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Quixote wrote:

That's an interesting idea. Take away from their "protagonist", hm? I'd be interested to hear more on that.

Well just as you later commented, he doesn't want my turn to drag out to long and that my animal companion becomes like a second playabel character.

So spell wise I think it looks ok?
Feat wise, I dont know, I like the once you mentioned.

Quixote wrote:

Forgot this was a one-shot. For your familiar, maybe...armor proficiency, weapon finesse and power attack? That way, you've got...what, +8/+8 (1d4+4) +3 (1d6+2) +3/+3 (1d4+2)?

Does weapon finesse work with natural attacks/weapons?

Also, if I'm not mistaken, he has only one bite attack +5 (1d6 +2) and two claw attacks +6 (1d4+2).

Also what gear should I be looking to get for my Druid and Animal Companion?


Quixote, thanks for your reply.

I thought precise shot would help with flinging Produce Flame and Snowball.
But I don't really know if that is useful or wise and I am willing to change them if they aren't good, same with the animal companion feats.

I picked agile maneuvers because it has 18 DEX and 15 STR.

I was going to put the ability score on Int, to rise it up to 3, but the GM was against it claiming that it would take away from the other players "protagonism" so to speak.

But everything s open to be improved!

I have been told, that the one shot will only consist of 2 in game days.


Scratch the 2 day deadline, it has been moved to next weekend.


Hi again, thanks to covid-19 my group will play a one-shot through zoom, letting another player DM.

The party has 1 rogue, 1 fighter, either and archanist or a cleric (this player knows what he is doing, the rest and especially me have almost no clue) and my druid.

I wanted to make a mix of crowd control, animal companion (a tiger or lion) and some damage (spells and quarterstaff).

It´s a 20 point buy game, with automatic bonus progression:

Human
STR 12
DEX 14
CON 12
INT 10
WS 20 (selected this at level 4 and for the +2)
CHA 8

Traits:
Focused Mind
Reactionary

Favored class bonus: 1 Skill point x5

Nature Bond: Animal Companion

Feats:
Improved Initiative
Point-Blank Shot
Precise Shot
Natural Spell

Skills: Ranks invested
Climb 1 = 5
Fly 3 = 8
Handle Animal 5 = 7
Heal 2 = 10
Kn. Geography 1 =
Kn. Nature 5 = 10
Perception 5 = 13
Spellcraft 3 = 6
Survival 3 = 13
Swim 1 = 5
UMD 1 = 0

Spells:
Lvl0:
Create Water
Detect Magic
Guidance
Light

Lvl1:
Cure Light Wounds
Entagle
Produce Flame
Shillelagh
Snowball

Lvl2:
Barkskin
Stone Call
Wood Shape

Lvl3:
Magic Fang, Greater
Thorny Entanglement

Animal Companion:
Cat, Big I selected to increase Strength.

Feats:
Agile Maneuvers
Armor Proficiency, Light
Weapon Focus: Natural (Claw)

Tricks:
Attack
Attack (all)
Maneuver (Grapple)
Down

Skills: Ranks invested
Acrobatics 4 = 11
Perception 1 = 6

Lastly, we were given a Handy Haversack with lots of alchemic weapons/goods and 3000-3500 gold to spend on whatever we want. . . What do you recommend?

Since I only have 2 days and I still have to go to work, any and all help will be greatly appreciated!


Well . . . my GM doesn´t think so.
He says Pharasm is about maintaining the natural order of life and death, not about killing.
Hence he wants me to give him a reason, other than ¨Van wants to be a better killing machine with his daggers¨.


So I have been away some time from the forum, since my group wasn't meeting often to play and I wanted to ask if you could give me some help/ideas:
My GM asked me to justify why my PC would choose Pharasm as a religion to follow.
We both know that I want it for the mechanical +2 bonus, but he wants me to sell it to him with a character motivation that would make sense.

So far all I could come up with is as follows:
On one hand, van is looking for any way that would allow him to survive and exact his vengeance and on the other the constant brushes with dead along the adventure have made him realize of his own mortality and given that Pharasm is the one that chooses his souls final destination, he would much rather be on her good side.
Another angel is that our party watched a Pharasm believer being turned into an undead, a party member has been cursed with the same . . . curse and that is the last thing he wants to happen to him.
Lastly I like and think it fits that he becomes a follower not out of devotion or belief, but out of convenience.

Any idea that could help me out, is appreciated!


Thanks a lot for all the input, I have shared it with my other party members.

