Genie

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So, I posted on this a bit ago, but wasn't very clear as to what I was looking for. Below, I have a build for a knife master/scout.

Knife master/Scout:

Rogue (Knife Master/Scout)
Dex>Con>Cha>Wis>Int>Str
Ability increase: +2 Dex
Substitute Focused study for human bonus feat
Focused Study 1: Skill Focus: Acrobatics
Level 1 – Feat: Two-Weapon Fighting
Level 2 – Talent: Finesse Rogue
Level 3 – Feat: Weapon focus: Dagger
Scout Feature: Scout’s Charge
Level 4 – Talent: Offensive Defense
Level 5 – Feat: Death From Above
Favored Class Talent: Ninja Trick: Hidden Weapons
Level 6 – Talent: Underhanded
Level 7 – Feat: Quick draw
Scout Feature: Skirmisher
Level 8 – Talent: Combat Trick: Combat Reflexes
Focused Study 8: Skill Focus: Use Magic Device
Level 9 – Feat: Improved Two-Weapon Fighting
Level 10 – Talent: Skill mastery: Use Magic Device, Acrobatics, Sleight of Hand, Stealth
Level 11 – Feat: Lunge
Favored Class Talent: Fast Tumble
Level 12 – Talent: Opportunist

The character is an update from one I made for 3.5. I made it before I saw V for vendetta, but that's more or less the concept I'm going for.
- After level 4, use the charge action to guarantee SA when closing.
- Death from above gives +5 to charging from higher ground (jumping down on people should work for this until i can afford fly).

How does this look? Is there anything that I may have overlooked? Maybe someone knows a way I can optimize.


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So I was helping a friend (first time player) put together a rogue, and I had so much fun I wanted to make my own. We eventually decided that what he really wanted to play was probably an alchemist, and while I'm already playing an inquisitor my character will likely die soon. I'll Explain Below. First a little info on the campaign:

Story>rules
magic=very low
PC are human only
characters have 24d6 to divide among stats, and what you roll you keep.
we aren't using traits

Caid the inquisitor - Why my current character will die:

Full background can be found here
Since the setting is low magic, the gm gave me permission to trade my inquisitor spells for full BAB and 8+int skills/level. I'm not sure how balanced this is.

Caid the Inquisitor
Human Inquisitor 1
Age: 63
Stats:
Str: 11 (13-2 age)
Dex: 6 (8-2 age)
con: 13 (15-2 age)
Int: 14 (13+1 age)
Wis: 18 (15+2 racial+1 age)
Cha: 12 (11+1 age)

Conversion inquisition
Weapon Focus: crossbow
Dazzling display

So I had some odd rolls. I originally wanted to play a switch hitter ranger, but my stat's suggested a different path. Not necessarily a topic for this thread, but it seems unnecessarily hard to build out a decent character without a good str, dex, cha or int. (druid wasn't an option, and cleric was taken)

My story in brief is that i come from a long line of wizards who reinforced their blood with the blood of magical creatures (to become sorcerer wizards). After a great war, the house fell and now the heirs of the blood have so much conflicting magic mixing in their veins that they die young-ish (without magical intervention), and they have difficulty bearing children (again, without magical intervention). So Caid is old for his house, his aim was once top-notch and has been ruined by arthritis and the slow transformation of his blood into magma/fungus/shadow/starlight/whatever else. Either way, my character's hours are numbered; my ac is a whopping 12.


The Future character:
The Maven of the Wastes:

Rogue (Knife Master/Scout)
Dex>Con>Cha>Wis>Int>Str
Ability increase: +2 Dex
Substitute Focused study for human bonus feat

Focused Study 1: Skill Focus: Acrobatics
Level 1 – Feat: Two-Weapon Fighting
Level 2 – Talent: Finesse Rogue
Level 3 – Feat: Weapon focus: Dagger
Scout Feature: Scout’s Charge
Level 4 – Talent: Offensive Defense
Level 5 – Feat: Death From Above
Favored Class Talent: Ninja Trick: Hidden Weapons
Level 6 – Talent: Underhanded
Level 7 – Feat: Quick draw
Scout Feature: Skirmisher
Level 8 – Talent: Combat Trick: Combat Reflexes
Focused Study 8: Skill Focus: Use Magic Device
Level 9 – Feat: Improved Two-Weapon Fighting
Level 10 – Talent: Skill mastery: Use Magic Device, Acrobatics, Sleight of Hand, Stealth
Level 11 – Feat: Lunge
Favored Class Talent: Fast Tumble
Level 12 – Talent: Opportunist

The character is an update from one I made for 3.5. I made it before I saw V for vendetta, but that's more or less the concept I'm going for. Theme is painful SA with daggers. after level 4 use the charge action to guarantee SA when closing. Death from above gives +5 to charging from higher ground and offensive defense boosts my AC, so jump with acrobatics during your charge. Eventually get a ring of jumping (or wand of jump) to boost jump checks (and then figure out how to fly). Hidden weapons and knife master will ensure that you always have a trick up your sleeve, and underhanded will make those tricks hit hard, especially after lvl7.

Is there anything that I may have overlooked? Maybe someone knows a way I can optimize.

edit: moved rogue to a spoiler to reduce the "wall of text" effect


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So I've been looking through the forums and guides, and I find a lot of support for taking the quickdraw feat early.

Now it seems to me that the feat provides a very minimal bonus before level 6 (for full BAB classes)and level 8 (for 3/4 BAB classes).

