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Pathfinder Adventure, Lost Omens Subscriber. Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Pathfinder Adventure, Lost Omens Subscriber

I have plans to DM a grittier version of Pathfinder and plan on restricting the players mainly to martial classes and low magic at the beginning (Bard, Fighter, Ranger, Rogue) to help create the sense of survival and danger in a dying world slowly falling under the control of dark sorcerers and wizards.

I feel like the whole reason any of the famous fantasy adventures are interesting is because when magic isn't common, it's a much bigger deal when you get to see it.

Does anyone have any suggestions/warnings before I get too far? And what're your thoughts on playing or running a game in this setting?


Pathfinder Adventure, Lost Omens Subscriber

My game group will be starting a new campaign upon bringing our current one to a close (been playing for about 8 months). We'll be starting at level 10 for the new campaign. After looking over a lot of options in Hero Lab, I've come to the conclusion a Rogue will meet all the requirements I'm looking for in the most intimidating rounded Gunslinger you'll find. He'll allow me to roleplay something exciting (I was playing a Lawful Neutral Fighter(Armor Master) before).

Cypher - Gunslinger of Malice
Age: 37 (Middle-Aged)
Chaotic Evil
Human Rogue (Scout/Thug) 10

Abilities
STR 10
DEX 18 (15+2(Ability Boost)+1(Attribute Increase)+2(Belt))
CON 12
INT 16 (15+1(Attribute Increase))
WIS 10
CHA 18 (16+2(Headband))

Features
Brutal Beating (Sacrifice 1d6 from Sneak attack to Sicken enemy for 5 rounds (at level 10))
Evasion (Dodge Spells entirely on successful Reflex saves)
Frightening (Demoralize Attempts increases Shaken effect by 1 round, if shaken = 4 rounds, you can choose to cause 1 round of frightened)
Scout's Charge (Sneak Attack after charge; unused for this build)
Skirmisher (Sneak Attacks when you move at least 10' before attacking)
Sneak Attack = 5d6

Talents
Combat Trick (Bonus Combat Feat)
Crippling Strike (2 Str Damage on Sneak Attack)
Firearm Training (Ability to wield Firearms)
Grit (Deed: Quick Clear + Extra Grit)
Sniper's Eye (Ability to deal sneak damage vs Concealment with 30 feet)

Feats
Dodge (+1 Dodge AC; gained from Combat Trick Talent)
Gunsmithing (Ability to craft bullets and wield Revolver)
Improved Initiative (+4 Initiative)
Mobility (+4 Dodge AC when moving)
Point Blank Shot (+1 Attack if within 30 feet [VERY convenient])
Precise Shot (Ignore penalty for shooting vs melee combatants)
Shot on the Run (Full Round Action = Move your speed + shoot once at any point during the movement. This allows you to trigger sneak attacks from the Scout archetype of moving at least 10' before firing.)

With this build, I'll be dealing a stable 1d8+5d6+3 Damage (+2 Strength Damage) every turn Wielding a +2 Reliable Seeking Revolver (+14 vs Touch AC). With traits and skills I have +18 Intimidate and +10 Initiative.

The main thing I'm looking for is if I'm overlooking something. I was going to take Vital strike, but from what I understand it will NOT work with Shot on the Run and that is a key part to making this build work. I believe we're going to be running a campaign without a real "tank" (by choice, I was the tank in the last one and it's not fun being indestructible outside of strolling around Trolls whistling as they miss you with opportunity attacks [really happened]).

Obvious changes I could make is diving into a level or two of gunslinger instead of spending two Rogue Talents to ALMOST equate to 1 level of Gunslinger, but I want to stick to Rogue for the level 20 chance to kill. I plan to make him the most feared gunslinger in the world we're working on (Possibly put in the lore with stats when we finish the campaign setting) :).