Alternatively, for a more magical, dextrous Rogue Garrethyn Bladestorm: Level 9 Tiefling Knife Master Rogue, VMC'ed with Magus 1- TWF, River Rat trait
No need for strength, just dex and int. Can take Flamboyant Arcana and Arcane Deed for access to Swashbuckler deeds. Alternatively take the Familiar arcana and Improved Familiar to get a Faerie Dragon, and therefore easy wand use for buffs, like Reduce Person.Focus on using Debilitating Injury (Bewildered) to make sure your subsequent Sneak Attacks hit. Chill Touch is useful later on when you gain Spellstrike from the Magus VMC due to your many attacks and it's multiple touches per use. First Advanced Talent would be Double Debilitation to decrease your enemy's chance to hit at the same time as AC, to give yourself some more survivability.
From the original Rogue:
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. From the Unchained Rogue:
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. The inclusion of the word total in the new description led me to believe that you can sneak attack creatures with only partial concealment.
Concealment should be helped by the new SA defined in Pathfinder Unchained, as it works against foes with partial concealment by default. The rest seems fairly easy. Now thinking of being an Azata-Blooded Aasimar, with stats alon the lines of 8,19,12,14,10,14. Also using the Knife Master archetype to increase the SA damage with daggers.
Milo v3 said wrote: This isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch. There are Captain America builds out there, now we can have a Gambit build.
I was planning to use the combination of the hobgoblin's alternate favoured class option for the rogue and the tiefling Arms Master trait (acquired via the Adopted trait) to snag myself proficiency with any weapon I particularly want in the first few levels. Claxon I can't find the +2 to hit with daggers anywhere, does anyone have a source? Despite this I think daggers are actually a much better way to go, if I go for TWF Hayato Ken that combo seems pretty damn good, would definitely go that way for TH
I'm looking to play a Hobgoblin Unchained Rogue in an upcoming game, and would like advice on rogue talents and feats. I'm currently undecided as to what combat style to use, either TWF with wakizashis or TH with an elven branched spear. Any advice would be appreciated. The game won't be particularly optimised, so that's not a huge issue. The game is a 20 point buy.
So I want to play as an Unchained Rogue, and am leaning towards TWF with wakizashis, but don't want to spend a feat on the proficiency. If I'm a hobgoblin, using the alternate class bonus for the rogue allows you to reduce the nonproficiency penalty for weapons by 1 per level, until it's 0, at which point you are proficient in that weapon. If I combine this with the Adopted trait, and use that to get the Tiefling Arms Master trait, does this mean I get a new weapon proficiency every 2 levels?
GrenMeera wrote:
Ok, so for a more focussed melee class go for ranger, but if I want more versatility and casting synergy I go for paladin. And thank you, that last bit is exactly what I wanted to know. Out of curiosity, what would I be able to cast as a sorc10/DD10?
DeathlessOne wrote:
...Just wow, that's ridiculous. That would be amazing, I'll definitely have to consider it once I've got the APG
RuyanVe wrote:
Thanks Ruyan, I did take a look at that to start with, but it was a bit over my head before, now I've done a lot more reading I understand it much better. The PRD does look very useful, I'll use it until I buy the books, I prefer to have the hard copy with me, it just feels a lot more enjoyable to me when I have a real book
Eirwulf wrote: What's the make up of the rest of the party? Due to other commitments and activities it's normally only a few of us on each adventure, but in total we've go a Fighter, Barbarian, Monk, Paladin, Cleric, Druid and a Ranger, so to bring some more balance I should probably got for a caster set
XMorsX wrote: One lvl of Barbarian will suffice, go Invurnerable Rager / Urban Barbarian. Bear in mind though that when you finally have access to high lvl transmutation spells like FoTD and Transformation the barb lvl will not do much, and that the sooner you get there the stronger you will be. With that in mind, a straight Sorcerer 12 / DD 8 can be an excellent build, as long as you are comfortable playing as a primary blaster caster and only enter melee when the battle has already be decided, at least until you get your mentioned high lvl spells. Are Invulnerable Rager and Urban Barbarian archetypes? I've seen mention of them online, but haven't seen them in the core book, that might be my mistake though. Unfortunately all I've got at the moment is the core book. As you say though if I decide to go for a blaster caster I think I might go Sorc 12/ DD 8
Beopere wrote:
Ok, excellent, thank you.This sounds like a very attractive option, and quite a lot of fun to play. I just need to decide whether to go mainly melee or mainly caster, getting my priorities right seems the most important thing.
Kolokotroni said wrote: A couple things. First off in my home game we houseruled a feat to make draconic claws a permanent thing instead of 3+cha times per day. Mostly because in order to utilize the claws the sorceror has to invest resources he normally wouldnt unlike the other bloodline powers which act like spells or are automatic buffs (like elemental resistences). Yeah we've house ruled them so I can use them permanently, it seemed a little underwhelming to only use them a few times per day. Beopere said wrote:
Ok that does sound pretty awesome, I didn't realise you could combine FotD and raging. What would you suggest my level in each class be?
LazarX said wrote: It depends on what style of play you're going for. A Dragon Disciple emphasizes melee combat, but that's not the only way to play a dragon sorcerer. If you stay pure dragon sorcerer, you're going to be a character that focuses more on the magic. And there are a lot of ways to take that road. If I did that I would definitely want the Form of the Dragon spells, mainly because I just think they sound like a lot of fun, so would that be another viable way to go?
Yeah I already have Shield and Mage armour for the AC increase, and I thought that defensive and utility spells would be very handy. Do the benefits of a pure Draconic Sorcerer completely outweigh being a DD? I was thinking of going for a few levels of barbarian. but I'm reluctant to lose out on any levels of spellcasting, as I already know I lose out on that front. I want to use my natural weapons as my main melee tactic, so I don't need a dip for proficiency in martial weapons, but the extra bulk would definitely help. I would like to think I can cope, but if it becomes too difficult then I will stick with a pure class
LazarX wrote:
Yeah I understand, I just don't want to find far down the line that my character is far too fragile for melee for example
Beopere: Yeah I'm more interested in fun than optimization, but obviously I still want my character to be good Zwordsman: Yeah sorry I haven't got the book with me, I thought I remembered a damage cap but obviously I'm wrong, sorry about that. My dragon type is golden so I do have the cone I believe. We all have pretty high stats as we're going for very tough adventures, and I got very lucky, I'm a human btw, so my stats are:
Thanks very much to both of you, I'm a complete noob here and really appreciate the help What is the maximum spell level that a Sorc10/DD10 can cast? This bit of the rulebook confused me slightly
Hi there, me and my friends are very new players to Pathfinder, in fact to roleplaying games in general. I was wondering if I could have some help deciding whether to go for a pure Draconic Sorcerer (unchangeable as I am already level 3) or a Dragon Disciple. I know Dragon Disciple is less powerful than Sorceror, but I love the idea of it, and I'm looking to be a melee caster. It's also unlikely that we'll get to level 20 before we leave for university, when I'll probably start again. I've read Oterisk's Guide, but it's all a bit over my head. I was hoping someone would be able to clarify some things for me, like how effective a Sorc10/DD10 will be at melee, what spell levels they will reach, if there are better mixes etc. We do have house rules that I can use my claws at all times, and that the breath weapon will scale all the way. Also, we only have the Core Rule Book and Bestiary to work from currently, so suggestions about other books to get are much appreciated. Thanks very much in advance! And sorry for the long post |