Harsk

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Organized Play Member. 11 posts. No reviews. 1 list. No wishlists. 2 Organized Play characters.


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Pouring through the feats there's a few I feel quite silly for missing and could compliment this build nicely I think.

Felling Smash *On a Power Attack I can choose to make a single attack and if it connects I can make a Trip maneuver as a swift action.

Furious Focus *Was going to ignore this but the synergy with Felling Smash is too good not to be acknowledged.

Disrupter *From what I've been hearing it sounds like spell casters are the big source of TPKs in Society play so if I can make it harder for them to cast their spells I'm not seeing any downsides.

Dazing Assault *A very impressive capstone that, up until now I've been ignoring for the end of feat chains.

What do you think Pyralisa? I've never used combat patrol and the few society missions I've played aren't the most open of encounters so I'm somewhat doubtful I'd need a 20 foot threat range.


You're the DM so you get to make the call what is/ is not legal in your game. Psionics are not Paizo published material so they certainly not core material. Advanced Classes will be but as of now they are in Beta strictly speaking. If your player is truly set on being a swashbuckling warpriest investigator then talk with him or her about WHY it's so important for them. If it is purely for mechanics then I'd say no but if there is some sort of reason that they feel their character would best fit as one of those classes maybe download the beta, familiarize yourself with the class they want and give it a bit of thought. During beta none of my friends found them truly broken (well no more than some other classes can get with the right build).

As for Monks/ Sorcerers I agree with Dominus on Monks but Sorcerers could, if high enough level, be suspiciously magical in my opinion. The way I interpret the bloodline descriptions as the sorcerer grows more powerful his bloodline manifests not only as magic but physically. If you read the capstone abilities many describe drastic physical changes. It would vary from bloodline to bloodline, and again this is just my interpretation, but I think a Sorcerer starting at 5th level might have something 'off' about them (Sharp teeth, unnatural eye color, etc). But in a prison with all kinds of races and ocnvicts they may just blend in with the rest of the baddies who knows.


Alright a few things before I post the edited build.
1: I meant the Lore Warden fighter archetype. I'm not sure why I called it Lore Master but I apologize for any confusion.
2: I am a player who tries to avoid any stat below 10 so this is even further into new territory for me.
3: Once again I appreciate all of the comments and advice you guys have provided. I have certainly gotten rusty at build since the group I played with has broken apart.

Favored Class: Fighter (Lore Warden)
*As of Level 1
Str 18 [4]
Dex 14 [2]
Con 14 [2]
Int 12 [1]
Wis 10 [0]
Cha 8 [-1]

HP: 14
AC: 18
Base Movement: 40 ft
Traits: Armor Expert, Indomitable Faith

Level 1 Barbarian 1 Power Attack, Combat Reflexes
Level 2 Lore Warden 1 Iron Will
Level 3 Lore Warden 2 Combat Expertise, Weapon Focus Guisarme
Level 4 Lore Warden 3 Maneuver Mastery, , +1 Int
Level 5 Lore Warden 4 Improved Trip, Weapon Specialization Guisarme
Level 6 Lore Warden 5 Weapon Training Polearms
Level 7 Lore Warden 6 Bravey +1, Dodge, Lunge
Level 8 Lore Warden 7 Know Thy Enemy, +1 Str
Level 9 Lore Warden 8 Mobility, Combat Patrol
Level 10 Lore Warden 9 Weapon Training Bows
Level 11 Lore Warden 10 Bravery +2, Greater Trip, Disorienting Maneuver
Level 12 Lore Warden 11 Hair's Breadth, +1 Str

So with this new build the character will be advancing (at a pretty even rate) between Trip Maneuvers and Attacks of Opportunity. The big thing that I'm considering swapping around the Weapon Focus/ Specialization feats for Dodge/ Mobility so I can get Combat Patrol sooner. Thoughts? I'd be giving up only points of damage per hit but those 2 points can add up.


