Holy Guide

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Chromantic Durgon <3 wrote:

Not to derail or anything but @Oldrolero I was curious what your dude does to deal with flight/ranged magic users targeting touch and stuff like that, does he have room for bow feats?

His touch AC can rise to 31, so he's more and less safe there, not untouchable but good enough to be missed on a general basis.

Onto the flight problem, yes, the build I have is not final, and I am considering not getting an advanced weapon training with the Fighter Weapon Master to change it on the fly with the Martial Versatily of the Brawler and get the Item Mastery feat you need according to the situation (Fly Mastery on this regard).

Another option is using a Celestial Armor, which comes with a once per day Fly spell.

The ranged problem can be workable, but yes, that would involve modifing the build a bit.


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I also encourage going fighter but vote for Weapon Master archetype. Don't waste a feat on Crossbow mastery, as they already told you, you are expending a feat to gain 1 point of extra damage on average. Totally not worth it.

About the archetype, stick with a light crossbow and make it your weapon of choice for the class. When you reach 8th level (3rd in wpn master fighter) you get weapon training and can choose the advanced weapon training option every time you gain one of the fighter's bonus feats. Some good recomendations for this are versatile training, warrior spirit, abundant tactics (explained later) or trained initiative.

The archetype also grants some bonuses to criticals, so going that route on later levels is a good idea.

About abundant tactics, the barroom brawler or item mastery feats are excellent choices for the expanded uses it grants. You can get BB and use it to grant the Advanced weapon training option: item mastery, which essentially gives you an item mastery feat of your choice, and allows for a wide range of magic utility options.


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Incidentally, I happen to have a build around most of this ideas. Everyone here kinda inspired me for this. So...

Half Elf

Alternate Racial Traits: Fey Thoughts (Use Magic Device, Appraise)

Unchained Monk (Sensei, Scaled Fist), Oracle (Seeker), Cavalier (Daring Champion), Battle Herald

Progression: Monk 1, Oracle 1, Cavalier 4, Battle Herald 6

Abilities (20p/buy)

S10 D10 C14 I14 W10 C16+2

1- Advice, Draconic Might, Stunning fist, Unarmed strike, Dragon Style, Noble Scion of War, Skill Focus (Perception)
2- Mystery (Lore), Oracle’s Curse (Legalistic), Tinkering, Orisons, Revelation (Sidestep Secret)
3- Challenge 1/day, Champion's Finesse, Order of the Dragon, Tactician (Outflank), Divine Fighting Technique (Way of the Shooting Star)
4- Aid Allies, +1 Cha
5- Nimble +1, Piranha Strike
6- Challenge 2/day, Panache, Deeds (Dodging Panache, Precise Strike, Swashbuckler Initiative)
7- Inspiring command +1 (Shake It Off), Improved Leadership, Voice of Authority, Lingering Performance
8- Easy march, +1 Cha
9- 2nd inspiring command (Sound the Charge), Deadly Aim
10- Inspiring Command +2, Inspire greatness
11- 3rd inspiring command (Keep Your Heads), Banner, Steadfast Personality
12- Teamwork feat (Swap Places), +1 Cha

Thinks to note:
I'm not quite sure if unchained monk could take the sensei archetype. If not, change with normal monk.
Second, having draconic might let you sustitute Wis for Cha for most of the Monk stuff (mainly for the bonus to AC), but, having also the Revelation Sidestep Secret to change Dex for Cha again, I don't know if there is any FAQ or ruling that disqualifies this possibility because this way you are getting Cha x2 to your AC (although from diferent base stats)

Havind said that, this is a martial build and more or less thematic. His role should be buff, dps, party-face. You can also play Rogue sustitute as a Trap defuser thanks to Tinkering.
By third level you add your Cha to Initiative, AC (x2), Attack and Damage (as long as you use a Star Knife)
At low levels, you are not buffing much with your Sensei's Advice, but this will pay off later when you get to the Battle Herald.
You can actually pack quite some damage: Cha+Piranha Strike+Precise Strike+Advice.
Skill wise he has almost all the skills of the game as class and 6sp/level, not bad.

His first order of business would be to grab wands of mage armor and shield as soon as possible. Later, a Returning Star Knife and Deadly Aim should open range options (not great, but still competent)

With the Herald features and the boost to Inspire Courage you will start to pack some nice bonuses to your allies.

All in all, it may lack magic, but has great AC, great attack, nice buffs and saves, and lots of skills.


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There is an old trick that always works: make the villain steal something from the pcs. Pretty simple, but I can assure you that they will go to the end of the world to get back their thing (whatever it is) and hate the guy for taking it. Period.

Bonus points if you taunt them any time they are about to catch him and he ends up scaping.


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Hello fellow players, allow me to introduce myself as this is my first post around here, although I've been following this boards for a while now. I am OldRolero, I am kind of an old schooler, dating for the first days of AD&D, and have been into pathfinder a lot since it came out.

So, I thought that the best way to join this community was to share a recent guide and build I made around a whip wielding fighter, focusing on manouvers and AoO, an keeping him in the martial level. No magic tricks on his own, just some back up magic items and pure combat skill.

This is the link to it:

The path to become the Ultimate Whip Master

I really started to write this just as a progression chart with some comments, but growed up to full explanations, tactics and a sample character.

So check it out and comment your thoughts about it.