I'm going to be using Hallow on a building to be able to place a Death Ward effect.
Links
Rogar Valertis wrote:
Looks like a lot of fun! Another boon this site has given me, I had no idea about this Myth-Weavers editable character sheet! The wonders of technology xD Two things, I may take out Iron Will for Spring Attack and Hammer the Gap for Circling Mongoose, just because that would be awesome. Improved initiative ---> Canny Tumble maybe, but I like having a huge initiative modifier. Thank you guys both so much for the builds, it's given me a LOT to think about and to work with :) As for who won, I'd say Jack wins but that's because if the two fought Jack has 8 levels on him xD I will have to put Secret Wizard's build through the math machine known as my brain when I build that one, but other than that I like both of them very much. For Jack McStabby do you think taking one more level of rogue would allow for the Grand Mutagen (is it just the pre-req of total character level that's missing? I don't get why I need to hold a level to get it since I'm not too familiar with it)
I made an Unchained Rogue Knife Master Scout with 5 levels of Stalker Vigilante for the startling appearance and at 4th Up-Close and Personal. It was also an acrobatic based build getting as many attacks as it could.... I think I have a preference towards roguelike acrobatic characters. Thanks for all the help by the way, I'm still interested in the build Rogar was going to present :D
Secret Wizard wrote:
I've never seen the Archives of Nethys before! How do you feel about the Step Up and Following Step feats? I'll start working on getting these builds fully built out and calculated, might even just make each of the builds, pick the one that synergizes with my playstyle the best and then have the rest be a random encounter to present a challenge to the party. Could you imagine fighting all of these build variations of T-W-F brigands of death?
Secret Wizard wrote: Thanks for being a sport, Motteke! No problem~! I admit I like your builds, and it will work EVEN better with our campaign because we roll 4d6, reroll 1s and keep the highest 3. We make 4 sets of 6 stats like this and this tends to give us higher than average stats. However we've also had a poor bastard roll nothing higher than 10 on EVERY STAT on EVERY SET. We were laughing so hard that night. I think the biggest factor for the reason of 3 Rogue levels is just for the extra Sneak Attack, DEX to hit and DEX to dmg all in 3 levels. I love all the other Fighter Archetypes, but I absolutely am in love with the 11th level bonus for Mobile Fighter w/ the combination of a move action and Full-Attack action. With the current advice here I'm thinking of making multiple builds, mutagen fighter, full rogue, base fighter, what are your thoughts on the TWF fighter?
Holy hell, my second advice thread and we have a BUILD OFF! Why did I never come to this site sooner? I do like your fighter build Secret Wizard, and it's well thought out! With my build, and 20 point buy at level 12 STR 12, DEX 20, CON 12, INT 13, WIS 10, CHA 7 Traits: Dirty Fighter, Ice Walker 1) Unchained Rogue BAB 0 Fort 0 Ref 2 Will 0
2) Unchained Rogue BAB 1 Fort 0 Ref 3 Will 0
3) Unchained Rogue BAB 2 Fort 1 Ref 3 Will 1
4) Mobile Fighter BAB 3 Fort 3 Ref 3 Will 1
5) Mobile Fighter BAB 4 Fort 4 Ref 3 Will 1
6) Mobile Fighter BAB 5 Fort 4 Ref 4 Will 2
8) Mobile Fighter BAB 7/2 Fort 5 Ref 4 Will 3
10) Mobile Fighter BAB 9/4 Fort 6 Ref 5 Will 3
12) Mobile Fighter BAB 11/6/1 Fort 7 Ref 6 Will 4
So at 12
AC: +6(bracers) +8(DEX) +1(Dodge) Items: Starting gold of 108,000g
Saves
To Hit:
Damage:
Rogar Valertis wrote:
Not bad, I never considered the Mutation Fighter, I might go 4 UCR(Swash) and 16 Mutation Warrior so I can get debilitating strike as well like previously mentioned
Scavenger1977 wrote:
Hot damn, no wonder you're having a hard time. I personally haven't ever proceeded past 7-8th level. I do love the Witch betrayal style, because that's part of the reason why I haven't made it past 7-8th yet. My main character in our at home campaign is a Witch with a curse that forces an alignment shift to a random alignment everytime I regain consciousness whether from near death, sleep etc I tended to land on the Chaotic Evil side of things a lot (we rolled a D10 and 1-9 on the spectrum starting at 1=LG, through 9=CE, 10 was DM's choice) I end up stalling the party a lot, but they don't know about the condition, and they also don't know I'm the one stalling them. Whenever we tell them to roll twice they assume it's for Fortune and when the DM says, damn you still didn't make it they just think the enemy is tough as hell.
