I'm playing PFS via PBP, I'm just about to go to 2nd lvl, meaning no more free rebuilds.
I've been playing a halfling cavalier charge build (thanks Fruian Thistlefoot for the advice). Having now had a bit more in-game experience i am again questioning a charge focused build...
s 14, d 16, c 12, i 10, w 11, ch 14.
I don't like dumping, and i like have Cha high for the social skills.
i have been running with an Emissary, Order of the flame.
feats - mounted combat, ride by attack.
lvl 2 - funny immediate move to set up charge ability
3 - spirited charge
5 wheeling charge
The thing is after 2.5 games i've only got one charge off. So, i'm back again at a more variable build.
Gendarme, order of the cockatrice.
feats - power attack, taunt
2 - dazzling display as a standard action
3 & 5th lvl feats open. could pick up mounted combat, ride-by and spirited charge. or something completely different.
charge build (at lvl 3)- 3d6+9 or 1d10+3 not charging
other build 2d6+12 or 1d10+6
The thing is i'm playing PBP meaning that it'll take a year or two to get up to 5th level. This makes the second build more attractive. It's also worth saying i'm about to play thornkeep, which i imagine isn't easy for charging!
I have a thrush familiar in two different PFS games. Int 6 can speak common. I imagined they would prove hugely (potentially game breakingly) useful as a scout. However so far my DMs don't see it that way. I send bird of to scout rolling huge perception and stealth skill rolls. Dm says bird comes back and says there's lots of worms...
Is that what I can reasonably expect? Is that because it would be too annoying game revealing for the thrush to give an accurate report, is it because they're not taking on board the potential of an int 6, or do I have unreasonable expectations?
Like I say pfs so will be changing DMs regularly and no house rules.
can my mount move. I make a free dismount and then a full action charge?
if that's possible, how about. either i or the mount readying an action so that the mount moves to flank my target before i charge in.
Can if i roll above 11 can i make an immediate move every round, or is it just in the first round of combat?
if i'm mounted can my mount make that move?
can i then charge as a full round action?
is it useful? it reads like it could be amazing for setting up charges (playing a halfling cavalier charge build). just about to move out of Lvl 1 in PFS so want to understand before committing to this order.
just looking at the school familiar archetype here
the illusion one looks really good - get familiars to maintain concentration illusions.
i know that people say you shouldn't base around illusions in pfs due to table variance. could i play a tatooed sorcerer having the tats for evocation, combined with gnome pyromania for 3d4 but then take the familiar and make it illusion. or is that obviously stupid/out of char/ against the rules?
other option is just to play a straight illusionist, but then i wonder about what people say re; illusions and table variance...
mainly i just found it and thought it was really cool!
so question is pfs viable to be a illusionist?
could i be a pyro gnome evoc tattooed sorc and still take this?
considering different arcane builds. I know blasting is considered sub-optimal in the guides treantmonk et al. None the less i find myself considering it.
Would the following work/ be fun to play.
s 7
d 14
c 12
i 18
w 10
c 10
before racials.
Admixture Evoker.
feat - spell specialisation burning hands. using the 'change element' power this can be made cold and w urea alchemical regeant made into cl 4.
My main questions are - should i be human to be able to choose boreal spell and magical lineage to give me a bit of crowd control. this is opposed to the benefits of being an elf.
is it worth taking magical lineage with burning hands? short term advantage of boreal spell and then intensify spell. vs longer term planning of taking it on fireball. Can't i just take additional traits at level 5, or even 7 to pick up wayang spell hunter for fireball then.
