Don Diego de la Vega Zorro's page

No posts. Organized Play character for Woodoodoo.




I am making a Hunter build for PFS that uses all the AOO teamwork feats and even though it is tempting to just go T-Rex, I can't deny those two archetypes fascinate me. Riding a Giant mantis or a Puffball(!!) into combat sounds pretty damn amazing. The problem is they are just straight up worse than the normal animal companions. Vermin are mindless and even if that makes them immune to mind affecting it means that you get no skills/feats. And the plant companions stats are just so much worse than the dinosaur ones. They even only have two magic item slots. BUT... Imagine riding a Puffball into combat!


So like the title said I am imagining a wild west style "Wand Slinger" what would be the best way to accomplish this? Counterfeit mage? Any ideas?

>Edit< Upon further investigation it would probably be the magus or wizard who are the only ones that can use their own stats for wands like the scrollmaster wizard archetype.


Like the title said I am looking yo make a dandy ranger for a campaign soon and I want to save those precious precious point buy points and I thought dipping one level of Oracle for sidestep secret would be pretty funny. What do you think? is it a bit of a waste?

Felt like making him aasimar(I forget which type gives bonuses to str and cha) with stats like STR: 18 DEX: 7 CON: 14 INT: 12 WIS: 12 CHA: 16


An elf rogue with the favored class bonus for his class gets to take multiple major magic rogue talents. Does the favored class bonus increase his uses of all of his instances of major magic?


Like the title said I was curious if anyone had any phantom thief experience. I am really interested in the archetype and would love to hear other people's account of it. How was your build like? Anything you would do differently?


The time has finally come. I have been wanting to make this build for YEARS and the opportunity has finally arrived. I'm starting hell's rebels!
Now, I have been saving this reddit post for just this occasion. But I am quite unsure about in what order exactly i would need to make the build. I thought it would be funny to squeeze counterfeit mage in there as well.

Am I correct in assuming I won't need agile maneuvers if i'm using SoH for my steal checks?

I feel like something like this would be good:
Halfling Filcher/Counterfeit Mage rogue STR: 7 DEX: 18 CON: 12 INT: 14 WIS: 12 CHA: 14

traits:Criminal, Stealthy escape, (possibility of a drawback then maybe fates favored)

1 Dirty fighting
2 Fast fingers
3 Posessed hand
4 Bonus: Improved steal
5 Skill focus: SoH
6 Minor magic
7 Well-Prepared
8 Major magic, Bonus: Greater steal
9 Quick steal

I really want to keep Well-prepared in there and I might try to fit space for the "Hand" feats from the Haunted Heroes Handbook. Gloom magic sounds fun as well. As does perhaps having piranha strike for damage when I'm fighting people I can't steal from.
I also just realized I might just need the weapon trick feat to be able to do more than one steal per round. although only getting quick steal at lvl 9 does sound a little lame but I still think the filcher is better than the sharper because I don't have to worry about my CMB.
I feel like incorporating the gnome pincher in here somewhere would be hilarious as well.

So, what do you guys think? Any advice? How do I become the master thief?


So my group is starting Hell's Rebels(PS why does hell's have an apostrophe?) and I am in the process of deciding what to play. This is WAY in advance of the other players since I always take so long to make a character so I don't know what the other players will be playing (f%$% character creation nights amirite?). And as usual my choice anxiety creeps up on me and I just have to explore EVERY option and i have a million idea's for builds.
I do understand that this AP is a little more in the way of intrigue than others so this is definitely opening new doors since I am normally used to building kind of combat focused martials.

I do like the idea of playing a spy or a rogue type character like the infiltrator investigator. Or a "urban" archetype like the siegebreaker(a bull rush build would be hilarious) fighter or using the pretty crazy street style. Charisma is of course going to be needed on most characters or that makes oracles/sorcerers/skalds/bards pretty awesome, as well as most full casters(except maybe for the more "wild" ones).

Then there is going with something that you normally can't play since It's not PFS legal(where i play most of the time) like some of the new archetypes in paths of the righteous like the brewkeeper dawnflower anchorite or doing some crazy flame blade build with flame blade dervish. Even the amazing Fiend keeper medium sounds pretty damn fun to RP.

