Trinni the Beast's page

No posts. Organized Play character for Weables.

so, I've got a one shot I'm playing in, and I don't get to play much. I've found what I consider to be a hilariously awesome ability I want to build a character around, but I'm having trouble building a character that satisfies me. one shots for my tablecan vary wildly by power level, but with the DM I know running it, I'd like to bring something reasonably powerful.

so, first things first. the ability:

Rift Reach (Su): As a move action, you can tear open a small rent in reality just large enough to reach an arm through. The far end of this portal must be within 10 feet of you, but otherwise allows you to manipulate objects, perform melee attacks requiring a single hand, or even cast spells. If you cannot see your target, standard concealment penalties apply. You cannot move either end of the portal once it’s created, and the opening collapses immediately when you leave your current space or withdraw your arm, but it otherwise lasts for 1 round per psychic level. Your disembodied hand uses your AC with a +4 size bonus, should opponents target it. This size bonus does not apply to disarm combat maneuver checks.

So. restrictions. This is a Psychic phrenic discipline ability, which obviously locks me into Psychic for at least a few levels. It also ends up being cha times per day ability, so I need at least a decent int (for casting, and cha for the ability, plus some sort of combat ability. I was considering a two level paladin splash and one level in oracle for sidestep secret. basically end up cha heavy, and leave dex out of the picture altogether.

While I dont have the ability to dump stats due to the generation method we choose, its still very generous, and I have 25 point buy to work with. just cant drop anything below 10 before racials. As well, power attack and combat expertise are free feats.

so, thoughts? its a move action ability, and a bit of a cludge. Only usable with one handed weapons as well. I need help shaping this into something workable. We're playing at level 9, all paizo material is available.

Good luck, and I hope you guys have more success than me

Hey folks!

So. I'm making my first ever (kinda) real melee character that I expect to go the distance. my previous melee experience has mostly been either a one shot, or advanced later on where bunches of feats and such are available. This is going to have to be PFS legal, so please keep that in mind.

First things. this is the stat block at level 1:

Trini the Beast
Female gnome bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +2
AC 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, -2 rage, +1 size)
hp 15 (1d10+5)
Fort +7, Ref +2, Will +0 (+4 vs. charm and compulsion); +2 vs. illusions
Defensive Abilities black blood, warden of nature[APG]
Speed 30 ft.
Melee gnome ripsaw glaive +5 (1d8+9/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with gnome ripsaw glaive)
Special Attacks bloodrage (7 rounds/day), warden of nature[APG]
Spell-Like Abilities (CL 1st; concentration +3)
1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Str 19, Dex 14, Con 20, Int 8, Wis 7, Cha 15
Base Atk +1; CMB +3; CMD 14
Feats Power Attack
Traits irrepressible, trustworthy
Skills Bluff +2 (+3 to fool others), Craft (rope) +3, Diplomacy +7, Intimidate +6, Perception +2; Racial Modifiers +2 Craft (rope)
Languages Common, Gnome, Sylvan
SQ fast movement, gnome magic
Other Gear chain shirt, gnome ripsaw glaive, 20 gp
Special Abilities
Black Blood (3/day) (Su) Take S/P damage while bloodraging, imm. act. melee atk gains frost (2 rds.).
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin.

If you see anything non pfs legal, or suggestions on how to improve this, I'm all ears, but I'm fairly happy with my level 1 build. yeah, going Str focused on a gnome isnt the most optimal, but its not the end of the world, I'm hoping. My plan was to dip snakebite brawler at 2 to grab sneak attack and to ignore the 13 int req for combat expertise, then to grab that at 3, and imp trip at 5, then at 7 I'd grab combat ref from my bonus feat, and cornugon smash. with the longarm spell and a glaive, thats 20 ft reach altogether, which seemed pretty good for a fun little trip build, though i realize being small that it may be difficult to do so totally reliably.

my main crux is this: Since I'll likely have reach some of the time, and not provoke if i trip, is it worth the two feat tax to get imp trip? if not, what else should i take? if i dont do that, should i still dip brawler? i like that it gives me IUS to threaten at the 5 foot range as well. any other thoughts and ideas are welcome, what I really want is an option other than just hitting things.

thanks for reading my essay, and I appreciate all the advice!

