Clone Mask

Truesight's page

Organized Play Member. 86 posts (198 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.


RSS

1 to 50 of 86 << first < prev | 1 | 2 | next > last >>
Dark Archive

2 people marked this as a favorite.

Keep in mind weapon cords require a move action to recover weapons now. They are much less powerful in that regard.

Dark Archive

There isn't enough love for cavaliers in this thread.

Half Orc Cavalier:

Honour Guard Archetype
Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8
Alternate racial traits: Sacred Tattoo
traits: Fortunes favored, Adopted: Helpful Halfling

Lvl 1 Feat: Power Attack
Tactician: Paired Opportunists
Lvl 2
Lvl 3 Feat: Combat Reflexes, Bodyguard (honour guard bonus)
Lvl 4
Lvl 5 Feat: hurtful
Lvl 6 Bonus Feat: Cornugon Smash
Level 7: Intimidating prowess
Level 8 (sword bonus)- Mounted combat

Gear
Jingasa of the Fortunate Soldier
+1 Benevolent Full Plate
+1 Benevolent Chain Shirt Barding (large)
+2 cloak of Resistance
+2 Greatsword
Ring of Protection +1
Amulet of Natural armour +1
Belt of strength +2

HP:61 25 AC Fort: +12 Ref: +8 Will: +9

Companion: Heavy warhorse (Bodyguard)
Feats:Bodyguard
Combat Reflexes
Additional Traits: Adopted:Helpful Halfling, Indomitable Faith
In Harms Way


So, how it works. Good saves thanks to Order of the Sword bonus to will saves, and synergy with Sacred Tattoo and Fates Favoured and banner. Good AC because of heavy armour and jingasa + fates favoured. But the meat of the build is the synergy between the mount and cavalier. For the first four attacks per round against the cavalier, the mount adds 5 to his riders AC. If he still gets hit, the mount takes it with In Harms Way, and the damage is annulled with the cavaliers Mounted combat.

When the monster gets bored and tries to kill his team mates, the Cavalier and warhorse give their adjacent friends +11 to AC versus attacks.
He also debuffs enemies saves and attacks passively by inflicting shaken as a free action on his attacks with Cornugon Smash, which gives him a free swift action attack for free every round at max AB, greatly increasing his damage.
On top of all this he is still a high strength two hander with power attack, challenge and order of the sword/banner bonuses to hit, a massive threat enemies need to deal with.

Dark Archive

Both are legal, Acadamae Graduate is in the Curse of the Crimson Throne player guide (free download PDF) and Allnight is in the Adventurers Armory.

Dark Archive

1 person marked this as a favorite.

As a personal service announcement to all Wizard conjurors out there, all the cool magi have been utilizing

Acadamae Graduate:
Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.

With the drug

Allnight:
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.

To speed their summoning endeavours.

Dark Archive

Sounds like you are playing a full caster right then, keep it up. Summoning isn't the be all and end all, it is a powerful augment to your arsenal.

Dark Archive

I'm looking forward to trying out a two handed falchion/sword and board fighter. Vestigial arm on the fighter chassis with mutagens and flight for gravy, has single handedly reinvigorated my interest in the class.

Build:

Dwarf Fighter, Sword and board party tank

20pb
Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

Traits: glory of old

Level 1: Steel Soul, Power Attack, Mutagen
Level 2: Weapon Focus [Falchion]
Level 3: Iron Will
Level 4: Weapon Specialisation Falchion
Level 5: Improved Shield Bash
Level 6: Improved Two-Weapon Fighting
Level 7: Shield Slam, Vestigial Arm Discovery
Level 8: Improved Critical (Falchion)
Level 9: Double Slice
Level 10: Improved Iron Will
Level 11: Shield Mastery, Wings Discovery
Level 12: Greater two Weapon Fighting, retrain Specialiation falcion to two weapon rend
Level 13: Bashing Finish

Hard as nails, hits like a two handed specialist, but with shield AC and 3 no AB penalty shield hits+ rend + bashing finish attacks. With feats left over for saves.