Dave Justus wrote:
Kill the proposed victim yourself first, thus completely foiling the crime!

That was similar to one of my proposed ideas!

Have one of our party member kill Gafrey and turn him in, specifically our Alchemist, since he has been branded with a magical run that we believe means he will turn into an undead after death or when triggered.
So since he already has a feet in the ground he can be our scapegoat!
He can just keep going as an undead until we bring him back to life . . .

Well, not exactly what you said, but similar.


We are level 4, close to reach level 5.


My party and I have been commanded by the local tycoon to stop the murder of the person that deals with all his dirty works.
This came about because we stayed retraining stuff in his town while he supplied us with trainers, information and the like, instead of going to do the quest he had requested from us.
The "murder victim" is called Gafrey, he received a letter that stated he would die after 3 days, while performing his daily ritual, once the ritual candle went out.
He believes it had to be one of his 3 Lieutenants and we also distrust his Halfling assistant . . . it's always the butler!
They all live in the same inn.

Our party consists of 4 player, one Bloodrager, an Inquisitor, a Alchemist/Granadier and my Unchained Rogue.
Between the 4 of us, we feel like the 3 stooges, since not only cant we find any good ideas how to start resolving the issue . . . we even messed up our best opportunity by cremating one enemy we wanted to interrogate!!!

Long story short, we decided to work for Gafrey with the Lieutenants to see how they acted.
The first night we went together with one Lieutenant and one of her henchman to an exchange outside of town, but the other party demanded my Rogues head (part of the enemies were from the old pirate crew I was together, but they shouldn't have hard feelings for me, since they abandoned me to buy them time to escape once.)

After killing everyone and stabilizing 1 of them, we let the Lieutenant and Henchman go and told them that if they found horses, they should leave some for us.
We looted the corpses (and in my defense it was around 3am and I was dead tired!), my party demanded an explanation so I told them about my back-story and since we didn't wanted them to turn into undead, we burned them all.
On our way back to town, we found horse tracks and realized that the once we let go ahead had taken 2 horses and scared away the rest.
We hurried back to town and as we were getting close I realized . . . we cremated the dude we wanted to interrogate!!!

As a bonus, or Inquisitor is an actor both IRL and in the RP and became well known in town, so his idea is to stage it as if we will uncover the "killer" before he acts in a public staged play in order to smoke him out.
Not sure how likely that is to succeed, but since I had no better idea, I thought about asking here.

Time until our next session: 4 days!
4th of October.

Thanks in advanced for any idea you can come up with!


Thanks for the options, I will look into them, but I don't want to go too far away from my current build.
Because I actually like it, as a character and have fun playing him.


Hi again.

It has been almost a year and my party and I are barely about to reach level 5!

Thing is, a party member is trying to talk me into changing my build idea to include dirty trick and I don't really find it very appealing.

He is an Inquisitor that uses summons and a spear with reach to trip his opponents.

He says my build is selfish, which I can agree on, since my main focus was to increase my odds at hitting and making the attack be a sneak attack most of the times.

This is my build´s progression:
Lvl1: Two weapon fighting + finesse training Daggers
Lvl2: Weapon Focus Daggers
Lvl3: Dodge
Lvl4: Mobility
Lvl5: Canny Tumble + Rogue Edge Acrobatics
Lvl6: Offensive defense
Lvl7: Deific Obiance Pharasm (If GM allows it)
Lvl8: Slow Reactions (not 100% sure)
Lvl9: Improved Two Weapon Fighting
Lvl10: Double Debilitation + Rogue Edge Stealth
Lvl11: Outflank (not 100% sure)
Lvl12: Skill Mastery
Lvl13: Combat Reflexes (maybe I should pick this one up earlier)
Lvl14: Confounding Blades
Lvl15: Feat? + Rogue Edge Perception
Lvl16: Fast Tumble
Lvl17: Feat?
Lvl18: Improved Evasion
Lvl19: Feat?
Lvl20: Hard Minded + Rogue Edge Sense Motive

Any useful input will be appreciated!


We are at a small village/town at the moment so I'm not sure if I will even be able to get what I want, but THANKS for all the input you are giving me!

*) Alignment . . . Neutral, because . . . reasons?
Nah, I just had no idea how alignment worked and still don't entirely get it.
My idea is that he won't do evil without a reason and if it doesn't cost him anything he might even help, but if anything seems like a possible threat to him, he wouldn't hesitate in getting rid of it.
In our last session we clashed with another party and after kill . . . defeating them all, we healed one to interrogate. After that it was obvious that if he survived it would spell trouble for us (cult fanatic and we were ransacking an old temple), my party wasn't sure what to do and wanted to just leave him tied up, so I suggested everyone to leave the room and slit his throat.