You actually get the feat for free from the lore warden class at level 2. Also thank you fir the quick responses everyone. I am currently at work but once I get home I'll post a revised build taking into account the suggestions you guys made. I may be swapping some of the ability scores around to.


After taking a break from Pathfinder due to my playing group leaving school and my car going to the parking lot in the sky I'm looking to get back into the game and hopefully find a local GM or do the online society events that have been popping up on these forums lately.

The character was inspired by the likes of Prince Oberyn from GoT and Lancer from Fate/Zero. Someone who, instead of being a big stupid fighter, is an agile combatant able to stay out of harms way due to the reach of their preferred weapon.

Favored Class: Fighter (Loremaster)
*As of Level 1
Str 18
Dex 13
Con 14
Int 12
Wis 10
Cha 10

HP: 14
AC: 18
Base Movement: 40 ft
Traits: World Traveler, Weathered Emissery

Level 1 Barbarian 1 Power Attack, Dodge
Level 2 Loremaster 1 Mobility
Level 3 Loremaster 2 Combat Expertise, Weapon Focus Guisarme
Level 4 Loremaster 3 Maneuver Mastery, Spring Attack, +1 Int
Level 5 Loremaster 4 Improved Trip, Weapon Specialization Guisarme
Level 6 Loremaster 5 Weapon Training Polearms
Level 7 Loremaster 6 Bravey +1,Greater Trip, Lunge
Level 8 Loremaster 7 Know Thy Enemy, +1 Str
Level 9 Loremaster 8 Dazzling Display, Shatter Defenses
Level 10 Loremaster 9 Weapon Training Bows
Level 11 Loremaster 10 Bravery +2, Deadly Stroke, Iron Will
Level 12 Loremaster 11 Hair's Breadth, +1 Str

I didn't plan past 12 as society ends there and I have yet to be in a campaign where we go any further than the early teens as PC's power levels just get ridiculous by then. So is there anything that should be done differently with this build? The Deadly Stroke feat chain seems very enticing but I just wonder if it'll even be worth picking up the first 2 feats so late into the game. As for skills obviously I'll try to spread the love between the Knowledges since this'll be a Lore Warden, Perception is always important, and otherwise I'll focus on Intimidate or Acrobatics to help out the capstone abilities when the time comes. As I said in the title comments and criticisms are more than welcome since this is the 1st time I've made a fighter who isn't just big and stupid.


Despite being pirates (Normally 'forbidden' from being lawful) would Lawful Evil be allowed to reflect a selfish character but one that has a set of principles they live by?

Secondly is this simply a play by post campaign where we write and describe our actions or will there be dice rolls involved? It's been a few years since I've done any online RPing and I know that no tow are alike.

Shenar awoke sore and bruised, last night was a blur at its best and his headache did nothing to help his memory. There were scattered rays of light breaking through the treated wood that was overhead, 'far too close for the ceiling of an inn' the half elf realized as he slowly sat up. The sounds of the creaking wood, rocking motion, and salty smell assaulting his nostrils made Shenar come to one conclusion...that he had been press ganged.

Crawling to the other end of the diminutive and sorry excuse for a room he tried the door...locked. Shenar instinctively grabbed for his belt pouch only to find nothing there. His chain was missing as well, the constant jangle no longer offering the comforting feeling of one's weapon being nearby. Trying not to panic Shenar found the corner of this cell, for surely he was a prisoner with none of his affects and no bearings of where he was, closed his eyes and began to listen.

At first there was nothing but gulls in the sky and the waves below. An occasional groan in agony from the walls as if they protested to having a half blood in their domain. Finally, after accustoming his senses to the backrounf noise, Shenar began to hear what he was really after. "Bilgewater made us" a wave crashed agasint the sip harder this time "musta picked up half a dozen 'least."

'So there are others, alright the first step is finding them.'

"Cap'in is lookin' ta break em in today I s'pose. Here come's Fortune now eh? Is it that time already?"

"It is Green Tongue, so get the squabs on deck before the glass is turned."

The discussion stopped, in its place was the steady approach of footsteps coming closer by the second, and something told Shenar he wouldn't have a choice about taking this new job or not.