BWARGH choosing a character is going to take forever, any of you that have played this AP have any advice? It would be appreciated.


So my group is starting Hell's Rebels(PS why does hell's have an apostrophe?) and I am in the process of deciding what to play. This is WAY in advance of the other players since I always take so long to make a character so I don't know what the other players will be playing (f&*$ character creation nights amirite?). And as usual my choice anxiety creeps up on me and I just have to explore EVERY option and i have a million idea's for builds.
I do understand that this AP is a little more in the way of intrigue than others so this is definitely opening new doors since I am normally used to building kind of combat focused martials.

I do like the idea of playing a spy or a rogue type character like the infiltrator investigator. Or a "urban" archetype like the siegebreaker(a bull rush build would be hilarious) fighter or using the pretty crazy street style. Charisma is of course going to be needed on most characters or that makes oracles/sorcerers/skalds/bards pretty awesome, as well as most full casters(except maybe for the more "wild" ones).

Then there is going with something that you normally can't play since It's not PFS legal(where i play most of the time) like some of the new archetypes in paths of the righteous like the brewkeeper dawnflower anchorite or doing some crazy flame blade build with flame blade dervish. Even the amazing Fiend keeper medium sounds pretty damn fun to RP.

BWARGH choosing a character is going to take forever, any of you that have played this AP have any advice? It would be appreciated.


So, I have been playing my Kitsune fox shape character for a while now I was looking for some feedback on it. It uses fox shape combined with mouser swash+some other goodies. So here goes:

Don Diego de la Vega(aka Zorro)Confession: I did steal the name idea from Taenia here on the forums.

Mouser Swashbuckler/Snakebite Brawler/Urban Barbarian/Mutation warrior fighter

Stats with kitsune mods: STR: 8 DEX: 18 CON: 14 INT: 8 WIS: 14 CHA: 14
All level enhancements and item enhancements go in dex and with mutagen and rage my dex bonus absolutely skyrockets

Traits: Berserker of the society, Whatever the will trait is called
Now, I cant remember what my original level order was so I'll just wing it.
lvl1 Swash(mouser) 1: Weapon finesse
lvl2 Barbarian(urban) 1
lvl3 Barbarian(urban) 2: Extra rage powe(lesser fiend totem) Ragepower: Lesser abyssal blood
lvl4 Brawler(snakebite)
lvl5 Fighter(mutation warrior): Piranha strike, Fox shape
lvl6 Fighter(mutation warrior): Combat reflexes
lvl7 Fighter(mutation warrior): Snake style
lvl8 Fighter(mutation warrior): Snake sidewind
lvl9 Fighter(mutation warrior): Snake fang

Gear so far: Belt of Incredible Dexterity +4, Furious agile AoMF, Gloves of dueling, Headband of Intelligence +2, Ring of eloquence

Man, I wish there was a better way or a format or something to post your character here.

Anyways there it is I realize 12 rounds of rage is a little low but so far with clever use of barbarian chew it hasn't been a problem.
This build originally had MoMS monk and monkey style but that version ran into the sand with the errata. Any suggestions? The plan was to go for bodyguard but I feel like the mouser ability is as much of a deterrent as is needed for enemies not to attack my friends.


Hey there so I just had someone mention to me a flying blade Swashbuckler build with a couple level dip in Far strike Monk in a thread. the monk dip seems pretty nice since I'm effectively getting four bonus feats for 2 levels(regular monk bonus feats + quick draw and flurry)

So, here is the build so far:

Halfling
STR: 8 DEX: 21(level) CON: 12 INT: 8 WIS: 14 CHA: 14
Traits: The UMD trait; fort, will, init, or fates favored trait
Far strike monk/Flying blade swashbuckler
Lvl 1(Monk1):FLurry, Quick draw, Point blank shot, Weapon focus:starknife
LVL2(Monk2):Precise shot
Lvl3(Swash1): Starry grace
Lvl4(Swash2)
Lvl5(swash3): Deadly shot
Lvl6(swash4): Weapon specialization(startoss style?)
Lvl7(swash5): Clustered shots
Lvl8(swash6)
Lvl9(swash7): Point blank master?(startoss comet?)

