Xokek

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572 posts. Organized Play character for miteke.


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Ascalaphus wrote:

1) Familiarize yourself with the changes that may be coming to the Lore Warden when Adventurer's Guide gets sanctioned. It might not be so good for maneuver builds anymore and invalidate your plans here.

2) For the love of all that is holy, don't make your build about tripping only. You will run into many many things that can't be tripped (incorporeal, gaseous, flying, too many legs, too big, too high CMD) and that'll be frustrating.

1. Will do.

2. It's not but it's a fun little trick when it does work.


Hello fellow Pathfinders,

I'm planning out the remainder of my PFS Dwarf's progression and i'm trying to find some advice on where to go from here on out.

Currently 5th level and will become 6th potentially after tonight. He's a 3rd level Lore Warden Fighter/2nd Level Urban Ranger. So far i'm working with the Dwarven Longhammer because....well, it's a freakin' Dwarven Longhammer.

Class Progression
1st- Fighter 1 (Lore Warden) Feat= Steel Soul/ BF= Combat Reflexes
2. 2nd- Fighter 2 (Lore Warden) BF= Combat Expertise/ BF= Improved Trip
3rd- Ranger 1 (Urban Ranger) Feat= Iron Will
4th- Ranger 2 (Urban Ranger) Combat Style BF= Two-Handed Fighting- Power Attack
5th- Fighter 3 (Lore Warden) Feat= Fury's Fall

After this i'm thinking
6th- Fighter 4 (Lore Warden) BF= Greater Trip
7th- Ranger 3 (Urban Ranger) Feat= Felling Smash, BF= Endurance
8th- Fighter 5 (Lore Warden)
9th- Fighter 6 (Lore Warden) Feat= Weapon Focus( Dwarven Longhammer) BF=

What i'm wondering is beyond 7th character level and getting that 3rd level of Urban Ranger is there a different Class i could look into finishing my progression in or is just sticking with Lore Warden Fighter the best avenue? What Feats should i be looking for to round out this guy going forward? Items and what not advice as well.

Keep in mind this is PFS and i still need to meet some bench marks i' feel i'm lagging behind like in the AC department. Thus i'll need to start putting my gold towards a Belt slot item, an Amulet of Nat Armor and Ring of Protection,besides upgrading my current Armor and Weapon.

Thank you all in advance for the help and yes i know that tripping will only become harder from this point forward but it's still fun when i actually get to deploy it.


Recently i filled out a survey for one of my PFS characters and earned a Boon.

Q1. Does any one have the link to said survey seeing as it is refillable for multiple charcaters?

Q2. Does the Boon "Forgotten Lead" allow you to replay a PFS Sanctioned Module whithin the defined tiers as well as the normal scenarios? It specifically calls out tiered scenarios but it make no mention of modules.

Thanks.


Chess Pwn wrote:

enlarge person makes them bigger, so does strongjaw spell, but no, no easy way to make them better.

if fighting with claws and beak then the brawler is probably not the class you want to go into, it doesn't off much if any support to them.

While paladin, War Priest, barbarian, are better suited since they have flat attack/damage buffs that are nice with 3 attacks early on.

I'm thinking that it might be best to forego the Claws in general. I'm not really going to take advantage of them any ways. Swordtrained at least confers some weapons not on the Inquisitor/Monk lists even if i don't use them.

I'm going the bow route with this guy at this stage in the build so my primary focus is being better at that so i really shouldn't be focusing on the Claws that much. Besides, if i go Zen Archer i still get improved unarmed strike so i can still fight that way and have the beak attack as well. I can grab the Amulet of mighty fists down the road if needed.


Yuri Sarreth wrote:

If you do zen archer after level 3 it wont matter. Point blank master removes the AOO for using a bow while in melee.. You can just shoot them right square in the face with your bow.. Having the beak and or claws does mean you threaten thou so you can offer flanking..

Manyshot does not work with zen flurry anyway.