I'm not sure whether to use Martial Master, giving up weapon training seems like too much. Can anyone think of some good synergy?

Who else is glad to see the fighter getting love?

Dark Archive

1 person marked this as a favorite.

Why not a simple fix. Make him the master of feats. In the lines for fighter bonus feats, add "When taking a bonus feat the fighter can ignore all pre-requisites of the chosen feat"

It would give them great versatility and open up some fun builds that only a fighter could achieve.

Dark Archive

Easy, Urban Ranger with Favored enemy: Banker (Evil).

Dark Archive

Lastoth already designed a guide around that character exactly, have a look: Lastoths Guide to Archery Rangers

Dark Archive

Clustered shots

Dark Archive

3 people marked this as a favorite.

1)Grease, Colour spray, Silent Image, Liberating Command, Protection from Evil
2) Create Pit, Mirror-Image, Glitterdust, Invisibility, Flaming Sphere
3) Haste, Battering Blast, Resist energy communal, Fly, Slow
4) Emergency Force Sphere, Enervation, Dimension Door, Confusion, Telekinetic Charge

Dark Archive

Really quick attempt as a baseline.

Human Archaeologist Bard:
Strength 16->Increases go here
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 14
1: Lingering song, Combat Reflexes
2:
3: Flag Bearer
4: Rogue Talent:Trap Spotter
5: Bodyguard
6:
7: Power Attack
8: Rogue Talent:Combat Trick: Cornugon Smash
9:Arcane Strike
10:
11: Discordant Voice
12: Advanced Rogue Talent: Improved Evasion

Favoured class= more spells
Traits: Extra performance, Adopted->Helpful

Skills:
Disable Device
Perception
Stealth
UMD
Intimidate
Diplomacy
Knowledge
Knowledge


Disables traps from level 1, magical ones from level 6, and at level 4 you auto perception check against them, no need to slow down the game by checking constantly. At level 10 his perception is +19 and Disable Device +22 before masterwork tools/ items and he takes 10 on disabling traps, taking the risk out of it.
Offensively he is a two hander (Longspear) with power attack, arcane strike, archaeologists luck, flag bearer and bard buffs.
He is a team player aiding team defensively with bodyguard and Cornugon Smash and offensively with bard spells, flagbearer and Discordant Voice.

The only item you really want on the shopping list is Banner of Ancient Kings.

Lots of skill ranks to play with and can face really effectively. Just a better rogue in my opinion.

Dark Archive

Updating the Wiz/Cleric with a Thalin informed variant.
Moves away from human to aasimar, gains another domain,increased intelligence, aasimar traits and more rounded stats for the cost of lowered wisdom.

Peri-Blooded Aasimar Wizard/Seperatist Cleric of Asmodeus:

Strength 7
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 14
Charisma 9
Alternate Racial traits: Incorruptible (for Divine qualification)
1:Wiz : Conjuration/teleportation- familiar=Greensting Scorpion, (Scribe scroll into:Spell Focus: Conjuration), Augment Summoning
2:Wiz:
3: Cleric : Trickery (Qualify for Arcane), Travel domain, Superior Summoning
4: Theurge :
5: Theurge : Improved Initiative
6: Theurge :
7: Theurge : Dazing Spell
8: Theurge :
9: Theurge : Improved Familiar (Imp)
10: Theurge :
11: Theurge : Divine Interference
12: Theurge :

Honestly with the loss of lore oracle I'm growing more fond of Wiz/Cleric as an option by the minute, despite the mixed casting stats. The delay of sorcerors and oracles is starting to look painful.

Dark Archive

I had a look at Evangelist, with it not improving over time I'm not sure on its usefulness. Do you have a way to squeeze the most out of it?