Secret Wizard wrote:
DEX based TWF build, DEX to damage with both weapons, and an Extra 2d8 with every flanking hit? I know it's not a full rogue setup, but the rogue couldn't really cut it at least for all the feats I saw and wanted. I could try a Rogue Circling Mongoose specific build. Also, the Fighter alone gets me Full-Attack + Move and taking 10 on acrobatics checks, which means I can also take 10 on the feints (as I can perform a feint with an acrobatics check) even when threatened. However I wouldn't get any Dexterity to damage, so I'd have to split focusing with a STR/DEX build.
GM Rednal wrote: Unless I can find something closer, I'd probably price it around one of those amulets Amulet that grants a Rage Power This is only 8,000gp and it grants a Rage Power (under the condition you were a barbarian) and adds minor bonuses to saves and an immunity while raging. Using this example I'd say granting an unrestricted Bloodline Power would be equal to just under this considering it is also just a level 1 Bloodline Power.
Scavenger1977 wrote: Thoughts, suggestions? I'm going to assume you need help debuffing an over-powered party you're running? Or just something to make it interesting. Introduce a friendly Witch NPC, try to tie her into the story or make them trust her (of course this can all go awry and turn into a fight right away with sense motive checks etc) THEN, have the Witch suggest scarring, so that she may cast her healing Hex and fortunes on them from any distance and help the flow of the upcoming boss (also a debuff themed boss maybe?) Then BAM, betrayal, instead of Fortune it's Misfortune, instant roll twice on everything and take the worst result. However once they're affected the debuffs can be placed and as long as the Witch cackles while flying near them to avoid fighting directly then you've got them stuck with debuffs considering the first Misfortune will likely be willingly accepted.
I'm not too savvy with item creation/pricing but it kind of seems like the cost of granting a feat, or class ability. Don't think specifically a bloodline arcana effect, think more along the general case. I hope that helps somewhat, EDIT::It was a Ring of Evasion Since this is equivalent to granting a class ability, which I think granting a bloodline arcana power would be equivalent to, this is a perfect starting stone for determining the price of your amulets.
Imbicatus wrote: There are a few issues. Unchained rouges aren't proficient with kukris, how are you getting proficient before your fighter levels? Second, you really should take one more level in unchained rouge. Debilitating injury is very good. Three, mobile fighter is killing your potential as it trades out weapon training, preventing you from gloves of dueling and more importantly, advanced weapon training. I know, I hate it too. I can see taking one more level of Unchained Rogue, I could also do 2 UCRogue, 1 Mobile Fighter, 2UCRogue, 15 M.Fighter. EDIT: ALSO, I don't need to be proficient for Finesse Training, as Kukris are selectable because they are Finessable. I'm also no worried about early levels with this build as I'm jumping into the campaign at 8th level (due to a recent death with a my poor Cleric who kept rolling 3 and under for will saves against fear versus Yeth Hounds) The reason for Mobile Fighter is the base land speed increases, the ability to ALWAYS perform a move action then full-attack rather than having magic items that give X/day uses. That paired with the ability at 15th to always take 10 on an acrobatics check since I'm going to be rolling so many in combat, I figure the 20th level "capstone" of just taking 10 on all my acrobatics checks seemed nice.
