Elan

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I'm looking for a new party character concept. My last party friendly don't hot the spotlight, fill in for the holes of other characters but not make the game harder on the dm, wizard was killed. So I had made up a badass character to take it's place as a bit of a grudge but I'm reconsidering it. Since then the game got sidetracked by a few players needing to leave town for a few months so I got to play another campaign with a similar but more fun version of the grudge character so it's basically out of my systems and I don't really want to play the grudge characters as it's basically a more damaging less fun version of the one I just played.

I most often play buffer characters, bards or wizards that don't focus on doing damage themselves but buff others and provide utility/knowledge.

What I'm looking for is something a bit different. Still a support character, and one that never attacks in combat with the objective of doing damage. one that just does other annoying things. I need help figuring out what those things are.

Basically if i was a bard I would turn on inspire whatever, and then what do I spend the rest of my time with.

Maybe specialize in divine spells with knowledge bonuses.

That halfling monk that specializes in tripping maybe. I think there is a monk that specialize in combat maneuvers.

Is there a pally build that specializes in helping people?

The party is 1 blaster air wizard, 1 ranged ranger, 1 ranged rogue, 1 oracle, 1 pally. So we have four physical fighters so things like inspire courage will get a lot of play, and me being someone that doesn't do damage will help the DM out. he does like to use a large variety of monsters so i can't go with anything that could be too easily made worthless with immunity to mind effects or something.

Any idea's will be helpful, this just popped into my head and I haven't really researched options, so this is just what came to me right away. Even just suggestions of ideas could be helpful to me figuring out something fun.

PS: Non-lethal damage is OK. I just think the pacifist annoyer could be a fun thing to try since I don't want make the GM's fight balancing even harder.

PPS: Sorry I meant to say this in the post. Lvl 6, no third party...PFS stuff with approval.


I had a few questions on Sunder and wanted to ask for help on how to defend myself from it.

First the question. In the description it says as part of an attack option. Does this mean that if you have 4 attacks you can sunder 4 times? Does that work with things like multi atk with natural weapons, IE 2 claws and a bit = three sunder attempts?

Next how to defend against it tactically. I know there are feats that might help CMD but what else.

My group recently had a fight with a big bad angle with very significant casting power and we are a full melee (plus bard) group so we figured we could use an anti magic field to nurf most of it's abilities and keep it close. Was working well till the DM realized the guy had improved sunder and went to town taking out our weapons.

I was thinking Quick draw to put away and draw weapons as a free action between attacks, but the feat only say it draws as a free action, what can i use to put away as a free action? And could the NPC just sunder weapons I have put away on my person?


I'm having trouble figuring out what direction to go with my character. I feel like currently I have as much versatility as I can manage with the amount of turns I get.

3 person high power game, evil alignment.

I'm playing a high dex 26/charisma 20, 11 dawnflower dervish/ 1 unarmed fighter. Sub ten str, just now got enough Int to qualify for the combat expertise feats but I've not taken any of those yet.

Trying to play a the role of tank using the goblin roll with it, and crane style feats. Almost all of my actions are always getting used, between rolling, bardic performance, AOO etc. I've got haste blind,grease and blur as buff spells. Invis and cures for utility. (Didn't take much in the way of atk spells because I don't have super high charisma for resists and i'm usually in the thick of combat.

Feats include: Dervish Dance, Roll with it (goblin), dodge, mobility, IUS, Crane style, deflect arrows, Crane Wing, skill focus acrobatics, Discordant voice.

I'm open to dumping 1 or two more levels of bard because I only use the ability to cast a few spells and i've already given up my lvl 20 skill/don't care about the lvl 18/19 progression. But I would like to keep the caster progression up that far.

I don't know what to do with my feats going forward, Crane riposte is an option, Combat expertise opens up many feats but i've only got 4 left unless a dip provides some.

Prestige classes are practically non existent in this game and underpowered usually but maybe you know one i don't know about.

Strait pathfinder books allowed. Dawnflower was allowed as an exception but I don't expect DM will allow more from the PFS books that aren't in core.

Thanks in advance for any idea's. I'm very happy with this character and so far it's been allot of fun. I Could just take things like weapon focuses type feats for small bonus and that may be the optimized way to go but i'm hoping I missed a few fun and effective options.


Help me figure out why this wouldn't work.

Dervish doubles the effect of the performance, So each time I turn it on i'll get 4 d10 plus con, temporary hit points.

once these hit points are used I can just end the performance (free action) and start another (move or soon to be swift) to give myself new temp hit points.

It's kind of cheese but i'm lvl ten at this point using a plus 1 sword and +1 armor so i'm looking for anything possible to remain effective since I have very little equipment. I'm trying to play the role of the tank using the crane style feats, high dex, and the goblin roll with it feat.


