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So I have a druid I've been running in PFS for a while now (lv 6 as of this posting) who's currently an elf. The thing is I'm wanting to race-swap her to sylph, as I feel that would help a few concept issues I've been having with her, as well as basically be more fun for me (Sylph was not available when I made this character a few years ago)

What are the ways to facilitate this change? I unfortunately don't really have any access to rare boons or anything like that to trade, as I don't have access to any cons that actually host PFS. (Only con I have nearby doesn't do it, that I know of.)

I'm willing to work something out if boons are the only way to do this, otherwise any information would be appreciated.


1) The available templates are:

Avian, Bramble, Cave, Clockwork, Crystal, Drowblood, Dunesage, Dust, Element-Infused, Force, Inveigler, Metal-Clad (Tin, Copper, Brass, Lead, Gold), Mist, Muck, Plantblood, Poisonous, Prismatic, Saurian, Scalding, Smoke, Time Seer, Unholy

Unholy was the only one that really seemed to suit this character, and didn't really have any physical change associated with it. There are some others I considered (Mist, for instance) but Strix have a natural flyspeed anyway. (Though Cloudsight would be hilarious for a mage or archer)

I'd PREFER to keep my base type as Humanoid so I can become a vampire. I don't think elementals (Mist) can go vampire

2) Sad that I can't have conductive arrows. I can still likely run a switch-hitter Antipaladin, though. Focus on a bow but carry a conductive weapon for when i'm forced into melee. Would taking a four level dip in Fighter hurt my performance as an Antipaladin terribly? Three levels was my original plan for three feats and Armor Training, but four gives me Weapon Specialization and allows access to Point Blank Master.

My plan was to take the first level of Fighter at Third, right after getting Cha-to-Saves, so I can nab Precise/Rapid or Precise/Hover or something. Second fighter level at 6 for Snap Shot and something else (that I forgot exactly) and third level around 11th so I can get Improved Precise and something else. I'll likely nab Power Attack and Flyby attack at some point too, in case I need to smash things, as I won't be able to fire in melee without four levels in FIghter.

Alternately I can go Ranger, which means I have to give up my Unholy template, but get favoured enemy to stack on top of Hatred, and early-access archery feats.

The other option was Wizard or Witch. Looking at either pure Wiz (Evocation/Admixture with Dazing Fireballs) and an Imp familliar, or Wizard/Diabolist with the same setup plus more demons and dual-wielding imps.

Witch would be a heavy debuff build my GM used before and had a blast with, still imp familliar (because it's fitting and come on, wand monkey) and maybe Diabolist anyway, but that would hurt my hex progression.

So, ah, yeah.

TLDR:

Archer Antipaladin sounds fun but I wonder if some fighter levels would hurt or help my build. (Or maybe go Warpriest?)

Alternately, Ranger, though what template?

Witch or Wizard, Diabolist or not? (Other casters are evil cleric and mesmerist, as a reminder)

If witch/wizard, stay unholy or go another template like Imveigler or somesuch?

And, ah, sorry for so many questions and such. I'm not TRYING to minmax, but I'm also horridly indecisive.


None of those templates are allowed, sadly. Though Inam still considering an Antipaladin I have recently been playing with the idea of a Witch/Wizard to Diabolist. Add a proper arcane caster to the mix since the mesmerist is likely a save-or-suck charm master. (Kitsune with the Inveigler template)

On that note, how well would Inveigler work for Diabolist? Or would it only help with stats?

Basically now I'm considering caster or archer.

...does Conductive work for bows?


My problem so far I see with archers is mainly: unless I am a ranger I need to wait forever to get Improved Precise Shot.

I also would prefer to at least be closer to melee to make use of my auras and such.

My original plan was to use a halberd for reach and do flyby attacks or hovering full attacks with reach. Vital strike for the flybys.

I briefly considered a crossbow build but realized that would 't be terribly effective.


So my GM is running a Way of the Wicked game soon. We're allowed to use one +1 template from the Advanced Beastiary (within reason). I settled on a Strix Antipaladin using the Unholy template.

Anyway, I've been debating builds to go with this, the main idea has been a flyby/vital strike polearm build, but I wonder if I'm going to have enough feats to support that. I've been considering taking a three level dip in fighter to help.