That said, I would not take any levels of monk, nothing is worth losing caster levels for, especially in Theurges.

Dark Archive

Thalin wrote:

I question why you have the 18 in Wis; that eats a lot of valuable points that could go elsewhere... a 14 should be fine (use the divine for buffing). Also, why 9 and not 7 cha?

For the sorcacle; dex should be 7, it does nothing for you. Same with Str. Get a higher int and wis for those points.

Agreed with the Soracle point.

On the Wizard/Cleric, 9 Cha was just because that's all I needed for 14 Con. On the 18 Wis, depends on perspective, more spells plus having good DC's (for this build I would go +2 int/Wis Circlet) on the cleric seems valuable.

I'm trying for both strong Cleric and Wizard casting, which may be overreaching, would you reccomend focussing more on wizard with limited emphasis on cleric? Perhaps:
LN Dual Talent Human Wizard/Cleric of Asmodeus:
Strength 7
Dexterity 10
Constitution 14
Intelligence 20
Wisdom 16
Charisma 7

With this you need not put any ability bonuses or magic items into raising wisdom at all, leave it purely as utility.
An interesting option.

Joe M. wrote:
Even though it "manifests as" augury, it's not a spell-like ability but a supernatural ability. So–sadly!–I don't think it will work to satisfy that requirement.

Damn! Good pick up. That build needs adjustment. Unfortunate, I liked the lore mystery.

Dark Archive

morrissoftxp wrote:
Not quite sure how your level progression works out. you have to be 6th level before taking Theurge as a cleric/wizard or 8th level for oracle/sorceror build. Since you need 2nd level spells for each class before you can go into Tueurge. From your builds it seems like you become a thurge before level 6 or 8 (oracle/sorc).

Hi Morris, there has been a change in the way Spell Like abilities interract with qualifications for prestige classes. Check out this thread for a starter. FAQs about SLAs and the impact on Prestige

Dark Archive

andreww wrote:
I am wondering why you chose Travel. On a standard Cleric its great as the Domain spells help enormously with mobility and Dimensional Hop is just great. All you are getting here though is 10' base speed and the ability to ignore difficult terrain for a few rounds per day. That might be useful early on but will fade very quickly in usefulness.

Mainly for access to its excellent domain spells to free up slots for the sorceror. Deception and liberation also seem nice. What do you think?

Dark Archive

Putting up a Dekalinder variant for comparison:

Neutral Good Empyreal Sorcerer/ Seperatist Cleric of Nethys:
Archon Blooded Aasimar (Continual Flame)
Strength 7
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 20
Charisma 10

1:Cleric : Fate inquisition (Augury to qualify), Travel domain, Spell Focus: Conjuration,
2:Sorc: eschew materials
3: Cleric : Augment Summoning
4: Theurge :
5: Theurge : Summon Good monster
6: Theurge :
7: Theurge : Dazing Spell
8: Theurge :
9: Theurge : Superior Summons
10: Theurge :
11: Theurge : Divine Interference
12: Theurge :

Traits:

Traits: Magical Knack: Sorceror, Reactionary

Features: Cranked will save, single stat casting, 6th level Cleric spells, travel domain

Dark Archive 1/5

Jiggy wrote:

Except I'd really like to be human; is there a feat- or class-based way to get it alongside the divine one? I can't remember, and that would be a LOT of digging to find. Anyone recall (or have the info readily available)?

Thanks.

A Trickery domain Cleric with the Fate Inquisition gives both Arcane and Divine 2nd level spell qualifications.

Dark Archive

Dekalinder wrote:

I'm personally firmly in the camp that trickery domain does not qualify as a second level SLA.

That said, i personally prefer Sorc 2/cleric 1 combination for general games. For PFS that caps at 12 better Sorc 1/cleric 2.

Interesting, for comparison, how would you do it?

Dekalinder wrote:

For the Sorcerer/Oracle you really don't need double curse. Given the number of spontaneous spells you have I would really want to grab some metamagic feats.