*) As far as multicasting, I think he is ok with it, I'm even considering making a 1 level dip into Feral Hunter, because I like it for RP flavor. I talked with my GM to change it so that all the Feral Focus abilities are tied to my PCs draconic lineage.
And I love getting Darkvision and the versatility the other focus options give.

*) Lastly, as far as Outflank goes, I already have a teammate with whom we will share that feat in the future.


Meirril, thanks for your reply!
As far as armor goes, what would you recommed to get next?
I was also considering getting a masterwork hand-crossbow.


Hi again, quick update:

We reached level 3 and this is what Van look like now:

Stats (25 point buy system):
STR: 13-2=11
DEX 17+2=19
CON 14
INT 12
WIS 12
CHA 10+2=12

Racial traits:
•Fearless
•Halfling Luck
•Keen Senses
•Fleet of Foot
•Dimdweller

Traits:
•Blood of Dragons (Lo light vision)
•River Rat

Feats:
•Dodge
•Two Weapon Fighting

Rogue Talent:
•Weapon Training (Daggers)

I also choose Dagger for finesse and DEX to damage.

We will get together again on Sunday, since we will be getting back to town, our DM asked us look and to choose what we would want to buy.
As a team, we decided to buy 2 wands of cure light wounds, 2 Handy Haversacks and I would get to hold on to one of those.
So that would leave me with around 3000GP to spend.
I was thinking to buy a cloak of resistance +1 . . . what more would you suggest to get?
I have a masterwork Studded Leather Armor, 2 Masterwork Daggers, 2 spring-loaded wrist sheaths, Amulet of Natural Armor.

Any help or suggestions are more than appreciated!


Thanks, I already realised that the hard way.
Any other advice?


Hi again, so we just got to level 2 and I was looking through my future options. The ones than appealed the most to me are two weapon fighting and a way to make lots of sneak attacks.
On that last part I read a little about the Canny Tumble and Circling Mongoose combo.

I admit it is a little lazy on my side to ask this, but could anyone give me some pointers/recommendations for the feat/talent build I would have to use to build this?

We can't use any third party published feats/talents.
Once more thanks in advanced!


Any help/ideas on how I could have learned the goblin language in a big city?


My DM asked me to give him a good explanation of why and/or how my character learned to speak goblin . . .
It doesn't really fit in with most of his back-story, he grew up on a merchant caravan until he was 10 years old and then lived amongst pirates until he was 20.
I still have to flesh out the last two years he lived in a big city, where he polished his rogue skill set in order to seek vengeance and I suppose he picked it up here.
But I have no idea how, any advice or ideas how that could have happened?


So the goblin thing wasn't to my DMs liking so I will have to change up my back-story.
So I'm changing the Color Thief trait for the Blood of Dragons one, to get low light vision.

I don't really know much about feats, my first character barely got to level 4 before my last group stopped getting together.

I read online that the circling mongoose was a good idea to use.
Can you suggest good ways to be able to benefit more from sneak attack and make it more likely to happen during combat?
I was also told that I wouldn't be allowed to use the Pharasma Deific Obedience feat (+2 to hit with daggers).

Also what would you suggest as a starting gear/equipment with 140GP?


So, I will probably go with the point to str like you suggested.

I think I will leave both skills for a later level up.

And of all the drawbacks, I was in between Paranoid and Warded against nature.
My thought was that although he is able to fool everyone else, the animals can feel his hidden madness.

Isn't the increase in the crit. confirmation rolls better?
How does the sneak attack work with a critical hit?

And I will need some more time to look through the feats, but TWF or a skill focus could be a good start.

Any other recomendations?


Thanks Dilvias, I will look into all this and get back to you!


Once more, thanks for the quick reply.

Some questions:

1) So with 12 of INT I get an extra language, how does that work?
2) Should I lower my CHA from 11+2=13 to 8+2=10 in order to get my INT up to 14?
3) How useful is the escape artist and disguise skill?
4) Which drawback would you suggest, that isn't to damaging?
5) I only see this as a favored class bonus for Halfling:
Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with “halfling” in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
6) What feat would you suggest to take?

Thanks in advanced!