So, this is my challenge. To build a character that's reasonably competitive (not optimized to the bleeding edge, but able to hold his own) with his main form of dpr being picking up a rock, or other random item, and chucking it at his enemies. Please note I'd prefer not to use a kineticist here, though I know an aether variant would work okay. It's a concept I've used before.

So, worries that need to be addressed: DR. We use variant advanced bonus progression, and trying to enchant improvised weapons can be tricky because a lot of the spells to do so no longer exist, greater magic weapon in particular. How do I break various DRs?

Class. I was thinking barbarian, for the hurling rage powers. Are there other decent options inside a class, or is it mostly gojng to be feats and items used to make this work and whatever class I pick would be fine?

Im sort of at a loss. I'm generally pretty good at making ideas work, but this has thrown me, pun not intended. I'd love build ideas, feats, any general advice, etc. Thanks in advance!

So, I'm playing in hell's vengeance with my friends (no spoilers, don't worry)

I've got a fairly solid build, which includes hellfire fireballs after taking all the damnation feats. gives a total of -3 metamagic levels, which is like...unprecedented. maximize or dazing for free.

The main question is why I don't see the feats discussed/used more often? Is it the no rezzing thing? I'm really just curious.

I've lurked on the forums for years and have a good idea of most of the popular builds, and really don't ever see these feats discussed.


The question is in the title, mostly. My character would like a rod of eclipsed spell, which is a metamagic feat that doesn't change the spell level.

Any idea how that'd be priced? My only guess is half of the +1 varieties, similar to how cantrips count as half a first level spell for many things, though it's a shot in the dark.

Reasonable houserules are acceptable but I'd prefer something at least logically in line with normal rules.


Hey folks,

First of all, this post is written by a player, but my DM will be looking in for advice as well as this is a problem we're trying to solve together, not something where we're 'against' each other.

Next, it has several interlocking parts, including pricing of a custom magic item, which could be in the rules section, but advice on any of it would be appreciated.

Story as follows:

We're coming up to finishing the first book of the carrion crown AP and we're going to come into some money. My character is an illusionist wizard. not the most useful in book one, but thats not a big deal. The problem came to light when I wanted to approach my damn about making a custom magic item. Spoilers here: There are a few points in the first book where you can research stuff, with a bonus for various libraries. my characters idea was a magic item, that by copying and storing key texts, could 'keep' up to 3 of said bonuses at a time to be able to research in other places, like in book 2, if something was somehow relevant.

My DM was concerned, mostly because (as she shared) the highest DC in book 2 is something that, should these bonuses apply, my character could hit fairly easily, and she's worried about the consequences of us having ALL the knowledge immediately rather than working for it, doing favours, etc.

It doesn't help that I planned to take bestow insight as a second level spell to boost my skill check even further.

So I guess our problem is this: What are ways to still make my character feel like an investment in skills is worthwhile, without potentially giving us all the info that will change the course of the book dramatically. She doesnt want to punish me for having a high score, because I've sunk resources into it, and now wanting to spend cash on a magic item, but at the same time, doesn't want it to feel underwhelming and too easy, or impact the book in unintended ways.

So, thats the BIG problem. thoughts, advice, etc, appreciated.

The other smaller one, which maybe i'll make a separate thread for, is how to price the magic item i want. its not similar to anything I can find, and as the groups rules lawyer, I have no idea to how price such a niche sort of thing.

What i want is two-fold. The aforementioned way to keep essential research bonuses by storing key texts in a datacube/magical tomb, etc, and a way to recall small bits of data perfectly, important stuff my character doesn't want to forget.

Thank you all for reading my wall of text, and any help you can provide would be awesome. To my DM: you are also awesome

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Hey folks,

So I've decided that I'd like to make a backup character for a current campaign, and I'd like to go with something that cripples my opponents for my teammates to finish, but not as flashy as a wizard/sorc, if that makes sense.

I've heard good things about a bad touch cleric, or a rime magus, and those seem sort of in the right direction. What I'm looking for, is for folks to share with me a specific build, at about level 5. It doesnt have to 100% work at level 5, but it needs to be at least close.