So I'm wondering if I should be going for the startoss style feats or not. There is obviously the drawback of having to use the blinkback belt over a dex item. So I'm going to have to compensate somehow. What do you think? any suggestions?


I was looking through the villain codex and noticed this awesome archetype. Getting spell strike and full monk unarmed strike sounds pretty cool. I am pretty disappointed with the spell selection though. How would one build an Ascetic oracle? perhaps a dip to scaled fist umonk for charisma goodness? Combine it with the toxic blood curse?


I was looking at the Wendo caller and it seems like a pretty interesting archetype. I was wondering what the best domains would be. In my everlasting quest to try to make flame blade dervish work I thought the lightning domain would be cool to get flame blade but its only at lvl 7 and very limited. I would obviously be taking the 1 burn when channeling the spirit so I would presumably have to boost my con and maybe taking toughness.
Y'all have any ideas? I tend to gravitate towards the small races normally and the halfling favored class bonus is especially nice.


So, I have been wanting to make a build around Flame Blade Dervish and I thought I would throw it out into the ether and see what people think.
So it's a Shaman and a Druid spell but Paladins Clerics Rangers and Inquisitors can get the spell by worshiping Sarenrae.
The voice of the wild Bard and fey trickster mesmerist can also get it.
And since I have never played a mesmerist before I thought that would be really interesting, even though the spell list really isn't really that great compared to the OG mesmerist one. I might want to take those Fey spell lore/versatility feats. Additionally I have couple of questions like:
1. Can I use power attack with the flame blade?
2. Is getting sidestep secret a good idea?(probably not but still CHARISMA) I also feel like getting weapon finesse+dervish dance is a bit of a waste for just being able to finesse the flame blade.
3. VMC Admixture wizard?
4. I feel like every single Mesmerist build I see out there is a caster build, am I crazy wanting to be a melee mesmerist?

I feel like the race choice lies between Gnome for the cool factor and half orc for the pretty insane FCB.
I feel like this thread is pretty much a mess but I appreciate any feedback you have to give me!


The gate breaker feat = http://www.d20pfsrd.com/feats/combat-feats/gate-breaker-combat
Does it even work while sundering? Since you are already getting your str bonus from your normal sunder damage.


So I made my Sunder barbarian a while back for PFS and have been slowly leveling him up. And I thought I would throw my build up here and see what people think. Bear in mind, he is very optimised but for the single goal of smashing things to dust. So I present: Gromsh (lastnamepending), Barbarian, believer of Rovagug:

lvl: 8
Race: Half orc(Gatecrasher alternate racial +2)
Class: Breaker barbarian(1/2 level to sunder damage=4. Battle scavenger +1)
Human favoured racial

Starting stats
Str 20(+2) / +5(24 at lvl 8)
Dex 14 / +2
Con 14 / +2
Int 7 / -2
Wis 11 / 0
Cha 7 / -2

Traits: Destructive blows +2 sunder
Bred for war +1 CMB

Feats/Rage powers:
1 F: Power attack
2 R: Superstition
3 F: Improved sunder
4 R: Witch Hunter
5 F: Deific obedience(Rovagug)
6 R: Spell sunder
7 F: Greater sunder
8 R: Strength surge

HP: 77
AC: A measly 20

Fort: 9
Ref: 5
Wil: 2

CMD: 28(32 vs sunder)
CMB: 18(36[33PA]. For sunder sunder damage=1d10+37 with PA)

Init: +2

Items: +1 Furious Piston Maul, +1 adamantide Breastplate, cloak of resistance +1, Belt of giant strength +2, Ring of protection +1, Headband of havoc, Gauntlets of the skilled manoeuvre.
I have about 10k gold to spend

So I just wanted to throw my sunder bonuses up here to make sure I'm not making any mistakes:
Hit +8BaB +9Str +3Weapon +2racial +3traits +4improved/Greater sunder +4deific obedience +2gauntlets +1using a broken weapon= 36(33PA)
Damage: +13 from str +3weapon +4deific obedience +4breaker archetype +4Piston Maul +1broken weapon +9PA = 38.