Misfortune is decent but it only works once per creature. Persistent Spell will allow you to force every target to roll twice and you can use it over and over. Ill Omen is OK but its a standard action and you should have much better things to do with a standard action to remove an enemy.

I am looking at something like this for an MT.

I must admit I have never used Misfortune in game, it seems very useful though. What metamagic do you think would be most viable? Any thoughts on investing in Improved Familiar? I like your build, what did you pick up with Extra Revelation?

Dark Archive

Looking over the new rules, I decided to have a go at building a Theurge because they look like fun now. I'm stuck between the old Wizard/Cleric variant, or the new possibility of Oracle/Sorceror, focussing on just Charisma.

Here are the two builds, which would you pick?

LN Chelaxian Kyton Tiefling Sorceror/Oracle :

Strength 8
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 10
Charisma 20

1:Lore Oracle Dual Cursed : Automatic writing (augury= level 2 divine qualification) Legalistic curse/ Blackened, Feat:Noble Scion
2:Arcane Sorc (Green sting Scorpion):
3: Sorc: Extra Revelation (Sidestep Secret)
4: Theurge :
5: Theurge :Extra Revelation (Misfortune)
6: Theurge :
7: Theurge : Improved Initiative
8: Theurge :
9: Theurge : Improved Familiar (Imp)
10: Theurge :
11: Theurge : Divine Interference
12: Theurge :

Traits: Magical Knack (Oracle), Reactionary

Features: Charisma modifies= Dex modifier to AC, Reflex mod, Init mod, Both casting stats, +2 cha to sorc abilities due to infernal sorcery.
-Misfortune + Divine interference re-rolls for allies/enemies

LN Dual Talent Human Wizard/Cleric of Asmodeus:

Strength 7
Dexterity 10
Constitution 14
Intelligence 18
Wisdom 18
Charisma 9

1:Wiz : Conjuration/teleportation- familiar=Greensting Scorpion, (Scribe scroll into:Spell Focus: Conjuration), Augment Summoning
2:Wiz:
3: Cleric : (Fate inquisition (Augury to qualify for Divine), Trickery domain (Mirror Image to qualify for Arcane), Superior Summoning
4: Theurge :
5: Theurge : Improved Initiative
6: Theurge :
7: Theurge : Dazing Spell
8: Theurge :
9: Theurge : Improved Familiar (Imp)
10: Theurge :
11: Theurge : Divine Interference
12: Theurge :

Features: Same casting progression as an equivalent level sorceror, but with level 10 cleric casting as well.

Traits: Magical Knack: Cleric, Reactionary

So far as I can see the comparison is this.

Wizard/Cleric Advantage:
gets access to higher level spells 1 level earlier, gets level 6 arcane spells at 12.
Extra feat, and 3 'open' feats for customisation.
4+ more skills per level, better knowledges
+4 Will Saves
Better at summoning
Much more versatile with two prepared casters

Sorc/Oracle advantage
One casting stat to focus on, will have much higher spell DC’s
5+ Higher AC/Reflex/Initiative
Has Misfortune to save allies/disable close foes.
Higher number of spells per day due to casting stat and spontaneous caster advantage

Also if you could pick apart any problems ( or improvements!) pre-emptively that would be great too :P.

Dark Archive

I find the best way to play prepared spellcasters is to spread out your slots between different but equally devestating spells for varying circumstances. The exact right spell for the situation is always better than two or 3 close ones. This is a luxury only prepared spellcasters can enjoy.
As an example the three main configurations my Kingmaker Conjuration (teleportation) 10 wizard spell has:

Spells:

Standard Spells:
0: Read Magic, Message, Mage Hand, Detect Magic
1: Comprehend Languages, Grease, Liberating Command, Vanish, Mage Armourx2, Feather Fall, Protection from Evil
2: Glitterdust, Create Pit, Rope Trick, Flaming Sphere , Mirror Image, Invisibility, False Life
3: Resist Energy-Communal, Fly, Battering Blast, Invisibility Sphere, Slow, Dispel Magic
4: Enervation, Heightened Dazing Snapdragon Fireworksx2, Emergency Force Sphere, Arcane Eye, Resilient Sphere
5: Teleportx3, Hungry Pit

Siege (In Progress)
0: Read Magic, Prestigitation, Mage Hand, Ghost Sound
1: Greasex2, Liberating Command, Vanish, Mage Armourx2, Feather Fall, Protection from Evil
2: Glitterdust, Create Pit, Flaming Spherex2 , Mirror Image, Invisibility, False Life
3: Fireballx3, Fly, Stinking Cloud, Slow, Wind Wall
4: Black Tentaclesx2, Heightened Dazing Snapdragon Fireworks, Emergency Force Sphere, Ice storm, Resilient Sphere
5:Wall of Force, Teleport, Life Bubble, Cloud kill

Scouting
Standard Spells:
0: Read Magic, Prestigitation, Mage Hand, Ghost Sound
1: Comprehend Languages, Grease, Magic Missile, Vanish, Mage Armourx2, Feather Fall, Protection from Evil
2: Glitterdust, Create Pit, Rope Trick, Flaming Sphere , Mirror Image, Resist Energy, False Life
3: Fireball, Fly, Battering Blast, Stinking Cloud, Slow, Dispel Magic
4: Scryingx2, Phantom Chariot, Emergency Force Sphere, Secure Shelter, Resilient Sphere
5:Wall of Force, Teleportx2, Telekinesis

As you can see you want to cover as much ground as possible with your options. And have emergency force sphere. Always.

Dark Archive

Bodyguard Feat, Helpful trait, Combat reflexes and gloves of arcane striking.

Be adjacent to your big bad fighter, preferably with mirror image up and wielding a longspear. With bodyguard and combat reflexes you can up his AC by 4 for (1+ dex modifier) attacks against him per round, and gloves of arcane striking increase this AC bonus for 1 +1 per 5 caster levels. All without effecting your move or standard actions. The previously mentioned benevolent armor adds to this as well.

Dark Archive

kevin_video wrote:
And don't say "A druid" because that's a class, and the druid is always seen the hippie that ties themselves to the trees in hopes that the loggers don't chop them up too.

Huh, I always saw them as earthquakes, firestorms and tidal waves smashing civilization to bits. A new Archdruid taking power to bring nature to the fight would be a cool main threat, powerful too.

Dark Archive

Well, that's what I get for not looking at dates... I'll be right back with my dunce cap.

Dark Archive

1 person marked this as a favorite.

This is the most obvious troll I've ever seen on these forums, he rehashes an ancient and divisive argument, states 'I disagree' when given a reasonable response and then abandons the thread when it gets going.

*ready action throw alchemists fire* Don't feed the troll.

Dark Archive

Yup, time to leave this thread I think..

Dark Archive

Slap anyone who asks to take the leadership feat, apart from that with those restrictions you should be fine.

Dark Archive

You're in luck, Lastoth made a guide specifically for the character you are planning. Here you go: Lastoths Guide to Archery Rangers

Dark Archive

With zero effort or creativity: 2 Archery focus rangers with favoured enemy human riding their horse companions.

Ever heard of the Battle of Carrhae? It'll be like that, but much faster.

Dark Archive

Racial HD and Caster level. Should they stack?

Kazarath wrote:

I've managed to weasel my GM into letting me play a traitor Serpentfolk

So here is my solution. What if racial HD and levels in a spellcasting class stacked to determine spells per day, caster level, and spell level, much like how certain prestige classes stack for caster level. Would that be overpowered?

Is there really any question what is going on here anymore?

