necro, but the first post in this thread is marked as "Answered in the FAQ" but I can't find anything in the FAQ that answers the question. Where was this answered officially?


Alright, time to answer some replies!

Max Smithson wrote:
What I'd like to see, since you are focusing on one part of the paladin class, is a build from 1-20 and then perhaps one focused on PFS. Since you've played PFS as one of these, perhaps show some equipment ideas and when they might be available or necessary. Maybe a more exhaustive review of all the gear an archer paladin might look for, even the steps to get to the top goal?

I must confess that I've yet to play any farther than eighth level (or tier 7-11 PFS scenarios), so I'm probably not the best person to ask for a full 1-20 build, but I think I could make a 1-12 PFS build without too much trouble. I'll also put together a section on useful gear for the next update to the guide.

FangDragon wrote:
What's wrong with an oath of vengeance archer paladin? You give up something you probably won't use anyway for lots of extra smites.

I actually never thought about this since I didn't own Ultimate Magic until fairly recently. I kind of like the swift-action healing provided by lay on hands, but it still looks like a solid archetype. I will update the guide accordingly.

Suma3da wrote:
In mentioning Aasimar you might want to include the feats from the ARG to get wings. Sure it takes 2 feats from an already feat starved archers, but being able to fly at will is a big boost for an archer.

I'm hesitant to include that pair of feats because Angelic Blood requires more constitution than my point buys recommend and you really need all the feats you can get for improving your archery.


1 person marked this as FAQ candidate.

I'm currently building a tiefling fighter/duelist. However, according to page 153 of the CRB, armor costs more for non-humanoid creatures. Since tieflings are outsiders rather than humanoids, does that mean I have to double the base price for any armor I buy for a tiefling character?


My interest in the investigator class has now increased tenfold. So much flavor! Quinn's description actually sort of reminds me of the protagonists from the Assassin's Creed series, which I'm a fan of.


Mathwei ap Niall wrote:

Oh was hoping to enjoy the Swashbuckler class.

Another class to auto-ban the instant the book comes out.
Anything Gunslinger related just gets tossed on the discard pile automatically these days. Just a terrible base for anything.

The class isn't proficient with firearms, if that's what you're worried about.


I'd like to submit a guide I recently finished:

Deadeye's Servant: A Guide to the Archery Paladin

The discussion thread is over here. The guide uses material from the core rules, APG, ARG, and UC.


Click here to go straight to the guide

Greetings. For the past few months I've been working on a guide for playing a paladin as an archer. It's not the most popular build out there, but it is one that's viable and fun to play. I've always liked the class guides that get posted here, so I thought I'd write my own. Feedback is appreciated.


Pardon my ignorance, but don't most dervish magus builds want 13 strength to qualify for Power Attack? That gives you 50 pounds before getting into medium load territory, which seems fine by me.


I still wouldn't hold my breath for non-core races as iconics. They've never done it before and I see no reason for them to start now.

On another note, I couldn't help but notice that the rules text for the new classes gives away the genders for the iconics. I'm on mobile right now so I don't have the document in front of me, but I know they're splitting it right down the middle (5 male, 5 female).


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Sir Frog wrote:


b) Allow the use of a buckler or dagger in the off-hand. This will allow a Swashbuckler utilize two weapon fighting or improve their already weaker AC. If you need to restrict the Precise Strike to the main hand, that's ok.

This. I don't see why swashbucklers would get buckler proficiency if using it denies them such a crucial source of damage.


Malag wrote:

It's sometimes cool to be weaker on something or to actually have a weak spot. The best way however would be to grab weapons and enchant them or simply use corresponding weapon when needed for DR.

If I noticed right, Agile weapon enhancement can only be placed on melee weapons. Not sure you can place it on Amulet of Mighty Fists. Altho Agile enhancement is very good, I would go for flaming enhancement for example. Adding additional dice to your small attacks. Energy damage has better chance of bypassing other forms of protection, altho not so much at higher levels.

There is numerous other magical items that might help you out, you just have to search them.

Oils of Magic Fang are also good to have in early levels as are regular potions of Cat's Grace.

Your trip chance is also fairly low. If you wish to focus on trip, Weapon Focus (unarmed) would also raise it by +1 with unarmed trip attacks. There is feat also Agile Maneuvers that grabs your Dex instead of Str for combat maneuvers.

Hope this helps a bit

Malag

As far as the Agile AoMF goes, the description for the Agile ability says it can be put on melee weapons usable with Weapon Finesse. Well, unarmed strikes can be used with Weapon Finesse, and the description for the AoMF says any weapon ability that works with unarmed strikes can be put on the amulet, so it works out.