Now, in hindsight I probably should have gone with a high crit weapon to get a nice benefit from Sundering strike. But using a piston maul sounded WAY too awesome.

I am not sure exactly where I should go next. In terms of feats I KNOW I REALLY need Raging vitality so that Is 100% my next feat. The original plan was to dip one level of dual cursed Oracle for the lame/wrecker curse for rage cycling awesomeness. And for the fact that I will be an Oracle of Rovagug But the cumulative bonuses I get from the Barbarian are really amazing as well.
And then, there is Smashing style. OH MY GOD Smashing Style is AMAZING. If only I could somehow get improved/greater trip and/or bull rush with this build. That would be amazing. Maybe a lore warden dip? Oh wait I need 13 int for that, damn. I guess brawlers are the only ones that get to bypass the 13 int restriction?

Anyways, thanks for reading through my build and thoughts. Any advice/suggestions are welcome. Lets discuss how to become the lord of destruction!

PS: Anyone have a cool suggestion for a last name? I mostly draw blanks when naming characters.


So i have been building/playing an Investigator in pfs and have been preparing it to play bonekeep and I was wondering if I could get a second opinion on the build. Espeially on what kind of magic items i should be buying. I think i might have gone a little crazy buying so many potions/elixirs for alchemical allocation shenanigans. I really wanted this character to feel cool above all. Anyways here it is.

Shaka Bhekizizwe A half elf Investigator lvl 7

Stats: STR: 18 DEX: 14 CON: 12 INT: 14 WIS: 12 CHA: 7
WIth items +levelup: STR: 21 DEX: 14 CON: 12 INT: 16 WIS: 12 CHA: 7

Traits: Accelerated drinker, Armour expert
Favoured class bonus: Half elf
HEB:Skill focus Linguistics
lvl1: Power attack
lvl2:
lvl3: Combat reflexes, Mutagen
lvl4:
lvl5: Orator, Quick study
lvl6:
lvl7: Extra investigator talent: Amazing inspiration, Sickening ofensive

Items: +1 Shrinking Adamantine Longspear, +1 mithril breastplate, Dex belt +2, Int headband +2, +1 cloak of resistance.
Potions of: Heroism(CL5), Life bubble(CL5), Stoneskin(CL5), Fly(CL5), Shield of faith(CL12(boon))
Elixir of Spiritsight
Senshinru Spirit Elixir

Like I said i went a little crazy buying potions.

I have just under 8000 gold to spare so i am wondering what Item I should be buying. I am eventually going to get an inspired weapon but i don't feel it's worth it until i hit lvl 9 for combat inspiration. Investigators hat? Poisoners gloves? Bountiful bottle? Boro beads(lvl1 and 2)?

I would love your opinions and suggestions.


So I have been looking to make a single(or possibly dual) shield wielding build. But as usual I find so many different ways of making some build I want to do I can never decide what build to go with.

So here is the gist of it: I am joining a group that is starting at lvl 7 for a serious dungeon crawl the current players are

Tank paladin(I believe sacred shield)
Life oracle
Archer paladin
Wizard
and an Alchemist

So right off the bat you can pretty much tell you might need some sort of melee combatant. I also thought maybe trap finding could be useful and going back to a build using a shield(twf or 2h) I thought slayer would be the perfect fit because of the ranger combat feats giving you shield master at lvl 6 and even letting me pick up the trapfinding slayer talent. Nice! Combining that with spiked destroyer and a couple levels in siegebreaker fighter(after lvl 7) should provide you with impressive damage numbers. Although you are quite swift action reliant.

But what if I could take it further? What if i just completely disregarded the need for a trapfinder?
Siegebreaker mutation warrior fighter5(6?)/Barbarian2(1?) Mutagen + rage + weapon training + furious shield spikes sound like they would increase my damage by a LOT without really losing anything from not getting shield master especially if two handing it.
With this version I could have up to 28 strength at lvl 7. All while leaving that swift action alone for spiked destroyer.

Hell I could even just make a Brawler that gets 4 attacks on a flurry funny thing is I think the base brawler is still better at it than the Shield Champion.