2nd question - arcane bond vs familiar.
arcane bond gives me another spell/day to play with.
familiar has utility. i like thrushes for speaking scouts. can take INT for Diplomacy trait to be at + 10 dip. It can also take the Protector archetype which would help my AC for being a bit closer to the fight...
however if i play a human with some diplomacy that leaves me with only +2 Init which doesn't seem at all ideal - am i trying to do too many things? would i better to just drop the diplomacy thing? Of course there is always the scorpion option if i'm worried about my diplomacy.
some advice please - building a bard character with an emphasis on buffing, but also wanting to be able to pull his weight.
pitborn tiefling lvl 2 (last remake)
s 16
d 14
c 14
i 10
w 8
ch 16
feat - flagbearer (going with the buffing idea)
traits - chain fighter (+2 to trips)
maestro of the society (+3 rnds bardic performace)
would i be better off just getting reactionary?
duettist - lose bardic knowledge gain a familiar. is this worth it?
im thinking a protector - combat reflexes and bodyguard at the cost of alertness.
thrush +3 diplomacy is sub-optimal i know but i like the talking and it feels a lot more flavourful and logical than a scorpion that helps with the performing arts!
some advice please - building a bard character with an emphasis on buffing, but also wanting to be able to pull his weight.
pitborn tiefling lvl 2 (last remake)
s 16
d 14
c 14
i 10
w 8
ch 16
feat - flagbearer (going with the buffing idea)
traits - chain fighter (+2 to trips)
maestro of the society (+3 rnds bardic performace)
would i be better off just getting reactionary?
duettist - lose bardic knowledge gain a familiar. is this worth it?
im thinking a protector - combat reflexes and bodyguard at the cost of alertness.
thrush +3 diplomacy is sub-optimal i know but i like the talking and it feels a lot more flavourful and logical than a scorpion that helps with the performing arts!
so i played a tiefling before august '14. he was within my first three games.
can i use my first three remakes to make a different tiefling who is PFS legal.
how would anyone know from just looking at my chronicle sheets, as all they have is a character name.
sorry if people have asked this question before, couldn't see anything in the threads...
Hi folks, almost done with this half Orc oracle. Got a couple of questions.
1. With an intimidate of 10, is it worth learning cause fear? Save dc would be 13...
2. Trait advice appreciated....
build:
s 18 d14 c12 I 10 w8 ch 14
Feat - tribal scars (intimidate bonus ) mainly for the HP bonus!
Traits - fates favoured.
Intimidate - 4 skill, 2 race, 2 cha, 2 tribal scars. Has access to enhanced diplomacy for another +2.
Will have high saves thanks to sacred tattoos f 4 r 4 w 3
War sighted oracle of battle. For the martial flexibility
options - swap the tribal scars bonus to extra move and pick up the dominator trait.
Keep both and push up to intimidate 12 /14 w enhanced diplomacy!
Get the tusked trait. D4 bite. How useful are 2nd attacks at -5?
Not into reactionary, for a change.
Spells - divine favour for fates favoured synergy.
Should I get cause fear, which would fit but is that too similar to just making an intimidate check?
Other options would be shield of faith or prot evil...
traits - extremely fashionable (diplomacy)
milita training (ride as class +2)
Racials-
- linguist (buffing bluff and dip)
-pyro (dpr bonus)
spells
colour spray (dc 15)
burning hands dc 15 3d4+3 damage at 1st level!
skills - FCB used
dip, bluff
ride, per
spell craft,
buy a silent image wand after 1st adventure.
get a riding dog asap!
for some reason i imagine gnomes with outrageous french accents. i can imagine him complaining about his parents trying to make him a soldier, moi, a soldier, pleease. How can you imagine such a thing!
gameplay wise you've got a high damage attack (burning hands), battlefield utility (colour spray) and imagination the limit (silent image) with his main things. Mobility with the dog. can happily do party face
Does this seem viable? how useful is silent image in PFS. Any better bloodlines? i like draconic for spells, perception as a class skill and the fire damage boost.
looking for some PFS build advice. I play PBP so i'm more interested in a cool concept which is fun to play now than something optimised for long term play.