Thanks in advance for the advice and help!!


Just to make sure my build is valid (and hilarious), would wielding a whip and having enlarge person allow me to attack in a 30 foot radius or so? 15 foot reach + enlarge for twice that? and Improved Whip Mastery would allow me to threaten to 15 feet? (10 foot natural plus 5, as per feat)

I want to make sure I'm doing this by the rules.

5 people marked this as FAQ candidate.

So, I found something that just seems...interesting. mildly ridiculous, but interesting.


Escape Route (Combat, Teamwork)

You have trained to watch your allies’ backs, covering them as they make tactical withdraws.

Prerequisite: none

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

So say I'm a human cavalier with eye for talent, allowing my awesome mount to take this teamwork feat with me.

As I read it, as long as the mount is moving in squares adjacent to me, it will never provoke attacks of opportunity. Period.

What am I missing? Because it has to be something

Yes, I'm aware this is a weird question. It's a summoner question, so of course it's weird.

I'm considering playing a master summoner, and as the Eidolon isnt really a combat focus, I'm planning to make it a mount, and fill in some skills my group is lacking.

The pertinent question here, is can a quadraped eidolon disable devices, assuming it has the skill to do so? with Skilled: Disable Device and Skill Focus: Disable Device I can get it up to +17 at first level or so.

The only thing is I'd rather not spend 2 evo points on the limbs evolution if I don't have to, so I can take Skilled: Perception and Skilled: Survival instead. It'd be nice, right?

Is this viable? are there examples of other fingerless creatures who can disable devices? Thoughts? opinions? banhammer of cheesiness?

Okay. So heres my problem. I am starting a Jade Regent campaign soon, and my DM requested as much as possible that we stick to asian themes and weaponry. I've always wanted to play a magus, so I came up with the idea of a house retainer for one of the NPCs.

Things that I would really like to include:

A Katana. Yes, that means no dervish dance. I really dislike the fact that the optimal style shoves you into one weapon in the first place, and I've always disliked the scimitar.

Bladebound Archetype. The idea of having a sentient weapon just makes me jump for joy at the oodles of roleplaying opportunities, and doesnt seem too bad from an optimization standpoint.

I've got a 20 point to work with, and so far I have:

Str 16
Dex 14
Con 12
Int 16
Wis 12
Cha 7

Issues I see with this character:

Casting defensively appears to be a nightmare, even with combat casting. At level 1, I'm failing on average just under 50% of the time, making spell combat kinda..meh? Am I missing something here? I would really rather not take a penalty to hit on my main attacks for the spell, since I only have a +3-4 to hit as it stands to begin with.

Low damage potential. Without dervish dancing, this characer is very MAD. In light armor, I need some dex for AC, and I cant drop con with d8 hit points. I could get 18 str by dumping wis to 7, but thats a -2 will save, and 2 dump stats...hard to roleplay properly.

Thoughts, suggestions? He's currently a half elf, for the free exotic weapon prof, and combat casting at first level, because otherwise he's failing the majority of his spell combat opportunities.

Any help is appreciated. This isnt PFS, so reasonable arguements to make a katana finessable, or to work it with dervish dance are fine, and something I'm going to mention to my GM, but please don't consume the entire thread with those.

Thanks again!

So, lately there's been a ton of advice requested on the forums for basic character concepts, with this title of this thread thrown in. What this generally entails is stats like: 18 18 16 16 15 14.

I'm going to attempt to give two answers to this question, in hopes of covering several threads worth of concerns.

First answer: Something with MAD. On the offchance that you actually managed to roll amazing scores (with almost totally even numbers, to be even more unlikely) by yourself and your GM buys it, play something with MAD. Try a monk, or a paladin, or something that if you rolled honestly would actually be difficult to adjudicate stats for.

Second answer: Whatever the heck you want. With stats like that, you could pick up a dagger one size category too small for you, take the -2, take the lower damage, and beat people to death with it. The game is no longer a challenge with those stats, so gimp yourself somehow to make it fun again.

Hope that helps!

