Sable Company Elite Marine

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Disclaimer: I don't do PFS, so I'm unsure of the encounters/enemies you might be up against.
Superstition and Witch Hunter are good choices.
Since you have already taken Cleave, Cleaving Finish might be worth considering. Unlike Cleave, it works with a full attack and your targets don't have to be adjacent, just within your reach.
Improved Overrun + Charge Through and the Overbearing Advance rage power could be usefull (and fun, always a plus), you should have a high enough CMB to make it work.


An Oread fighter could work if your willing to swap out earth affinity for something else so it doesn't feel like a useless ability for him. The bonus to Strength will help. Put the 12s in wisdom and either charisma or intellgence depending on what skills he wants. Stand Still is a great idea, have him work towards Combat Patrol later on. A reach weapon would help him get the most out of this build, but a one-handed weapon and shield could work if he feels he needs the AC. He will be a little slow until he gets armor training though, Improved initiative might be worth it so he can get into position faster.


Is he set on playing a Dwarf?


It might help knowing what else everyone else is planning and what books are allowed. If he isn't trying to be the primary damage dealer for the party a cleric can be tanky.Take heavy armor prof.a few levels in once he gets enough money. He can buff himself/party and take a few hits. A Warpriest might be better though. Swift action healing, blessings and spells might make up for the low strength.

Maybe do stats like this
Str 14
Dex 12
Con 16 (14+2)
Int 12
Wis 16 (14+2)
Cha 12 (14-2)

Take the glory of old trait and steel soul feat at first level. Skills can be pretty much whatever he wants. Go with Irori and take the Strength and Healing blessings. Use a hammer/axe/pick, his choice. Wear a buckler for more AC.


It may not be worth it, but drinking Strange Fluids (from the Numeria book) can give +1d4 Wis for 1d4 hours. Drinking Amp from the alchemy manual with any drug increases all of it's numeric effects by 50%. That's potentially another +6, it may be alchemical bonus though, so it might not stack with the cognatogen. Some of the side effects are a little unpleasant.


A succubus could give you a +2 profane bonus.


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Yes, if you somehow managed to make everyone within 10 feet flatfooted, you would get sneak attack on every attack.

Also, as written, Slashing Grace does not work with a scorpion whip. The feat only works with one handed weapons, and the scorpion whip is a light waeapon.


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I apoligize in advance for spelling errors, I am typing this from my phone.

Witch isn't a gender specific term. It can be used to refer to a male or female practitioner. Warlock is a reference to something else entirley.


You can still cast Inflict spells if you are good. They are not considered evil spells, so a good cleric is not prohibited from casting them, you just wouldn't be able to spontaineously cast them.


How about someone who is part of the larger picture, but is not the hero of the story? You somehow have access to one or more prophecies and you make sure they come true (or they are left unfullfilled). Don't be the sword, be the arm that swings it. You make sure the hero that was foretold has the sword of BBEG slaying and he is at the right spot at the right time to use it and save the world. Your reason for doing this can vary. I see this guy as one of two people a cleric/oracle of Pharisma, Nethys or some other diety tied to fate/ prophecy, and playing second fiddle is your destiny. Alternatively, a diviner wizard who sees himself gaining a lot of power by following the hero and making sure he succeeds.

I personally like the wizard, it gives you a reason to fight for the greater good, but those reasons are selfish and don't direcly tie you to destiny and fate.


The Vitalist has so few powers known because they can change what powers they know when they regain their power points.


I would say the spike is a seperate action and would be the same action as hammering a piton


The 20 strength check is the check to open and set the trap, there is a seperate dc listed later in the entry for escaping. I would say since no action is listed it defaults to a standard action requireing a 20 strength check to set it.