Another idea is just to ditch the shield and go rogue3/fighter-barbx
Archaeologist bard might be fun but seems underpowered.
Investigator seems strong as well but not THAT strong in combat and I don't want to step on the alchemists toes.

Any ways I was wondering if you guys could give me some insight into my dilemma. I honestly can't decide what to play, damnit!

Thanks in advance.


So my question is If I have for example a +4 shield and shield master do my attacks bypass DR adamantine/cold iron etc?


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So I have been itching to make a slayer for a while now and I have two build idea's that I wanted to flesh out and get some feedback on. So here we go:
I made them at 7th level since that is the level I am starting the character.

Build 1

Shield Slayer
Race: Human
STR: 18 DEX: 14 CON: 14 INT: 12 WIS: 12 CHA: 7
1 Improved shield bash, H: Power attack
2 Ranger combat style: Shield slam
3 Improved bull rush
4 trapfinding
5 Spiked destroyer
6 RCS:Shield master
7 Fighter1 Greater bull rush,??

I am contemplating on getting either the siegebreaker for bull rush shenanigans or Weapon master for faster Weapon training. Although slayer 7 sounds tempting for swift study.
I also have a question about the shield master bonus to atk/dmg would it stack with a +1 shield spike? Say I have a +1 shield spike and a +3 shield do I get +4 to my attacks?

Build 2
In this build I use the ranger favoured combat style to take the Sarenrae combat style from inner sea combat to get whirlwind attack for free.

Reach slayer
Race: any
STR: 16 DEX: 14 CON: 14 INT: 12 WIS: 12 CHA: 7 before racial adjustment
1 Power attack
2 RCS: Improved initiative?
3 Combat reflexes
4 Trapfinding
5 lunge
6 Whirlwind attack
7 Pushing assault?

I thought this would be fun as well since you never really see Whirlwind attack used because of the heavy feat tax coupled with a reach weapon, enlarge/longarm and lunge it could be a pretty big aoe

Obviously these are just rough drafts so there is some space for changes. Really the only think I want to keep is Trapfinding since I will be the only one doing that.
So, what do you think?


So we all know about the totem barbarian archetype that has no benefit and gives you the ability to take multiple totem rage powers(which has since been errata'd).
My question is how would you make an actual totem barbarian archetype? What drawback would you give it?


So I am joining a group playing bonekeep 2 soon and I am wondering what class to play.
The group consist of:

a Sword and board Paladin(sacred shield I think)
Archer paladin
Life oracle
Wizard
Mounted cavalier(He might not be playing)

So I think some kind of melee skirmisher might be nice?
Trapfinder?
Some half caster?(Magus/Warpriest/inquisitor)
I have always wanted to play some kind of battle/bad touch cleric
Or a goliath druid but I am pretty much never play full casters and am a bit on the fence about playing them.

Any suggestions?


So I am making a reach bloodrager for skulls and shackles. So far here is the build I have.

Half orc Bloodrager lvl1
20 point buy: STR: 18 DEX: 14 CON: 14 INT: 8 WIS: 9 CHA: 13
Aberrant bloodline
Traits: Fates favoured, ????

Lvl1: Power attack

Basically just as normal lvl 1 reach build I do plan on wielding a Keen Fortuitous Fauchard and picking up combat reflexes, pushing assault etc.

What I am asking is. Would it be worth it to be cross-blooded and get either fly via elemental(air) or an extra 5ft of reach via the black blooded bloodline?(Got any other combination suggestions?) Seems like a heavy price of -4 will

Also since this is Not being played in PFS you normally want to get some exotic race. I was thinking Suli maybe since they get +str/cha, but then I wouldn't be able to enlarge myself.

Thanks in advance


So I am starting a skull and shackles campaign soon and as usual my mind always wanders to the silly/bad side of the enormous spectrum of different builds. BUT I like the weird builds and a while back I noticed the Halfling Filcher archetype and I knew sometime, somehow I had to play it.

Now, I do normally play in PFS so playing something that doesn't have the strict rule set of PFS. You sometimes go a little crazy with your character creation. I had noticed the grippli had a feat called Agile Tongue and somehow since really this build was never going to be that good my GM let me apply the Filcher archetype to a grippli rogue. I mean, how cool is that? Stealing s*%$ from 10 feet away with my dope tongue. Hell, I could get minor/major magic and slap some people with a tongue touch spell.