Also, according to this FAQ, if you're using a weapon (in my case a kama) to do the maneuver and you have Weapon Finesse, you can use your DEX mod. That would put my trip CMB around +13 or so.


calagnar wrote:

Only AC22 at level 6 is low. You will need to find a way of improving it to the high 20 to low 30. Or you defense build will be for nothing. You can down a potion of mage armor for 4 points that still only gets you to 26. You will need a ring of protection +1 and amulet of natural armor +1 to make AC 28. Even then that's a bit on the low side for a defense base character. My level 7 Cleric/Monk has a buffed AC31. That is ok still not maxed out. There are a few things I need to get yet. I will be looking at the low 40 by the time I hit level 10.

Your saves are good overall tracking to be much higher. Adding a cloak of resistance will help this along. Giving you a good sold base there.

If I'm fighting defensively with crane style and use my barkskin ki power, my AC goes up to 28 just from that. Add mage armor and it gets to 30. A ring of protection would get it even higher. More importantly, how is my offense doing? Is 1d8+5 good enough?


I enjoy throwing builds together in Hero Lab just to see what they look like. Lately I've been trying to prove to myself that a Weapon Finesse-based monk can be viable. My reasoning is that it makes you less MAD since Strength can be left at 10 and improves your defenses. However, I'm concerned that I may have focused too much on defense at the expense of offense. Below is what the build looks like at sixth level.

Unnamed DEX-based monk:
Unnamed Hero
Tengu Monk (Qinggong Monk) 6
LN Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 22, touch 20, flat-footed 16 (+2 armor, +5 Dex, +1 dodge, +4 untyped)
hp 51 (6d8+18)
Fort +7, Ref +10, Will +8; +2 vs. enchantment spells and effects
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +9 (1d3+7) and
. . masterwork cold iron kama +10 (1d6) and
. . unarmed strike +9 (1d8+5)
Special Attacks flurry of blows, ki strike, magic, stunning fist (6/day, DC 16)
Spell-Like Abilities
. . —barkskin (self only, 1 ki)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 12, Wis 16, Cha 7
Base Atk +4; CMB +6 (+8 trip); CMD 24 (26 vs. trip)
Feats Combat Reflexes, Crane Style, Crane Wing, Dodge, Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Traits bullied, vagabond child (urban)
Skills Acrobatics +14 (+22 jump), Climb +4, Disable Device +15, Escape Artist +9, Knowledge (history) +5, Knowledge (religion) +5, Linguistics +7, Perception +14, Sense Motive +12, Stealth +7; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Ignan, Tengu, Terran, Thassilonian, Tien, Vudrani
SQ ac bonus, fast movement, ki defense, ki pool, maneuver training, purity of body, stunning fist (stun), unarmed strike
Other Gear Masterwork Cold Iron Kama, Agile Amulet of mighty fists, Belt of incredible dexterity +2, Bracers of armor +2, Thieves' tools, 3666 GP
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bullied +1 to hit with unarmed AoEs.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Immunity to Disease You are immune to diseases.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack Costs 1 ki point to activate.

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bon
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Stunning Fist (6/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Explanations:


  • Tengu was chosen because you get bonuses in your two most important stats (namely Dexterity and Wisdom). Also, I already have a bunch of humans in PFS and wanted to try the other races.
  • The kama serves as the primary weapon for the first few levels, since it helps get through DR and provides a bonus on attack rolls. Once you can afford an Agile AoMF, unarmed strikes will start to take precedence. After picking up Improved Trip at 6th level, however, the kama can be used for trip maneuvers (adding DEX to CMB).
  • Disable Device was picked up as a class skill to have something to do out of combat.
  • Who doesn't love knowing lots of languages? Tengu learn two languages with every rank in Linguistics, so I put some ranks in it. Whether it will still be useful with Charisma as a dump stat is anyone's guess.
  • I don't have any in the statblock here, but 50 gold gets you a potion of magic fang (+1 enhancement bonus on attack and damage rolls with unarmed strikes for one minute) if a temporary bonus is desired.


blahpers wrote:
Nope, you don't have the greater bane ability yet, so the clause saying "your bane and greater bane abilities" can't affect greater bane.

Sorry for the late reply, but I wanted to present the counterpoint I've been hearing. People have said that greater bane modifies the existing bane ability starting at twelfth level, rather than being its own ability. Thus, so the argument goes, since the baldric adds five levels to your level for bane, a seventh level inquisitor would be treated as twelfth and get greater bane.


I'm pretty close to hitting seventh level on my inquisitor, so a friend and I were discussing what gear I should buy. I was thinking about bringing up my pathetic AC (19 before buffs or shield), but he's suggesting I save up for a Bane Baldric, since it would (supposedly) give me Greater Bane early. I know James Jacobs explicitly said it doesn't work that way, but a lot of people on the forums seem to disagree. I'd like to know for sure how that item works before I spend 10,000 gold on it.


Adamantine Dragon wrote:
Was the NPC willing or unwilling?

I would say she was willing, but in case it matters, she didn't know it was going to happen. The PC who got to go first just grabbed her and took off.


