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14 posts. Organized Play character for Falkos.


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Grand Lodge 1/5 ***

I know my GM has found these useful, thanks for the preparation.

Grand Lodge

Nefreet wrote:

Not that Mounted Skirmisher does you much good at level 1, but yes, it's valid.

Most people I've seen get Spirited Charge or Trick Riding first, though.

The Sohei has been around for a while, now.

This is no new realization.

as a monk it helps at level 1. Flurry

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Checking hero lab, it does allow this. While not always accurate. It does seem to be a useful guideline.

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1 person marked this as FAQ candidate.

Reading this, is it really possible to take Mounted Skirmisher at level 1?

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If i want to be a sucker for complicated things:
(allows me to eventually flurry a temple sword, but start with a siangham)

1) Swashbuckler
2-3) ninja
4) monk (sohei)
5-8) ninja
9) monk
10-13) ninja

If i want to keep it simple)
1)Swashbuckler (inspired blade)
2-7) ninja
8-9) paladin
10-13) Ninja

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Reynard_the_fox wrote:
I would definitely go Inspired Blade, then take Combat Trick: Fencing Grace as your first ninja trick. It will be much more effective and balanced than TWF.

I don't think i can argue with this. As much as i want do want TWF, i feel like i am trying to cram a square peg into a round hole. While i think that i could get it to fit with enough force, i think the concept is just smoother with an inspired blade, focusing on a rapier. Extra AC with a buckler isn't too shabby either.

if i wasn't doing the whole tail thing, twf would work. But i think i am just trying to combine too many character concepts on a single template

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Alexander Augunas wrote:

The 9-Tailed build works best with a class that doesn't require many feats. Spellcasting classes are good; you trade the ability to do metamagic tricks for more spell power in the sense that each feat essentially grants you two free spell slots that must be used to prepare a specific spell. (This is a gross oversimplification, but it works.) If you go the spellcasting route, you'll want to pick a class that can make use of the kitsune's bonus on enchantment spells and you'll likely want a class that uses Charisma, though it isn't a necessity. Witches and arcanists fit this role nicely, as do sorcerers and wizards.

If you're looking to play a martial character, you basically need a melee build because melee builds require the least amount of feats to be successful. Taking a class that possesses bonus feats (such as fighter or swashbuckler) works wonders, and swashbuckler synchronizes especially well with the kitsune's racial modifiers. The Magical Tail feat line focuses heavily on social magic and illusions, so picking a class like ninja or rogue that can best utilize those types of spells is also a smart move.

Do remember that since your adventure caps at 14th level, your character isn't likely to realize her full nine-tailed heritage. (Even if you threw all of your feats beginning at Level 1 at the concept, you'd cap at 7 feats at 14th level).

In order of best to worst, here are my Top 5 recommendations:

Spellcasting
1) Arcanist
2) Sorcerer
3) Witch
4) Wizard
5) Bard (Although kitsune make excellent bards, they often take a supporting role in melee because of their limited spells per day. You won't have the feats to make the bard's strengths worth your time if you devote yourself to the 9-tailed concept.)

Martial
1) Swashbuckler (Especially Inspired Blade)
2) Fighter (Especially Lore Warden with Martial Master)
3) Slayer (Especially Stygian Slayer)
4) Rogue (Especially Kitsune Trickster)
5) Monk (Only beaten by Rogue because of the Kitsune Trickster archetype.)

technically i would have capped at 8 tails at 13th level (you start with 1 baseline, putting in the first feat at first level starts you at 2). As was mentioned in this thread though, you can get a free bonus feat (no restrictions) with 10 levels of ninja. Thus completing the set of tails by the end.

Due to this, 1 swashbuckler/10 ninja is set in stone in my mind. The only question remaining is what i want to do with the last two levels and if i should try to dual wield or not.

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The lone "trick-combat feat" needs to be in slashing/fencing grace.

That said, Swashbuckler 1, paladin 2, ninja 10 is certainly interesting. Wielding a rapier.

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Nice catch! Sounds like we have a winner. 9 tails before the end of the path.

Thoughts on this

1 Swashbuckler, with 12 ninja (single rapier)

1 Swashbuckler, 10 ninja, 2 fighter levels mixed in (TWF w/ an extra feat in there somewhere)

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i understand about the 8 tails. Perhaps i can get a 9th one day with the right module. The foundation is still "as many tails as i can get" though

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That is something certainly worth considering. Abandoning the TWF for a single attack and become more swashbuckler. Inspired Blade swashbuckler would help with feats too.

Though i would say sneak attack is more then 1.75. 1.75 would be for a single attack. with TWF it would be 3.5. Of course there would be many times when one wouldn't be able to TWF.

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though i just realized that ninjas nor rogues get TWF as a trick, I think my second or third level needs to be fighter, to get that feat early.

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i do like the paladin aspect, and may incorporate in after my ninja levels, and push sorc back a bit. The reason i can't take vanishing trick first is then the character won't play (two weapon fighting) as i want it to play.

invisible blade is tempting, but then i don't get other feats, something i am sorely lacking.

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Building a Kitsune for a PFS journey through the Emerald Spire. This character will likely be dedicated to Emerald Spire only. Which will carry me to level 14

Under the assumption that every feat i can take will be a new tail, looking for build advice within this constraint. Working with the dex/cha bonus of the kitune. Classes like a bard / ninja / swashbuckler / oracle / sorc. seemed to make the most sense. The pure casters seemed redundant, and not enough spare or extra feats. I think i decided on a weird multi-class hybrid.

base stats:
str 9
dex 18
con 12
int 10
wis 12
cha 16

Favored class bonus going into rogue trick. from levels 1 - 6 will play like a traditional twf ninja. 7 and beyond will use an ioun stone to get familiarity with the sawtooth sabre and dual wield that.

1)Swashbuckler (Swashbuckler Weapon finesse, parry/riposte)
2)Ninja (ki)
3)Ninja (Trick: TWF)
4)Ninja (+1 dex)
5)Ninja (Trick: Vanishing Trick)
6)Ninja
7)Ninja (Ioun Stone: familiarity - Sawtooth Sabre, Trick: Weapon Focus -Sawtooth Sabre),Trick: Slashing Grade - Sawtooth Sabre)
8)Ninja (+1 dex)
9)Sorc (Fey bloodline, eldrich scrapper [Martial Versalitiy])
10)Sorc
11)Eldrich Knight (Bonus feat: Improved Critical)
12)Eldrich Knight (+1 str)
13)Eldrich Knight

A little unsure about the sorc/EK levels. They give extra feats and versaltity while keeping to the core concept. Fairly flavorful as well. Brawler/fighter levels could do a similiar function. I am 'fairly' certain i would keep levels 1-7 as they are. But could be convinced otherwise. Another level of ninja would also be considered. No drop in BAB with an extra trick. Perhaps shadow clones.