Class Level Guide
2) Unchained Rogue BAB 1 Fort 0 Ref 3 Will 0
3) Unchained Rogue BAB 2 Fort 1 Ref 3 Will 1
4) Mobile Fighter BAB 3 Fort 3 Ref 3 Will 1
5) Mobile Fighter BAB 4 Fort 4 Ref 3 Will 1
6) Mobile Fighter BAB 5 Fort 4 Ref 4 Will 2
7) Mobile Fighter BAB 6/1 Fort 5 Ref 4 Will 2
8) Mobile Fighter BAB 7/2 Fort 5 Ref 4 Will 2
9) Mobile Fighter BAB 8/3 Fort 6 Ref 5 Will 3
10) Mobile Fighter BAB 9/4 Fort 6 Ref 5 Will 3
11) Mobile Fighter BAB 10/5 Fort 7 Ref 5 Will 3
12) Mobile Fighter BAB 11/6/1 Fort 7 Ref 6 Will 4
13) Mobile Fighter BAB 12/7/2 Fort 8 Ref 6 Will 4
14) Mobile Fighter BAB 13/8/3 Fort 8 Ref 6 Will 4
15) Mobile Fighter BAB 14/9/4 Fort 9 Ref 7 Will 5
16) Mobile Fighter BAB 15/10/5 Fort 9 Ref 7 Will 5
17) Mobile Fighter BAB 16/11/6/1 Fort 10 Ref 7 Will 5
18) Mobile Fighter BAB 17/12/7/2 Fort 10 Ref 8 Will 6
19) Mobile Fighter BAB 18/13/8/3 Fort 11 Ref 8 Will 6
20) Mobile Fighter BAB 19/14/9/4 Fort 11 Ref 8 Will 6
I just wanted to make sure everything here works together and if there are other optimizations that would help. 1) Canny Tumble + Circling Mongoose is obvious, every time you make the 5ft movement you make an acrobatics check and are considered to be flanking the foe, this does in fact work yes? 2) Now Canny Tumble + Two-Weapon Feint + Circling Mongoose: Can I now forgo the first attack, and gain flanking and have the target denied their Dexterity bonus? 3) How good is Hammer the Gap? I figure if I use it in conjunction with setup 2 as above, while I lose the one point from the first hit, if they're denied their DEX and considered Flanked it should be easy to get consecutive hits in. 4) Slayer's Feint works with Two-Weapon Feint I would think, so I don't need any CHA because this is literally an Acrobatics build~! 5) Wind Stance gives 20% concealment to RANGED attacks, but Lightning Stance gives 50% concealment, it doesn't specify ranged only so I assume it's for all attacks? 6) Lightning Stance, would it be considered multiple move actions with Circling Mongoose? Would it seem reasonable to house rule that if it doesn't? Weapon Setup
For those wondering the cost it is like this;
Claxon wrote:
Then why the heck is it 90,000g for that mantle? :( Actually, just so you know, it's all YOUR fault.... I'm gonna be converting this UCRogue/Fighter ---> UCRogue Scout Knifemaster/Stalker Vigilante Those damn Kukris are amazing now, and I wish I wasn't so arrogant and offput by "low damage weapons" before
Claxon wrote:
I'm wearing the Ceremonial Armor not for the armor bonus but so that I can wear the Mantle of Spell Resistance over it (must be worn over armor) Also, it's +8 Braces with an infinite DEX score to AC
but I do see your point about the costs....
So it looks like I can't edit my OP to reflect changes? (Not giving me the EDIT option, new to the forums here BTW)
Weapons will either be Sun Blades (enhanced if I can) or +4 Keen, Serrated and Laminated Short Swords of Speed Claxon wrote: KUKRIS >:3 I see your point with Kukris, I've just personally been steering away from "1d4" damage die because I've been shafted in the past by it due to DR, but your point of +4 really sells it. (I'll be honest my DM didn't even KNOW about the enhancements counting as bypassing DR) So if I choose Kukri through-out all of this (save for levels 1-2)
Claxon wrote:
Oh, I was not aware you couldn't take the feat more than once! Thanks for pointing that out to me, I have since looked and seen that I can only take a feat once unless it specifies in the feat that I can take it more than once. The reason why I'm not going Kukri is because I'll likely be starting at 12th level which will allow me to begin play with two Sun Blades (at base cost), my main question with that though is since it counts as a Short Sword for all intents and purposes if I choose Short Sword as an unchained rogue for my Finesse Training then these Special +2 Bastard Swords now do DEX to attack and DMG
10 STR :: 20 DEX :: 10 CON :: 13 INT :: 10 WIS :: 14 CHA (25 Point Buy +2 DEX Human Racial) Traits:
Un-Ch. Rogue:
Un-Ch. Rogue:
Fighter:
Fighter:
Fighter:
Un-Ch. Rogue:
Un-Ch. Rogue:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
Fighter:
880,000g starting gold :: Item Costs 879,350g
10 STR :: 34 DEX :: 10 CON :: 13 INT :: 10 WIS :: 24 CHA Sun Blades :: (Count as Short Swords for DEX to DMG w/ Rogue)
To Hit: +4 (+6 vs Evil) +19(BAB) +5(W.Mas if full-atk) +12(DEX) +2(W.Focus)
If it were available I would swap all Unchained Rogue levels with Unchained Ninja (just for the ki ability for another full BAB attack), too bad that apparently isn't a thing (aside from homebrew/3rd party). I just wanted to be sure of a couple other things as well...