My plan was to only dip for one level of Zen Monk for the Bonus feat, early Flurry with bow to tide me over until 3rd and take Rapid shot any ways, Perfect strike and the unarmed strike is gravy. Beyond that delays my Inquisitor goodies too much. Outside Vanilla fighter this seems like the best single level dip. Maybe a second level further down the road for Weapon focus which is a feat that i'd want any way.

I'm trying to avoid pets so Hunter and Druids don't match. The single dip hurts a bit but i really hate waiting for feats, especially with and archer, more than class features.

I'm hard pressed to think of a better single level dip.


Yuri Sarreth wrote:
I dont know of anythin right off to change the die size.. Your best bet would be using the amulet to add more dice.. Vicious or elemental damage.. Or ways to just add large static damage pluses.

Yeah, probably best bet. It's not going to be my primary attack mode anyway. It's my oh crap i'm in melee option being that i'm going the Archer route. I'm looking at adding a single dip for feats and Brawler looked like a good option on my Inquisitor but i may lean to the Zen Archer an lean on the Flurry. Although that puts me well behind in my BAB although getting Manyshot was a long shot to begin with.


Yuri Sarreth wrote:
Any spell or magic item that calls out affecting natural weapons will work.. Amulet of mighty fist being the most common..

Duh...facepalm. Thanks.

EDIT- But Magic Fang and Amulet of Mighty Fists does not change the Damage die size so it's still a 1d3. Any way to change that aspect or do i just live with that as my back up weapon?


Yuri Sarreth wrote:
neither one affects the other.. Claws and beak are natural weapons. The brawler and monk unarmed strike are a separate weapon. They have no direct interaction.

Crud.

Q. Magic Fang the only way to alter the damage dice then for the Claws?

I know of the Bloody Beak feat that will change the Beak to 1d6.


Quick question on how these interact.

1. I'm playing a Tengu and i've traded out my Sword Trained racial trait for the alternate racial Trait Claws. This gives me two Claw attacks at 1d3 damage and i'm treated as having improved unarmed strike to qualify for other feats.

2. Now i start my career as a vanilla Brawler which grants me improved unarmed strike as a bonus feat and a damage of 1d6 as a medium creature with my unarmed strikes.

Q. Does this now change the damage of my claw and beak attacks? Does it only effect my claw attacks? Does it not effect any of those attacks?

Thanks.


Serisan wrote:
Archer inquisitor is super strong, particularly once you get Friendly Fire Maneuvers + Solo Tactics and Bane. It's honestly one of the strongest characters in the game when it comes to damage output and takes remarkably little to get off the ground.

Thanks for the tip. I'll indeed look deeper into the Inquisitor. I'm probably overthinking this. It's just the feat crunch progression that had me thrown.

Thoughts on an Archetype or just stick with the vanilla Inquisitor?


I'm currently reworking my Tengu for PFS. I've yet to play him at level two so i'm looking at a bit of a rebuild. I was playing him as a Swordmaster/ Scout Unchained Rogue who was looking to try and exploit the Charge and Tiger stance down the road. All in all this seems like a fun combo but a tad bit one dimensional.

So what i'm seeking is perhaps a little advice/motivation/push in the direction of a better class for this guy. I'd like to take advantage of the Dex/Wis combo but not remain one sided. I'd like to go Archery but i'm trying to figure out which class best fits. It really boils down to 3 choices at this point for me.
1. Ranger (More feats, spells, full BAB, good archetypes to trade out my pet)
2. Inquisitor (Spells, Judgements and other goodies)
3. Monk (Zen Archer)(Great at Arching but what else?)

I was looking at the Sacred Huntmaster or straight Hunter Class but i'm not sure i'm "skilled" enough to deal with a pet so i've kinda put them on the back burner. Although the notion of a pouncing Tiger with my Birdman raining arrows from the second rank does seem kinda cool.

So any advice would be really helpful. I'm not an avid PF/PFS player these days and i'm very much out of the loop when comes to any type of "OP" when it comes to Pathfinder. Also i'm not a big fan of dump stats and like to be generally useful while not being generally useless if that makes sense, being that this is PFS.


