Soulbound Doll (Bear)

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Anyone like the idea of running this kind of support/martial character?


Yea I was thinking that it would be a really cool way to join a group with a paladin, fighter, or cavalier already in it. Do you like the evangelist or bard route better? With a evangelist, I don't see why you would ever go more than 1 level dip. With a bard I think there is a lot of merit in gaining versatile performance so sticking around for at least 2 levels is probably a good idea.


While combing through archetypes I noticed the Squire Herald (cavalier) and Groom (ranger) archetypes. Has anyone ever applied one of these to their primary PC? I was thinking Squire Herald (cav)3/Dawnflower dervish (bard)2 / battle herald could be a pretty fun support character that can still kick but when he needs to get it done himself (battle dance).

As a bonus question, does anyone have any experience with playing then cohort/sidekick to another PC? How did it work out? Any tips you can recommend?


I was also thinking brawler could be fun. The great quest to show how my kungfu is better than that rumored in the east.


Cavalier (daring champion) and samurai fit the party role I think. Martial + Party Face


Are there any great martial classes for the Jade Regent AP?

I was thinking either a halfling Order of the Flame Daring Champion cavalier or a human inspired blade/bolt ace/chevalier.

Would either of these be of particular use?

Any other classes/races that are particular standouts?


Well the campaign is reign of winter so snow is a given.


Bump for more opinions.

Also are large mounts effected as severely as medium characters by snow and ice?


So would that FAQ plus magical knack make a 1-2 level dip worthwhile? For a weapon focused synthesist build?


What do y'all think about a human spellscar drifter? Are horses impeded by heavy snow?


Would ice walker help with snow or only ice? Would I still need snowshoes?


Bump


Reflex? Really? Why? Just because of cold damage spells or other reasons too?


notabot wrote:
Melee is also troublesome for the first book, snow rules limit movement greatly.

Would the half-elf racial option: Cold-Honed solve this? Or perhaps the Icewalker trait?


I am playing a half-elf synthesist summoner in an upcoming Reign of Winter campaign. Which of the two racial options will I get more milage out of?

Cold-Honed:
Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait

vs.
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

How does icewalker compare to Cold-Honed?


What is the best feat progression for a Synthesist?

I don't need Power Attack, the DM house rules PA and Combat Expertise are basic combat options

I was thinking:

1. Arcane Strike
3. Spell Focus: Conjuration
5. Augment Summoning
7. Riving Strike
9. Improved Fortitude
11. Resilient Eidolon

If I did go with the Aasimar, I would go with:
1. Arcane Strike
3. Riving Strike
5. Sunlit Strike
7. Spell Focus: Conjuration
9. Augment Summoning
11. Improved Fortitude


Well the big thing with Cold-Honed is the ability to move normally in ice/snow.... which based on the fact that RoW's Player's Guide give snow movement rules is probably a big deal...

Then again at 5 I'll have flight.

Is the FC bonus 1/6? I thought it was 1/4...


any advice on either the elven immunities or cold-honed?

Do H/Elves sleep or trance? What i'm getting at is does my Eidolon ever have to actually go away?


Is the Aasimar's elemental resistances and extra ability score bonus worth the nod over a half-elf?

As I said before, this is for an Reign of Winter so having cold resistance is likely very nice.

Is the half-elf's sleep immunity a big deal? Or would I be better off switching it for

Cold-Honed (from Arctic Region):
Half-Elves from arctic regions with this racial trait can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.

If I were to go with H/Elf I was planning on gaining Greatsword Proficiency and the following evolutions: Resistance(cold), Skilled (Perception), Bleed (Greatsword), and Reach (Greatsword)

If I were to go Aasimar I would probably go Emberkin with the following ability scores: 8,12,14,14,14,17 and he would use an earthbreaker via the trait I linked above. Evolution wise I would go with: Shadow Blend, Reach (Earthbreaker), and Skilled (Perception).


I am considering a Synthesist Summoner for an upcoming Reign of Winter game. It is a 20 point buy (cant dump anything lower than 8 including racial adjustments).

I am considering 3 main options for my race:

Half-Elf with Ancestral Weapon: the FC bonus is oh-so-sweet and immunity to sleep can help with witches (ive heard its a theme) or Cold-honed to help with moving in snow.

Pyromaniac Gnome with Master Tinkerer: awesome ability score bonus, solid SLAs, the ability to make weapons and be proficient, and people shouldn't call foul for gnome.