Basic info - emissary order of cocatrice
s 14 (10)
d 16 (5)
c 12 (2)
i 11 (1)
w 10
ch 14 (2)
HP 11, f 3, r 3 w 0 (unsure about halfling luck)
feats - taunt. i'm into the free dazzling display!
mounted combat - from emissary
skills ride, UMD, buff, dip, handle animals.
main questions racials
do i go for the 30' move (which is good in medium armour thanks to emissary)
or outrider and shiftless +2 to ride, handle animals and bluff
Given i'm small, can i live on my wolf. in which case presumably the bonuses to 3 core skills is worth it??
is fey magic worth it? could get entangle, stablize, light and something else for underground. main thing is it doens't really fit the image.
weapons
Lance for charging. then long sword and heavy shield. what with +3 dex, +1 size, +6 breastplate that gives me ac 22! is that worth the drop in damage output? d6+2 vs d10+3 from say a greatsword.
traits
thinking about helpful (+4 aid another)
extremely fashionable (+1 dip and bluff)
second chance (re-roll failed save)
fates favoured (adaptable luck synergy)
good old reactionary
dangerously curious (make use of that floating 11 int)
mount
what to do with the wolf? power attack or combat reflexes and then body guard? noticing a high ac theme here...
I really like the idea of the reach cleric, but I'm interested in having more flexibility. So i wonder about a reach alchemist...
I'm playing PFS and am not into super dumping stats. Also because of the nature of PFS i want a generalist rather than a 1-mode char (and cos it's more interesting that way.)
Elf - Grenadier alchemist 1
Str 14
Dex 16
Con 12
Int 16
Wis 12
Chr 8
HP 10 (favoured)
AC 16 (studded leather, chain shirt asap)
Init +7 (dex, trait, racial)
Feat - combat reflexes
- Horse chopper (from grenadier)
Traits - +2 I and using Int for UMD.
Elven racials - +2 I and Run vs Weapons and spells
Skills (7) - UMD, Per, Craft (alchemy), DD, K (arcane and nature) Acrobatics(?)
4 Bombs at D6+3
So i'm thinking this allows me to do the whole reach weapon aoo, whilst being able to use bombs, alchemical weapons in my own round.
By level 2 i'd have a few wands - shield, enlarge person and CLW. Allowing me to do decent damage over a wide area and be front line if needed (shield ac 22 w/chain shirt, although i'd lose a bit if i was big)
What do you think? specifically is it worth swapping the racials for +2 Init. Or better being human and just taking improved initiative?
Is it worth getting wis 12 so that i can UMD cleric, druid scrolls easily?
Like i say i want a generalist, so I know this isn't super-optimised, but thats ok.
I want an interesting but efficient build for PFS, so also looking to be quite adaptable.
I was wondering if this build would be effective?
Tiefling (pitborn) summoner
S 16 (racial mod)
D 14
C 14
I 12
W 8 (racial mod)
Ch 15 ((racial mod)
Feats - precise strike (team feat, sneak attack if flanking)
Traits - reactionary and diplomacy granter
Using a long spear d8+4 (+d6 sneak team)
Eidolon - quadraped
Feat - precise strike. Evolutions - trip (bite), claws - giving it three primary attacks, all +d6 with the sneak team.
Thinking that they'd be an effective flanking team, horsey could trip and then they get their sneaks on the aoo's meaning the summoner could cast spells as well.
Later (upto lvl 3) the summoner could get combat reflexes and the horse could add reach and pounce.
Would also be able to do some crowd control w grease,a bit of party face w diplomacy, and some buffing with scrolls/wands.
Seems like a good build, any suggestions/thoughts?