Why is this? let's read the feat

Quickdraw :

Quick Draw (Combat)
You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Unless I missed something big, there is no benefit to this feat at all unless you get more than one iterative attack. You can draw a weapon as a move action, and then use your standard action to attack, or draw for free as part of a move, and then attack as a standard action. The only cases in which I could see this being useful before level 6 (or 8)is if a 3/4 class were able to take it at level 1 (which they can't. BAB +1 prerequisite) , or an archer with rapid shot wanted to be able to make a full attack in the first round of combat(in which case, the utility and focus of the feat is rather weak IMO).

After level 6 (or 8) this feat gets a lot more use for certain builds. Like to throw weapons? this is the feat for you! Like to fire arrows until your enemy is 5 feet away? Then this is your feat as well! From an optimization standpoint, unless you like to stand still and throw things, the feat would be better spent somewhere else.

Have I missed something? Are there good uses for quickdraw that I have overlooked?


I'm playing a human ranger in my new campaign, and I need some help deciding what order to take my feats in.

Backstory:

-Campaign starts at level 1.
-Stats will be rolled (in a custom order rather than being assignable)
-Gameplay will probably be pretty rules light with a focus on avoiding the high body count typical of nearly every rpg.

The party (from what i know) consists of a:
Merciful healer cleric (dm gave access to an extra domain to balance the archetype out.)
Sorcerer (don't know what kind or play style)
Bard (with vow of nonviolence from the 3.5 Book of exalted deeds. His game plan is to run around disarming people and and have a super high AC. If it explains anything, he came up with the idea after watching gamers 2)
Rogue (stereotypical. most likely non-optimized)

I was leaning towards a standard Switch-hitter Ranger with ranged combat style. I'm thinking of buying a horse and making full ranged attacks with a mighty composite longbow (+4) from horseback when situations allow. Eventually I'd make it my companion until I can get a large Roc or wolf (or if the gm allows, a megaloceros). If forced to melee, I could pull out a falchion or a scimitar and quickdraw shield. If it comes to range again, I'll be loaded with chakrams and a dagger or two.

Feats I'm looking into:

I may have overlooked one or two.

Quickdraw
Power Attack
Cleave
Mounted Combat
Boon Companion
Deadly Aim
Improved sunder?
Ride-By Attack?
Improved share spells
Mounted archery
Great Cleave?

Please format according to the list below.
If you recommend a different combat style feat than one listed, please explain.

Feats by level
o Human Bonus:
o Level 1:
o Combat Style 1: Rapid Shot
o Level 3:
o Level 5:
o Combat Style 2: Manyshot
o Level 7:
o Level 9:
o Combat Style 3: Improved Precise Shot
o Level 11:
o Level 13:
o Combat Style 4:
o Level 15:
o Level 17:
o Combat Style 5:
o Level 19:

Thanks in advance!


So i finally settled on a ranger for my current campaign. It fits in well with the party (healer cleric, stealthy rogue, Talky bard, casty sorc). my DM has mentioned that the campaign will start at level 1. I was thinking of taking the beastmaster archetype and the boon companion feat (at level 1) to start with a horse. level two i would add a raven or other bird to help scout, and then either level the horse companion, or invest in a big cat until i level to the point where i can get a large (ridable) megaloceros, roc, or allosaurus.

the build i had in mind would focus on mounted archery where possible (for full attacks), and if forced to close, switch to a falchion, or scimitar and quickdraw shield. if the first enemy runs or drops, then i switch to chakrams and five foot steps until i pick up my bow or enter another melee.

Any thoughts on how this might work out? is it a waste to invest in beastmaster as a switch hitter? if i can use a roc i could rain arrows all day (provided there's space), the improved empathic link could help me scout with the raven, and by raw, beast master gets the animal companion ability at level 1 (instead of level 4) so if i take boon companion, i can get a companion at level 1

thanks in advance


I'm looking at purchasing a quickdraw shield for my current character, but i'm not sure how the armor check penalty works.

If I have my shield unequipped and on my back, do I still suffer the penalty?


I'm in the process of building a tinker gnome Master Summoner with a focus on Magic item crafting and the binding of outsiders. Since the master summoner's eidolon isn't as optimal for combat, i was planning on optimizing it for a social role and dismissing it before combat. Think shriveled old man (MS) and his lovely assistant/shopkeep (eidolon).

Rp wise, i would travel from town to town in a wagon (maybe a +3 armored wagon of bandit slaying) selling my wares to whoever has the coin to pay my exorbitant prices. maybe occasionally getting run out of town for selling a sword of continual flame as a flaming weapon, or casting light on a dagger and saying "orcs must be nearby! Since you may need it soon, I'll sell you this +4 orc bane dagger for 20% of what i usually charge."

any ideas for how to stat my Summoner and eidolon?
any feat or skill suggestions?

Edit: deleted an unfinished thought.


PathfinderSRD wrote:

Damage Reduction (Su)

An eidolon’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The eidolon gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the eidolon. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The summoner must be at least 9th level before selecting this evolution. Source: Advanced Player's Guide

PathfinderSRD wrote:
An eidolon has the same alignment as the summoner that calls it

i'm putting together a neutral summoner for an upcoming game, and i was curious how a neutral summoner would use this evolution. since i have no opposed alignments, can i choose any of the above? would my eidolon's DR become untyped(ha!)?


i'm putting together a lvl 5 oracle of lore, and i can't seem to decide on how best to maximize it's crafting capabilities.

so far, what i'm building around is the focused trance ability, which gives +20 on one intelligence based skill. Essentially this would allow me to craft just about any item without having ranks in craft.

the problem i'm running into, is how to optimize feats. i was thinking of multi-classing to wizard to take advantage of the 'arcanamirium crafter' universal specialization, and the arcane builder arcane discovery.

at higher levels i may want to dabble in binding outsiders as well.

any thoughts?