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I made a 9th level, 3rd tier character for the Wrath of the Righteous campaign a half hour before game. To make it happen I mostly copy/pasted Undone's build from the Warpriest: Fight for Your God guide. It's a great build, but with the mythic frosting added, there seem to be some redundancies - at a minimum some pretty optimal things became less exciting. The GM recognized that I sacrificed a lot of thought on the statistics end of the character in order to join in quickly, so he's graciously allowed me to remake the character statistically, provided I don't completely change the personality or lose any of the powers I've already displayed. Since it was a short session that was mostly role play with a few punches thrown, I'm good to change just about anything. With a 25 point buy I looked like this: Aasimar Sacred Fist 8 (Shelyn) / Master of Many Styles 1 Str 18 (+ 2 From Mythic Tier, +2 from leveling)
Domains: Luck, Good (Good seems redundant with Holy amulet, but like I said, made it quick) Feats: Pummeling Style, Improved Unarmed Strike, (1), Pummeling Charge, Stunning Fist (MoMS1), Power Attack (3rd), Divine Protection (5th), Dragon Style (7th) Dragon ferocity (Bonus), Combat Style Master (9th). Mythic Champion Powers: Ever Ready, Impossible Speed, Fleet Warrior Mythic Feats: Improved Unarmed Strike, Power Attack Cloak of Resistance +2
(Picked up in game - Can't change)
Pummeling charge seems unnecessary with Fleet Warrior, as I can now move 60 feet (thanks to Impossible Speed) and still get in a full attack without the need to charge. Since the holy property overcomes about 80% of the damage reduction in WoTR, pummeling strike itself is a little less sexy than normal (though it is still nice for the crit portion) That makes me question whether Master of Many Styles and the pummeling feats are even worth giving up a spell level and the eventual warpriest capstone. Thanks for taking the time to look this over and comment: What's your advice? TLDR: How would you alter the build presented for Sacred Fist in the Warpriest guide to give it maximum punch (pun intended) alongside mythic rules (Tier 3)? EDIT: All Paizo Pathfinder sources are fair game, no 3.5, no 3rd party.
So I'm sitting in the players chair and I'm playing a halfling Filcher archetyped rogue and having an absolute blast in RP with him. In combat, I suck. Hard. This is new for me, as I usually optimize pretty well but I went heavily for theme with this guy and it's cost me. I'm looking for a little advice to help me accomplish what I want (better than I have laid out?) and being more effective in combat. Getting my party members to flank is like pulling teeth and I'm largely responsible for dancing around them. The idea is to build a rogue who can more or less fleece the living crap out of opponents in combat. Disarming them, taking the weapon, and stripping as many items off them as possible. Here is my current projected build (currently 4th level) Stats were 4d6 subtract lowest (reroll ones), so it's hard not to have a good set.
Current:
Projected:
I'm CN so taking monk levels outside of martial artist isn't a possibility for me (so no maneuver master) and I'm not keen on multi-classing even though I know it makes me even more sub-optimal just because I'd really like to get into some of those advanced rogue talents (especially weapon snatcher and crippling strike) ASAP. Campaign only goes to level 12.
I know that rogues are a hot topic on the board and I'm not trolling to start that conversation again so much as I want advice on this particular change. I was thinking of adding the paragraph below to my list of house rules after making a rogue for a friend's campaign and wanting to put my head through the wall because I couldn't really do anything I'd set out to do until 8th level. Before I added this to my list of home rules, what do you guys think? Reasonable? Or is there something I'm missing that may come back to bite me later? If there is a way to break this, my players will find it, and I trust you will too. Right now I'm of the opinion that this is something that should have been done when they introduced these. Rogues use their level in place of base attack when determining total CMB and CMD for the steal and dirty tricks combat maneuvers and for eligibility to feats related directly to those maneuvers. (Improved Dirty Trick, Improve Steal, Greater Dirty Trick, Greater Steal, Quick Dirty Trick, Quick Steal). Multi-class rogues use whichever number (Rogue lvl or BA) is higher. |