The rest of the party is: Brawler, Barbarian, Mesmerist and Cleric

Basically I'm not trying to minmax, hence the odd race choice, but I want to be able to be effective at what i do. I'm okay with Ranger or Fighter as well, thiough I cannot use the Unholy template that way


calagnar wrote:

Kitsune

Bard dex base
Focus on buffing, and two weapon fighting. Start with weapon finesses, the at 3 pick up lingering performance. Just make sure you have a bow if you need it. Also if you take the trait vagabond child. You get disable device as a class skill. Then all you need is the level 2 bard spell Aram Zey's Focus. Now you can handle traps like a pro. With out giving up your inspire courage.

I have played this build to level 8, and 12.
Pros:
Very flexible in what role they play.
Large skill pool.
Work well as a back up healer.
Fills the role of a secondary fighter.
Con:
Requires one round to become effective in combat.
Low over all AC for a front line character.

Okay, that looks like it may work quite well. Assuming I start working towards TWF at 5th?

This is of course provided my GM lets me use the spell.

The other option that recently came to me was Magus (Bladebound/Kensai) likely with me convincing the Alchemist to help with traps. May not be full BaB, but can very well go nova and obliterate things easily. Squishy, sure, but I can pick up Slashing Grace/Dervish Dance by 3rd and have Dex to damage combined with everything else. (And yeah the stats don't FULLY align but the image is nice)

It's worth noting that one of our two traits MUST be one of the Campaign-specific ones, so I effectively only have one trait.


So my group is gonna be starting up the aforementioned AP soon, and I'm struggling a bit with what to run...

So far the party, as I know it, is:

Human Fighter (Two weapon, but still built tanky due to feat choices)
Elf/Aasimar (one of the two) Arcanist (Using the Wizard school archetype, I think)
Aasimar Oracle (Life, I think)
Something Else That Is Likely An Alchemist (Guessing Bomber build)

Which leaves me to fill in the hole. Honestly this happens a lot since I can be notoriously indecisive sometimes, but I digress.

Anyway:

I'd been considering a Rogue-esque, either Unchained Rogue or Ninja, something to flank with the Fighter at times, since our Oracle isn't going to be in melee much. (character and player reasons.)

Another option was to go Arcane Trickster again, I played one in the last AP we finished and loved the hell out of it, though there were some definite downtimes.

Alternately maybe running a Witch, just to stack casters, but that would leave our Fighter as the only melee we have.

I'm open to class suggestions, (and what would work best with the listed party), but I'm 99% set on playing a Kitsune race-wise (I don't care about 'optimal' races, if I did I'd be running human or whatever.) with the other 1% being 'NG Changeling Witch' because the dichotomy there amuses me.

So, ah, basically: 'what sort of class/build seems to fit with what we have here? I'd prefer to avoid a heavy-armor melee if I can, it's really not my style.


So, here's the story: I'm making a Catfolk Rogue for a lv 7 campaign my friend is running. Going Natural Weapon style because I'm unoriginal like that sometimes.

After failures with making Monk/Rogue work (not enough AC for my liking, too MAD with Catfolk Wis penalty), I decided to change around to Unarmed Fighter instead.

So I'm Fighter (Unarmed) 1 and Rogue (Scout) 6.

The build is heavily dex-based, because Catfolk and Rogue. Because I'll be charging a lot (Nimble Striker, Scout's Charge, and eventually Claw Pounce) I figured I'd look into Dragon Style. (Hence the one level of Unarmed Fighter)

My question is thus: Dragon Style has three effects: The +2 to saves vs Sleep, Paralyze and Stun, the ability to charge through allies and difficult terrain, and the +1.5 strength on the first unarmed attack made in a round.

The last one doesn't matter. I'm not strength-based, and I've seen the FAQ regarding how Dex-to-damage works, so I know that I won't get 1.5 Dex.

The other two functions, however, do not specify any form of weapon at all.

The question therefore is: Do I need Feral Combat Training: Claw to utilize Dragon Style's ability to charge through allies and difficult terrain, or is Feral Combat Training only needed to apply the 1.5 StrMod to the first attack I make in a round?