From the following classes which would be the best to hand out status conditions to the enemies AND to counter the conditions handed out by those enemies?
Cleric
Oracle
Sorcerer
Witch
Wizard

This would be for PFS so being as well rounded as possible would be helpful but i primarily would like a support class that can remove effects and hand out my fair share in order to mess with the enemies well laid out plans.

I plan on beginning my research prior to making my next character so any help/advice would be much appreciated.
Thanks in advance.


Why play PFS at all then? As a matter of fact why Pathfinder as written? Why not sit and hash out some home brewed Gestalt type characters and run a home campaign?

Or just use the types of class/race/archetype combos that get you the mechanical goodies you want and accept that some of what you might be wishing for just wont be available.


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Buba Casanunda wrote:
ezrider23 wrote:
So far my favorite is Dwarf.

so, the Dwarf Class?

or the Dwarf Build?

Yes.


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BigNorseWolf wrote:
Bob_Loblaw wrote:


There is a place out here called AFK Tavern. It was designed from the beginning as a gamer-tavern. I really enjoy going there. It's also a great place to meet some of the game designers who work for Paizo.

That is a very sweet set up, but sadly not on every corner.

It's a 45 minute drive for me to get to the comic shop that hosts us. There isn't anything closer.

And for that we appreciate you and the endless hours of awesome gaming that you bring.


waynemarkstubbs wrote:

In light of the new Retailer Incentive PFS program, I'd really like to understand where this obsession with playing in game stores comes from.

I understand why it's great for the store - they get a captive audience for the period who will be exposed to their stock, may be incentivized to purchase, and may even pay for the privilege.

I understand why it's great for the game publishers - "hey, Mr Store Owner, carry our stock/support our organized play programme, look at the footfall it gets you"

But for the life of me I can't understand what's in it for the players. Who wants to spend hours playing games in a shop? I refuse to believe that there are locations out there that are sophisticated enough to have a games stored but not a cafe/pub/hotel etc. within walking distance.

Maybe there are fantastic luxurious game shops out there with comfortable chairs, sturdy tables, adequate toilet facilities, a wide selection of hot food and snacks and drinks, table service, wifi, proper disabled access etc. but I have never seen one. Whereas my local cafes and pubs offer exactly that. And as long as you're not being disruptive and spend some money commensurate to the time and space you take up, they don't really care what you get up to. Which is pretty much the same criteria that the games shops would apply.

So - sell me. You can choose to play in a cafe, and have all the things I describe above. Or you can cross the street and play in a games store that, on average, won't. So why on earth would you choose the latter?

All those things you state sound really cool but the one thing you are generally lacking from those venues are more like minded individuals. Folks coming into gaming stores who see an active gaming community are more likely to join in and thus the community continues to grow.

Secondly if your local gaming store does not have access to at least some of your above items then they just are not doing it right. No store should be hosting a 4 hour gaming session for multiple individuals without the proper toiletries. Store should have the proper access for the disabled and even when space is limited should do everything in there power to accommodate. Wifi should generally never be a problem. Tables and chairs are a must if they plan to host gaming. About the only thing that the FLGS may fall short in will be the food/drinks department.

But hey, gaming is great in general so play where ya like. So long as folks patron the FLGS and we get to stick around to supply the gaming community with the products they want then it's all good.


So far my favorite is Dwarf.


Paul Jackson wrote:
Fromper wrote:
Jeff Hazuka wrote:
Blackbot wrote:
Sure, not every character get Min-Maxed to hell, but as long as you don't turn up with a Wizard 1/Fighter 1/Cleric 1/Ranger 1 equipped with a dagger and nothing else you should be fine.
Challenge Accepted.
I'm not sure if there's a way to get a viable PC like that. Now, if you were allowed 2 daggers, then you'd be on to something.
I'm pretty sure that you also need a spell component pouch, holy symbol AND loin cloth :-)

Loin cloth optional but be sure you're not playing at the PG table. Although i'd guess a strategic placement of said spell component pouch works just the same.