Truespeaker Scion of Humanity Idyllkin or Emberkin Aasimar: great ability bonuses, solid FC bonus, and resistances which can be bumped to 7 with Unscathed.

I plan to use the "Slugger" build so weapon proficiency is a big must. With the Aasimar I would probably make him Shoanti and give him Shoanti Tattoofor Earthbreaker proficiency.

Is a synthesist able/advised to dip into a martial class for proficiency/saves/bonus feats? I was considering 1 level for Mutation Warrior (bonus feat, fort save, and Mutagen 10/day) or 2 levels of Paladin.

I am starting at lvl 2.


How about either a gnome or h/elf synthesist summoner going with the "slugger" build? Would a 1-2 level dip in mutation warrior be worth the loss of caster levels/evolution points?

I figure I would grab energy resistance (cold) and energy immunity by level 5.

Edit: I suppose Aasimar would also be in the mix. So H/Elf, Gnome, or Aasimar.


So really anything works outside of a cold based caster (winter witch excluded).


Jadeite wrote:


I'd take Reformation, but I'm not a fan of any of those inquisitions.

Why do you not like the social-skill swapping inquisitions?


I was thinking of a truespeaker angelkin aasimar sacred huntmaster inquisitor. Starting stats would be 17,14,14,12,14,9

I was thinking with the truespeaker racial trait I could grab all the languages nessessary.

I am needing to build the character in a void since I don't know what the other players are bringing to the table.

I was also considering a rage focused h/orc sacred huntmaster inquisitor or a pyromaniac gnome order of the flame daring champion cavalier.


For a Melee/Face-type inquisitor,
Which is the stronger domain (dumped Cha)
Reformation, Restoration, Heresy, or Conversion?

I am building an Inquisitor for Reign of Winter and trying to weigh my options.

Edit:

Also I was considering Sacred Huntmaster with an Aasimar, is this a strong option?


Everything published by Paizo.
2 traits.

No Sacred Geometry... because its dumb.


What are the best class/race combos for reign of winter using a 20 point buy?


Would this work for a dwarf?
16/14/14/10/16/6

1. Snapping Turtle Style
1b. Improved Grapple, IUS, Stunning Fist
2b. Stunning Pin
3. Snapping Turtle Clutch
5. Steel Soul
6b. Greater Grapple
7. Big Game Hunter
9. Rapid Grapple
10b. Pinning Knockout
11. ???


Giantsized means Huge?

Also, please try not to give too many spoilers, I've never run the campaign.

Would I be in better shape with Enlarge Person (permanency)


Can a Tetori monk survive and contribute in this campaign?

I was contemplating either a dwarf (I've heard its the best for RotRL) or a skinwalker. The thing I like about the skinwalker idea is that when grappling isnt an option I can bust out some natural attacks and stay competitive with the other meleers.

Its a 20 pointbuy and with 4 other characters although I don't know what the others are playing.


I was just thinking. Do you think it would work to take away scent and add the Powerful Build ability?

powerful build:

The furybred gains the powerful build trait. Whenever the furybred is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the furybred is treated as one size larger if doing so is advantageous to him. The furybred is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The furybred can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

I would personally put this on the same level as Ferocity (scaleheart) and See in Darkness (weretiger-kin)

If you do think its in line, what would you replace it with? The bite? Scent?


Thanks for the critique!


The google drive link was in my last post.
Totem Shaman

Maybe I should just make it a new thread so the old stuff isn't distracting.
Edit:

please post comments in this thread. thank you.


Totem Shaman

Hey guys I figured I would bump this once again to get a round of critiques on my Totem Shaman. I hope y'all like it.

My own playtest ended a bit too early for my liking but from what I experienced it was alot of fun and on the power level of a ranger. Let me know what y'all think.


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I'm going with a h-orc Muteginic Mauler Wild child Brawler 1/ Sacred Huntsman X.

1. Sympathetic Rage
3. Combat Expertise
4t. Paired Flanking (tw)
5. Outflank (tw)
7. Amplify Rage (tw)
7t. Improved share spells (tw)
9. Spirit's Gift
10t. Precise Strike (tw)

I've got fates favored and community minded as traits and the sacred tattoo and shaman's apprintece racial substitutions.

The biggest shame is that I can't get power attack until 11 unless I want to pushout improved share spells (tw).

At level 7, when raging I'll have +8 str and +8 con along with an additional +4 alchemical strength bonus.


I can't get warleader in there because of the 13 cha requirement and I am really stretched pretty thin atm.