DrDeth wrote:
Great build. A few ideas: You get 8 skp /lvl, so why a int of 12? And yes, the Childlike feat is not worth it as a feat. Maybe as a trait, if you are doing a heavy city campaign.

Thanks for the quick reply, and Childlike sounded like a good fit for what I had in mind, but not really worth to lose a feat for.

And even with 8+1 skill points, I feel like I want even more.
These are the skills I picked up for level 1:
1. Acrobatics
2. Bluff
3. Disable Device
4. Escape Artist (Not sure how useful this is, might change it for Diplomacy)
5. Knowledge (local)
6. Linguistics (I wanted to learn the goblin language)
7. Perception
8. Stealth
9. Use Magic Device
And these are the once I left out but still wanted:
• Diplomacy
• Disguise (Is this useful)
• Knowledge Dungeoneering
• Sense Motive
• Sleight of hand

Sometime down the line, I might like to have him learn a little about demolition (explosives or the like).


I want to make my second Pathfinder character and my idea was to make a ¨two faced¨ Halfling.

You could skip the rest, it just what I have thought as back story:
As far as back story goes, I was thinking something along the lines that, as he was young his entire family/village was killed by goblins and for some twisted reason he was speared by them.
They kept him as a slave and made him do lots of stuff, gathering herbs, "fish" in the river, scout out dangerous things, being bait to catch other victims by surprise and the like.
All the while they barely feed him anything, so he had to steal the little food he could get his hands on.
As he grew bigger/older he realized the goblins were seeing an end to his usefulness and he would soon be their next meal.
That is when he picked the lock of his cage, killed the sleeping goblin guards and after setting their hideout ablaze he ran off.
When he got to a human settlement, he learned that he could pass by an innocent child and since he didn't felt like he could fit in with this kind of society, instead went back to stealing.

TLDR: He was "adopted" by goblins and treated like shit, which is why he has a borderline obsessive hate for goblinoids.
I want him to be superb at hiding, ambushing (sneak attack) and outstanding at bluffing.
He shows a "kind/gentle" facade, while he schemes to get the best profit out of every situation and he has a psychopathic/sadistic tendencies towards goblinoids.

Stats (25 point buy system):
STR: 12-2=10
DEX 17+2=19
CON 14
INT 12
WIS 12
CHA 11+2 (So I can use the Childlike general feat, not sure if it worth it)

Racial traits:
• Fearless
• Halfling Luck
• Keen Senses
• Fleet of Foot
• I'm not sure if I should pick Dimdweller or Shadow Hunter

As far as traits go, I was thinking of taking Reactionary and River Rat or Adopted: Colorful Thief (Goblin), not sure if there is anything more useful or if I should take a drawback to get all 3 traits.

Lastly my idea is to try and try and excel in stealth/bluff and as for combat, I was considering going the two weapon rout with daggers, maybe add the crit. feats, but I don't know if I will have enough feats available.

Any thought or inputs would be appreciated!


Thanks a lot for all the input!

@J4RH34D

We did see the usefulness of chokepoints at some points in our adventure and will now look to use them more effectively.
I was also considering the caltrops and alchemist fire.
On this last one, could you expand some good ideas of how and when to use it efectively, so we don't waist them (they are a little expensive for our broken selfs)?

We are using the unchained Rogue and Monk.
As far as my own character, although he is underwhelming at the moment, I quiet enjoy roleplaying him.

I'm looking to build him on the two weapon fighter feats, with a focus on short swords (finesse, focus, specialization) and a mix in some critical booster feats (improved, focus).

I'm hoping that at some point I will get my hands on agile weapons to be able to dish out my damage with dex instead of str.

@Matthew Downie

Yes, we are already feeling the lack of magic damage some times.
We started out with a summoner player in our party, but he dropped out from the group after he was turned down by the girl of the group . . . yeah, that happened.

And regrettably, I'm that sucker that ends up stepping on the blasted twig and gives away our position. . .
We started to use the delay option to give the rouge a better chance to sneak attack.
Besides heal potions and alchemist fire, what else would you recommend (holy water)?
@Rackdam

How would you recommend to do that?
Ask around at the towns NPCs?


I know this is a noob question, but what are good tactics or outside the box approaches to combat?

I am playing my first pathfinder campaign and my party has 3 characters.
One rouge, one monk and my fighter.
My fighter is build on DEX instead of than strength and he wields two short swords.

The rogue is just starting to get the hang of using her sneak attacks and the monk usually deals out more damage than my fighter.
Our approach up to now, was to just try and kill everything in sight, without much thought.