Dark Archive

kyrt-ryder wrote:
Truesight wrote:
Kazarath wrote:

Posts his build at level 10

Again, the stats were vastly lowered, and I would've been open to being a level behind everyone else.

I was actually going to about only 5th level compared to them. And by the way, they weren't core races either!

Funny how the story changes as people uncover the race.
Funny how you're so quick to judge him over this.

It probably has something to do with the fact that it shows clearly he directly contradicts himself whenever it is convenient to his argument. That is, he is lying through his teeth.

Dark Archive

Bill Dunn wrote:
I wouldn't be too hard on yourself here. If this other thread is any indicator, he tried to get a pretty powerful build vetted here on the boards: So...yet another OP character thread...

Great detective work Bill!

kyrt-ryder wrote:


Kazarath wrote:

My GM has also forbidden me from using the race builder, because its not 'balanced'.

I even used the race builder to stat it up, lowering the stats and abilities vastly while still remaining true to the original.

Can't say I'm seeing a problem here. If a player really has their heart set on something, a DM should at least have the compassion to take it into consideration. I know I'd do it were I DMing.

It was banned, of course his DM is going to dismiss it. The fact that he brought this being dismissed out of hand as a reason for his DM being unfair without highlighting that shows how he is misrepresenting his DM. The fact that he is even using Race builder after it was banned makes this whole thread questionable, that he complained about it not being accepted when it was banned beforehand? Makes him look very disingenuous.

kyrt-ryder wrote:


Truesight wrote:
Kazarath wrote:
The only core race I'd want to be that'd fit in the setting is pure-blooded azlanti, but of course I'm afraid to even ask given my track record.
Ah, the only core race you want is the most powerful one. Ok.
I can see how that could be a problem. It's also possible he's more interested in the history and culture than the raw power, but then I'm not actually familiar with the Azlanti, so I can't make a judgement call here.

Could be true, but given this thread that Bill so kindly revealed it is likely this gentleman likely has an interest in breaking the game.

Dark Archive

kyrt-ryder wrote:


Seriously Truesight, why so judgemental?

You aren't seeing this?

Kazarath wrote:

I might have been a bit....reckless, but that was because I was labouring under the apparently false assumption that if I died, I could make a character I really liked.

I was doing so because my 'GM' hinted at such things

When I told him that he had said I could

Hinted does not mean could.

Kazarath wrote:

Granted it was a monster character, but I had tried to make it as balanced as humanly possible.

He then said that I can have the same character, just use a standard race and we'll just 'call' him what I wanted it to be.

He gave you an out.

Kazarath wrote:
I've had to accept the fact my friends are a$&holes

Ok, not seeing it so far but lets continue.

Kazarath wrote:

My GM has also forbidden me from using the race builder, because its not 'balanced'.

I even used the race builder to stat it up, lowering the stats and abilities vastly while still remaining true to the original.

Huh, so you were forbidden from using Race Builder but went ahead and did it anyway, and then are devestated he doesn't want to use your custom monster race. But he's an 'a$&hole'. Right?

Kazarath wrote:
The only core race I'd want to be that'd fit in the setting is pure-blooded azlanti, but of course I'm afraid to even ask given my track record.

Ah, the only core race you want is the most powerful one. Ok.

Kazarath wrote:

Posts his build at level 10

Again, the stats were vastly lowered, and I would've been open to being a level behind everyone else.

I was actually going to about only 5th level compared to them. And by the way, they weren't core races either!

Funny how the story changes as people uncover the race.

Kazarath wrote:
I had already stated, I used the race builder to change THE STATS.

How nice of him, to use that thing his GM banned beforehand.

Not seeing where the others did wrong here. At all. I'm seeing alot of changes of story and misrepresentation too.

Dark Archive

Kazarath wrote:

So in short, screw you guys, I'm going home.

You bring your table problems to the public forums and misrepresent the other side, then are surprised when some people are curious that perhaps everything isn't on the level?