Ferious Thune wrote:

Something to think about is that the Activating a Scroll section does not actually say that you are using UMD to put the spell on your list. It is a roll to activate the scroll, and you do so treating the scroll as though the spell were on your list. Nowhere in that does it say you actually need to have a spell list. All it means is, as far as activating that scroll is concerned, you are treated as though you do have the spell on your list, and that's all the scroll cares about.

Like others have noted, the only other requirement laid out in UMD is that you need to have the casting stat. And if you don't, then you might need to make a second roll to emulate having that stat.

Those are the only two rolls necessary, because those are the only two rolls the section on using UMD to activate a scroll requires you to make.

It all seems so simple when folks sit, read the rules and follow accordingly. Adding steps and checks that do not belong just muddies the waters for no reason.

PFS even makes the "Emulating an ability score" portion much easier for the non-castery folks by making scrolls basically generic. So you should have a relevant ability score from INT, WIS or CHA that you can use for the proper caster ability score.


As a Registered retailer i whole heartedly embrace this program. With that said and not to derail the conversation but i do have another question which may or may not be on topic.

Q. Is there some sort of time frame on when we retailers who have opted in to receive downloadable PFS scenarios is going to go into effect?

I don't know if the powers that be are lurking and have any form of answer towards this but i figured that this would be something that goes hand in hand with "Retailer Incentive".


What about doing something like Fighter(Lore Warden)/Ranger(Beastmaster)?
1st= Lore Warden (1)Point-Blank Shot (B)Precise Shot
2nd= Beastmaster Ranger- Wolf
3rd= Beastmaster Ranger (3)Boon Companion (RFS)Mounted Archery because i get to ignore the mounted combat prereq.

This gives me a little more diminished spell casting compared to the hunter but that's not a world ender for me. Also i keep my BAB solid straight through as well as getting the mounted feats a touch earlier. What other "Mounted Combat" feats should i focus on? I guess Ride By Attack would be great but i'm not gonna be focusing on mounted melee combat.


The Sideromancer wrote:
I would go hunter, if only because you get your companion early, and take Boon Companion to cover for a fighter dip. Both archery and Mounted can get pretty feat-intensive, which is why I recommend the fighter levels.

Best to get the Fighter dip out early? Say Lore-Warden for the extra skill points? I'm probably going to be bumping my DEX so i'll most likely stay in Medium armor anyways.

Something like
1. LW Fighter
Feats- PBS, Precise
2. Hunter
3. Hunter
Feat- Boon Companion, or should i push this off till 5 or get it earlier?


I've wanted to play a Halfling for the longest time and i'm thinking that Archery would be one of the better combat roles to take up, though i'd still like to be viable in melee should that become needed. What i'd also like to do is be a Mounted Archer.

I'm personally trying to steer clear of the Druid and the Cavalier, as we have one already so i'd like a slightly different take.

I like the idea of the Divine Hunter Pally but it takes some time to get the mount and the skills side are very lacking. I also have one Pally in play although a very different type. Maybe something along the lines of the Beast Master Ranger? Hunter is another class i'm intrigued by.

This certainly is not going to be optimized but i also don't want to suck. What might be the best few options?


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Thanks Hilary and Nefreet.

@Nefreet- yes i have all of those i just have not been diligent in my readings, sadly :(

@Hilary- i just downloaded and printed those today. There is always this weird suspension of belief when playing PFS due to the time altered way scenarios get run. One week we play a season 5 scenario the next we'll play a 3 the a 0-1 and then back up to 7. Those will be handy for me to grasp the bullet points of went down each season.


Hello fellow Pathfinders,

I have come to the realization that while i have been playing PFS for a few years now, albeit sporadically over the last year or so, i really don't know much of the history of the Society and it's most notable members.

What i'm asking this forum for is an advised reading list as to be more well informed about the Pathfinders as a whole.

Who are they? Why'd they get started? How'd we get to where we are?

I've also run across this whole "Lamplighter" type movement. It seems to have been around a while and has no official bearing on the game itself it does fit into this personal idea and belief system i've been tooling around with while looking into my next PFS character creation. But alas this is a divergence from my initial reason for posting this thread. So getting back on topic, any sort of help folks can offer me in my research of the Society as a whole would be greatly appreciated.