I'm not sure how to handle something a player wanted to do in my PFS game yesterday. Without spoiling too much, a fight broke out in a cramped room, so one player grabbed an NPC's hand and ran out the door with her. I wasn't sure if he could do all of that in one turn, but I let it slide because it didn't seem like a big deal. How would that have worked? I'm guessing it would be a standard action to grab her hand and a move action to leave with her.

2/5

Hero Lab. It makes the creation process so much faster that I don't think I could ever go back to doing characters by hand (at least for PFS). I often find myself using it to quickly sketch out build ideas, just to see what they look like.

2/5

Drogon wrote:
You want rules lawyer? Here's the rule that got me fired up: If you show up an hour late you don't get to play. Why the hell was this guy sat in the first place?

I wasn't too keen on this either. Apparently he's a single father and couldn't get to the store on time, plus I can't find anything in the rules about late arrivals. I've seen other GMs let people jump in like this before, but if it were up to me I probably would have turned him away unless he cleared it with a coordinator.

2/5

Lordzum wrote:
You were most definitely in the right, but what are you still so riled up about? The player switched to a pregen and the game concluded, that would have been a good time to calm down.

I guess there's really no reason for me to still be riled up about it. I worry too much about what other people think of me and don't want to get a reputation of being a jerk.

Edit: In case it wasn't clear, I'm asking if I should calm down about things that are against the rules and just go with it. The fact that the guy wanted to play out of tier stopped irritating me as soon as we got him a pregen and continued the game.

2/5

Andrew Christian wrote:

You may not play out of tier.

This is not a rule that can be bent.

You were right to object.

The Spirit of this rule is the same as the Letter. You can't do it.

I see that, but is it any of my business (especially when I'm not the GM) whether someone is playing out of tier? That was another point of discussion as I was the only one at the table who objected to letting the monk play and the GM was prepared to let it slide.

2/5

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Two nights ago I played My Enemy's Enemy. Around an hour after we started (but before the first combat), a sixth player who had apparently reserved a spot at the table showed up and joined us as a second-level monk. As you may know, the tier for this scenario is 3-7. Even though it had no impact on me personally, I objected to letting him play because his character's level was too low. This led to a heated argument between myself and another player at the table about whether it was actually against the rules (and if so, whether the GM can override it). Eventually the player in question agreed to run a fourth-level pregen and the game resumed.

While there didn't seem to be any hard feelings after the fact, the aforementioned other player told me that he felt I was focusing too much on the letter of the law while ignoring the spirit. If this were a home game I wouldn't be as opposed to bending the rules (since the ultimate goal is to make sure everyone has fun), but in an organized setting like PFS I can't help but feel that the rules are there for a reason and should be followed to the letter. Am I in the right here, or do I need to calm down?


I've been rolling an inquisitor of Cayden Cailean in PFS. He's not terribly bright or charismatic, but he has a strong sense of justice and hates any form of discrimination or bigotry.

Also, he's a brewer on the side and carries his tankard everywhere.

2/5

Pirate Rob wrote:

First of all, thanks for stepping up and GMing.

I don't see anything terribly wrong with how you did things. From the bare bones of your story I probably would have warned the fighter as well, since the guide says you need to warn players who are about to take evil actions that could adversely effect their alignment.

As for the second I'm less likely to have warned there although it depends on the situation and who the players are/how much experience they have etc. Some players need/want more guidance than others.

All that said it sounds like you handled a difficult situation in a way that was within the rules and made everybody happy.

So good job and thanks for GMing.

I don't know if I made this clear before, but I didn't just warn them; I flat-out refused to let them take the actions I felt were out of line. I told them it was a bad idea since they were taking him in peacefully, they continued to press the issue, and I forced them to take a different action rather than let them face the consequences. That is why I feel uneasy about my behavior.

2/5

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Last night I ran Assault on the Kingdom of the Impossible. It went fairly well, but the last encounter gave me some trouble. For those who aren't familiar with the scenario, the players have the option of convincing the boss (a druid) to turn himself in to the Society rather than fighting. Though they succeeded in winning him over, the fighter in the group (whose alignment was NG as I recall) insisted on killing the boss's animal companion anyway. I thought this was pointless and potentially evil since the boss had already surrendered, so I talked him out of it.

Another problem arose when the lone Qadira faction member had to work out a deal with the boss. The notes for this faction mission say that the player must give a good roleplaying reason for the boss to comply, but the player simply threatened to kill him. I again objected for similar reasons. He relented and went for a more diplomatic approach.

I'm still a fairly new GM, so I want to ask if I handled the situation appropriately. Was I railroading too much by not letting the players do as they please? Should I have just started the fight and made the party face the consequences? If I had let the fighter kill the animal companion, would that warrant an alignment infraction? The players all seemed happy when I ended the scenario and handed out chronicle sheets, but I don't feel too good about my actions as a GM.

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