You hid what race you so needed at first, because it was utterly ridiculous, and have revealed that you have a past of attempting to slip in overly strong races in your first post.

Now you leave the second people start realizing what you were trying to do, and still think you are hard done by.

Goodbye, and send your DM my love, he's fighting the good fight.

Dark Archive

I'm starting to see where the problems with this group lie.
Serpentfolk: Str –2, Dex +10, Con +6, Int +8, Wis +4, Cha +6.
• At will—disguise self (humanoid form only, DC 14), ventriloquism
• 1/day—blur, mirror image, suggestion (DC 16)
• telepathy 100 ft.
Spell Resistance equals total Hit Dice + 10.
Poison bite (Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. ) save DC equals 10 + Con modifier + 1/2 total Hit Dice.
-When it is 4th level in any class combination, it gains two spell-like abilities usable once per day each: dominate person and major image. When it reaches 9th level in any combination, it gains two more usable once per day each: mass suggestion and teleport

It isn't even a variable race from the race guide, it is -way- too powerful, it's a Beastiary variant. So it's this overpowered ridiculousness or Pureblood Azlanti? You want full class levels on top I'm assuming? And the others are core races?

I'm sure they are all 'dicks'. Cry poor me all you want, but this is pretty ridiculous mate.

Kazarath wrote:
The only core race I'd want to be that'd fit in the setting is pure-blooded azlanti, but of course I'm afraid to even ask given my track record.

Perhaps you should find a game where they don't care about party dynamics.

Dark Archive

1 person marked this as a favorite.
TerraNova wrote:

So you got a grumpy "I'll consider"... for a special treat, trashed your pc, and now complain the GM did not give you a reward for it? No sympathy from me

This. Also, you are trying to get a race above and beyond what the other players were allowed, and you seem astonished that they might be upset at this. The only core race you can think of a character for is a Pureblood Azlanti. -Really-?

Your DM is in the right.

Dark Archive

I believe this kind of thread is called a 'humble brag'.

Dark Archive

A Staff of fire.

Dark Archive

Emergency Force Shield, an immediate action Resilient Sphere, at the same level. It's very, very hard to kill a mage with that in his spell list.

Dark Archive

1 person marked this as a favorite.

Archery rangers have huge damage, fast feats, a mount and lots of versatility. Lastoth did a great guide here

Dark Archive

Here's my best PFS bard build, it gives +6/+6 +1d6 sonic as a swift action to all party members on the first round, to which he can cast a spell (haste) on top. As well, he buffs the fighters AC using bodyguard and works in tandem with him using a spear.

Aasimar bard build:
Aasimar(Angelkin variant w/ Truespeaker alternate trait)
Str 16
Dex 14
Con 14
Int 12
Wis 8
Cha 16

1: Lingering song
2:
3: Flagbearer
4:
5: Combat reflexes
6:
7: Bodyguard
8:
9: Arcane Strike
10:
11: Discordant Voice
12:

Use Buckler/ w/ Flag + Longsword w/ weapon cords to cast at level 3, when you get the Banner of Ancient Kings put it on a spear and use that.

Traits: Adopted: Helpful Halfling: Aid other= +4
Reactionary: +2 Init

All favoured class ranks go into Aasimar alternate (+1/2 level for inspire courage)

Skills:
Swim 1 rank then Use Magic Device )
Perform (Oratory)
Climb 1 then Perform (Act)
Linguistics to rank 4 then Perform (Dance)
Perception
Spellcraft +1 rank in Disable Device at level 2, Sleight of Hand level 3 then back to spellcraft
Knowledge Local + others

Using the Aasimar favoured class bonus and Banner of Ancient Kings his Inspire Courage is +4/+4 swift action at level 9 (9 levels +4 Favoured class, +4 Banner of Ancient Kings), as opposed to 17, and the banner adds a further +2/+2. On top of this at level 11 Discordant voice adds +1d6 sonic damage as well. During combat he stays adjacent to the main fighter and buffs his AC by 4, 3 times per round using bodyguard(+7 AC with gloves of arcane striking, +9 with benevolent armour property). Make sure to take saving finale to buff allies saving throws and take advantage of your lingering song feat.