Thanx.


Bozmir the Rather-Pretty wrote:

I'm lucky to come across this thread! I had a build for exactly this, for a home RotRL campaign, but it seemed unimpressive.

Coming back to the OP, is there any redeemable qualities to a halfling archaeologist? Is whip-aiding enough, or would it be worth investing in the whip feat tree? If not, what feats should I look at to get a Indy-esque feel for my character?

I can't speak to whether "Whip-Aiding" is enough or not but it seems like fun, nor can i speak to the redeeming qualities of such a build. Also of note, i just got back from Ren-Faire where i watched a guy using Whips and it was hella cool.

One idea that i stole from another thread was to dip 1 level of Mysterious Avenger. With this you gain Exotic Proficiency Whip and the ability to use Swashbucklers finesse which qualifies you for all prereqs and acts as weapon finesse. You get some deeds and panache which synergizes well enough with your high Charisma. Also by being a full BAB class you can take Weapon focus Whip at first,due to the +1 BAB, getting you further along the Slashing Grace/Whip feat tree. Taking the trait Helpful Halfling gives you a +4 on Aiding while letting you park behind the party meat bags for saftey. I believe there are other ways to make this very useful via feats. I'd assume your second trait should be Magical Knack in-order to make up for that tiny down tick in spell casting.

Beyond this i don't know what other help/advice i could offer. There are many more learned individuals lurking around these boards and optimizing PF is not my forte, nor any optimization anymore these days.


MageHunter wrote:
ezrider23 wrote:
Cavall wrote:

Well as your luck is essentially a "song" you can't do that and inspire courage at the same time. So in giving a plus one bonus you skip out on the thing that makes the class great.

May as well go straight bard then

Well then derpy duh on me....how could i miss that! RAH!!!!

Yes, straight Bard or some other Archetype is looking like the way to go.

Although.....going the selfish Bard route has it's merits and i can still look to buff/control through spells and other such tactics.

If you want a selfish bard take a look at Dervish Dancer.

Been there. Done that. Don't want to again.


Cavall wrote:

Well as your luck is essentially a "song" you can't do that and inspire courage at the same time. So in giving a plus one bonus you skip out on the thing that makes the class great.

May as well go straight bard then

Well then derpy duh on me....how could i miss that! RAH!!!!

Yes, straight Bard or some other Archetype is looking like the way to go.

Although.....going the selfish Bard route has it's merits and i can still look to buff/control through spells and other such tactics.


BadBird wrote:
Archaeologist with the Fate's Favored trait is a really great self-buffer. You could easily go weapon-and-buckler with Slashing Grace or Fencing Grace, using Rogue Talent: Combat Trick to finish the chain by level 4. Taking Amateur Swashbuckler allows you to use a Swordmaster's Flair: Blue Scarf to grant your weapon a 5-foot reach bonus...

There in lies the meat of the problem i was trying to solve. I've played a few self centered Bards and i was looking to try and avoid that route. Not entirely mind you based on my thoughts on the Archaeologist. Thus i thought getting back that +1 Inspire Courage from the Evangelist for just the right time was a good idea, along with some other goodies that the Cleric can offer. Although now i think on it the WIS synergy just isn't there so i'm probably not getting much from this dip. The rest of the time i help the group through Buffs and my own competence in and out of combat.

I wonder if the Helpful Halfling Whip route might work. Starting with 1 level of Mysterious Avenger Swashy and then going standard Bard for the remainder?

Alas it seems i have more research to do and seeing which angle best serves the groups needs, the societies wants and what i desire to play.

Please though, any and all suggestions are welcomed so feel free to keep offering advice.


Cavall wrote:
ezrider23 wrote:
Cavall wrote:

Friend, save your feats. You don't need them to extend that ability.

You need a tuned Bowstring. As an archer that's all you require.

Bit pricey.
Feats cost more.