So the downside of the archetype is that to steal as part of a full attack you are eventually going to have to get quick steal so I am trying to avoid having to get combat reflexes, having 13 int is fine as a rogue I guess. So a going brawler to avoid the int or maybe lore warden before/after a few rogue levels might be good, manoeuvre master monk might be nice to be able to flurry steal.
Another option is to get 10 rogue levels to be able to disarm with sleight of hand.
So the options are to go either 4(or 5 for more SA), 8 for greater steal or 10 for sleight of hand disarming.

So what do you guys think? Is this even doable? Too goofy/bad?
Any suggestions? Lets optimize the s@@+ out of the steal combat manoeuvre guys!


So, I made this unarmed rogue character for PFS and I am afraid I might have dug myself into a hole I wanted to make a stealth based non lethal unarmed character using the sap adept/master feats/underhanded and using the waylayer archetype from the dirty tactics toolbox and perhaps hellcat stealth/pounce.

So here is what I thought it might look like at lvl 7 for example

Harin Hiden

A little backstory: Harin Hiden had grown old and was tired of war so he devised a way to make combat end before it even began and avoid killing anyone if he could. He called it the Hiden Style.
Half elf Snakebite brawler/rogue 20 point buy

Str: 7, Dex: 18, Con: 12, Int 14, Wis: 12, Cha: 14

Traits: Veteran of battle(draw as free in surprise), Heavy hitter(+1 unarmed dmg)

Favoured class bonus:1/6 of a talent

Feats/Talents by level:

Half elf bonus: Skill focus: stealth
(1)B1: F:Sap adept
(2)R1:
(3)R2: F: TWF, T:Minor magic: Acid splash
(4)R3:
(5)R4: F: Sap master, T:Major magic: Vanish
(6)R5:
(7)R6: F: knock-out artist(or hellcat stealth), T: Underhanded, Bonus T: ???

So basically the idea was that I would sneak in and get a massive sneak attack in the surprise round and then use normal flanking and other effects made by table mates to sneak attack after that.

Now, I am only at level 2 right now so things are not set in stone. I am thinking a second level of brawler might be nice for the bonus feat and brawlers flurry so then I can skip taking the twf feat.
Is it possible to pick up Merciful Spell with minor/major magic? To make non-lethal acid splashes?

Now I do realize I probably should have just made a intimidate build but I think ill stick with this and see how it plays out.

So, any thoughts? Or advice? if you have any it would be greatly appreciated.


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So it's happening finally that you can possibly make a passable halfling slinger. lets see what we can create! I could envision a figher build or maybe a warpriest. Maybe a Fighter alchemist hybrid? Some double sling action? Show me what you got!


So I am playing a Ratfolk Investigator and I thought it would be fun to find small/medium and maybe eventually tiny creatures to change into using Beast shape and Monstrous Physique. Best combat based one I found so far was the Charda, seems like an interesting creature.
Any other suggestions?


I had this idea to make a archer Halfling medium and the kami medium sounds pretty cool. Now as I read it the familiar gets beast shape, does this mean I could passibly make it medium and fly around on it?


Harin Hiden had grown old and was tired of all the fighting and the wars in the world so he designed a fighting style that would end a fight in the shortest time possible, while everybody gets out alive... most of the time. Behold Harin Hiden's Hiden style!

So I have been planning to make this build for a while and I am finally getting to it, but I need your advice!

So here is the proposed build. Or well the base of the build I guess.

Race: Half elf or elf for the rogue FCB for extra spells from major magic although the usefulness is debatable since the UC rogue gets the cantrip at will. Human might be the best with the bonus feat and extra rogue talents though.

Ability scores: STR: 7 DEX: 16 CON: 14 INT: 12 WIS: 12 CHA: 14 Because only real men dump strength!

So the plan here is to dip one(or two) levels into snakebite brawler for unarmed strike and extra sneak attack. Then taking rogue levels after that. There is also the small matter of going for a class that would get to act in the surprise round(diviner wizard?).