So the bard gives huge bonuses to attack and defense, while still having great skills and full bard spells. Oh, and all of these are swift actions or attacks of opportunity, so you can full attack at the same time should you wish using your two handed weapon and high strength.

BraveEarth wrote:
the idea behind her is that I wanted a character who constantly would want and need to learn new Languages.

It also fits your backstory, the Aasimar 'Truespeaker' trait means that the bard gets two languages for each rank in linguistics, you'll have tonnes of those in no time.

Dark Archive

Tarondor wrote:


Trusight: Why a Dex of 14? Isn't this guy going to be wearing full plate?

He will be wearing full plate, but a dex of 14 allows 2 extra attacks of opportunity using combat reflexes, which means 3 opportunities to increase an allies AC using bodyguard rather than 1.

Dark Archive

If you are looking at archery as your main role and you have full BAB, Deadly Aim is not optional, it's necessary.
If it were me I would get it at 5, moving your weapon finesse and power attack to 7,9 respectively. I would drop cleave it won't do you any good at level 9.

Dark Archive

A Human Bard with Focused Study in Perform skills, Racial Heritage and Breadth of Experience. Take a rogue level if you need to disarm magical traps.

Dark Archive

Every four levels, the first of which won't be useful to you, but fair enough. What feats would choose for level 1-5 then? A character who can do nothing but 1-8 damage at level 4-5 is not pulling his weight wouldn't you agree? A wizard who picked a up a light crossbow could do that in his spare time, with only 3 or so less AB.

Dark Archive

Ravingdork wrote:
Merkatz, at low levels, a character like this would rely on ranged attacks to be effective, until he could get his hands on an agile weapon.

He has no ranged feats at all, so from level 1-5 he will be plinking away for 1d8 damage a round, taking full penalties for cover and melee combat?

Eww.

Dark Archive

Broken Wing Gambit (Combat, Teamwork):

You feign weakness, making yourself a tempting and distracting target.

Prerequisite: Bluff 5 ranks.

Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

And

Paired Opportunists (Combat, Teamwork):

You know how to make an enemy pay for lax defenses.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Hit them, now when enemies attack anyone in your melee line everyone gets an attack of opportunity, with +4 to hit, and you get that, and +1/2 level on top of challenge damage. They just died.

Dark Archive

This Helpful trait revelation makes me think a pure paladin might do fine for your purposes if you want a bit of damage.

Human Paladin:

Str 17 (+3 from 4, 8 &12 bonuses)
Dex 14
Con 14
Int 8
Wis 10
Cha 14

1: Paladin: Power Attack, Combat Reflexes
2: Paladin:
3: Paladin: Bodyguard
4: Paladin:
5: Paladin: In harms way
6: Paladin:
7: Paladin:Mounted Combat
8: Paladin:
9: Paladin: Ride by Attack
10: Paladin:
11: Paladin: Spirited Charge
12: Paladin:

Horse Mount
1-Combat Reflexes
2-Bodyguard
5-In Harms Way
8-Dragon Style
10-Power Attack

You give up teamwork feats, Swift Aid and Gangup, 6 less on Aid Another for:
Spells
Smite
Higher Saves
Immunities
Healing

Pretty good trade.

If you don't care about damage you can take Loyalty oath and variant channelling and spin it in that direction too.

Dark Archive

Aveldaxis wrote:

@Truesight

A note: you can take Helpful as any race with the Adopted trait, and you still get your other trait. Source.

Helpful trait on a human order of the Dragon Cavalier?! Let's pump that level 3 bonus to +8 shall we. Nice. :P

1 to 50 of 86 << first < prev | 1 | 2 | next > last >>