Then saving up the 18.000 GP and waiting for my fame to come into play? Maybe but i'm also waiting quite a few scenarios to even get there.

I need to have 36 fame. That at least 18 scenarios. 3 xp per level puts me at 6th level. So yes, if i've managed to save up 18,000 GP for the bow string then i can certainly save those feats. It's a trade off bridge that i could cross when i get there.


Cavall wrote:

Friend, save your feats. You don't need them to extend that ability.

You need a tuned Bowstring. As an archer that's all you require.

Bit pricey.


Might be better to go with the Trapper Ranger as my first class then move into standard bard for the remainder. Having the ability to Disable Devices and Magical Traps is a "nice" perk and getting DD added to my skills opens up trait choices. Getting the HP and Saves of the Ranger is an added bonus. I'll never be a true Rogue fill-in but enough to get us through most scenarios.

Snagging a second Ranger level nets me a feat but delays my Bard goodies so i doubt i'd go that far.

I do enjoy dipping for just a touch of versatility on many of my builds. Especially in PFS. I do tend to see things come up at tables that most specialized PC's can't handle well, if at all.


MageHunter wrote:
The feat extra Performance is what you're looking for.

Yes, this and maybe Lingering. I'll try to fit that in later on. I do need to get at the least PBS and Precise in order to be a competent archer.

Looking at Fates Favored and maybe Vagabond Child traits. Maestro of Society is also in the mix. I could perhaps add the Additional traits feat into the build to grab some extra goodies. I'm most likely not gonna be the primary damage dealer via archery so i don't need to invest a ton there.

1. Point Blank
3. Precise
5. Extra Performance
7. Lingering Performance
9. ???????


So i'm looking to make a Halfling Archaeologist Bard for PFS but i'm not entirely keen on losing Inspire Courage.

I'm looking into the idea of Dipping a level of Evangelist Cleric to get this back but it seems very limited. Outside of bumping Charisma is there other ways to increase my rounds of performance, not that having oodles are greatly important due to the short work days of PFS but i'd like to have few to help my buddies get through some important encounters.

I'm probably going Archery route although Helpful Whip-ping could be pretty fun.

So far this is just a fact finding mission and other than Halfling and potentially Bard nothing is set in stone.

Thanks folks.


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I'm pretty sure this is notin the guide collection but it may be of some use for newbies wishing to make their first foray into "Pathfinder Society Play". I don't know if there is a discussion page that accompanies it.

Written by Big Norse Wolf
Flutters Guide for Newbies


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BigNorseWolf wrote:
I have a guide i threw together for newbies and one important thing i wanted to add was the welcome to pathfinder boon, but i can't find a link to it. I HAVE it as a pdf, but no link for it. Anyone know where it's hiding?

Don't know how i've missed this but i will say "Great work, BNW."

One thing i will note though is the document just ends abruptly. The Flutter narrative flows so nicely through the document but then we get to the BOON download at the end and it's over. I'd recommend adding a farewell of sorts from Flutter. Letting the reader know that they have completed their intro into the PFS and what not. Just my 2 coppers mind you.


This is what i've done so far but it's mutable.

Spoiler:

Wendel Drayang
Male wayang magus (bladebound, hexcrafter) 1 (Pathfinder RPG Advanced Race Guide 210, Pathfinder RPG Ultimate Magic 9, 47, 48)
CN Small humanoid (wayang)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +2; +2 vs. shadow spells
--------------------
Offense
--------------------
Speed 20 ft.
Melee cestus +4 (1d3+3/19-20) or
. . gladius +4 (1d4+3/19-20) or
. . scimitar +4 (1d4+3/18-20) or
. . unarmed strike +4 (1d2+3 nonlethal)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 1st; concentration +3)
. . 1st—color spray (DC 13), ray of enfeeblement (DC 13)
. . 0 (at will)—acid splash, detect magic, disrupt undead
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 15, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting
Traits seeker, wayang spell hunter
Skills Acrobatics +1 (-3 to jump), Knowledge (arcana) +6, Knowledge (planes) +6, Perception +7, Profession (scribe) +4, Spellcraft +6, Stealth +7; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Common, Shadowtongue, Wayang
SQ dissolution’s child, hex arcana, light and dark
Combat Gear scroll of comprehend languages, scroll of shield, scroll of shield; Other Gear studded leather, cestus, gladius, scimitar, backpack, bedroll, belt pouch, blotter (0.2 lb), flint and steel, inkpen, knife for cutting quills into pens (0.5 lb), pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), scroll case, spell component pouch, spellbook, trail rations (4), vial, waterskin, 4 gp, 9 sp
--------------------
Tracked Resources
--------------------
Arcane Pool +1 (3/day) (Su) - 0/3
Dissolution’s Child (1 round, 1/day) (Su) - 0/1
Light and Dark (1/day) (Su) - 0/1
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dissolution’s Child (1 round, 1/day) (Su) Assume the appearance of a shadow, as invisibilty.
Hex Arcana You can substitute Hexes for Magus Arcana.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Shadow Resistance +2 on saves vs shadow spells.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Wayang Spell Hunter (Shocking Grasp) Reduce spell level increase from metamagic for chosen spell by 1.


As the title says. I'm making a Wayang Magus and i'm kinda stumped on where to go and what to do with him.

I want him to be a shadowy and stealthy sort. Capable in melee for when i want to get my stab on but still useful in other ways, like adding some form of battlefield/melee control.

I'm torn between Kensai and Hexcrafter but leaning towards Hexcrafter. I don't plan to do any hair tricks though. Kensai would be better with the stats matching up and i could MC into Swashy for the Fencing/Slashing grace but i'm up in the air on this.

Any feedback would be helpful and appreciated. The only thing i won't change is the race. Kinda digging on these creepy little buggers.


Magus/Investigator? Or Inquisitor. Don't they have a "Witchhunter" Archetype? Add in Alchemist or Investigator.


Steven_Evil wrote:
Bump of Shameless Self Promotion +1

Best i can offer is if you are gonna go melee try to get a 14 CON.

Maybe go
15/14/14/10/10/13+2 as a human. Bump your Strength or Charisma at 4th and the other at 8th. 6+ skill points is good and not having a and by having the 10 in INT at least keeps you from a negative mod. Half-Elf does the same and you get the free SF as well as some other goodies.


I think it's coming down to either a
1. Diviner Wizard with a very high Initiative and Battlefield Control or
2. Witch with some battlefield control and Debuffing or lastly a
3. Vanilla Bard. Either Reach with Combat Reflexes coupled with Helpful and Body Guard or Ranged.

We have Bards galore, of one stripe or another, in our small PFS community but have absolutely NO Wizards and only one Witch.

I've never played a Wizard long enough to really get fully immersed in the world of Meta-Magics. Therefore i'm leaning heavily towards the Wizard. Witches Hexes seem really cool though.


Caryth Derellis wrote:
Caryth Derellis wrote:

Honestly, I know you wanted to stick to core classes, but the witch IMO is THE BEST control class. They are great buffers and can eve heal when need be.

Humans are great because you can pick extra hex and gain another hex for free at first level.

Misfortune Hex, Evil Eye, Slumber, are all WONDERFUL control/debuff.

At early levels I have used Mud Ball, glitterdust, and other control spells to bolster my control efforts. If you have a grappler in the party, have them grapply and use the spell Limp Lash to totally shut down enemies...

You can also get Fortune, Ward, Healing, etc. to give excellent buffs.

Be sure to pick up the feat that allows you to cast hexes additional times per day on targets that resist them.

Rolling on the Floor Cackling provides a really get overview of various witch builds and abilities.

Witch is a class that has intrigued me. I'll need to dig deeper. If you or anyone else has more advice on the Witch i'm listening. I'll look into reading the Witch Guide over in the Guide to Guides since they are alway chhock full of really useful tid-bits.


Hello folks,
I'm looking to make a new PFS character and would like to focus entirely on Battlefield Control and Party Buffs. I'd like to try and stay with CORE classes as much as possible. I have other option available but i like the Core classes and races. I know this may be better served in the PFS forum but i come here to you sagely experts of character buildery.

