Kjaerulff

Thundersroar's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




If you take a total defense action, and someone successfully feints against you, do you lose the total defense bonus? I can't seem to find anything resembling a ruling anywhere.


Alright, here's the basics: We're starting a new pathfinder game with a couple of friends who have never really played pathfinder before, and we want them to have a good experience. So, instead of playing my usual character type, I'm going to sit back and make them the stars of the show. My idea for this was to play an old banner-man, a fatherly old dwarf who used to be a scout-turned-sergeant, who makes everyone else so much better. So, here's how the character looks:
Str: 14
Dex: 14
Con: 14
Int: 16
Wis: 14
Cha: 9

Traits:
Helpful

Archetypes:
Freebooter(Ranger)
Inspiring Commander(Cavalier)

1: Ranger (F)Combat Reflexes
2: Cavalier Teamwork Feat, Order of the Dragon, Inspiring Commands, Challenge, Inspire Courage
3: Cavalier Bodyguard, Aid Allies
4: Cavalier Inspire Competence
5: Cavalier Put Your Heart Into It, Saving Shield
6: Cavalier Inspiring Voice
7: Cavalier Quick Aid, Leadership
8: Battle Herald
9: Battle Herald Feat

A few things to note: The Inspiring Commander(Rite Publishing) gives me the Inspire Courage feature ability I need to qualify for Battle Herald, as well as the ability to aid another as a move action.

My plan is to stand between our twf ranger and our Slayer(Sniper), use aid another to give massive bonus' to their first attacks each round, and the body guard feat to boost ac when they get attacked. I can use the freebooter ability to designate a target(and challenge him too for bbeg's) as well as inspire courage to add +3 (or higher)
bonus' to their attacks and damage.

What I am asking is this: Is there any way(without dipping classes, gm fiat) that I can do more? Also, I am stalled out on feats after level 7, I'm just not sure what to do after that.


Greetings everyone. I'm looking for some help to make an existing character a little better, ways that I can tweak him to make him more adept at what I want him to do. A little backstory first: I am playing Rise of the Runelords as a duo campaign. So far, despite all of the rather huge bonus' afforded to my character, I have been getting my ass handed to me. The DM has given me permission to change him as necessary so that it is more balanced, and I have a chance of surviving the thing. I love the concept of the character, and would like to keep as much of the flavour he has as possible.Here is the character:

Dias is a bombastic Half-elf Crossblooded Sorcerer(Djinn/Blue Dragon)/Ranger. He has a penchant for electrocuting things, and any energy spell he casts is generally switched to electricity. He spends much of his time roaming the wilds around Sandpoint, though he occasionally helps the town guard out. He likes to mix it up in melee with his bastard sword(two handed).

So here is the basics of our character creation:
Level 3 Gestalt
Mythic Tier 2(will rise to tier 10 by the end of the game, providing I survive that long)
Max HP
Stats 18,17,16,15,14,13

Here is what I have so far:
S 16
D 17
C 15
I 13
W 14
CH 20

HP: 39
F/R/W: 6/7/6

Feats:
Archery Style(Point Blank Shot)
Combat Casting
Precise Shot
Endurance(Ranger)

Abilities:
Favored Enemy(Goblins +2) At fifth level, my goblin points will stay the same, and then I am going to add Giants as my main favoured enemy.

Bloodline:
Electric Ray
Draconic Resistances (5 Electricity resist, +1 natural armor)

Mythic Abilities/Feats:
Archmage/Champion
Mage Strike
Wild Arcana
Extra Path Ability
Enduring Armor

Spells:
Shocking Grasp(Bloodline)
Burning Hands
Touch of Gracelessness

As it stands, I am using a MW Bastard, MW Longbow. I don't usually use my long bow, it is just there in case something is out of reach of my electric ray bloodline ability.
Choices:
I chose the Archery style so I can hit things in combat with my allies.
I chose archmage for the Mage Strike ability primarily, and Wild Arcana(unless I am reading it wrong) gives me access to a schwack of spells I normally wouldn't be able to cast because of my limited spells known, also giving me access to some battlefield control(though I really don't want that to be my focus, blasting things is more his style and mine).
I haven't added in my next tier's boosts, though I am leaning towards Bloodline Intensity.

So, what say you all? Any ideas how I can make him a bit better going forward? Anything I can do to tweak him now?

We have access to most of the major books(PG, APG, UE, UM, UC and Mythic Adventures).

Looking forward to hearing from you guys.