Here i what I've got so far:
Traits: Heavy hitter, Veteran of battle

lvl1 Brawler 1: Heb:Skill focus: Stealth, Sap adept
lvl2 Rogue 1
lvl3 Rogue 2: Knockout artist, talent: minor magic: acid splash
lvl4 Rogue 3
lvl5 Rogue 4: Sap master, talent: major magic: Vanish

stuff i need to fit in here:TWF, Underhanded rogue talent, Hellcat stealth/pounce might be cool, MAYBE a way to act in the surprise round like diviner wizard.

There is also the question of archetypes like the bandit one to get a standard move and swift action in the surprise round. Or simply just taking the scout archetype for easy sneak attacks.

I honestly don't exactly not where to go after that. I am obviously going to have to pick up TWF and Underhanded to complete the build but that brings me to a question.
If I take the second level of brawler and get brawlers flurry the wording makes it sound like i actually have the twf feat. Meaning that i could in the appropriate levels pick up ITWF. Am I correct here?
If I am, the second brawler level looks really tempting to take.

So what do you think? Any suggestions? Something I am overlooking?


1. Can you Two-weapon fight with unarmed attacks?

2. Do you need to use your actual hands to do it? I.e. 'main hand' and 'off hand'

My google search came up with all kinds of answers.


Am I considered to be wielding a concealed weapon when I attack out of invisibility in the surprise round with my unarmed attacks? Can unarmed attacks be concealed?


I am playing my first time outside of PFS so i wanted to pick an unusual race and ratfolk seemed really cool so this build popped in my mind at first. A dex based natural attack build.

So here is my Ratfolk build I got to be honest I don't know where to go after the first few levels
Ratfolk Empiricist Investigator
Stats after racials:
Str: 8
Dex: 18
Con: 14
Int: 18
Wis: 9
Cha: 7

Traits: Student of philosophy, Adopted(tusked),????
Drawback: Power hungry

Feats:
1:Weapon finesse
3: Sharpclaw
5: Piranha strike?
7: ???

Investigator talents:
3: Mutagen
5: quick study
7:???

Items would obviously be agile amulet of mighty firsts and tail blade maybe a helm of the mammoth lord and just for fun a Tentacle cloak. I am wondering if a white haired Witch dip is worth it for an extra attack. Maybe I should be using a ring of rat fangs instead of the tusked, I mean it is a +5 to attack with that attack. I might want to take the skill based investigator talents since I will be a little bit of a skill monkey.

Any suggestions? advice?
My GM is also allowing me to take the brew potion feat even if I'm not an arcane caster so that is nice


So I am playing the Jade Regent AP and Its my first time playing outside of PFS so I wanted to play an unusual race(ratfolk? vanara? Ifrit?) and maybe try something new with it.
Most of my party(actually all of them) are going to be str based melee fighters(monk type, paladin/DD and a cavalier) so the most reasonable option was a ranged character.
I didn't want to play the cookie cutter archer build as I really want to play something unusual and I generally dislike most of the arcane caster so I was thinking something like a warpriest or paladin, maybe a flying blade swashbuckler(shuriken ninja?)
I actually have no idea what to pick and I don't even have an idea for a back story(Although that usually comes when I have a rough shell of a build).
Also one thing I was wondering do you generally use TWF for thrown builds rather than the basic rapid? It feels like TWF is the only way to even partially compete with an archer build.
So, any suggestions? Any specific suggestions for jade regent without spoiling anything?


So I have been wondering what my next PFS character should be and I think I've decided to make it a Kitsune dex based natural attack build using Fox shape.
I still haven't quite figured out how the build should be made so I thought I would bounce a few idea's off you guys.
Obviously the first question is where do we get the claws from?
Natural attack style ranger/slayer and beast totem barbarian are the most obvious choices so lets start with those.
The barbarian one feels a bit unreliable as it is of course only during your rage although as you level that becomes irrelevant but still quite annoying during low levels.
The Ranger/Slayer one seems to be the simplest as you just get two claws as the bonus feat. But since the rest of the feats in the natural attack style seem quite weak, it makes me wonder if you really need more than the 2 levels.
So here are a few combinations I thought would be nice.