1. Sympathetic Rage
3. Combat Expertise
4t. Paired Flanking (tw)
5. Outflank (tw)
7. Amplify Rage (tw)
7t. Improved share spells (tw)
9. Spirit's Gift
10t. Precise Strike (tw)

I'm trying to talk my DM into getting rid of combat expertise as a feat since I have never known anyone to ever use it outside of for prereqs,if so then I can have power attack before 11 :'(
Its really a shame because with amp rage giving me +8 and my mutagen giving me +4 along with outflank I could really get my damage through the roof.


I'm green lighting the Inquisitor of Gorum. I just found out that of the other 4 people in our group one is a skald and another is an invulnerable rager.

So sympathetic rage and amplify rage will get a ton of use!

One thing I just want to make sure, how does wielding a great sword work with casting spells?


Then Gorum probably makes the most sense. With Torag as a close second.

Can Inquisitors cast with a greatsword or would I have to pull the whole, "free action: remove hand; cast spell; free action: replace hand on sword"

Edit: What about Feronia for access to bastard swords? I really like her domains.


Would you guys go reach weapon for a SH inquisitor if going melee?


Well that may be one of the strongest options then.


Does anyone know if I were to start with Wild Child Brawler and then go Sacred Huntmaster, would my AC then be able to take Skirmisher Tricks?

The Wild Child has a druid AC where the Sacred Huntmaster has a hunter AC.


Chess Pwn wrote:
one level as swashbuckler or better brawler lets you get by the int 13 prereq. there's also one "domain thing" that give you improved trip in the lv7-9 range I think.

Wolf Domain gives Improved trip at lvl 1 actually.

I had thought of 1 level of Wild Child Brawler for Combat expertise without losing any of my AC levels. But I'm not sure how much it actually helps.


any ways to mitigate it being super MAD?
I'm not sure where to pull the 13 Int from for Combat Expertise.

Are there any Inquisitions or Domains which grant it for free?


Obsidian wrote:

Oh right on.

The gods I was considering were Gorum, Torag, Iomedae, and Shelyn.

Iomedae is really nice for Diciple of the Sword But Im not so sure if it would be too feat starved.

For Iomedae, I was thinking a feat progression like this could work well:

1.Combat Expertise
3.Weapon Focus
3t.Pack Flanking
5.Disciple of the Sword
6t. Outflank
7. Power Attack
9.Greater Weapon Focus
9t. Intercept Charge


If I were to go Skinwalker I mocked this up for my DM and hope that he would let a badger AC's rage increase with levels.


Oh right on.
The gods I was considering were Gorum, Torag, Iomedae, and Shelyn.

Iomedae is really nice for Diciple of the Sword But Im not so sure if it would be too feat starved.


Imbicatus wrote:


For thematic reasons or is there a mechanical reason for this?
Thematic only, but there could be an opportunity for a RP advantage by having a giant wasp pet as an inquisitor of Calistra, for example.

Oh that is true... Good Call! Vermin Companions wouldn't normally be allowed, if you were DMing, would you allow the sacred animal from the deity to function?

Just trying to judge if its out of order before I ask my DM.


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Protective and ferocious, Furybred skinwalkers make terrifying barbarians, druids, and rangers who will protect their territory with their life and believe that they are a match for any enemy.

Furybred:

-Ancestry Werebadger

Typical Alignment: CN

Ability Modifiers: +2 Wis, –2 Cha (+2 Str while shapechanged)

Alternate Skill Modifiers: Intimidate, Survival

Alternate Spell-Like Ability: Create Pit 1/day

Bestial Features:

Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Burrow speed of 20 feet
Scent to a range of 30 feet

What do you guys think? I was thinking this could be a cool base for a Lord Brocktree character from Redwall.

I wasn't super sure about the spell-like ability but given that badgers are burrowing creatures I figured that was a solid pick.


Well I was flirting between the idea of a Skinwalker (not sure which subtype), a Half-Orc (for sacred tattoo), or a Shoati Human.

Definitely Melee but the ability to switch hit wouldnt be too far off the mark. I am struggling with the ability scores but would it perhaps be beneficial to take Wild Child Brawler at 1st level to save the 13 int for Combat Expertise?

Would you guys say that Combat Expertise -> Pack Flanking is a must?

I've heard that big animals can be hard in RotRL, would a bear work out well as an AC for that campaign?


I'm considering an melee inquisitor for a RotRL game. Do you think that Sacred Huntmaster is worth the loss of Judgement?