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born_of_fire wrote:
Someone should tell OP before he does too much planning that picking an archetype for a class progresses the archetype for that class at all levels. There is no cherry-picking levels to get the class abilities you want from the base class and an archetyped version of that same class. If you play a spell warrior skald, you do not get spell kenning.

Yea, I did realize that. I found a discussion about it on Paizo, and since I am new, assumed it was a legitimate move to make... do the rules say anywhere you can't dip into an archetype? I suppose it would put even more wrenches in places they don't fit.

https://paizo.com/threads/rzs2sfn2?Skald-Spell-Warrior-and-Improved-Counter spell


After much thought and discussion with my group, I think I have settled on a Skald, but need a race now. I'll take my first level in the archetype Spell Warrior and pick up Weapon Song, then play the rest of the game as a vanilla skald, for Spell Kenning at 5.

Which would be some of the better non-core race choices for a melee based Skald?

My GM has graciously allowed Bard favored class bonuses to transfer over, since skald only has the core races. I'd like something a little more flavorful than the usual, but could be convinced otherwise... I'm thinking Suli might be an ok option since it's a +2STR +2CHA -2INT, which shouldn't affect any spells I would want to cast from Spell Kenning later. Plus then I would get energy resistances, always nice! I wouldn't get a favored class bonus, but I think that's a fair trade off, considering what all I get for it.


OK! I think I like the idea of a bard who is mostly supportive of her teammates, but has a few debuffing tricks up her sleeve that are simple but effective... And the charisma casting means I essentially get my "face of the party" goals for "free."

I've never built a bard before though... or a pathfinder character.

Are there some archetypes that I should avoid because they probably do more harm than good? Which ones are the best, in your opinions? Which races are good? Which to avoid?


Hi all,

Previously I played DnD a few times here and there, but am realizing Pathfinder is a bit of a different animal, and I'm struggling with character creation due to my limited understanding of the mechanics of the game and ALL THE CHOICES/COMBOS. I'm confident I can make up a backstory for just about any build... I just need help with physical character creation. :(

So, I humbly beg you, oh all knowing and kind internet goers... can you help me make a "buffing" character who is functional, starting from level 1 though, I donno, at least 8?

My GM is having us use https://www.d20pfsrd.com/ as a reference, and is not at all opposed to the 3rd party content. Though it is set in the classic medieval times, so no modern weaponry.

With a strategy of disabling/killing the enemy dealing the damage rather than trying to out heal its damage, my goals for the character are:

•buffing the melee/tank players
•disabling the enemy
•being the face of the party because "soft skills such as perception, diplomacy, linguistics, profession, crafting, knowledge, etc" will be important" for the game
•at least one healing/stabilizing spell/option

I don't know if that's asking too much for one character in this game?

Any thoughts, combos, ideas are welcome. I've been staring at options for too long and am just overwhelmed at this point haha. So if you have a build you love or think would be a fun idea, I'm all ears!!

Thank you in advance.


Hah. Well, maybe I scrap the Rogue idea, since it is clearly very different from the rogues I am used to playing, and might cause me more confusion and harm than good in the heat of a battle...

Thank you so much everyone for all the advice.


Hi all,

I have played DnD a for awhile now, but just starting a pathfinder 1e campaign with some friends. I haven't played pathfinder and am a bit confused on some of the mechanics that seem same-same... but different.

First off:

How does flanking work for sneak attack in 1e? Can I still use sneak attack if one of my allies are next to the foe like in 5e? Or do I, myself, now have to be flanking the foe? How does this tie into feints and trips? I'm having a hard time grasping rogues and their sneak attack in this version.

For my character:

I'm thinking a Catfolk Rogue of some sort, starting from level 1. I don't have stats yet, flushing that out later with my GM, but am trying to make the basic outline of the character now, and the rough path it will take until level 8 or so.

The goal character is:

-generally rogue-y for sneaking, picking locks, potentially pick pocketing

-she can be the face of the party for getting cheaper prices of gear/better appraisals

-attacks with a "get in, get out" attitude, in that I hit hard with my claws and GTFO so I don't take much damage with my soft little body

-decent enough at ranged attacks (probably with short bow)

So far for a skeleton I have:

•Catfolk Rogue, (possibly Scout or Ninja, unsure which, like aspects of both and could be convinced either way)

•Racial Traits: Cat's Luck, Natural Hunter, Sprinter, taking Scent over Low Light Vision

•Racial Feat: Catfolk Exemplar -> Cats Claws (eventually leading to Nimble Strike and Claw Pounce)

•Possible Catfolk specific Rogue Talents, so far in no particular order:

-Catfolk rogue talent: Vicious Claws
-Bleeding attack
-Befuddling strike
-Fast stealth
-Sniper's Eye
-Unbalancing Trick
-Underhanded Trick
-Either Minor Magic, Major Magic, Artistic Talent, or Ninja Trick (though which?)
-Trick Shot
-Wall mastery

Thoughts? Opinions? Prayers?

In general, I am somewhat confused about character building in pathfinder vs DnD due to similarities tricking me into a false sense of familiarity. I'm also a pretty new player, by many standards and generally lack the aptitude to develop and utilize a well rounded character. But I'm trying! haha

Thank you so much in advance.

Reference sites I used: https://www.d20pfsrd.com/races/other-races/featured-races/arg-catfolk/, with "Catfolk Rogue Talents" and rogue talents found at the bottom of that page.