Q- Which class works best for this? I'm thinking Wizard but i'm open to other thoughts?

I'm not overly concerned with contributing damage myself, i'd like to make the party better murderhobos if i can. I'd also like to stay away from SUMMONING. I just don't like adding critters to fights and monster book keeping. Adding buffs and conjuring terrain features is the most paperwork i want to do, but i want to be the BEST at those things. Having all the other useful PFS bits would be nice as well. Skills and what not.

I really look forward to reading and responding to any and all advice. Mind you i've drifted very far from any "New" Pathfinder stuff as i've just not been keeping up to date.


Pork_Chops wrote:

So I'm pretty new to PF, literally never played a D&D type game in my life. My friends have been very helpful with getting me into the basics like combat, stats, spells, etc.

My main weakness has always been the actual roleplaying aspect, for some it comes natural, for me I have a hard time thinking of things to say. My DM isn't requiring we roleplay, but I still would like to contribute.

I recently missed a mini session with one of my groups where they leveled up and I was informed almost everyone roleplayed their level ups. I have two groups right now, the one I missed is with my Deadly Courtesan, the other I have a Merfolk Druid.

I'm just looking for ideas and advice and how I can roleplay these characters so I'm not just sitting there with a blank look on my face the whole time.

I don't know if it's been said before but here goes my advice.

Don't worry too much about it. All it takes is time and comfort. Once you get into the flow of things and having a goofy fun time with your friends the funny voices, catch phrases and overall demeanor of your toon will just come out of you.

Over thinking RP will eventually lead to personal stifling pressure.
As a great mind once said R-E-L-A-X.


Investigator is a nice utility class that can get some mileage from party buffs with infusion.

Although redundant but what about a good ol'fashion Sorc/Rogue of some sort. A sneaky Halfling Rogue 2-3/Seeker Sorc of at the least 4/Arcane trickster or just stick with Sorcerer.

With the Dex/Charisma bump you could add some "face" to the group while also doing the scouting. It seems like traps are a biggie in the world so ranged legerdemain could be a useful tool to have to compliment the disable device/slight of hand. Could go for a more versatility role over really worrying about being a damage dealer.


Do you actually mean "Trap Spotter" the Rogue talent or "Trap Finding"?


I second the hunter guide.


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FrodoOf9Fingers wrote:

I guess I'll get people's thoughts here... Several people have voiced their opinions in turning the Kensai Magus guide into a more generalized Magus guide (though, a specific Kensai adaptation would still exist).

How many people are fine with Walter's work, and how many would like to see a more comprehensive work done, with more in-depth coverage of the archetypes (especially the ones no one talks about, the Myrmidarch and Skirnir especially)?

If there's enough interest, I'll start working on it. If not, then well that just means Walter has done an excellent job that has lasted even when outdated!

I vote yes. It'd be nice to read a more comprehensive and updated version of the Magus guide.


Oh, and as a note.

N. Jolly, i believe you mentioned a Hexcrafter guide at one point. If you are indeed working on one i do look forward to reading it. I played a Magus some and would like to start focusing on the class even more.

Same goes to you also Frodo, thanks for all of your insight. I really enjoyed and found your Kensai guide quite helpful.


ZanThrax wrote:
ezrider23 wrote:
Is it because these boards don't support a function to do it that way? I'm totally non-computer savvy so call me clueless.

Pretty much yes. Lack of inline images, no ability to edit beyond an hour from the original post, no user controlled ability to sticky posts are the biggest drawbacks to trying to post them directly on the boards.

But I personally prefer having a separate, complete file that can be saved or printed or viewed on a variety of devices, without being just a text field (even if it's a text field with some formatting and images added) and allows for the creativity of the author to be expressed however the author wishes. For example, there's no way that Bodhi's Paladin guide could be recreated in any message board, no matter how good the software.

That's what i was wondering.

I was in no way suggesting the creativity be taken away. That is one of the things i really enjoy about a lot of these guides.

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