Thanks for input and lemme know what you think of the build (should it work as intended) and tips/tricks would be great. THIS IS MY FIRST BUILD EVER, aside from just taking the base classes and playing them as is and taking feats that seem "good" back when I first started. FYI Serrated and Laminated Steel are from the D&D 3.0 (possibly 3.5 can't remember 100%) MERCENARIES book, figured converting should be easy.
You multiply the cost of the weapon (not including the enchantments) by how many weapon properties are on it, Masterwork is a weapon property.
This may be a silly question, but my current build looks like this: (FYI stats are rolled in presence of DM not a point buy system) Android (Background, was previously a Half-Elf accidentally killed by parents in an explosion due to faulty alchemical laboratory, father built clockwork robotic body, mother (cleric) kept remaining organs, skin etc that was left intact and with father's help grafted it onto the clockwork body and fused to work together: This is why I have the Half-Elf racial trait)
Levels:
Traits:
Feats: (we get as a house rule a bonus feat for our specific race, if it could be found on a CR 1 of your race in the Bestiary if none exist you can take one of 4, improved initiative, weapon focus, skill focus or weapon proficiency) Racial: Improved Initiative
2nd: Rogue Talent: Combat Trick: Point-Blank Shot 3rd: Charging Hurler 4th: Rogue Talent: Powerful Sneak 5th: Dodge 6th: Vigilante Talent: Close the Gap 7th: Disorienting Maneuvers 8th: Vigilante Talent: Up Close and Personal 9th: Precise Shot Now with my main question;
Should I succeed in my acrobatics check, and make that attack as though they were "unaware" of the vigilante, would I also gain my rogue's sneak attack damage? If not directly through the ability, but if should the acrobatics maneuver make me flanking would I then get the sneak attack damage on this swift action attack?
Rysky wrote: Scaling with Character level over Class level is such a rarity that it is spelled out when it does so Awesome, thank you very much! It's too bad though, I was making an Unchained Knifemaster Scout Rogue with 4 levels Vigilante for "Up Close and Personal", if I took that talent at 2nd level and got the uncanny dodges from the level up (that I lost with the archetypes of Rogue) it'd be really great. Thank you again!
Risen Demon wrote: Having never played in PFS before, I'm not too certain on the ramifications of the roleplay of something like the Vigilante. Do you think it would be difficult to utilize both personalities? Personally, I like to roleplay vigilantes in adventures as always in their vigilante identity, then at random points in time my social identity shows up and "helps out these poor adventurers" or tasks them with jobs that would boost my vigilante's renown. Eventually I'll reveal my social identity to my party as a huge "HOLY S@@% IT WAS THAT GUY ALL ALONG!?" moment, especially since (thanks to my epic GM) none of them know I'm a vigilante, they all think I'm a rogue.
Hi there, this is actually my first question I haven't been able to find via google or these forums without making my own thread. So here goes nothing! Stalker Sense (Ex): The vigilante has a sense for danger. He always acts on the surprise round. At 6th level, he gains uncanny dodge, and at 12th level, he gains improved uncanny dodge. Only a stalker can select this talent. For vigilante talents such as this one it states: at 6th level and at 12th level Does this mean vigilante 6th, or character level 6th etc? Most of the time I see it specified such as with class abilities or rogue talents, though some rogue talents also vaguely say just a general level. If it is just character level that'd make my build really amazing, but either way it would just be great knowing what the rules are. |