Trying to finish up a leader of northern barbarian tribes my PCs will be running into soon. Not looking to optimize to be the most dangerous barbarian to be rolled but I don't want him to be a pushover. I envisioned him dual weilding great axes but even with Titan Mailer the penalties would be too great to make him a real danger imo.
Half Orc
Str 22
Dex 12
Con 18
Int 7
Wis 14
Cha 14
Ranger 3 (TWF/ Cold Terrain favored)
Barbarian 6 (Invulnerable Rager)
Mammoth Rider 1 (I know hw doesn't meet pre reqs but it's simply for fluff. He has a huge dire wolf as a companion.)
Power Attack
Cleave
Iron Will
Leadership (score 14)
Improved Sunder

Gear
Adamantium Breastplate
Belt of Physical Might +4
+1 Furious Frost Battleaxe
+1 Furious Fire Throwing Axe

Any feat or class changes you guys would recommend? I want to start doing more than just giving my players a monster out of the bestiary if they are going into combat or a face if it's social and I feel like this guy would be a fun first step. Thanks for reading and I look forward to your responses.


The core book and APG. That has almost every class and numerous archeatypes covered. I can guarantee that if he's interested in playing he''ll find a class he likes in there.


Thanks for all of the replies so far guys. To answer some questions.

1: I know that the double axe is great choice for TWF but I wanna stick with the Kukris due to the great crit chance and for the flavor of being a knife wielding monster similar to Riddick

2: My main concern with Weapon Master (Kukri) or TWW is that early game I won't have much lockdown ability (With INT 9 I can't grab Combat Expertise and without that Improved Trip there isn't much i can do to guarantee that the target won't be moving away.

3: I am actually considering the vanilla fighter as well Atarlost but for a slightly different purpose. The main problem faced by TWF builds is if the enemy is mobile and has reliable disengage. I figure one way to alleviate this is take Light Blades as my first weapon group and simply keep 2 braces of throwing knives on my character and grab Quickdraw. If for some reason the enemy walks away I simply draw/ throw however many knives I can currently attack with and toss them their way. The damage will be reduced compared to the Kukris but it won't slow me down and I'll still have a reliable means to put the hurt one them. This is just an idea mind you, and one I'm sure that a rogue (Knifemaster if I'm right?) could probably do better.


Half Orc
Str 18
Dex 16
Con 14
Int 9
Wis 10
Cha 7

Two Weapon Fighting
Weapon Focus: Kukri
Equipment 2x Kukri

I know this is pretty early on but I'm rusty on the martial classes (been doing a lot of experimenting with the arcane classes lately and loving it but wanted to return back to the class I first used in Pathfinder).

My main question is would a Mobile Fighter or the Two Weapon Warrior fbe better suited for a TWF build? I've read through the various guides and tried to pass off Kukris as 'close' weapons to my GM so I could be a Brawler with em but he wouldn't have any of it. So while I do enjoy the idea of the mobile fighter I'm kind of curious about the idea of going TWW. It seems like it's more suited for those fighters who ant to be dual wielding bastard swords or scimitars.

So what are your opinions?


I know this is hardly a new idea fro multiclassing but my group and I are about to start the World Wound adventure set that is being released and I figured this would be both an effective way to fight demons and a fun way to get back into Gunslingers (I've missed playing em). A few questions before I start rolling this character out though.

1: Should I go Holy Gun or Divine Hunter? Reading the benefits I feel like Hunter is a better option as it never states that your ranged weapon must be a bow or corssbow and the Holy Gun's benefits are just muted version of what I'll already have as a Gunslinger.

2: Does anyone else think this could be an effective party face? While Lawful Good does have a way to put a damper on what I can do as far as Bluffing and Intimidating goes it doesn't mean I can't do them.

3: How much of a dip in Paladin should I be looking into? I'm thinking 2 should be fine early level and then return to the Paladin after getting Deadly shot to get the Weapon Bond by level 12.

Thanks for taking the time to read and I look forward to your responses.