The feat says it works whenever you are using a bardic performance to create a spell-like or supernatural effect, but reading and searching the bard description I don't see spell-like or supernatural used.

It does say in the Bardic Performance description...

"A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired."

Is that enough to assume spell-like or supernatural? I thought it would require them to be listed directly as such.

I was considering taking the Discordant Voice feat for my Dawnflower Dervish so my question is in general to the bard and if anyone see's why this wouldn't work on a Dawnflower Dervish that would be helpful to me also.

Thank you in advance.


Only rarely do you get to play in an Evil side game. What have you always wanted to do.

Yes the GM will have his plot but now you get to be evil about how you go about it.

Taking over evil organizations instead of destroying them, that sort of thing.


Our group had 2 people that aren't going to be able to make it for a few weeks so we are down from our normal five to three (plus gm). To Fill the time the GM wants to do an Evil group. Was zero notice so I threw together a character pretty fast but would like to optimize it a little better.

Stats are high as we only have three players and no real healers. I am a goblin dervish, the other two are humans, a ninja and a fighter TWF.

Starting lvl of 3. The GM let me use the Dawnflower Dervish and just changed the god related to it. I don't think he will let me use anything else that isn't in a core book. PG,UC,UM,APG,UEG.
http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-a rchetypes/dawnflower-dervish
Stats are:

Str 7
Dex 22
Con 15
Int 8
Wis 15
Cha 16

Right now I am 3 lvls Dawnflower Dervish,

1 (bonus feat: Dervish dance)
1 (anti-Hero: Arcane Strike)
1 Dodge
3 Rapid Reload- Heavy x bow

Equipment ATM is a Mitheral chain shirt, Muleback cords(so I can carry any equipment),and a MW scimitar.

With the group we have i'm acting as a face of sorts, the only magical healing. I took Rapid reload so I would have any ranged attack at all.

I have a plus 9 to hit 1d4+6 (7 with arcane strike, 9 with bard song plus arcane. 22ac, 18 touch. Full access to spells but I wont be taking any spells that offer saves if i can help it.

I'm thinking I would like to be the tank/party face. I'll get a kick out of the stupid 2'11" Goblin being the tank for two humans. I'm open to other suggestions that make me viable though.

I could stay true to the bard and it would give me more spells, good skill points, more rounds of bard buff, and full progression for arcane strike. I thought about finding an arcane class to dip into to continue the arcane strike progression but even magus didn't seem to give great options, please help me out here if you know an interesting option.

I'm also thinking of taking a level dip into fighter (Unarmed fighter) or monk (Master of many styles). Both of these allow me to take a Style feat for a 1 lvl dip that I don't have to meet the prerequisites for.

Fighter Pro's: Full BAB progression, proficiency in all monk weapons, D10 Hit points. Con : Fewer skill points (1 for me),only +2 fort save

Monk Pro's: 2 extra skill points, and allows use of two styles at once, wis to ac (if I get enough dex to stop using armor),+2 all saves Cons: D8 Hit points, no BAB progrssion

Both builds will give me improved unarmed fighting (that will be use full to qualify for future feats)

The style feat i'm looking at is.

http://www.d20pfsrd.com/feats/combat-feats/crane-riposte-combat

This will allow me to fight defensively for +3 ac at only a -1 to hit.

I could also use some suggestions on how to better defend my character. The build is rather limited in what I can do effectively. I really only have one weapon that is even worth while. I'm horrible at any maneuvers,and while my saves could be worse with the mule back cords I can't buy a resist cloak to help me with the saves and I don't know how to make that up.


I've tried to do my best searching the forums and the rest of the internet, but I still have some questions and want to confirm what I think I know. I'll number things and try to give examples where needed.

1. I Have not been able to find a guide on the actual skill checks made. Do I make a spell craft check every day of item creation? Or is it every 1000 gp worth of creation? Or is it one check per item?

2. The DC to create the item is the the caster level listed for the ability. IE: spell storing is cl 12th, so total DC to create is 17?

3. You can take 10 for this check?

4. That Caster level does not get any higher for items like Bracers of armor, no matter the armor bonus they provide, IE: the DC to create bracers of armor +1 and +8 are both 12 (CL 7)

5A. This is a big one that has me confused. For arms and armor there is the special prerequisite that the creator must be 3 times the lvl of any enhancement bonus he provides IE lvl 6 caster is limited to a plus +2 bonus. But could that same caster provide a +2 enhancement and a +2 special ability such as Unholy.

5B. In the case above for the unholy +2 sword, the cost would half of a strait +4 (32000 gp base).

5C. IE a creator can make up to 1/3rd his caster level in enhancement bonus but can add special effects above that limit?

5D. What is the limit to special abilities, A +1 is required before any special ability can be placed on an item, but can you place a +2 special ability on a +1 enhancement sword? IE can the special ability bonus exceed the enhancement bonus?

Thank you in advance for your help.