Okay, so a little background first. I'm going to be playing a 9th level character through a PFS Module. It's scheduled for 3 sessions or so, and we're allowed to make a level 9 version of a current character. After the adventure is over, the sheet ends up tossed, so basically this character will be level 9 only.

So with that in mind, I have a Master of Many Styles/Hungry Ghost Monk that I wanted to build at level 9, and see just how awesome it could be. I'm going for a monk out of a kung fu movie, defensive based. Ya know, the whole parry the opponents attack then strike them back several times. I just think the whole idea is epic. Wont win any DPR competitions, but meh. The conundrum I ended up with, is that I'm not exactly 100% on how some of the styles interact. so I'm going to post the build here with my proposed battle plan, and I'd love someone to pick it apart. Tell me if there's a rules issue with it, so I'm not attempting shenanigans at the game session.

Levels: Human Monk 8 (MoMS/Hungry Ghost) / Fighter 1 (Unarmed Fighter)
Fighter level is taken midprogression

BAB: 7
Str 18 (+2 Human Bonus, +2 from stat bumps)
Dex 15 (+2 Stat Item)
Con 14
Int 11
Wis 18 (+2 Stat Item)
Cha 7

Dodge (Human Bonus)
Crane Style (Level 1 standard)
Crane Wing (Monk 1 Bonus)
Crane Riposte (Monk 2 Bonus)
Snake Style (Fighter 1 Bonus)
Improved Unarmed Strike (Bonus from both fighter and monk)
Mobility (Level 3 standard)
Combat Reflexes (Level 5 standard)
Snake Fang (Monk 6 Bonus)
Panther Style (Level 7 standard)
Panther Claw (level 9 standard)

Assuming he's got an Amulet of Might Fists +2 that puts him at a +13/+8 to hit for 1d10+6 damage unarmed strike.

okay. I think thats most of the background out of the way. So here's my battle plan. Please feel free to rip apart why it won't work, because I want to make sure I'm not breaking any rules to do so.

Lets assume this is round 2, I've spent my swift action in round 1 to activate all 3 style feats (Fuse Style, level 8 MoMS). I'm attacking a humanoid with 5 ft reach. Lets assume I start adjacent to him, for ease of this scenario.

My monk attacks him defensively (-1 to attack, +2 AC). Wonderful. I hit! yay. Then my monk starts moving away, provoking an attack of opportunity. The sucker falls for it, and attacks me. My monk uses Crane Wing to negate his attack. He then uses Crane Riposte to use an AoO to strike back. Another hit! Now, since the AoO for moving missed, Panther Claw activates, and I hit him with another attack! No AoO for this one, as Panther Claw is just a free action.

So we're doing pretty good, 3 attacks, right? all at my highest BAB basically. But wait, there's more. Snake Fang has also activated! I get another attack using Snake Style (spending my second AoO) and if that hits, can spend my immediate action to hit him yet again!

So, 5 hits in a row. Wonderful. Not really that much better than a monk flurrying, but my monk can also move, provoking more attacks with Panther Claw and making even more. But that's neither here nor there.

Now we come to the crux of my issue. Can the AoO from Snake Fang and the AoO from Crane Riposte both activate off the missed attack?

Are there any other issues with this battle plan? it's fairly involved, and won't work terribly often, but I'm still quite in love with it.

If it won't work, the entire crane line seems reasonably superfluous, I guess. Is there a better style chain that I can use?

Question the second: How much AC do you need to reliably not be hit around level 9? My monk will start with a base AC of 21. Assuming the nice mage uses mage armor on him, he'll be at 25. Add a ki point for +4, mobility for +4 when I'm provoking via moving, and +2 for fighting defensively, that puts me at AC 31 normally, or 35 when provoking AoOs.

Is 35 AC enough to have people reliably miss me, if they don't crit?

Question the third: If instead of Crane Riposte, I got Panther Parry, and actually got to hit them before they hit me, could I declare I was fighting defensively at that point, in order to avoid having to start next to the opponent and hit them before moving? (Crane Style stuff only works if you're fighting defensively or total defense)

I think that's it. I know its long, and thank you for reading my novel. Any feedback is welcome!