Goldi
Female halfling druid 1
N Small humanoid (halfling)
Init +3; Senses Perception +9
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Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee scythe +1 (1d6/×4)
Ranged sling +4 (1d3)
Druid Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, magic fang
. . 0 (at will)—detect magic, guidance, stabilize
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Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 16, Cha 11
Base Atk +0; CMB -1; CMD 13
Feats Dodge
Traits child of nature, helpful
Skills
Acrobatics +5 (+1 to jump)
Climb +2
Handle Animal +4 (+8 for Truffles)
Heal +7
Knowledge (geography) +5
Knowledge (nature) +8
Perception +9
Survival +9 (+11 to find food and water)
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Halfling, Sylvan
SQ nature bond (boar named truffles), nature sense, wild empathy +1
Other Gear leather armor, scythe, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, holly and mistletoe, ink, inkpen, parchment (2), spell component pouch, sunrod (2), towel (worth 0.5 gp, 0.15 lb), wooden holy symbol of Gozreh, 18 gp, 8 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Helpful Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Truffles
Boar
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 20 (2d8+7)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +3 (1d6+1)
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Guard, Guarding, Track
Skills Acrobatics +1 (+5 to jump), Perception +5, Survival +2
SQ attack any target, fetch, guarding, track
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
backstory:
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Born to the name of Goldilocks Sugar Ferrywarden but she prefers the name Lady Sugarsnap. But her friends sometimes call her Goldi.
Her father is Fulito Fulto Ferrywarden and her mother is Lily Curry Ferrywarden. Sugarsnap was born in the forest town of Kassen, on the Tourondel River running through the great Fangwood. Kassen is named after the great Ekat Kassen, who led an expedition and cleared this town out of the stubborn wilderness almost 200 years ago.
Goldi’s father is a well-known Bard and retired Pathfinder Chronicler, her mother a renowned cook, Well as far as Goldi was concerned. Her Mother would occasionally make baked goods for The Seven Silvers Inn. But mostly she made cookies for the local children and would always give each person heading out on their annual pilgrimage to the Crypt of the EverFlame, a small bundle of homemade baked goods for the trip.
The Ferrywardens were the proud owners of “Small Adventures Book Emporium & Curio”, Fulito, being the scribe of renowned that he was, would right everything down. He did have a problem with his compass points though and sometimes that was evident in some of his writings. Who knows how many Pathfinders were led astray without that small piece of knowledge.
Goldi was always an animal lover. She would chase squirrels all over the place and has even been known to take in the neighbor's cat thinking it was a stray.
One day she was out attempting find a baby deer that she saw the day before and came upon a baby boar caught in a trap. Taking pity on it she freed him, but this upset Arnama, the local Ranger a little too much and chased poor sugar back into the village, warning her to never come on his property again.
For the next several days she looked for that poor little boar but to no avail.
During her searching she came upon a small hut, the home Olmira Treesong. She was a druid and protector of much of the plant life in the woods about the outskirts of Kassen. Funny Sugar never found her before, but then again Olmira was a rather odd sort and Goldi wasn’t so sure that not knowing her was such a bad thing.
Thinking back, Goldi heard that Olmira would lure little boys and girls to her hut with Chocolate, and then she would eat them. But those were just stories, right? After all they wouldn’t say stories that weren’t true, right?
Just outside the front door of the hut was that little baby boar from the trap. His little leg all healed up, but he had a nasty scratch across his eye. Goldi ran up to the little boar to see if he was alright, but she barely took three steps, when Olmira came from the hut.
What are you doing here little girl? she asked hoping to shoo Goldi away.
I saw this little piggy. I got him out of a trap a few days ago. Is he yours? she asked with a slight tremble in her voice.
Why are you so scared? Do you think I am going to eat you? Olmira responded. I know the stories you kids tell. Besides, I don’t have any more Chocolate, that little pig there ate it all.
Goldi couldn’t help it but she tried to hide a little giggle at seeing the boar, his face covered in chocolate.
Is this all that brings you to my little abode, young Goldilocks.
Goldi tilts her head in curiosity, how did you… she starts to say but Olmira quickly shushes her.
The spirits of the woods told me that there was a new candidate to join the druidic order. Olmira interrupted.