It's simply positioning our characters in a way that allows the rogue to have a sneak attack and then to just simply attack (no combat maneuvers what so ever).

I'm aware now that instead of going 1 on 1 with the bad guys, it is more effective to reduce their numbers as fast as possible.

So I wanted to ask you what advices you had as far as preparation before a fight, useful items and strategies of engagement (laying traps, ambushes) or anything you believe could help us out improving as a team.

Thanks in advanced for your time reading this far!


I just found out, that if I manage to enchant a weapon with agile, it would get the dex to damage.
And that would already help me out, a lot!
Since I usually manage to hit, but then roll very low damage.
Any idea how much it would cost to enchant one of my masterwork Short swords?

And although I don't think he would be against small changes, I am slightly apprehensive of doing them.
It might sound dumb, but I think I should "live with the consequences" of my choices and I don't dislike playing him.
Except from when I manage to hit, roll a freaking 1 and only inflict between 1-4 points of damage (depending on if it is with or without piranha strike and with what hand)!

What I am considering is Increasing the base damage, the two weapon fighting feats, weapon focus and if I get the weapons to do dex to damage, would Double Slice mean that I can make my off hand deal full dex damage?


Thanks again for all your input!
But in all honesty, I didn't understood most of it.
I would go more for increasing the base damage and hit ratio success, than for the criticals (that would be an added bonus).
What items would you suggest?
I was thinking to try and get something to add 1 dex point, not sure what item it would be or how much it would cost.

And I'm not especially worried about being grappled, although I have already suffered from it.


Thanks for all your input!
My Character is a Human but, although it might be a hassle, I want him to wield two weapons at the same time.


Hi, I started to play Pathfinder a short time ago and in all honesty I don't know much of anything about the game.
I will try to keep this short.
I'm currently in a party of three, one Rogue, one Monk and my Fighter.
We all just reached level 3 and have just finished a quest, which left me with around 2300 gold pieces to spend on equipment.
Stats:
STR: 12 HP: 30
DEX: 17 AC: 19
CON: 15
INT: 11
WIS: 14
CHA: 10

Skills:
Acrobatics: 3
Appraise: 3
Climb: 5
Escape Artist: 3
Fly: 3
Heal: 2
Intimidate: 4
Knowledge (Dungeoneering): 5
Knowledge (Engineering): 4
Perception: 9
Ride: 3
Sense Motive: 2
Stealth: 4
Survival: 7
Swim: 5

Traits:
Seeker:
You are always on the lookout for reward and danger. You gain a +1 trait bonus on
Perception checks, and Perception is always a class skill for you.
Hard to Kill:
Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may
have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution
check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point
total.

Feats:

Combat Reflexes:
You can make additional attacks of opportunity.
You may make 3 additional attacks of opportunity per round. With this feat, you may
also make attacks of opportunity while flat-footed.

Two-Weapon Fighting
You can fight with a weapon in each of your hands. You can make one extra attack
each round with the secondary weapon.
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty
for your primary hand lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 8.

Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on
attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (Sword (Short))
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Piranha Strike
You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.
Prerequisites: Weapon Finesse, base attack bonus +1.
Benefit: When wielding a light weapon, you can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand
weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty
increases by –1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects
last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat
cannot be used in conjunction with the Power Attack feat.

Special Quality:

Armor Training (Ex)
You are more maneuverable while wearing armor. Whenever you are wearing armor,
you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus
allowed by your armor by +1

Equipment:

Masterwork Sword, Short x 2
Masterwork Longbow
Masterwork Longsword
Breastplate (Mithral)

So with that all said, I was looking to build a character that fought with two swords, while relaying more on evading and attacking with dexterity than strength.
And I was thinking to build his feats to increase his effectiveness at wielding two weapons, increasing his criticals and anything else that helps him kill more while being harder to kill.
While I mostly have poor knowledge and make bad choices how to handle combat, I'm seeing that I deal way less damage than my monk and rouge party members.

I have several questions and anything you think you could tell me to improve will be appreciated, even if it isn't what I'm asking for!

1) What should I look at as equipment for the budget I just got?
2) How can I improve the base damage I deal out? (I'm really envious of the rogues dex to damage! But I know that isn't an option.)
3) What weapon should I focus on, since most of the feats I will have to choose, will be weapon specific. Or should I stick with the short swords?
4) What feats should I look to get?
5) Any advice you can think of to improve is appreciated.

Thanks in advanced!