Slayer/ranger2-PaladinX? Seems like paladin would be a nice choice since we are already getting a bit of cha from Kitsune and we need that for the fox shape feat and it would let us bypass one of our biggest problems which is DR.

Straigt Urban Barbarian. This is of course a very strong option. Stacking all the dex! Really doesn't matter how exactly you build this as long as you get the beast totem I guess.

Slayer3-RogueX. You wont be all that far behind in sneak attack damage with this if you wanted to be a rogue ish type seems like a nice choice.

Mouser Swashbuckler1-Slayer/Ranger2-CavalierX(Or something with teamwork feats). Mouser seems interesting becouse of free weapon finesse, with fox shape and flanking anything adjacent seemed like a good excuse to go cavalier and get some cool teamwork feats along with challenge(intimidate build?).

Though to be honest that one mouser dip would be nice in all of these builds.

So what do you guys think? Any idea's? Maybe some more specific builds? not really sure where you go in the later levels.


Gromsh was just a farmer, when one day simply leaning against a wall in his house destroyed it. He felt divine power course through his veins and a voice spoke to him: "Follow your destiny." It was the voice of Rovagug.
And Gromsh knew he would have to leave his now ruined home and become the greatest smasher in the world!

So I have been playing a breaker barbarian in PFS with this single goal of optimizing sunder(hit and damage). I am up to level 6 right now but I'm not actually sure how well I've done but here it is:

lvl 6 Half Orc Breaker Barbarian

20 str +1 from leveling +2 from belt
14 dex
14 con
7 int
11 wis
7 cha

Traits: Destructive blows, Bred for war
Feats: Power attack, Improved sunder, Deific obedience
Rage powers: Superstitious, Witch hunter, Spell sunder

So while currently while wielding a Adamantium piston maul worshipping Rovagug my sunder bonuses are:

To hit: BAB 6 + str 6 + Racial 2 + traits 3 + imp sun 2 + obedience = 23/25 while raging
Damage: weapon 5 + str 9 + destructive 3 + obedience 4 + PA 6 =27/30 while raging

So I obviously get greater sunder at lvl 7 and a furious enchant on the weapon but where do I go from here? do I stay barbarian? Multiclass something like fighter?
Any thoughts in general on the build?


So like I said I went a little multiclass crazy on my PFS character and here is the build so far

Human

Gunslinger musket master1:Rapid reload(b),Point blank shot(H),Precise shot
3: Rapid shot
4:Deadly aim
5:Dodge
Foresight wizard 1
Urban Barbarian 1:Mobility

So I have been loving the Wizard level. The bonus to initiative and always acting surprise rounds. Loving that I can use wands now aswell(shield, abundant ammuniton on my adamantium cartidges)

I didnt really see the reason for taking more gunslinger levels as the next good thing you get from it is the bleeding shot deed and that would have been at lvl 12 already and pfs doesnt really go further than 12.
So I thought "what would give me more damage"
and I thought it would be funny to be a barbarian gunslinger and controlled rage seemed cool!

So the thing I am wondering is where the hell do I go from here?
I cant really find a reason to get another level of Barbarian as the rage powers seemed kinda s$+$ for ranged people.
Maybe weapon master fighter? with duelling gloves and s!%~? that way I could get the feats I need for the snap shot chain.

Anyway thanks in advance for any advice.


As the title said do the bonuses stack? In that case it seems a little bit too strong. Since the savage technologist is PFS legal aswell.


So I thought I would try making a MoMS Monk using Tiger+Dragon style but the Tiger Claw confused me and searching on the forums showed people had different opinions on this.

So Tiger claw says you're making a single unarmed strike with both hands applying the damage + mods together. If that is so do I just need the single dragon style feat in order to get the 1.5 mod with both damage rolls? Since it is only a single attack and my first attack of the round.

Also someone was saying you apply power attack to both damage rolls? It's pretty confusing since it say's its only one attack but you roll unarmed strike damage for each hand separately and power attack applies to all damage rolls

so assuming I had 4 in str mod my damage with a 1d6 unarmed attack my damage would be:
1d6+6(str)+2(PA)+2(tiger claw PA bonus)+1d6+6(str)+2(PA)

does this seem correct?