Of course Goldi had no idea who it could be and it took Olmira quite a while to eventually convince Goldi, it was her.
For the next several months, Goldi kept disappearing into the woods as she met with Olmira to learn all about the forest and nature, and trees, and animals, and squirrels, and nut, and berries, and bushes, and….well you get the idea.
All during her time with Olmira, Goldi and the little Boar became quite attached. Goldi decided to name him Truffles as he and quite the taste for Chocolate, and he had the belly to prove it.
Truffles became her companion, she later added the title Admiral which came from his bath, but that is another story.
Admiral truffles still bears many of the scars from his trials and fights and the traps. And he isn't much to look at, and he sometimes smells funny, (but maybe that’s because he's gassy).
Things were pretty normal after that, ma (Lily) really liked Goldi’s abilities to keep the grapes ripe and fresh, and life was great in the sleepy little town of Kassen. But everything changed when the time finally came for some young people to make the journey to the Everflame crypt.
Olmira arrived at the store one afternoon as Goldi was busy stocking some shelves with some new arrivals from the Pathfinder lodge in Absalom. Goldi loved to read those journals, she even dreamed of one day traveling the world just like her parents did. Truffles just slept under a table.
Goldilocks, Olmira began, It is your time. Your final test will be the journey to the Crypt. Remember the lessons I have taught you and you will do fine. She finished.
Goldi’s eyes lit up in excitement. Me?!? I mean I always wanted to, well actually, I never believed I, No, I am pretty sure I would, I...
SHHHHH Olmira interrupted, just do your best.
Goldi could barely keep still, she paced all about the house wondering what she would do, who she would meet. Finally, Fulito pulled her aside, Goldilocks, come have a seat beside me. I have a tale to tell you. her father told her as he pulled an old book off a nearby shelf. As though it was placed there specifically for this occasion.
Goldi sat beside her father on the floor as he took a seat on his favorite reading chair. Olmira enjoyed a cup of tea that Lily made as she stood by to listen as well. Olmira knew this tale, she heard it numerous times, and still she enjoyed hearing it. And from a master storyteller no less.
Kassen, Fulito began, as he opened the book to the marked page, was established in the year 4522 AR by former adventurer Ekat Kassen, the settlement that would become known simply as Kassen was named Kassen's Hold. Located where it was on the river, Kassen's Hold became a stopover for those traveling the river to and from the city of Skelt. He continued. Hoping to teach Goldi the importance of the event she was about to partake in. Truffles woke up and edged his way over to lay on Goldi’s lap. He remained mostly quiet but an occasional snort could be heard ever no and again.
Fulito flipped a few more pages, bypassing lots of geographical maps and old survey notes. Ahh yes here we go. It was in 4535 AR a man by the name of Asar Vergas arrived in Kassen's Hold. Asar was a large and very powerful warrior. Claiming to be a former adventuring companion of the town's founder, he felt Kassen had cheated him of some treasure from a dragon’s horde, before they had parted ways. Fulito continues adding inflections in his voice as he tries to mimic the voices of the different characters.
Vergas and a group of mercenaries raided the settlement for a period of two months before their camp was located. It was during this part sounds of battle could be heard silently in the background, as shadows of soldiers danced along the walls in the candle light of the room.
Kassen mounted an attack on the Asar's stronghold, slaying him and scattering the mercenaries before succumbing to his own wounds received during the fighting. A somber moment as the story continues. Those killed on both sides were buried in the crypt that served as the site of the battle. And it is here that the Everflame burns to this day. The Crypt is to honor those that fought so bravely for the prosperity of this town.
Fulito looks to his bright eyed, yet a little high spirited daughter, I was not born in this town, but when we arrived here your ma was pregnant with you. The people here gave us shelter and helped deliver you. From that day on we have always felt welcome in Kassen, which is why we chose to retire here. Now it is time to solidify our family presence, by you completing this pilgrimage this town will officially be called, home.
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